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[Winter] New destroyers

First post
Author
Azula Kishtar
Lonely among the Stars
#221 - 2012-09-29 05:03:30 UTC
The Caldari Destroyer looks very powerful. With all the Light Missile changes, it will have very good raw damage and damage projection. I see that the PG is supposed to balance the LML fit, i guess, but a Character with good skills and an MPAC should be able to fit a full rack of Launchers, MWD and three 1 PG mods like a TD, Point or Damage Module. CPU won't be a problem and tank will be provided by staying out of range and using a TD.

The Minmatar Destroyer is ok i guess. I doubt the MWD bonus will overshadow Interceptors, as it is still a much bigger and slower target. It looks solid at first glance.

The Amarr Destroyer looks like a smaller version of the Arbitrator, with no bonuses to TDs, but to Neuts to make the small Neuts have the same range as medium Neuts on the Arbitrator i guess. Again, i doubt it will overshadow the Sentinel as some people have feared (not saying that the Sentinel and other EAFs wouldn't need a lot of looking at though). I'm not much of a drone lover myself however, so i will probably not be using it too often.

Which brings us to the Gallente Destroyer. I don't like it. Not just because i don't like drones in general, but mainly because it has split weapon bonuses. I can see it being better with Blasters than the Catalyst because it has three med slots, so it can easily have a web, but of course it has much less raw damage in her turrets. Maybe the drones actually make up for that, but i kinda doubt it.

Anyway, i really think you should look at all four of them very closely.
Eckyy
Sebiestor Tribe
Minmatar Republic
#222 - 2012-09-29 05:13:29 UTC
Galphii wrote:

+10% to armour repair amount per level


^ I think it says something about the state of active armor tanking that it needs a 50% bonus and even then I'd be tempted to pass on it in most fits.
Galphii
Caldari Provisions
Caldari State
#223 - 2012-09-29 05:16:46 UTC
Eckyy wrote:
Galphii wrote:

+10% to armour repair amount per level


^ I think it says something about the state of active armor tanking that it needs a 50% bonus and even then I'd be tempted to pass on it in most fits.

Seems to be the way CCP are going lately with this bonus (Incursus leads the way). I'd prefer it to be a +5% boost to armour HP/lvl, but we can't always get what we want Sad

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

Shaalira D'arc
Aliastra
Gallente Federation
#224 - 2012-09-29 05:28:51 UTC
CCP Ytterbium wrote:

* Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16%
* Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%


While this buff is appreciated and needed, have you considered the issue of Drone Damage Amps being incompatible with armor tanking? They take up much-needed low slots, especially on drone boats that have armor tanking bonuses (coughMyrmidoncough). It says something about the meta when, to use drone mods effectively, you have to shield-tank your armor-bonused drone boats.

Also, echoing concerns about the proposed Caldari missile-destroyer. Tiericide is meant to expand the ship selection. If this ship goes in as is, I'll be flying it exclusively among the new destroyers.
Aaron Greil
Royal Amarr Institute
Amarr Empire
#225 - 2012-09-29 05:42:42 UTC  |  Edited by: Aaron Greil
I think I wouldn't be out of line to say the eve community would rather have something well thought out and well balanced released at a later date than to have something new now, that will inevitably need fixing later. Seriously, this was a nice surprise today, but I was kinda hoping for combat cruisers.

We (or at least, I) love the rate that new content and balance has been coming out.... but on a whole new set of ships, take your time guys.
Ark Anhammar
GO' R0V
Pandemic Horde
#226 - 2012-09-29 05:57:38 UTC
Galphii wrote:
I'd prefer it to be a +5% boost to armour HP/lvl, but we can't always get what we want Sad

I'd much rather this instead of an active armor repping bonus. Buffer on this sort of ship would be pro, but having buffer on a wider variety of Gallente ships would just be amazing.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#227 - 2012-09-29 06:01:24 UTC
Shaalira D'arc wrote:
CCP Ytterbium wrote:

* Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16%
* Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%


While this buff is appreciated and needed, have you considered the issue of Drone Damage Amps being incompatible with armor tanking? They take up much-needed low slots, especially on drone boats that have armor tanking bonuses (coughMyrmidoncough). It says something about the meta when, to use drone mods effectively, you have to shield-tank your armor-bonused drone boats.

This isn't unique to DDA's. All damage mods are low slot including mag stabs and heat sinks. Both of these see extensive use by the armor tanking ships that use the related weapons systems. Why should DDA's be any different?
Zyella Stormborn
Green Seekers
#228 - 2012-09-29 06:18:55 UTC
Amarr dessie really needs another mid. 2 mids on a drone boat hurts, as 1 is already dedicated to prop (rather mandatory to have prop on every ship in pvp). For drones, you need a web, or a drone augmentor in that mid slot, or possibly an injector, especially if this ship is supposed to be going after those new fast as hell frigates, no? And this is assuming they are not solo, where you would need a point.

Maybe -1 High, +1 mid?

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Omnathious Deninard
University of Caille
Gallente Federation
#229 - 2012-09-29 06:27:44 UTC  |  Edited by: Omnathious Deninard
Will have to see what happens after this weekend, but as it stands right now, these ships need to be scrapped and taken back to the drawing board.
The caldari one is going to be OP,
the amarr one is just a mini pilgrim with much less survivability,
the minmatar one is just kinda there the sig radius reduction for microwarpdrives is neat but is definitely a T2 ship bonus,
the gallente one is a joke, i have nothing else to say but its a joke

If you don't follow the rules, neither will I.

Eckyy
Sebiestor Tribe
Minmatar Republic
#230 - 2012-09-29 06:27:56 UTC
As for those naysayers who are opposed to making a whole new group of anti-frig platforms, the current Coercer can already reduce any frig-sized hull (except for assault frigs) to a wreck before they have time to align and warp, yet nobody seems to cry about it - and don't get me started on the Thrasher.
King Rothgar
Deadly Solutions
#231 - 2012-09-29 06:29:14 UTC
Interesting ships, definitely different from the existing dessies. I'm unsure as to how useful they will be however. The problem with the existing dessies is that every one of them needs just 1 extra mid/low slot to be effective and these don't grant that.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Veshta Yoshida
PIE Inc.
Khimi Harar
#232 - 2012-09-29 06:43:08 UTC
Right. Now I slept on it and still have no idea what the purpose of these things are.

They have worse damage (except Gallente's), -projection and -application (except Caldari) than existing destroyers with no additional benefit. Particularly the proposed Amarr hull, W T F!

No rhyme or reason behind it that I can see.

Short educational blurp:
- Frigate/Destroyer fights are defined by a high damage/EHP ratio .. they are fast and furious.
- Frigates and destroyers kill drones at will, only limiting factor is lock time, try sending 20 drones against say five Trash across a 20-30km gap (why do you think the Worm is not fielded except as bling bait?).
- Small drones are, since frigates came into style again, expensive as hell .. 4-500k a pop, almost as much as a small gun!

Amarr destroyer is essentially a low tank Worm (aneamic dps (drones), slow) with an utterly pointless neut/nos bonus. With 12km range and considering the dps involved (400+!!) that bonus will never get to come into play, it is dead long before it gets more than one cycle .. barely works on the Sentinel with twice the bonus for Goddess sake.
Dronebay size is completely irrelevant as you will be lucky to survive your first flight, much less a second or third .. plus did I mention that drones are expensive as hell, we are talking 6-7M to fill the bay.
* Will never fly this. Not worth the ISK (even if free).

Caldari look promising. Would prefer it if rocket damage/application wasn't included, kind of not their thing you know Smile. With a single TC/TE a rocket version of the proposed hull will function like the Coercer creating a 20km sphere of death .. missiles are not so much a problem as engagement is not likely to happen in point range.
* Near perfect missile alternative to current rail/blaster platform. Well worth the ISK if/when needed.

Gallente is, due to drones, in the same boat as the Amarr but will at least have the option of blaster ganking stuff with drones providing eWar (read: ECM). Doubt many will do so though as 5 guns worth and near-instantly destroyed supplemental dps won't cut it on todays battlefield.
* Personally would not choose this hull over the Catalyst, adds nothing that can not be countered by an 80IQ+ opponent in five seconds.

Minmatar (assuming the first bonus means +dmg to EXP) is an interesting if a bit muddled concept. Will be the ultimate grief mobile in FW minors for sure .. better kiter/griefer than the Slicer! Don't see swarms of these replacing current alpha (arty Thrash) swarms or AC swarms though, sometimes you just need that dps ASAP .. will definitely see action for solo/small gang crews.
* Good missile based alternative to current gun platform even if a bit griefy.

So as far as I am concerned you are 50/50, not too shabby.

To Fix Amarr (two options):
1. Double neut/nos bonus to 40%, remove 50m3 bay. Done
* Makes it a clear and present danger cap wise. Destroyers generally low EHP prevents abuse outside its intended frame.
2. Replace role with rocket range, replace neut/drone bonuses with rocket bonuses, add one high increase launchers to 6.
* Creates the "promised" missile based Coercer

To Fix Gallente:
Decide if it whould be drone or gun based. Life expectancy is too damn low for both to be defensible.
Double bandwidth, replace gun bonus with drone tracking.
* Opens up a whole slew of options; mediums, sentries, lights, eWar .. basically all drones. Destroyers generally low EHP prevents abuse outside its intended frame.



Strongo
#233 - 2012-09-29 06:46:02 UTC
MINMATAR DESTROYER is ment to have guns projectiels pointed. Tired of seeing changes to a ship would should fit class of ship why place all missles? Minmatar ship all have mixer of guns and missles time to change it so it dose. We already have a missle boat the caldari.

TBH I dont see any sip which has any bounes to the small projectiel guns now what a sad day.... Evil
Makalu Zarya
Rage and Terror
Against ALL Authorities
#234 - 2012-09-29 07:08:29 UTC  |  Edited by: Makalu Zarya
rant below...don't like it don't read it

Bitter old vet checking in...but CCP are u guys gonna actually do anything relevant to gameplay anytime soon?

I mean it's cool and all that noobships and Merlins are now fixed...they can light cynoes so much more efficiently now...and these new cyno lighting destroyers are also very cool. But seriusly something relevant to actual large alliance gameplay maybe?.

at the rate you are going Supercaps aren't gonna be on the list until what...2018?...i mean it took a year to do frigates and destroyers...A YEAR. Alliance have come and gone...people joined and quit...and in that time you fixed the merlin and the rifter. Oh i'm sorry you have also changed the raven even though half of eve can't tell the new one apart from the old one but everyone claims it looks awesome.

So lets see in 2013 we'll fix ruptures and thoraxes so that RvB gangs will live about 30s longer than they do now. in 2014 you'll get around to BCs and maybe finally fix the drake...though i seriously doubt it....by the end of 2016 you might get around to all the battleships...i mean 6 per year, right?

so 2017 we'll go carriers and dreads...and 2018 we'll actually get to the part of the game that is horribly broken...the supercaps!

so that's 6 years until you do anything that is actually worth any of the time for anyone in 0.0?

cool!

bitter old vet checking out
Aaron Greil
Royal Amarr Institute
Amarr Empire
#235 - 2012-09-29 07:20:33 UTC  |  Edited by: Aaron Greil
Makalu Zarya wrote:
rant below...don't like it don't read it

Bitter old vet checking in...but CCP are u guys gonna actually do anything relevant to gameplay anytime soon?

I mean it's cool and all that noobships and Merlins are now fixed...they can light cynoes so much more efficiently now...and these new cyno lighting destroyers are also very cool. But seriusly something relevant to actual large alliance gameplay maybe?.

at the rate you are going Supercaps aren't gonna be on the list until what...2018?...i mean it took a year to do frigates and destroyers...A YEAR. Alliance have come and gone...people joined and quit...and in that time you fixed the merlin and the rifter. Oh i'm sorry you have also changed the raven even though half of eve can't tell the new one apart from the old one but everyone claims it looks awesome.

So lets see in 2013 we'll fix ruptures and thoraxes so that RvB gangs will live about 30s longer than they do now. in 2014 you'll get around to BCs and maybe finally fix the drake...though i seriously doubt it....by the end of 2016 you might get around to all the battleships...i mean 6 per year, right?

so 2017 we'll go carriers and dreads...and 2018 we'll actually get to the part of the game that is horribly broken...the supercaps!

so that's 6 years until you do anything that is actually worth any of the time for anyone in 0.0?

cool!

bitter old vet checking out


It took a year to do: all frigs, destroyers (including adding one), and all cruisers. That's the two largest ship classes and another for good measure. They've added adjustments to countless modules, from remote armor reps to medium artillery. If they continue this trend, BCs and BSs will be next summer, with some tech 2 and possibly caps next winter or summer of 2014. Simmer down.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#236 - 2012-09-29 08:00:45 UTC
Makalu Zarya wrote:
large alliance gameplay


Makalu Zarya wrote:
relevant



lol
Takeshi Yamato
Ministry of War
Amarr Empire
#237 - 2012-09-29 08:29:39 UTC  |  Edited by: Takeshi Yamato
Some comments:

Amarr Destroyer

5x Warrior II + 2x Drone Damage Amplifier II = 168 dps
5x Hobgoblin II + 2x Drone Damage Amplifier II = 205 dps
3x light missile launcher II with faction ammo = 47 dps
3x rocket launcher II with faction ammo = 55 dps
3x dual light pulse II with Scorch = 63 dps

12.6km range on small neutralizers.

This ship is going to be powerful against Gallente and most Amarr frigates. Against ASB frigates with capless weapons it's going to be rubbish. The real defense of the ship is being able to shut down cap using weapons. With 3x neutralizers an Enyo is capped out in three cycles or 18 seconds.

The role bonus questionable in my opinion.


Caldari Destroyer

1x BCU II + faction light missiles = 192 dps at 63 km
2x BCU II + faction light missiles = 231 dps at 63 km

1x BCU II + faction rockets = 227 dps at 15 km
2x BCU II + faction rockets = 272 dps at 15km

With T2 missiles being improved and the new Tracking Computers, this ship is looking is very interesting. The damage projection is phenomenal.

The ship is currently the second fastest of the new destroyers, that's surely an error.


Gallente Destroyer

5x Warrior II + 1x Drone Damage Amplifier II = 144 dps
5x Hobgoblin II + 1x Drone Damage Amplifier II = 177 dps
4x 125mm Railgun II with navy AM + 1x Mag Stab II = 151 dps at 10km

While I'm skeptical about drones as primary weapon system, this split weapon doesn't allow you to play your strengths. So if you're going to make a drone ship whose only purpose is dps, go all the way:


+10% drone damage and hitpoints per level
+10% drone speed and tracking per level
Role bonus: +50% drone damage per level.

This nets Hobgoblin II going 6.3 km/sec and doing 300 dps with 2x drone damage amps. Adjust highs as needed.


Minmatar Destroyer

2x BCU II + faction light missiles = 202 dps at 63 km
2x BCU II + faction rockets = 237 dps at 15km

Even better than the Caldari destroyer due to the extra low slot. The MWD bloom reduction bonus doesn't belong on destroyers. It's not useful against their intended targets and has the potential to upset balance against larger ship classes.



Summary:

The Caldari and Minmatar destroyer will do well in the current shield kiting meta game but are too similar to each other. The fact that the ships best suited to long range combat also happen to be the fastest makes me concerned.

The Amarr destroyer will have its niche but is unlikely to see widespread use. A role bonus that helps it fight against ASBs and ships with capless weapons would be useful.

The Gallente destroyer doesn't differ enough from the Catalyst and competes with it for the same role. One of them is going to lose the competition and become underused.
Omnathious Deninard
University of Caille
Gallente Federation
#238 - 2012-09-29 08:47:49 UTC
Takeshi Yamato wrote:



Gallente Destroyer

5x Warrior II + 1x Drone Damage Amplifier II = 144 dps
5x Hobgoblin II + 1x Drone Damage Amplifier II = 177 dps
4x 125mm Railgun II with navy AM + 1x Mag Stab II = 151 dps at 10km

While I'm skeptical about drones as primary weapon system, this split weapon doesn't allow you to play your strengths. So if you're going to make a drone ship whose only purpose is dps, go all the way:


+10% drone damage and hitpoints per level
+10% drone speed and tracking per level
Role bonus: +50% drone damage per level.

This nets Hobgoblin II going 6.3 km/sec and doing 300 dps with 2x drone damage amps. Adjust highs as needed.

Speed increase plus light drones equals fail, this has been tested on other ships. Increasing the optimum range of drones and increasing hit points will help such as
+10% drone damage and tracking per level
+20% drone optimum range and hit points per level
Role bonus +50% drone damage
This could work as the damage is still there and the drones have a greater survivability, to actually apply some dps

If you don't follow the rules, neither will I.

Luc Chastot
#239 - 2012-09-29 08:52:30 UTC
Takeshi Yamato wrote:

Gallente Destroyer

5x Warrior II + 1x Drone Damage Amplifier II = 144 dps
5x Hobgoblin II + 1x Drone Damage Amplifier II = 177 dps
4x 125mm Railgun II with navy AM + 1x Mag Stab II = 151 dps at 10km

While I'm skeptical about drones as primary weapon system, this split weapon doesn't allow you to play your strengths. So if you're going to make a drone ship whose only purpose is dps, go all the way:


+10% drone damage and hitpoints per level
+10% drone speed and tracking per level
Role bonus: +50% drone damage per level.

This nets Hobgoblin II going 6.3 km/sec and doing 300 dps with 2x drone damage amps. Adjust highs as needed.


Maybe you meant 50% drone optimal as a role bonus?

Make it idiot-proof and someone will make a better idiot.

Vilnius Zar
SDC Multi Ten
#240 - 2012-09-29 08:53:43 UTC
The Amarr one looks interesting at first glance but do tell me how a neut ship with just two midslots is supposed to operate?