T2 Battleship proposal for subcap based anti cap platform.
Similar to Capqu’s idea about a hac with an XL turret but BS sized instead.
- the idea is to have the Dps output of a single Dread (Sieged) gun, without the siege module and on a semi mobile platform. so like 2000-3500dps but youll say, the trigs already do that, i know that, but thats after umpteen million cycles of ramp up, im talking about 2-3.5k dps consistently, but with the caveat of dread type tracking. and when using, say, XL arty, or Beams, youre really not gonna be able to track stuff, especially not when brawling theyd be for more kitey type setups on these ships, which i was thinking this could be a multi role type ship that can brawl, and kite, when fit for it.
Have you made it this far without closing the tab and/or down-voting?
Preferably New Design and Model to suit. (would look wonky to see a hyperion with a single Ion siege blaster or 1000mm Railgun on it aye… wouldnt it ccp.
the hulls would feature things such as:
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No drones (drones r 4 bots kek)
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Heavily Reduced activation cost for cap requiring weapons to make then viable
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Heavily reduced Fitting requirements for XL weapons and Capital Neuts, so the hulls will be able to fit, 1 XL weapon and 1 Capital neut (capital neuts are balanced with a sig radius so you cant use it to Nuke an enemy ships cap. the sig radius determines how much the neut drains.)
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45% Capital neut/nos cycle time reduction role bonus and a 80% Reduction to Capital Neutralizer Activation Cost , so your neut cycles a bit faster and costs less to activate, this makes the neut more “useful” as some capital pilots have said to me that capital neuts are useless because they take too long to cycle for what they actually do, i think they are fine where they are at but on a battleship sized hull i think they should cycle a little faster, and require less cap to cycle. but same neut power.
Proposed buffer similar to Faction battleships (roughly 200k with deadspace tank. and without slaves/amulets.) -
No siege required, so you can move around, hence improved tracking so you can track caps and maybe, if your fit, piloting and support wing are good enough, even larger subcaps while moving. (goes hand in hand with following point)
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50% Bonus to XL Turret Tracking/ Missile Application. (allows these ships to still apply to ships while on the move.
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Sig radius similar to other Battleships.
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150km base lock range, to support the Long range weapon variants each race has.
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300-400mm scan base scan res
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between 30 and 50 sensor strength.
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2 au warp speed
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150m’s base speed (obviously augmented by mods fitted, prop ect.)
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either an Ammo bay, like the Hoarder to store the XL ammo, or an increased standard cargo bay, to support increased ammo sizes.
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6 targets locked at a time
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Racial T2 Resist Profiles
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PG and CPU similar to other Racial and Faction BS hulls
ship designation undecided, could use ideas, currently the names i thought of were, man o war, ship of the line, ironclads. Assault Battleships, Attack Battleships.
Skill requirements:
XL racial weapon skills. (For XL Weapons)
Tactical weapon reconfiguration 3
Racial BS 5 (hull requirement)
New skill (hull requirement)
and all the Prerequisites for the skills
Keep in mind, my math is not the greatest, so if there are any inconsistencies in percentages not adding up or adding up “too well” making something nigh impossible/too op whatever. suggest and edit and ill fix it.
IF YOUVE GOTTEN THIS FAR, Below are the slot layouts, and hull/role bonuses i have though of.
All 4 racial Hulls to have 1 turret/Missile slot, and 1 Utility High, with racial based slot layouts. similar to dread slot layouts.
USING PLACEHOLDER NAME FOR NOW
Caldari:
Slot layout (2H 8M 4L 2R)
1 Launcher slot
1 Utility high
Hull Bonuses:
Caldari Battleship:
4% Shield Resistance per level (total 20% bonus at BS 5 which is a prerequisite for the t2 skill)
10% Launcher Reload speed Reduction (same bonus as phoenix)
Caldari Man ‘O’ War:
10% Bonus to XL Missile Velocity (total 50% at Man ‘O’ War 5, gives extra range)
40% Bonus to XL Missile Damage (at lv5 gives same bonus t2 siege mod gives (200%))
18% Bonus to XL launcher ROF (at lv5 gives 100% bonus)
Role bonuses:
50% Bonus to XL Turret Tracking/ Missile Application.
99% Reduction to XL launcher PG and CPU requirements
99% Reduction to Capital Neutralizer and Nosferatu PG and CPU requirements
45% Reduction to Capital Neutralizer and Nosferatu cycle time.
80% Reduction to Capital Neutralizer Activation Cost
Minmatar:
Slot layout (2H 6M 6L 2R)
1 Launcher slot
1 Utility high
Hull Bonuses:
Minmatar Battleship:
4% XL Projectile Turret ROF per level (total 20% bonus at BS 5)
15% XL projectile Turret Optimal Range & Falloff
Minmatar Man ‘O’ War:
150% Bonus to XL Projectile Turret Damage (at lv5 gives 750% bonus)
18% Bonus to XL Projectile Turret ROF ( at lv5 gives 90% bonus, 10% more than t2 siege mod gives)
Role bonuses:
50% Bonus to XL Turret Tracking/ Missile Application.
99% Reduction to XL launcher PG and CPU requirements
99% Reduction to Capital Neutralizer and Nosferatu PG and CPU requirements
45% Reduction to Capital Neutralizer and Nosferatu cycle time.
80% Reduction to Capital Neutralizer Activation Cost
Gallente:
Slot layout (2H 5M 7L 2R)
1 Launcher slot
1 Utility high
Hull Bonuses:
Gallente Battleship:
4% XL Hybrid Turret ROF per level (total 20% bonus at BS 5)
15% XL Hybrid Turret Optimal Range & Falloff
Gallente Man ‘O’ War:
150% Bonus to XL Hybrid Turret Damage (at lv5 gives 750% bonus)
18% Bonus to XL Hybrid Turret ROF ( at lv5 gives 90% bonus, 10% more than t2 siege mod gives)
10% bonus to Hybrid turret Activation Cost (50% reduced Activation cost)
Role bonuses:
50% Bonus to XL Turret Tracking/ Missile Application.
99% Reduction to XL launcher PG and CPU requirements
99% Reduction to Capital Neutralizer and Nosferatu PG and CPU requirements
45% Reduction to Capital Neutralizer and Nosferatu cycle time.
80% Reduction to Capital Neutralizer Activation Cost
Amarr:
Slot layout (2H 4M 8L 2R)
1 Launcher slot
1 Utility high
Hull Bonuses:
Amarr Battleship:
4% Armor Resistance per level (total 20% bonus at BS 5 which is a prerequisite for the t2 skill)
Amarr Man ‘O’ War:
150 % Bonus to XL Energy turret (at lv5 gives 750% bonus)
20% Bonus to XL Energy turret ( at lv5 gives 100% bonus, 20% more than t2 siege mod gives)
15% bonus to Energy turret Activation Cost (75% reduced activation cost)
Role bonuses:
50% Bonus to XL Turret Tracking/ Missile Application.
99% Reduction to XL launcher PG and CPU requirements
99% Reduction to Capital Neutralizer and Nosferatu PG and CPU requirements
45% Reduction to Capital Neutralizer and Nosferatu cycle time.
80% Reduction to Capital Neutralizer Activation Cost
Apologies for poor formating, grammar ect, im pretty lazy when it comes to grammar lel. just imagine the errors arent there.
Constructive Comments would be appreciated, such as suggested improvements to the idea, name suggestions, any balance changes that might make the idea better.
obviously i cant stop you from shitposting either so, do your best, or, worst. Either works.\
Cheers,
HS
EDIT: I forgot the Obligatory CCPLZ