T2 Trig Role Bonuses

As the new information is out on Hobo leaks I figured I’d toss this up to discuss.

Damavik
(Frigate)
Precursor Frigate bonuses (per skill level):

  • Gained - 4% bonus to all armor resistances
  • Lost - 7.5% bonus to Light Entropic Disintegrator optimal range

Nergal
(Assault Frigate)
Assault Frigates bonuses (per skill level):

  • 10% bonus to Energy Neutralizer , Smart Bomb , and Remote Armor Repairer power grid requirement
  • 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus

Precursor Frigate bonuses (per skill level):

  • 5% bonus to Light Entropic Disintegrator damage
  • 4% bonus to all armor resistances

Role Bonus:

  • 50% reduction in Microwarpdrive signature radius penalty
  • Can fit Assault Damage Controls
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
  • 100% bonus to Remote Armor Repairer range

Ikitursa
(Heavy Assault Cruiser)

Heavy Assault Cruisers bonuses (per skill level):

  • 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus
  • 10% bonus to Energy Neutralizer , Smart Bomb , and Remote Armor Repairer power grid requirement

Precursor Cruiser bonuses (per skill level):

  • 5% bonus to Heavy Entropic Disintegrator damage
  • 5% bonus to Heavy Entropic Disintegrator tracking speed

Role Bonus:

  • Can fit Assault Damage Controls
  • 50% reduction in Microwarpdrive signature radius penalty
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
  • 100% bonus to Remote Armor Repairer range

Draugur
(Command Destroyer)
Command Destroyers bonuses (per skill level):

  • 2% bonus to Skirmish Command and Information Command Burst effect strength and duration
  • 5% reduction in Micro Jump Field Generator spool up time

Precursor Destroyer bonuses (per skill level):

  • 15% bonus to Light Entropic Disintegrator optimal range
  • 20% bonus to Light Entropic Disintegrator damage

Role Bonus:

  • Can use one Command Burst module
  • Can fit Micro Jump Field Generators
  • 50% reduction in reactivation delay for Defender Launcher
  • 95% reduction in powergrid requirements for Command Bursts
  • 50% reduction in Microwarpdrive signature radius penalty
  • 100% bonus to Remote Armor Repairer range
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Smart Bomb capacitor need

My opinion:
Damavik - Great change. The loss of range hurts, but patching it’s tank was really difficult to make the ship doable.

Nergal and Ikitursa - The bonus to max ramp is an absolutely terrible design. Not only will tears flow over the ridiculously high theoretical top end damage, its pointless for people that use the ship for anything outside of a structure bash. The thought of doing 700+ DPS is a Nergal is funny, but you’d need to be locked on a target for 2.5+ minutes. 1300ish DPS on the Ikitursa if you manage to stay on a target for around 4 minutes straight lol.

A range, tracking speed, drone hp, or several other options would have been a better fit. Quit niching trig ships into structure bashing.

Draugur - On paper this thing looks absolutely gross. The kiki is already extremely popular, this ship become a doctrine staple.

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20% maximum dmg per assault ship/cruiser lvl to max dmg cap? thats alot if so however i wouldve liked a bonus to the per cycle gain so you reach maximum spool up in fewer shots

2 Likes

This. Reaching max T1 amount of dmg in half the time rather than twice as much damage in twice as much time (that no one will ever hit) would be greatly prefer. As is day 1 there will be PYFA archair admirals screaming about the broken Ikitursa 1500 dps.

My suggested changes to the bonuses to make the ships more in keeping with other races, and make the extra dps realisable on a non-upwell target:

Nergal
(Assault Frigate)
Assault Frigates bonuses (per skill level):

  • 7.5% bonus to Light Entropic Disintegrator optimal range
  • 10% bonus to Light Entropic Disintegrator maximum damage multiplier bonus and damage multiplier bonus per cycle

Precursor Frigate bonuses (per skill level):

  • 5% bonus to Light Entropic Disintegrator damage
  • 4% bonus to all armor resistances

Role Bonus:

  • 50% reduction in Microwarpdrive signature radius penalty
  • Can fit Assault Damage Controls
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Energy Neutralizer power grid need
  • 50% reduced Smart Bomb capacitor need
  • 50% reduced Smart Bomb power grid need

Ikitursa
(Heavy Assault Cruiser)

Heavy Assault Cruisers bonuses (per skill level):

  • 10% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus and damage multiplier bonus per cycle
  • 10% bonus to Heavy Entropic Disintegrator optimal range

Precursor Cruiser bonuses (per skill level):

  • 5% bonus to Heavy Entropic Disintegrator damage
  • 5% bonus to Heavy Entropic Disintegrator tracking speed

Role Bonus:

  • Can fit Assault Damage Controls
  • 50% reduction in Microwarpdrive signature radius penalty
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Energy Neutralizer power grid need
  • 50% reduced Smart Bomb capacitor need
  • 50% reduced Smart Bomb power grid need

New:

Changed from total 4x damage mod at max ramp with 5% damage per cycle to a total 3.25x damage mod at max ramp with 7.5% damage per cycle, which means that it takes the same ramp time to get to 30% more damage than a Damavik/Vedmak.

Removed the remote repair bonuses for fitting bonuses to neutralizers and smartbombs. In line with the theme of t2 being about specialisation, and the Rodiva, but especially Zarmazd having different bonuses that better reflect their role (pls add 20-40k falloff to energy transfers CCP!).

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Let’s say nergal to become playable needs at least a 20% optimal range bonus per level.

Nergal and Ikitursa should Just spool up faster…

Draugur is missing a medium slot and the 4% bonus on armor resistances like all command dessies.

Nergal
(Assault Frigate)
Assault Frigates bonuses (per skill level):

  • 20% bonus to Light Entropic Disintegrator optimal range
  • 20% bonus to Light Entropic Disintegrator damage multiplier bonus per cycle

Precursor Frigate bonuses (per skill level):

  • 10% bonus to Light Entropic Disintegrator damage
  • 4% bonus to all armor resistances

Role Bonus:

  • 50% reduction in Microwarpdrive signature radius penalty
  • Can fit Assault Damage Controls
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Energy Neutralizer power grid need
  • 50% reduced Smart Bomb capacitor need
  • 50% reduced Smart Bomb power grid need

Ikitursa
(Heavy Assault Cruiser)

Heavy Assault Cruisers bonuses (per skill level):

  • 20% bonus to Heavy Entropic Disintegrator damage multiplier bonus per cycle
  • 10% bonus to Heavy Entropic Disintegrator optimal range

Precursor Cruiser bonuses (per skill level):

  • 10% bonus to Heavy Entropic Disintegrator damage
  • 5% bonus to Heavy Entropic Disintegrator tracking speed

Role Bonus:

  • Can fit Assault Damage Controls
  • 50% reduction in Microwarpdrive signature radius penalty
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Energy Neutralizer power grid need
  • 50% reduced Smart Bomb capacitor need
  • 50% reduced Smart Bomb power grid need

DPS at full spool isn’t that crazy, but at least you spool 2x faster.
Current CCP setup is garbage.
Drekavak>Ikitursa
Bifrost/Magus>Draugur
Every kiting frig>Nergal (really I don’t get how CCP could publish a T2 Frigate which can shoot at only 12km with mystics).

These T2 ships are gonna cost so much for nothing.

Let’s Hope they fix them

2 Likes

While I agree the Max Charge bonus on the Ikitursa is of, shall we say, limited usefulness, it’s not as bad on the faster cycling Nergal.
That said, I believe the idea of a more moderate buff of both charge rate and max charge has merit.

As for the Draugur, it’s not really “missing” anything. It did, in fact, receive an additional slot, as do all the command destroyers. It simply received an additional high instead of a tank slot. I would presume they chose to have it focus more on DPS than the other Command Destroyers, similar to their t1 variants. If they were to grant it a resist bonus or an additional tank slot, the damage and range bonus would need to be severely nerfed or removed entirely; having the tank of the other Command Destroyers on top of its DPS would make it far too strong.

I also sincerely hope the Ikitursa receives the Odyssey 1.1 treatment before release. As the stats on Singularity stand now, its lock range is the worst of all HACs, and its capacitor regen is absolute and utter trash, inferior to even some t1 cruisers, much less any other HAC. And though the fitting bonus and extra fitting over the Vedmak help, it remains nearly as tight to fit as its t1 counterpart.

Bonus to Heavy Entropic Disintegrator maximum damage multiplier and to Energy Neutralizer , Smart Bomb , and Remote Armor Repairer power grid requirement is terrible bonuses

Great bonuses, good for pvp\pve

I would add damage multiplier bonus to the max damage ramp as well. So it takes the same time as the vedmak to get that dps. Really like the idea of a hac that has the dps of a HAW dread. both ships could also get some more speed and slightly better cap recharge rates. And might give ikitursa an additional low slot

2 Likes

Not sure if the devs actually read this section or not, but I’m hoping this is being looked at. Every person that I spoken to about the new T2 ships in game agrees that they are hot trash. Can we please get a review of the bonuses and capacitor issues in particular?

Changing the utility high fitting bonus to weapon range is interesting, though it certainly doesn’t help the ship’s fitting problems any.

I’d like to restate that the Ikitursa, in particular, is in need of tweaking to fall in line with the other HACs. To quote CCP Rise (from his Odyssey 1.1 post here):

HACs are tough but mobile cruisers that can take a lot of punishment. What we want to do is extend that tenacity to some of their other systems, namely electronics and capacitor.

This is very much lacking on the Ikitursa at the moment, as shown by its terrible base cap recharge per second (about 3.13). In comparison, the HAC with the next weakest capacitor recharge is the Vagabond, at 4.9 (more than 50% higher). The rest of the HACs have base cap recharge rates of 5.0 or higher, and two of them are actually above 6.0! Even two t1 cruisers, the Moa and Maller, have better base cap regen than the Ikitursa, which is just plain sad.

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Really hoping sound advice like the above is heeded. The cost of these ships will be insane for years, if they aren’t at least as powerful as existing HACs (and no not is god awful structure bashing) they will not see use.

Don’t worry I’ll use them.

It has just been deployed on sisi

  • cap recharge rate has been increased for the Ikitursa
  • neut pg bonus has been replaced with range bonus
  • The T2 Kiki got more speed

Thanks for the heads up! Big improvement, though not sure why they are sticking to their guns on the maximum ramp up vs faster ramp up.

because the gun then does a lot of dps. I am for that current bonus, having a Hac that can do 3000 dps is nice

Can do vs will do is a chasm of a difference.

  • PvE you will never see that dps output outside of a C5 Battleship
  • PvP you will be primaried for the capability of that dps

All while 95% of situations the ship will have the same DPS as it’s T1 counterpart. The only thing it boosts is structure bashing, but people that are dedicated for structure bashing will likely just take a Leshak.

and what about having the bonus affecting spool up AND maximum dps? so that it reaches the 3000 dps after 30 shots just as the vedmak? or increase damage bonus to like 15-20%

In Abyssal PVP there are situations where the ship will get that dps when fighting cancercerbs or full tank gilas etc

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Personally I think a compromise between the two is preferable. A 50% (10% per level) increase in maximum ramp and ramp amount per cycle. The damage ramp boost will give it an improvement for practical use and the max ramp won’t be high enough that tears flow for a nerf.

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You’re spewing nonsense it’s not 3000dps