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Thread Statistics | Show CCP posts - 14 post(s) |
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CCP Fozzie
C C P C C P Alliance
7598

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Posted - 2013.10.02 16:37:00 -
[1] - Quote
Interceptor time!
This class has been a bit behind the curve for a while, and we're going to be fixing that in a few ways. The biggest changes for Interceptors in Rubicon will be the warp speed changes and the fact that Interceptors are becoming immune to bubbles. Combined these two changes make Interceptors the best ships at the core function of their specialized role: mobility. To properly Intercept, these ships need to be good at getting from point A to point B. After Rubicon they are going to be very very good at getting to point B.
The bubble immunity idea is one that we're taking directly from player brainstorming and feedback, and reached our attention through forum posts from former CSM member Prometheus Exenthal. Credit goes to him for a good idea that really grew on me the more I thought about it. Thanks to every one of our players who share their ideas with us over the internet or at meetups or fanfest. We really do appreciate it and sometimes really great things can come from them.
For the most part these guys are being brought to similar power levels to the Taranis and Stiletto, with the bubble and warp speed changes being the bulk of their buff. On average they've gotten slightly faster and more agile, and the HP gap between highest and lowest in the class is narrowing a bit. The average HP of the class is actually dropping by a tiny 0.7% which is what prompted my off the cuff comment on the stream that made some people freak out 
The most significant changes are to the Raptor and Crow, which are having their roles (combat and fleet) swapped. The Taranis and Stiletto on the other hand are receiving relatively small changes outside the aforementioned warp speed and bubble immunity overhauls.
We're increasing the lock range of the class pretty much across the board, but we're intentionally leaving it fairly tight. Pilots will very often want to either fit some kind of lock range increasing module or rig, or receive gang bonuses (remember that Sensor Integrity gives lock range in addition to the sensor strength now) so that they can more easily use their overheated point range while moving quickly.
You'll also notice we kinda devestated the cargo capacity of all the Interceptors. The intention is that if you want to use their bubble immunity for a cyno ship, you have to put some work into it and gimp your fit a tad.
The actual ship details will be split into the next post for length. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7598

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Posted - 2013.10.02 16:38:00 -
[2] - Quote
SPECIFICS
CRUSADER - The Crusader's changes mainly revolve around fittings. Lots more fitting room allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).
Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level 5% bonus to Small Energy Turret damage per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 7.5% bonus to Small Energy Turret Tracking Speed per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers Fittings: 48(+8) PWG, 120(+20) CPU Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72) Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33 Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51 Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1) Sensor strength: 10(+1) Radar Signature radius: 32 Cargo Capacity: 90(-45)
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MALEDICTION - Big change for the Malediction is moving one highslot to a low, providing a lot more options for either damage mods, tank or fitting mods. The rocket damage bonus is also being converted to small missile RoF, increasing dps slightly and allowing the effective use of light missiles. A bit of HP shifted to armor allows it to more easily take advantage of the resist bonus.
Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage) 4% bonus to armor resistances per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 3H(-1), 3M, 4L(+1); 1(-2) turrets, 3 launchers Fittings: 35 PWG, 150(+15) CPU Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32) Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33 Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+5) / 900 / 5(+1) Sensor strength: 12 Radar Signature radius: 33 Cargo Capacity: 98(-37)
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RAPTOR - The Raptor is getting a heavy overhaul. It was a trainwreck before, and we're switching its role from the "fleet" interceptor to the "combat" role (essentially a more shield and range oriented Taranis). As befits it's role change, we're swapping the fleet tackle range bonus for a shield resist bonus (that won't be super powerful due to the lack of midslots but will provide some cool options) and this ship is getting more fitting, hp, cap, speed and agility. Compared to the Taranis it has a bit less HP, less damage and less tracking, but has advantages in speed, agility, and range.
Caldari Frigate Bonuses: 5% bonus to Small Hybrid Turret Damage per level 10% bonus to Small Hybrid Turret optimal range per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 4% bonus to shield resistances per level (was tackle range)
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers Fittings: 36(+10) PWG, 155 CPU Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3) Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33 Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1) Sensor strength: 14 Gravimetric Signature radius: 34 Cargo Capacity: 92(-58)
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CROW - The Crow moves into the tackle slot to replace the Raptor. It gets a big buff in the form of a highslot moved to a mid, and some extra HP. In exchange it gains some mass which hurts agility and reduces speed slightly when prop mods are running.
Caldari Frigate Bonuses: 10% bonus to Kinetic Missile damage per level 10% bonus to Missile Velocity per level (was attached to interceptors skill)
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level (new)
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers Fittings: 35 PWG, 160(+10) CPU Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23) Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33 Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1) Sensor strength: 12 Gravimetric Signature radius: 35(-1) Cargo Capacity: 98(-52)
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TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange.
Gallente Frigate Bonuses: 10% Small Hybrid Turret damage per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 7.5% Small Hybrid Turret tracking speed per level
Role bonuses: 80% reduction in Propulsion Jamming systems activation cost Immunity to non-targeted interdiction
Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers Fittings: 35 PWG, 150 CPU Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28) Capacitor (amount / recharge ... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7684

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Posted - 2013.10.03 01:58:00 -
[3] - Quote
Hey guys, I'm not going to be posting a lot in these threads between now and Monday, when these changes hit sisi. Just want to reassure you all that I'm still going to be reading every post in this thread and that I appreciate the feedback. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7773

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Posted - 2013.10.07 15:34:00 -
[4] - Quote
Hey guys, I'm back from vacation and fully caught up on this thread. Thanks for the feedback so far.
We have sisi updated now with an early Rubicon build so go ahead and check out these versions of the changes there. I'll be putting together some responses to themes in the feedback I'm seeing soon.
Thanks again all! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7811

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Posted - 2013.10.15 13:18:00 -
[5] - Quote
Quick update with some tweaks that should be in the next SISI build:
Malediction: 3 (+2) turrets (back to the old number of turrets for drone shooting) Lock range: 31.5km (+4)
Ares: Lock range: 30.5km (+3)
Stiletto: Lock range: 29.5km (+2) Scan res: 970 (+45)
The OP is updated with the latest numbers. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7813

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Posted - 2013.10.15 13:33:00 -
[6] - Quote
Sabine Vynneve wrote:Fozzie, do you understand that this is still too little lock range to not need to waste your fitting to even be able to lock as far as you can point...
The numbers listed in these threads are before skills apply. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7813

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Posted - 2013.10.15 13:34:00 -
[7] - Quote
Helicity Boson wrote:Related sidenote:
Warp speed rigs penalize armor tanks which only affects a subset of inties.
Possible solutions: Sig radius, cargo space, fittings could be penalized instead to allow a level playing field.
It's something we're thinking about yes, although I'm not really sure warp speed rigs will be such a good choice that it's a big disadvantage for the armor inties. We definitely will be keeping the option of changing this open and at the top of our minds. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7913

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Posted - 2013.10.28 14:08:00 -
[8] - Quote
Update for you all:
We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.
The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron. The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.
Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level 7.5% bonus to Small Hybrid Turret tracking per level
Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level 5% bonus to Warp Scrambler and Warp Disruptor range per level
Turrets: 3 (+1) Launchers: 1 (-1) Powergrid: 33 (+3) CPU: 145 (-5)
OP has been updated. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
7930

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Posted - 2013.10.28 15:07:00 -
[9] - Quote
Dav Varan wrote:You should swap the sensor strengths of the caldari interceptors.
All tackle ceptors had the best sensor strength before.
There were a few areas where we left the Raptor stronger even though it breaks the normal combat/tackle pattern because honestly I think the new Crow is plenty good as is and we want to avoid letting it get too overpowered. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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