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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Fozzie
C C P C C P Alliance
10058

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Posted - 2014.05.17 16:28:00 -
[1] - Quote
Hello again! Now we turn to Deep Space Transports.
These ships have been largely overshadowed by Orcas and high capacity T1 haulers for heavy duty hauling, and of course they cannot compete with the amazing evasion abilities of Blockade Runners.
So our plan for revamping them is to give them a strong and stable carrying capacity in the form of a large fleet hangar. Besides creating interesting options for group play, this fleet hangar does not pressure a pilot into fitting rigs or expanded cargoholds for max carrying capacity.
The fleet hangar is intended to make DSTs a viable choice for many hauling situations, and allowed us to then add a series of options to the DST defensive toolbox. We know that once people start using a ship it will be inevitable that they get into bad situations with them and that it can be immensely fun gameplay to escape a dangerous situation when you have no guarantee of survival. For this purpose we have provided the Deep Space Transports with defensive tools that are much less consistent than the covert cloak on the Blockade Runners but that are powerful nonetheless.
The key new addition is a role bonus that doubles the benefits from overheating tanking modules and propulsion modules. This means that Deep Space Transports can have obscene tanks for short periods of time and gain strong bursts of mobility, especially useful for fighting your way back to a stargate (or for playing bait).
They are also gaining the ability to use the new Medium Micro Jump Drive modules for extra escape and bubble evasion options.
IMPEL
Amarr Industrial Bonus per level: +7.5% Armor Repairer Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Armor Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 2(+1)M, 7L; 2(+2) launchers Fittings: 330(+80) PWG, 240(+65) CPU Defense (shields / armor / hull) : 2000(-109) / 4300(+81) / 4500 Capacitor (amount / recharge / cap per second) : 3500(+2250) / 875(+563)s / 4 Mobility (max velocity / agility / mass / align time): 90(+10) / 1 / 19,500,000(+500,000) / 27.03s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 205 / 3(+1) Sensor strength: 16 Signature radius: 160 Cargo Hold: 1000(-3000)m3 Fleet Hangar: 50000m3
BUSTARD
Caldari Industrial Bonus per level: +7.5% Shield Booster Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Shield Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 6(+3)M, 3(-2)L; 2(+2) launchers Fittings: 200 PWG, 290(+40) CPU Defense (shields / armor / hull) : 4300(+784) / 2300(-91) / 4000(+62) Capacitor (amount / recharge / cap per second) : 2900(+1806.25) / 725(+456)s / 4 Mobility (max velocity / agility / mass / align time): 80() / 1(+0.07) / 20,000,000 / 27.73s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 195 / 3(+1) Sensor strength: 20 Signature radius: 165 Cargo Hold: 1000(-4500)m3 Fleet Hangar: 50000m3
OCCATOR
Gallente Industrial Bonus per level: +7.5% Armor Repairer Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Armor Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 3(+1)M, 6L; 2(+2) turrets Fittings: 290(+45) PWG, 260(+60) CPU Defense (shields / armor / hull) : 2400(-131) / 4000(+203) / 5000(-203) Capacitor (amount / recharge / cap per second) : 3100(+1943.75) / 775(+281)s / 4 Mobility (max velocity / agility / mass / align time): 110(+20) / 1 / 19,000,000(-500,000) / 26.34s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 200 / 3(+1) Sensor strength: 18 Signature radius: 165 Cargo Hold: 1000(-4000)m3 Fleet Hangar: 50000m3
MASTODON
Minmatar Industrial Bonus per level: +7.5% Shield Booster Effectiveness +5% Velocity
Transport Ships Bonus per level: +5% Fleet Hangar capacity +4% Shield Resistances
Role Bonuses: +2 Warp Core Strength +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 5(+2)M, 4(-1)L; 2(+2) turrets Fittings: 230(+15) PWG, 270(+80) CPU Defense (shields / armor / hull) : 4000(+906) / 2800(-13) / 3100() Capacitor (amount / recharge / cap per second) : 2700(+1700) / 675(+425)s / 4 Mobility (max velocity / agility / mass / align time): 120(+20) / 1 / 19,200,000(700,000) / 26.62s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 210 / 3(+1) Sensor strength: 14 Signature radius: 150 Cargo Hold: 1000(-4250)m3 Fleet Hangar: 50000m3 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
10060

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Posted - 2014.05.17 16:45:00 -
[2] - Quote
Tahna Rouspel wrote: Does MJD work if you get scrambled but have warp core stabilizers?
It does not. The basic rule of thumb is that MJDs work just like MWDs in this regard. 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
10167

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Posted - 2014.05.18 16:05:00 -
[3] - Quote
Hey everyone, thanks for the feedback so far.
We're definitely going to deal with the issues surrounding deploying and scooping of structures, either by changing the way fleet hangars interact with structures in space or by increasing the cargo holds to 4k so that you can get above 8k with expanders. Once I do a bit more investigation into that first option we'll update you guys with the progress. 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
10300

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Posted - 2014.05.20 11:40:00 -
[4] - Quote
Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
We are also increasing the assembled volumes of the DSTs a bit, to keep the balance surrounding DSTs hauling cargo in ship maintenance bays.
We have discussed the questions surrounding hauling of battleships into C1 wormholes with the CSM and internally, and decided that we are ok with this function at this time. Using a DST to get a battleship into a C1 siege still requires the attackers to have their own starbase set up in the system for disassembly. 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
10302

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Posted - 2014.05.20 12:24:00 -
[5] - Quote
CynoNet Two wrote:CCP Fozzie wrote:Hey everyone. Can we get some feedback on the bubble immunity thing for DSTs? Obviously it's a dumb idea for Blockade Runners, but replacing the DST warp core stability bonus with bubble immunity makes a lot of sense and isn't anywhere near as strong as it is on Interceptors / T3 cruisers. Was the idea considered?
The idea was considered and rejected as it would make DSTs too difficult to catch in nullsec and (especially) wormhole space and wouldn't provide much interesting gameplay. 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
10304

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Posted - 2014.05.20 12:58:00 -
[6] - Quote
G's Biatch wrote:CCP Fozzie wrote:Hey everyone. Allowing launching and scooping of structures from fleet hangars is something that needs more investigation, so we're increasing the standard cargo holds on all the DSTs so they can easily deploy and scoop structures.
We are also increasing the assembled volumes of the DSTs a bit, to keep the balance surrounding DSTs hauling cargo in ship maintenance bays.
We have discussed the questions surrounding hauling of battleships into C1 wormholes with the CSM and internally, and decided that we are ok with this function at this time. Using a DST to get a battleship into a C1 siege still requires the attackers to have their own starbase set up in the system for disassembly. Fozzie Can we fill the Fleet Hanger and place these ships in SMA's in cap ships, or will the Ammo only rule still apply? Thanks
The ammo only rule does not apply to fleet hangars. 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
10308

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Posted - 2014.05.20 14:08:00 -
[7] - Quote
I've tweaked the assembled volume up a bit further, so they are all above 500k and no more than one can be fit in the SMA of a carrier or rorqual. 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
10357

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Posted - 2014.05.21 11:09:00 -
[8] - Quote
So there had been a problem that had prevented use of the "ammo only" check for fleet hangars years ago, but it turns out one of our programmers fixed it in 2012 as part of another change and forgot to tell people. 
So although it's appropriate for the DSTs to be fairly large, we're bringing them back to the ~400k size since we don't need to worry about balance issues around carrier or rorqual cargo capacity. 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
10357

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Posted - 2014.05.21 11:46:00 -
[9] - Quote
Fleet hangars will follow the same rules as normal cargo when you attempt to place a ship inside of a Ship Maintenance Bay. And the numbers in the OP are currently correct. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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