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[Odyssey] Faction Navy Cruisers

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C C P Alliance
#1 Posted: 2013.03.27 18:00  |  Edited by: CCP Phantom
:Edit: Updated most recently April 17th

One more thread today before I start the Easter vacation (Iceland is awesome).

And it's Navy Cruiser time! We're going to be doing a comprehensive pass on the Navy Cruisers as well as the already announced Navy Frigates in Odyssey. These ships are getting significantly larger changes than the frigates as you'll quickly notice.
Within themselves there is a split between the more speed oriented (Omen, Osprey, Exequror, Scythe) and more tank oriented (Augoror, Caracal, Vexor, Stabber) but considering their excellent agility and general playstyle we'll probably toss them all under the "Attack" line whenever the ship lines come up.

All of these are of course open to feedback and change, we're still early in the Odyssey development cycle so there's lots of time to iterate before release.

Important note: unlike all my previous ship stat displays of this type, we're using align time at 0 skills instead of the old ones which were at level 5 skills. This makes the whole thing consistent (all the other stats are displayed for 0 skills) but means that you can't directly compare align times to my past ship change posts.
For comparison, here's the unskilled align times of a few other ships (yes this means all the Navy Cruisers will be very agile):
Incursus: 4.49s
Thrasher: 6.21s
Thorax: 7.66s
Rupture: 8.46s
Hurricane: 12.49s


Omen Navy Issue: Turning this ship into a much more mobile ship with an optimal bonus, much like a giant Slicer.
Cruiser skill bonuses:
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret optimal range

Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets
Fittings: 965 PWG, 335 CPU
Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428)
Shield Recharge Time: 1250s(-500s)
Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3)
Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25)
Drones (bandwidth / bay): 50(+25) / 50(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1)
Sensor strength: 17(+1) Radar
Signature radius: 100(-12)
Cargo capacity: 400(+150)


Osprey Navy Issue: This one flies much like a Caracal with even better speed and agility, and has the most mids of any offensive-minded cruiser, giving options for tank or utility. The comparison with the Hookbill is intentional.
Cruiser skill bonuses:
10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage
10% bonus to Light, Heavy Assault and Heavy Missile Velocity

Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers
Fittings: 630(+90) PWG, 450(+85) CPU
Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903)
Shield Recharge Time: 1250s(+100)
Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54)
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2)
Sensor strength: 19(+3) Gravimetric
Signature radius: 115(+3)
Cargo capacity: 460(-25)


Exequror Navy Issue: Keeping the same role for this one, as a high damage blasterboat with the two damage bonuses. Adding an extra highslot and turret increases damage even further. It's fast and hard hitting but the lack of the Thorax's tracking bonus hurts.
Cruiser skill bonuses:
5% bonus to Medium Hybrid Turret damage
5% bonus to Medium Hybrid Turret rate of fire

Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets
Fittings: 830(+70) PWG, 340(+60) CPU
Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863)
Shield Recharge Time: 1250s(-200)
Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74)
Drones (bandwidth / bay): 25(+5) / 25(+5)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1)
Sensor strength: 18(+3) Magnetometric
Signature radius: 110(+2)
Cargo capacity: 465 (+200)


Scythe Fleet Issue: This is my attempt to redeem the Minmatar split weapons tradition. Instead of forcing both weapon systems it gives both as viable choices.
Cruiser skill bonuses:
10% bonus to Medium Projectile Turret rate of fire
10% bonus to Missile damage

Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers
Fittings: 745 PWG, 400(+125) CPU
Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730)
Shield Recharge Time: 1250s(-100)
Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7
Sensor strength: 16(+3) Ladar
Signature radius: 90
Cargo capacity: 440

Augoror Navy Issue: Ends up flying like a modified Maller. The lack of resist bonus hurts for fleets but the HP bonus is better for pure buffer tanking. Quite skill intensive thanks to the 25% bonus, but the flipside is standard Amarr cruiser laser damage with only 3 turrets worth of cap use and the two utility highs.
Cruiser skill bonuses:
25% bonus to Medium Energy Turret damage
10% bonus to Armor hitpoints

Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2)
Fittings: 1150(+265) PWG, 320(+10) CPU
Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 2800 (+221)
Shield Recharge Time: 1250s (-1000)
Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1)
Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s)
Drones (bandwidth / bay): 15 / 15
Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1)
Sensor strength: 19(+6) Radar
Signature radius: 120(-12)
Cargo capacity: 480(+230)


Caracal Navy Issue: Finds a niche as the heavier version of the Caracal, more suited to brawling than kiting.
Cruiser skill bonuses:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
5% bonus to Heavy Assault and Heavy Missile explosion radius

Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers
Fittings: 715 PWG(+35), 465(+50) CPU
Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35)
Shield Recharge Time: 1250s (-600)
Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2)
Drones (bandwidth / bay): 0(-15) / 0(-15)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7
Sensor strength: 21(+3) Gravimetric
Signature radius: 125(-5)
Cargo capacity: 450(+200)


Vexor Navy Issue: 5 heavy drones make this a very exciting ship, at the expense of almost all the gun damage. Flies like a modified Ishtar or Gila, sacrificing resists and dronebay for easier damage application.
Cruiser skill bonuses:
5% bonus to drone velocity and tracking
10% bonus to drone hitpoints, damage and mining yield

Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets
Fittings: 800 PWG(+100), 310(+10) CPU
Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187)
Shield Recharge Time: 1250s(-550)
Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3
Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36)
Drones (bandwidth / bay): 125(+25) / 200(+100)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1)
Sensor strength: 20(+3) Magnetometric
Signature radius: 135
Cargo capacity: 460(+195)


Stabber Fleet Issue: Role stays the same, as this ship works very well. Overall the mass increase means a decrease in power but it will remain a very strong ship.
Cruiser skill bonuses:
5% bonus to Medium Projectile Turret firing speed
10% bonus to Medium Projectile Turret tracking speed

Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers
Fittings: 950 PWG, 310(-2) CPU
Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94)
Shield Recharge Time: 1250s
Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08)
Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92)
Drones (bandwidth / bay): 40 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6
Sensor strength: 18(+2) Ladar
Signature radius: 100(+6)
Cargo capacity: 450(+75)

Let us know what you think!
#2 Posted: 2013.03.27 18:03  |  Edited by: Omnathious Deninard
First
Very pleased with what is see here.
  - 
#3 Posted: 2013.03.27 18:04
quite the shakeup you have there. should yield some fun new ways of flying.
#4 Posted: 2013.03.27 18:04
ooooooh
#5 Posted: 2013.03.27 18:05
Cool.
The Tears Must Flow
Late Night Alliance
#6 Posted: 2013.03.27 18:05
Thanks Fozzie! I can't wait to fly the new Scythe!
CPM0 Chairman / CSM7 Vice Secretary
Get Off My Lawn
#7 Posted: 2013.03.27 18:06  |  Edited by: Recoil IV
why nerf omen navy so bad?its superbad as it is atm,the rest seem to be improved to fullfil a purpose


scythe fleet needs 6 hs 3 turrets/3 launcher or kill the split weapon system/
Fatal Ascension
#8 Posted: 2013.03.27 18:10
yay, the Navy Vexor again surpasses the Ishtar is usefulness

:3
THE KING OF EVE RADIO

ElQuirko is my son
Feign Disorder
#9 Posted: 2013.03.27 18:14
And adding yet more mass to another Minmatar ship, slowing them down because their agility and speed, one of their racial features is now bad?
Dark Stripes
#10 Posted: 2013.03.27 18:16
stabber fleet changes are a bit odd imo. mass penalty but a reduction in armour and hull with a random shield increase.

might work better with a reduction in shield hp and a slight buff to armour hp that will fit with the mass penalty.
OMG when can i get a pic here

#11 Posted: 2013.03.27 18:21
Sweet... These are the best changes so far...
There are no stupid Questions... just stupid people...
Winter Expansion new ship request
Pandemic Legion
#12 Posted: 2013.03.27 18:22
Hnggggg, thanks Fozzie
#13 Posted: 2013.03.27 18:22
Disregard my other post RE: the sfi in your other thread.

Thanks for doing the good working Fozzie, I only hope that Sort Dragon will find this game interesting and enjoyable to play by the time we vote on whether or not he should represent those of us that do play in Iceland.

Pandemic Legion
#14 Posted: 2013.03.27 18:23  |  Edited by: JEFFRAIDER
edit:

Scythe Fleet Issue: This is my attempt to redeem the Minmatar split weapons tradition. Instead of forcing both weapon systems it gives both as viable choices.
Cruiser skill bonuses:
10% bonus to Medium Projectile Turret rate of fire
10% bonus to Missile damage

this is not good btw
No Holes Barred
#15 Posted: 2013.03.27 18:25
My comment from the CSM forums:

Omen and Aug have the same slot layout, might be nice to switch one of them up. Maybe trade a low for a mid on the omen, since it is supposed to be more speedy, and might want dual webs or something.
CSM 7 Secretary
CSM 6 Alternate Delegate
@two_step_eve on Twitter
My Blog
#16 Posted: 2013.03.27 18:26
Smoking Blunts wrote:
stabber fleet changes are a bit odd imo. mass penalty but a reduction in armour and hull with a random shield increase.

might work better with a reduction in shield hp and a slight buff to armour hp that will fit with the mass penalty.


Yay, let's buff the shield HP and reduce the armour HP on a ship which is getting a mass increase. Way to make a nice versatile ship into a crap brawler AND crap at kiting. Makes perfect sense.
Greater Western Co-Prosperity Sphere
#17 Posted: 2013.03.27 18:29
I look forward to trying out the Scythe Fleet Issue, though I wish my Fleet Stabber wasn't gaining all that extra weight but maybe it won't be so bad. If anything these are the most exciting changes I have seen in a long time and I am enjoying the smile it has brought me.
#18 Posted: 2013.03.27 18:30
The minmatar hulls look a little underwhelming, although it'll be hard to say for certain until modified fitting tools are released. The Caldari and Gallente hulls both look great, though, as does the NOmen; I'm less sure about the Augoror.
Caldari State
#19 Posted: 2013.03.27 18:31
Is there any point in training T2 ships any more?
#20 Posted: 2013.03.27 18:34
JEFFRAIDER wrote:
edit:

Scythe Fleet Issue: This is my attempt to redeem the Minmatar split weapons tradition. Instead of forcing both weapon systems it gives both as viable choices.
Cruiser skill bonuses:
10% bonus to Medium Projectile Turret rate of fire
10% bonus to Missile damage

this is not good btw


Personally I would get rid of the split bonus and give the ship a damage bonus to projectiles... That way you can get great alpha or good dps but not be able to kite since no falloff bonus... Like a munin...
There are no stupid Questions... just stupid people...
Winter Expansion new ship request
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