Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 .. 15 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 10 post(s) |
|

CCP Fozzie
C C P C C P Alliance
10058

|
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/ |
|

Karen Avioras
Unsung Heroes The Volition Cult
618
|
Posted - 2014.05.17 16:30:00 -
[2] - Quote
That's quite interesting changes  |

Retar Aveymone
BUTTECORP INC Goonswarm Federation
366
|
Posted - 2014.05.17 16:34:00 -
[3] - Quote
well that's sure a thing, i have absolutely no idea what role that thing will play
will be interesting to see how it shakes out |

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
106
|
Posted - 2014.05.17 16:41:00 -
[4] - Quote
That is some sexy changes. I can't wait to fit 7 warp core stabilizers and a medium micro jump drive on my Impel :D
Does MJD work if you get scrambled but have warp core stabilizers? This will be awesome. |

FT Diomedes
The Graduates RAZOR Alliance
399
|
Posted - 2014.05.17 16:44:00 -
[5] - Quote
Looks great! This is my signature. There are many like it, but this one is mine. |
|

CCP Fozzie
C C P C C P Alliance
10060

|
Posted - 2014.05.17 16:45:00 -
[6] - 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/ |
|

Gamer4liff
GoonWaffe Goonswarm Federation
85
|
Posted - 2014.05.17 16:48:00 -
[7] - Quote
Looks pretty solid, though I don't see the micro jump drive getting a lot of use on DSTs with the current spool up time. A DST will most likely always be near a gate, within close closing range of tacklers. Maybe if they got a role bonus to spool up speed it might see some use in that use case. |

baltec1
Bat Country Goonswarm Federation
11519
|
Posted - 2014.05.17 16:48:00 -
[8] - Quote
AAAHAHAHA!
These things are going to be great pvp haulers
Marlona Sky needs to see this. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Abrazzar
Vardaugas Family
3421
|
Posted - 2014.05.17 16:48:00 -
[9] - Quote
This ship is now my medium volume hauler of choice. It only needs to survive some 10 seconds in a gank instead of having to wait for CONCORD. Sovereignty and Population New Mining Mechanics |

Saul Hyperion
Palmetto Galactic
73
|
Posted - 2014.05.17 16:49:00 -
[10] - Quote
Medium MJD?
CCP pls no. |
|

JEFFRAIDER
Sniggerdly Pandemic Legion
312
|
Posted - 2014.05.17 16:49:00 -
[11] - Quote
LOL? |

BadAssMcKill
ElitistOps
784
|
Posted - 2014.05.17 16:49:00 -
[12] - Quote
Are you going to fix their awful align . |

Abrazzar
Vardaugas Family
3421
|
Posted - 2014.05.17 16:52:00 -
[13] - Quote
BadAssMcKill wrote:Are you going to fix their awful align You can now fit inertia stabs instead of expanders if align is such an issue for you., Sovereignty and Population New Mining Mechanics |

Dave Stark
5656
|
Posted - 2014.05.17 16:53:00 -
[14] - Quote
i like the changes, they're good.
however have you considered the fact that since these have a FLEET hangar, and can fit tractor beams, there's now even less reason to bring an orca and/or a rorqual on grid? if you want those two ships on grid, these changes are like a nail in the coffin to achieving that end. especially in the more dangerous areas of space.
aside from that minor and somewhat irrelevant point. these changes look solid and have a nice twist.
|

CynoNet Two
GoonWaffe Goonswarm Federation
622
|
Posted - 2014.05.17 16:55:00 -
[15] - Quote
The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? |

Michael Harari
Genos Occidere HYDRA RELOADED
1179
|
Posted - 2014.05.17 16:56:00 -
[16] - Quote
CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level?
They can tank 2-3k dps |

Lazei
Magellanic Itg Goonswarm Federation
35
|
Posted - 2014.05.17 17:02:00 -
[17] - Quote
One of the rare places where haulers intentionally put themselves in danger in null at least is when they are dropping or onlining towers. You can't drop towers from fleet hangar so now these ships that have bonuses that would be perfect for this kind of thing are completely useless. Could this be changed somehow? |

Fubeca
GoonWaffe Goonswarm Federation
1
|
Posted - 2014.05.17 17:03:00 -
[18] - Quote
While this looks interesting for getting in and out of trouble, the Fleet Hangar change really limits the DST in useful things like POS work. With a cargo hold of 1000 - 3000, you cant even scoop or launch a large tower, or most pos mods. To make it work, you would need to make it capable of launching items from the fleet hangar as well as scoop to the fleet hangar.
For POS work in null sec, orcas arent an option for getting around, and BRs are just too small even after your proposed buff. Now the only real option is a rorqual or JF which takes setting up a POS out of the picture for the average player. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
590
|
Posted - 2014.05.17 17:06:00 -
[19] - Quote
Allowing POS modules to be launched from Fleet Hangars would be nice, I agree. I don't think it should hold up the release of these changes, but I definitely think that it is a consideration worth investigating. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

CynoNet Two
GoonWaffe Goonswarm Federation
622
|
Posted - 2014.05.17 17:06:00 -
[20] - Quote
Michael Harari wrote:CynoNet Two wrote:The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k?
If the additional WCS role bonus doesn't protect the MJD, these things aren't going to live long. The spool time is more than long enough to be webbed + scrambled, and no amount of overheating will help then. What about instead of 5% velocity per level, they get -5% to MJD spool time bonus per level? They can tank 2-3k dps
Can they tank that until the next downtime? Because with a scram+web they ain't going anywhere. |
|

Pashino
Venice Academy
28
|
Posted - 2014.05.17 17:06:00 -
[21] - Quote
Interesting setup. I do agree a bit bigger cargo space and -% on MJD spool up time per level would be better, though. The end result has to be able to escape small gate camps with some reliability to be considered for day-to-day use. |

Crynsos Cealion
Matari Munitions The Obsidian Front
11
|
Posted - 2014.05.17 17:06:00 -
[22] - Quote
Well this makes for a very interesting set of changes, giving the DSTs a whole load of new options and potential new uses while making both armor and shield tanking actually viable as intended.
The only worry I have is that DSTs still have ~ 10 seconds of additional align timer over even basic T1 haulers not including any skills or Amarr / Gallente heavy armor tanks, and whether MWDs are sufficient to compensate for this turn time if you have to do a 180-¦ to get back to a gate. |

CynoNet Two
GoonWaffe Goonswarm Federation
623
|
Posted - 2014.05.17 17:14:00 -
[23] - Quote
A bonus to either MJD spoolup or agility makes much more sense on DSTs than a velocity bonus does, just sayin' |

Sipphakta en Gravonere
4S Corporation Goonswarm Federation
601
|
Posted - 2014.05.17 17:14:00 -
[24] - Quote
Looks like the Impel will be my go-to hauler for high-sec stuff. 80k ehp, 12 second align time + MJD to escape bumpers. Nice. (USER WAS BANNED FOR THIS POST) |

Doctor Who-Dat
Stuff Direct Holdings Inc
1
|
Posted - 2014.05.17 17:14:00 -
[25] - Quote
Ditto on the tower / modules work. Hell, its for a corp, why shouldn't launching [towers/modules/other corp system structures] be available from a fleet/corp hanger? |

Deacon Abox
Justified Chaos
322
|
Posted - 2014.05.17 17:23:00 -
[26] - Quote

Or you could just scrap the active local rep bonuses altogether and simply add more buffer. I really don't see anyone flying these things out on their own. Nothing wrong with buffer and logi support. CCP wants team play, right? CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, please give us an off button for the jump gate and autoscan visuals. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1394
|
Posted - 2014.05.17 17:32:00 -
[27] - Quote
Very interesting idea, sadly the game kinda lacks the opportunities to actually make use of them.
Still interesting. Good job :D GRRR Goons |

Darkwolfi
Dreddit Test Alliance Please Ignore
1
|
Posted - 2014.05.17 17:39:00 -
[28] - Quote
I don't suppose i could have my otherwise good investment in T2 expander rigs for my Mastodon returned when you ruin that role for it? |

Darth Kilth
Silver Guardians Fidelas Constans
172
|
Posted - 2014.05.17 17:41:00 -
[29] - Quote
Darkwolfi wrote:I don't suppose i could have my otherwise good investment in T2 expander rigs for my Mastodon returned when you ruin that role for it? Do we ever get money back for changes in ships their stats and functions? |

CynoNet Two
GoonWaffe Goonswarm Federation
625
|
Posted - 2014.05.17 17:50:00 -
[30] - Quote
If that 1k cargo remains as-is, cargo rigs for DSTs should really be unplugged by this patch... or at least upgraded to affect fleet hangars too. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 .. 15 :: one page |
First page | Previous page | Next page | Last page |