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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Larrikin
C C P C C P Alliance
441
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Posted - 2016.04.25 16:15:07 -
[1] - Quote
Hi M8s,
We're making huge changes to capitals with the Citadels expansion. Most of these changes are on Sisi now and we'd love you to get on there and help us with testing!
Notes:
- All combat capitals have reduced base Shields/Armor/Hull. There are now capital armor plates and capital shield extenders that you should use to increase the buffer of your capital ship.
- We've introduced new High Angle Weaponry, these are the 'Quad Mega Pulse Laser', 'Quad 800mm Repeating Cannon', 'Triple Neutron Blaster Cannon' and 'Rapid Torpedo Launcher'.
The siege module has been changed and now includes the following resistances/bonuses
- 75-80% bonus to Sensor Dampener resistance (T1/T2)
- 75-80% bonus to Weapon Disruption resistance (T1/T2)
- 400-500% bonus to Sensor Strength (T1/T2)
- 80% increase to Remote Electronic Assistance impedance
- 100% increase to Remote Repair impedance
All of these changes are on Sisi, and we'd appreciate you jumping on and helping to test them!
The current stats we're looking at:
Revelation Amarr Dreadnought bonuses (per skill level):
- 5% bonus to Capital Energy Turret damage
- 4% bonus to all armor resistances
- 10% reduction in Capital Energy Turret activation cost
Role Bonus:
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 5H, 4M, 8L
- Hardpoints (turret / launcher): 3 / 0
- Fittings: 780,000 PWG, 615 CPU
- Defense (shields / armor / hull) : 78,100 / 113,000 / 113,000
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
- Capacitor (amount / recharge / cap per second) : 60,000 / 4400s / 13.63
- Mobility (max velocity / agility / mass / align time): 75 / 0.042 / 1,350,000,000 / 78.6s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,175m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 97.5km / 80 / 7
- Sensor strength: 41
- Signature radius: 11,100
Phoenix Caldari Dreadnought bonuses (per skill level):
- 5% bonus to XL Cruse, XL Torpedo and Torpedo damage
- 4% bonus to all shield resistances
- 10% reduction in missile launcher reload time
Role Bonus:
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 5H, 7M, 5L
- Hardpoints (turret / launcher): 0 / 3
- Fittings: 500,000 PWG, 965 CPU
- Defense (shields / armor / hull) : 104,200 / 86,800 / 104,200
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 45 / 25 / 10
- Capacitor (amount / recharge / cap per second) : 52,500 / 3850s / 13.63
- Mobility (max velocity / agility / mass / align time): 70 / 0.044 / 1,300,000,000 / 79.30s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,750m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 115km / 70 / 7
- Sensor strength: 48
- Signature radius: 11,200
Moros Gallente Dreadnought bonuses (per skill level):
- 5% bonus to Capital Hybrid Turret damage
- 5% bonus to Capital Hybrid Turret rate of fire
- 5% bonus to Armor Repairer cycle time
Role Bonus:
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 5H, 5M, 7L
- Fittings: 660,000 PWG, 750 CPU
- Hardpoints (turret / launcher): 3 / 0
- Defense (shields / armor / hull) : 86,800 / 104,200 / 121,500
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 35 / 10
- Capacitor (amount / recharge / cap per second) : 54,500 / 4000s / 13.625
- Mobility (max velocity / agility / mass / align time): 75 / 0.045 / 1.250,000,000 / 77.98s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,550m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 105km / 75 / 7
- Sensor strength: 44
- Signature radius: 11,300
Naglfar Minmatar Dreadnought bonuses (per skill level):
- 5% bonus to Capital Projectile Turret damage
- 5% bonus to Capital Projectile Turret rate of fire
- 5% bonus to Shield Bosoter cycle time
Role Bonus:
- 50% bonus to Capital Projectile Turret Damage
- Can fit Siege modules
- 5x penalty to Entosis Link duration
Stats (before skills):
- Slot layout: 4H, 6M, 6L
- Hardpoints (turret / launcher): 2 / 0
- Fittings: 460,000 PWG, 740 CPU
- Defense (shields / armor / hull) : 95,500 / 95,500 / 95,500
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
- Base armor resistances (EM/Therm/Kin/Exp): 60 / 35 / 25 / 10
- Capacitor (amount / recharge / cap per second) : 50,000 / 3660s / 13.66
- Mobility (max velocity / agility / mass / align time): 80 / 0.044 / 1,280,000,000 / 78.08s
- Fleet Hanger (bay): 10,000
- Cargo Bay: 2,900m3
- Ship Hanger: 1,000,000m3
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 92.5km / 85 / 7
- Sensor strength: 39
- Signature radius: 11,000
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
441
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Posted - 2016.04.25 16:15:15 -
[2] - Quote
Reserved
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Darkthemis
AQUILA INC Verge of Collapse
0
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Posted - 2016.04.25 16:21:20 -
[3] - Quote
imgay |
Crazy KSK
Tsunami Cartel
109
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Posted - 2016.04.25 16:36:16 -
[4] - Quote
With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
Quote CCP Fozzie:
... The days of balance and forget are over.
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PIagueis
Moosearmy I N F A M O U S
0
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Posted - 2016.04.25 16:46:37 -
[5] - Quote
Crazy KSK wrote:With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
agreed |
Traiori
Soggy Biscuit. Did he say Jump
239
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Posted - 2016.04.25 17:02:42 -
[6] - Quote
Are dreadnoughts gettnig a new build recipe? Can we have final confirmed details please? |
Archeras Umangiar
CRY.NET Nihilists Social Club
93
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Posted - 2016.04.25 17:05:45 -
[7] - Quote
Ok.... (Finally.... we get ~some~ infos, and now the industrial part of the infos please?)
I feel like we are having to litteraly read your minds to get any informations about the patch comming in two! (2) days |
frsd
No.Mercy Triumvirate.
1
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Posted - 2016.04.25 17:09:26 -
[8] - Quote
The revs and phoenix's 3rd bonus feels kinda useless... |
Vibiana
Frontier Trading Company
46
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Posted - 2016.04.25 17:09:57 -
[9] - Quote
Thats great having useless cap bonus on rev!
Why you can't put there something tangible? Like damage bonus (same as other dreads) or tracking bonus (to help poor lazer tracking)? |
Vardec Crom
Enlightened Industries Goonswarm Federation
14
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Posted - 2016.04.25 17:22:48 -
[10] - Quote
The EHP reduction basically necessitates plates and LSE's, but that isn't even really the issue. As it stands now, with dreads being immobile, two titans with pikes could obliterate an entire dread fleet with ease. The DD changes have made this ship class completely obsolete in a combat role. Not to even mention the fact that SC's with shadows are going to be one shotting dreads as well. |
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Pathas
Delusions of Adequacy Get Off My Lawn
0
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Posted - 2016.04.25 17:34:52 -
[11] - Quote
Anyone else get the feeling that this seems a little rushed? |
Wulfy Johnson
NorCorp Security
83
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Posted - 2016.04.25 17:53:35 -
[12] - Quote
Rev and Phoenix still getting a third bonus based on bad balanse on weaponsystem/ hull, whilst the 2 others gets an accual bonus. Personally i think its a messed up balanse patch where such things should have been cleared up and put in line. |
Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1653
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Posted - 2016.04.25 18:09:18 -
[13] - Quote
Wulfy Johnson wrote:Edit: i see nag is Even getting a 4'th under role bonus.
That is to compensate for the others all having 3 launchers/hardpoints while the nag only has 2. |
Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.25 18:11:24 -
[14] - Quote
Quote:100% increase to Remote Repair impedance Just curious because of the wording here; are dreads capable or not capable of receiving remote capacitor assistance in siege now? |
Sentient Blade
Crisis Atmosphere Coalition of the Unfortunate
1653
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Posted - 2016.04.25 18:16:46 -
[15] - Quote
Goldensaver wrote:Quote:100% increase to Remote Repair impedance Just curious because of the wording here; are dreads capable or not capable of receiving remote capacitor assistance in siege now?
They never were, that was the "balance" factor on siege mode, the other being you couldn't move or jump.
Combined with the new changes to refitting with a weapons timer, and a nerf to EHP, it basically means a lot more dreads will be dying. |
Quesa
Burning Napalm Northern Coalition.
97
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Posted - 2016.04.25 18:22:47 -
[16] - Quote
Crazy KSK wrote:With all the new modules and the utility highs their fitting space feels a bit cramped I suggest giving all of them about one capital modules worth of cpu/pg.
+1
It doesn't feel like they accounted enough for the added fitting requirements of not only the new capital mods but the introduction of T2 mods. |
Goldensaver
Lom Corporation Just let it happen
431
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Posted - 2016.04.25 18:23:03 -
[17] - Quote
Sentient Blade wrote:Goldensaver wrote:Quote:100% increase to Remote Repair impedance Just curious because of the wording here; are dreads capable or not capable of receiving remote capacitor assistance in siege now? They never were, that was the "balance" factor on siege mode, the other being you couldn't move or jump. Combined with the new changes to refitting with a weapons timer, and a nerf to EHP, it basically means a lot more dreads will be dying. I know they aren't right now. I'm asking because the vague wording does not imply capacitor assistance. So after this patch can you have cap chaining dreads? CCPls clarify. I will nitpick this because it is a very important distinction. |
Panther X
High Flyers Northern Coalition.
109
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Posted - 2016.04.25 18:57:15 -
[18] - Quote
Well GG Amarr/Caldari your dreads have just been nerfed into uselessness. Why would anyone bother with them anymore when the Gallente Moros is vastly superior? The 3rd racial bonus for Rev/Phoenix is totally useless.
My super smells of rich Corinthian Leather
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Khaelian Osiris
Deviate
1
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Posted - 2016.04.25 19:03:19 -
[19] - Quote
Panther X wrote:Well GG Amarr/Caldari your dreads have just been nerfed into uselessness.
I wasn't aware that the rev was useful to begin with.
Apparently the reason for the Phoenix's reload bonus is because otherwise it'd be viable running normal torpedo launchers. I'm still mad about the Rev's bonus, considering every other dread technically gets a damage and rate bonus. |
Tatsuj Khan
Team Pizza Good at this Game
10
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Posted - 2016.04.25 19:04:50 -
[20] - Quote
CCP Larrikin > when (rough date is ok) does CCP plan to mirror to Singularity?
My wormhole corp is very interested in testing out these capital, citadel, and high class combate site changes, so we like to prepare ourselves for the next mirror over.
Thanks |
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Altrue
Exploration Frontier inc
2034
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Posted - 2016.04.25 19:14:25 -
[21] - Quote
Oh wow, I'm sorry to be so blunt but, this is absolutely stupid to have the Phoenix and the Rev get a bonus that's only there due to poor stat attribution on the weapons themselves.
It's like if IRL I increased the price of my goods right before having them on sale, this stuff isn't only frowned upon, it's plain old illegal... Well that's the same twisted logic you're doing here, and frankly, that's something I'd have expected from 2006 EVE, not 2016 EVE.
Signature Tanking Best Tanking
Retired Exploration Frontier Inc [Ex-F] CEO - Ex-BRAVE - Eve-guides.fr
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xvdfhn
German Angels The Unthinkables
3
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Posted - 2016.04.25 19:34:31 -
[22] - Quote
Panther X wrote: The 3rd racial bonus for Phoenix is totally useless.
While not being a cap Pilot myself, i still think that a RTL reload cycle from 40s to 20s is actually quite nice. |
Thea Jones
Republic University Minmatar Republic
8
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Posted - 2016.04.25 19:37:48 -
[23] - Quote
I semi get the complaining but there is a slight difference as these ships main targets are changing. With the addition of T2 Weaponry, there DPS will go up dramatically.
It needs a bit of a test to really see whats going on. A phoenix blasting something that is webbed and painted to death is going to be... well... painful.
It would apply to all dreads to a degree though.
The revelation.. dunno what to tell you there. It might make a good beginner dread :-). We don't know what scorch will truly do to it though.
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Anduin Spartan
The Soul Society DeepSpace.
1
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Posted - 2016.04.25 19:58:29 -
[24] - Quote
I don't see any capital turret hard points on the build requirements for the Naglfar and why are Capital Drone Bays needed?? |
Judas Lonestar
Stryker Industries
128
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Posted - 2016.04.25 20:22:50 -
[25] - Quote
Vardec Crom wrote:The EHP reduction basically necessitates plates and LSE's, but that isn't even really the issue. As it stands now, with dreads being immobile, two titans with pikes could obliterate an entire dread fleet with ease. The DD changes have made this ship class completely obsolete in a combat role. Not to even mention the fact that SC's with shadows are going to be one shotting dreads as well.
So much this. Supers with Shadows are so OP its laughable. |
Postman
EVE Postal Service
17
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Posted - 2016.04.25 20:35:31 -
[26] - Quote
CCP Larrikin wrote:QUESTIONS AND ANSWERSNaglfar- 8 x Capital Sensor Cluster
- 10 x Capital Computer System
- 21 x Capital Shield Emitter
- 7 x Capital Propulsion Engine
- 13 x Capital Construction Parts
- 17 x Capital Capacitor Battery
- 12 x Capital Armor Plates
- 16 x Capital Power Generator
- 8 x Capital Jump Drive
- 16 x Capital Ship Maintenance Bay
- 8 x Capital Corporate Hangar Bay
- 5 x Capital Drone Bay
- 25 x Capital Siege Array
UPDATES2016-25-04- Added Industrial Requirement changes
How is it possible that the Naglfar numbers are the same as the Lif numbers? Copy/paste error?
Here are the correct numbers: Naglfar
- 6 x Capital Sensor Cluster
- 13 x Capital Computer System
- 24 x Capital Shield Emitter
- 7 x Capital Propulsion Engine
- 13 x Capital Construction Parts
- 7 x Capital Capacitor Battery
- 11 x Capital Armor Plates
- 6 x Capital Power Generator
- 9 x Capital Jump Drive
- 16 x Capital Ship Maintenance Bay
- 8 x Capital Corporate Hangar Bay
- 28 x Capital Siege Array
[*]37 x Capital Turret Hardpoint
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Angry Mustache
GoonWaffe Goonswarm Federation
257
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Posted - 2016.04.25 20:44:31 -
[27] - Quote
The Rev and Phoenix's third bonus seems like something that should be just rolled into the hull instead of being based on Dreadnaught skill levels.
3 bonuses per skill level makes a huge difference between 5 levels in dreads and 4 levels, which is something CCP has been avoiding as of late, see Drone Interface change.
An official Member of the Goonswarm Federation Complaints Department.
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Zomgnomnom
Royal Black Watch Highlanders White Legion.
75
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Posted - 2016.04.25 20:53:50 -
[28] - Quote
Rev and Pheonix 3rd bonus is garbage. Rev especially. You Shouldn't have to lose a combat bonus just for the ship to function. |
dexter xio
Zero Fun Allowed
110
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Posted - 2016.04.25 20:55:29 -
[29] - Quote
awesome thanks ccp :D
Dead Game.
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Plz Nomad
Zero Fun Allowed
1
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Posted - 2016.04.25 20:58:02 -
[30] - Quote
Naglfar and moros cycle time bonuses should be changed to amount so they have the same bonus as their FAX counterparts. (look at rev - apostle, fenix - w/e caldari fax is called). |
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