July Release - Strategic Cruisers

ships
july

(CCP Fozzie) #1

Hi everyone! This thread will continue the discussion of our upcoming revamp of Strategic Cruisers from the previous thread on the old forums.

The basic outline of our goals and early plans can be found in the balance presentation from Fanfest as well as the dev blog.

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, and like all CCP Focus Groups the logs are available immediately for public viewing at 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!


When I left Eve
(CCP Fozzie) #2

Reserved 1


(CCP Fozzie) #3

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


(CCP Fozzie) #4

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


(CCP Fozzie) #5

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


(CCP Fozzie) #6

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


(CCP Fozzie) #7

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:

  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        
Defensive 1 1 1 1 1       7      
Offensive 1 1 1 1 1           7  
Propulsion 1 1 1 1 1             7
Core 1 1 1 1 1         7    

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


(Winthorp) #8

Reserved 7


(Chainsaw Plankton) #9

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.


Umstellung der Strategischen Kreuzer am 11. Juli
(Zesty Memes) #10

Reserved 8


(White 0rchid) #11

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/), shout about it and we can take a look.


(mkint) #12

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.


(Pesadel0) #13

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


(Aspecter en Welle) #14

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

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.

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


(Undgar Avalhar) #15

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


(Schmell) #16

So, those elements from drifter wh are still useless


(White 0rchid) #17

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.


(CCP Fozzie) #18

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.


(Arrendis) #19

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?


(Horza Tareem) #20

Yes, if you can fit them in.

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