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[Winter] Combat Cruisers

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C C P Alliance
#1 Posted: 2012.10.02 12:16  |  Edited by: CCP Ytterbium
:Updated on October 23rd with updates posted here:

Hello everyone! We've got the final set of T1 Cruisers here for you all. The Combat Cruisers are designed as frontline warships with both solid damage and good staying power.

These ships got somewhat less dramatic changes than the others. The average EHP of the set is only 2% higher than the average EHP of the old Tier 3 cruisers. Their main advantages over the other t1 cruisers are in tanking and a more robust capacitor pool.


Maller:
Cruiser skill bonuses:
5% bonus to Medium Energy Turret damage
5% bonus to all Armor Resistances

Slot layout: 5 H (-1), 3 M, 6 L, 5 turrets
Fittings: 1150 PWG (+250), 300 CPU (+20)
Defense (shields / armor / hull) : 1000(-368) / 2300(+425) / 1700(-19)
Capacitor (amount / recharge rate / average cap per second): 1625(+125) / 565s(-72.5s) / 3.5 (+0.7)
Mobility (max velocity / agility / mass / align time): 195(+31) / 0.52(-0.085) / 12050000 (+500000) / 5.9s (-0.6)
Drones (bandwidth / bay): 15 (+15) / 15 (+15)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 280(+10) / 6
Sensor strength: 16 Radar (+2)
Signature radius: 130
Cargo capacity: 480 (+200)


Moa:
Cruiser skill bonuses:
5% bonus to Medium Hybrid Turret damage
5% bonus to shield resistances

Slot layout: 5 H (-1), 5 M (+1), 4 L, 5 turrets, 0 Launchers (-2)
Fittings: 850 PWG (+70), 380 CPU (+20)
Defense (shields / armor / hull) : 2300(+425) / 1000(-329) / 1600(+76)
Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 475s(-16.25s) / 3.15 (+0.35)
Mobility (max velocity / agility / mass / align time): 190(+26) / 0.52 (-0.02) / 12220000 (+500000) / 5.9s
Drones (bandwidth / bay): 15 / 15
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 260(+7) / 7
Sensor strength: 17 Gravimetric (+1)
Signature radius: 135
Cargo capacity: 450 (+200)


Vexor:
Cruiser skill bonuses:
5% bonus to Medium Hybrid Turret damage
10% bonus to drone hitpoints, damage and mining yield

Slot layout: 4 H (-1), 4 M (+1), 5 L (+1), 4 turrets
Fittings: 800 PWG (+125), 300 CPU (+30)
Defense (shields / armor / hull) : 1100(-73) / 2000(+515) / 2000(+515)
Capacitor (amount / recharge rate / average cap per second): 1450(+200) / 482.5s(+36.25s) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 205(+36) / 0.53(-0.04) / 11310000 (+1000000) / 5.6s (+0.1)
Drones (bandwidth / bay): 75 / 125 (+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280(+4) / 6(+1)
Sensor strength: 16 Magnetometric (+2)
Signature radius: 145 (-5)
Cargo capacity: 480


Rupture:
Cruiser skill bonuses:
5% bonus to Medium Projectile Turret firing speed
5% bonus to Medium Projectile Turret damage

Slot layout: 5 H (-1), 4 M (+1), 5 L, 4 turrets, 1 launchers (-1)
Fittings: 860 PWG, 350 CPU (+25)
Defense (shields / armor / hull) : 1500(-63) / 1800(+159) / 1500(-63)
Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-21.25s) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 210(+18) / 0.5 (-0.04) / 12200000 (+550000) / 5.7s (-0.2)
Drones (bandwidth / bay): 30 / 30
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+5) / 290(+8) / 6(+1)
Sensor strength: 15 Ladar (+3)
Signature radius: 125 (-5)
Cargo capacity: 450 (+150)

Let us know what you think!
#2 Posted: 2012.10.02 12:18  |  Edited by: Hazen Koraka
First!

Edit: Now I shall read the thread post lol
Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html
#3 Posted: 2012.10.02 12:20
2nd maybe? also, nice changes Big smile
Naquatech Syndicate
#4 Posted: 2012.10.02 12:20
Cool Cool
#5 Posted: 2012.10.02 12:21
I don't normally fly cruisers much, but swapping the Moa's optimal range bonus for damage seems nice idea to me (I guess can swap ammo types to modify range if you wish) - damage increases always welcome.
Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html
Caldari State
#6 Posted: 2012.10.02 12:25
Shield tanked sniping ruptures can now be used

The Vexor should be very nice with the additional mid and low (plus cap is improved)

The Maller can still be fit for heavy tackle yessssssss
Gallente Federation
#7 Posted: 2012.10.02 12:26
Fancy stuff! Is there any server these changes are on yet ? I'd like to get a cache dump to make a test build of pyfa.
Ministry of Inappropriate Footwork
#8 Posted: 2012.10.02 12:27
Maller with laser bonus \o/
#9 Posted: 2012.10.02 12:28  |  Edited by: Hazen Koraka
Omg just noticed the buff to vexor armor and structure Shocked

Are all cruisers meant to have same base ehp? They are all near 5000 ish.
Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html
#10 Posted: 2012.10.02 12:37
Oh my~ :swoon:
-- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.
#11 Posted: 2012.10.02 12:39  |  Edited by: Omnathious Deninard
So I take it Gallente drone boats will never get away from split weapon systems?
CCP Fozzie wrote:

Why do we keep giving ships split weapon systems between drones and turrets? It's a very valid question, and one that we have been looking at for several ships. In the end the pure drone options we looked at for the Tristan never matched what we were looking for with this design. Drones on frigates is a bit tougher to balance than drones on larger ships, but we have plans to add some stronger drone focuses to ships going forward. I know that's not the answer some of you were hoping for with this ship, but this isn't the last drone ship we're unveiling for winter.
  - 
#12 Posted: 2012.10.02 12:40  |  Edited by: Gneeznow
I think the Moa could use another mid and one less low, so it is more viable for solo, or at least a 25 m3 dronebay! And how about give the Rupture 5 turrets instead of 4+2 launchers, make it a proper gunboat, or even let it keep its 6 high slots.

edit: actually I think it would be a good idea to give all a 25 m3 dronebay across the board, except the vexor, it should have a larger dronebay than 100 m3 so it can carry a full 75 m3 flight + a low flight + a med flight - 150 m3 in total.
#13 Posted: 2012.10.02 12:40
Just noticed that the rupture is faster than all the other races Attack cruisers. Seems kinda broke IMO.
I am not sure if I am going to log in anymore.......
#14 Posted: 2012.10.02 12:40  |  Edited by: Harvey James
First off
i like the maller changes much needed its funny its the only one without drones which is no bad thing though.
Moa
i'm loving the damage bonus its speed is a little low though for blasters point blank range though i mean bb has same speed that messed up.
Also launchers on it still?
Vexor
poor little vexor stuck with ogres again their not much use against cruisers though and not much of a dronebay what happened to the 2:1 ratio?
More split weapon systems disappointing it really should be using a full set of hammerheads for the majority of it's dps since they are medium drones and all this tells me that you know medium drones aren't good enough.
so to make ogres work they will need more tracking so how about a hybrid/drone tracking bonus like tristan?
Also structure and armour the same how odd.
Rupture
so many drones again why?
a lot of speed for a ship not really needing it the moa needs it more.
extra mid makes it more likely to be shield tanked with vaga setup why we have stabber? make it a proper armour tanker with more dps so reverse mid for high makes more sense.

Also this 5% bonus to Medium Projectile Turret firing speed feel free to make it rate of fire
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... module tiercide FTW role based instead of tiers please.
#15 Posted: 2012.10.02 12:40
Registering Vexor pilot approval.

The other changes look nice too. I expect some Rupture fans to start crying about the -1H slot though. :)

I find that without a good mob to provide one for them, most people would have no mentality at all.
The Devil's Tattoo
#16 Posted: 2012.10.02 12:40
Finally thread about combat cruisers :)

Me likey ruppie will be faster and stronger on armor side, never liked shield kitey fit.
Brave Collective
#17 Posted: 2012.10.02 12:46
It all around looks good, but the Moa looks a little odd with even mid and low slots. It'd be hard to fit a proper brawling shield tank and tackle at the same time, and there are almost too many lows, even after putting on a nano and a couple of mag stabs.
Caldari State
#18 Posted: 2012.10.02 12:47
Why Moa have only 4 medium slots? As brawler he need tank and good tackle options, we put scrambler, web and MWD and only 1 medium slot left for tank. Better remove 1 hight slot and give additional 1 medium, trade for 1 low slot will be good too.

Slowest ship of this type, so a lot of low sots only can have at dealing damage. This ship have bonus for shield not for armor.
#19 Posted: 2012.10.02 12:48
Beagle von Space wrote:
It all around looks good, but the Moa looks a little odd with even mid and low slots. It'd be hard to fit a proper brawling shield tank and tackle at the same time, and there are almost too many lows, even after putting on a nano and a couple of mag stabs.

3 mags 1 damage control seems good to me perhap remove a high for a mid since launchers are a waste of time and a spare high isn't very useful on it.
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... module tiercide FTW role based instead of tiers please.
#20 Posted: 2012.10.02 12:49  |  Edited by: Sheynan
War Kitten wrote:
Registering Vexor pilot approval.

The other changes look nice too. I expect some Rupture fans to start crying about the -1H slot though. :)


I gladly trade the highslot, that was difficult to fit anyway, against the midslot and another 25 cpu

Harvey James wrote:
Beagle von Space wrote:
It all around looks good, but the Moa looks a little odd with even mid and low slots. It'd be hard to fit a proper brawling shield tank and tackle at the same time, and there are almost too many lows, even after putting on a nano and a couple of mag stabs.

3 mags 1 damage control seems good to me perhap remove a high for a mid since launchers are a waste of time and a spare high isn't very useful on it.


Utility highs are cool, it's about time we have them on something else than minmatar ships. I think the Moa might even have enough pg to fit a medium neut into that
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