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[Odyssey] Tech 1 Battleships - Caldari

First post First post
Author
Jezza McWaffle
Planned Obsolescence.
No Visual.
#221 - 2013-04-10 08:40:20 UTC
Ranamar wrote:
Sal Landry wrote:
Gypsio III wrote:
Jezza McWaffle wrote:
With the missiles. Would not having 2 types of cruise missile and buffing torps be a good idea?

Example:

- Long range cruise missiles.
Have faster travel time and sligtly lower explosion radius, current dps

- Short range cruise missiles
Around 35km range, decent dps (think ultraviolet damage and range), slightly higher explosion radius and slower travel time



Maybe we could call the short-range type "torpedoes"? Idea

You missed the point there. The suggestion was to give cruise missiles ammo versatility the same way a projectile ship can switch between fusion and titanium sabbot at different ranges.


You can already do that, too: it's called Fury and Precision missiles. ;)

Admittedly, it requires a little extra training time, and more for the battleship weapons, but the other gun types don't get that thing you're describing without T2 ammo, either.



Correctt me if I am wrong but the T2 long range ammo deals less damage than normal t1 faction ammo for cruises. I was just suggesting 2 different types of t1 ammo. Then changing the t2 ammo to be advanced versions of the new t1.

The advantage of using cruises over torps would be speed and lower explosion radius while still remaining less paper dps.Therefore in a fleet battle against other BC's and BS's the cruises could still deal out reasonable damage (slightly less than torps) at around 35km but deal higher damage to sub cap targets.

Wormholes worst badass | Checkout my Wormhole blog

GallowsCalibrator
GoonWaffe
Goonswarm Federation
#222 - 2013-04-10 08:55:44 UTC
I've already dropped something on Twitter to this effect, but perhaps giving the Raven a 7th launcher slot would help differentiate it from the Typhoon; this makes the Raven a flat out damage-spitting murderboat (what could be more Attack than that?), while the Typhoon keeps flexibility and Minmatar tradition via the utility high and better damage application against smaller targets.
Luscius Uta
#223 - 2013-04-10 09:13:58 UTC
Quote:
+4% Shield resistances per level (-1% per level)


Guess I should remove Caldari Battleship V from EVEMon skill plan Sad

Workarounds are not bugfixes.

SMT008
Deep Core Mining Inc.
Caldari State
#224 - 2013-04-10 09:14:34 UTC
Quote:
[Typhoon, PVP - Armor]
Ballistic Control System II
Ballistic Control System II
Drone Damage Amplifier II
Internal Force Field Array I
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Coreli C-Type Adaptive Nano Plating

Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Target Painter II
Target Painter II

Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Heavy Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x4


This thing right there.

100k EHP, 1155 DPS with faction missiles, 1303 with Rage missiles.

This is the only Torp-ship that can apply its DPS reliably to whatever it tackles.

It can apply full DPS (with faction missiles) on whatever cruiser-sized shield-tanked ship it tackles. It can apply full RAGE DPS on every shield-tanked Battlecruisers and up.

This, is why it's superior to the Raven.

Here's a (somewhat) comparable Raven :

Quote:
[Raven, PVP - Torps]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Target Painter II

Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Heavy Unstable Power Fluctuator I

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I


Hammerhead II x5
Warrior II x5


With 4 BCS and a full flight of Hammerhead, it deals almost the same DPS the Typhoon does.

Despite the Typhoon being Armor-Tanked, it flies at 143m/s while the Raven flies at 141m/s.

Despite the Typhoon being DOUBLE-PLATED with 3 TRIMARKS, it has the same alignment time as the Raven and is actually 2m/s faster.

It also has 40mm additional scan res. On a cruiser (135m signature), that's an additional 3.1 seconds of locktime.

Did I mention it has less tank ? The Raven is at 87k EHP (Drake-level EHP) while the Typhoon gets almost 100k EHP.

The Raven needs some buffing here, it's getting obvious.

I will, of course, let you decide how, but here are some ideas thrown around :

- More scan-res (Needs to be at least +30mm with all skills V)
- More speed (Should be around 125m/s with all skills 0, which would bring it to 156m/s with all skills V)
- Less mass (So that it can actually compete with a Typhoon and not be stuck around Abaddon-levels of mobility)
- More shields (Obvious)

- Buff Torp-range and switch the Missile Velocity bonus to a Damage Application bonus, I'll explain this one :

Rockets have a base range of 4.5km. HAMs have a base range of 9km. Torps have a base range of 9km.

There is an issue in this pattern. The issue is that despite having enormous troubles applying its DPS, you also need to literally bump the other ship in order to be in range. Either that or you have to rely on range-rigs or Javelin missiles, both are crappy.

A range-buff (A buff to Torps VELOCITY, not flight time, please) to Torps probably wouldn't fix torps altogether, but it would bring them back in the "Workable" zone. Not only that but it would allow Ravens to get rid of the velocity bonus (No one needs cruise missiles hitting at 200km) in order to get a damage application bonus that would help tremendously the weapon system. Also, you wouldn't need 3 support medslots in order to apply most of your DPS and that would help with your tank, which is very low for a battleship.

- Experimental thing here, more on the topic of "How to fix battleship-missiles".

Sub-battleship weapon systems are alright and don't really need fixing. How about a battleship-only, lowslot module that you could script to either enhance your own ships' damage application or your own ships' missile range ?

That would allow both med-range "kiting" Ravens, close-combat Ravens and "kiting" Torp-ShieldTyphoons.


It wouldn't help too much the rebalanced ArmorTyphoon (which is already good), but it would help all the shield-tanked Torpships.

Please don't miss this chance. The Raven and the Typhoons are the only Missile-spewing platforms that use Torps (If you exclude bombers). You don't take much risks giving a single buff to Torps. It won't make for years and years of unusability, but at least it will help until the true Large Missile rebalance.

Hear the cries Missile-users as they had to cross-train for gunnery because not a single sane person would use large missiles in PVP.
CCP Rise
C C P
C C P Alliance
#225 - 2013-04-10 09:41:13 UTC
Updated OP to reflect a couple small changes based on player feedback!

Raven getting a slight bump to its base shield HP.

Scorpion is going to lose a high slot and gain a low slot.

@ccp_rise

SMT008
Deep Core Mining Inc.
Caldari State
#226 - 2013-04-10 09:43:16 UTC
Good change on the Scorpion.

The Raven getting a slight bump to its base shield HP doesn't change one bit why it doesn't work. Please read the post above yours, I spent an hour writing it because Ravens are cool and deserve to be usable Cool
GallowsCalibrator
GoonWaffe
Goonswarm Federation
#227 - 2013-04-10 09:44:58 UTC
CCP Rise wrote:
Updated OP to reflect a couple small changes based on player feedback!

Raven getting a slight bump to its base shield HP.

Scorpion is going to lose a high slot and gain a low slot.


Seriously, 7 launchers on the Raven.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#228 - 2013-04-10 09:50:17 UTC
CCP Rise wrote:


Scorpion is going to lose a high slot and gain a low slot.


I think I may love you. <3
Hulasikaly Wada
Caldari Provisions
Caldari State
#229 - 2013-04-10 09:53:53 UTC
SMT008 wrote:
Quote:
[Typhoon, PVP - Armor]
Ballistic Control System II
Ballistic Control System II
Drone Damage Amplifier II
Internal Force Field Array I
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Coreli C-Type Adaptive Nano Plating

Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Target Painter II
Target Painter II

Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Heavy Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x4


This thing right there.

100k EHP, 1155 DPS with faction missiles, 1303 with Rage missiles.

This is the only Torp-ship that can apply its DPS reliably to whatever it tackles.

It can apply full DPS (with faction missiles) on whatever cruiser-sized shield-tanked ship it tackles. It can apply full RAGE DPS on every shield-tanked Battlecruisers and up.

This, is why it's superior to the Raven.

Here's a (somewhat) comparable Raven :

Quote:
[Raven, PVP - Torps]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator
Target Painter II

Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Torpedo Launcher II, Caldari Navy Scourge Torpedo
Heavy Unstable Power Fluctuator I

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Core Defense Field Extender I


Hammerhead II x5
Warrior II x5


With 4 BCS and a full flight of Hammerhead, it deals almost the same DPS the Typhoon does.

Despite the Typhoon being Armor-Tanked, it flies at 143m/s while the Raven flies at 141m/s.

Despite the Typhoon being DOUBLE-PLATED with 3 TRIMARKS, it has the same alignment time as the Raven and is actually 2m/s faster.

It also has 40mm additional scan res. On a cruiser (135m signature), that's an additional 3.1 seconds of locktime.

Did I mention it has less tank ? The Raven is at 87k EHP (Drake-level EHP) while the Typhoon gets almost 100k EHP.

The Raven needs some buffing here, it's getting obvious.

I will, of course, let you decide how, but here are some ideas thrown around :

- More scan-res (Needs to be at least +30mm with all skills V)
- More speed (Should be around 125m/s with all skills 0, which would bring it to 156m/s with all skills V)
- Less mass (So that it can actually compete with a Typhoon and not be stuck around Abaddon-levels of mobility)
- More shields (Obvious)

- Buff Torp-range and switch the Missile Velocity bonus to a Damage Application bonus, I'll explain this one :

Rockets have a base range of 4.5km. HAMs have a base range of 9km. Torps have a base range of 9km.

There is an issue in this pattern. The issue is that despite having enormous troubles applying its DPS, you also need to literally bump the other ship in order to be in range. Either that or you have to rely on range-rigs or Javelin missiles, both are crappy.

A range-buff (A buff to Torps VELOCITY, not flight time, please) to Torps probably wouldn't fix torps altogether, but it would bring them back in the "Workable" zone. Not only that but it would allow Ravens to get rid of the velocity bonus (No one needs cruise missiles hitting at 200km) in order to get a damage application bonus that would help tremendously the weapon system. Also, you wouldn't need 3 support medslots in order to apply most of your DPS and that would help with your tank, which is very low for a battleship.

- Experimental thing here, more on the topic of "How to fix battleship-missiles".

Sub-battleship weapon systems are alright and don't really need fixing. How about a battleship-only, lowslot module that you could script to either enhance your own ships' damage application or your own ships' missile range ?

That would allow both med-range "kiting" Ravens, close-combat Ravens and "kiting" Torp-ShieldTyphoons.


It wouldn't help too much the rebalanced ArmorTyphoon (which is already good), but it would help all the shield-tanked Torpships.

Please don't miss this chance. The Raven and the Typhoons are the only Missile-spewing platforms that use Torps (If you exclude bombers). You don't take much risks giving a single buff to Torps. It won't make for years and years of unusability, but at least it will help until the true Large Missile rebalance.

Hear the cries Missile-users as they had to cross-train for gunnery because not a single sane person would use large missiles in PVP.



Adding the fact the raven still appling his DPS in a worst way of Typhoon ( only 1 painter and no speed explosion bonus )

Hula
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#230 - 2013-04-10 10:05:05 UTC
CCP Rise wrote:
Scorpion is going to lose a high slot and gain a low slot.


wahey!
Johnson Oramara
Science and Trade Institute
Caldari State
#231 - 2013-04-10 10:10:27 UTC  |  Edited by: Johnson Oramara
CCP Rise wrote:
Updated OP to reflect a couple small changes based on player feedback!

Raven getting a slight bump to its base shield HP.

Scorpion is going to lose a high slot and gain a low slot.

Since Raven wont be used for torps because now we will have the Typhoon for that role is the Raven designed for cruise missiles?

The range bonus is totally useless on it unless the cruise missiles will be changing in this way:
https://forums.eveonline.com/default.aspx?g=posts&m=2860204#post2860204

The midslot and slight reduction of the hp nerf is step in the right direction though.

:edit: Why are we making some battleships faster anyway? I thought their staying power was why you picked one so shouldn't you be boosting that instead?
Naomi Knight
Ministry of War
Amarr Empire
#232 - 2013-04-10 10:12:42 UTC
Johnson Oramara wrote:
CCP Rise wrote:
Updated OP to reflect a couple small changes based on player feedback!

Raven getting a slight bump to its base shield HP.

Scorpion is going to lose a high slot and gain a low slot.

Since Raven wont be used for torps because now we will have the Typhoon for that role is the Raven designed for cruise missiles?

The range bonus is totally useless on it unless the cruise missiles will be changing in this way:
https://forums.eveonline.com/default.aspx?g=posts&m=2860204#post2860204

The midslot and slight reduction of the hp nerf is step in the right direction though.

well , many people asking to change missile dmg formula for years , cant see how it will happen now , good luck with it
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#233 - 2013-04-10 10:27:28 UTC
Any chance of a buff to the rokh? .... its cap is virtually the same as the raven.. why?
it needs more speed more agility more scan res etc....

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

SMT008
Deep Core Mining Inc.
Caldari State
#234 - 2013-04-10 10:29:49 UTC
The Rokh is already a very solid ship.

The Raven is completely unused, it's worse than everything at everything.
Gnoshia
Caldari Provisions
Caldari State
#235 - 2013-04-10 10:41:28 UTC
Disappointed with the Raven.
Ryuu Shi
School of Applied Knowledge
Caldari State
#236 - 2013-04-10 11:13:45 UTC
The way the raven is even now with the 'updates' i suggest just removing the missiles turrets and add 7 high slots for mining lasers at this point... really a lot of fuss on how craptasic the hyperion was before you revamped it and all you did was buff the shields a little?

As people stated about the raven before, change the bonuses to damage, increase the sensors and agility to at least be feasible to take as an option besides the typhoon.... such a shame as the raven is a sexy model too....

_**Noob **_isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.

  • Sun Tzu
Pinky Denmark
Deep Core Mining Inc.
Caldari State
#237 - 2013-04-10 11:22:43 UTC
Thank you for boosting the scorpion - I would still like to see it able to use 5 launchers or 5 guns. It doesn't really boost the scorpion much, however it enables the potential to benefit a bit more from damage mods or only having to bring one type of ammo should anyone want to abuse the scorpion for combat without utility..

Im still dissapointed about the Rokh tbh - It only works in high number fleets with good RR and you already nerfed that... And when you have railguns - the longest reaching weapon system in the game with the most pathetic sniping capability due to tiny alpha - you don't benefit much from an optimal bonus. furthermore it has 8 guns and no damage bonus. feel free to compare to the new Hyperion and Megathron layouts and see how far you get with 6 medslots and the almost slowest brick in space

Good call on the Raven - It really needs extra hp to avoid snapping under light pressure...
Grunnax Aurelius
Caldari Provisions
Caldari State
#238 - 2013-04-10 11:27:54 UTC
Here is the Problem with Battleship Class Missiles.
All Skills 0: Rockets 4.5km -> Heavy Assault Missiles 9km -> Torpedos 9km (does not fit with the progression pattern, should be 18km)
All Skills 0: Light Missiles 18.75km -> Heavy Missiles 27.95km (Should be restored back to the way they used to be 37.5km) -> Cruise Missiles 75km

All Skills 0: TORPEDOS
Standard - Mid Range Normal Damage 1,500m/sec X 6s = 9,000m
- Damage 450
- Max Velocity 1,500m/sec
- Flight Time 6s
- Explosion Velocity 71m/sec
- Explosion Radius 450m

Rage - Short Range High Damage 1,250m/sec X 6s = 7,500m
- Damage 608
- Max Velocity 1,250m/sec
- Flight Time 6s
- Explosion Velocity 61m/sec
- Explosion Radius 774m

Javelin - Long Range Low Damage 2,250m/sec X 6s = 13,500m
- Damage 405
- Max Velocity 2,250m/sec
- Flight Time 6s
- Explosion Velocity 71m/sec
- Explosion Radius 450m

All Skills 0: CRUISE MISSILES
Standard - Long Range Normal Damage 3,750m/sec X 20s = 75,000m
- Damage 300
- Max Velocity 3,750m/sec
- Flight Time 20s
- Explosion Velocity 69m/sec
- Explosion Radius 300m

Fury - Mid Range High Damage 3,750m/sec X 15s = 56,250m
- Damage 420
- Max Velocity 3,750m/sec
- Flight Time 15s
- Explosion Velocity 58m/sec
- Explosion Radius 516m

Precision - Short Range Easy Damage Application 3,750m/sec X 10s = 37,500m
- Damage 300
- Max Velocity 3,750m/sec
- Flight Time 10s
- Explosion Velocity 83m/sec
- Explosion Radius 270m

The Main problem here is
1 Explosion Radius
2 Explosion Velocity
3 Range of Torpedos

Here is the proposed changes

All Skills 0: TORPEDOS
Standard - Mid Range Normal Damage 3,000m/sec X 6s = 18,000m
- Damage 450
- Max Velocity 3,000(+1,500)m/sec
- Flight Time 6s
- Explosion Velocity 88(+17)m/sec
- Explosion Radius 300(-150)m

Rage - Short Range High Damage 2,500m/sec X 6s = 15,000m
- Damage 608
- Max Velocity 2,500(+1,250)m/sec
- Flight Time 6s
- Explosion Velocity 76(+15)m/sec
- Explosion Radius 500(-274)m

Javelin - Long Range Low Damage 4,500m/sec X 6s = 27,000m
- Damage 405
- Max Velocity 4,500(+2,250)m/sec
- Flight Time 6s
- Explosion Velocity 88(+17)m/sec
- Explosion Radius 300(-150)m

All Skills 0: CRUISE MISSILES
Standard - Long Range Normal Damage 3,750m/sec X 20s = 75,000m
- Damage 300
- Max Velocity 3,750m/sec
- Flight Time 20s
- Explosion Velocity 69m/sec
- Explosion Radius 250(-50)m

Fury - Mid Range High Damage 3,750m/sec X 15s = 56,250m
- Damage 420
- Max Velocity 3,750m/sec
- Flight Time 15s
- Explosion Velocity 58m/sec
- Explosion Radius 400(-116)m

Precision - Short Range Easy Damage Application 3,750m/sec X 10s = 37,500m
- Damage 300
- Max Velocity 3,750m/sec
- Flight Time 10s
- Explosion Velocity 83m/sec
- Explosion Radius 230(-50)m

I think this would solve the missile issues on Battleship Size.


As for the Raven, give back its base 7,500 Shield HP, give it 5 more max velocity, give it 7 launchers, and seeing as its an attack battleship, all battleships classed as attack should get a role bonus of 25% reduced cap needed for MWD activation and 25% reduced signature radius penalty on MWD.

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Danny John-Peter
Sebiestor Tribe
Minmatar Republic
#239 - 2013-04-10 11:50:40 UTC  |  Edited by: Danny John-Peter
Everybody be mad about the Raven, it looks really good.

Nano Ravens look like big PODLA Drakes now, and yes they are better than the phoons because the bonuses mean you apply damage better, the extra mids mean you can fit webs for countertackle and damage application as well.

[NEW Raven, basically nanoravens]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II

Large Shield Extender II
Adaptive Invulnerability Field II
Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800
Prototype 100MN Microwarpdrive I
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I

Cruise Missile Launcher II, Caldari Navy Scourge Cruise Missile
Cruise Missile Launcher II, Caldari Navy Scourge Cruise Missile
Cruise Missile Launcher II, Caldari Navy Scourge Cruise Missile
Cruise Missile Launcher II, Caldari Navy Scourge Cruise Missile
Cruise Missile Launcher II, Caldari Navy Scourge Cruise Missile
Cruise Missile Launcher II, Caldari Navy Scourge Cruise Missile
Heavy Unstable Power Fluctuator I

Large Warhead Rigor Catalyst II
Large Core Defense Field Extender I
Large Core Defense Field Extender I


Warrior II x5
Valkyrie II x5

A couple of these with an Anti-Support Zealot and a 2 Web/1TP Huginn would be really good.


(Also, BS Missiles ARE GETTING REBALANCED, good god people)
elitatwo
Zansha Expansion
Brave Collective
#240 - 2013-04-10 11:59:33 UTC
I am still not sold on the Ravens 7/7/5 slot layout. The 8/6/5 slot layout with two utility slots can be more helpful than just the one neut slot.

Back in my early years when drones used to be quite a pain, I had an additional large smartbomb on my Raven, to get rid of them.

Anyway, I start to like the idea of making cruise missiles the "game over" missile in the game. They still need to be scrubbed of that tracking stuff that someone put into them in Empyrian Age.
Maybe some sort of a time base damage increase in steps of 3 or 4 seconds in flight time and a damage modfier of 2x, 4x, 6x (example numbers, don't get scared yet).
Anyhow, I would love to see people getting really afraid of cruise missiles.

It wouldn't actually hurt anyone if torpedo ranges (unbuffed) would get increases to 40 or 50km. They are battleship sized weapons and I can hurt people with blasters and Null L at 45km with my Rokh and blasters are short range.
I make an educated guess and say that people wouldn't complain much if torpedos also would be able to make some battlecruiser pilots day misrerable.

On a sidenote I think the game wouldn't break if all battleships had stronger sensor resolutions. They should be somewhere between 150 and 180mm and not at those capital ship ones.

I reserve my thoughts on the Rokh for now.

Eve Minions is recruiting.

This is the law of ship progression!

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