Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
38 Pages123Next pageLast page
 

[Rubicon] Interceptors

First post
Author
C C P Alliance
#1 - 2013-10-02 16:37:54 UTC  |  Edited by: CCP Rise
Interceptor time!

This class has been a bit behind the curve for a while, and we're going to be fixing that in a few ways.
The biggest changes for Interceptors in Rubicon will be the warp speed changes and the fact that Interceptors are becoming immune to bubbles.
Combined these two changes make Interceptors the best ships at the core function of their specialized role: mobility. To properly Intercept, these ships need to be good at getting from point A to point B. After Rubicon they are going to be very very good at getting to point B.

The bubble immunity idea is one that we're taking directly from player brainstorming and feedback, and reached our attention through forum posts from former CSM member Prometheus Exenthal. Credit goes to him for a good idea that really grew on me the more I thought about it. Thanks to every one of our players who share their ideas with us over the internet or at meetups or fanfest. We really do appreciate it and sometimes really great things can come from them.

For the most part these guys are being brought to similar power levels to the Taranis and Stiletto, with the bubble and warp speed changes being the bulk of their buff. On average they've gotten slightly faster and more agile, and the HP gap between highest and lowest in the class is narrowing a bit. The average HP of the class is actually dropping by a tiny 0.7% which is what prompted my off the cuff comment on the stream that made some people freak out Lol

The most significant changes are to the Raptor and Crow, which are having their roles (combat and fleet) swapped. The Taranis and Stiletto on the other hand are receiving relatively small changes outside the aforementioned warp speed and bubble immunity overhauls.

We're increasing the lock range of the class pretty much across the board, but we're intentionally leaving it fairly tight. Pilots will very often want to either fit some kind of lock range increasing module or rig, or receive gang bonuses (remember that Sensor Integrity gives lock range in addition to the sensor strength now) so that they can more easily use their overheated point range while moving quickly. This is intended to be one of the tradeoffs in using what is an otherwise extremely powerful class of ships.

You'll also notice we kinda devestated the cargo capacity of all the Interceptors. The intention is that if you want to use their bubble immunity for a cyno ship, you have to put some work into it and gimp your fit a tad.

The actual ship details will be split into the next post for length.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

C C P Alliance
#2 - 2013-10-02 16:38:00 UTC  |  Edited by: CCP Fozzie
SPECIFICS

CRUSADER - The Crusader's changes mainly revolve around fittings. Lots more fitting room allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).

Amarr Frigate Bonuses:
10% reduction in Small Energy Turret capacitor use per level
5% bonus to Small Energy Turret damage per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
7.5% bonus to Small Energy Turret Tracking Speed per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
Fittings: 48(+8) PWG, 120(+20) CPU
Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)
Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
Sensor strength: 10(+1) Radar
Signature radius: 32
Cargo Capacity: 90(-45)

=============================================================================

MALEDICTION - Big change for the Malediction is moving one highslot to a low, providing a lot more options for either damage mods, tank or fitting mods. The rocket damage bonus is also being converted to small missile RoF, increasing dps slightly and allowing the effective use of light missiles. A bit of HP shifted to armor allows it to more easily take advantage of the resist bonus.

Amarr Frigate Bonuses:
5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage)
4% bonus to armor resistances per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H(-1), 3M, 4L(+1); 3 turrets, 3 launchers
Fittings: 35 PWG, 150(+15) CPU
Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32)
Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33
Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 31.5km(+9) / 900 / 5(+1)
Sensor strength: 12 Radar
Signature radius: 33
Cargo Capacity: 98(-37)

=============================================================================

RAPTOR - The Raptor is getting a heavy overhaul. It was a trainwreck before, and we're switching its role from the "fleet" interceptor to the "combat" role (essentially a more shield and range oriented Taranis). As befits it's role change, we're swapping the fleet tackle range bonus for a shield resist bonus (that won't be super powerful due to the lack of midslots but will provide some cool options) and this ship is getting more fitting, hp, cap, speed and agility. Compared to the Taranis it has a bit less HP, less damage and less tracking, but has advantages in speed, agility, and range.

Caldari Frigate Bonuses:
5% bonus to Small Hybrid Turret Damage per level
10% bonus to Small Hybrid Turret optimal range per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
4% bonus to shield resistances per level (was tackle range)

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers
Fittings: 36(+10) PWG, 155 CPU
Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3)
Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33
Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)
Sensor strength: 14 Gravimetric
Signature radius: 34
Cargo Capacity: 92(-58)

=============================================================================

CROW - The Crow moves into the tackle slot to replace the Raptor. It gets a big buff in the form of a highslot moved to a mid, and some extra HP. In exchange it gains some mass which hurts agility and reduces speed slightly when prop mods are running.

Caldari Frigate Bonuses:
10% bonus to Kinetic Missile damage per level
10% bonus to Missile Velocity per level (was attached to interceptors skill)

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level (new)

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers
Fittings: 35 PWG, 160(+10) CPU
Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23)
Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33
Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)
Sensor strength: 12 Gravimetric
Signature radius: 35(-1)
Cargo Capacity: 98(-52)

=============================================================================

TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange.

Gallente Frigate Bonuses:
10% Small Hybrid Turret damage per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
7.5% Small Hybrid Turret tracking speed per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers
Fittings: 35 PWG, 150 CPU
Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28)
Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33
Mobility (max velocity / agility / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)
Sensor strength: 10(+1) Magnetometric
Signature radius: 36
Cargo Capacity: 92(-33)

=============================================================================

ARES - UPDATED We're changing the Roden weapon philosophy after some more thought and discussion. They'll be purely hybrid weapon ships with a focus on optimal range and tracking that lends itself especially well to railguns but that also works well with blasters.

Gallente Frigate Bonuses:
10% bonus to Small Hybrid Turret optimal range per level
7.5% bonus to Small Hybrid Turret tracking per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H, 3M, 4L; 3(+1) turrets, 1 launchers
Fittings: 33(+3) PWG, 145(-5) CPU
Defense (shields / armor / hull) : 300(+19) / 400(-22) / 625(-43)
Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33
Mobility (max velocity / agility / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 30.5km(+5.5) / 955 / 5(+1)
Sensor strength: 11(+1) Magnetometric
Signature radius: 35
Cargo Capacity: 96(-29)

=============================================================================

CLAW - Ahh the Claw. We're giving this old stalwart a hand up in a few ways. Splitting the damage bonus into two provides just over 4% more damage at max skills. The lower mass helps both speed and agility. Extra fitting allows for better tanking or effective artillery fits. And we've finally fixed the lock range.

Minmatar Frigate Bonuses:
5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills)
7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers
Fittings: 45(+5) PWG, 125(+25) CPU
Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18)
Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)
Sensor strength: 9(+1) Ladar
Signature radius: 30
Cargo Capacity: 94(-26)

=============================================================================

STILETTO - The poster boy for fleet interceptors that are already working, the Stiletto doesn't need all that much work. A good bit less mass helps it keep some distinct areas of advantage over the new Crow.

Minmatar Frigate Bonuses:
5% bonus to Small Projectile Turret Damage per level
7.5% Small Projectile Turret tracking speed per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
Fittings: 30 PWG, 150 CPU
Defense (shields / armor / hull) : 400(+13) / 400(-22) / 500(-28)
Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33
Mobility (max velocity / agility / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 29.5km(+4.5) / 970(+45) / 5(+1)
Sensor strength: 10(+1) Ladar
Signature radius: 31
Cargo Capacity: 92(-28)

Let us know what you think!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#3 - 2013-10-02 16:39:44 UTC  |  Edited by: Mag's
Nice.

The Ares has split weapon bonuses. I thought you were moving away from that? If you wish it to be missiles, then make it so.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Test Alliance Please Ignore
#4 - 2013-10-02 16:39:52 UTC  |  Edited by: Krissada
Oh god, Lock range!?
Fozzie, are you directly forcing solo ceptor pilots to fly with offgrid boosters?
For shame.
Just let it happen
#5 - 2013-10-02 16:39:54 UTC  |  Edited by: Goldensaver
Nice to see the EHP nerf is less than was worried. On to read more.

The role bonuses: Fantastic. Well deserved, glad to see these will be able to hold point like the T1's at least.

Crusader:
The fitting buff was well deserved. I'm very happy to see that. I'm still quite disappointed by the lack of mids though. It's not going to cut it for fast tackle whatsoever with only 2 mids. It could probably also have used more cap. I don't think this is enough. Still hurts for lock range, though doesn't need it as much as the fleet 'ceptors because of the lower point range. But more wouldn't hurt it.

Malediction:
The extra CPU is very nice. Glad to see it. The extra low is nice, but the loss of the utility high will hurt it as it will have to give up another launcher for a nos if it wants to keep full tackle against neuts. I guess it is a decent fleet oriented change though, as it didn't need that damage anyways, and the EHP makes up for it. Another mid would have been nice though. The lock range though... Needs a bigger buff then that. It's a fleet inty and needs more range for the long points.


So far the overarching issues I'm seeing are: low cap regen, low lock range. The role bonus helps with the former, but more would be nice.

Would it hurt too much to add a slot or two to the class, mostly mid slots to make it more realistic to fit full tackle and *maybe* a tank as well? 3 mid slots should be the bare minimum on an Interceptor. Also, scan res would be nice. The Slasher has more than the Stiletto. As far as fast tackle, they're still not that great compared to the T1.


You know what? I can't be bothered to write up my opinions on the remaining 'ceptors. The fleet 'ceptors seem to be lacking in lock range, mids (on some), and cap life to keep them tackling. The combat 'ceptors... They seem alright, but more like squishy AFs than anything else.
#6 - 2013-10-02 16:40:59 UTC
Needs more lock range
Shadow Cartel
#7 - 2013-10-02 16:41:15 UTC
Did you consider dropping the roles thing and making them all do everything, like command ships?
skill urself
#8 - 2013-10-02 16:41:30 UTC  |  Edited by: Capqu
more lock range fozzie PLEASE for REAL

they have a 36k+ point
they go 6kms
it takes at least 2 seconds to lock and point due to server ticks
how can u ship them without 50k lock after skills

please dont make us fit 2 ionics for another 10 years, +2.5km is not enough for stiletto / ares
you realise everyone is gonna just fly crows now instead of stilettos, because its the only tackle one with 4 mids and reasonable lock range. this doesnt fix anything it just shifts the problem
skill urself
#9 - 2013-10-02 16:42:18 UTC
Lock range.
Test Alliance Please Ignore
#10 - 2013-10-02 16:44:43 UTC  |  Edited by: Krissada
~welp~ delete
Shadow Cartel
#11 - 2013-10-02 16:44:48 UTC
Also, doing the light missile nerf would coincide nicely with buffing ships that use them.
#12 - 2013-10-02 16:44:53 UTC
Give me the lock range. Cool

PIZZA CEO

#13 - 2013-10-02 16:46:16 UTC
Are you afraid that if you give them a reasonable lockrange someone is going to theorycraft a sniping interceptor doctrine that will completely destroy the metagame?
skill urself
#14 - 2013-10-02 16:46:29 UTC
I think this needs LESS lock range. BearBearBearBearBearBearBearBearBearBearBearBear
Hard Knocks Citizens
#15 - 2013-10-02 16:46:58 UTC  |  Edited by: Franky Saken
Needs a tad more lock range.
HYDRA RELOADED
#16 - 2013-10-02 16:47:01 UTC  |  Edited by: Michael Harari
The claw still has the issue that it is a 0 range ship with no range control. It needs either a projection bonus or a 3rd mid for a web to be able to do anything to another frigate.

Edit: I think the claw should swap to a rocket frigate like the breacher, but with the standard minmatar application bonus.
Shadow Cartel
#17 - 2013-10-02 16:48:18 UTC
Hey, heres a thing (dunno if someone already made this remark)

more lockrange?
#18 - 2013-10-02 16:49:17 UTC
I cannot +1 that. I'm deeply disapointed.

Crusader NEEDS 3RD MID .

NEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEDSSSSSSSSSSSSSSSSSSSSSS.

What kind of tackler it is that cannot fit sensor booster or web ? I dunno how you do this ...

I suggest either take turret and swap cap bonus for another damage, or take low and move to mid.

I Beg you for ALL THAT IS SACRED WE NEED ONE ADVANCED FRIGATE WITH LASERS WITH 3 MIDS.

Yes you got it no frigate above base t1 level got 3 mids.

Slicer - 2 mids, Retribution - 2 mids, Crusader - 2 mids.

I BEG YOU.
Minmatar Republic
#19 - 2013-10-02 16:49:32 UTC
I don't know why but I was secretly hoping for Rocket Claw, but I guess the manufacturer doesn't match.
Minmatar Republic
#20 - 2013-10-02 16:50:54 UTC
DAMMIT! I cannot find anything wrong to complain about!!!!! DAMM YOU!!!!

"If brute force does not solve your problem....  then you are  surely not using enough!"

38 Pages123Next pageLast page
Forum Jump