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Thread Statistics | Show CCP posts - 42 post(s) |
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CCP Rise
C C P C C P Alliance
4035

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Posted - 2014.04.14 13:50:00 -
[1] - Quote
Finally we get to the battleships!
This class is by far the most healthy of the three and so we aren't making as many big changes as we did with the frigates and cruisers. We are extending all of the new faction theme elements up to the battleships, which should range from having minimal impact to being a pretty significant buff.
Here's the details (if you see something that seems really weird, it may be a mistake/typo so just let me know and I'll check it out):
NIGHTMARE
Amarr Battleship Bonus: 7.5% bonus to Large Energy Turret tracking speed
Caldari Battleship Bonus: 30% bonus to Afterburner velocity bonus (was 5% energy turret damage)
Role Bonus: 150% bonus to Large Energy Turret damage (was 100% energy turret damage)
Slot layout: 6H, 7M, 6L(+1); 4 turrets, 0 launchers Fittings: 14500 PWG, 710 CPU Defense (shields / armor / hull) : 10550(+815) / 8650(-45) / 8200(-60) Capacitor (amount / recharge / cap per second) : 6950 / 1154000ms(-875) / 6.0 Mobility (max velocity / agility / mass / align time): 114(+20) / .122(-.014) / 99300000 / 17.76s(-1.9) Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets):80km / 110(+10) / 7 Sensor strength: 28 Signature radius: 370(-30)
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BHAALGORN
Amarr Battleship Bonus: 15% bonus to Energy Vampire and Energy Neutralizer effectiveness
Minmatar Battleship Bonus: 20% bonus to Stasis Webifier range
Role Bonus: 100% bonus to Large Energy Turret Damage note: Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
Slot layout: 7H, 5M, 7L; 4 turrets, 0 launchers Fittings: 18400 PWG, 588 CPU Defense (shields / armor / hull) : 9300(-17) / 10850(+350) / 9300 (+2) Capacitor (amount / recharge / cap per second) : 7500 / 1154000ms(-875) / 6.49 Mobility (max velocity / agility / mass / align time): 101 / .125(-.011) / 97100000 / 16.83s(-1.5) Drones (bandwidth / bay): 100(+25) / 150(+75) Targeting (max targeting range / Scan Resolution / Max Locked targets): 72km(+10km) / 100 / 8 Sensor strength: 28 Signature radius: 400
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RATTLESNAKE
Gallente Battleship Bonus: 10% bonus to kinetic and thermal missile damage (was 10% drone damage and hitpoints)
Caldari Battleship Bonus: 4% bonus to all shield resistances
Role Bonus: 275% bonus to heavy and sentry drone damage and hitpoints (was 50% bonus to Cruise missile and Torpedo max velocity)
Slot layout: 6H, 7M, 6L; 0 turrets, 5 launchers(+1) Fittings: 10000 PWG, 710 CPU Defense (shields / armor / hull) : 12750 / 8940(-358) / 9960 Capacitor (amount / recharge / cap per second) : 5350(+38) / 1154000ms / 4.59 Mobility (max velocity / agility / mass / align time): 94 / .128 / 99300000 / 18.45s Drones (bandwidth / bay): 50(-75) / 175(-225) Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 100 / 7 Sensor strength: 30 Signature radius: 450(-10)
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VINDICATOR
Gallente Battleship Bonus: 7.5% bonus to Large Hybrid Turret tracking speed
Minmatar Battleship Bonus: 10% bonus to Stasis Webifier effectiveness
Role Bonus: 37.5% bonus to Large Hybrid Turret damage
Slot layout: 8H, 5M, 7L; 8 turrets, 0 launchers(-2) Fittings: 17500 PWG, 630 CPU Defense (shields / armor / hull) : 8750(+55) / 9300 / 10500 Capacitor (amount / recharge / cap per second) : 6330 / 1154000ms(-875) / 5.48 Mobility (max velocity / agility / mass / align time): 132(+6) / .083(-.005) / 105200000 / 12.10s(-.7) Drones (bandwidth / bay): 125 / 125 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km(+22.5) / 100 / 7 Sensor strength: 28 Signature radius: 400
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MACHARIEL
Gallente Battleship Bonus: 10% bonus to Large Projectile Turret falloff
Minmatar Battleship Bonus: 5% bonus to Large Projectile Turret damage
Role Bonus: 25% bonus to Large Projectile Turret rate of fire note: This ship has increased warp speed and warp acceleration
Slot layout: 8H, 5M, 7L; 7 turrets, 0 launchers Fittings: 17950 PWG, 600 CPU Defense (shields / armor / hull) : 9320 / 9250 / 8260 Capacitor (amount / recharge / cap per second) : 5800 / 1154000ms(-875) / 5.02 Mobility (max velocity / agility / mass / align time): 161 / .096(+.012) / 94680000 / 12.60(+1.5) Drones (bandwidth / bay): 100 / 125 Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+13km) / 125(-25) / 7 Sensor strength: 26 Signature radius: 350(+10) @ccp_rise |
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CCP Rise
C C P C C P Alliance
4038

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Posted - 2014.04.14 13:57:00 -
[2] - Quote
Harvey James wrote:why do some have 19 slots and the mach/vindi has 20?
I believe because when the models were updated there wasn't room for the number of effective turrets needed so they were given less slots with larger role bonuses. The Rattlesnake has less because of drones. We talked about adjusting for them all to have the same number but we like where the balance is for them and didn't feel it was worth messing with just for the sake of making the slot count match.
@ccp_rise |
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CCP Rise
C C P C C P Alliance
4047

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Posted - 2014.04.14 15:04:00 -
[3] - Quote
I'm not sure how much time I'll be able to be in the thread today guys but I wanted to get it posted anyway.
The only thing I have to respond to at the moment is to confirm that the warp speed increase for the mach is exactly 50% (going up to 3). We'll probably go ahead and list this in the ship traits somehow even though it's just a base attribute since it's so unusual.
@ccp_rise |
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CCP Rise
C C P C C P Alliance
4057

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Posted - 2014.04.14 16:11:00 -
[4] - Quote
Cross-posting a couple answers from reddit because some folks may have not seen otherwise:
Quote:[GÇô]popgalveston Minmatar 13 points 1 hour ago Please stop it with missile bonuses benefitting from Gallente skills.....
[GÇô]CCP_Rise CCP Employee 1 point 61 milliseconds ago I wish there was a way to avoid it but there really isn't. If we put the drone damage bonus on the Gallente skill and put missile damage in the role bonus (as it was before) it would mean people were basically required to have level 5 of the Gallente skill to use the ship, which we don't want. It's also not like Gallente never use missiles. Until recently all the Roden ships used them.
Quote:[GÇô]Walican132 Blood Raiders 8 points 1 hour ago I wonder the logic behind the snake getting bonuses sentries instead of just heavy. Either way rattlesnake fleet will break the drone assist cap so that's a small victory.
[GÇô]CCP_Rise CCP Employee 1 point 138 milliseconds ago We considered a heavy only focus for the ship but as other commentors have said, it would have hurt the ship's current applications severely and we didn't want that. Also, because of the tracking and optimal bonuses for drones on Gallente ships there's still plenty of room for the Rattlesnake to have Sentrys without treading too heavily on the Dominix. @ccp_rise |
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CCP Rise
C C P C C P Alliance
4057

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Posted - 2014.04.14 16:12:00 -
[5] - Quote
Rowells wrote:forgive my third grade math skills, but is it safe to assume rattlesnake and nightmare are getting damage boosts?
Rattlesnake is, Nightmare isn't gaining damage (but is gaining a low which may help with damage or application depending on fit).
@ccp_rise |
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CCP Rise
C C P C C P Alliance
4065

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Posted - 2014.04.14 16:25:00 -
[6] - Quote
Quote:Rise, perhaps quote this in the sticky so people won't keep having a fit over the Nightmares combined damage bonus.
Good idea, updated the OP
@ccp_rise |
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CCP Rise
C C P C C P Alliance
4066

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Posted - 2014.04.14 17:03:00 -
[7] - Quote
I'm heading home - will check in again tomorrow morning.
I must say I didn't realize the magnitude of the turret asymmetry problem. Not sure what to say really, doubt it will change but I'll bring it up with some folks here tomorrow and get back to you. @ccp_rise |
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CCP Rise
C C P C C P Alliance
4103

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Posted - 2014.04.16 10:39:00 -
[8] - Quote
Patri Andari wrote:In each case the bonus to Gurista ships states "bonus to kinetic and thermal missile damage" without refering to heavy, heavy assault, etc.
Does this mean that each ship will have bonuses that apply to all missiles that do said damage?
To state more clearly, can we expect the damage bonus on the RS to also apply when firing thermal and kinetic missiles from RHML and RLML?
Yes, the damage bonus will apply to RHML and RLML.
I'm not sure if it helps settle anything but from my perspective the angel ships aren't necessarily meant to be armor or shield. They are capable of both and even though the ISIS says shields we are very happy with the versatility that Angel ships are capable of.
Speaking of Angel ships, I looked into making the Mach turrets symmetrical and unfortunately it isn't going to happen. It would be almost impossible to avoid having a significant impact on balance for the ship and we don't feel that an aesthetic concern like this justifies making a change. Sorry  @ccp_rise |
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CCP Rise
C C P C C P Alliance
4103

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Posted - 2014.04.16 10:58:00 -
[9] - Quote
I didn't say serious, I said significant. It wouldn't just be a damage increase. It would be a heavier importance placed on a required skill, changes to fitting balance, changes in ammo consumption, change in fitting cost, potential effects on damage output and/or alpha. It's not unsolvable or something, it's just a lot of things that need to be accounted for and we don't think it's worth it in this case. @ccp_rise |
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