# July Release - Strategic Cruisers

**URL:** <https://forums.eveonline.com/t/july-release-strategic-cruisers/8414>\
**Category:** Upcoming Features & Changes\
**Tags:** july, ships\
**Created:** [July 3, 2017, 11:21am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414 "2017-07-03T11:21:29Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:21am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/1 "2017-07-03T11:21:29Z")

</div>

Hi everyone! This thread will continue the discussion of our upcoming revamp of Strategic Cruisers from [the previous thread on the old forums](https://forums.eveonline.com/default.aspx?g=posts&t=520927).

The basic outline of our goals and early plans can be found in [the balance presentation from Fanfest](https://www.youtube.com/watch?v=hU9VxKhVgaw&feature=youtu.be&t=896) as well as [the dev blog](https://community.eveonline.com/news/dev-blogs/strategic-cruisers-and-you/).

We have an ongoing focus group running on this topic that has been extremely valuable in refining and improving the design over the past several weeks. The focus group was selected from [a public call for volunteers](https://forums.eveonline.com/default.aspx?g=posts&m=6944603), and like all CCP Focus Groups the logs are available immediately for public viewing at [https://focusgrouplogs.tech.ccp.is/](https://focusgrouplogs.tech.ccp.is/) for full transparency.

I want to quickly highlight an announcement about the patch day transition on **July 11th** that will be important for all T3 Cruiser pilots:

- Existing subsystems that are not fit to a Strategic Cruiser will be directly transformed into their closest functional equivalent under the new system.
- Strategic Cruisers with subsystems fit to them will have their subsystems converted into new ones directly, and will receive one extra subsystem placed in their cargo hold (to ensure that players have the same number of subsystems before and after the patch).
- This means that although all fitted Strategic Cruisers will continue to have a valid set of subsystems after the patch, some of their modules may go offline as fitting and even slot layouts may change.
- **We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins.** This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.

This thread will contain updated versions of the designs as well as discussion and Q&A as necessary.  
Thanks!

---

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:21am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/2 "2017-07-03T11:21:37Z")

</div>

Reserved 1

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<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:21am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/3 "2017-07-03T11:21:44Z")

</div>

Current state of the proposed Legion hull and subsystem bonuses are:

## `LEGION`

**Amarr Strategic Cruiser bonuses per skill level:**  
5% reduction in module heat damage amount taken  
10% reduction in nanite repair paste repair duration  
**Role Bonus:**  
99% reduction in Scan Probe Launcher CPU requirements  
Rigs can be removed from this ship without being destroyed  
**Warning:** On ship destruction the pilot will lose one random subsystem skill level

Slot layout: 0H, 0M, 0L; 0 turrets, 0 launchers  
3 Rig Slots, 400 Calibration  
Fittings: 700 PWG, 220 CPU  
Defense (shields / armor / hull) : 1800 / 2900 / 1800  
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75  
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60  
Capacitor (amount / recharge rate / average cap per second) : 1800 / 450 / 4  
Mobility (max velocity / agility / mass / align time): 185 / 0.52 / 14,500,000 / 10.45s  
Warp Speed: 3 au/s  
Drones (bandwidth / bay): 0 / 0  
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 230 / 6  
Sensor strength: 17 Radar  
Signature radius: 170  
Cargo capacity: 400  
Subsystem Bay: 120

## Legion Defensive Subsystems:

**Legion Defensive - Covert Reconfiguration**  
**Amarr Defensive Systems bonuses per skill level:**  
10% increase to scan strength of probes  
7.5% bonus to armor repairer effectiveness  
7.5% bonus to the benefits of overheating armor repairers  
**Role Bonuses:**  
100% reduction in Cloaking Device CPU use  
+10 Virus Strength to Relic and Data Analyzers.  
Can fit covert ops cloaks and covert cynosural field generators  
Cloak reactivation delay reduced to 5 seconds  
**Additional Stats:**  
+1H, +1M, +2L  
+300 Shields, +600 Hull  
+200 Capacitor Capacity  
+5m Signature Radius  
+30m3 Cargo Capacity

**Legion Defensive - Augmented Plating**  
**Amarr Defensive Systems bonuses per skill level:**  
5% bonus to armor hitpoints  
5% bonus to the benefits of overheating armor hardeners  
**Additional Stats:**  
+1M, +3L  
+1000 Armor  
+10m Signature Radius

**Legion Defensive - Nanobot Injector**  
**Amarr Defensive Systems bonuses per skill level:**  
10% bonus to armor repairer effectiveness  
10% bonus to the benefits of overheating armor repairers  
**Additional Stats:**  
+2M, +2L  
+100 Shields, +500 Armor  
+300 Capacitor Capacity

## Legion Core Subsystems:

**Legion Core - Dissolution Sequencer**  
**Amarr Core Systems bonuses per skill level:**  
15% bonus to ship sensor strength  
5% bonus to max targeting range  
15% bonus to scan resolution  
**Additional Stats:**  
+2M, +2L  
+1 max locked target

**Legion Core - Augmented Antimatter Reactor**  
**Amarr Core Systems bonuses per skill level:**  
5% bonus to capacitor capacity  
3% bonus to energy warfare resistance  
**Role Bonus:**  
20% bonus to ship power output  
**Additional Stats:**  
+1M, +3L  
+50 capacitor capacity

**Legion Core - Energy Parasitic Complex**  
**Amarr Core Systems bonuses per skill level:**  
10% bonus to energy nosferatu and energy neutralizer drain amount  
10% bonus to the benefits of overheating energy nosferatu and energy neutralizer modules  
5% Reduction in the amount of heat damage absorbed by all modules  
**Role Bonuses:**  
50% reduction in the PWG and CPU fitting costs of energy nosferatu and energy neutralizer modules  
**Additional Stats:**  
+2M, +2L  
+50 capacitor capacity

## Legion Offensive Subsystems:

**Legion Offensive - Liquid Crystal Magnifiers**  
**Amarr Offensive Systems bonuses per skill level:**  
10% reduction in Medium Energy Turret capacitor use  
10% bonus to Medium Energy Turret damage  
10% bonus to Medium Energy Turret optimal range  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Medium Energy Turrets  
**Additional Stats:**  
+7H, +6 Turrets  
+400 PWG, +90 CPU  
+100 capacitor capacity

**Legion Offensive - Assault Optimization**  
**Amarr Offensive Systems bonuses per skill level:**  
5% bonus to missile damage  
5% bonus to Heavy, Heavy Assault and Rapid Light Missile Launcher rate of fire  
10% bonus to drone damage and hitpoints  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Heavy, Heavy Assault and Rapid Light Missile Launchers  
**Additional Stats:**  
+7H, +5 Launchers  
+200 PWG, +150 CPU  
+50mbit Drone Bandwidth, +200m3 Drone Bay

**Legion Offensive - Support Processor**  
**Amarr Offensive Systems bonuses per skill level:**  
2% bonus to strength and duration of Armored Command, Information Command, and Skirmish Command Bursts  
5% reduction in Remote Armor Repairer capacitor use  
10% bonus to the benefits of overheating remote armor repairers  
**Role Bonuses:**  
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules  
95% reduction in the PWG and CPU fitting costs of Command Burst modules  
20% bonus to Remote Armor Repairer optimal range  
1150% bonus to Remote Armor Repairer falloff  
Can fit one Command Burst module  
+50% bonus to Command Burst Area of Effect Range  
**Additional Stats:**  
+7H, +4 Turrets  
+100 capacitor capacity  
+25mbit Drone Bandwidth, +75m3 Drone Bay  
+1 max locked target

## Legion Propulsion Subsystems:

**Legion Propulsion - Interdiction Nullifier**  
**Amarr Propulsion Systems bonuses per skill level:**  
10% bonus to warp velocity and acceleration  
15% reduction in capacitor need when initiating warp  
**Role Bonus:**  
Immunity to non-targeted interdiction  
**Additional Stats:**  
+1L  
+0.1 inertia  
-20km max targeting range  
+20m Signature Radius

**Legion Propulsion - Intercalated Nanofibers**  
**Amarr Propulsion Systems bonuses per skill level:**  
5% bonus to agility  
5% bonus to max velocity  
**Additional Stats:**  
+2L

**Legion Propulsion - Wake Limiter**  
**Amarr Propulsion Systems bonuses per skill level:**  
10% bonus to afterburner speed  
10% reduction in microwarpdrive signature radius penalty  
**Additional Stats:**  
+1M, +1L

---

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:21am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/4 "2017-07-03T11:21:50Z")

</div>

Current state of the proposed Tengu hull and subsystem bonuses are:

## TENGU

**Caldari Strategic Cruiser bonuses per skill level:**  
5% reduction in module heat damage amount taken  
10% reduction in nanite repair paste repair duration  
**Role Bonus:**  
99% reduction in Scan Probe Launcher CPU requirements  
Rigs can be removed from this ship without being destroyed  
**Warning:** On ship destruction the pilot will lose one random subsystem skill level

Slot layout: 0H, 0M, 0L; 0 turrets, 0 launchers  
3 Rig Slots, 400 Calibration  
Fittings: 420 PWG, 310 CPU  
Defense (shields / armor / hull) : 2600 / 2100 / 1700  
Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 55 / 50  
Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5 / 43.75 / 10  
Capacitor (amount / recharge rate / average cap per second) : 1400 / 350 / 4  
Mobility (max velocity / agility / mass / align time): 170 / 0.52 / 14,400,000 / 10.38s  
Warp Speed: 3 au/s  
Drones (bandwidth / bay): 0 / 0  
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 210 / 6  
Sensor strength: 20 Gravimetric  
Signature radius: 180  
Cargo capacity: 460  
Subsystem Bay: 120

## Tengu Defensive Subsystems:

**Tengu Defensive - Covert Reconfiguration**  
**Caldari Defensive Systems bonuses per skill level:**  
10% increase to scan strength of probes  
7.5% bonus to shield booster effectiveness  
7.5% bonus to the benefits of overheating shield boosters  
**Role Bonuses:**  
100% reduction in Cloaking Device CPU use  
+10 Virus Strength to Relic and Data Analyzers.  
Can fit covert ops cloaks and covert cynosural field generators  
Cloak reactivation delay reduced to 5 seconds  
**Additional Stats:**  
+1H, +3M  
+300 Armor, +600 Hull  
+200 Capacitor Capacity  
+5m Signature Radius  
+30m3 Cargo Capacity

**Tengu Defensive - Supplemental Screening**  
**Caldari Defensive Systems bonuses per skill level:**  
5% bonus to shield hitpoints  
5% bonus to the benefits of overheating shield hardeners  
**Additional Stats:**  
+2M, +2L  
+1000 Shields  
+10m Signature Radius

**Tengu Defensive - Amplification Node**  
**Caldari Defensive Systems bonuses per skill level:**  
10% bonus to shield booster effectiveness  
10% bonus to the benefits of overheating shield boosters  
**Additional Stats:**  
+3M, +1L  
+500 Shields, +100 Armor  
+300 Capacitor Capacitr

## Tengu Core Subsystems:

**Tengu Core - Electronic Efficiency Gate**  
**Caldari Core Systems bonuses per skill level:**  
15% bonus to ship sensor strength  
5% bonus to max targeting range  
**Role Bonus:**  
25% bonus to ship CPU output  
**Additional Stats:**  
+3M, +1L  
+1 max locked target

**Tengu Core - Augmented Graviton Reactor**  
**Caldari Core Systems bonuses per skill level:**  
5% bonus to capacitor capacity  
3% bonus to energy warfare resistance  
**Role Bonus:**  
20% bonus to ship power output  
**Additional Stats:**  
+2M, +2L  
+50 capacitor capacity

**Tengu Core - Obfuscation Manifold**  
**Caldari Core Systems bonuses per skill level:**  
10% bonus to ECM target jammer strength and optimal range  
15% bonus to the benefits of overheating ECM target jammer modules  
5% Reduction in the amount of heat damage absorbed by all modules  
**Additional Stats:**  
+3M, +1L

## Tengu Offensive Subsystems:

**Tengu Offensive - Accelerated Ejection Bay**  
**Caldari Offensive Systems bonuses per skill level:**  
5% bonus to Kinetic Missile Damage  
7.5% bonus to Heavy, Heavy Assault and Rapid Light missile launcher rate of fire  
10% bonus to Heavy Missile and Heavy Assault missile velocity  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Heavy, Heavy Assault and Rapid Light Missile Launchers  
**Additional Stats:**  
+7H, +6 Launchers  
+190 PWG, +160 CPU

**Tengu Offensive - Magnetic Infusion Basin**  
**Caldari Offensive Systems bonuses per skill level:**  
5% bonus to Medium Hybrid Turret damage  
20% bonus to Medium Hybrid Turret optimal range  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Medium Hybrid Turrets  
**Additional Stats:**  
+7H, +6 Turrets  
+420 PWG, +120 CPU  
+100 Capacitor Capacity

**Tengu Offensive - Support Processor**  
**Caldari Offensive Systems bonuses per skill level:**  
2% bonus to strength and duration of Shield Command, Information Command, and Skirmish Command Bursts  
5% reduction in Remote Shield Booster capacitor use  
10% bonus to the benefits of overheating remote shield boosters  
**Role Bonuses:**  
75% reduction in the PWG and CPU fitting costs of Medium Remote Shield Booster modules  
95% reduction in the PWG and CPU fitting costs of Command Burst modules  
475% bonus to Remote Shield Booster falloff  
Can fit one Command Burst module  
+50% bonus to Command Burst Area of Effect Range  
**Additional Stats:**  
+7H, +4 Launchers  
+100 capacitor capacity  
+25mbit Drone Bandwidth, +50m3 Drone Bay  
+1 max locked target

## Tengu Propulsion Subsystems:

**Tengu Propulsion - Interdiction Nullifier**  
**Caldari Propulsion Systems bonuses per skill level:**  
10% bonus to warp velocity and acceleration  
15% reduction in capacitor need when initiating warp  
**Role Bonus:**  
Immunity to non-targeted interdiction  
**Additional Stats:**  
+1L  
+0.1 inertia  
-20km max targeting range  
+20m Signature Radius

**Tengu Propulsion - Chassis Optimization**  
**Caldari Propulsion Systems bonuses per skill level:**  
7.5% bonus to agility  
3% bonus to max velocity  
**Additional Stats:**  
+1M, +1L

**Tengu Propulsion - Fuel Catalyst**  
**Caldari Propulsion Systems bonuses per skill level:**  
10% bonus to afterburner speed  
10% bonus to the benefits of overheating afterburners and microwarpdrives  
**Additional Stats:**  
+2M

---

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:21am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/5 "2017-07-03T11:21:56Z")

</div>

Current state of the proposed Proteus hull and subsystem bonuses are:

## PROTEUS

**Gallente Strategic Cruiser bonuses per skill level:**  
5% reduction in module heat damage amount taken  
10% reduction in nanite repair paste repair duration  
**Role Bonus:**  
99% reduction in Scan Probe Launcher CPU requirements  
Rigs can be removed from this ship without being destroyed  
**Warning:** On ship destruction the pilot will lose one random subsystem skill level

Slot layout: 0H, 0M, 0L; 0 turrets, 0 launchers  
3 Rig Slots, 400 Calibration  
Fittings: 680 PWG, 230 CPU  
Defense (shields / armor / hull) : 1800 / 2500 / 2200  
Base shield resistances (EM/Therm/Kin/Exp): 0 / 40 / 70 / 50  
Base armor resistances (EM/Therm/Kin/Exp): 50 / 51.25 / 67.5 / 10  
Capacitor (amount / recharge rate / average cap per second) : 1500 / 375 / 4  
Mobility (max velocity / agility / mass / align time): 180 / 0.56 / 13,300,000 / 10.33s  
Warp Speed: 3 au/s

Drones (bandwidth / bay): 0 / 0  
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 230 / 6  
Sensor strength: 19 Magnetometric  
Signature radius: 190  
Cargo capacity: 440  
Subsystem Bay: 120

## Proteus Defensive Subsystems:

**Proteus Defensive - Covert Reconfiguration**  
**Gallente Defensive Systems bonuses per skill level:**  
10% increase to scan strength of probes  
7.5% bonus to armor repairer effectiveness  
7.5% bonus to the benefits of overheating armor repairers  
**Role Bonuses:**  
100% reduction in Cloaking Device CPU use  
+10 Virus Strength to Relic and Data Analyzers.  
Can fit covert ops cloaks and covert cynosural field generators  
Cloak reactivation delay reduced to 5 seconds  
**Additional Stats:**  
+1H, +1M, +2L  
+300 Shields, +600 Hull  
+200 Capacitor Capacity  
+5m Signature Radius  
+30m3 Cargo Capacity

**Proteus Defensive - Augmented Plating**  
**Gallente Defensive Systems bonuses per skill level:**  
5% bonus to armor hitpoints  
5% bonus to the benefits of overheating armor hardeners  
**Additional Stats:**  
+1M, +3L  
+1000 Armor  
+10m Signature Radius

**Proteus Defensive - Nanobot Injector**  
**Gallente Defensive Systems bonuses per skill level:**  
10% bonus to armor repairer effectiveness  
10% bonus to the benefits of overheating armor repairers  
**Additional Stats:**  
+2M, +2L  
+100 Shields, +500 Armor  
+300 Capacitor Capacity

## Proteus Core Subsystems:

**Proteus Core - Electronic Efficiency Gate**  
**Gallente Core Systems bonuses per skill level:**  
15% bonus to ship sensor strength  
5% bonus to max targeting range  
**Role Bonus:**  
25% bonus to ship CPU output  
**Additional Stats:**  
+2M, +2L  
+1 max locked target

**Proteus Core - Augmented Fusion Reactor**  
**Gallente Core Systems bonuses per skill level:**  
5% bonus to capacitor recharge time  
3% bonus to energy warfare resistance  
Role Bonuses:  
20% bonus to ship power output  
**Additional Stats:**  
+2M, +2L  
+50 capacitor capacity

**Proteus Core - Friction Extension Processor**  
**Gallente Core Systems bonuses per skill level:**  
7.5% bonus to warp disruptor and scrambler range  
15% bonus to the benefits of overheating warp disruptors and scramblers  
5% Reduction in the amount of heat damage absorbed by all modules  
**Additional Stats:**  
+2M, +2L

## Proteus Offensive Subsystems:

**Proteus Offensive - Hybrid Encoding Platform**  
**Gallente Offensive Systems bonuses per skill level:**  
10% bonus to Medium Hybrid Turret damage  
10% bonus to Medium Hybrid Turret falloff  
7.5% bonus to Medium Hybrid Turret tracking speed  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Medium Hybrid Turrets  
**Additional Stats:**  
+7H, +6 Turrets  
+330 PWG, +110 CPU  
+100 capacitor capacity  
+25mbit drone bandwidth, +50m3 drone bay

**Proteus Offensive - Drone Synthesis Projector**  
**Gallente Offensive Systems bonuses per skill level:**  
10% bonus to Medium Hybrid Turret tracking speed  
10% bonus to drone damage and hitpoints  
5% bonus to drone velocity and tracking speed  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Medium Hybrid Turrets  
**Additional Stats:**  
+6H, +5 Turrets  
+130 PWG, +40 CPU  
+100mbit Drone Bandwidth, +250m3 Drone Bay

**Proteus Offensive - Support Processor**  
**Gallente Offensive Systems bonuses per skill level:**  
2% bonus to strength and duration of Armored Command, Information Command, and Skirmish Command Bursts  
5% reduction in Remote Armor Repairer capacitor use  
10% bonus to the benefits of overheating remote armor repairers  
**Role Bonuses:**  
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules  
95% reduction in the PWG and CPU fitting costs of Command Burst modules  
20% bonus to Remote Armor Repairer optimal range  
1150% bonus to Remote Armor Repairer falloff  
Can fit one Command Burst module  
+50% bonus to Command Burst Area of Effect Range  
**Additional Stats:**  
+7H, +4 Turrets  
+100 capacitor capacity  
+50mbit Drone Bandwidth, +75m3 Drone Bay  
+1 max locked target

## Proteus Propulsion Subsystems:

**Proteus Propulsion - Interdiction Nullifier**  
**Gallente Propulsion Systems bonuses per skill level:**  
10% bonus to warp velocity and acceleration  
15% reduction in capacitor need when initiating warp  
**Role Bonus:**  
Immunity to non-targeted interdiction  
**Additional Stats:**  
+1L  
+0.1 inertia  
-20km max targeting range  
+20 Signature Radius

**Proteus Propulsion - Hyperspatial Optimization**  
**Gallente Propulsion Systems bonuses per skill level:**  
7.5% bonus to agility  
10% bonus to warp velocity and acceleration  
**Additional Stats:**  
+2L

**Proteus Propulsion - Localized Injectors**  
**Gallente Propulsion Systems bonuses per skill level:**  
15% reduction in afterburner and microwarpdrive capacitor consumption  
10% bonus to the benefits of overheating afterburners and microwarpdrives  
**Additional Stats:**  
+1M, +1L

---

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:22am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/6 "2017-07-03T11:22:04Z")

</div>

Current state of the proposed Loki hull and subsystem bonuses are:

## LOKI

**Minmatar Strategic Cruiser bonuses per skill level:**  
5% reduction in module heat damage amount taken  
10% reduction in nanite repair paste repair duration  
Role Bonus:  
99% reduction in Scan Probe Launcher CPU requirements  
Rigs can be removed from this ship without being destroyed  
Warning: On ship destruction the pilot will lose one random subsystem skill level

Slot layout: 0H, 0M, 0L; 0 turrets, 0 launchers  
3 Rig Slots, 400 Calibration  
Fittings: 670 PWG, 300 CPU  
Defense (shields / armor / hull) : 2500 / 2500 / 1000  
Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50  
Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10  
Capacitor (amount / recharge rate / average cap per second) : 1300 / 325 / 4  
Mobility (max velocity / agility / mass / align time): 185 / 0.54 / 13,800,000 / 10.33s  
Warp Speed: 3 au/s  
Drones (bandwidth / bay): 0 / 0  
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 240 / 6  
Sensor strength: 17 Ladar  
Signature radius: 160  
Cargo capacity: 420  
Subsystem Bay: 120

## Loki Defensive Subsystems:

**Loki Defensive - Covert Reconfiguration**  
**Minmatar Defensive Systems bonuses per skill level:**  
10% increase to scan strength of probes  
7.5% bonus to armor repairer and shield booster effectiveness  
7.5% bonus to the benefits of overheating armor repairers and shield boosters  
**Role Bonuses:**  
100% reduction in Cloaking Device CPU use  
+10 Virus Strength to Relic and Data Analyzers.  
Can fit covert ops cloaks and covert cynosural field generators  
Cloak reactivation delay reduced to 5 seconds  
**Additional Stats:**  
+1H, +2M, +1L  
+1000 Hull  
+200 Capacitor Capacity  
+5m Signature Radius  
+30m3 Cargo Capacity

**Loki Defensive - Augmented Durability**  
**Minmatar Defensive Systems bonuses per skill level:**  
5% bonus to armor and shield hitpoints  
5% bonus to the benefits of overheating armor and shield hardeners  
**Additional Stats:**  
+2M, +2L  
+600 Shields, +600 Armor  
+10m Signature Radius

**Loki Defensive - Adaptive Defense Node**  
**Minmatar Defensive Systems bonuses per skill level:**  
10% bonus to armor repairer and shield booster effectiveness  
10% bonus to the benefits of overheating armor repairers and shield boosters  
**Additional Stats:**  
+2M, +2L  
+300 Shields, +300 Armor, +100 Hull  
+300 Capacitor Capacity

## Loki Core Subsystems:

**Loki Core - Dissolution Sequencer**  
**Minmatar Core Systems bonuses per skill level:**  
15% bonus to ship sensor strength  
5% bonus to max targeting range  
15% bonus to scan resolution  
**Additional Stats:**  
+2M, +2L  
+1 max locked target

**Loki Core - Augmented Nuclear Reactor**  
**Minmatar Core Systems bonuses per skill level:**  
5% bonus to capacitor recharge time  
3% bonus to energy warfare resistance  
**Role Bonuses:**  
20% bonus to ship power output  
**Additional Stats:**  
+1M, +3L  
+50 capacitor capacity

**Loki Core - Immobility Drivers**  
**Minmatar Core Systems bonuses per skill level** :  
25% bonus to stasis webifier range  
10% bonus to the benefits of overheating stasis webifiers  
5% Reduction in the amount of heat damage absorbed by all modules  
**Additional Stats:**  
+3M, +1L

## Loki Offensive Subsystems:

**Loki Offensive - Projectile Scoping Array**  
**Minmatar Offensive Systems bonuses per skill level:**  
17.5% bonus to Medium Projectile Turret damage  
10% bonus to Medium Projectile Turret optimal range and falloff  
7.5% bonus to Medium Projectile Turret tracking speed  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Medium Projectile Turrets  
**Additional Stats:**  
+7H, +5 Turrets, 2 Launchers  
+300 PWG, +30 CPU  
+25mbit drone bandwidth, +25m3 drone bay

**Loki Offensive - Launcher Efficiency Configuration**  
**Minmatar Offensive Systems bonuses per skill level:**  
10% bonus to Heavy, Heavy Assault and Rapid Light missile launcher rate of fire  
5% bonus to Heavy Missile and Heavy Assault missile velocity  
5% bonus to missile explosion velocity  
**Role Bonuses:**  
25% reduction in the PWG and CPU fitting costs of Heavy, Heavy Assault and Rapid Light missile launchers  
**Additional Stats:**  
+7H, +5 Launchers, +2 Turrets  
+150 PWG, +150 CPU  
+40mbit Drone Bandwidth, +40m3 Drone Bay

**Loki Offensive - Support Processor**  
**Minmatar Offensive Systems bonuses per skill level:**  
2% bonus to strength and duration of Skirmish Command, Shield Command, and Armored Command Bursts  
5% reduction in Remote Armor Repairer and Medium Remote Shield Booster capacitor use  
10% bonus to the benefits of overheating remote armor repairers and remote shield boosters  
**Role Bonuses:**  
75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer and Medium Remote Shield Booster modules  
95% reduction in the PWG and CPU fitting costs of Command Burst modules  
20% bonus to Remote Armor Repairer optimal range  
1150% bonus to Remote Armor Repairer falloff  
475% bonus to Remote Shield Booster falloff  
Can fit one Command Burst module  
+50% bonus to Command Burst Area of Effect Range  
**Additional Stats:**  
+7H, +4 Turrets  
+100 capacitor capacity  
+25mbit Drone Bandwidth, +50m3 Drone Bay  
+1 max locked target

## Loki Propulsion Subsystems:

**Loki Propulsion - Interdiction Nullifier**  
**Minmatar Propulsion Systems bonuses per skill level:**  
10% bonus to warp velocity and acceleration  
15% reduction in capacitor need when initiating warp  
Role Bonus:  
Immunity to non-targeted interdiction  
**Additional Stats:**  
+1L  
+0.1 inertia  
-20km max targeting range  
+20 Signature Radius

**Loki Propulsion - Intercalated Nanofibers**  
**Minmatar Propulsion Systems bonuses per skill level:**  
5% bonus to agility  
5% bonus to max velocity  
**Additional Stats:**  
+2L

**Loki Propulsion - Wake Limiter**  
**Minmatar Propulsion Systems bonuses per skill level:**  
10% bonus to afterburner speed  
10% reduction in microwarpdrive signature radius penalty  
**Additional Stats:**  
+2M

---

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 11:22am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/7 "2017-07-03T11:22:10Z")

</div>

## Strategic Cruiser Industry Changes:

As part of this general T3 Cruiser revamp we are also making some changes to the industry designs for these ships, as well as some changes to the drop rates of T3C related loot from exploration sites.

The subsystem build materials are not changing at this time: each new subsystem will require the same materials and skills to build as old subsystems of the same type (with Core subsystems using the build materials of the old Engineering subs).

T3 Cruiser hulls will be receiving some changes to their build materials: they are absorbing the build materials of the old Electronics subsystems that have been phased out, as well as requiring one additional unit of Electromechanical Interface Nexus and 12 units of a new faction-specific hybrid tech component.

The addition of a faction-specific hybrid component build using faction-specific ancient salvage will allow the market prices to adjust based on the relative popularity of different T3 cruisers. If one becomes much more popular than the others its price will also rise somewhat, providing a slight natural counterbalance that will help keep the four T3 cruiser types in slightly better balance.

These new hybrid components are called the Superconducting Sensor Amplifiers, with one variation for each of the four factions and their sensor types:

| **Component** | **Faction** |
| Superconducting Magnetometric Amplifier | Gallente |
| Superconducting Gravimetric Amplifier | Caldari |
| Superconducting Radar Amplifier | Amarr |
| Superconducting Ladar Amplifier | Minmatar |

To build these new components we have also added four new faction-oriented ancient salvage parts that can be salvaged from Sleeper wrecks:

| **Component** | **Faction** |
| Faraday Force Magnetometer | Gallente |
| Scorched Microgravimeter | Caldari |
| Ancient Radar Decorrelator | Amarr |
| Synthetic Aperture Ladar Receiver | Minmatar |

**The materials to build the Superconducting Amplifiers are:**

- 10x of the on-faction new Ancient Salvage
- 2x of each of the three types of off-faction new Ancient Salvage
- 10x PPD Fullerene Fibers
- 20x Fullerene Intercalated Graphite
- 20x Scandium Metallofullerene
- 60x Fulleroferrocene

The blueprints for building the new Superconducting Sensor Amplifiers are NPC seeded from the same locations as the other Hybrid Tech Component blueprints

The new types of Ancient Salvage will begin dropping this week ahead of the July 11th patch to start primining the market for new build jobs post-patch. We will also begin the NPC seeding of Superconducting Sensor Amplifier BPOs at the same time.

We also plan to start dealing with an overabundance of ancient relics that have caused WH exploration to drop in value in recent years and has also contributed to the price drop of T3 cruisers. **We have cancelled the earlier plans to reduce the number of runs on T3 BPCs invented from ancient relics.** Instead we are reducing the invention chance by a similar amount. The new invention chances for all ancient relics on SISI are:

- 26% for Intact Relics
- 21% for Malfunctioning Relics
- 14% for Wrecked Relics

We are also increasing the manufacturing time for the T3 Cruiser Hulls and Subsystems themselves.

**We are also making some tweaks to T3-related WH exploration loot:**

- The drop rate of ancient relics and T3 datacores has been reduced. The specific values are different for different containers and loot types, but on average the decrease is about 20%.
- We have also reduced the volume of hull relics to 50m3 for the standard hull relics and 20m3 for the small hull relics as a QoL tweak for WH explorers.

As a reference, here is the complete post-patch build materials for T3C Hulls and Subs:

| &nbsp; | Metallofullerene Plating | Neurovisual Output Analyzer | Nanowire Composites | Fulleroferrocene Power Conduits | Fullerene Intercalated Sheets | Emergent Neurovisual Interface | Superconducting Sensor Amplifier | Electromechanical Interface Nexus | Reinforced Metallofullerene Alloys | Optimized Nano-engines | Warfare Computation Core | Reconfigured Subspace Calibrator |
| Hull | 16 | 2 | 21 | 3 | 8 | 2 | 12 | 8 | &nbsp; | &nbsp; | &nbsp; | &nbsp; |
| Defensive | 1 | 1 | 1 | 1 | 1 | &nbsp; | &nbsp; | &nbsp; | 7 | &nbsp; | &nbsp; | &nbsp; |
| Offensive | 1 | 1 | 1 | 1 | 1 | &nbsp; | &nbsp; | &nbsp; | &nbsp; | &nbsp; | 7 | &nbsp; |
| Propulsion | 1 | 1 | 1 | 1 | 1 | &nbsp; | &nbsp; | &nbsp; | &nbsp; | &nbsp; | &nbsp; | 7 |
| Core | 1 | 1 | 1 | 1 | 1 | &nbsp; | &nbsp; | &nbsp; | &nbsp; | 7 | &nbsp; | &nbsp; |

All these industry changes will be available for testing on SISI after the next server update.  
Thanks!

---

<div class="post-metadata">

**Author:** ![Winthorp](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/winthorp/32/90171_2.png) [@Winthorp](https://forums.eveonline.com/u/Winthorp)\
**Post date:** [July 3, 2017, 11:36am UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/8 "2017-07-03T11:36:02Z")

</div>

Reserved 7

---

<div class="post-metadata">

**Author:** ![Chainsaw\_Plankton](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/chainsaw_plankton/32/256180_2.png) [@Chainsaw\_Plankton](https://forums.eveonline.com/u/Chainsaw_Plankton)\
**Post date:** [July 3, 2017, 1:20pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/9 "2017-07-03T13:20:38Z")

</div>

welp, that’s a lot to take in. Glad to see the t3c topic get brought up on the new forums.

going to miss the warp speed bonuses Wait a second, the proteus still has a warp bonus available! shibby Wait another second, they all have it, it’s just on the interdiction nullification sub!? I was not expecting that, and the proteus has it also on the agility sub

also after the nerf not sure if the SP loss is necessary. Although will see how people break the new setups.

---

<div class="post-metadata">

**Author:** ![Zesty\_Memes](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zesty_memes/32/35247_2.png) [@Zesty\_Memes](https://forums.eveonline.com/u/Zesty_Memes)\
**Post date:** [July 3, 2017, 1:43pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/10 "2017-07-03T13:43:59Z")

</div>

Reserved 8

---

<div class="post-metadata">

**Author:** ![White\_0rchid](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/white_0rchid/32/381719_2.png) [@White\_0rchid](https://forums.eveonline.com/u/White_0rchid)\
**Post date:** [July 3, 2017, 1:52pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/11 "2017-07-03T13:52:47Z")

</div>

It seems the aim behind this change is to bring T3s down a notch (for instance, AHACs and HK fits aren’t quite as powerful, but they still work) while still giving them options (as an example - cloaking moved to defensive means you can fit weapons now - opening up T3s to blops fleets as DD ships or even solo cloaky hunters).

It’s quite a hard task balancing ships with so many uses, by all means if you think there’s something we (the focus group) missed ([https://focusgrouplogs.tech.ccp.is/](https://focusgrouplogs.tech.ccp.is/)), shout about it and we can take a look.

---

<div class="post-metadata">

**Author:** ![mkint](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/mkint/32/14424_2.png) [@mkint](https://forums.eveonline.com/u/mkint)\
**Post date:** [July 3, 2017, 1:53pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/12 "2017-07-03T13:53:24Z")

</div>

The rationale behind the new options makes sense. But basically the industry side is being made even worse. Another layer of bottlenecks added, none removed. Though I suppose the design failed when you had an economist on staff, it was probably too much to expect that the actual issues would be corrected now.

---

<div class="post-metadata">

**Author:** ![Pesadel0](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/pesadel0/32/393988_2.png) [@Pesadel0](https://forums.eveonline.com/u/Pesadel0)\
**Post date:** [July 3, 2017, 2:01pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/13 "2017-07-03T14:01:53Z")

</div>

Poor Loki and the double tanking bonus does its comeback ;(

---

<div class="post-metadata">

**Author:** ![Aspecter\_en\_Welle](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/aspecter_en_welle/32/356264_2.png) [@Aspecter\_en\_Welle](https://forums.eveonline.com/u/Aspecter_en_Welle)\
**Post date:** [July 3, 2017, 2:11pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/14 "2017-07-03T14:11:15Z")

</div>

@CCP_Fozzie i want to say Thank you for text formatting.

> [@CCP\_Fozzie](#):
>
> The drop rate of ancient relics and T3 datacores has been reduced. The specific values are different for different containers and loot types, but on average the decrease is about 20%.

Very good change, a lot of players only kill sleepers on Relic and Data sites and don`t hack containers because loot cost nothing.  
I hope you can do same thing for reverce eng. datacores.

> [@CCP\_Fozzie](#):
>
> - We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins.

Ingame notification about this will be usefull.  
Again, thank you for this reballance and thanks for all focus group.

---

<div class="post-metadata">

**Author:** ![Undgar\_Avalhar](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/undgar_avalhar/32/5629_2.png) [@Undgar\_Avalhar](https://forums.eveonline.com/u/Undgar_Avalhar)\
**Post date:** [July 3, 2017, 2:18pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/15 "2017-07-03T14:18:10Z")

</div>

It’s not too late to keep the proteus beautiful. Just swap the subsystem models around a little bit.

---

<div class="post-metadata">

**Author:** ![Schmell](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/schmell/32/154091_2.png) [@Schmell](https://forums.eveonline.com/u/Schmell)\
**Post date:** [July 3, 2017, 2:26pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/16 "2017-07-03T14:26:38Z")

</div>

So, those elements from drifter wh are still useless

---

<div class="post-metadata">

**Author:** ![White\_0rchid](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/white_0rchid/32/381719_2.png) [@White\_0rchid](https://forums.eveonline.com/u/White_0rchid)\
**Post date:** [July 3, 2017, 2:27pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/17 "2017-07-03T14:27:50Z")

</div>

This is something they are actively taking feedback on now for ALL ships. Please feed this back either through us in the focus group or direct to CCP as to what subs you feel “look” better and that we should keep the looks of.

---

<div class="post-metadata">

**Author:** ![CCP\_Fozzie](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/ccp_fozzie/32/476703_2.png) [@CCP\_Fozzie](https://forums.eveonline.com/u/CCP_Fozzie)\
**Post date:** [July 3, 2017, 2:33pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/18 "2017-07-03T14:33:01Z")

</div>

On the subject of requests for subsystem graphics: If you post some specific requests for subsystem graphic swaps with some of your reasoning behind why you think the swap is needed/worthwhile, we’ll have someone take that into consideration.

---

<div class="post-metadata">

**Author:** ![Arrendis](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/arrendis/32/432594_2.png) [@Arrendis](https://forums.eveonline.com/u/Arrendis)\
**Post date:** [July 3, 2017, 2:33pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/19 "2017-07-03T14:33:34Z")

</div>

Just to confirm, @CCP_Fozzie : you do intend for the Legion to be able to run LRARs out to 60+km, since the bonuses have been changed to remove the ‘medium’ from remote armor repairers, right?

---

<div class="post-metadata">

**Author:** ![Horza\_Tareem](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/horza_tareem/32/389148_2.png) [@Horza\_Tareem](https://forums.eveonline.com/u/Horza_Tareem)\
**Post date:** [July 3, 2017, 2:38pm UTC](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414/20 "2017-07-03T14:38:26Z")

</div>

Yes, if you can fit them in.

> 75% reduction in the PWG and CPU fitting costs of Medium Remote Armor Repairer modules

[Next page](https://forums.eveonline.com/t/july-release-strategic-cruisers/8414.md?page=2)
