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[Odyssey 1.1] Command Ships

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Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2013-08-01 13:18:23 UTC  |  Edited by: CCP Ytterbium
:Edit: Updates posted on August 7th :Edit:

This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond.

The other threads are :
Warfare Links, Mindlinks, Gang Bonuses
Local armor and shield rep changes
Command Ship model changes

We posted the general plan for the command ships in a dev blog late last year, and most of what was said there stands. The goal remains to make each command ship an entertaining and engaging ship to fly by giving them all the bonuses to gang links and all bonuses for combat. Their specialization is derived from the gang link bonuses, with a strong subtheme of durability as befits a ship class that lends itself to FCing and that is a very valuable target.

All the command ships have two unbonused highslots that can be used for two gang links, or as general utility highslots. The tension between the two free highslots and the three simultaneous link role bonus is intentional, giving people options to make tradeoffs. There's one command ship that covers each of the lead weapon systems for their race with Amarr getting a missile boat with a drone subtheme instead of a dedicated droneboat because of Khanid.

All of the command ships are also getting the full strength t2 resists that were formerly only on the fleet commands. This means more resists for the old field commands.

One significant change from the proposal last year is the link bonuses on the Amarr and Gallente ships, which we've swapped thanks to player feedback. Amarr gets armor and info, Gallente gets armor and skirmish which fits them much better.

Absolution:
Amarr Battlecruiser skill bonuses:
4% bonus to all Armor Resistances
10% bonus Medium Energy Turret capacitor use

Command Ships skill bonuses:
5% bonus to Medium Energy Turret rate of fire
10%(+5) bonus Medium Energy Turret damage
3% bonus to strength of Armored Warfare and Information Warfare links

Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1)
Fittings: 1500 PWG (-75), 400 CPU
Defense (shields / armor / hull) : 2900(-463) / 5300(+695) / 4600(+276)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10)
Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5
Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1)
Sensor strength: 21 Radar (+5)
Signature radius: 265
Cargo capacity: 375 (+25)

Damnation:
Amarr Battlecruiser skill bonuses:
4% bonus to all Armor Resistances
10% bonus to Heavy Assault Missile and Heavy Missile velocity

Command Ships skill bonuses:
10% bonus to all Armor hitpoints
10% bonus to Heavy Assault Missile and Heavy Missile damage
3% bonus to strength of Armored Warfare and Information Warfare links

Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers
Fittings: 1300(-290) PWG, 500(+25) CPU
Defense (shields / armor / hull) : 3600(+137) / 4700(+95) / 4400(+76)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80
Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5
Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08)
Drones (bandwidth / bay): 50 (+25) / 100 (+75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1)
Sensor strength: 22 Radar (+6)
Signature radius: 265
Cargo capacity: 645

Nighthawk:
Caldari Battlecruiser skill bonuses:
4% bonus to all Shield Resistances
7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage

Command Ships skill bonuses:
7.5%(+2.5) bonus to Heavy Assault and Heavy missile launcher rate of fire
5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity)
3% bonus to strength of Siege Warfare and Information Warfare links

Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1)
Fittings: 1000 PWG (+290), 560 CPU (+5)
Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10
Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5
Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1)
Sensor strength: 24 Gravimetric (+5)
Signature radius: 285
Cargo capacity: 700

Vulture:
Caldari Battlecruiser skill bonuses:
4% bonus to all Shield Resistances
10% bonus to Medium Hybrid Turret optimal range

Command Ships skill bonuses:
10% bonus to Medium Hybrid Turret optimal range
10% bonus to Medium Hybrid Turret damage
3% bonus to strength of Siege Warfare and Information Warfare links

Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3)
Fittings: 1275 PWG, 545 CPU
Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56)
Base...

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Maximus Aerelius
PROPHET OF ENIGMA
#2 - 2013-08-01 13:21:05 UTC
1st on a Dev Post! Woohoo.
Swiftstrike1
Swiftstrike Incorporated
#3 - 2013-08-01 13:23:24 UTC  |  Edited by: Swiftstrike1
Nice changes. I still don't like that the gang link skills share the charisma modifier with social skills though, as they are clearly combat skills as opposed to "proper" social skills.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Sarmatiko
#4 - 2013-08-01 13:25:18 UTC  |  Edited by: Sarmatiko
Quote:
The other threads are :
Command Ship model changes

NO FOZZIE PLS NO

Also glad that Marauders are safe, for now..
CCP Fozzie
C C P
C C P Alliance
#5 - 2013-08-01 13:30:23 UTC
Sarmatiko wrote:

Also glad that Marauders are safe, for now..


/Maniacal Laugh

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Unforgiven Storm
Eternity INC.
Goonswarm Federation
#6 - 2013-08-01 13:31:41 UTC  |  Edited by: Unforgiven Storm
oh god

In my opinion command ships are in the field to give bonus and should be tanks, they should have huge resists and huge buffers, everything else is secondary.

The Gallente and Minmatar have no resist bonus instead they have rep bonus, while in a small gang is all nice in a fleet they will be primary and vaporized before logistics can do anything about it.

Unforgiven Storm for CSM 9, 10, 11, 12 and 13. (If I don't get in in the next 5 years I will quit trying) :-)

Landaz
Dexamenos Inc.
#7 - 2013-08-01 13:36:29 UTC
CCP Fozzie wrote:
Sarmatiko wrote:

Also glad that Marauders are safe, for now..


/Maniacal Laugh


Cant wait to see what u did with them!
Tsubutai
Perkone
Caldari State
#8 - 2013-08-01 13:40:54 UTC
I think that at least one of the two Minmatar CS and one of the two Gallente hulls should get their local tank bonuses (iconic though they are) swapped for resists - it's important for gangs to be able to field skirmish links, and in larger fights, the resistance bonus is important to enable logi to keep the CS up.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#9 - 2013-08-01 13:44:12 UTC
Eos and Astarte look terrifying
Marc Callan
Center for Advanced Studies
Gallente Federation
#10 - 2013-08-01 13:46:19 UTC
Wait, why does the Eos still have the MHT tracking bonus if all its other combat bonuses seem to be going to drones?

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Chi'Nane T'Kal
Interminatus
#11 - 2013-08-01 13:48:11 UTC
So you decided to give the (currently pretty much) useless heavy drone bonus on the new Ishtar another go at the Eos over a more useful sentry bonus?

Does that mean you're closing in on fixing drones or is it just an attempt at a little bit of comedy?
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#12 - 2013-08-01 13:49:03 UTC
Alright here we go!
Spugg Galdon
Federal Navy Academy
Gallente Federation
#13 - 2013-08-01 13:49:03 UTC
Marc Callan wrote:
Wait, why does the Eos still have the MHT tracking bonus if all its other combat bonuses seem to be going to drones?


Because it's still an in your face ship.

That tracking will be VERY useful
Arthur Aihaken
CODE.d
#14 - 2013-08-01 13:49:05 UTC
Is there a link for the command ship model changes, or has that not been announced yet?

I am currently away, traveling through time and will be returning last week.

Kasutra
No Vacancies
No Vacancies.
#15 - 2013-08-01 13:49:28 UTC
Marc Callan wrote:
Wait, why does the Eos still have the MHT tracking bonus if all its other combat bonuses seem to be going to drones?

Same reason as the Tristan, I'd guess.
Entity
X-Factor Industries
Synthetic Existence
#16 - 2013-08-01 13:50:37 UTC
So, Astarte getting a massive damage nerf?

The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.

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Got Item?

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#17 - 2013-08-01 13:51:24 UTC
eos 2 gud

stop making drones track so well :(

wrecking shots are already bullshit enough when you're flying a stiletto
Mizhir
Devara Biotech
#18 - 2013-08-01 13:53:47 UTC
Looks great. But I find it odd that the Eos drone tracking bonus only applies to heavy drones.

❤️️💛💚💙💜

Maximus Andendare
Stimulus
Rote Kapelle
#19 - 2013-08-01 13:54:23 UTC
Such a welcome change, Fozzie! Keep up the good work!

Enter grid and you're already dead, destined to be reborn and fight another day.

>> Play Eve Online FREE! Join today for exclusive bonuses! <<

CCP Fozzie
C C P
C C P Alliance
#20 - 2013-08-01 13:54:42 UTC  |  Edited by: CCP Fozzie
Entity wrote:
So, Astarte getting a massive damage nerf?

The damage/rof changes do not offset the 29% reduced damage from losing 2 turrets, and adding 2 completely unbonused launchers isn't that particularly appealing.


It's going from 10.9 effective turrets to 10. However I expect the two utility highs, lower mass and extra resists to more than compensate.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

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