Navy Dreadnoughts & Destroyers in Uprising!

As I mentioned in the post the current iteration on Sisi that was just updated is incorrect and they’ll be being bought in line with my post above :slight_smile:

3 Likes

“the build costs are the same as T1 dreads, only difference being the LP cost of the blueprint” --CCP Swift

blueprints cost 200m isk and 2 million LP, plus a few cheap items, so roughly 2-3b more than current cap prices if you value LP at 1k isk/lp

you can also pay a dread, 5m lp and 200m of items to instantly upgrade it to faction
Reddit

They all get racial ewar bonuses except the Nag? I get why a web bonus would be broken, but… an armor rep bonus?

Edit: Actually the shields boost amount is new too, that makes it more worth it. Pretty nice, my nag can be even tankier lol

If the post is more correct, the Revelation Navy bonus is a useless piece of ****. It feels like the person who made it doesn’t understand the mechanics of Nosf`s

Yay, more ships for me to collect and just sit in the hangar…

4 Likes

Is it an oversight that the Navy Moros doesn’t get a bonus to heavy warp disruptor and heavy warp scramble or intentional? Or does it get that bonus but it’s not explicit in the text?

Only other gripe I have is the nos only bonus on the Navy Rev and not a neut bonus, but I think 2 utility highs and the neut bonus would probably be overpowered so good call I guess.

3 Likes

Nice to get new ships. Can we pls have the old bpo’s of caps back?

Yeah if these dreds are not usable then whats the point. There is hardly a good dred fight at all these days. Caps are collection items. I have carriers, dreds and supers. And my trusty ishtar in poch beats every 1 of them combined for isk per hour. Caps need love !!!

2 Likes

LOL Faction dreads. When t1 ones is far more rarely used in comparison to the 2-3 years ago’s situation…

2 Likes

@CCP_Zelus is it by design that the Zirnitra is cheaper to build than the navy dreads?
Zirn 5-6b
Navy dreads 7-8b

Zirn will more than likely still be stronger.

Navy dreads look awesome thou, the 5th mid on the moros is super appreciated <3

Also one more question? Will the navy bc’s make their way to the lp store? the 2b price on them is a little crazy.

Scram/point bonuses apply to heavy scram/points. For example, the barghest bonuses apply to heavy points/scrams, its just not explicit.

On SiSi, the Navy Rev has bonuses to Neuts and Nos.

1 Like

It is nice that you gave players a more expensive choice, will make for better killmail quality. I approve your move for destroyers to require less turrets, they have been way expensive lately and I’m hoping you could make a similar address to the t1 destroyers as well, 8 meta 4 or T2 turrets really hurts the wallet, and drains the market of much needed small sized turrets for frigates.

@CCP_Zelus Could there be any consideration given to returning the Thrasher Fleet Issue’s sig bloom bonus from 10% back to the 15% that it originally had (and the Talwar still has)? A 5% reduction doesn’t seem like much at first glance, but that literally halves the strength of the final bonus, from a 75% reduction (i.e. 25% bloom) to a 50% reduction (50% bloom). This is the difference between a 119 meter signature radius and a 182 meter sig with a meta restrained MWD, which is an over 50% increase in signature radius, an extremely harsh nerf.

These are still destroyers, they have relatively fat base sigs and not that great of speed, so it really is going to feel that nerf. At this level I do not believe the thrasher will be able to viably sigtank. Medium guns still apply pretty well to a nearly 200 meter sig destroyer moving at barely 2k m/s. Looking at some example fits, the applied damage this version of the Thrasher will take from medium long range guns (i.e. what you’re likely to be trying to sigtank) is usually over twice as much, and sometimes more than three times as much, compared to the un-nerfed version with the 15% bloom bonus. Particularly, when facing medium beam lasers or any medium long range weapon with added tracking from a hull bonus or module, the nerfed version of the thrasher often takes mostly full (>75%) applied damage over much of the weapon’s range, where the un-nerfed version can still mitigate significant amounts of damage in these scenarios. The nerfed version also takes almost full damage from rapid light missiles, while the un-nerfed version can mitigate about a third of the damage from that weapon system. In other words, the nerfed version of the bloom bonus no longer provides nearly as significant of mitigation in the situations where it is needed most.

Given that facing medium long range weapons is exactly the scenario where a MWD bloom bonus on a small size class ship ought to be useful, this does not seem to be a very good setup. Particularly when the catalyst and coercer are getting four and five bonuses (double damage/double tank and damage/tank/double activation/strength, respectively), and even the cormorant’s third bonus is larger than usual (10% boost instead of 7.5%), having the thrasher’s third bonus be a nerfed version that is a factor of two to three times less effective at mitigating damage than the original bonus the talwar gets really stings. I was originally very excited for this ship, but this change nerfs its damage mitigation to such an extreme degree that I’m not sure I want to fly it anymore. Can we please get the full sig bloom bonus back?

(As an aside, was there any thought of giving the expanded falloff role bonus to the regular t1 destroyers as well? It would be an interesting shakeup to the class, especially for the catalyst and thrasher.)

1 Like

Can’t wait until the Uprising expansion arrives on 8 November? You can test all the above ships over on the Singularity test server right now and check out the full details on stats for the new navy destroyers and dreadnoughts over on the EVE Online forums.

Thats what it said in the article on the website.
Sadly the ships arent on the market on sisi when will they be?

@CCP_Zelus Can you please seed the market with all 16 new navy ships, or at least the destroyers and dreads? Would love to test the cormorant, but I’m busy testing FW in Amarr/Minmatar space, thus not earning LP for the Caldari FW LP store. Thanks,

1 Like

the dread designs are senseless.

rev, moros and phoenix get an ewar bonus - the naglfar does not while the phoenix steals the minmatar ewar target painter…

The rev and naglfar get a utility high slot. ALL DREADS HAVE A UTILITY HIGH SLOT. the slot count differences between different races of ships of the same class go in the mid and lows, not in the high slots. Nevermind that the naglfar is going to have fitting problems using the utility high, especially CPU and probably power grid if fitting armor. Neither of them get any more capacitor to run the neuts, smartbombs, whatever either.

Naglfar gets armor rep bonus unlike any other matari ship in the entire game, and it won’t have the power grid to fit the armor tank effectively when fit with cap guns.

Phoenix gets a Matari ewar bonus. give it an application bonus and move the extra mid slot to the low ffs.

Moros gets huge tackle range bonus that using heavy tackle, is within what null can hit reasonably within falloff - with less DPS and application than a budget fit marauder. with the new bonused light tackle range being worse than what heavy tackle can hit now.

Could the nag at the absolute minimum lose the high slot to another low and get a web/grapple range bonus at least? every other dread got ewar, phoenix got minmatar ewar. getting another low on the nag would at least make it better for an armor tank, if the fitting space isn’t going to be adapted to work for both armor and shields.

1 Like

On the Dev post, it looks like Naglfar is supposed to have a Nuet bonus. Hopefully there is a miscommunication somewhere and it does get ewar

1 Like

This isn’t always true. The Typhoon Fleet Issue and Hurricane Fleet Issue both got additional high slots with no changes to mids and lows.

1 Like

It seems to me that the Fleet Issue Naglfar really is only getting 3 bonuses versus everyone else’s 4. Granted, the Moro warp scram/disruptor bonus and the Phoenix Target Painter bonus aren’t likely to be used on most circumstances but they are still doable. However, unless you plan on making dual active tanking (both Shield and Armor) a thing, then the Naggy only gets 3 real bonuses.

The improved Thrasher looks to be nowhere near comparable to the others. You gave it projectiles, so it is already disadvantaged there, then you make it basically the same speed and give it a bloom benefit that will do nothing.