Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 .. 70 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 46 post(s) |
|
CCP Fozzie
C C P C C P Alliance
6830
|
Posted - 2013.08.01 13:18:00 -
[1] - Quote
This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond.
The other threads are : Warfare Links, Mindlinks, Gang Bonuses Local armor and shield rep changes Command Ship model changes
We posted the general plan for the command ships in a dev blog late last year, and most of what was said there stands. The goal remains to make each command ship an entertaining and engaging ship to fly by giving them all the bonuses to gang links and all bonuses for combat. Their specialization is derived from the gang link bonuses, with a strong subtheme of durability as befits a ship class that lends itself to FCing and that is a very valuable target.
All the command ships have two unbonused highslots that can be used for two gang links, or as general utility highslots. The tension between the two free highslots and the three simultaneous link role bonus is intentional, giving people options to make tradeoffs. There's one command ship that covers each of the lead weapon systems for their race with Amarr getting a missile boat with a drone subtheme instead of a dedicated droneboat because of Khanid.
All of the command ships are also getting the full strength t2 resists that were formerly only on the fleet commands. This means more resists for the old field commands.
One significant change from the proposal last year is the link bonuses on the Amarr and Gallente ships, which we've swapped thanks to player feedback. Amarr gets armor and info, Gallente gets armor and skirmish which fits them much better.
Absolution: Amarr Battlecruiser skill bonuses: 4% bonus to all Armor Resistances 10% bonus Medium Energy Turret capacitor use Command Ships skill bonuses: 5% bonus to Medium Energy Turret rate of fire 10%(+5) bonus Medium Energy Turret damage Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Information Warfare links Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1) Fittings: 1500 PWG (-75), 400 CPU Defense (shields / armor / hull) : 3100(-263) / 5200(+595) / 4500(+176) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25) Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10) Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5 Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1) Sensor strength: 21 Radar (+5) Signature radius: 265 Cargo capacity: 375 (+25)
Damnation: Amarr Battlecruiser skill bonuses: 4% bonus to all Armor Resistances 10% bonus to Heavy Assault Missile and Heavy Missile velocity Command Ships skill bonuses: 10% bonus to all Armor hitpoints 10% bonus to Heavy Assault Missile and Heavy Missile damage (Was link bonus) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Information Warfare links Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers Fittings: 1300(-290) PWG, 500(+25) CPU Defense (shields / armor / hull) : 3500(+37) / 5000(+395) / 4300(-24) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80 Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5 Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08) Drones (bandwidth / bay): 50 (+25) / 100 (+75) Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1) Sensor strength: 22 Radar (+6) Signature radius: 265 Cargo capacity: 645
Nighthawk: Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 10%(+5) bonus to heavy and heavy assault missile kinetic damage Command Ships skill bonuses: 5% bonus to Heavy Assault and Heavy missile launcher rate of fire 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1) Fittings: 825 PWG (+115), 550 CPU (-5) Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144) Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10 Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5 Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1) Sensor strength: 24 Gravimetric (+5) Signature radius: 285 Cargo capacity: 700
Vulture: Caldari Battlecruiser skill bonuses: 4% bonus to all Shield Resistances 10% bonus to Medium Hybrid Turret optimal range Command Ships skill bonuses: 10% bonus to Medium Hybrid Turret optimal range 10% bonus to Medium Hybrid Turret damage (was link bonus) Fixed Bonus: Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3) Fittings: 1275 PWG, 545 CPU Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56) Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10 Capacitor (amount / recharge rate / average cap per second): 3000 / 667s / 4.5 Mobility (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8) Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1) Sensor strength: 23 Gravimetric (+4) Signature radiu... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
Maximus Aerelius
PROPHET OF ENIGMA
210
|
Posted - 2013.08.01 13:21:00 -
[2] - Quote
1st on a Dev Post! Woohoo. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |
Swiftstrike1
Interfector INC. Fade 2 Black
124
|
Posted - 2013.08.01 13:23:00 -
[3] - Quote
Nice changes. I still don't like that the gang link skills have the social attribute as one of their modifiers though, as they are clearly combat skills as opposed to "proper" social skills. Fleet Bookmarks |
Sarmatiko
1337
|
Posted - 2013.08.01 13:25:00 -
[4] - Quote
Quote:The other threads are : Command Ship model changes
NO FOZZY PLS NO
Also glad that Marauders are safe, for now.. -¥ |
|
CCP Fozzie
C C P C C P Alliance
6838
|
Posted - 2013.08.01 13:30:00 -
[5] - Quote
Sarmatiko wrote: Also glad that Marauders are safe, for now..
/Maniacal Laugh Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
Unforgiven Storm
Eternity INC. Goonswarm Federation
752
|
Posted - 2013.08.01 13:31:00 -
[6] - Quote
oh god Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-) |
Landaz
Raven's Flight Nulli Secunda
1
|
Posted - 2013.08.01 13:36:00 -
[7] - Quote
CCP Fozzie wrote:Sarmatiko wrote: Also glad that Marauders are safe, for now..
/Maniacal Laugh
Cant wait to see what u did with them! |
Tsubutai
Drifting Falling
226
|
Posted - 2013.08.01 13:40:00 -
[8] - Quote
I think that at least one of the two Minmatar CS and one of the two Gallente hulls should get their local tank bonuses (iconic though they are) swapped for resists - it's important for gangs to be able to field skirmish links, and in larger fights, the resistance bonus is important to enable logi to keep the CS up. |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
306
|
Posted - 2013.08.01 13:44:00 -
[9] - Quote
Eos and Astarte look terrifying |
Marc Callan
Interstellar Steel Templis Dragonaors
246
|
Posted - 2013.08.01 13:46:00 -
[10] - Quote
Wait, why does the Eos still have the MHT tracking bonus if all its other combat bonuses seem to be going to drones? "Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred..." - Niccolo Machiavelli-á |
|
Chi'Nane T'Kal
Interminatus Aeterna Anima
124
|
Posted - 2013.08.01 13:48:00 -
[11] - Quote
So you decided to give the (currently pretty much) useless heavy drone bonus on the new Ishtar another go at the Eos over a more useful sentry bonus?
Does that mean you're closing in on fixing drones or is it just an attempt at a little bit of comedy? |
Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
44
|
Posted - 2013.08.01 13:49:00 -
[12] - Quote
Alright here we go! |
Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
306
|
Posted - 2013.08.01 13:49:00 -
[13] - Quote
Marc Callan wrote:Wait, why does the Eos still have the MHT tracking bonus if all its other combat bonuses seem to be going to drones?
Because it's still an in your face ship.
That tracking will be VERY useful |
Arthur Aihaken
The.VOID
101
|
Posted - 2013.08.01 13:49:00 -
[14] - Quote
Is there a link for the command ship model changes, or has that not been announced yet? |
Kasutra
Tailor Company Hashashin Cartel
210
|
Posted - 2013.08.01 13:49:00 -
[15] - Quote
Marc Callan wrote:Wait, why does the Eos still have the MHT tracking bonus if all its other combat bonuses seem to be going to drones? Same reason as the Tristan, I'd guess. |
Entity
X-Factor Industries Synthetic Existence
508
|
Posted - 2013.08.01 13:50:00 -
[16] - Quote
So, Astarte getting a massive damage nerf?
The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.
GòªGûæGûæGûæGûæGûæGûæGòæGûæGûæGûæGòöGòùGûæGòæGûæGòæGûæGòöGòùGûæGòªGòæGûæGòöGòùGòöGòªGòùGòöGòù GòæGûæGòöGòùGòöGòùGòöGòúGûæGòöGòùGòáGûæGûæGòáGûæGòáGòùGòáGò¥GûæGòæGòáGûæGòáGò¥GòæGòæGòæGòÜGòù Gò¬GòÉGòÜGò¥GòæGûæGòÜGò¥GûæGòÜGò¥GòæGûæGûæGòÜGò¥GòæGòæGòÜGò¥GûæGò¬GòÜGò¥GòÜGò¥GòæGûæGòæGòÜGò¥ Got Item? |
Capqu
Love Squad
188
|
Posted - 2013.08.01 13:51:00 -
[17] - Quote
eos 2 gud
stop making drones track so well :(
wrecking shots are already bullshit enough when you're flying a stiletto http://pizza.eve-kill.net |
Mizhir
Red Federation RvB - RED Federation
28212
|
Posted - 2013.08.01 13:53:00 -
[18] - Quote
Looks great. But I find it odd that the Eos drone tracking bonus only applies to heavy drones. We will never forget you Saede!
I bet you dont see things like this so often in EVE |
Maximus Andendare
Future Corps Sleeper Social Club
387
|
Posted - 2013.08.01 13:54:00 -
[19] - Quote
Such a welcome change, Fozzie! Keep up the good work! Step onto the battlefield, and you're already dead, born again at the end of the battle to live on and fight another day. |
|
CCP Fozzie
C C P C C P Alliance
6853
|
Posted - 2013.08.01 13:54:00 -
[20] - Quote
Entity wrote:So, Astarte getting a massive damage nerf?
The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.
It's going from 10.9 effective turrets to 10. However I expect the extra utility high, lower mass and extra resists to more than compensate. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
|
M1k3y Koontz
Thorn Project Surely You're Joking
243
|
Posted - 2013.08.01 13:56:00 -
[21] - Quote
How much of an effect will the decrease in number of turrets/increase in DPS bonuses have on the DPS of command ships like the Sleipnir/Astarte/Abso? How much herp could a herp derp derp if a herp derp could herp derp. |
Phoenix Jones
Shockwave Innovations Surely You're Joking
123
|
Posted - 2013.08.01 13:57:00 -
[22] - Quote
I'm waiting for the whole "WTF Gallente Local Rep Bonus AGAIN!!!"...
Still the 15% repairer bonus.. + now they can fit armor links...
Their capacitor will be empty in minutes.
Probably would have been a better choice to have a flat out health increase in the Eos.
50/50 on it. People will still go by default to the Damnation because... well its a brick.
The Eos does have the potential to bring ALLOT of pain to the field (the offensive Damnation essentially).
Still questionable on the livability.
Lets see what the beancounters say.
oh fyi ty for not assaulting the Orca or Rorqual with the link changes. |
Lidia Caderu
Cobalt Academy Catastrophic Uprising
14
|
Posted - 2013.08.01 13:57:00 -
[23] - Quote
Why does all the ships that got changed they all have same cap recharge rate among one class? |
Capqu
Love Squad
188
|
Posted - 2013.08.01 13:58:00 -
[24] - Quote
hey fozzlord,
could i get a command destroyer?
need a better ship to fc talwars from, two skirmish links at 10% would be gravy
thanks in advance http://pizza.eve-kill.net |
Tsubutai
Drifting Falling
226
|
Posted - 2013.08.01 13:58:00 -
[25] - Quote
Good god that claymore. Double rof bonuses and explosion velocity will be pretty brutal. |
Phoenix Jones
Shockwave Innovations Surely You're Joking
123
|
Posted - 2013.08.01 13:58:00 -
[26] - Quote
M1k3y Koontz wrote:How much of an effect will the decrease in number of turrets/increase in DPS bonuses have on the DPS of command ships like the Sleipnir/Astarte/Abso?
Abso lost a turret and a missle launcher, but gained 5%.
I'm pretty sure it gained extra damage, and now saves on capacitor a bit more. |
Kyt Thrace
Lightspeed Enterprises Fidelas Constans
255
|
Posted - 2013.08.01 13:58:00 -
[27] - Quote
Awesome changes!
Glad I already have Command Ship level 5 & all of the Leaderships skills to level 5! \o/ R.I.P. Vile Rat |
|
CCP Fozzie
C C P C C P Alliance
6863
|
Posted - 2013.08.01 13:58:00 -
[28] - Quote
M1k3y Koontz wrote:How much of an effect will the decrease in number of turrets/increase in DPS bonuses have on the DPS of command ships like the Sleipnir/Astarte/Abso?
You can look at in terms of effective turrets.
Sleipnir goes from 11.6666 effective turrets to 11.25 Astarte goes from 10.9 effective turrets to 10 Abso stays at 10 effective turrets Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
|
Vincent Athena
V.I.C.E. Aegis Solaris
2059
|
Posted - 2013.08.01 14:01:00 -
[29] - Quote
Defensive links are going down in effectiveness, but reppers are going up ineffectiveness. This does not balance out in all cases, only cases where repping is viable. That is it will not help vs:
Alpha strikes. High sec ganks. Blob fleets where the primary gets so much DPS it dies fast. It might help small scale PvP by making repper fits viable. I guess thats something. http://vincentoneve.wordpress.com/ |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
250
|
Posted - 2013.08.01 14:05:00 -
[30] - Quote
Sleipnir: gun ship Claymore: missile ship
Now question: why didnt you do same for Minmatar HACs? Caldari: hybrid and missile, Gallente: drone and hybrids, Amarr: lasers and... missiles? Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 .. 70 :: one page |
First page | Previous page | Next page | Last page |