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A Thesis on Ship Redesign and Balancing for Subcaps

Author
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#21 - 2012-05-11 09:04:16 UTC  |  Edited by: Archimedes Eratosthenes
The Nefarius:

20% bonus to Explosive torpedo damage and 20% increase to Vacuum Accelerator Warhead Kinetic damage per level. Can fit Vacuum Acceleration Launchers, Cynos and Mine Layers. 20% bonus to Graviton Concentrator range per level. Can hold 1 Vacuum Accelerator Warhead in warhead cargo hold.

Submarine Vessel Role Bonus: Can use high slots modules while cloaked and receives 50% boost to ECM burst strength and 50% increase in Remote Sensor Dampener effectiveness.

EHP: 40,000 and 160 meter sig radius
DPS: 7500 at 120km against battleship sized target.

The Vacuum Accelerator Warhead deals 2,350,000 million Kinetic damage over 10 seconds and creates a gravity wave so powerful that it causes electrons to nearly fall into the nucleus of their atoms draining the capacitor all ships within 250km to zero. The astronomical increase in graviton bombardment of this warhead prevents other large warheads/bombs from functioning for 30 seconds. Graphical effect of screen turning darker for 10 seconds.

Slots: 3 lows, 3 mediums, 8 highs
Expected Layout: Ballistic Control x2, DCU
Sensor Dampener, ecm burst II, Mine Layer
Torp Launcher x5, 1 Vacuum Acceleration Launcher, 1 Graviton Concen (150km range), 1 Four-Dimensional Linear Transformer.

The Shadow:
20% bonus to Explosive torpedo damage and 20% increase to Superconductor Warhead Explosive damage per level. Can fit Superconductive Warhead Launchers, Cynos and Mine Layers. 20% bonus to Graviton Concentrator range per level.

Submarine Vessel Role Bonus: Can use high slots modules while cloaked and receives 50% boost to ECM burst strength and 50% increase in Remote Sensor Dampener effectiveness.

EHP: 40000 and 160 meter sig radius
DPS: 7500 at 120km against battleship sized target.

The Superconductor Warhead deals 2,250,000 million explosive damage instantly, causing chemicals, elements and alloys to become supercharged and unstable. This causes ships within 250km of the detonation to lose 50% tracking and falloff range for 15 seconds and detonates all unshielded capsules (pods) within 125km instantly. Screen should become bright for 15 seconds.
Slots: 3 lows, 3 mediums, 8 highs
Expected Layout: Ballistic Control x2, DCU
Sensor Dampener, ecm burst II, Mine Layer
Torp Launcher x5, 1 Superconductive Warhead Launcher, 1 Target Painter(180km range), 1 Four-Dimensional Linear Transformer.


Also these ships would be very expensive (roughly 25% the cost of a carrier with only 40,000 ehp). I'd be so mad if a 40,000,000 ISK T2 destroyer located and killed me with that 30 second align time. Also, don't hang out in your pod for too long in a fleet battle, a Supercondcutor Warhead just might detonate!
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#22 - 2012-05-11 09:07:17 UTC  |  Edited by: Archimedes Eratosthenes
Part 8.a) Tier 1 Combat BC's: Harbinger, Drake, Brutix, Hurricane

These tier 1 BC's now assume max V skills and are no longer "new pilot" friendly. This will apply to all larger hull sizes as well.

The Harbinger:

5% armor resists per level and 5% armor amount, 10% bonus to energy weapon cap use and 5% boost to energy turret optimal range per level

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and receives a 25% boost from remote armor repairing.

EHP: 300,000 and 280 meter sig radius
DPS: 1500 with 15km optimal and 5km falloff against Cruiser sized targets.
Speed: 700m/s AB, 1750m/s MWD, low agility

Slots: 6 lows, 4 mediums, 8 highs
Expected Layout: DCU II, 800mm plates, eanm x2, heat sink II x2
10MN AB, Warp scram + user choice + user choice
Focused Medium Pulse x8

The Drake:
5% shield resists and amount per level and -16% cap use for active shield modules per level and 5% effectiveness of shield boosters. 10% optimal range and damage for medium hybrid per level.

25% increase in EM shield resists.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and 25% increase to remote shield repping.

EHP: 245,000 (active tank should rep 700 dps) and 255 meter sig radius (sig increases with shield modules)
DPS: 1750 with 13km optimal and 2km falloff
Speed: 800m/s AB, 1850m/s MWD, low agility

Slots: 5 lows, 6 mediums, 8 highs
Expected Layout: DCU II, Mag stab x 2 + user choice + user choice
1 AB, Invul Field II x 2, 1 Large shield extender, med shield booster, warp scram
Heavy Ion Blasterx8

The Brutix:
20% increase in armor per level and 15% increased effectiveness of Medium Armor repair units (no cap usage bonus). 15% damage for Medium blasters per level and 10% increase to web range per level. 10% increase in medium drone damage and speed per level. Does not receive penalties for using armor rigs.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and 25% increase to remote armor repping.

EHP: 220,000 (tank 425 dps) and 280 meter sig radius
DPS: 2250 with 5km optimal and 1km falloff
Speed: 1000m/s AB, 2400 m/s MWD, medium agility

Slots: 6 lows, 4 mediums, 8 highs + 5 drones
Expected Layout: DCU II, 800mm plates, eanm x2, 1 magstab x2
10MN MWD, 1 warp scram, 1 web + user choice
Heavy Ion Blaster x8 + 5 combat drones

The Hurricane:
10% increase in shields per level and 5% decrease in sig radius per level. 20% damage for Medium projectile range and falloff per level and 10% increase to warp scram range per level and tracking disruptor effectiveness and sensor dampener effectiveness.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and 25% increase to remote shield repping.

EHP: 195,000 and 215 meter sig radius
DPS: 1750 with 11km optimal and 24km falloff
Speed: 1100m/s AB, 2650m/s MWD, medium-high agility
Slots: 5 lows, 6 mediums, 8 highs
Expected Layout: DCU II, gyro x 2, tracking enchancer + user choice
1MN MWD, 1 warp scram, 1 web, 1 shield extender + sensor damp + tracking disruptor
220mm autos x8
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#23 - 2012-05-11 09:09:36 UTC  |  Edited by: Archimedes Eratosthenes
Part 8.b: Tier 1 Attack BC's: Oracle, Naga, Talos, Tornado

The Oracle:
15% bonus to Large energy turret damage per level and 15% bonus to rate of fire, 20% bonus to Large energy turret falloff, 95% less powergrid need for Large energy pulse. Can Equip Vacuum Mirrors.

Attack Vessel Role Bonus: -1 warp scramble strength, 25% bonus to overheating bonuses and 50% decrease in inertia.

EHP: 150,000 and 250 meter sig radius
DPS: 5000 with 25kmoptimal and 8km falloff
Speed: 1350m/s AB, 2500m/s MWD, high agility

Slots: 4 low, 5 med, 8 high (7 turret points)
Expected Layout: DCU II, 800mm plates, heat sink x2
1MN MWD, Warp disruptor, web + user choice x2
Mega Pulse x7 + Vacuum Mirror Generator

The Naga: 15% bonus to Fission Warhead damage per level and 15% bonus to rate of fire, 20% to explosion velocity and 10% increase to missile velocity per level (fission warheads deal equal EM, Thermal, Kinetic and explosive damage and is a new class of missile launcher). Can fit Advanced Ballistic Guidance System

Attack Vessel Role Bonus: -1 warp scramble strength, 25% bonus to overheating bonuses and 50% decrease in inertia.
EHP: 120,000 and 225 meter sig radius

DPS: 4000dps with 55km optimal (massive 32,000 alpha)
Speed: 1400/s AB, 2650m/s MWD, high agility
Slots: 4 lows, 5 mediums, 8 highs (7 missile hardpoints)

Expected Layout: DCU II, ballistic control x2 + user choice
1MN MWD, Warp disruptor, web, shield extender + user choice
Heavy Assault Launcher x 7 + Advanced Ballistic Guidance System
The Talos:
10% bonus to hybrid damage per level and 10% bonus to rate of fire, 5% boost to afterburner thrust per level and -5% powergrid needs to large blasters per level. 20% increase in drone speed per level and 10% increase in drone damage. Can equip the Spatial Rotator module.

Combat Vessel Role Bonus: -1 warp scramble strength, 25% bonus to overheating bonuses and 50% decrease in inertia.

EHP: 125,000 and 250 meter sig radius
DPS: 6500 with 7km optimal and 3km falloff
Speed: 1800m/s AB high agility

Slots: 5 lows, 5 mediums, 8 highs +5 drones
Expected Layout: DCU II, 800mm plates, 2 mag stabs + tracking enchancer
1MN AB, Warp disruptor, web + user choice x2
Neutron Blaster Cannon x7 + Spatial Rotator + 5 combat drones

The Tornado:
15% bonus to projectile per level and 15% bonus to rate of fire, 10% decrease to inertia while MWD is active per level and -5% powergrid needs to small projectile per level. 5% increase in MWD speed per level. Can equip the Spatial Rotator module.

Combat Vessel Role Bonus: -1 warp scramble strength, 25% bonus to overheating bonuses and 50% decrease in inertia.

EHP: 100,000 and 225 meter sig radius
DPS: 5250 with 25km optimal and 20km falloff
Speed: 4500 m/s MWD very high agility

Slots: 5 lows, 4 mediums, 8 highs
Expected Layout: DCU II, 2 gyro + user choice
1MN MWD, Warp disruptor, web, shield extender + user choice
800mm auto x7 + Spatial Rotator
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#24 - 2012-05-11 09:13:47 UTC  |  Edited by: Archimedes Eratosthenes
Part 8.c: Defense BC's: Propechy, Ferox, Myrmidon, Cyclone


The Prophecy: Expected at level V skills and tier 1 rigs.
5% armor resists and amount per level, 10% bonus to energy weapon cap use and 20% boost to energy turret optimal range and tracking per level. 10% bonus to defender missile damage and speed per level.

Defense Vessel Role Bonus: Incoming AOE damage reduced by 75% and can fit Hemi-sphere Quantum Teleporters

EHP: 475,000 and 320 meter sig radius
DPS: 1,000 with 22.5km optimal and 8km falloff
Speed: 400/s AB, 1000m/s MWD, low agility

Slots: 6 lows, 2 mediums, 8 highs (5 turret, 2 missile, 1 free)
Expected Layout: DCU II, 800mm plates, eanm x2, heat sink II, tracking enchacner
1MN AB, Warp scram
Focused Medium Pulsex5, 2 Light Missile Launcher - 1 Hemi-Sphere Quantum Teleportor (HSQT)
The Ferox:
5% shield resists and amount per level and -16% cap use for active shield modules per level and +5% effect of overheat shield modules per level. 10% bonus to small hybrid damage and 20% boost to hybrid turret optimal range and tracking per level. 10% bonus to defender missile damage and speed per level.

Defense Vessel Role Bonus: Incoming AOE damage reduced by 75% and can fit HSQT

EHP: 400,000 (tank 1000/1750 overheat) and 295 meter sig radius (shield rep/resist rigs)
DPS: 1,150 with 20km optimal and 2km falloff
Speed: 550/s AB, 1150m/s MWD, low agility

Slots: 4 lows, 5 mediums, 8 highs
Expected Layout: DCU II, Mag stab x 2, tracking enchancer
1 AB, Invul Field II x 1, EM Ward Field x 1, small shield booster, warp scram
Small Ion Blasterx5 + 2 Light Missile Launcher + 1 HSQT

The Myrmidon:

5% boost to armor amount per level and immune to excellent hits. 10% bonus to small hybrid damage and RoF and 10% boost to hybrid turret optimal range and tracking per level. 10% bonus to defender missile damage and speed per level.
20% bonus to ECM drone strength per level and 10% bonus to ECM drone speed per level.

Defense Vessel Role Bonus: Incoming AOE damage reduced by 75% and can fit HSQT.

EHP: 400,000 (immune to excellent hits) and 320meter sig radius (shield rep/resist rigs)
DPS: 1,250 with 15km optimal and 2km falloff
Speed: 550m/s AB, 1150m/s MWD, low agility

Slots: 5 lows, 3 mediums, 8 highs + 5 drones
Expected Layout: DCU II, 400mm plates, eanm x2, heat sink II
1MN AB, Warp scram, web
Ion Blaster x5, 2 Light Missile Launcher + 1 HSQT + 5 medium ecm drones

The Cyclone:

5% boost to shield amount per level and immune to excellent hits. 10% bonus to small projectile damage and RoF and 20% boost to small projectile optimal range and tracking per level. 10% bonus to defender missile damage and speed per level. 20% bonus to warp scram range and web range per level.

Defense Vessel Role Bonus: Incoming AOE damage reduced by 75% and can fit HSQT.

EHP: 385,000 (immune to excellent hits) and 260 meter sig radius (shield rep/resist rigs)
DPS: 1150 with 16.5km optimal and 36km falloff
Speed: 650m/s AB, 1400m/s MWD, low agility
Slots: 4 lows, 4 mediums, 8 highs
Expected Layout: DCU II, gyro x2, tracking enhancer
1MN AB, Warp scram, web, 1 shield extender
220mm auto x5, 2 Light Missile Launcher 1 HSQT
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#25 - 2012-05-11 09:21:26 UTC  |  Edited by: Archimedes Eratosthenes
Further reserved for arguments.
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#26 - 2012-05-11 09:25:05 UTC
Part 10.a: Combat Battleships: Abaddon, Rokh, Hyperion, Maelstrom


The Abaddon:

5% armor resists per level and 5% armor amount, 10% bonus to energy weapon cap use and 20% bonus to Large energy turret damage per level and 20% bonus to rate of fire.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and receives a 25% boost from remote armor repairing.

Amarr Battleship Bonus: Overheated modules gain 10% more performance and take 50% less heat damage.
15% bonus to Large energy turret damage per level and 15% bonus to rate of fire

EHP: 1,350,000 and 400 meter sig radius
DPS: 5725 with 20km optimal and 10km falloff against Battleship sized targets.
Speed: 500m/s AB, 1200m/s MWD, low agility

Slots: 8 lows, 5 mediums, 8 highs
Expected Layout: DCU II, 1600mm plates x2, eanm x2 +specific Hardener, heat sink II x2
100MN AB, Warp scram + user choice x3
Dual Heavy Pulse x 7 + Heavy Nos

The Rokh:
5% shield resists and amount per level and -16% cap use for active shield modules per level and 5% effectiveness of shield boosters. 10% optimal range and damage for large hybrid per and 20% bonus to Large Hybrid turret damage per level and 20% bonus to rate of fire.

25% increase in EM shield resists per level.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and 25% increase to remote shield repping.

Caldari Battleship Bonus: Effect of Fleet Boosts increased by 10% and effectiveness of Energy Vampire Modules increased by 33%

EHP: 1,100,000 (active tank should rep 2500 dps) and 360 meter sig radius (sig increases with shield modules)
DPS: 6250 with 17km optimal and 4km falloff
Speed: 600m/s AB, 1350m/s MWD, low agility

Slots: 5 lows, 8 mediums, 8 highs
Expected Layout: DCU II, Mag stab x 2 + user choice x2
1 AB, Invul Field II x 2, 2 X- Large shield extender, 2 Heavy shield booster, warp scram
Ion Blaster Cannon x 7 + Heavy Nos

The Hyperion:
20% increase in armor per level and 15% increased effectiveness of Large Armor repair units (no cap usage bonus). 25% bonus to Large Hybrid turret damage per level and 25% bonus to rate of fire per level and 10% increase to web range per level. 10% increase in Heavy drone damage and speed per level. Does not receive penalties for using armor rigs.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and 25% increase to remote armor repping.

Gallente Battleship Bonus: Armor is nano-angled and immune to Excellent Hits and 10% more likely to take glancing blows while Afterburner is active.

EHP: 1,000,000 (tank 1400 dps) and 400 meter sig radius
DPS: 7,500with 7.5km optimal and 2.5km falloff
Speed: 600m/s AB medium agility

Slots: 8 lows, 6 mediums, 8 highs + 5 drones
Expected Layout: DCU II, 1600mm x1 , eanm x2, Large armor Rep x2 magstab x1 +tracking enhancer
100MN AB, 1 warp scram, 1 web, Cap booster + user choicex2
Electron Blaster Cannon x8 + 5 combat drones

The Maelstrom:
10% increase in shields per level and 5% decrease in sig radius per level. 25% bonus to Large Projectile turret damage per level and 25% bonus to rate of fire per level 10% increase to warp scram range per level and tracking disruptor effectiveness and sensor dampener effectiveness.

Combat Vessel Role Bonus: Incoming AOE damage reduced by 75% and 25% increase to remote shield repping.

Minmatar Battleship Bonus: 50% increase to tracking and 75% less inertia and sig radius while MWD is active

EHP: 1,000,000 and 360 meter sig radius
DPS: 6,000 with 15km optimal and 25km falloff
Speed: 1600m/s MWD, medium-high agility

Slots: 6 lows, 8 mediums, 8 highs
Expected Layout: DCU II, gyro x 2, tracking enchancer x2 + user choicex1
100MN MWD, 1 warp scram, 1 web, 2 shield extender + sensor damp + tracking disruptor x2
650mm autos x8
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#27 - 2012-05-11 09:29:43 UTC
Part 10.b: Bombardment Battleships: Apocalypse, Raven, Megathron, Typhoon


The Apocalypse: 20% bonus to all damage and 20% rate of fire per level and 10% bonus to Particle Destablizer range. 10% decrease in Large Beam Laser Thermal Charge per level,

Bombardment Vessel Role Bonus: 25% bonus to damage while in siege mode and 50% increase in range while in siege mode (medium siege mode module decreases speed by 50% and prevents warping while active, takes 20 seconds to deactivate) and 50% increase in ECM burst strength while in siege mode.

Amarr Battleship Bonus: Can change damage types by switching between Tachyon algorithm scripts (a total of 6 scripts for EM/Therm, EM/Kin, EM/Exp, Therm/Kin, Therm/exp, Kin/Exp).

EHP: 650,000 and 360 meter sig radius

DPS: 7500 pure X damage with 80km optimal, 15000 full charge (half X half Y) against Capital Sized Vessels. Very Bad tracking (must downsize to Dual Heavy Beams to barely hit cruisers or Mega Beams to barely hit battleships (this same concept applies to all Bombardment Vessels)). 1 Minute Charge at max skills to reach full dps

Slots: 6 lows, 5 mediums, 8 highs
Expected Layout: DCU II, 1600mm plates, eanm x2, heat sink x2
100MN AB, ecm burst II x 1 + Sebo + Tracking Comp x2
Tachyon Beam Laser x6, 1 Particle Destablizer (100km range at level 5) + large siege module

The Raven:

20% bonus to all Missile damage and 20% rate of fire per level and 25% bonus to Zero-Point Energy Deamplifier range. 10% bonus to AOE radius and aoe damage of all Missiles per level. Can use 2 ECM Bursts modules simultaneously

Bombardment Vessel Role Bonus: 25% bonus to damage while in siege mode and 50% increase in range while in siege mode and 50% increase in ECM burst strength while in siege mode.

Caldari Battleship Bonus: . Can fit any racial modifed Warhead Launcher (deals 25% the damage of the warhead and no special effect and has a very slow rate of fire due to warhead preperation and transport from special cargo bay). Can hold 300 warheads in warhead cargo bay.

EHP: 525,000 and 325 meter sig radius

DPS: 5000 with 100km optimal against 600m sig radius target (not moving)

Warhead Launcher adds aproximately 5000 single target dps (2 minute reload rate)

Slots: 4 lows, 7 mediums, 8 highs
Expected Layout: DCU II, ballistic control x3
100MN AB, ecm burst II x2, shield extender x2, invul fieldx2
Ultra-Compressed Missile Launcher x6, 1 Zero-Point Energy Deamp (120km)range at L5) + Large Siege module

The Megathron:

20% bonus to all Hybrid and 20% rate of fire per level and 25% bonus to Graviton Concentrator range. 10% bonus to Bleed Damage and 20% increase to Spill damage per level. 50% decrease in time to go into siege mode per level.

Bombardment Vessel Role Bonus: 25% bonus to damage while in siege mode and 50% increase in range while in siege mode and 50% increase in ECM burst strength while in siege mode.

Gallente Battleship Bonus: Deals full Spill and Bleed damage to all targets regardless of signature radius (the -10% damage per spill target still applies, so if a frigate is the third spill target, the firgate hull will take 80% of the initial damage to the first target, which may be lethal if the frigate is within falloff range, as falloff also mitgates the damage).

EHP: 575,000 and 360 meter sig radius

DPS: 12,000 with 120km optimal, 40km falloff + poor tracking

425mm will still be able to barely hit cruisers and 350mm rails (10,000 dps and higher RoF) wil become very deadly to battleships and dual 250's (7,500 dps and very high rate of fire) will become dangerous to Defense BC's and potentially more dangerous to smaller ships because of the very high RoF and Gallente Battleship Spill Bonus). The gun choice will depend on the situation and expectations before entering the fight.

Slots: 6 lows, 6 mediums, 8 highs
Expected Layout: DCU II, mag stab x2, 1600mm plate, eanm x2
1MN AB, ecm burst II x2, Tracking computer x 2 +user choice
Dual 250/350/425mm rail x6, 1 Graviton Concentrator (150km range at L5) + large siege module
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#28 - 2012-05-11 09:30:27 UTC  |  Edited by: Archimedes Eratosthenes
The Typhoon:
20% bonus to all Projectile damage and RoF per level. 5% Increase to shield enveloping shells damage and armor penetrating shell damage per level. Can leave siege mode instantly and use Guided Shells and Guided Precision Shells in 1200mm cannons.

Bombardment Vessel Role Bonus: 25% bonus to damage while in siege mode and 50% increase in range while in siege mode and 50% increase in ECM burst strength while in siege mode

Minmatar Battleship Bonus: Can fire at any target under the effect of a friendly target painter within 10,000 km from the painted target (very far off grid). Confuses Combat Probes by giving them a location between 50km and 100km in a random direction from the vessel. Has the graphical option of viewing its target off grid (screen should violently and abruptly while being barraged).

EHP: 275,000 and 240 meter sig radius

DPS: 8000 with 1400mm (for use against capitals) and 6500 with 1200mm. 4000dps with Guided Shells (dangerous to battleships and Defense BC's) and 2500dps with 1200mm using Guided Precision shells (dangerous to combat cruisers and attack bc's).

Following dps figures do not include resistances and will also have damage mitigated by the speed and signature radius of the target (like missiles).


Has a burst dps of 50,000 using 1400mm for 35 seconds (1,750,000 damage, 218,750 per volley), firing 8 salvos (1 every 5 seconds), then must reload over 185 seconds. Should deal this much damage to Titans and Supercarriers at all times and roughly 50% of this damage to Carriers and Dreadnoughts and rarely hit subcaps that are in motion. This estimate does not include resistances.

Has a burst dps of 40,625 using 1200mm for 35 seconds (1,420,000 damage, 177,000 per volley), firing 8 salvos (1 every 5 seconds), then must reload over 185 seconds. Should deal this much damage to Titans and Supercarriers at all times and roughly 50% of this damage to Carriers and Dreadnoughts and rarely hit subcaps that are in motion. This estimate does not include resistances.

Has a burst dps of 25,000 using Guided Shells for 35 seconds (875,000 damage, 110,000 per volley), firing 8 salvos (1 every 5 seconds), then must reload over 185 seconds. Should only deal roughly 33% of this actual damage to battleships and 15% to BC's in motion).This estimate does not include resistances.

Has a burst dps of 15,625 using Guided Shells for 35 seconds (545,000) damage, 69,000 per volley), firing 8 salvos (1 every 5 seconds), then must reload over 185 seconds. Has the graphical option of viewing target. Should only deal roughly 75% of this actual damage to Battleships in motion 40% to BC's and 25% to cruisers in motion). This estimate does not include resistances.

The Typhoon should take advantage of the counter-probe bonus by warping to another location off-grid while reloading for 180 seconds. Also, can you imagine being a small 20 small-man brawl and suddenly (you don't know this ship is off-grid) your one of your fleet members gets smashed by these?

Also, lawl if your ship isn't in motion when getting barraged by this ship.

Slots: 3 lows, 5 mediums, 8 highs
Expected Layout: DCU II, gyro x2
1MN AB, ecm burst II x1, 1 shield extender, 2 invul fields
1400mm/1200mm x7 + siege module.

Conclusion of Section 1

This redesign makes supercap blobs a thing of past. As you can see battleships and bombardment cruisers have the means of killing Supercaps without Supercap support. Does this mean that Supercaps are useless? Certainly not, in fact they will become far more important after my redesign, but in a manner that does not induce supercap blobbing. The idea in a large null sec fleet is to see 8 titans (two of each race), 12 supercarriers, 18 dreads, 25 carriers, 50 battleships, 50 bcs, 75 cruisers, 120 destroyers and 250 frigates (around a 600 man fleet). These ratios can be scaled down for smaller confrontations. This also doesn't include how many combat/attack/bombard/logi/ewar/defense ratios for each hull size.

An imbalance in your fleet will actually affect all of your other ships. Frigates (in numbers) are designed to kill cruisers, while destroyers are designed to kill frigates. Cruisers are meant to kill battleships (in numbers) and destroyers, while BC's kill cruisers. Combat Battleships are meant to kill Supercaps (in numbers) and battle cruisers, while Light Capitals kill battleships. Supercaps are meant to kill light capitals and other supercaps.

Bad Scenario: Fleet Lacking Frigates
So if you're lacking frigate numbers, your BC's become the only real ship capable of killing the enemy cruisers effectively, which will become a problem if enemy battleships realize this and start killing your BC's quicker than normal. Now the enemy cruisers have no direct counter on the field, they proceed to wipe out your destroyers rapidly. Without destroyers, both frigates and submarine vessels become a threat to your larger hulls. Your Battleships and frigates cannot retaliate at all to a swarm of cruisers, dessies and frigates and submarine bombardment + their normal counters alone, and thus you've lost the field.
Now all you have left is caps and supercaps. Enemy replaces losses with level 4 skill bombardment frigates and cruisers and your entire fleet goes down in flames, all because you didn't bring enough frigates!
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#29 - 2012-05-11 09:34:48 UTC
Reserved for first response.
Aerich e'Kieron
Peace.Keepers
Federation Front Line
#30 - 2012-05-11 10:18:24 UTC  |  Edited by: Aerich e'Kieron
That my friend, is a lot of change. I'm practically drowning in it.
Perhaps I'll update this post further when my thoughts gather.
Daleth Prem
Holy Cookie
#31 - 2012-05-11 11:27:44 UTC
only glanced over it, but why do you want to make the sacrilege another laser boat instead of a missile boat?
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#32 - 2012-05-11 17:52:24 UTC
Daleth Prem wrote:
only glanced over it, but why do you want to make the sacrilege another laser boat instead of a missile boat?


Each of these ships are meant to be "templates." I would encourage the creation of more combat/attack ships for each racial hull featuring different weapons or tactics, while still being able full it's general role. However, I would have to lengthen this article about 10 times it's current length to do so.
Lunkwill Khashour
Ministry of War
Amarr Empire
#33 - 2012-05-11 18:37:18 UTC
1. holy dps/ehp/slot/bonus/speed inflation! Surely goals can be met without the increased stats?

2. T1 ships should not have role boni, neither should they be assumed to fly with perfect skills. T1 ships are generalist and/or educational and/or isk efficient ships. Role boni and high sp assumptions shouldn't be necessary and certainly not both. (I'm looking at your bc's)

3. Defensive ships are a very tricky thing to do. A large tank is all dandy but an enemy is always going to attack the low hp/high dps ships first. A defense ship should have a reason why the enemy would want to face the bigger tank but the reason shouldn't be more dps (the attach ships role) This is almost a paradox.

4. The Retribution and the Vengeance (perhaps other ships aswel) resemble each other far too much.

5. The destroyer defensive ability is a bad idea: it is abusable and it removes player freedom and skill(i.e. the other fc has no choices with regard to calling primaries). A pure 'tank' class isn't good game design, other games have shown this before and other games will show this again.

Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#34 - 2012-05-11 19:05:23 UTC  |  Edited by: Archimedes Eratosthenes
Lunkwill Khashour wrote:

3. Defensive ships are a very tricky thing to do. A large tank is all dandy but an enemy is always going to attack the low hp/high dps ships first. A defense ship should have a reason why the enemy would want to face the bigger tank but the reason shouldn't be more dps (the attach ships role) This is almost a paradox.

5. The destroyer defensive ability is a bad idea: it is abusable and it removes player freedom and skill(i.e. the other fc has no choices with regard to calling primaries). A pure 'tank' class isn't good game design, other games have shown this before and other games will show this again.



The defensive ship (only two hull sizes) serves the purpose of slowing down an individual kill of enemy attack ships and destroying incoming missiles. There is nothing stopping these attack ships from making another target primary. The defense ship simply allows other ships in the fleet to respond to an attack before their prey is destroyed in hopes of catching some of the attack ships before they run. I also forgot to mention that this defensive ability has a 180 second cooldown, so you can only target one friendly ship every 180 seconds. It also has a fuel requirement.

Also the defense ship should find itself outnumbered by attack ships, as the dps of defense ships is too low to be of any use in numbers. It's truly up to the combat ships and bombardment ships (that are far away) to kill attack vessels if they "hang out" for too long. The enemy should have no incentive to kill a defensive ship first, because it's has extreme tank and low dps. These ships are also rather bad with no logistic support because then they will be primaried by attack ships as well.

Also a defensive ship entering the main battle line and trying to tank for a combat vessels would quickly find itself in a pod as it wouldn't have the mobility it needs to reduce damage from enemy bombardment vessels.

Also, I believe tier 1 BC's and up should be balanced at Level 5 skills, not level 4 like all the previous tier 1 hulls. This allows players to develop and experience the game in cheaper hulls and be of good use to serious PvP corps and alliances with only tier 1 level 4 skills for their desired hull. BC's and up on the other hand should seriously require dedication as they become your "signature" hull size.

Lunkwill Khashour wrote:

1. holy dps/ehp/slot/bonus/speed inflation! Surely goals can be met without the increased stats?

2. T1 ships should not have role boni, neither should they be assumed to fly with perfect skills. T1 ships are generalist and/or educational and/or isk efficient ships. Role boni and high sp assumptions shouldn't be necessary and certainly not both. (I'm looking at your bc's)


EHP is inflated way more than dps. This is simply to increase your time-to-live creating a more enjoyable EvE experience. Also dps isn't that much inflated and for ships that have a high dps inflation (attack ships) their tank is quite thin.

2) As I said above, BC's should be balanced on Level 5. Otherwise I balanced all the other tier 1 hulls around level 4 without rigs, this is not hard to accomplish for a new player. So I'd kindly ask that you change your post to make that clear.

Also, if I didn't give tier 1 Combat Ships their bonus, they would rofl stomped by smartbombs and caldari bombardment vessels, making them useless in close range brawls (and new pilots useless) for serious PvP corps and alliances (practically like it is now).

Also tier 2 ships get an additional role bonus.

I do find your 4th point to be of merit as I'm looking to diversify them more myself, but in a way that preserves their function without becoming superior/inferior to the other and also not sharing the unique traits of another racial variant of the hull.
Saladinae
Pandemic Horde Inc.
Pandemic Horde
#35 - 2012-05-11 23:28:52 UTC  |  Edited by: Saladinae
A fun read.

I bet the OP is Yotuo from the blue republic.

Can you make more variance between the tier 2 combat frigates?

Also, the idea of attacking cloaked in Stealth Bombers is a little extreme no? Would you still be concorked in high sec? At least they can't point targets while cloaked (I'm sure that's how you intended it since you said High Slot modules only can be activated while cloaked?).

EDIT:
I also recently joined RvB (less than a week ago) and I know what you mean by playing EvE "the way is was meant to be." Although I miss the null sec paranoia

Winmatar > Everything else

Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#36 - 2012-05-11 23:43:39 UTC
Aerich e'Kieron wrote:
That my friend, is a lot of change. I'm practically drowning in it.
Perhaps I'll update this post further when my thoughts gather.

A lot of change is what we need to end supercap blobs and make it more enjoyable for new players.
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#37 - 2012-05-12 01:40:57 UTC  |  Edited by: Archimedes Eratosthenes
Saladinae wrote:
A fun read.

I bet the OP is Yotuo from the blue republic.

Can you make more variance between the tier 2 combat frigates?

Also, the idea of attacking cloaked in Stealth Bombers is a little extreme no? Would you still be concorked in high sec? At least they can't point targets while cloaked (I'm sure that's how you intended it since you said High Slot modules only can be activated while cloaked?).

EDIT:
I also recently joined RvB (less than a week ago) and I know what you mean by playing EvE "the way is was meant to be." Although I miss the null sec paranoia


RED FED BEST FED

Correct, the SB's cannot tackle unless they decloak, they also aren't expected to carry a tackling mod. They also don't do much damage to any moving target smaller than a battleship. They are ships meant for area of denial and "sneak attacks" from afar during a fleet battle if the enemy destroyers are not in place with their Defender missiles.

I answered a previous poster about the variety between the tier 2 combat frigs. The diversity in the racial tier 2 combats frigs is huge, the difference between them within their own race is simply more tank OR more gank. Hopefully I can expand on them more. If you have any ideas feel free to post them.
Corina Jarr
en Welle Shipping Inc.
#38 - 2012-05-12 03:36:39 UTC
Soooo a cheapy T1 frigate should have more EHP than a Hulk?

That would go over so well...Lol
Archimedes Eratosthenes
Imperial Academy
Amarr Empire
#39 - 2012-05-12 03:55:18 UTC  |  Edited by: Archimedes Eratosthenes
Corina Jarr wrote:
Soooo a cheapy T1 frigate should have more EHP than a Hulk?

That would go over so well...Lol


Obviously industrial ships will be changed as well, but you needing a starting template from which to balance them.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#40 - 2012-05-12 04:02:53 UTC
There is so much win here I am not sure where to start.

I guess I will start where I am comfortable, bombers.

Being a bomber pilot I have often fantasized about a "heavy bomber" but had never been able to think of something that wasn't OP. I am pretty excited about your cruiser sized bombers. But, I guess there are other things about this that I don't get.

Are bombers visible if viewed from the correct 3D direction, being 2D they are flat...so that would mean they should be seen from one orthogonal angle but not the other two....

Being able to attack while "cloaked", sounds like a great idea, but what happens when you have like 50 bombers pouring in torps from invisible positions? If the other guy doesn't have the right number of these new destroyers, then they are up the creek so to speak.

...

I guess I like so much of this, but I wish we could discuss different parts in different places.

There are a lot of changes and I like that. I too have been in and out of eve over the years and I have done everything from cap blobs to 1v1 and I have often felt that there were roles missing from the game that should be addressed. One that you added that I like a TON is the defensive ship.

The ability of one ship to provide a defensive shield for ships behind it is awesome, combined with the new bombardment ships is amazing.

This kind of thing provides the complexity needed to end the FOTM Blobs that have plagued eve for way too long. IN my own time it has gone through spider tank BS's, armor hacs, drakes, etc. It is not fun to fit 300 of the same thing and role around.

I think this happens because there is just not enough conditional complexity in combat (like your defensive destroyers coupled with bombardment ships).

In summary, +1

Why hasn't CCP hired you yet?
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