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Interceptor Rebalance

Author
Kirkwood Ross
Golden Profession
#1 - 2013-06-23 00:57:22 UTC
I think interceptors need a rebalance and their niche should be light damage, superior speed/mobility, and tackling power.

These are some amarr examples.


Name: Malediction
Hull: Executioner Class
Role: Interceptor

The Malediction is a Support Interceptor designed around quickly catching and holding ships in place until reinforcements arrive.

Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Khanid Innovations

In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. The Malediction sacrifices any formal weapon system for superior mobility in combat.

Amarr Frigate Skill Bonus: 20% reduction in MicroWarpdrive signature radius penalty and 4% bonus to armor resistances per level

Interceptor Skill Bonus: -10% resistance to Stasis Webifier effects and -7.5% Energy Leech and Neutralizer Reflect Amount per level

Role bonus: Microwarpdrives are immune to Warp Scrambler effects, 80% Damage Reduction from Smartbomb Modules

Old Stats / (New Stats)

Attributes

Structure
Structure Hitpoints: 457 HP / (563 HP)
Capacity: 135 m3
Mass 999,000 kg / (850,000 kg)
Volume 28,100.0 m3 (2,500.0 m3 Packaged)
Inertia Modifier: 3.1 x / (2.6 x)
EM dmg resistance: 0%
Explosive dmg resistance: 0%
Kinetic dmg resistance: 0%
Thermal dmg resistance: 0%

Armor
Armor Hitpoints: 457 HP / (914 HP)
Armor EM Damage Resistance: 50%
Armor Explosive Damage Resistance: 30% / (80%)
Armor Kinetic Damage Resistance: 25% / (62.5%)
Armor Thermal Damage Resistance: 35%


Shield
Shield Capacity: 422 HP / (664 HP)
Shield recharge time: 625.00 s
Shield EM Damage Resistance: 0%
Shield Explosive Damage Resistance: 60% / (87.55)
Shield Kinetic Damage Resistance: 40% (70%)
Shield Thermal Damage Resistance: 20%

Capacitor
Capacitor Capacity: 343.75 GJ
Recharge Time: 257.81 s / (120.00 s)

Targeting
Maximum Targetting Range: 22.50 km / (25.50 km)
Max Locked Targets: 4
Scan Resolution: 900 mm / (975 mm)
RADAR Sensor Strength: 12 Points / (16 Points)
Signature Radius: 33 m / (24 m)

Propulsion
Max Velocity: 435 m/sec / (445 m/sec)
Shiep Warp Speed: 13.50 AU/s / (21.50 AU/s)


Fitting
CPU: 135 / (140)
Power Grid: 35 / (37)
Calibration: 400
Low Slots: 3 / (4)
Med Slots: 3
High Slots: 4 / (3)
Launcher Hardpoints: 3 hardpoints / (2 Hardpoints)
Turret Hardpoints: 3 Hardpoints / (2 Hardpoints)
Upgrade Hardpoints: 2 Hardpoints
Rig Size: Small





Name: Crusader
Hull: Executioner Class
Role: Interceptor

The Crusader is an attack Interceptor designed to quickly engage and disengage targets.

Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems, they provide a nice mix of offense and defense. On the other hand, their electronic and shield systems tend to be rather limited.

Amarr Frigate Skill Bonus: 20% reduction in MicroWarpdrive signature radius penalty and 10% bonus to Small Energy Turret Tracking Speed per level

Interceptor Skill Bonus: -10% resistance to Stasis Webifier effects and 20% bonus to Small Energy Turret damage per level

Role bonus: Microwarpdrives are immune to Warp Scrambler effects, 80% Damage Reduction from Smartbomb Modules

Old Stats / (New Stats)

Attributes

Structure
Structure Hitpoints: 597 HP
Capacity: 135 m3
Mass 1,050,00 kg / (900,000 kg)
Volume 28,100.0 m3 (2,500.0 m3 Packaged)
Inertia Modifier: 3.1 x / (2.7 x)
EM dmg resistance: 0%
Explosive dmg resistance: 0%
Kinetic dmg resistance: 0%
Thermal dmg resistance: 0%

Armor
Armor Hitpoints: 597 HP / (1,194 HP)
Armor EM Damage Resistance: 50%
Armor Explosive Damage Resistance: 30% / (80%)
Armor Kinetic Damage Resistance: 25% / (62.5%)
Armor Thermal Damage Resistance: 35%


Shield
Shield Capacity: 246 HP / (464 HP)
Shield recharge time: 625.00 s
Shield EM Damage Resistance: 0%
Shield Explosive Damage Resistance: 60% / (87.55)
Shield Kinetic Damage Resistance: 40% (70%)
Shield Thermal Damage Resistance: 20%

Capacitor
Capacitor Capacity: 375 GJ
Recharge Time: 281.25 s / (135.00 s)

Targeting
Maximum Targetting Range: 20.00 km / (23.50 km)
Max Locked Targets: 4
Scan Resolution: 975 mm / (1,000 mm)
RADAR Sensor Strength: 9 Points / (14 Points)
Signature Radius: 32 m / (24 m)

Propulsion
Max Velocity: 455 m/sec / (465 m/sec)
Shiep Warp Speed: 9.00 AU/s / (21.50 AU/s)


Fitting
CPU: 100 / (110)
Power Grid: 40 / (44)
Calibration: 400
Low Slots: 4
Med Slots: 2 / (3)
High Slots: 4 / (3)
Launcher Hardpoints: 3 hardpoints / (2 Hardpoints)
Turret Hardpoints: 3 Hardpoints / (2 Hardpoints)
Upgrade Hardpoints: 2 Hardpoints
Rig Size: Small






Zircon Dasher
#2 - 2013-06-23 02:18:39 UTC
Your design seems so underpowered.....

I think you should round out your role bonuses with a +1 warp core strength.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Kirkwood Ross
Golden Profession
#3 - 2013-06-23 03:03:40 UTC
I originally had +2 warp core strength as a role bonus but I thought that was a bit overpowered and switched it for the unstoppable microwarp drive and new webifier resist bonus to make interceptors harder to pin down while allowing them to pin others down and get out.

I was really cautious not to make the interceptors compete for brawling frigates but more like super mobile tacklers with some tank. I also wanted to keep some sort of dps interceptor so inty gangs wouldn't dry up.
Alvatore DiMarco
Capricious Endeavours Ltd
#4 - 2013-06-23 03:21:24 UTC
To be fair, unstoppable microwarp and web resist is effectively just as good as a +2 warp strength.

Or a +3 warp strength. Or a +12 warp strength. Or a +infinite warp strength.
JD No7
Coreli Corporation
Pandemic Legion
#5 - 2013-06-23 05:14:55 UTC
Oooh risk free tackler... Cos interceptors are terrible ATM right?
Gorgoth24
Aliastra
Gallente Federation
#6 - 2013-06-23 05:19:21 UTC
I think you're missing the sarcasm in previous posts. Unwebbable, unscrammable ships are wayyyyyy OP
Vizvig
Savage Blizzard
#7 - 2013-06-23 05:44:41 UTC
Fleet interceptor 1 - proteus 75km range 500k EHP (and 1000 scan res if needed)
Fleet interceptor 2 - lachesis 105km range 100k EHP
Nagarythe Tinurandir
Einheit X-6
#8 - 2013-06-23 09:25:45 UTC
Kirkwood Ross wrote:
I think interceptors need a rebalance and their niche should be light damage, superior speed/mobility, and tackling power.

These are some amarr examples.

[TL;DR Wall of uncalled for Stats]: hey lets give this ships ALL the bonuses it needs to have essentially no hard counter.



sounds like a good idea to me. there should always be a ship, you can't get caught in.
...?
Lloyd Roses
Artificial Memories
#9 - 2013-06-23 11:12:58 UTC  |  Edited by: Lloyd Roses
Vizvig wrote:
Fleet interceptor 1 - proteus 75km range 500k EHP (and 1000 scan res if needed)
Fleet interceptor 2 - lachesis 105km range 100k EHP



ehrm... EHP values should only include 4bil of implants if quoted.
And the trick about the interceptor is that it aligns and warps so fast, it makes sense to use as a +1. I want to see the proteus that has that tank, those pointranges and possibly that sanres while being +1. Remote sebo'ing doesn't really count.

So Interceptors do have a completely valid niche already. Low signature is a compelling argument afterall. Don't know what that unwebbable, unscrammable **** should be. Right off the bat sounds like (op-solo-)malediction.

(op-solo-malediction cause, when single- or doublewebbed, has insane aligntime even with mwd running, orbits at 2km/s while doublewebbed, has no signaturepenalty)
Grunnax Aurelius
Banana-Republic.
Shadow Cartel
#10 - 2013-06-23 11:19:16 UTC
Lloyd Roses wrote:
Vizvig wrote:
Fleet interceptor 1 - proteus 75km range 500k EHP (and 1000 scan res if needed)
Fleet interceptor 2 - lachesis 105km range 100k EHP



ehrm... EHP values should only include 4bil of implants if quoted.
And the trick about the interceptor is that it aligns and warps so fast, it makes sense to use as a +1. I want to see the proteus that has that tank, those pointranges and possibly that sanres while being +1. Remote sebo'ing doesn't really count.

So Interceptors do have a completely valid niche already. Low signature is a compelling argument afterall. Don't know what that unwebbable, unscrammable **** should be. Right off the bat sounds like (op-solo-)malediction.


Getting that much ehp isnt hard on a proteus!!!, you can get a 750K EHP on a damnation FFS

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Lloyd Roses
Artificial Memories
#11 - 2013-06-23 11:25:38 UTC  |  Edited by: Lloyd Roses
Grunnax Aurelius wrote:


Getting that much ehp isnt hard on a proteus!!!, you can get a 750K EHP on a damnation FFS


I was for the most part concerned about it being used as an interceptor and still having those capabilities. Also, even with only one plate, your aligntime is already gimped.

It's just that a proteus doesn't do nearly the same as an inty - it neither arrives at a location nearly as fast (not even with the warpsub for 4mids) - and once on grid: nor can it move, while interceptors can spread and create warp-ins and pings. You get a Proteus at 0.5AU on even the worst prober.
Syrias Bizniz
some random local shitlords
#12 - 2013-06-23 12:39:29 UTC
I'd probably go for some bonuses for the tackle-orientated ceptor that would look more like the following:


Frigate Skill Bonus:

10% to Stasis Webifier Strength, 5% reduction in Stasis Webifier Optimal Range


Interceptor Skill Bonus:

20% reduction to microwarpdrive penalties, 10% increased optimum range for warp scramblers and warp disruptors.





The whole idea of these bonuses is to make them superb at tackling and zooming around while not making it overpowered in any fashion. The frigate skillbonuses are designed that way to make Ceptors automatically 90% webbers, however at only 75% range of usual webs - to prevent perma-mwd-longpoint-90% web kiting ceptors. With links and faction variantions, they would still be able to reach good webbing ranges, maybe even to good, so that might be tweaked down to only 50% optimal maybe.

The Interceptor skillbonus is the skill-heavy bonus, because it certainly get's a lot better with every level invested. The MWD bonus would apply to BOTH penalties, Capacitor and Signature, so at Ceptor V you would have no signature and no capacitor malus. Note: Not working like current MWD Capacitor bonus like it can still be found on the Hyenna, where the percentage is actually added and not multiplied with. Which currently gives the ability to INCREASE your capacitor upon building in a MWD. This is not wanted on Ceptors, making it - at lv5 - unnecessary to fit faction or deadspace mwds to increase your capacitor.


So, with AllV, a Ceptor with a Fed Navy web would have 10.5km 90% webs (7km with a 10% penalty per level) and a scramrange of 13.5km. Allowing it to stay out of scramrange of other ships, while not applying the web, so it can run it's MWD. For hostile tacklers closing in, this ship can apply it's web to slow them down and - hopefully - be faster without an afterburner than the opponent is with an afterburner while webbed. This is some sort of incredible performance for a tackler, however if they're balances around 3 medslots for Armor variants and 4 meds and max. 2 lows for shield variants, they should still be 'balanced'. Throw in some really weak offensive capabilities, and this thing can be a good scramkiter for frigate pvp, but will be very vulnerable to drone- or missileships. Or turretships with long range ammo.


For the 'combat' interceptor, i would like to see them in a more... combat orientated role. Preferrably, for all races with cap-independant weapon systems while also having a weak capacitor themselves.

Bonuses might look like the following:

Frigate Skill Bonus:

15% reduction in microwarpdrive penalties per level, 5% bonus to main weapon system damage per level

Interceptor Skill Bonus:

5(7.5, 10?)% bonus to after burner speed per level, 5% bonus to main weapon system damage(app


(Not really happy with the 2nd ceptor bonus yet.)

The capacitor would optimally be so weak that while mwd only is running, they're still not stable, and just barely stable with AB + Scram, and unstable with AB + Scram + Web - making them unable to last in long fights unless they decide to disengage and dive in later, but making them very potent at close range brawling with a good speedbonus to their afterburners to compensate for the lacking web. Potentially very good Scramkiters, with damage potential somewhere in the range of an AF, but with a weak tank and severe capacitor issues.

Ideally, the Amarr one would favor rockets and maybe 2 drones, The gallente would favor Drones maybe with a harsh dmg bonus to thermal drones and no bonus to all other drones and fairly few highslots / hardpoints (maybe an inverted amarr ship, using rockets as secondary weapons system and drones as main weapon system. Roden is, by lore, missile focused), with Caldari being missiles and Minmatar Projectiles and/or missiles.
Colt Blackhawk
Doomheim
#13 - 2013-06-23 15:20:51 UTC
NO!

Why not simply buff the interceptors a bit and double their warp travel speed? Simply fast like Interceptors :P
Increasing warp strenght is just NO.

[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks.

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#14 - 2013-06-23 15:27:11 UTC  |  Edited by: Jonas Sukarala
I would like to see interceptors get the CS treatment and remove the combat/fleet variants and merge them into one.
remove the 80% prop cap bonus.
give them the extra 2 slots mostly added as mid slots and highs and focus on speedy dps frigs an attack focus with the extra point range across the board.

Also increase pg to allow for dual prop to be fairly easy to fit along with range bonuses .. this would allow either kiting long point range play style and also allow scram+ web and AB/dual prop tackling.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Hannott Thanos
Squadron 15
#15 - 2013-06-23 16:00:59 UTC
Only if we introduce this module:

Interception Beam Laser

Fitting: 1PG 1CPU
RoF: 1 sec
Optimal: 250Km
Damage pr shot: 100.000
Does not use ammo
Can target ships while under ECM effect if fitted

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#16 - 2013-06-23 16:47:29 UTC
I'd much rather interceptors got a bonus to warp disruption strength and/or warp disruption range than all that stupid crap.
ExAstra
Echoes of Silence
#17 - 2013-06-23 16:53:30 UTC
What about a role bonus that, rather than makes the MWD immune under scram, causes the MWD to operate at reduced strength while scrammed? Just tossing ideas onto this fire.

Save the drones!

Zircon Dasher
#18 - 2013-06-23 19:19:41 UTC  |  Edited by: Zircon Dasher
Kirkwood Ross wrote:
I originally had +2 warp core strength as a role bonus but I thought that was a bit overpowered .


LolLolLol

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Jureth22
EVE-RO
Goonswarm Federation
#19 - 2013-06-23 19:51:55 UTC
put it this way.taranis is the king,and has always been the king.all other inty`s need to be buffed acordingly
Syrias Bizniz
some random local shitlords
#20 - 2013-06-24 16:44:12 UTC
Also, Intys don't need more warpspeed, but definately some warp-acceleration. The Warpspeed starts mattering atr warps that are further than 30 AU, and even then it's just 3 seconds or so compared to a standard frig.
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