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Van Mathias
Dead Space Collective
3
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Posted - 2013.04.01 08:39:00 -
[1] - Quote
Hey! I've seen a preponderance of threads concerning new battleship requests/designs here, so I thought I might post a thread and see if I could collect some of them into one place. So if you have a new Battleship idea or a proposal for a specific hull, post it here! Lets all share our creative work to see what people in EvE want out of Battleships!
I will start with a heavily revised version of a previous post I made about a State Faction Rokh:
Market Info
Hull Name: Hydra Base Hull: Rokh Price: 1,300,000,000 ISK
Description
Needing to upgrade their revered hybrid platform to face the unchecked menace of the Shadow Serpentis Vindicators, State R&D has put considerable effort in making a better Rokh, and it's recent investment has paid off better than expected. Even more stable and solid than before, recent improvements in turret mounting makes this ship able to hit out even farther than it's predecessor. Additionally, progressing miniaturization has increased the amount of space available for its internal bays, making room for more badly needed drone space. The sensor package has also been replaced by a more specialized model, giving a much quicker lock time and much greater sensor strength at the expense of targeting range.
Most significant of the changes to the base hull is the new shield and capacitor generators, which is the best the Caldari State has to offer in this ship class. However, much of the armor hardening hardware had to be scrapped to make room, but this is considered entirely irrelevant by the overwhelming majority of Caldari pilots.
Curiously, Caldari scientists have decided to use some of the new available space in the hull to fit Webifier enhancing technology generously gifted from the Amaar, giving the Hydra the ability to pin enemy battleships at midrange.
Sure to be a hit is it's default arctic white paint job, unique among Caldari designs.
Base Requirements
Advanced Spaceship Command 3 Caldari Battleship 4 Caldari Battleship Specialization 1* Propulsion Jamming 3
Hull Bonuses
Skill bonus for Caldari Battleship: 10% hybrid optimal range and 5% shield resists per lvl. Skill bonus for Caldari Battleship Specialization: 10% hybrid falloff range and 2.5% shield resists per lvl. Skill bonus for Propulsion Jamming: 20% increase to Webifier range per lvl.
Structure
Structure HP: 8,000 Cargo Capacity: 625 m3 Drone Capacity: 100 m3 Drone Bandwidth: 50 Mbit/sec Mass: 110,000,000 kg Volume: 486,000 m3 (50,000 m3 packed) Intertia Modifier: 0.16 Stucture Resists: 0/0/0/0
Armor
Armor HP: 8,000 Armor Resists: 20/10/10/20
Shield
Shield HP: 10,000 Shield Recharge Time: 2,500s Shield Resists: 20/50/50/20
Capacitor
Capacitor Capacity: 7,200 GJ Capacitor Recharge Time: 1,250s
Targeting
Maximum Targeting Range: 48km Maximum Locked Targets: 7 Scan Resolution: 60mm Gravimetric Sensor Strength: 32 points Signature Radius: 500m
Propulsion
Max Velocity: 100m/sec Warp Speed: 3.00 AU/s
Fitting
Max CPU: 800 Max Powergrid: 15,000 Max Calibration: 300
Low Slots: 5 Meduim Slots: 7 High Slots: 8
Launcher Hardpoints: 0 Turret Hardpoints: 8 Upgrade Hardpoints: 3 Rig Size: Large
Notes
*Caldari Battleship Specialization is not an actual skill in EvE, it just a placeholder for a skill that unlocks access to advanced Caldari State hulls. The design calls for the specialization skill to be rank 10. Per and Will based, under the Spaceship Command group. |
Omnathious Deninard
Extrinsic Operations
776
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Posted - 2013.04.01 08:58:00 -
[2] - Quote
Or post in the official thread for the battleship rebalance opinions. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Van Mathias
Dead Space Collective
3
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Posted - 2013.04.01 09:01:00 -
[3] - Quote
That is more for rebalancing current battleship hulls, this thread is for idea's for new ships, as new tech 2 and pirate faction BS's wont be looked at for a while. |
Caleb Seremshur
Dark Circle Enforcement Templis Dragonaors
5
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Posted - 2013.04.01 11:09:00 -
[4] - Quote
I would like to see some specialised battleships that can fit two racks of guns. Up to 16 guns in other words. Leaving them with similar fitting space to regular battleships means they can't reliably fit tanking modules or prop mods.
Also, they get no role bonuses, only non-damage racial bonuses. These new battleships will be like a ABCs to a dreadnought. Similar power but gimped fitting and on a smaller hull. |
Van Mathias
Dead Space Collective
3
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Posted - 2013.04.01 11:24:00 -
[5] - Quote
Well, why dont you gin up a statblock like mine and show us what a ship like that would look like? |
mynnna
GoonWaffe Goonswarm Federation
775
|
Posted - 2013.04.01 11:45:00 -
[6] - Quote
I propose the "Grammar" class battleship. It seeks out and destroys spelling errors, syntax mistakes, and extraneous apostrophes.
Mynnna for CSM 8 |
Van Mathias
Dead Space Collective
3
|
Posted - 2013.04.01 11:48:00 -
[7] - Quote
Yes, I know my composition is not the greatest. Though I can't consider a commentary on my grammar without an explication of at least one flaw in the text itself very serious. |
mynnna
GoonWaffe Goonswarm Federation
775
|
Posted - 2013.04.01 12:01:00 -
[8] - Quote
"Idea's" Mynnna for CSM 8 |
Van Mathias
Dead Space Collective
3
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Posted - 2013.04.01 12:09:00 -
[9] - Quote
Ah, my second post. Thank you. |
mynnna
GoonWaffe Goonswarm Federation
775
|
Posted - 2013.04.01 12:12:00 -
[10] - Quote
And the thread title, actually. Mynnna for CSM 8 |
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Van Mathias
Dead Space Collective
3
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Posted - 2013.04.01 12:14:00 -
[11] - Quote
Damn, beaten twice. |
0racle
Galactic Rangers R O G U E
17
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Posted - 2013.04.01 16:30:00 -
[12] - Quote
Caleb Seremshur wrote:I would like to see some specialised battleships that can fit two racks of guns. Up to 16 guns in other words. Leaving them with similar fitting space to regular battleships means they can't reliably fit tanking modules or prop mods.
Also, they get no role bonuses, only non-damage racial bonuses. These new battleships will be like a ABCs to a dreadnought. Similar power but gimped fitting and on a smaller hull.
Not going to happen, man. Why do you think they're reducing the amounts of turrets on ships such as combat battlecruisers and faction cruisers and bringing their damage bonuse per level up? To reduce server load. 16 guns on a ship would bring that in the totally opposite direction and make the game inconsistent. 8->16 turrets? That's alot of empty slots on the other vessels. |
Destoya
Sniggerdly Pandemic Legion
67
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Posted - 2013.04.01 17:48:00 -
[13] - Quote
I do hope you realize that this ship is amazingly OP in every way. I can hardly take the suggestion seriously to be quite frank with you. |
To mare
Advanced Technology
180
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Posted - 2013.04.01 19:32:00 -
[14] - Quote
A ship with 37.5% resist bonus maybe on top of T2 resist and about 50k range on blaster? Seems legit
The extra bonus on prop jamming its just silly |
Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
38
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Posted - 2013.04.01 21:40:00 -
[15] - Quote
Did you seriously make a duplicate thread with a few differences, DUDE!!! If your idea gets flamed in the origina, dont repost the idea with a few minor inconsiderable changes its ******* sad, you need to realise that this perticular idea for a ship is TERRIBLE!!! Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |
Van Mathias
Dead Space Collective
3
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Posted - 2013.04.02 04:27:00 -
[16] - Quote
Alright, To Mare, you are correct, the prop jamming bonus is silly, and off flavor, I will probably remove it. As for flames, who pays attention to those? I look for constructive criticism, like To Mare's.
Also To Mare, yes its up to about 50k, but the falloff is so brutal at that point your are hardly doing 25% of your original damage, if you hit. And the fact your limited to 60k lock range helps offset this by a lot, giving a giant hole in its defenses against fast tacklers and aggressive cruisers, which is where a BS should be Rock-Paper-Scissors wise. |
Destoya
Sniggerdly Pandemic Legion
67
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Posted - 2013.04.02 06:01:00 -
[17] - Quote
Ok, in an effort to make you realize that you gave this wet dream of a creation batshit pretty insane stats, let's just take a "constructive" look at the tank for a moment. (I will ignore the web bonus for the purposes of this post)
Doing some easy math, with 2 LSE, a DC II, and Tengu bonuses you get 110k shield EHP before you add any invulns, with amazing resists from the double resist bonus and more HP than a navy scorpion
Adding in 2x invulns for 180k EHP, with a resist profile of 78/84/84/78 (before overheat of course), not to mention that you have another 3 midslots left for whatever you like. You could get far better tank by plugging those resist holes, especially with some cheap B/C type faction hardeners, but I'm quite frankly too lazy to do the maths.
I do appreciate the motivation to post your ideas, but what you've done here is basically build upon a ship's strengths to the point where there is little reason to fly anything else in the class by just adding everything that someone wished they could have when they consider a blaster rokh (another mid, another low, more range, more tank, more mobility, more cap, etc etc)
Why would you fly a rokh when you can take this which has far better tank, better damage projection, and more slots for EW? Assuming the amarr version is built along the same lines why would you ever fly an Abaddon? Cost is a reason for some, surely, but that will not stop PVP becoming inundated with these new battleships within 6 months, in much the same way T3 cruisers have largely marginalized their HAC/CS cousins in many arenas of warfare.
In addition, every other ship or ship class in EVE has some innate weakness. Having crappy targeting range on a ship class that is obstinately designed to fit Neutron Blasters loaded with Null is not an example of this, since you wont be able to hit anything over 70km (approximately the range with Sigamp) anyways. Introducing an entirely new hull type to EVE is also opportunity to introduce new roles and new accompanying weaknesses, not just to reinforce the role of an existing ship. |
Van Mathias
Dead Space Collective
3
|
Posted - 2013.04.02 06:21:00 -
[18] - Quote
You have valid points sir, but its kind of like asking "Why would anyone use meta 4 when there are tech 2 mods?". The answer is of course is tech 2 mods take time to train into, and are substantially more expensive ISK wise. In addition to this tech 2 mods come with a fitting drawback that can only be truly offset by more skill training. Of course anyone who could use this would not use a Rokh instead, just like anyone who uses a Cerberus has absolutely no use for a Caracal... except if he wants something really expendable that he can afford multiple spares of. Also, the current "teir 3" hulls have no progression path like their older counterparts. The Raven has the Navy Raven, the Scorp has a navy version AND a pirate faction version that are both strictly better, but far more costly. I would also like to point out that I think that I think all battleships are undertanked right now. I admit it is far more heavily tanked than usual but all BS need a substantial boost in that area, and add on the fact my example ship is supposed to be an exemplar of a BS design that favors tank and range over maxxed out DPS and maneuverability. It is much like how the Vindicator is an exemplary DPS platform with some pretty crazy secondary abilities, but is weak on the tank.
Also, cutting down on targeting range is a nerf, because lock time in a BS takes forever, and one of the things that offsets this is the fact that you can start locking out from a substantially longer range.
Right now I view what I have like an unfinished sculpture. I'm gonna carve away at its stats until I have a finished product that works and is appropriately balance for the new battleship power level after the hull rebalance, whatever that level of power may be. |
Jacid
Sacrificial Lambs The Devil's Warrior Alliance
19
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Posted - 2013.04.02 15:53:00 -
[19] - Quote
The only role i see off the top of my head that isn't already covered in battleships is the mini dread idea. Essentially a t2 version of the a BS that has the hull tank and resists of a BS but the tracking DPS and ewar immunity of a dread in siege. Would be a great anti pos ship for high sec and WH space and could lead to some interesting combinations in fleet warfare. The trick would be to make sure they weren't overpowered, perhaps a low ehp (60-70k ehp) to make alpha a counter , or removed its ability to get remote reps.
my 2 cents |
Velicitia
Nex Exercitus
1329
|
Posted - 2013.04.02 16:07:00 -
[20] - Quote
Jacid wrote:The only role i see off the top of my head that isn't already covered in battleships is the mini dread idea. Essentially a t2 version of the a BS that has the hull tank and resists of a BS but the tracking DPS and ewar immunity of a dread in siege. Would be a great anti pos ship for high sec and WH space and could lead to some interesting combinations in fleet warfare. The trick would be to make sure they weren't overpowered, perhaps a low ehp (60-70k ehp) to make alpha a counter , or removed its ability to get remote reps.
my 2 cents
2 turrets, only able to fire while in siege? One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia Malcanis for CSM8 |
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Van Mathias
Dead Space Collective
5
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Posted - 2013.04.04 07:24:00 -
[21] - Quote
I don't know if a siege mode will work for BS's. It doesn't seem that there is enough EHP on them to make them last, unless they have a significantly shortened lock down time. |
Mike Voidstar
Voidstar Free Flight Foundation
113
|
Posted - 2013.04.04 17:00:00 -
[22] - Quote
Currently, there are only 2 battleship roles in game, at least as the Devs have divided them up:
Combat and Disruption. Only Caldari get Disruption.
Perhaps we need some new roles, or Battleships need to be able to take on multiple roles effectively. I just have a difficult time seeing an 'attack' battleship as making any of them remotely fast just does not seem to be in the cards. Disruption seems to work for the Caldari, and I'd love to see some support, especially in areas where we don't have alot of it at the moment, like sensor boosting. tracking links, etc...
The OP's suggestion seems a bit...much.
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Van Mathias
Dead Space Collective
5
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Posted - 2013.04.04 17:12:00 -
[23] - Quote
Mike, I have been cutting it down to get it under "a bit much" and I have had several people input their opinions on it, so it's getting to a reasonable place. Please feel free to PM me and suggest a change or two. |
Yosafbridge Ikkala
Mangoco Co.
0
|
Posted - 2013.04.10 01:25:00 -
[24] - Quote
I would like to see another advanced battleship class introduced in the form of a speed tanking (or at least very quick and agile) BS but retain close, albeit weaker, EHP and DPS than your average BS. for the sake of this let's call it a speed demon
it wouldn't matter what ship hull is used though most likely an already fast-ish one like the scorpion or tempest, maybe even an all new one. for the sake of this i'll assume its a Scorpion hull.
I'm new to the game and only at around 3 million skill points so don't expect me to be a master of balancing, but I would set it up something like this.
Base requirements:
Speed Demon I Caldari Battleship V High Speed Maneuvering IV
Hull bonuses: (totally off the top of my head most likely very unbalanced)
Skill bonuses for Speed Demon Reduce sig radius 5% and 5% missile damage and rate of fire per lvl
Skill bonuses for Caldari Battleship 2% increase in base speed and agility and inertia modifier and a 5% reduction to ship mass per lvl
Skill bonuses for High Speed Maneuvering 30% increase to the effectiveness of MWD's and AB's per lvl
Role bonus 100% increase to the effectiveness of MWD's and AB's and decrease to the cap capacity penalty of MWD's and a 50% decrease the the powergrid requirments of MWD's and AB's
Structure:
Structure HP: 4,500 Cargo capacity: 500 m3 Drone capacity: 50 m3 Drone bandwidth: 50 Mbit/sec Mass: 60,000,000 kg Volume: 280,000 m3 (30,000 m3 packaged) Inertia modifier 2.2 Structure resists: 0/0/0/0
Armour:
Armour HP: 3,500 Armour resists: 20/10/15/25/
Shield:
Shield HP: 6,000 Shield Resists: 0/50/40/20 Recharge time: 1,800s
Capacitor:
Recharge time 850s Capacity: 3,000 GJ
Targeting:
Max targeting range: 85 km Max targets: 7 Gravemetric sensor strength: 20 points Signature radius: 365 m Scan resolution: 70 mm
Fitting:
CPU Output: 750 Powergrid output: 9000 MW Calibration: 300
Low slots: 4 Mid slots: 7 High slots: 6
Turret hardpoints: 0 Missile hardpoints 5 Upgrade hardpoints: 3 Rig size: large
just threw that together real quick but I've had the thought since i started EvE. Please please please all you who know more than me about EvE (which is practically everyone) tell me what i can do to balance this and any thoughts you have about it.
Thanks for having a look :D
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Abrazzar
Vardaugas Family
1256
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Posted - 2013.04.10 08:20:00 -
[25] - Quote
Let me just drop in my old thread about Fleet Assault Battleships. Mining Overhaul Nothing changed since 2008. |
Fitzhugh
Minmatar Ship Construction Services Ushra'Khan
0
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Posted - 2013.04.10 13:25:00 -
[26] - Quote
Minmatar T2 heavy Battle Ship the UPHEAVAL Hull: Scaled up variation of the Stabber and Hurricane. Unlike the Mael and the Tempy it is long and flat, not tall and thin. Role: Point of the spear
Seeing the developments of the other other races building into the next evolution of ships amog the tribes it was decided that the Minmatar would not be left behind. The most agressive of Brutor pilots were presented to the most daring Sebiestor engineers. They made demands as the engineers argued what was allowed by the laws of physics. Finally the Krusual arrived carrying with them plans of dubious sources from all over new eden. The elders looked opon this process and moved the plan ahead.
From secret staging factories in Molden Heath and gaurded by the Krusual in swarms of cloaked shps came th final product. The Upheaval.
This ship was a culmination of all the ships that had come before. Combining the Sebiestors wish for speed and the Brutor need to strap a gun to every corner, with the help of the technology obtained by the Krusual, the Republic created the greatest ship to strike fear in the amarr. Everything the slave holder ships never were. Their stately gilded behemoth's, slow moving , ordered, symetrical to the nearest finger span. The Upheaval is built forward leaning and agressive, with oversized engines flaring in the back and custom designed micro engines to aid in turning, this beast is the fastest and most maneuverable battle ship ever created.
But all that speed and movement is not meant to get in close but to keep range. The Engines are built to feed vast amounts of power into the weapons systems. So much power in fact that the largest autocannons can not handle the feeds with out constant threat of burning out. The Upheaval is built from the ground up to handle the full compliment of the largest guns to be found in Matari space. Little time was spent on anything else. The is a creation for war in the oldest Matari tradition, it announces its arrival on a spear of fire that could shift moons, and then rolls fire at its enemies the shatter worlds.
All this thrust and power has cost dearly in the realm of weight. the additional lateral thruster, oversized primary engines and massive power generators lead to a ship that like its little brother the Tornado a great mas in space. This giant killer may not have the size but it does have the girth of a capitals ships of the republic. All that raw energy makes shield generation easy while interfering with the nano repair waldos of armor and hull repair systems. More then most the Upheaval has even encountered more then the usual problems getting into wormhole space.
Minmatar battship bonuses
10% optimal range per level 5 % fallout per level
Role bonus
10% damage per level 10 % ROF per level, 10% velocity boost from MWD and AB and module duration. 5 % shield boost per level 5% increase Power grid usage on all armor and hull reppers and resists. The Upheaval is unable to enter any c1 or c2 wormhole. Cannot fit any cloaking device Fitting CPU: 1000 Power Grid:10000 Calibration: 500
Low 6 Mids 8 High 8 turrets 8 Upgrades 3 Size large
Shield 40/60/45/40 8000 Armor 70/20/25/45 8000
Cap 6000 Recharge 750
Mass 525000 m3 (55000 m3) Inertial Mod .400
Max targeting 85 Locks 8 Scan res 500 mm Ladar 32 points Sig radius 700
Propulsion 210 Warp speed 3.5
Drone 125 vol/ 125 bandwidth
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Askulf Joringer
Sebiestor Tribe Minmatar Republic
41
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Posted - 2013.04.13 05:27:00 -
[27] - Quote
How about just un-nerf the sensor strength of maurders? |
Van Mathias
Dead Space Collective
22
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Posted - 2013.04.13 05:37:00 -
[28] - Quote
Askulf, in response to the recent resist nerf, what do you think of resetting my proposals resist bonuses at 4% and 2% respectively, for a total of 30% for a Navy Rokh? Post your advanced battleship ideas here! |
Askulf Joringer
Sebiestor Tribe Minmatar Republic
42
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Posted - 2013.04.13 05:38:00 -
[29] - Quote
Van Mathias wrote:Askulf, in response to the recent resist nerf, what do you think of resetting my proposals resist bonuses at 4% and 2% respectively, for a total of 30% for a navy Rokh?
Uhh resistance bonus should stay at 4% per level. If you want more, just add another mid to the navy rohk. |
Van Mathias
Dead Space Collective
22
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Posted - 2013.04.13 05:41:00 -
[30] - Quote
Already done, but its modeled after the Vindi bonuses, which is why I formatted them that way. I really like the 2 skill/2 bonus concept for advanced ships. I just want to keep my proposal more in line with recent ship rebalances. Post your advanced battleship ideas here! |
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