These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Winter] New destroyers

First post
Author
Bloodpetal
Tir Capital Management Group
#201 - 2012-09-29 01:53:50 UTC
Alara IonStorm wrote:
Galphii wrote:

Yeah, I'd prefer to see these new destroyers be part of the combat line, with more defensive ability (low/mid slots). You can always add an almost identical glass cannon down the track a bit. Do I think this is going to happen? No. Had to say it though.

Same. I would like more then glass Destroyers introduced along side the lighter ships.

I would like to see the DPS of these things cut and more tank added to the mix. Make the old ones the glass cannons and the new ones heavier.


+1 to this message. Do something different.

Where I am.

The VC's
The Scope
Gallente Federation
#202 - 2012-09-29 02:01:23 UTC
I'm going to buck the trend here and say the Gallente dessy look pretty hot. I'll be a better solo boat than the cat. The optimal bounus lends itself to void and null. Maybe an extra turret would be nice. It'll be pretty ferocious.

The catalyst is better as a rail boat IMO.


And as for the amarr destroyer. If you ever fit turrets on it you'll be missing it's trick. The equivalent of 3.6 medium neuts with 324 cap alpha. Who needs turrets.
Lili Lu
#203 - 2012-09-29 02:05:34 UTC
The VC's wrote:
The catalyst is better as a rail boat IMO.

Have you looked at trying to fit 150mm rails on the new Catalyst? What?
Bloodpetal
Tir Capital Management Group
#204 - 2012-09-29 02:09:13 UTC  |  Edited by: Bloodpetal
Lili Lu wrote:
The VC's wrote:
The catalyst is better as a rail boat IMO.

Have you looked at trying to fit 150mm rails on the new Catalyst? What?


I've seen 400 DPS rail fits on a catalyst that can shoot 30km+ or whatever it is.

They're pretty gross, 3 of my noobie corpies in t1 frigates charging simultaneously at it didn't even make it within 10km of the thing.

Where I am.

The VC's
The Scope
Gallente Federation
#205 - 2012-09-29 02:09:46 UTC  |  Edited by: The VC's
Lili Lu wrote:
The VC's wrote:
The catalyst is better as a rail boat IMO.

Have you looked at trying to fit 150mm rails on the new Catalyst? What?


Yeah. Do-able if you really need the range. Still works well with 125's. The extra tracking on the 125's is more forgiving, I've found.

A very underestimated weapon system, railguns.
Aaron Greil
Royal Amarr Institute
Amarr Empire
#206 - 2012-09-29 02:19:25 UTC
I agree with the growing sentiment that these new destroyers have poorly defined roles and need a completely different design philosophy.

I support the idea of making them tankier and less dps. With all these new changes, I feel like I'm losing the core of amarr: thick armor and lasers. With frigates and cruisers its easier to have specialized ships because the ship class is so much larger. If we only had two crusiers or frigates, what would they be? The secondary weapon system is okay for a single ship in the large ship classes and for tech 2, but in small classes like this, they should really follow the core design philosophy of the race. Why can't we have a mini maller/rupture If you want clear ship progressions, then make these follow the clear progression of the patterns you have already started building.

For the amarr version, how about something like this? This is just something off the top of my head, so it (naturally) would need to be adjusted for balance, but:

5 highs, 5 turrets (no drones)
3 mids
4 lows

5% to laser damage per level
5% to armor resistances per level
special ability:
50% to laser cap use

Give it a (nearly) cruiser sized tank for a little less speed than the coercer, with less damage. New players would actually fly this, and it would fill a fairly unique role of fast, yet high tank ship, for older players. AFs would still outperform this in speed, and in the case of the retribution, be using a different weapon system. I guess basically, this would be a stepping stone to an AF.

Do something with shield resistances for caldari, shield rep for minmatar, and armor rep for gallente, using missiles, projectiles, and drones, respectively. Give them a proper progression into other ships. As an older amarr pilot, I would never fly the new amarr destroyer. If I wanted frig pvp, there are a half dozen better amarr based ships for the job.
Gogela
Epic Ganking Time
CODE.
#207 - 2012-09-29 02:27:55 UTC
I like all of them... and these things look dangerous. A lot of faction and T2 frigs will fall prey to them I'll wager. Big smile

Signatures should be used responsibly...

Aaron Greil
Royal Amarr Institute
Amarr Empire
#208 - 2012-09-29 02:37:52 UTC
Bloodpetal wrote:
Alara IonStorm wrote:
Galphii wrote:

Yeah, I'd prefer to see these new destroyers be part of the combat line, with more defensive ability (low/mid slots). You can always add an almost identical glass cannon down the track a bit. Do I think this is going to happen? No. Had to say it though.

Same. I would like more then glass Destroyers introduced along side the lighter ships.

I would like to see the DPS of these things cut and more tank added to the mix. Make the old ones the glass cannons and the new ones heavier.


+1 to this message. Do something different.


QFT
Vladimir Norkoff
Income Redistribution Service
#209 - 2012-09-29 02:41:10 UTC  |  Edited by: Vladimir Norkoff
CCP Ytterbium wrote:

  • GALLENTE DESTROYER:

  • Gallente are always about raw firepower

    Drones (bandwidth / bay): 25 / 50
    Gallente have usually had more bandwidth than Amarr since you introduced the bandwidth concept. Why not keep with that? Make this dessie all about firepower. Make it the assault dessie that can be cruiser hunter instead of just a frig hunter.

    Give it (bandwidth / bay): 40 / 50, and then drop a turret or change the turret bonus to tracking or falloff or w/e.

    That way if it's fitted up with medium drones it's dead meat against frigs. But with light drones it can still perform a decent job at frig hunting (not as well as the other dessies, but enough to make a frigs life seriously unpleasant).
    Villanor
    Grobnar Inc
    #210 - 2012-09-29 03:21:35 UTC
    I'm Down wrote:
    MIrple wrote:
    I'm Down wrote:
    If I'm not mistaken, this puts the new Caldari Missile destroyer in the 200 - 210 DPS at 60+ km range

    Does this not negate everything you have already said about HML's, range and damage projection considering this is following the current trends and not the new path you guys were trying to lay down?


    Think these ships are meant to operate with precisions what would the range be with this type of ammo fitted?


    No, Light missiles are getting a boost to explosive velocity already this patch, and then this ship gets an added boost to hitting small fast targets

    And i was wrong, it hits up to 260 dps at 57km w/o rigs/TCs

    Ironically, this thing post changes is going to come awfully close to the drake in both dps and range with far less training time


    For the love of god nobody uses drakes for their L33T awesome DPS.
    Drakes are great for how tanky they are for so little training.
    Tengu is the same just better in all aspects. Both have great tanks and reliable mediocre (compared to their equivalents) damage.

    Tengu is OP a bit but this destroyer is lacking the tank that makes these other two so powerful.

    TL;DR Drake dps is not why they are used and finally a missile glass cannon
    HELLBOUNDMAN
    Aliastra
    Gallente Federation
    #211 - 2012-09-29 03:46:58 UTC
    CCP Ytterbium wrote:

  • CALDARI DESTROYER:

  • Missiles, missiles, missiles, missiles, that's what this hull is all about. It spams missiles a quite a long range, and boasts improved explosion velocity to catch those pesky annoying little orbiting frigates.

    Ship bonuses:
    +5% to rocket and light missile kinetic damage per level
    +10% to rocket and light missile explosion velocity per level
    Role bonus:
    +50% to rocket and light missile velocity
    Slot layout: 8 H, 3 M, 2 L, 8 launchers
    Fittings: 45 PWG, 210 CPU
    Defense (shields / armor / hull) : 950 / 750 / 750
    Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s
    Mobility (max velocity / agility / mass / align time): 250 / 2.5 / 1900000 / 4.89s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7
    Sensor strength: 12 gravimetric
    Signature radius: 69
    Cargo capacity: 450



    I'm cool with most of what this destroyer shows, except for specifically

    "+5% to rocket and light missile kinetic damage per level"

    I thought the current balancing plan with missiles was to get away from focused type bonuses?
    Jerick Ludhowe
    Internet Tuff Guys
    #212 - 2012-09-29 03:47:48 UTC
    These new destroyers are so confused... We got a mini curse that is going to just end up being a far better sentinel, we got some nonsensical matari boat with bonuses that just feel so out of place, and we got a gallente drones/gun boat that has far too much in common with the current gallente destroyer... The only one that I feel is reasonably well designed is the caldari destroyer....

    I'd highly suggest going back to the drawing board. Just because you (ccp) promised new destroyers does not mean you should release under par content that will inevitably need a rebalence the moment it goes live...
    MeBiatch
    GRR GOONS
    #213 - 2012-09-29 03:49:10 UTC
    Omnathious Deninard wrote:
    Kesthely wrote:
    Giving the Gallente destroyer a possiblity of 10 drones is a bad idea, not due to server lag issues or anything wrong with fielding 10 light drones, but the fact that that will give you a 50 mbit 50 bay minimum, and thus the medium scout drones can be used.

    This will take its intended role away (anti frigate platform)

    As an alternative, i'm suggesting a role bonus change: Give it an increased warp disruptor range
    Role bonus: 50% bonus to warp disruptor range

    This will keep the gallente (drone) pilots happy and in line with its racials (although i do think you should consider dropping the mids to 2 the same as the amarr one then

    5 medium drones dps is not equal to 10 light drone dps
    using hobgoblins and hammerheads with max skills
    10 hobgoblins 297dps
    5 hammerheads 237.6 dps
    i am most worried about server load and not dps difference, plus medium drones track for crap.
    if the server can handle it the gallente bonuses would be great as such
    +10% drone damage and hitpoints
    +10% drone tracking and optimum range
    role bonus +5 drone control

    yes and ffs give us light and medium sentry drones

    There are no stupid Questions... just stupid people... CCP Goliath wrote:

    Ugh ti-di pooping makes me sad.

    Tragedy
    The Scope
    Gallente Federation
    #214 - 2012-09-29 04:13:39 UTC
    Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds.
    HELLBOUNDMAN
    Aliastra
    Gallente Federation
    #215 - 2012-09-29 04:15:07 UTC
    Tragedy wrote:
    Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds.


    I'm more interested in the missile boat...

    Now, I'm not enjoying the kinetic missile bonus... Thought they were getting rid of this with the rebalancing...
    Lili Lu
    #216 - 2012-09-29 04:23:56 UTC
    HELLBOUNDMAN wrote:
    Tragedy wrote:
    Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds.


    I'm more interested in the missile boat...

    Now, I'm not enjoying the kinetic missile bonus... Thought they were getting rid of this with the rebalancing...

    Well it could be worse for you. Notice the explo damage bonus on the Minmatar destroyer. That'll be great against all the shield tanked frigs it will be shooting.
    HELLBOUNDMAN
    Aliastra
    Gallente Federation
    #217 - 2012-09-29 04:40:55 UTC
    Lili Lu wrote:
    HELLBOUNDMAN wrote:
    Tragedy wrote:
    Why are they even adding these? They seem goofy. As fun as a destroyer droneboat sounds.


    I'm more interested in the missile boat...

    Now, I'm not enjoying the kinetic missile bonus... Thought they were getting rid of this with the rebalancing...

    Well it could be worse for you. Notice the explo damage bonus on the Minmatar destroyer. That'll be great against all the shield tanked frigs it will be shooting.


    That's my point.

    I could have sworn that with most of the ship rebalancing they were doing that they were getting away from specific damage bonuses with missiles.

    Guess not..
    OT Smithers
    A Farewell To Kings...
    Dock Workers
    #218 - 2012-09-29 04:44:40 UTC
    Hazard117 wrote:
    Name the caldari destroyer the Owl. I mean theres the Hawk, Moa, Falcon might as well add another bird / creature name in to the caldari ship list.


    It should be named the Pidgeon.
    Zhilia Mann
    Tide Way Out Productions
    #219 - 2012-09-29 04:46:08 UTC
    Lili Lu wrote:
    This is a very disappointing op and thread. Where to begin.

    Gallente:
    Seriously? A 50% optimal role bonus? That already exists on all the existing destroyers Straight And now it will only apply to 4 turrets on this new destroyer. Fix the catalyst, give it more grid, and make this new destroyer something new and not another split weapon gallente failure. Also, a 25/50 dronebay that is not as good as the Amarr one is a second slap in the face.

    Make the second bonus the tracking bonus the Tristan is getting. And then make the role bonus a 10m3 dronebay per level. Thus at level 5 the dronebay would be 100m3 and thus better than the Amarr dronebay. Drone destroyers are going to lose lots of drones (isk will become a ***** but oh well) so they'd better have lots of spares. Then give the ship another turret to make up for losing the 5% hybrid damage bonus.

    Amarr:
    I don't like your giving a tech I ship a neuting range or amount bonus. And to only give it 2 mids doesn't work for that (a cap recharge bonus still leaves the ship vulnerable to medium and heavy neut alpha). So, how does it fuel the neuts and still have prop and tackle mods? It doesn't.

    But then how do you make this ship stand out? Well, no problem with keying on the missile launchers. The coercer is a laser boat. The worm is a drone+missile boat but it shield tanks. So this destroyer can be a drone+missile boat that armor tanks. Give it 4 launchers and no turrets. The second ship bonus could be a drone tracking bonus like the Gallente destroyer. Then the role bonus can be a +5% em damage or rof bonus on the launchers. This split weapon bonus paradigm actually will satisfy Amarr tech II Khanid Innovation fans I would bet.

    Minmatar:
    Ok the missile boats have to be carerful not to be absolute murder on frigates. The Caldari one is game breaker, but I'll get to that last. The damge bonus is fine. The range role bonus is maybe ok, but I'll comment on it with the Caldari comments below. But I have no idea what you are doing with this new mwd sig reduction bonus.

    I haven't run the math on what that does to the size of the ship in powered flight. Regardless you are shorting the offensive capacity of this ship by restricting it to 7 launchers and then giving in 2 defensive features (the sig reduction and the extra low slot). This seems to be breaking the mould on this class of new destroyers that all are getting offensive bonuses only except for this ship. I suppose the extra low could be filled with another BCS as against the Caldari one, or a TE and thus something like what the Caldari one's proposed bonus is. But I really can't figure this out, so I'll leave this for others to comment on.

    Caldari:
    And here is where I have real concerns. The damage bonus is fine. The range and explosion velocity bonuses though I'm concerned about especially in conjunction with the new TC/TE mechanics. Even without the new mods these bonuses with the increased light missile damage and the other ship damage bonus could alone make these ships absolute frigate murderers. It could very well moot all the work you are doing on frigs. The drone boats drones can be killed, and the travel time on the drones is slower and very more noticiable on the screen. But killer missiles are not so apparent (especially since many of us have the trails turned off for frame rate issues, and even if not they are not going to be blinking yellow as they travel toward the targeted ship).

    I would like to see the math on what a 50% range velocity bonus will mean in conjunction with new mTCs/mTEs. Also, ditto for the secondary explosion velocity bonuses and the new missile tracking mods. You absolutley have to avoid making these two missile destroyers into Instant frigate nullifers. Be very careful with this. Maybe post some numbers for us.


    Lili, I've never been a fan of yours until this balancing round. This nails it though.

    All of these changes are getting very hard to evaluate without knowing what's in the works for missiles vis-a-vis TE/TCs. That could make or break everything in this round of changes and it's the one thing we so far know nothing about.
    Galphii
    Caldari Provisions
    Caldari State
    #220 - 2012-09-29 04:53:06 UTC  |  Edited by: Galphii
    Okay, I'm gonna go ahead and fix this for you right now. Some of the numbers are a bit general (like align time I didn't even touch) but these ships would be slower than attack line destroyers.

    Behold, the combat destroyer line! Twisted

    • AMARR DESTROYER:

    • Ship bonuses:
      +10% to drone damage and hitpoint per level
      +5% to armour resistances per level
      Role bonus:
      +50% bonus to energy neutraliser and nosferatu range
      Slot layout: 4 H, 3 M, 5 L, 2 turrets, 2 launchers
      Fittings: 50 PWG, 150 CPU
      Defense (shields / armor / hull) : 750 / 1100 / 950
      Capacitor (amount / recharge rate / average cap per second): 600 / 370s / 1.62s
      Mobility (max velocity / agility / mass / align time): 215 / 2.70 / 1750000 / 4.71s
      Drones (bandwidth / bay): 25 / 75
      Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6
      Sensor strength: 10 radar
      Signature radius: 66
      Cargo capacity: 300


    • CALDARI DESTROYER:

    • Ship bonuses:
      +5% to rocket and light missile kinetic damage per level
      +5% to shield resistance bonus per level

      Role bonus:
      +25% to rocket and light missile signature radius bonus
      Slot layout:6 H, 5 M, 2 L, 6 launchers
      Fittings: 45 PWG, 220 CPU
      Defense (shields / armor / hull) : 1150 / 750 / 750
      Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s
      Mobility (max velocity / agility / mass / align time): 220 / 2.5 / 1900000 / 4.89s
      Drones (bandwidth / bay): 0 / 0
      Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7
      Sensor strength: 12 gravimetric
      Signature radius: 69
      Cargo capacity: 450


    • GALLENTE DESTROYER:
    • (fully bonused medium drones on this thing is not a good idea, hence the tracking bonus instead)

      Ship bonuses:
      +10% to drone tracking speed and HP per level
      +10% to armour repair amount per level

      Role bonus:
      +25% drone mwd speed
      Slot layout: 5 H, 3 M, 4 L, 4 turrets
      Fittings: 55 PWG, 150 CPU
      Defense (shields / armor / hull) : 800 / 1050 / 1000
      Capacitor (amount / recharge rate / average cap per second): 550 / 350s / 1.57s
      Mobility (max velocity / agility / mass / align time): 230 / 2.45 / 1800000 / 4.46s
      Drones (bandwidth / bay): 50/ 50
      Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7
      Sensor strength: 11 magnetometric
      Signature radius: 72
      Cargo capacity: 350


    • MINMATAR DESTROYER:

    • Ship bonuses:
      +5% to rocket and light missile damage per level
      + 7.5% to shield boost amount per level

      Role bonus:
      +50% to rocket and light missile explosion velocity
      Slot layout:5 H, 4 M, 3 L, 5 launchers
      Fittings: 48 PWG, 220 CPU
      Defense (shields / armor / hull) : 1050 / 850 / 800
      Capacitor (amount / recharge rate / average cap per second): 450 / 290s / 1.55s
      Mobility (max velocity / agility / mass / align time): 240 / 2.89 / 1600000 / 4.64s
      Drones (bandwidth / bay): 5 / 5
      Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6
      Sensor strength: 9 ladar
      Signature radius: 60
      Cargo capacity: 400

    "Wow, that internet argument completely changed my fundamental belief system," said no one, ever.