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T3 Amarr Frigate "Loyalist"

Author
Forever Infiniti
Doomheim
#1 - 2011-09-12 13:39:43 UTC  |  Edited by: Forever Infiniti
So I posted this a while back on the old forums, few people liked, few thought it was over-powered, which I almost agree. So I have made some tweaks to it, shut down the power a little on it. Now when you think of a T3, you have to think of it like this "Jack of all trades, master of none", and this is where the legion is probably the most "correct" T3 out there, Recon but can beat it at Neuts, Sac can beat it at HAM's, Zealot can beat it at Lasers, but none of them can do it all. I'm not saying the Legion sucks at those things (since it is a awesome laser/ham/neut boat) but it's not meant to over-power each of the specific classes.

So here is the re-modeled version, made some tweaks, could probably give some more tweaks to improve it though.

So here it is. It's called the "Loyalist" Could probably still use some tweaks here and there though.

Loyalist Engineering - Enhanced Capacitor Containment

Low Slot Modifier: 2
Med Slot Modifier: 0
Hi Slot Modifier: 0
Capacitor Capacity: 515
Powergrid Output: 65
Recharge Time: 190.50

Subsystem Skill Bonus:
5% bonus to capacitor capacity per level

Loyalist Engineering - Capacitor Regeneration Complex

Low Slot Modifier: 2
Med Slot Modifier: 0
Hi Slot Modifier: 0
Capacitor Capacity: 560
Powergrid Output: 62
Recharge Time: 187.2

Subsystem Skill Bonus:
7.5% bonus to capacitor recharge time per level

Loyalist Engineering - Power Output Enhancment

Subsystem Skill Bonus:

Low Slot Modifier: 2
Med Slot Modifier: 0
Hi Slot Modifier: 0
Capacitor Capacity: 456
Powergrid Output: 65
Recharge Time: 190.50

5% bonus to power output per level

Loyalist Engineering - Weapon Power Stabilization

Subsytem Skill Bonus:

Low Slot Modifier: 2
Med Slot Modifier: 0
Hi Slot Modifier: 0
Capacitor Capacity: 450
Powergrid Output: 65
Recharge Time: 190.50

7.5% reduction in small energy turret powergrid needs per level



Loyalist Offensive - Rocket Enhancement

Low Slot Modifier: 1
Med Slot Modifier: 0
Hi Slot Modifier: 5
Missile Hardpoint Modifier: 4

Subsystem Skill Bonus:
7.5% bonus to rocket damage per level
15% to rocket flight time per level

Loyalist Offensive - Stealth Optimization

Cloak Reactivation Delay: 5.00s
Low Slot Modifier: 0
Med Slot Modifier: 1
Hi Slot Modifier: 4
Turret Hardpoint Modifier: 3

Subsystem Skill Bonus:

5% bonus to agility per level

Role Bonus:
100% reduction in Cloaking Device CPU use

Note: can fit covert ops cloaks

Loyalist Offensive - Drone Enhancement

Subsystem Skill Bonus:
10% bonus to drone speed per level
7.5% bonus to drone hitpoints per level

Low Slot Modifier: 0
Med Slot Modifier: 1
Hi Slot Modifier: 3
Turret Hardpoint Modifier: 2
Drone Bandwidth: 25 Mbit/sec
Drone Capacity: 75m3

Loyalist Offensive - Laser Focusing Systems

Low Slot Modifier: 1
Med Slot Modifier: 0
Hi Slot Modifier: 4
Turret Hardpoint Modifier: 3

5% bonus to small energy turret rate of fire per level
10% bonus to small energy turret damage per level
15% bonus to small energy turret range per level



-Loyalist Electronics - Dissolution Sequencer

RADAR Sensor Strength: 9
Maximum Targeting Range: 40km
CPU Output: 150 tf
Scan Resolution: 630 mm

Subsystem Skill Bonus:
20% bonus to ship sensor strength
10% bonus to max targeting range

Loyalist Electronics - Emergent Locus Analyzer

RADAR Sensor Strength: 12
Maximum Targeting Range: 35km
CPU Output: 140 tf
Scan Resolution: 680 mm

Subsystem Skill Bonus:
10% increase to scan strength of probes per level

Role Bonus:
-99 reduced CPU need for Scan Probe Launchers

Loyalist Electronics - Energy Parasitic Complex

RADAR Sensor Strength: 15
Maximum Targeting Range: 38.5km
CPU Output: 140 tf
Scan Resolution: 650 mm

Subsystem Skill Bonus:
15% bonus to energy vampire and energy neutralizer transfer amount per level
30% bonus to energy vampire and energy neutralizer range per level

Loyalist Electronics - Liquid-Cooled CPU Chambers

RADAR Sensor Strength: 13
Maximum Targeting Range: 45km
CPU Output: 155 tf
Scan Resolution: 580 mm

Subsystem Skill Bonus:
5% Bonus to CPU per level

-------------------------------------------------------

If I stare at the door long enough, maybe, just maybe, it'll open

Forever Infiniti
Doomheim
#2 - 2011-09-12 13:41:38 UTC
Loyalist Propulsion - Nanofiber Replacement

Low Slot Modifier: 1
Med Slot Modifier: 0
Hi Slot Modifier: 0
Max Velocity: 316m/s
Inertia Modifier: 4.2x

Subsystem Skill Bonus:
5% increased agility per level
5% bonus to max speed per level

Loyalist Propulsion - Fuel Catalyst

Low Slot Modifier: 0
Med Slot Modifier: 1
Hi Slot Modifier: 0
Max Velocity: 289m/s
Inertia Modifier: 4.31x

Subsystem Skill Bonus:
10% bonus to afterburner speed per level
5% bonus to microwarpdrive speed per level

Loyalist Propulsion - Interdiction Nullifier

Low Slot Modifier: 0
Med Slot Modifier: 0
Hi Slot Modifier: 1
Max Velocity: 322m/s
Inertia Modifier: 4.4x

Subsystem Skill Bonus:
5% increased agility per level

Role Bonus:
Immunity to non-targeted interdiction

Loyalist Propulsion - Wake Limiter

Low Slot Modifier: 0
Med Slot Modifier: 1
Hi Slot Modifier: 0
Max Velocity: 300m/s
Inertia Modifier: 4.31x

10% reduction in microwarpdrive signature radius penalty per level
5% reduction in Microwarpdrive capacitor usage per level



Loyalist Defense - Adaptive Augmentor

Armor EM Resist: 45%
Armor Explosive Resist: 75%
Armor Kinetic Resist: 60%
Armor Thermal Resist: 35%
Shield EM Resist: 0%
Shield Explosive Resist: 87.5%
Shield Kinetic Resist: 70%
Shield Thermal Resist: 20%
Low Slot Modifier: 1
Med Slot Modifier: 1
High Slot Modifier: 0
Shield Hitpoints: 745
Armor Hitpoints: 1256
Hull Hitpoints: 812
Shield Recharge: 486

Subsystem Skill Bonus:
7.5% Resists per level

Loyalist Defense - Armor Magnfication

Armor EM Resist: 50%
Armor Explosive Resist: 80%
Armor Kinetic Resist: 62.5%
Armor Thermal Resist: 35%
Shield EM Resist: 0%
Shield Explosive Resist: 87.5%
Shield Kinetic Resist: 70%
Shield Thermal Resist: 20%
Low Slot Modifier: 1
Med Slot Modifier: 1
High Slot Modifier: 0
Shield Hitpoints: 786
Armor Hitpoints: 1198
Hull Hitpoints: 812
Shield Recharge: 499

Subsystem Skill Bonus:
15% bonus to armor hitpoints per level

Loyalist Defense - Rapid Regeneration

Armor EM Resist: 50%
Armor Explosive Resist: 80%
Armor Kinetic Resist: 62.5%
Armor Thermal Resist: 35%
Shield EM Resist: 0%
Shield Explosive Resist: 87.5%
Shield Kinetic Resist: 70%
Shield Thermal Resist: 20%
Low Slot Modifier: 1
Med Slot Modifier: 1
High Slot Modifier: 0
Shield Hitpoints: 745
Armor Hitpoints: 1366
Hull Hitpoints: 812
Shield Recharge: 486

Subsystem Skill Bonus:

7.5% bonus to armor repair module duration per level
3% bonus to armor repair module capacitor use per level

Loyalist Defense - Remote Repair Augmentor

Armor EM Resist: 55%
Armor Explosive Resist: 80%
Armor Kinetic Resist: 62.5%
Armor Thermal Resist: 42.5%
Shield EM Resist: 0%
Shield Explosive Resist: 87.5%
Shield Kinetic Resist: 70%
Shield Thermal Resist: 20%
Low Slot Modifier: 0
Med Slot Modifier: 1
High Slot Modifier: 1
Shield Hitpoints: 854
Armor Hitpoints: 1588
Hull Hitpoints: 887
Shield Recharge: 355

Subsystem Skill Bonus

10% bonus to remote armor repair modules amount per level
100% bonus to remote armor repair module range per level

Role Bonus:

50% reduction in remote armor repair modules capacitor usage per level

If I stare at the door long enough, maybe, just maybe, it'll open

Forever Infiniti
Doomheim
#3 - 2011-09-12 13:45:25 UTC  |  Edited by: Forever Infiniti
I tired not to make it too power, yet the ability to do the role of the AF's, EAF's, CovOps (To an Extent) and Recons (Similar to CovOps). The only thing I didn't give it was Inty-like abilitys. Although one of my favorite parts was the Remote Repair Augmentor Sub, I tihnk it would be cool to have a Frigate that can act like a Mini-Gaurdian. Would also give a use to the useless Deadspace Small Remote Reps Lol

Obviously this ship won't be cheap, but it won't be 500m, Around 100-250m should be the price range for everything including subs.

If you have any suggestions please tell me, would love to see something like this in-game

If I stare at the door long enough, maybe, just maybe, it'll open

ITTigerClawIK
Galactic Rangers
#4 - 2011-09-12 13:53:55 UTC  |  Edited by: ITTigerClawIK
may i sugget altering an electronics subsystem for something that increases web/scram ranges or strenghs as that would be something more appropriate a frigate class ship ?

Edit: almost forgot, the 5% increase for grid module isnt much of a bonus on a frigate sized ship due to the incredably tiny incriment it will give
Forever Infiniti
Doomheim
#5 - 2011-09-12 14:01:31 UTC
ITTigerClawIK wrote:
may i sugget altering an electronics subsystem for something that increases web/scram ranges or strenghs as that would be something more appropriate a frigate class ship ?

Edit: almost forgot, the 5% increase for grid module isnt much of a bonus on a frigate sized ship due to the incredably tiny incriment it will give


Yea, that is a good idea, but I'd rather see a web bonus on a minmatar T3 Frig and scram/disrup range bonus on Gall T3 Frig, because you know, that's just their racial stuff.

I'll look into the 5% grid increase, see if something better could go in there, but it's still a relative big bonus due to the small PG requirements of small guns/reppers and stuff. Actually I find CPU more of a issue when fitting frigs then PG

If I stare at the door long enough, maybe, just maybe, it'll open