Faction Warfare ship speculation thread

So those who have read the announcement for the upcoming Uprising ex.pansion may have noticed the explicit mention of new ships as well as some not so subtle hints.

Additionally, we saw the Magnate and Probe hulls featured prominently:

Another part of the announcement that sticks out, indicating releases of multiple classes of new ships:

“Your involvement will help shape New Eden by revealing fresh features to help in future battles, including brand-new ships in-game, some of which will be unveiled much sooner than others.”

This staggered release idea is further reinforced in the next line:

“The introduction of these new ships will increase the diversity of tools available to a wide array of capsuleers, from those just starting their journey to more established veterans, while bringing some serious visual intimidation to the battlefield!”

This along with the open tease of new variants of the probing frigates shows that we will more than likely get faction navy versions of the Magnate, Probe, Imicus, and Heron, likely in some kind of combat probing role coupled with some actual combat bonuses.
The next line for “established veterans” denotes new t2 or faction battleships, or new capital ships entering the battlefield, however unlikely that may be.

I hope that we can safely eliminate the idea of new navy faction capitals since they’d be redundant, and as much as I’d like to see angel capitals finally, they aren’t related to this Faction Warfare update. Also given the state of t1 capital ships in the game, new t2 capitals would be prohibitively expensive and not serve any foreseeable role, especially in lowsec.

The most likely candidate then, would be t2 battleships for omega players, or new faction navy battleships.
I’m very wary of the usage of the phrase “bringing some serious visual intimidation to the battlefield” which implies a larger ship. A t2 version of the Abaddon, Rokh, Hyperion, and Maelstrom has long speculated upon ad nauseam over the years ever since their release in Quantum Rise, so I can only say with certainty they would have to either invent a new role for the class to fill, or find some as of yet unexploited niche for it that isn’t redundant or problematic for existing ship classes.
As for faction navy versions of them, I think it’s probable if that is in fact what’s coming we’ll see a more drastic overhaul of the navy battleship line than expected. I’ve got a few ideas I’ll float for that.

Lastly, we receive some welcome confirmation of (what one can only hope) a comprehensive faction ship rebalance or overhaul:

“Uprising is a brand-new narrative-driven expansion for EVE Online launching in November, ushering in major improvements to Factional Warfare (FW), introducing a suite of new ships in addition to a plethora of balance changes to existing ships”

So what will this all probably look like? Breaking it down, let’s start small and work our way up with navy exploration frigates:

-Magnate Navy Issue
Combining the skirmishing ability of interceptors and the astrometrics suite of exploration frigates, the Magnate Navy issue was commissioned by the Imperial navy to seek out and hunt down heretics that seek to evade and defy the judgement of Holy Amarr, finding the enemies of the Empire in the dark corners they cling to.
4H/3M/4L Slots
2 turrets, 0 missile slots
Amarr Frigate bonuses (per level):
20% bonus to Small Energy Turret damage
10% bonus to Core and Combat Probe scanner strength
Role Bonus: 80% reduction to Propulsion Jamming systems cost

Scan Resolution: 900
Signature Radius: 33
Max Velocity: 440
Warp Speed: 6 AU/s
15mbit Drone bandwidth
40m3 Drone bay

Probe Fleet Issue
Concerned with the difficulty of tracking down wanted criminals and enemies of the Republic in the theater of war, the Republic Fleet was commissioned to design a fast, capable hunter of a frigate capable of sniffing out vermin, and acting as the tip of the spear of for Minmatar justice, in whatever form that may take.

4H/4M/3L Slots
0 turret, 2 missile slots
Minmatar Frigate bonus (per level):
25% bonus to Explosive Rocket and Light Missile damage
10% bonus to Core and Combat probe scanner strength
Role Bonus: 80% reduction to Propulsion Jamming systems cost

Scan Resolution: 900
Signature Radius: 31
Max Velocity: 450
Warp Speed: 6 AU/s
15mbit Drone bandwidth
35m3 Drone bay

Heron Navy Issue
The Caldari Navy relies heavily on information control and containment, ensuring that orders flow down the chain of command and information flows upwards as efficiently as possible, with the tracking of current and potential hostiles of paramount importance to them. To that end, the Heron Navy Issue was commissioned with the express purpose of capturing up to date intel on ships and installations in their sphere of influence, and to be the vanguard in key strike team operations.

4H/5M/2L Slots
2 turret, 2 missile slots
Caldari Frigate bonus (per level):
25% bonus to Rocket and Light Missile Kinetic damage
10% bonus to Core and Combat probe strength
Role Bonus: 80% reduction to Propulsion Jamming systems cost

Scan Resolution: 900
Signature Radius: 36
Max Velocity: 435
Warp Speed: 6 AU/s
15mbit Drone bandwidth
30m3 Drone bay

Imicus Navy Issue
Policing the Gallente Federation without raising the ire of its civilians has been a painful task since its inception, falling on everyone from local militias to the shadowy ranks of the Black Eagles. To this end, the Imicus Navy Issue has remained a closely guarded secret, the stuff of rumor and conspiracy to the civilian population, and the preferred envoy of Federation Intelligence and the Black Eagles.

3H/4M/4L Slots
3 turret, 0 missile slots

Gallente Frigate bonus (per level):
20% bonus to Combat Utility drone hit points and effectiveness
10% bonus to Core and Combat probe scanner strength
Role Bonus: 80% reduction to Propulsion Jamming systems cost

Scan Resolution: 900
Signature Radius: 34
Max Velocity: 445
Warp Speed: 6 AU/s
25mbit Drone bandwidth
50m3 Drone bay

A combination scanner/tackler role would be very useful and engaging in these forms, and I can see them as alternatives to interceptors for Alpha pilots.


As for navy ship rebalances, I hope that all of the navy cruisers will receive a rebalance, shifting their weapon bonuses to grouped configurations as we see in the frigates and the Osprey Navy Issue, Augoror Navy Issue, with a focus on cleaning up irresponsible bonus allocation:

Scythe Fleet Issue:
-1 launcher, +1 turret
Minmatar Cruiser bonuses (per level):
25% bonus to Light Missile, Heavy Missile, and Heavy Assault missile damage
7.5% bonus to Shield Booster Amount

Role Bonus: 25% Missile Explosion Velocity

Stabber Fleet Issue:
-2 turrets
Minmatar Cruiser bonuses (per level):
25% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret tracking speed

Role Bonus: 50% bonus to Medium Projectile falloff range

Augoror Navy Issue:
Amarr Cruiser bonuses (per level):
25% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret tracking speed

Role Bonus: 50% bonus to ship armor hitpoints

Omen Navy Issue:
-1 turret
Amarr Cruiser bonuses (per level):
25% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret optimal range

Role bonus: 50% bonus to Afterburner velocity

Exequror Navy Issue:
-2 turrets
Gallente Cruiser bonuses (per level):
25% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret tracking speed

Role Bonus: 50% bonus to Medium Hybrid Turret optimal range

Vexor Navy Issue:
Gallente Cruiser skill bonuses (per level):
10% bonus to Drone Hit points, damage, and tracking speed
7.5% bonus to Medium Armor Repair amount per level

Role Bonus: 50% Medium Hybrid Turret damage

Osprey Navy Issue:
Caldari Cruiser skill bonuses (per level):
25% bonus to Light missile, Heavy Assault missile, and Heavy missile damage
5% reduction in ship signature radius per level

Role bonus: 50% ship shield hit points

Caracal Navy Issue:
-2 launchers, -1 high slot, +1 medium slot
Caldari Cruiser skill bonuses (per level):
15% bonus to missile launcher rate of fire and reload time
10% bonus to Light missile, Heavy assault missile, and Heavy missile max velocity

Role Bonus: 25% bonus to Heavy Missile and Heavy Assault Missile explosion radius

Unifying the navy cruisers into a similar style of reduced but boosted weapon hardpoints as their navy frigate counterparts makes sense, both from a balance and consistency standpoint. The introduction of role bonuses stabilizes their power curve to be closer to pirate faction cruisers rather than basic T1 cruisers, and gives them the clear status and role their position and cost affords them. I think this is essential for the cruiser and frigate meta going forwards, and encouraging heavier usage of battlecruisers as cruiser and faction cruiser counters. I think that while they have performed well over the years, they did not excel compared to their T1 cruiser counterparts, and did not reflect any significant value or role over them, with a few exceptions.


With cruisers addressed, we can move onto battleships. I believe that the weapon grouping trend should continue with Navy battleships, and follow the marauder grouping of 4 turrets with a 100% damage bonus, with some exceptions. Each empire will have a dedicated Disruption navy battleship, a dedicated Combat navy battleship, and a dedicated Flagship navy battleship as the new tier 3 faction battleships. Long ago when the Armageddon was rebalanced, there was a push towards disruption battleships for each race that fell flat due to balance disagreements, and I think those can be rectified with navy battleships filling crucial, dedicated roles. Pirate battleships would still retain a premium over them due to their utility, and navy battleships having poorer maximum velocity and scan resolution, reflecting their differing philosophies between a pirate raiding warship and a navy’s “Ship of the Line”.

Typhoon Fleet Issue
-6 turrets, -2 launchers
Minmatar Battleship skill bonuses (per level):
7.5% bonus to missile explosion velocity per level
7.5% bonus to Target Painter effectiveness per level

Role Bonus: 100% bonus to Heavy Missile, Torpedo, and Cruise Missile damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Tempest Fleet Issue
-2 turrets
Minmatar Battleship skill bonuses (per level):
7.5% bonus to Large Projectile Turret firing rate per level
7.5% bonus to Large Projectile Tracking speed per level

Role Bonus: 100% bonus to Large Projectile Turret damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Maelstrom Fleet Issue
6 turrets
8H/7M/5L slots
Minmatar Battleship skill bonuses (per level):
10% bonus to Large Projectile Turret optimal range
4% bonus to all shield resistances

Role Bonus: 50% bonus to Large Projectile damage
Can use two command burst modules
100% bonus to Command Burst area of effect
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Armageddon Navy Issue:
-3 turrets,
Amarr Battleship skill bonuses (per level):
7.5% bonus to Energy Neutralizer and Nosferatu cycle time
10% bonus to Combat Drone hit points and damage

Role Bonuses: 100% Large Energy Turret damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Apocalypse Navy Issue
-4 turrets, -1 high slot, +1 mid slot
Amarr Battleship skill bonuses (per level):
10% bonus to Large Energy Turret optimal range
10% bonus to Large Energy Turret tracking speed

Role Bonus: 100% bonus to Large Energy Turret damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Abaddon Navy Issue
6 Turrets
8H/4M/8L slots
Amarr Battleship skill bonuses:
10% bonus to Large Energy Turret optimal range
4% bonus to all armor resistances

Role Bonus: 50% bonus to Large Energy Turret damage
Can use two command burst modules
100% bonus to Command Burst area of effect
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Dominix Navy Issue
-2 turrets
Gallente Battleship skill bonus (per level):
10% bonus to Combat Drone hit points and damage
10% bonus to Combat Utility Drone hit points and damage

Role Bonus: 100% bonus to Large Hybrid Turret damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Megathron Navy Issue
-3 turrets, +1 high slot
Gallente Battleship skill bonus (per level):
5% bonus to Large Hybrid Turret firing rate
7.5% bonus to Large Hybrid Turret tracking speed

Role Bonus: 100% bonus to Large Hybrid Turret damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Hyperion Navy Issue
6 Turrets
8H/5M/7L
Gallente Battleship skill bonus (per level):
10% bonus to Large Hybrid Turret optimal range
4% bonus to all armor resistances

Role Bonus: 50% bonus to Large Hybrid Turret damage
Can use two command burst modules
100% bonus to command burst area of effect
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Scorpion Navy Issue
-2 launchers, -1 high slot, +1 low slot
Caldari Battleship skill (per level):
15% bonus to ECM Target Jammer and ECM Burst Jammer strength
4% bonus to shield resistances

Role bonus: 100% bonus to Heavy missile, Cruise Missile and Torpedo damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints
(increased passive shield regeneration rate)

Raven Navy Issue
-4 launchers, -1 high slot, +1 mid slot
Caldari battleship skill (per skill level):
5% bonus to Cruise Missile and Torpedo explosion velocity
10% bonus to Heavy Missile, Cruise missile and Torpedo max velocity

Role bonus: 100% bonus to Heavy missile, Cruise Missile and Torpedo damage
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Rokh Navy Issue
6 turrets
8H/8M/4L
Caldari Battleship Skill bonuses (per level):
10% bonus to Large Hybrid Turret optimal range
4% bonus to all shield resistances

Role Bonus: 50% bonus to Large Hybrid Turret damage
Can use two command burst modules
100% bonus to command burst area of effect
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints


With all this said, I would still like to hear everyone’s speculation on what kind of changes or additions to Navy ships are coming in the pipeline.

Your design theory around the faction exploration frigates seems to be a bit off.

Truthfully, its possible CCP has changed how this is supposed to work, but the different types of ships should go something like this, in terms of design theory:

t1: basic hull stats
t1 faction: straight upgrade
t2: specialist
t3: generalist (versatile)

CCP hasn’t always followed this design theory, and its lead to some problems. What you’re suggesting almost seems like a t3 upgrade.

I’m using the faction navy ewar frigates as an example for the frigates, which combine the t1 hull bonuses with a grouped weapon damage bonus and some extra combat ability.

How is this comparison off relative to that, given navalized exploration frigates would follow the same stats and bonuses if they were upgraded in a similar fashion?

I just expect the typical moar dps, moar speed.

Will be glad to be surprised, but I don’t see them doing anything fancy with the Navy Destroyers, and the ‘balance’ crowd will be at their throats if they mess with the bigger Navy ships, they will just make them viable and end of story.

TRIGLAVIAN MARAUDERS

ha called it with the frigates; navy exploration frigates with a combat bonus: https://i.redd.it/bgin4wtq8ao91.png

navy battlecruisers look good; i’m guessing the combined bonuses some of these are getting are from a lower number of guns

With a first quick look at the frigates I am a little concerned at the lack of the typical trade offs we see in Eve. Take the original hull, add some huge combat bonuses, an ability to wield a combat probe launcher for nothing (something no other combat hull in the price and size bracket can do to my knowledge), whack on some more armour, shields, and hull HPs, make it a bit faster, and yet its still the same mass, carries the same cargo, aligns as fast and has the same scanning bonuses. I mocked up a Probe with 90-odd scan strength and a data analyser that could fit a medium extender, and more DPS than a Firetail, with the ability to drop on your head wherever you are.

The only function of the original hulls would now seem to be as a kind of noob scanner throwaway whilst saving up to buy the faction version, or as a frigate escape bay salvager, in real life, such an outmoded model would no longer be built.

Would these ships be viable for hi-sec suicide ganking miners, explorers, haulers that leave their ship at a safe, mission and site runners with one pass combat probing? They should be cheaper than a venture with a hull full of gas. Hunting hackers in wormholes with bombers may no longer be viable if these become the norm.

To me at first glance, these ships seem to be unbalanced and overpowered, what do others think?

They can’t use a cov op cloak and navy faction frigs tend to cost around 10mil, which is far to much to suicide in unless you’re going after an extremely high value low hp target. The combat bonuses might be too high though. not sure.

That’s not exactly true. There are many cases of civilian models of military vehicles that are less capable or just straight up economy models. For high sec exploration, you’d probably still be better off using the base version.

Well if CCP is gonna start selling power creep, the creep’s gotta start somewhere.

I’m assuming these are early numbers they intend to tweak. I don’t think +30% Missile damage on the Heron vs. +12.5% RoF bonus on the Probe is balanced, for instance. And just looking at ship traits doesn’t show the whole picture of course.

Once these are more widely viewed they’ll trigger a ton of feedback and CCP will make some changes. Possibly even good ones.

You know, that Magnate Navy issue may be of use for an all-n-1 high-sec low-level escalation hunter

So all battleships will now be able to combat probe with the frigate in their bay.

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This is how I imagined T3 Battleships. Give them a secure way for a pilot to use T2 Frigates/Cruisers stored in their Bay while still using the BS (maybe a drone-like type interface for sending commands and such)

This would allow the flexibility of T3 without overriding the roles the other ships play and introduce multi-box gameplay without the need of using multiple pilots.

It also increases risk/vs reward by having multiple ships in space.

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I think someone said it already but genuinely would like to get trig marauders involved here

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