Kithrus
Deus Fides Empire Curatores Veritatis Alliance
242
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Posted - 2013.04.08 15:09:00 -
[1] - Quote
CCP Rise wrote:Welcome to the Tech 1 Battleship rebalance, fasten your seatbelts!
AMARR
A preface for Amarr: This ship line presented a special sort of obstacle. There were three ships with a heavy amount of overlap, all focusing on armor tanks and energy weapon damage. With the prices associated with tiers being removed, that overlap would be even more obvious, and likely, the apoc and geddon would fall into further disuse. That said, both of them are among eve's most iconic ships. We have decided to make big changes to them both, while hopefully preserving access to any use an Amarr pilot had prior.
Abaddon:
The Abaddon, price aside, was clearly the most dominant of the Amarr line-up. We've left it totally in-tact as your go-to laser brawler, except for the resist bonus tweak. This change is significant, and we are going to dedicate an entire thread to discussing the power of resistance bonuses later in the day. If you want to talk about this bonus here, in relation to the Abaddon specifically, feel free. The general idea from our end is that the current bonus to resistance is one of the most powerful ship bonuses in the game. It adds to the power of local tanks (active and passive) as well as remote tanks, which has consistently positioned ships with this bonus at the center of some of the most powerful gameplay available to combat pilots. We feel that the Abaddon is strong enough to perform perfectly well with the slight loss in resist.
Amarr Battleship Skill Bonuses: +5% to Large Energy Turret damage +4% Armor resistances (-1% per level)
Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers Fittings: 21000 PWG, 560 CPU Defense (shields / armor / hull) : 7000 / 8500 / 8000 Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1 Mobility (max velocity / agility / mass / align time): 89 / .14 / 125000000 / 20.03s Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7 Sensor strength: 22 Radar Sensor Strength Signature radius: 470
Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range +7.5% Large Energy Turret tracking speed (replaced large energy turret cap use)
Slot layout: 8H, 4M, 7L; 8 turrets , 0 launchers Fittings: 21000 PWG(+500), 540 CPU(+35) Defense (shields / armor / hull) : 6000(-211) / 6800(-700) / 7000(+359) Capacitor (amount / recharge rate / recharge per second) : 6700(-800) / 1002s(-152s) / 6.69 (+.19) Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s) Drones (bandwidth / bay): 50(-25) / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7 Sensor strength: 20 Radar Sensor Strength Signature radius: 380(-20)
This is both joking rant and tinfoil hat but are you trying to nerf CVA and PIE more?
CCP Rise wrote: Armageddon:
This is a fun one. Bet you guys didn't think my first two projects would be to slow down the Talos and throw the old Armageddon out the window! But! I think its the best thing for the race line overall. What we've done here is make the Armageddon an echo to the new dragoon destroyer. It makes sense for Amarr to have a battleship variation that rewards players who've trained for dragoon -> arbitrator -> prophecy, and with the neut range bonus, the Armageddon should be a huge payoff. As the Armageddon is falling under 'combat' it will receive a substantial hitpoint boost, sensor strength boost, sig increase, and speed decrease.
While we understand that this is a very powerful ship, it should not be oppressive. Hopefully it will offer a new type of challenge to fly and fly against. To anyone who is very sad to see the old Armageddon go, I encourage to you consider that if left the same, it would have been even more crowded by the Abaddon as a result of the price adjustment than it already was. Again, we look forward to your feedback.
Amarr Battleship Skill Bonuses: +10% to Drone damage and Hit Points (replaced large energy turret rate of fire) +10% Energy Neutralizer and Energy Vampire range (replaced large energy turret cap use)
Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5) Fittings: 14500 PWG(-2000), 550 CPU(+65) Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789) Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7 Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29) Drones (bandwidth / bay): 125 / 375(+250) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7 Sensor strength: 21 Radar Sensor Strength (+4) Signature radius: 450 (+80)
Okay I like that things have been change up for the teir one version but like the prophecy I'm not keep lest for a lorish blueprint design perspective how the teir one is a drone platform and teir two is a laser platform.
I know i know revissions but the Golden fleets feeling a little slapdash right now |