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[Odyssey] Navy Battleships

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C C P Alliance
#1 Posted: 2013.05.13 16:10  |  Edited by: CCP Phantom
Hey everyone!

We are going to try and complete the Navy ship package for Odyssey by sneaking in these battleships before release!

With the Navy Battleships we are using the same ‘tiericide’ based approach that we have used for all tech 1 rebalancing. Each race will have one ‘attack’ and one ‘combat’ Navy Battleship, allowing for different applications despite roughly equal power level. The ‘standard’ upgrade package for Navy BS is an extra slot (along with appropriate fitting adjustment) as well as approximately 50% more hitpoints. Some of these rebalanced versions will follow that pattern very closely, while others will diverge more significantly to completely new bonuses and roles.

Please read above each ship for a more detailed explanation of its design. Look forward to your feedback (which I do read almost all of, even after I stop posting in the thread =)

AMARR

APOCALYPSE NAVY ISSUE
The Apocalypse Navy Issue is a tricky one (just like its tech 1 counterpart). It will go into the attack role, like the tech 1 version, and in turn takes on many of the same changes, including the change of bonus from cap use to tracking. The combination of changes to large energy turrets, a high base cap (relative to other battleships) and increased cap recharge should make up for the former cap use bonus. That, combined with the new tracking bonus along with increased agility and speed will hopefully provide for a very powerful laser platform.

Amarr Battleship Skill Bonuses:
+7.5% to Large Energy Turret optimal range
+7.5% Large Energy Turret tracking speed (replaced large energy turret cap use)

Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2)
Fittings: 22000 PWG(+475), 580 CPU
Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39)
Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s)
Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7
Sensor strength: 25 Radar Sensor Strength
Signature radius: 370(-30)

ARMAGEDDON NAVY ISSUE
The Armageddon Navy Issue will not follow the new tech 1 Armageddon design. Instead, it will continue to do what it has been doing as an efficient laser brawler. The Navy Geddon is getting plenty of use the way it is now, and we didn’t see a need to make an ‘improved’ version of the new tech 1 Geddon. As a ‘combat’ ship, it will get some increased hitpoints along with other tweaks to its base stats, but its overall performance shouldn’t change much.

We made a couple changes to the Armageddon since original posting, I describe them in this post: https://forums.eveonline.com/default.aspx?g=posts&m=3043447#post3043447

Amarr Battleship Skill Bonuses:
+5% Large Energy Turret rate of fire
-10% Large Energy Turret cap use

Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers
Fittings: 17500 PWG(+175), 560 CPU(+3)
Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684)
Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s)
Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s
Drones (bandwidth / bay): 125 / 200(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7
Sensor strength: 26 Radar Sensor Strength (+4.75)
Signature radius: 400 (+30)


CALDARI

RAVEN NAVY ISSUE
The CNR will be Caldari’s attack battleship, like the new tech 1 Raven. I wanted the Navy Raven to get something new, and the new Navy Drake pointed in a pretty good direction. We are giving the CNR an 8th launcher to make up for the loss of the rate of fire bonus, and replacing rate of fire with a bonus to explosion radius. Along with the incoming buff to cruise missiles, this ship is going to be an animal.

Caldari Battleship Skill Bonuses:
+5% bonus to Torpedo and Cruise Missile explosion radius
+10% bonus to Cruise Missile Torpedo Velocity

Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1)
Fittings: 12000 PWG(+1075), 780 CPU(+45)
Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461)
Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7
Sensor strength: 28 Gravimetric(+.5)
Signature radius: 410(-50)

SCORPION NAVY ISSUE
The Navy Scorpion is taking the ‘combat’ role for Caldari, and more or less staying in its current form. It will pick up an extra low slot, since it was slot deficient for no reason before. In light of the coming cruise missile change, we are a bit concerned with the power level for the Scorp, so we’ll be keeping a close eye on this one, as we still feel it could wind up being too strong depending on how the meta settles out.

Caldari Battleship Skill Bonuses:
5% bonus to Cruise Missile and Torpedo rate of fire
4% bonus to shield resistances

Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers
Fittings: 11000 PWG(+650), 780 CPU(-7)
Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797)
Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s)
Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s)
Drones (bandwidth / bay): 75 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7
Sensor strength: 30 Gravimetric
Signature radius: 465(+35)


GALLENTE

MEGATHRON NAVY ISSUE
The Navy Thron will be Gallente’s ‘attack’ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.

Gallente Battleship Skill Bonuses:
+5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage)
+7.5% Large Hybrid Turret tracking speed

Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1)
Fittings: 16275 PWG, 630 CPU(+25)
Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750)
Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s)
Drones (bandwidth / bay): 125 / 175
Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7
Sensor strength: 25 Magnetometric Sensor Strength (-1.25)
Signature radius: 385(-15)

DOMINIX NAVY ISSUE
Like with the Navy Armageddon, we are going to leave the Navy Domi as a throw-back rather than switching to the new tech 1 bonus. This layout offers many unique and brutal opportunities, and fits the more niche application of a faction ship. By becoming ‘combat’ rather than ‘tier 1’ it will also gain a significant hitpoint boost.

Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+5% Large Hybrid Turret damage

Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers
Fittings: 11000 PWG(+1100), 660 CPU
Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039)
Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s)
Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s)
Drones (bandwidth / bay): 125 / 400
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 27 Magnetometric Sensor Strength
Signature radius: 455(+35)


MINMATAR

TYPHOON FLEET ISSUE
With the Typhoon Fleet Issue we wanted to offer a home for the heavily trained Minmatar pilot who loves the extreme versatility that Matar can offer. To make that possible, while also picking up some of the new flavor from the tech 1 Typhoon, we are giving this ship the same treatment as the new Scythe Fleet Issue by making the split weapon bonus stronger. The Typhoon Fleet Issue will also be the ‘attack’ battleship, and like its former version, it is extremely fast for a battleship.

Minmatar Battleship Skill Bonuses:
+7.5% to Cruise and Torpedo launcher damage
+7.5% to Large Projectile Turret rate of fire

Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1)
Fittings: 13000 PWG(-125), 660 CPU
Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316)
Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s)
Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s)
Drones (bandwidth / bay): 125 / 200
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7
Sensor strength: 23 Ladar Sensor Strength(+.5)
Signature radius: 320

TEMPEST FLEET ISSUE
The Tempest Fleet Issue is becoming Minmatar’s ‘combat’ battleship, and as a result will move more solidly into a role that it already takes on as a very strong projectile platform with an armor base – something that is difficult to find elsewhere. The Tempest, as always, wants to occupy a space between attack and combat, and therefor has unusually high speed and unusually low sig for its role.

Minmatar Battleship Skill Bonuses:
+5% bonus to Large Projectile Turret rate of fire
+5% bonus to Large Projectile Turret damage

Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers
Fittings: 17500 PWG(+450), 580 CPU(+3)
Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961)
Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7
Sensor strength: 24 Ladar Sensor Strength(+.25)
Signature radius: 350(+10)
@ccp_rise
#2 Posted: 2013.05.13 16:16  |  Edited by: Pattern Clarc
DROOLS AT NAVY RAVEN.

Edit: ...with no damage bonus. Welp. Should still be good I think.


When does this hit sisi? Oops
Ex CSM member & Designer of the Tornado.
Gallente - Pilot satisfaction
Triumvirate.
#3 Posted: 2013.05.13 16:16
Sweet! :P
The Fourth District
#4 Posted: 2013.05.13 16:18
CNR is king of PVE again? Big smile
Lieutenant Turelus
Caldari Independent Navy Reserve
The Fourth District

I post on my main... shocking I know!
#5 Posted: 2013.05.13 16:19  |  Edited by: Olaf4862
Being a mostly dedicated Gallente pilot here is my feed back.

I will say that its sad that Gallente does not have any 8 gun battleship (I just love the feel of a full rack of guns). Can the Navy Mega get rid of the missile launchers that are basically useless and do not feel right and instead get an 8 gun Mega Navy.

I am ok with the Domi navy being both guns and drones. I always feel Navy issues should be all about damage and thick tank.
Nulli Secunda
#6 Posted: 2013.05.13 16:20
why dont the minmatar get something to murder small stuff ?
GRRR Goons
Goonswarm Federation
#7 Posted: 2013.05.13 16:23  |  Edited by: IrJosy
I don't use my navy domi with guns can you please change it to be like the regular domi with the drone optimal/tracking bonus?
Pandemic Legion
#8 Posted: 2013.05.13 16:25
Not a fan of the navy Mega changes to be honest. Reducing HP and the drone bay changes :(

Don't mind the others much
Goonswarm Federation
#9 Posted: 2013.05.13 16:25  |  Edited by: mynnna
Gilbaron wrote:
why dont the minmatar get something to murder small stuff ?


A 125mbit drone bay and two utility highs (not to mention a ton of speed) isn't enough to murder small stuff? Blink
Member of the Goonswarm Economic Warfare Cabal
Goonswarm Federation
#10 Posted: 2013.05.13 16:26
Also, why nerf the navy mega? Didn't you die to a hyperion in one of those in a 1v1? Were too many ppl using it?
Caldari State
#11 Posted: 2013.05.13 16:30  |  Edited by: Jonas Sukarala
I am concerned about how much dps that navy domi has though... any ideas?
Also disappointed with that mega and apoc versions aren't worth the extra 200-300 mil for an extra slot and more tank.

mega should be more versatile like the shield mega.
Apoc .. its a shame you don't make it a navy abbadon with a navy augoror treatment that would be appreciated im sure..
Alternatively give it a navy harbinger treatment of more mids for a more mobile shield nano fit.
If you're concerned about a cruise navy scorp just limit it to torps
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium
Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor.
ABC's should be T2 HABC and nerf web strength its still too high
Pandemic Legion
#12 Posted: 2013.05.13 16:32
Jonas Sukarala wrote:
I am concerned about how much dps that navy domi has though... any ideas?


1k without damage mods.
The Initiative.
#13 Posted: 2013.05.13 16:33
Turelus wrote:
CNR is king of PVE again? Big smile


Pretty much. The Fleet Typhoon has more EFT DPS, but the Navy Raven will apply it rather more effectively.
Here is my CSM9 endorsement list - vote for diversity of expertise : Ali Aras  Mangala Solaris  Mike Azariah  Steve Ronuken
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General Tso's Alliance
#14 Posted: 2013.05.13 16:34
I'll just pretend the raven navy issue is a state issue from now on.
"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub--
Pandemic Legion
#15 Posted: 2013.05.13 16:37
That Navy Scorp :swoon:
@sala_cameron
The ROC
#16 Posted: 2013.05.13 16:37
Navy Armageddon. Long live the king.

Very happy to see that we will have at least some remnant of the old Armageddon design for those who enjoyed the previous version of the T1 hull.

But the Navy Apoc... Shudder.
Quote:

That, combined with the new tracking bonus along with increased agility and speed will hopefully provide for a very powerful laser platform.


It's a bit lighter on it's feet, I'll give you that.

But in both the Large Energy Turrets and Amarr Tech 1 Battleship threads, we have repeatedly expounded upon the tracking bonus being very lackluster for the Apocalypse.

It really only helps in one way, and that is firing at cruiser size ships (who happen to be a near perfect transversal, at that).

It offers little to no benefit against other ship types at nearly every range. And it's cap runs dry remarkably fast just firing it's own guns.

Are we just bulling through this point for the hell of it, or are the numbers disputable in some way? Do I have to resort to some serious vernacular here, and say "feedbak plox"? The community at large is only happy with the new Apoc design vision in one way, the new model. Otherwise the Apoc response has been overwhelmingly negative.
"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

 Psychotic Monk for CSM9.
The Initiative.
#17 Posted: 2013.05.13 16:39
Kaarous Aldurald wrote:
Navy Armageddon. Long live the king.

Very happy to see that we will have at least some remnant of the old Armageddon design for those who enjoyed the previous version of the T1 hull.

But the Navy Apoc... Shudder.
Quote:

That, combined with the new tracking bonus along with increased agility and speed will hopefully provide for a very powerful laser platform.


It's a bit lighter on it's feet, I'll give you that.

But in both the Large Energy Turrets and Amarr Tech 1 Battleship threads, we have repeatedly expounded upon the tracking bonus being very lackluster for the Apocalypse.

It really only helps in one way, and that is firing at cruiser size ships (who happen to be a near perfect transversal, at that).

It offers little to no benefit against other ship types at nearly every range. And it's cap runs dry remarkably fast just firing it's own guns.

Are we just bulling through this point for the hell of it, or are the numbers disputable in some way? Do I have to resort to some serious vernacular here, and say "feedbak plox"? The community at large is only happy with the new Apoc design vision in one way, the new model. Otherwise the Apoc response has been overwhelmingly negative.



You're insane. Range and tracking bonused megapulse with Scorch L ar going to make the battlefield hell for medium and even small ships within 90Km.
Here is my CSM9 endorsement list - vote for diversity of expertise : Ali Aras  Mangala Solaris  Mike Azariah  Steve Ronuken
James Arget  Xander Phoena  Sugar Kyle  corbexx  mynnna  progodlegend  Psychotic Monk  Jayne Fillion
Pandemic Legion
#18 Posted: 2013.05.13 16:40
Get good. The new apoc owns.
"Nothing essential happens in the absence of noise." 
Caldari State
#19 Posted: 2013.05.13 16:43
perhaps remove some turrets from the domi with DDA's and mags its dps will be insane..
Scorp maybe remove some turrets why 4 turrets anyway?
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium
Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor.
ABC's should be T2 HABC and nerf web strength its still too high
Pandemic Legion
#20 Posted: 2013.05.13 16:45
The navy apoc is insane and I love it. Love it in the face.

So long sweet hellcat hello napoc o7
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