Kuekuatsheu wrote:I just saw the Fanfest presentation about the Hecate and Jackdaw and I'd like to chip in my two cents of the Hecate bonuses, for those who are less in the loop I'll list them for you:
Gallente Tactical Destroyer Bonuses Per Level:
5% bonus to Small Hybrid Turret rate of fire
7.5% bonus to Small Hybrid Turret tracking speed
5% reduction in heat damage generated by modules
Role Bonus:
95% reduction in Scan Probe Launcher CPU requirements
Defense Mode:
33.3% bonus to all armor and hull resistances while Defense Mode is active
33.3% bonus to armor repairer effectiveness while Defense Mode is active
Propulsion Mode:
66.6% bonus to MWD speed boost and reduction in MWD capacitor use while Propulsion Mode is active
33.3% bonus to ship inertia modifier while Propulsion Mode is active
Sharpshooter Mode:
66.6% bonus to Small Hybrid Turret optimal range while Sharpshooter Mode is active
100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active
Slot Layout: 7H, 4M, 4L, 6 turrets
The way I see it, this ship has 1 obvious flaw, that is Capacitor Usage.
This ship being a hybrid ship needs capacitor to fire, capacitor for it's armor repairer, capacitor for it's MWD (which even with the Propulsion Mode bonus still uses nearly twice as much capacitor per cycle as an Afterburner), then there is the propulsion jamming modules and the obvious need for an explosive armor hardener since all Gallente ships have terrible Explosive resistances.
In the following fit:
6x Light Neuton Blaster II with Void S
1x 1MN Microwarpdrive II
1x Warp Scrambler II
1x Stasis Webifier II
1x Small Capacitor Booster II
1x Small Armor Repairer II
1x Armor Explosive Hardener II
1x Damage Control II
1x Energised Adaptive Nano Membrane II
This ship would use:
4.21GJ/sec for its 6 Guns
1.25GJ/sec for its MWD
1.7GJ/sec for its Propulsion Jamming Modules
8.89GJ/sec for its Armor Repairer
1.5GJ/sec for it's Armor Hardener
That's 17.55GJ/sec, more than most PvP Cruisers.
With all these modules running at once cycling cap booster 200 charges and using either Semiconductor Memory Cell or Capacitor Control Circuits in all of it's Rig Slots, the Hecate still would barely be capacitor stable (19.6GJ/sec with cap booser 200 cycling).
I'd like to propose two changes to this ship to address these ends:
Firstly changing the 5% bonus to Small Hybrid Turret rate of fire per level to 5% bonus to Small Hybrid Turret damage per level. That way the damage would increase without increasing the capacitor usage.
Secondly reducing the number of Hi Slots to 6 and turret hard points to 5.
To compensate for the loss of a turret hardpoint give the ship 15mbit/sec drone bandwidth and a 50m3 drone bay.
Three Hobgoblin II with Max skills would provide the Hecate 59.4 dps.
One Small Neuton Blaster II with Void S and Max skills including the Hecate's bonuses provides 53.3 dps.
An acceptable trade.
With this the Hecate would have reduced the Capacitor need for it's Guns from 4.21GJ/sec to a much more reasonable 2.80GJ/sec, that means the ship can be Cap Stable with the Active Buffering fit, has comparable DPS and will be able to use drones which will please the die hard Gallente.
Also, and you can thank me later for pointing this out, the Hecate won't turn into a up-armored Catalyst with three Magnetic Field Stabilizers and a Damage Control that has no issues using a Microwarpdrive constantly due to the massively reduced capacitor cost and signature radius.
(Edited for flawed math on the regeneration rate, didn't multiply max capacitor over recharge rate by 2.4 for max regeneration rate at 30%. The sighted fitting which would be a full tank Hecate would be cap stable. Wrote this at 2am local time, gimme a break =P)