Interbus Battleship News

Interbus have been developing a new class of ship to assist with the Triglavian incursion unlike other factions this ship has some unique features in the battleship class, with a massively strong hull but very little armour or shields they have developed the systems to bring hull repairers repair ability in line with that of shields and armour of other ships, the reason they have opted for this is so they can create a ship strong enough to handle the firepower of the 2 capital size weapons fitted to the ship.
Obviously work is still ongoing to improve the tracking but it is almost on par with that of regular battleship weapons systems we are told.

The project is still in it’s early stages but with other factions having managed to squeeze battleship guns onto battlecruisers we do not see why this should not go ahead.
We await further news of the project and possible avenues for distribution from Interbus.

This would make for an intimidating sight on the battlefield although it may be a rarity unless Interbus can solve it’s issues with it’s LP store.

We hope to hear more news from Interbus in the future on this project.

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We see your Interbus battleship and raise you Triglavian Marauder.

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We have just received some initial designs that Interbus released these are by no means the final design but give us a feel for the ship.
Images are from earliest to most recent.




And we did get our Triglavian Marauder, btw.

Interbus update -

With the recent release of the Triglavian Marauder vessels Interbus has revealed they have added some more unique feature to this vessel with the ship having an ammunition magazine separate from the cargo hold, when the ship is piloted in manual mode (first person) this locks the guns in a forward firing position doubling the rate of fire and allowing the guns to be fed directly from the magazine eliminating the reload time, this is only possible due to the guns now being able to access all amunition while the guns are locked in this position, this also means amunition type can be switched while firing simply select the different ammo and that will be the next shell fired.
The disadvantage is this system can’t fire during the transition between normal and manual piloting modes and the fact you have to turn the ship to fire at a new target and keep the ship pointed at the target while in manual mode so is only advised against stationary or very slow targets.
Interbus states this feature was made possible as this ship was originally conceived as a combat cargo ship designed for moving large amounts of cargo and the fact it had 2 seperate holds meant they could dedicate 1 to something like an ammo magazine, they say this could still make a very effective hauler and the generous cargo hold can easily be expanded with it’s 4 high, 5 mid, 8 low & 3 rig slot configuration.
The advantage we see is that you can still fly the ship and have the increased dps in manual mode and you are not sacrificing the ability to move plus with the ability to transition to normal mode while in warp much like a tactical destroyer means this ship should be useful in normal combat or seige style warfare.

What??

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whut?

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Manually pointing the ship at an enemy is an interesting gameplay mechanic that is woefully unfit for this particular game

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Blah blah lore junk. Tell me the stats. Remember that capital weapon damage is dogwater without something like the massive bonuses on a Titan hull or siege module.

I found rare footage of the Interbus Battleship on it’s first mission.

Seems to be a Hull Tank!

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Due to recent enquiries and interest after last briefing Interbus has released some preliminary stats for the vessel.

Type Bonuses

[Gallente Battleship] bonuses per level

  • 25 % bonus to [Capital Hybrid Turret] damage
  • 10x bonus to [Capital Hybrid Turret] tracking speed

[Minmatar Battleship] bonuses per level

  • 25 % bonus to [Capital Projectile Turret] damage
  • 10x bonus to [Large Projectile Turret] tracking speed

[Caldari Battleship] bonuses per level

  • 25 % bonus to [XL Cruise Missiles] and [XL Torpedoes] Launcher damage
  • 10x bonus to [XL Cruise Missiles] and [XL Torpedoes] explosion velocity

[Amarr Battleship] bonuses per level

  • 25 % bonus to [Capital Energy Turret] damage
  • 10x bonus to [Capital Energy Turret] tracking speed

18% reduction in hull repairers duration. Per level of repair system skill level.
5% bonus to hull repairers repair amount. Per level of mechanic skill level.

Role bonus

50% faster rate of fire to all weapon systems while ship is in manual flight mode with turrets locked in forward firing position.
100% penalty to tracking while in manual flight mode.
50% reduction in explosion velocity of XL missiles while in manual flight mode.

Shields 5,900hp
Armor 7,500hp
Hull 19,200hp

Interbus wishes to point out that Manual flight mode is advised for use on stationary or slow moving targets only due to requiring the pilot to keep the ship pointing at the target.

125% bonus to weapon damage is crazy. At this point I have to ask why you would do this instead of using a marauder that can already hit really hard amd does not have to be manually aimed

AI slop, kills the excitement tbh.

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In fairness, it’s far less than the damage added to a dread going into siege.
I wonder what the capacitor is going to be? Firing hybrid or laser guns would cap it out in very short order.
In any case, a blap dread backed up by some webs will do everything this can do much, much better. For structure bashing, Leshaks would still be a better option.

BTW none of this is AI apart from the images which took a few hours to get to, I just thought a news article was a good way of putting out an idea :slight_smile: which I may add to later.

Either I misread the post, or there was a stealth edit.

Gemini_Generated_Image_w5qxpfw5qxpfw5qx is still the kind of use of AI that kills some people’s interest.

It’s only because I am crap at artwork that I used ai for the images and they’re not quite right still but couldn’t get ai to do the adjustments I wanted lol

You honestly would likely have been better off without any art than AI art. It’s not fitting any current visual styles well, nor super exciting to me, and is a flashpoint for opposition.

I will say manual targetting and fixed weapons in eve is already wacky enough, but upgunning a battleship to capital turrets directly goes against something they patched in a hard coded prevention of (you could just fit a capital turret on a maelstrom by fitting rules, which is no longer legal to undock)

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This is not how turrets work. This basically gives you 0s cycle time but the complete inability to hit anything.

Either you’ve made a battleship with capital-level fittings, or you’re not going to be fitting any guns on this thing. It’s also kinda important to know how many guns you have on it.

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You are partly correct I have made an error it should be a 50% reduction to / or faster rof but thankyou for pointing out this error.
Also if you read original post it tells you how many capital weapons could be fitted and obviously it has capital fittings, again read the original post.