These forums have been archived and are now read-only.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
Takeshi Yamato
Ministry of War
Amarr Empire
#921 - 2012-10-31 22:16:24 UTC  |  Edited by: Takeshi Yamato
Regarding the Dragoon(amarr destroyer): unbonused weapons suck. That a 400mm plate fit with no weapons in the highs is virtually identical in hitpoints and dps to a 200mm plate fit with weapons shows this clearly. The ship is one step away from being better off leaving 3 of its high slots empty! The unbonused weapons that will never be improved by damage mods or rigs have such a bad dps/PG and dps/CPU ratio that they are borderline useless.

This doesn't come as a surprise either, no ship with unbonused weapons has historically been good. The Dragoon will still be viable due to getting most of its damage from drones and having good neuting, but it's never going to feel right.

Do something with the Dragoon. Make it a pure drone ship (0 turret/launcher slots, 3-4 highs) ) or give it a rocket or laser damage bonus. Just don't leave it with 3 highs that it can barely benefit from.

PS: a pure drone Dragoon might look something like this:

5 lows (+1 from current)
3 mids (+1 from current)
3 highs (-3 from current)
46 PG (-9 from current)
170 CPU (+20 from current)

+15% drone damage per level (+5% from current)
+20% drone hitpoints per level (+10% from current)
Bouh Revetoile
In Wreck we thrust
#922 - 2012-10-31 22:57:51 UTC
Takeshi Yamato wrote:

This doesn't come as a surprise either, no ship with unbonused weapons has historically been good.

You mean, like the myrmidon ? or the arbitrator ? Indeed, they always had been soo bad... Curse or Pilgrim ? Terribad indeed.
Sheynan
Lighting the blight
#923 - 2012-10-31 23:40:41 UTC  |  Edited by: Sheynan
I wouldn't be so quick to judge that.
Just fitting Dragoon (is that going to be the new name ? Smile) with rockets/guns, 200mm plate, mwd will give you a ship that is going to deal more damage than a similar tanked Coercer or Thrasher. (Will do 300-400 depending on the choice of guns/ preferred damage projection)
Zyella Stormborn
Green Seekers
#924 - 2012-11-01 00:00:20 UTC
Bouh Revetoile wrote:
Takeshi Yamato wrote:

This doesn't come as a surprise either, no ship with unbonused weapons has historically been good.

You mean, like the myrmidon ? or the arbitrator ? Indeed, they always had been soo bad... Curse or Pilgrim ? Terribad indeed.



More tank, more mid slots, and I think more useable fitting on Arby / Curse / Pilgrim, no? Only 2 mids on Dragoon, forcing all of both damage, and defense into lows. Curse and Pilgrim can mix up mid / low slots for bonuses both defensively and offensively, and still have some room for webs / point, etc.

Although i do see your point about the quote. Lol

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

Luc Chastot
#925 - 2012-11-01 00:27:29 UTC
Sheynan wrote:
I wouldn't be so quick to judge that.
Just fitting Dragoon (is that going to be the new name ? Smile) with rockets/guns, 200mm plate, mwd will give you a ship that is going to deal more damage than a similar tanked Coercer or Thrasher. (Will do 300-400 depending on the choice of guns/ preferred damage projection)


No, he just made that up. Nobody knows the name yet.

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

Benny Ohu
Royal Amarr Institute
Amarr Empire
#926 - 2012-11-01 02:44:18 UTC
:( Amarr ships are theism-y or ceremony-y or state-religion-y

Dragoon is mounted infantry
Kuehnelt
Devoid Privateering
#927 - 2012-11-01 02:59:11 UTC  |  Edited by: Kuehnelt
Kuehnelt wrote:
I think you could make that argument better. Like, "Caldari's new destroyer has highslots which cost about as much as or more PG than the old destroyer's highslots (T2 125mm rail = meta missile launchers).


Woops, this is the wrong.

CCP Fozzie wrote:
Light Missiles
-Decrease all Light Missile Launcher fitting requirements by 2pg and 4cpu


Including that, the new Caldari destroyer can fit meta launchers, MWD, medium regolith, other reasonable stuff, with 'only': T2 MAPC, ACR, +3% PG implant. That gets you like 8k EHP, with an invuln and the other two rig slots towards field extenders Alternatively, you can get 7.7k EHP with just one ACR for PG, a small regolith shield extender, an invuln, a DCU, and field extender rigs. (DISCLAIMER: I don't fly shield ships, I have no idea how to fit them. This is 100% EFT talking.)

But you need AWU trained up just to fit missile launchers and an MWD on the thing, without PG help. If that seems skill intensive, I dunno, maybe it's balanced against how terrible drone skills are.

Takeshi Yamato wrote:
unbonused weapons suck


Rockets aren't bad. 60 overheated dps, any damage type, very reliable damage application, no cap consumption, easy on fittings, hits out to scram range with faction ammo. A Malediction's awesome +5% damage/level bonus gives it about +15dps to the same configuration.

Oh, and in a pinch (say, someone's kiting you and has ECM drones on you), you can shoot drones with them without diverting your own drones to this task.

Takeshi Yamato wrote:
PS: a pure drone Dragoon might look something like this:

5 lows (+1 from current)
3 mids (+1 from current)
3 highs (-3 from current)
46 PG (-9 from current)
170 CPU (+20 from current)

+15% drone damage per level (+5% from current)
+20% drone hitpoints per level (+10% from current)


Bleeehhh. Fly an Arbitrator. Gain the ability to field mediums. Gain the ability to hit with medium neuts (= same range, greater cap stolen). Gain a fourth midslot. Gain 3x-4x the tank. Gain speed, even: an 800mm Winter Arbitrator is faster than a 200mm new Amarr destroyer. Spend not much more.

The new Amarr destroyer has so much character. It's a neuting drone boat with two midslots and a really strong capacitor. It has these weird highslots. It's really fun to fly. How crazy is that? But people keep looking at it and saying, man, I wish this ship were so bland that I could forget about it right away and use something else instead.
Zyella Stormborn
Green Seekers
#928 - 2012-11-01 04:18:17 UTC
Erm, its a mini-curse, with tighter fittings, and a stronger capacitor for its scale. Don't get me wrong, I am excited about the ship, but I am worried about its effectiveness out there. I WILL be out trying to use it in pvp (always been a bit of a drone whore), and I don't want to get something after test that needs work, because it most likely won't see much work for a long time with the other teiracides coming up first.

Really my biggest concern is the combination of slow speed, only 2 mids (no ability to hold tackle), and limited armor tank / no room for drone mods. Your feedback listed earlier is the one very good thing I have seen on it.

Its 'character' is its looks, and being a drone destroyer. That does not mean I do not want it to be an effective one on top of really fun to fly (and it does indeed seem fun).

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

Zarnak Wulf
Task Force 641
Empyrean Edict
#929 - 2012-11-01 04:31:35 UTC  |  Edited by: Zarnak Wulf
The original destroyers were designed to be glass cannons with not a whole lot of utility. You see the catalyst with only two mids, the Coercer with one, ect. The drone boats by their nature are about utility. The Gallente destroyer is in a good place. One if the best armor tanks I've seen on a dessy. Web. Nuet. Respectable DPS.

The Amarr destroyer has to choose somewhat between drone damage and tank. It really needs five or six lows to do its job.
Marzuq
Scarlet Weather Rhapsody
#930 - 2012-11-01 05:18:30 UTC
Zarnak Wulf wrote:
The original destroyers were designed to be glass cannons with not a whole lot of utility. You see the catalyst with only two mids, the Coercer with one, ect. The drone boats by their nature are about utility. The Gallente destroyer is in a good place. One if the best armor tanks I've seen on a dessy. Web. Nuet. Respectable DPS.

The Amarr destroyer has to choose somewhat between drone damage and tank. It really needs five or six lows to do its job.



From the looks of it you could easily fit decent tank and downgrade to smaller weapons on tier 1 destoyers and still have good dps.

You can't do this with these tier 2 destroyers, their fitting requires a lot of fitting mods just to work.
Zarnak Wulf
Task Force 641
Empyrean Edict
#931 - 2012-11-01 06:09:29 UTC
Marzuq wrote:
Zarnak Wulf wrote:
The original destroyers were designed to be glass cannons with not a whole lot of utility. You see the catalyst with only two mids, the Coercer with one, ect. The drone boats by their nature are about utility. The Gallente destroyer is in a good place. One if the best armor tanks I've seen on a dessy. Web. Nuet. Respectable DPS.

The Amarr destroyer has to choose somewhat between drone damage and tank. It really needs five or six lows to do its job.



From the looks of it you could easily fit decent tank and downgrade to smaller weapons on tier 1 destoyers and still have good dps.

You can't do this with these tier 2 destroyers, their fitting requires a lot of fitting mods just to work.


After December 4th you may very well be correct. Up until now though the AC Thrasher has been the only destroyer able to fit a tank AND maintain impressive DPS. (7.5k EHP with 440ish DPS) Every other destroyer seems to have crap DPS once you fit anything more then a DC in comparison.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#932 - 2012-11-01 07:38:02 UTC  |  Edited by: Valleria Darkmoon
Benny Ohu wrote:
:( Amarr ships are theism-y or ceremony-y or state-religion-y

Dragoon is mounted infantry


That's why I suggested the Deacon as a better name some time ago.

But on to the business at hand, the thing that concerns me most about the Amarr destroyer is the lack of mids. What the Arbitrator, Curse, Pilgrim, (Legion in some fits) have that the Dragoon does not is the ability to use one of those mids comfortably for a cap booster. I'm not convinced that the cap recharge rate alone will be enough to keep the ship running for any real length of time and 2 mids is extremely restrictive. If it is going to have cap problems and you are trying to solo anything you get to choose 2 of prop mod, point and cap booster. I really like the ship conceptually but I'm having difficulty imagining where it might be useful outside of support for a small mobile fleet in which case I feel it's better to just bring a Sentinel (which has mids) unless your wallet is extremely light.

EDIT: You can extend the example of cap boosters being easily usable on neuting ships to the blood ships as well even the Cruor has 3 mids, while the Ashimmu and Bhaalgorn have 4 and 5 respectively.

Reality has an almost infinite capacity to resist oversimplification.

Takeshi Yamato
Ministry of War
Amarr Empire
#933 - 2012-11-01 07:42:21 UTC  |  Edited by: Takeshi Yamato
Just to illustrate what I've been saying about the turret and launcher hardpoints being almost useless on the Dragoon (new amarr detroyer)

Quote:
[NEW Amarr Tier2, New Setup 1]
NEW Drone Damage Amplifier II
NEW Drone Damage Amplifier II
400mm Reinforced Rolled Tungsten Plates I
Damage Control II


1MN MicroWarpdrive II
Faint Warp Disruptor I

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
[empty high slot]
[empty high slot]
[empty high slot]

Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5


This one does 219 dps, has 9.89k hitpoints and goes 1278 m/s.




Quote:
[NEW Amarr Tier2, New Setup 1 copy 1]
NEW Drone Damage Amplifier II
200mm Reinforced Steel Plates II
Internal Force Field Array I
Adaptive Nano Plating II

Limited 1MN MicroWarpdrive I
Faint Warp Disruptor I

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
NEW Prototype 'Arbalest' Light Missile Launcher, NEW Caldari Navy Inferno Light Missile
NEW Prototype 'Arbalest' Light Missile Launcher, NEW Caldari Navy Inferno Light Missile
NEW Prototype 'Arbalest' Light Missile Launcher, NEW Caldari Navy Inferno Light Missile

Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5


While this one does 225 dps (3% more), has 9.45k hitpoints (4% less)and goes 1315 (3% faster) m/s.


I don't know about you guys, but to me this shows that a serious problem exists.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#934 - 2012-11-01 07:48:08 UTC
Takeshi Yamato wrote:
Just to illustrate what I've been saying about the turret and launcher hardpoints being almost useless on the Dragoon (new amarr detroyer)

Quote:
[NEW Amarr Tier2, New Setup 1]
NEW Drone Damage Amplifier II
400mm Reinforced Rolled Tungsten Plates I
Damage Control II
NEW Drone Damage Amplifier II

1MN MicroWarpdrive II
Faint Warp Disruptor I

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
[empty high slot]
[empty high slot]
[empty high slot]

Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5


This one does 219 dps, has 9.89k hitpoints and goes 1278 m/s.




Quote:
[NEW Amarr Tier2, New Setup 1 copy 1]
NEW Drone Damage Amplifier II
200mm Reinforced Steel Plates II
Internal Force Field Array I
Adaptive Nano Plating II

Limited 1MN MicroWarpdrive I
Faint Warp Disruptor I

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
NEW Prototype 'Arbalest' Light Missile Launcher, NEW Caldari Navy Inferno Light Missile
NEW Prototype 'Arbalest' Light Missile Launcher, NEW Caldari Navy Inferno Light Missile
NEW Prototype 'Arbalest' Light Missile Launcher, NEW Caldari Navy Inferno Light Missile

Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5


While this one does 225 dps (4% more), has 9.45k hitpoints (4% less)and goes 1315 (3% faster) m/s.


Out of curiosity what is the cap life like on these fits?

Reality has an almost infinite capacity to resist oversimplification.

Takeshi Yamato
Ministry of War
Amarr Empire
#935 - 2012-11-01 07:53:23 UTC  |  Edited by: Takeshi Yamato
Valleria Darkmoon wrote:
Out of curiosity what is the cap life like on these fits?


31 sec with MWD +3 neuts running
41 sec with 3 neuts running
1m 7s with 2 neuts running
3m 35s with 1 neut running


On test server it felt like it runs out of cap quickly. It has enough cap to MWD around a bit, kill the cap of a frigate in two cycles of its 3 neuts and then keep 1 neut running but that's about it. If you want to neut larger targets you need a nos to feed the neuts.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#936 - 2012-11-01 08:54:07 UTC  |  Edited by: Valleria Darkmoon
Takeshi Yamato wrote:
Valleria Darkmoon wrote:
Out of curiosity what is the cap life like on these fits?


31 sec with MWD +3 neuts running
41 sec with 3 neuts running
1m 7s with 2 neuts running
3m 35s with 1 neut running


On test server it felt like it runs out of cap quickly. It has enough cap to MWD around a bit, kill the cap of a frigate in two cycles of its 3 neuts and then keep 1 neut running but that's about it. If you want to neut larger targets you need a nos to feed the neuts.


Thanks for the stats.

So then it really sounds like it will need a cap booster to be reliable. As a general rule of thumb I think about how my ship will be used in an average combat scenario, what needs to stay on what I can cycle and what I can shut off and I still want 2 mins of cap life minimum and it doesn't sound like I'm going to see that. Shame another Amarr ships has to be stuck in the back seat again due to overly restrictive slot layouts, but I do see your point about it basically making no difference whether or not to fit your high slots all the way. It feel like the best use of it will probably be to just fit as many neuts as you possibly can and fit it with a cap booster and use it as a support ship for a small mobile gang. Again though the Sentinel will still win in overall utility I think, while the Dragoon may be able to keep several small ships capless. v0v

Looks like you might be able to handle a single frigate in it provided it does not have a cap booster either. Sad thing is I'm not sure my Incursus should be worried about this thing. Can just pop some drones and ride out the Dragoon's cap using my booster.

Reality has an almost infinite capacity to resist oversimplification.

Sheynan
Lighting the blight
#937 - 2012-11-01 14:13:24 UTC
Takeshi Yamato wrote:
Just to illustrate what I've been saying about the turret and launcher hardpoints being almost useless on the Dragoon (new amarr detroyer)

I think it's just that you don't need to fill these hardpoints everytime, like you would on other ships. I don't see a problem with the fact that especially neut-fits might have to leave most of the hardpoints empty. There is still enough room for them in other fittings.
Quote:

[NEW Amarr Tier2, bhaalgorn]
Damage Control II
400mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Micro Auxiliary Power Core II

1MN Afterburner II
Small Capacitor Booster II, Navy Cap Booster 400

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
[empty high slot]

Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5

Focusing on neuts, drones and tank without weapons for a small gang environment gets you a beast of a ship, 3mins cap for 5 (!) neuts, 12k tank, and still 150dps. Of course, the ship is useless without a gang due to its mediocre speed and missing point, but in a gang it will be awesome. Especially against the new logi frigates.
Quote:

[NEW Amarr Tier2, no neuts 200mms]
Damage Control II
400mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Drone Damage Amplifier II

Limited 1MN MicroWarpdrive I
Faint Epsilon Warp Scrambler I

Rocket Launcher II, Caldari Navy Mjolnir Rocket
Rocket Launcher II, Caldari Navy Mjolnir Rocket
Rocket Launcher II, Caldari Navy Mjolnir Rocket
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5

Type of gun weapons, mwd/ab, scram/point up to your taste; Using the weapon slots on the other hand gets you a more conventional destroyer that does enough dps with enough tank to be considered on par with the t1-destroyers.


All considered I don't see a major problem with the Amarr destroyer.
Zarnak Wulf
Task Force 641
Empyrean Edict
#938 - 2012-11-01 16:14:22 UTC
Last point on the Amarr destroyer - it would be cool if they made a shimmering green drone bay in the middle of the ship that you could see all the way through instead of the USB ports currently there. What?

Now on to the Caldari fitting grid. It's tight. Here is a long range version:

High:
Light Missile Launcher II x 7
Mid:
Limited MWD
Meta TD
Meta TP
SB II
Low:
BCU II x 2
Rigs:
Ancillary Current Router x 2
Overclocked Coprocessor

It's set up in a support role - you'd need close range tackle. There is also a limit to both the CPU and the power grid. Do you think the TP or the SB are ridiculous? Why not a point or a second TD? Well - you'll have to get rid of at least one BCU II to get those things. Sad I have 6.3 PG and 3.6 CPU left on the table with a Balmer series TD and PWNG TP. Disclaimer: I have a genolution implant set!!!!!

Rocket Fit:
High:
Rocket Launcher II x 7
Med:
MWD
Regolith MSE
Fleeting Propulsion Inhibitor
Faint Epsilon Warp Scrambler
Low:
DC II
BCU II
RIg:
Ancillary Current Router x 2
Shield Rig of choice

5.2 PG and 14.1 CPU left on the table with a genolution set.

To sum it up - really too tight. I should be able to fit an MSE rocket fit without fitting mods. Full stop.
Warde Guildencrantz
Caldari Provisions
Caldari State
#939 - 2012-11-01 16:31:43 UTC  |  Edited by: Warde Guildencrantz
Just wondering why my caracal with an MWD goes faster naturally than a cormorant or the new caldari destroyer with an MWD...shouldn't destroyers be faster than cruisers? Why are they so massive and slow after applying an MWD?

Also caldari boat's fitting is WAY too tight. Why is it that we can't fit a medium extender and light missiles, combining both don't at all make the ship OP considering with a medium extender it would still barely get around 9k ehp.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Zyella Stormborn
Green Seekers
#940 - 2012-11-01 16:32:42 UTC  |  Edited by: Zyella Stormborn
Sheynan wrote:
Takeshi Yamato wrote:
Just to illustrate what I've been saying about the turret and launcher hardpoints being almost useless on the Dragoon (new amarr detroyer)

I think it's just that you don't need to fill these hardpoints everytime, like you would on other ships. I don't see a problem with the fact that especially neut-fits might have to leave most of the hardpoints empty. There is still enough room for them in other fittings.
Quote:

[NEW Amarr Tier2, bhaalgorn]
Damage Control II
400mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Micro Auxiliary Power Core II

1MN Afterburner II
Small Capacitor Booster II, Navy Cap Booster 400

Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
[empty high slot]

Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5

Focusing on neuts, drones and tank without weapons for a small gang environment gets you a beast of a ship, 3mins cap for 5 (!) neuts, 12k tank, and still 150dps. Of course, the ship is useless without a gang due to its mediocre speed and missing point, but in a gang it will be awesome. Especially against the new logi frigates.
Quote:

[NEW Amarr Tier2, no neuts 200mms]
Damage Control II
400mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Drone Damage Amplifier II

Limited 1MN MicroWarpdrive I
Faint Epsilon Warp Scrambler I

Rocket Launcher II, Caldari Navy Mjolnir Rocket
Rocket Launcher II, Caldari Navy Mjolnir Rocket
Rocket Launcher II, Caldari Navy Mjolnir Rocket
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I


Hobgoblin II x5

Type of gun weapons, mwd/ab, scram/point up to your taste; Using the weapon slots on the other hand gets you a more conventional destroyer that does enough dps with enough tank to be considered on par with the t1-destroyers.


All considered I don't see a major problem with the Amarr destroyer.


It does not dps near the Coercer. ;)


Has anyone squared off the D2's against each other to see who does what yet?

From the looks of things on paper it seems it may be Caldari > Gallente > Minnie > Amarr. Any verification on this? or have they not been running into each other much yet on test?

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