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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP Ytterbium
C C P C C P Alliance
1246

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Posted - 2012.09.28 16:34:00 -
[1] - Quote
Time has come to spam this forum section with another sticky - this time on the new destroyers coming out for winter.
The new destroyers keep the same role as existing hulls - anti-frigate platform. However they use alternate weapon systems to reach that goal, which means drones and missiles. Next to the existing destroyers, they have slightly less mobility, more signature radius, less capacitor but have a bit better EHP and increased damage projection due to the weapon types they use. Price will be the same than for existing destroyers.
- AMARR DESTROYER:
The Amarr destroyer is designed to take down opposition through indirect means. On the downside, the damage is nothing to write home about, but the combination of energy disruption ability plus drone control makes it dangerous at shutting enemy frigates off, then finishing them properly when they're helpless. It also has quite a generous dronebay, for multiple drone replacements.
Ship bonuses: +10% to drone damage and hitpoint per level +20% bonus to energy vampire and energy neutralizer transfer range per level Role bonus: +25% to ship capacitor recharge rate Slot layout: 6 H, 2 M, 4 L, 3 turrets, 3 launchers Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 750 / 950 / 850 Capacitor (amount / recharge rate / average cap per second): 600 / 370s / 1.62s Mobility (max velocity / agility / mass / align time): 235 / 2.75 / 1700000 / 4.71s Drones (bandwidth / bay): 25 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6 Sensor strength: 10 radar Signature radius: 66 Cargo capacity: 300
- CALDARI DESTROYER:
Missiles, missiles, missiles, missiles, that's what this hull is all about. It spams missiles a quite a long range, and boasts improved explosion velocity to catch those pesky annoying little orbiting frigates.
Ship bonuses: +5% to rocket and light missile kinetic damage per level +10% to rocket and light missile explosion velocity per level Role bonus: +50% to rocket and light missile velocity Slot layout: 8 H, 3 M, 2 L, 8 launchers Fittings: 45 PWG, 210 CPU Defense (shields / armor / hull) : 950 / 750 / 750 Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s Mobility (max velocity / agility / mass / align time): 250 / 2.5 / 1900000 / 4.89s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7 Sensor strength: 12 gravimetric Signature radius: 69 Cargo capacity: 450
- GALLENTE DESTROYER:
Gallente are always about raw firepower, that's why this ship combines both turret and drone damage to achieve its goals. While the damage is lower than a Catalyst, remember that drone projection remains stable at much farther ranges (especially with drone damage amplifier changes below). On the downside, it has a limited dronebay next to the Amarr version, making it more difficult to replace lost drones.
Ship bonuses: +10% to drone damage and HP per level +5% to small hybrid turret damage per level Role bonus: +50% small hybrid turret range Slot layout: 6 H, 3 M, 3 L, 4 turrets Fittings: 55 PWG, 150 CPU Defense (shields / armor / hull) : 800 / 850 / 950 Capacitor (amount / recharge rate / average cap per second): 550 / 350s / 1.57s Mobility (max velocity / agility / mass / align time): 240 / 2.45 / 1800000 / 4.46s Drones (bandwidth / bay): 25 / 50 Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7 Sensor strength: 11 magnetometric Signature radius: 72 Cargo capacity: 350
- MINMATAR DESTROYER:
This ship is unique among all Destroyers as it has a bonus that improves survivability - it is designed to zip around in the battlefield at high velocities while spewing missiles. As a downside however it's less efficient at hitting fast moving targets at greater ranges than the Caldari hull is.
Ship bonuses: +5% to rocket and light missile explosion damage per level 15% reduction in MicroWarpdrive signature radius penalty per level Role bonus: +50% to rocket and light missile velocity Slot layout: 7 H, 3 M, 3 L, 7 launchers Fittings: 48 PWG, 200 CPU Defense (shields / armor / hull) : 850 / 800 / 800 Capacitor (amount / recharge rate / average cap per second): 450 / 290s / 1.55s Mobility (max velocity / agility / mass / align time): 255 / 2.89 / 1600000 / 4.64s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6 Sensor strength: 9 ladar Signature radius: 60 Cargo capacity: 400
- MODULE CHANGES:
Balancing these ships made us realize some further tweaks were needed on some modules to make these destroyers, and as an extend, some other ships / setups more useful.
* All light missile launcher fittings: CPU reduced by 4, PWG reduced by 2 * Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
Please remember all of this still is working progress (especially on the fittings - we're aware that both the Amarr and Gallente variations have exact CPU / PWG ) and up to change. |
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CCP Ytterbium
C C P C C P Alliance
1247

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Posted - 2012.09.28 16:46:00 -
[2] - Quote
MIrple wrote:Why do the Gal and Amarr hulls have 1 less fitting point then Cal or Mimmy.
Droneboats always have one less slot to compensate for damage projection coming out of the little buggers. Like the Dominix, Vexor and Myrmidon. |
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CCP Ytterbium
C C P C C P Alliance
1247

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Posted - 2012.09.28 16:46:00 -
[3] - Quote
Karl Hobb wrote:CCP Ytterbium wrote:GALLENTE DESTROYER:Role bonus: +50% small hybrid turret range Falloff, optimal, or both? CCP Ytterbium wrote:* Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16% * Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23% *\o/*
Ah yes, my bad, unintentional trolling here Meant optimal, will fix that. |
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CCP Ytterbium
C C P C C P Alliance
1247

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Posted - 2012.09.28 16:54:00 -
[4] - Quote
Alara IonStorm wrote:I think you should lock the Amarr and Gallente drone Bonus to their racial Dmg Types. Why? Because the uproar might actually make you fix Amarr Drones. 
Play nice now Yes yes, we know they need to be looked, poor things. |
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CCP Ytterbium
C C P C C P Alliance
1256

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Posted - 2012.09.28 19:09:00 -
[5] - Quote
Zarnak Wulf wrote:Gallente - kill the hybrid damage bonus. Give it a hybrid tracking bonus instead. Give it a fifth turret slot (4 * 1.25 = 5 anyways). It's CPU is too weak to consider drone upgrades in those two spare highs anyways.
Hmmm interesting, that's one way of putting it - it negates tracking issues with rails and give the boat some love. We'll have another math run at this after the week-end. Keep the constructive comments coming people.
Braaaaaaaaaaaaaaaaaaaaaaaaaaainz |
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CCP Goliath
C C P C C P Alliance
965

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Posted - 2012.09.29 10:23:00 -
[6] - Quote
Recoil IV wrote:name for the caldari destroyer : Goliath
I like your style! CCP Goliath | QA Director | @CCP_Goliath |
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CCP Ytterbium
C C P C C P Alliance
1297

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Posted - 2012.10.03 18:00:00 -
[7] - Quote
Update!
Amarr:
- Cap recharge bonus moved into the hull itself - thus capacitor recharge rate reduced from 370 to 275s
- Role bonus changed to 25% MWD speed to drones
Caldari:
- Removed one high slot and launcher slot, gained one mid slot - thus layout now is 7 / 4 / 2, 7 launchers
Gallente:
- Drone bandwidth increased to 35m3
- Drone bay increased to 60m3
- Turret number increased from 4 to 5
- 5% hybrid turret damage bonus per level changed for 10% hybrid turret tracking bonus per level
- Role bonus changed from 50% hybrid turret optimal range to 25% MWD speed to drones
Minmatar hull unchanged.
To answer some questions that have been asked before:
Why having a fixed damage bonus on the Caldari and Minmatar hulls, didn't you want to move away from this philosophy?
Yes we definitely do, when it makes sense. For instance, we kept a kinetic damage bonus on the Condor, while the Kestrel has a generic one. In this particular case however, having general damage bonuses on these two hulls would bring them too close of each other.
Don't you think the Caldari hull is going to have an insane alpha with light missiles, or just too good in general?
The layout change will help mitigate that somewhat. If it still too much of an issue we can always revert the light missile damage change and increase the ROF on light and rapid light missile launchers instead.
Why is the Amarr hull better at drone management than the Gallente one?
That was a good point that should now be fixed. The drone bay will however stay larger on the Amarr hull as it is a trait currently encountered in Amarr versus Gallente drone ships.
Isn't a 25% MWD drone bonus break drones trying to catch static targets?
CCP Fozzie made me run some tests at gunpoint, 25% seems to be okay.
What's the point of the Catalyst next to the new Gallente hull?
We're planning some changes for it - keep an eye for them in the next days on this thread. |
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CCP Fozzie
C C P C C P Alliance
2034

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Posted - 2012.10.24 22:11:00 -
[8] - Quote
FYI to everyone, these ships will be ready for player testing on Duality this weekend! Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Ytterbium
C C P C C P Alliance
1328

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Posted - 2012.10.30 14:56:00 -
[9] - Quote
Zarnak Wulf wrote:I'm still waiting on confirmation that the new Gallente destroyer is a six turret boat. That is what was on duality.
Thanks for the notice - it's supposed to have 5 as lastly announced, and will be looked into. |
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CCP Ytterbium
C C P C C P Alliance
1330

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Posted - 2012.11.06 23:38:00 -
[10] - Quote
Soon Shin wrote:Where are you Ytterbium? Its a been a month and we have yet to hear from you after the test server feedback given.
There is less than a month left before Retribution comes out, the sooner we can get this sorted the better.
I'm here, been busy, I'll read through this thread tomorrow if I have time. |
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CCP Fozzie
C C P C C P Alliance
2453

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Posted - 2012.11.22 11:52:00 -
[11] - Quote
New update:
We've taken another polish pass on these ships based partially on feedback we've been getting from the Buckingham test server, and decided to free up a bit of fittings for these little guys. The fittings were extremely tight which was especially painful for newer players without perfect fitting skills, and anyone who chooses to use lasers on the Dragoon (not that we think lasers will be the most popular option, but it really should be possible to fit gatling pulses with a light tank).
Changes are:
Corax 48 PWG (+3)
Talwar 51 PWG (+3)
Dragoon 58 PWG (+3)
Algos 160 CPU (+10) Game Designer | Team Game of Drones https://twitter.com/CCP_Fozzie |
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CCP Ytterbium
C C P C C P Alliance
1346

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Posted - 2012.11.23 11:19:00 -
[12] - Quote
Heribeck Weathers wrote:CCP Fozzie wrote:New update:
We've taken another polish pass on these ships based partially on feedback we've been getting from the Buckingham test server, and decided to free up a bit of fittings for these little guys. The fittings were extremely tight which was especially painful for newer players without perfect fitting skills, and anyone who chooses to use lasers on the Dragoon (not that we think lasers will be the most popular option, but it really should be possible to fit gatling pulses with a light tank).
Changes are:
Corax 48 PWG (+3)
Talwar 51 PWG (+3)
Dragoon 58 PWG (+3)
Algos 160 CPU (+10) CCP Fozzie saves CCP Yitts abandon thread yay!
I asked Fozzie to have a look at the new destroyers based on the feedback we've read from it. Had little time to do it myself, and figured Fozzinator would be more efficient at it  |
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CCP Ytterbium
C C P C C P Alliance
1351

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Posted - 2012.12.04 10:39:00 -
[13] - Quote
Unsticking, let's make some space for future threads. |
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