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Juggernauts III

Author
Val'Dore
PlanetCorp InterStellar
#1 - 2012-11-03 18:18:19 UTC  |  Edited by: Val'Dore
This has long been a pet idea of mine. It is constantly evolving, but the main idea is the same: Juggernauts are to Battleships what Battlecruisers are to Cruisers.

There are two flavors of Juggernauts in planning:

Exit Level Sub Capitals and Entry Level Capitals.

Each Race would have a two 'tier' 1 Juggernauts, one for each role.

Amarr: Pantheon and Executor

Caldari: Revenant and Shrike

Gallente: Sumeris and Wendigo

Minmatar: Jörmungandr and Angrboda

The Pantheon, Shrike, Wendigo, and Jörmungandr are the Sub Capitals. They take a lot of design cues from the Battleships of each race. Each has two Role Bonuses and Several Special Bonuses:

Role
Pantheon: 200% Capital Energy Turret Damage and 100% Cruise/Torpedo Damage
Shrike: 200% Citadel Cruise/Torpedo Damage and 100% Large Hybrid Turret Damage
Wendigo: 200% Capital Hybrid Turret Damage and 100% Large Hybrid Damage
Jörmungandr: 200% Capital Projectile Turret Damage and 100% Cruise/Torpedo Damage

Special
Pantheon: 95% Capital Energy Turret Powergrid need, 50% Capital Energy Turret CPU Need, and 50% Capital Energy Turret Cap Use
Shrike: 95% Citadel Launcher Powergrid Need, 50% Citadel Launcher CPU Need, and 50% Citadel Explosion Velocity
Wendigo: 95% Capital Hybrid Turret Powergrid Need, 50% Capital Hybrid Turret CPU Need, 100% Heavy, Medium, and Light Drone Damage and Hitpoints.
Jörmungandr: 95% Capital Projectile Turret Powergrid Need, 50% Capital Projectile Turret CPU Need, and 50% Capital Projectile Turret Tracking

Ship Skill Bonuses
Pantheon: 5% Capital Energy Turret RoF and 5% Cruise/Torpedo Launcher RoF
Shrike: 5% Citadel Launcher RoF and 10% Large Hybrid Turret Optimal
Wendigo: 5% Capital Hybrid Turret Damage and 5% Large Hybrid Turret Damage
Jörmungandr: 5% Capital Projectile Turret RoF and 5% Cruise/Torpedo RoF

Each Sub Capital Juggernaut can fit two Capital Ship Weapons and four Large Weapons with two utility high slots. Each of them has a different layout for mid and low slots, but they only have eight total:

Pantheon: 3 Mid, 5 Low
Shrike: 5 Mid, 3 Low
Wendigo: 4 Mid, 4 Low
Jörmungandr: 4 Mid, 4 Low

The purpose is to keep these ships from being uber tanks when compared to Battleships.

The Entry Level Capital Juggernauts have a different approach to the same principle, they are very tanky, but not ultra ganky.

The Executor, Revenant, Sumeris, and Angrboda all have jump drives and the same restrictions as all Carriers, Dreads, and Supers. The difference is, none of them can use Capital Weapons. They can fit other capital modules.

Executor: 5% Large Energy Turret Damage and 7.5% Large Energy Turret Optimal
Revenent: 10% Large Hybrid Turret Optimal and 5% Large Hybrid turret Damage
Sumeris: 5% Large Hybrid Turret Damage and 5% Large Hybrid Turret Falloff
Angrboda: 5% Large Projectile Turret Damage and 5% Large Projectile RoF

While they do not have tank bonuses, they do have a large number of slots, a total of eleven spread among mid and low:

Executor: 4 Mid, 7 Low
Revenent: 7 Mid, 4 Low
Sumeris: 5 Mid, 6 Low
Angrboda: 6 Mid, 5 Low

They also have hp roughly equal to Carriers, but only about 40% of the fittings. Mineral values of the Pantheon, Shrike, Wendigo, and Jörmungandr should be about 200% of a Tier 3 BS. While the Executor, Revenant, Sumeris, and Angrboda should be about a third the cost of a Dreadnought.

I'm mostly just conceptualizing since CCP tends to not like overly specific ideas. So don't trip about that, I can still answer any question or address any concern.

Skills would be a new Juggernaut Skill. It would require Advanced Space Ship Command I, Racial BS 3 for the Pantheon, Shrike, Wendigo, and Jörmungandr. ASSC V and Capital Ships I is required for the Executor, Revenant, Sumeris, and Angrboda.

TLDR: Two new ship classes: 'Flagships' and 'Nub Capitals'

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#2 - 2012-11-04 05:52:02 UTC
Val'Dore wrote:
and Jörmungandr are the Sub Capitals.


For gods sake... please dont give that name to something that isn't a capital at the very least..... The name itself should leave you in awe of size... not lack there of....

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Val'Dore
PlanetCorp InterStellar
#3 - 2012-11-04 13:23:05 UTC
Well that particular class of ships will be quite large, easily double or more the side of BSes.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Yorick rashnikov
The Illuminatii
Wrecktical Supremacy.
#4 - 2012-11-04 13:43:26 UTC  |  Edited by: Yorick rashnikov
Val'Dore wrote:
Well that particular class of ships will be quite large, easily double or more the side of BSes.


we don't need subcaps that's bigger than capital ships.
actually, we don't need capital guns on sub-caps.

There's already a ship named ''revenant'' -> the useless space-turd.

anyhow, i'm not very fond of this concept.
Lethin
Gold Star Red Swords and White Shield
#5 - 2012-11-04 14:16:09 UTC
i agree strongly with this idea partially because once you hit BS sized ships. your done. the jump to caps is too big for most casual players and current cap ships are very niche (except for carriers insane logi ability). there needs to be something after BS before Caps usable in high sec if CCP wants to continue adding "end game" content for carebares to grind. without it starting to need 40+ people. Or just outright adding endgame raids where you need 40+ people to try to grind through waves of mobs to acheive goals.

once you can fit a BS in high sec its basically go run incursions or go to low sec to make isk (if you trained combat only). and with incursions being way less risk and way more isk/hour there needs to be something else that would require more tanky ships to fight things other then incursions.

a ship that can act as a stepping stone from BS to Caps can benefit a lot of players. especially if one of the new ships was a sub cap carrier/logi as there is no logi after cruiser and before carriers.

just saying.
Val'Dore
PlanetCorp InterStellar
#6 - 2012-11-04 14:29:55 UTC
Yorick rashnikov wrote:
Val'Dore wrote:
Well that particular class of ships will be quite large, easily double or more the side of BSes.


we don't need subcaps that's bigger than capital ships.
actually, we don't need capital guns on sub-caps.


Well if that is the way you want to approach it, we don't need anything. Hell we could all play this game just fine with nothing other than Frigates.

Quote:
There's already a ship named ''revenant'' -> the useless space-turd.


Forgot all about it.

Quote:
anyhow, i'm not very fond of this concept.


Why?

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Yorick rashnikov
The Illuminatii
Wrecktical Supremacy.
#7 - 2012-11-05 10:25:03 UTC  |  Edited by: Yorick rashnikov
Val'Dore wrote:
Yorick rashnikov wrote:
[quote=Val'Dore]

[quote]anyhow, i'm not very fond of this concept.


Why?



because of the capital guns.
i agree that there needs to be a stepping stone between BS's and caps, not only for dreadnaught, but for carriers as well.

But capital sized modules on a sub-cap ship is not the way to go, there's a reason why they disabled subcaps from fitting them in the first place (some ship could fit them with a lot of fitting modules)
Val'Dore
PlanetCorp InterStellar
#8 - 2012-11-05 11:22:22 UTC
Yorick rashnikov wrote:
Val'Dore wrote:
Yorick rashnikov wrote:
[quote=Val'Dore]

[quote]anyhow, i'm not very fond of this concept.


Why?



because of the capital guns.
i agree that there needs to be a stepping stone between BS's and caps, not only for dreadnaught, but for carriers as well.

But capital sized modules on a sub-cap ship is not the way to go, there's a reason why they disabled subcaps from fitting them in the first place (some ship could fit them with a lot of fitting modules)


Capital guns aren't OP, certainly not OP just by being present. So what is the real reason?

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Gypsio III
State War Academy
Caldari State
#9 - 2012-11-05 11:31:23 UTC
Val'Dore wrote:
This has long been a pet idea of mine. It is constantly evolving, but the main idea is the same: Juggernauts are to Battleships what Battlecruisers are to Cruisers.


Meaning that they obsolete them. So the net sum of your idea is to require new-ish players to train for many months more before they are able to take part in large-scale combat in a fleet "battleship". Nice one. Straight
Yorick rashnikov
The Illuminatii
Wrecktical Supremacy.
#10 - 2012-11-05 12:47:23 UTC  |  Edited by: Yorick rashnikov
i tried to shove the suggested weapon layout on a unbonused hull with arty's and compared it to a 6 gun bonused hull both with 4 gyrostabs.
the bonused hull gets 11k alpha, whereas the unbonused hull gets 10k alpha. the two capital guns make out 5k of the alpha. now add those 200% damage, that ups the alpha from two guns to around 15k alpha now add the alpha from 4 unbonused which brings the alpha up to 20k, and now add the ROF and you have a pretty hefty DPS.

if we shove it in to autocannons instead, the DPS of a unbonused 800mm is 56 whereas the capital is 149.
your weapon layout on a unbonused ship 4gyors -> 888dps
bonused hull with 4 gyro ->1048

now add the 200% damage bonus to the cap guns and RoF. and yet you have another huge difference in damage.


by your slot layout contradicts the quote ''very tanky, not ultra ganky'' at least for the first suggestion.


BUUUT!
i feel like the second suggestions with bonused large guns is a more viable option, except for (again) the capital modules.

giving a ''stepping stone'' have to be executed with caution as i personally don't want to see another incident as with the tier 3 BC's that made some battleships obsolete because they packed the same/better punch and removed a lot of the disadvantages the slow battleships had.
Val'Dore
PlanetCorp InterStellar
#11 - 2012-11-05 12:48:55 UTC
Gypsio III wrote:
Val'Dore wrote:
This has long been a pet idea of mine. It is constantly evolving, but the main idea is the same: Juggernauts are to Battleships what Battlecruisers are to Cruisers.


Meaning that they obsolete them. So the net sum of your idea is to require new-ish players to train for many months more before they are able to take part in large-scale combat in a fleet "battleship". Nice one. Straight


That is how CCP operates. Battlecruisers changed the face of pvp more than any other ship type. Including capitals.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Astroniomix
School of Applied Knowledge
Caldari State
#12 - 2012-11-05 14:35:04 UTC
Val'Dore wrote:
Gypsio III wrote:
Val'Dore wrote:
This has long been a pet idea of mine. It is constantly evolving, but the main idea is the same: Juggernauts are to Battleships what Battlecruisers are to Cruisers.


Meaning that they obsolete them. So the net sum of your idea is to require new-ish players to train for many months more before they are able to take part in large-scale combat in a fleet "battleship". Nice one. Straight


That is how CCP operates. Battlecruisers changed the face of pvp more than any other ship type. Including capitals.

Battlecruisers didn't change the face of pvp, they just get used a lot. The act of violencing someone else didn't change much with the introduction of the BC. Capitals on the other hand had a SIGNIFICANT impact on PVP because of their ability to appear suddenly with very little warning. (your scout isn't going to see that thanatos landing on the "in" gate) and later, with the introduction of titans, entire fleets could appear out of nowhere.

Unless he hit the wrong button in which case it would just be one very confused and out of place titan.
turmajin
The Scope
Gallente Federation
#13 - 2012-11-05 14:45:18 UTC
I really dont see the need for a new class of ship TBH.I think we can achive simalar results with a rejigging balancing of Maurader class ships.Perhaps by letting them carry a limted number of cap turrets suplemented by launcher hardpoints or larger drone bays for the smaller ship threats.Of course it would mean them having fewer turret high slots to achive this ,but imo its alot better solution than introducing a whole new class of ship.You would still of course have to train the cap weapons skills ,but if your going to do them anyway for dreadnoughts and carriers ect,.Having Mauraders with cap armament would be a halfway house solution,and certinally bring more firepower to hig sec It would also mean that the other Maurader stats and bonuses can remain basically unchanged ,and offer a threat to capital ships in 0.0 space,espically if allowed to carry bombs and bomb launchers designed for use against capital ships.Might even see the end of blob warfare in the long run .But have doughts about that lol.
Goldensaver
Maraque Enterprises
Just let it happen
#14 - 2012-11-06 20:19:18 UTC
Gypsio III wrote:
Val'Dore wrote:
This has long been a pet idea of mine. It is constantly evolving, but the main idea is the same: Juggernauts are to Battleships what Battlecruisers are to Cruisers.


Meaning that they obsolete them. So the net sum of your idea is to require new-ish players to train for many months more before they are able to take part in large-scale combat in a fleet "battleship". Nice one. Straight

Except that for the Sub Caps, it's more like the comparison of Tier 3 BC's to Cruisers, and for the Cap versions, it's more like... well, we don't exactly have a good comparison for those. They'd have similar DPS but more tank than BS's, but they'd be significantly larger, slower, and more expensive.

They'd also have a much higher entry level compared to battleships as opposed to the comparison of BC's to Cruisers.
Val'Dore
PlanetCorp InterStellar
#15 - 2012-11-06 23:02:21 UTC
Yorick rashnikov wrote:
by your slot layout contradicts the quote ''very tanky, not ultra ganky'' at least for the first suggestion.


It is supposed to be a bit like what would happen if you took the Tier 3 BCs and made Dread babies with them. Split duo tier weapons and more limited support slots.




I can agree that the 200% bonus is a bit much, I intended for the XL weapons on these to be more shock and alpha than viable for sustained DPS. But perhaps it should be a RoF bonus instead. Maybe in the realm of 75% RoF bonus.

Anyway, I think at least one ship class should be designed for more than one class of weapon.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

El Vez
Holy Amarrian Battlemonk
Local Is Primary
#16 - 2012-11-06 23:38:27 UTC
Asuka Solo wrote:
Val'Dore wrote:
and Jörmungandr are the Sub Capitals.


For gods sake... please dont give that name to something that isn't a capital at the very least..... The name itself should leave you in awe of size... not lack there of....


Right? That name belongs on no ship but titans and *above*.
Val'Dore
PlanetCorp InterStellar
#17 - 2012-11-07 00:57:00 UTC
Feel free to come up with another name then.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Daichi Yamato
Jabbersnarks and Wonderglass
#18 - 2012-11-07 03:19:44 UTC
Lethin wrote:


once you can fit a BS in high sec its basically go run incursions or go to low sec to make isk (if you trained combat only). and with incursions being way less risk and way more isk/hour there needs to be something else that would require more tanky ships to fight things other then incursions.


or u could go pvp where there is no end game. there is so little to do in a PvE way because eve is primarily a PvP game...

if the reason u would want this is to fly something bigger in high sec, then what would u do once u'd maxed that out and could run all there was to run with it? ask for another 'big ship' to fly that was even tankier so it could run even bigger sites? get a ship that could solo incursions so u dnt have to work with other players to make so much isk?

as for fitting XL guns on BS sized hulls, would they be useful for anything but POS bashing? actually, thinking about it, some kinds of high sec POS basher would be nice.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Val'Dore
PlanetCorp InterStellar
#19 - 2012-11-07 16:13:40 UTC
That was partially the reason for fitting XL weapons on these hulls, to give us an option for taking out a high sec tower rather than boring fifty players to death.

The XL weapons on the Juggernauts should probably even get the Titan XL Buff/Nerf:

Massive Damage buff, but nerfed vs sub caps.

Let their Large weapons be for the sub caps they will no doubt have to fight.

I'll post a revision after work.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Val'Dore
PlanetCorp InterStellar
#20 - 2012-11-09 01:14:31 UTC
Val'Dore wrote:
I'll post a revision after work.


Sorry for the delay, busy pregnant wives make for time consuming evenings.



Anyway, the revision:

Currently on paper the Naglfar and Ragnarok with two 6x2500mm Gallium Repeating Cannons:

Nag: 431 DPS and 2201 Alpha
Rag: 1876 DPS and 12766 Alpha

Clearly a Juggernaut shouldn't have Titan level firepower, however it can't be as situational and single minded as a Dreadnought. We have Dreads for that.

The same two 6x2500mm GRCs on an inbonused hull:

259 DPS and 1761 Alpha

Alright, so those two weapons on the Jörmungandr as proposed:

777 DPS and 5283 Alpha

I think it should be more like:

582 DPS and 1761 Alpha

No Additional Alpha at all, but substantial raw DPS. Maxed gunnery skills leave a turret with 38% increased RoF. Add a 30% RoF Role Bonus and the total RoF boost goes to 68%. The 9.45 Base Duration of the 6x2500mm GRC becomes 3.024.

These should of course inherit the Titan handicap against sub capital targets.

So the revised idea:

Quote:
Role
Pantheon: 30% Capital Energy Turret RoF and 50% Large Laser Turret Damage
Shrike: 30% Citadel Cruise/Torpedo RoF and 50% Large Hybrid Turret Damage
Wendigo: 30% Capital Hybrid Turret RoF and 50% Large Hybrid Damage
Chinook: 30% Capital Projectile Turret RoF and 50% Cruise/Torpedo Damage

Special
Pantheon: 95% Capital Energy Turret Powergrid need, 50% Capital Energy Turret CPU Need, and 50% Capital Energy Turret Cap Use
Shrike: 95% Citadel Launcher Powergrid Need, 50% Citadel Launcher CPU Need, and 50% Citadel Explosion Velocity
Wendigo: 95% Capital Hybrid Turret Powergrid Need, 50% Capital Hybrid Turret CPU Need, and 100% Heavy, Medium, and Light Drone Damage and Hitpoints.
Chinook: 95% Capital Projectile Turret Powergrid Need, 50% Capital Projectile Turret CPU Need, and 50% Capital Projectile Turret Tracking

Ship Skill Bonuses
Pantheon: 5% Capital Energy Turret Damage and 5% Large Laser Turret RoF
Shrike: 5% Citadel Cruise/Torpedo Damage and 10% Large Hybrid Turret Optimal
Wendigo: 5% Capital Hybrid Turret Damage and 7.5% Large Hybrid Turret Tracking
Chinook: 5% Capital Projectile Turret Damage and 5% Cruise/Torpedo RoF


Note: I have changed the name of the Minmatar SubCap Juggernaut.

As for the Revenant, I suggest Spectre.

I reiterate, the idea with the Sub Cap Juggs is not to obsolete Dreads of Titans, but to fill the role of High Sec Siege Engine as part of a transitory class intended to be the ship of the line in null or the flagship in empire.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

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