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[Odyssey 1.1] Tech 1 Industrials, Round 2

First post
Author
CCP Rise
C C P
C C P Alliance
#1 - 2013-06-26 12:50:47 UTC  |  Edited by: CCP Ytterbium
Alright, here we go.

I mentioned some changes in the other thread, but here they are in detail. Highlights include:
Added warp speed for the travel/tank role
Removed a mid slot from cargo role and also gave them 2 highs again
Gave special bays to Iteron II, III, IV and Hoarder
Fixed the weird CPU insanity
Fixed their HP allocation favoring armor (this was leftover old design that I didn't fix first time through)
Tried to separate within roles with some kind of distinct advantage or character (Don't expect anything too extreme here, everything I said in the first thread about haulers mainly being used for their cargo capacity is still true)
Lots of other general tweaking

On the topic of the special bays: In choosing what these ships would do there were several barriers to work through. We feel that these are already pushing the boundaries of tech 1 specialization, and that's why there is no ship bays/arrays which we feel would have broken those boundaries. Also, I'm sure some of you will be concerned about the imbalance inherent in having more ships for one race than another, and I urge you to look at the feedback on this topic across the EVE community and see that the majority points towards enduring some imbalance if it allows for more character. Here is the first thread with 40 pages or so for your enjoyment: https://forums.eveonline.com/default.aspx?g=posts&t=250079&find=unread

Looking forward to your feedback, but please don't expect version 3, I have to get on with my life at some point

A small update with some tweaks described in this post: https://forums.eveonline.com/default.aspx?g=posts&m=3268389#post3268389 - all changes are accurately reflected in the stats below.

SIGIL - Most HP

Amarr Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H, 4M(+1), 6L(+1); 1 turrets , 0 launchers
Fittings: 250 PWG(+180), 300 CPU(-450)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2100(-900) / 17150m3
Defense (shields / armor / hull) : 780(+624) / 1900(+884) / 2400(+1540)
Mobility (max velocity / agility / mass / align time): 125(-30) / .86(-.14) / 11000000 / 13.1(-2.1)
Signature radius: 175(-35)
Warp speed: 6au/s (+1.5)

BADGER - Most potential Cargo and Base Cargo in role (Also battle HAM Badger)

Caldari Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H(+1), 6M(+2), 4L(+2); 1 turrets , 1 launchers(+1)
Fittings: 185 PWG(+135), 380 CPU(-370)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 3900(-225) / 19593m3
Defense (shields / armor / hull) : 1440(+1166) / 750(+7) / 2060(+1200)
Mobility (max velocity / agility / mass / align time): 127(+7) / .94(+.15) / 10650000(-2100000) / 13.8(-.1)
Signature radius: 190(-30)
Warp speed: 6au/s (+1.5)

WREATHE - Fastest

Minmatar Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers
Fittings: 200 PWG(+155), 320 CPU(-280)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2900(-400) / 18576m3
Defense (shields / armor / hull) : 1140(+1061) / 1000(+257) / 2250(+1469)
Mobility (max velocity / agility / mass / align time): 140(+15) / .81(-.19) / 10000000 / 11.2(-2.6)
Signature radius: 155(-5)
Warp speed: 6au/s (+1.5)

Iteron - Good all-around (and Drones!?)

Gallente Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers
Fittings: 215 PWG(+170), 350 CPU(-250)
DRONES (bay / bandwidth): 30m3 / 15mbit
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2700(-300) / 17294m3
Defense (shields / armor / hull) : 960(+881) / 1050(+269) / 2600(+1819)
Mobility (max velocity / agility / mass / align time): 130(+5) / .78(-.22) / 11250000(+1000000) / 12.2(-2)
Signature radius: 185(-5)
Warp speed: 6au/s (+1.5)


=======================================================================================

BESTOWER - Most potential Cargo

Amarr Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 3M(-1), 6L(+2); 1 turrets , 0 launchers
Fittings: 90 PWG(+20), 230 CPU(-520)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 4800 / 39201m3
Defense (shields / armor / hull) : 450(+255) / 850(-323) / 940(-233)
Mobility (max velocity / agility / mass / align time): 110(-15) / .95(-.05) / 13500000 / 17.7(-.9)
Signature radius: 215(+5)
Warp speed: 4.5au/s

BADGER MARK II - Launcher, Most Base Cargo

Caldari Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 5M(-1), 4L(+1); 1 turrets , 1 launchers(+1)
Fittings: 80 PWG, 320 CPU(-680)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 7300(+2050) / 36674m3
Defense (shields / armor / hull) : 680(+132) / 760(-256) / 810(-206)
Mobility (max velocity / agility / mass / align time): 115 / .93 / 13000000(-500000) / 16.8(-.6)
Signature radius: 230(-20)
Warp speed: 4.5au/s

MAMMOTH - Best travel time in role

Minmatar Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 4M(-1), 5L(+1); 1 turrets , 0 launchers
Fittings: 80 PWG, 250 CPU(-500)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5500(-125) / 35230m3
Defense (shields / armor / hull) : 640(+249) / 600(-494) / 935(-238)
Mobility (max velocity / agility / mass / align time): 120(+10) / .91(-.09) / 11500000(-1000000) / 14.5(-2.8)
Signature radius: 180(-20)
Warp speed: 4.5au/s

ITERON MARK V - Average (to balance awesome Iteron II, III, IV)

Gallente Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 4M(-1), 5L; 1 turrets , 0 launchers
Fittings: 85 PWG, 270 CPU(-580)
Cargo (capacity /...

@ccp_rise

Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2013-06-26 12:52:01 UTC  |  Edited by: Alvatore DiMarco
...Drones? HAM battle? My big ungainly Mammoth is the "best travel time in role"? Ammo bays? Weird.

Much better! These look very interesting.
Swiftstrike1
Swiftstrike Incorporated
#3 - 2013-06-26 12:55:37 UTC
New names for the iterons with special roles plz. They are no longer merely the 3rd or 4th version of the same ship after all :)

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Evelgrivion
State War Academy
Caldari State
#4 - 2013-06-26 12:58:34 UTC  |  Edited by: Evelgrivion
Definitely an interesting revision, though I am not wholly sure about the ammo bay; ammunition support seems a bit closer to the prerogative of a black-ops ship operating far from home than a tech 1 cargo hauler. Ammo and fuel bays for the Tech 2 covert haulers would be pretty slick. Smile
Mara Rinn
Cosmic Goo Convertor
#5 - 2013-06-26 12:59:23 UTC
Booyah! The battle iteron is born. Hold full of cap boosters for the ASB, drones, hefty shield tank and scram.

I'd have preferred to see a +10% warp speed per level if that was possible (instead of the cargo bonus), to give players a reason to train higher Twisted

And I'm quietly chuckling at the 50k m3 minerals bay. Suicide gank magnet in the making! I am looking forward to the mistakes people make with this ship!

Is the specialist ammo bay accessible by fleet? I guess you kinda answered that in your original post about "pushing the boundaries" but I figure it's worth asking :)

Thank you CCP Rise, these are genuinely exciting. I'm looking forward to seeing these ships on Tranquility. Amazing!
Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2013-06-26 13:00:04 UTC
Evelgrivion wrote:
Definitely an interesting revision, though I am not wholly sure about the ammo bay; ammunition support seems a bit closer to the prerogative of a black-ops ship operating far from home than a tech 1 cargo hauler.


Well, it's not like you can't put a cloak on there and pretend it's a black-ops ship operating far from home. For a tiny fraction of the cost.
Caitlyn Tufy
Perkone
Caldari State
#7 - 2013-06-26 13:00:44 UTC
I take it commodities hold numbers already include skiills?

Gonna go through numbers a bit later for a more extensive response, but from a fast glance I like it. A lot.
Evelgrivion
State War Academy
Caldari State
#8 - 2013-06-26 13:03:00 UTC
Alvatore DiMarco wrote:
Evelgrivion wrote:
Definitely an interesting revision, though I am not wholly sure about the ammo bay; ammunition support seems a bit closer to the prerogative of a black-ops ship operating far from home than a tech 1 cargo hauler.


Well, it's not like you can't put a cloak on there and pretend it's a black-ops ship operating far from home. For a tiny fraction of the cost.


Sans the crucial ability to warp while cloaked and the capacity to use a covert jump portal, but hey, details. Blink
Azami Nevinyrall
172.0.0.1
#9 - 2013-06-26 13:03:22 UTC
This is just....awesome!

Even the Itty drone bay makes it a pvp potential boat!

Just give the other races more Industrials with these (or other) options...

...

Strata Maslav
Federal Navy Academy
Gallente Federation
#10 - 2013-06-26 13:03:41 UTC
Swiftstrike1 wrote:
New names for the iterons with special roles plz. They are no longer merely the 3rd or 4th version of the same ship after all :)


This

Maybe just something like Iteron-O for Ore just to make it easy to understand which variant does what.
Azrin Stella Oerndotte
Caldari Provisions
Caldari State
#11 - 2013-06-26 13:04:20 UTC  |  Edited by: Azrin Stella Oerndotte
Swiftstrike1 wrote:
New names for the iterons with special roles plz. They are no longer merely the 3rd or 4th version of the same ship after all :)

Yes, different Iterations of the same hull for different purposes. Nothing wrong with the names.
Vincent Athena
Photosynth
#12 - 2013-06-26 13:06:28 UTC
The bays are interesting. I was hoping for things like fitting service, or fleet hangar, or a ship maintenance bay. But maybe thats difficult or overpowered. Oh well....

One issue with bays is people who already own the ship. Like I got a pilot with a hoarder, used to haul misc stuff. Now I got to sell it and get some other ship. Good thing I never got around to rigging it!

But I can see many players saying " You just make by hauler not able to haul! What am I supposed to do with an interon II with cargo expander rigs??"

This entire idea of special bays sure is a two edged sword. But I say keep going with it.

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Frozen fanfiction

Raven Solaris
Aliastra
Gallente Federation
#13 - 2013-06-26 13:06:41 UTC
Okay this is pretty damn awesome, nice job.
MeBiatch
GRR GOONS
#14 - 2013-06-26 13:11:28 UTC
i love it!

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

Ugh ti-di pooping makes me sad.

Vincent Athena
Photosynth
#15 - 2013-06-26 13:12:07 UTC
Evelgrivion wrote:
Definitely an interesting revision, though I am not wholly sure about the ammo bay; ammunition support seems a bit closer to the prerogative of a black-ops ship operating far from home than a tech 1 cargo hauler. Ammo and fuel bays for the Tech 2 covert haulers would be pretty slick. Smile

Put a cloak on it, use it for extra ammo during POS bashes.

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Kekminator
Loktar Ogar Co.
#16 - 2013-06-26 13:12:23 UTC
Does Hoarder's ammo bay accept POS fuel blocks as cargo? They can be built in Ammo Assembly Array, so it should.

Also, maybe it's time for ore hold / PI hold extender rigs?
CCP Rise
C C P
C C P Alliance
#17 - 2013-06-26 13:12:46 UTC
First page all positive, I'm outta here Cool

@ccp_rise

Hannott Thanos
Squadron 15
#18 - 2013-06-26 13:14:24 UTC
Looking forward to Megathrons killed by the Battleittys

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Rees Noturana
Red Rock Mining Company
#19 - 2013-06-26 13:15:19 UTC
After pissy tweet I expected changes made in anger but I'm liking these better. See, just put a little love into something that isn't designed solely for shooting people in the face and you can make people happy.

With 11+ second align times still can you fit an MWD and cloak to have a chance of getting away from gates?

_ _

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#20 - 2013-06-26 13:15:53 UTC
Ok nice, now people can move stuff in different looking ships with marginal differences

Now can we please have some attention to the Nos thread that actualy seriously affects player to player interaction and combat? =<

18 pages and only one dev reply that was basically "Ohh you guys are talking about this? Cool! Lets ignore that andsee how it works!"

Sorry for sounding a bit hostile but i want to use a nos on my ships >_<

BYDI recruitment closed-ish

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