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[AEGIS] The Hecate

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Author
Elenna Twin
LP Store Social Club
#141 - 2015-06-24 14:47:41 UTC
Alien Squirrel wrote:
Leaving it with 8 effective turrets, 20% nerf is pretty significant simply because "the DPS is high enough." Seems like you're ignoring that blasters don't do DPS outside a few kilometers.

I'm a huge fan of Hybrid weapons actually. And giving it 8 effective turrets gives it the same DPS as a Catalyst, but with 4 med slots and 5 lows. If you consider adding a single Drone on top of that, I don't think the idea is THAT bad.
Also, I didn't suggest to take one turret away because "the DPS was too high", I did it as a compromise (having a lower DPS but easier to apply).

You're supporting my point about speed though.
elitatwo
Zansha Expansion
#142 - 2015-06-24 16:31:16 UTC
A few hours of flying the Hecate revealed that she is very tight on powergrid and could use 1 or 2 more base points powergrid and a tad more base speed.

- In propulsion mode she goes somewhat about 2500m/s with a mwd on, which is too low for my taste - should be 2800-3000m/s in propulsion mode, mobility is awesome

- In sharpshooter mode railguns have somewhere in the region of 50km range with spike S loaded - Confessors rejoice (oh and they make rocket-Jackdaws work too..)

- Damage seems okay-ish with rails but I only got the skill to level II, will take 11 more days to see what it will look like

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This is the law of ship progression!

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Alien Squirrel
The Scope
Gallente Federation
#143 - 2015-06-24 17:23:10 UTC  |  Edited by: Alien Squirrel
elitatwo wrote:
A few hours of flying the Hecate revealed that she is very tight on powergrid and could use 1 or 2 more base points powergrid and a tad more base speed.

- In propulsion mode she goes somewhat about 2500m/s with a mwd on, which is too low for my taste - should be 2800-3000m/s in propulsion mode, mobility is awesome

- In sharpshooter mode railguns have somewhere in the region of 50km range with spike S loaded - Confessors rejoice (oh and they make rocket-Jackdaws work too..)

- Damage seems okay-ish with rails but I only got the skill to level II, will take 11 more days to see what it will look like

Faster than the Svipul? Definitely not.

10 effective turrets at all V's. Since ROF bonuses are a reciprocal function, you see increasing returns at each level, so at level 2 DPS is going to be ****.

Spugg Galdon wrote:
In sharpshooter:

Neutron Blasters with null will shoot to 5.3km optimal + 4.4km falloff before modules/rigs.
125mm Rails with Javelin will shoot to 8.4km optimal + 6.3km falloff before modules/rigs.

They should be able to punch out to scram kite range. A little vulnerable to TD's but that's normal.

You have your 125mm optimal off, would actually be 5.6km, your point is still valid though. Outside bonused points you should be able to get ships scram kiting to at least **** off with neutrons and able to do good damage with rails even against bonused points.

I'm still a little skeptical about it being one of, if not the, slowest small size ships without a prop mod.

Elenna Twin wrote:
I'm a huge fan of Hybrid weapons actually. And giving it 8 effective turrets gives it the same DPS as a Catalyst, but with 4 med slots and 5 lows. If you consider adding a single Drone on top of that, I don't think the idea is THAT bad.
Also, I didn't suggest to take one turret away because "the DPS was too high", I did it as a compromise (having a lower DPS but easier to apply).

You're supporting my point about speed though.

Apologies, didn't notice you wanted to give it a low in exchange for the turret. Giving it a drone though would put it's DPS above the effective 10 turrets(before mag stabs). A lot of people didn't want drones because "super comet" and for the sake of balance I agree.

All the other T3D have 6 highs, mids & lows add to 8. Dropping a high and giving a low would deviate from this, which seems like a balancing factor for the T3Ds. If you wanted to give the Hecate 9 effective turrets CCP could drop it's role bonus to 35%, meaning it'd have the same number of turrets as the other turreted T3Ds. In exchange for a base speed similar to the turreted T3Ds, I'd be willing to have the same number of effective turrets. Mass and inertia would have to be adjusted for the new speed so the ship doesn't get ridiculous MWD speeds but also keeps the same align speed.
Elenna Twin
LP Store Social Club
#144 - 2015-06-24 19:41:54 UTC
Alien Squirrel wrote:
Apologies, didn't notice you wanted to give it a low in exchange for the turret. Giving it a drone though would put it's DPS above the effective 10 turrets(before mag stabs). A lot of people didn't want drones because "super comet" and for the sake of balance I agree.

All the other T3D have 6 highs, mids & lows add to 8. Dropping a high and giving a low would deviate from this, which seems like a balancing factor for the T3Ds. If you wanted to give the Hecate 9 effective turrets CCP could drop it's role bonus to 35%, meaning it'd have the same number of turrets as the other turreted T3Ds. In exchange for a base speed similar to the turreted T3Ds, I'd be willing to have the same number of effective turrets. Mass and inertia would have to be adjusted for the new speed so the ship doesn't get ridiculous MWD speeds but also keeps the same align speed.

Agreed, it seems like a fair trade.
Zank Lennelluc
Regiment Of Naga Association
OnlyFleets.
#145 - 2015-06-24 20:17:43 UTC
My thoughts, it could do with more speed and agility out of prop mode, it dose badly against any ship bigger than a dessie with a web or nuet or both and that's how it should be. Sig radius could be reduced a bit as it gets no sig reduction bonus and can only use a mwd. It has really bad pg and needs fitting mods for basic fits. It has good agility and good tank and the potential for a lot of dps, can't really be sure until I have the gallante tactical dessie skill to at least 4. I expect most fits to have one or no magstab as dps is good already without it.

Ultimately a nice looking ship (though has very little variation when it switches modes), has the potential for exciting fits, doesn't threaten bigger ships like the svipul, has a wide range of counters. It really could use more speed and pg.
elitatwo
Zansha Expansion
#146 - 2015-06-24 21:25:50 UTC
Alien Squirrel wrote:
10 effective turrets at all V's. Since ROF bonuses are a reciprocal function, you see increasing returns at each level, so at level 2 DPS is going to be ****..


Really? How in the name of the Empress did I not notice that increase in 8 years??

Thank you so much for explaining this to me and everyone else. The audience must have thought I was getting silly not mentioning I only got the skill at II and saying the damage is going to be okay with railguns.

Anyhow, a few more points in powergrid will not brake EVE and the stupid svipul has in 100% of all cases a 10mn afterburner on and not a mwd.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Terra Chrall
Doomheim
#147 - 2015-06-24 21:27:33 UTC
CCP Fozzie wrote:
66.6% bonus to Microwarpdrive speed boost and reduction in Microwarpdrive capacitor use while Propulsion Mode is active

I do like that you get a very cap efficient MWD while in Prop mode.
Aglais
Ice-Storm
#148 - 2015-06-24 23:19:00 UTC  |  Edited by: Aglais
Pros:
-Great hull design, its simplicity is refreshing and very pleasant to look at
-Despite low PG, it is possible to work with what one has and still come up with 400+ DPS (though survivability is still being tested)
-Instawarp in propulsion mode
-Seems to be able to sprint, very well, after a wide variety of targets
-Wow that's a lot of hull EHP for a destroyer
-why does it have a 7.5% tracking bonus per level of gallente tactical destroyer

Cons:
-hhrnRNGGGH TURRET PLACEMENT
-No base velocity boost in propulsion mode (arguably not relevant given MWD velocity is still ~500m/s greater than the Jackdaw)
-No Serpentis skin
-Feels kind of tight on cap, even when running modules in bursts

This ship feels actually kind of decent, especially after flying a Jackdaw for a while. I had a bit of a feeling once the Jackdaw was revealed to be crap-tier that the Hecate would get pretty close to blowing everything out of the water.
Blackfeathers
Dreddit
Test Alliance Please Ignore
#149 - 2015-06-24 23:39:16 UTC
For some reason, I really really feel like the Hecate needs a single, unbonused light drone. Kinda like the Enyo, Incursus, Taranis and such.
Just to feel like a real Gallente ship.

Would this break it's balance or cause large problems?
Specia1 K
State Protectorate
Caldari State
#150 - 2015-06-25 00:12:38 UTC  |  Edited by: Specia1 K
I said in earlier posts that being able to fit 5x 150mm rails and 3 full magstabs will be OP. Now you can add a tracking computer, sebo and 5mn MWD tooRoll

Mark my words, this ship will become defacto sniper doctrine and will result in light rails being nerfed (unless the ship is).

Enjoy it while you can. Everyone else using light rails will suffer because of this.

edit. Rail-Harpies just died...

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Thunderdome

Zank Lennelluc
Regiment Of Naga Association
OnlyFleets.
#151 - 2015-06-25 03:10:34 UTC  |  Edited by: Zank Lennelluc
Specia1 K wrote:
I said in earlier posts that being able to fit 5x 150mm rails and 3 full magstabs will be OP. Now you can add a tracking computer, sebo and 5mn MWD tooRoll

Mark my words, this ship will become defacto sniper doctrine and will result in light rails being nerfed (unless the ship is).

Enjoy it while you can. Everyone else using light rails will suffer because of this.

edit. Rail-Harpies just died...

Rail Harpies will be fine. I compared a Hecate fit similar to rail harpy fit.

With my skills,

dps, Rail Harpy 176 caldari AM, 102 spike. Hecate 350 caldari AM, 200 spike.
Range, Rail harp; spike 65 opti, 72 falloff. AM 18 opti 25km falloff. Hecate in sharp shooter mode, 62km opti 69 falloff with spike, with antimatter 17 opti 24km falloff. Out of sharpshooter it is 10km opti and 17 falloff with anitmatter and with spike it is 37, 44.
Tank for Harpy is 6.7k ehp with a sig of radius of 39m and speed of 814m/s. The hecate has a tank of 6.2 ehp, 8.2ehp in defense mode, speed with an ab is 561m/s and sig radius is 79m.

With the armor version you'll have more utility less speed, a lot of fitting mods and if you go with a mwd a much bigger sig and less dps than the shield version. Harpies will be fine.

I have gallante tactical destroyer IV, assult frig IV, sharp shooter IV.
Aleqs Villint
Aliastra
Gallente Federation
#152 - 2015-06-25 05:50:58 UTC  |  Edited by: Aleqs Villint
Been playing around with this fit -- bear in mind I have perfect fitting skills, and it fits with 0.2 pg to spare:

[Hecate, Local]
Damage Control II
Small Armor Repairer II
Small Armor Repairer II
Magnetic Field Stabilizer II

5MN Y-T8 Compact Microwarpdrive
Warp Scrambler II
Stasis Webifier II
Small Electrochemical Capacitor Booster I

Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Expanded Probe Launcher I

Small Ancillary Current Router II
Small Auxiliary Nano Pump II
Small Anti-Explosive Pump I


You can downgrade the Neutrons to Ions and fit a Nos instead of the probe launcher.
Anecdotally I've had good experiences flying it. The local tank is very powerful and the applied damage is extremely good. It'll be a murder machine for the first little while until people figure out how to kill it, which in this case is pretty much just being farther than 5km away from it.

The biggest problem is that even with the Cap Booster overheated and running with max uptime the cap still dries up absurdly quickly. I feel like even a small cap use reduction on Defense mode to go with the rep speed increase would go a long way to alleviating this. If it's intentionally meant to be that way though... well I dunno. Seems like too glaring a weakness compared to the other T3Ds. I think that it's a very well designed ship regardless.

I guess spitting out 500 dps at 1km is it's own reward.
Aran Hotchkiss
School of Applied Knowledge
Caldari State
#153 - 2015-06-25 06:03:00 UTC
FireFrenzy wrote:
My corp has started roaming nulls in Destroyers lately (To the inhabitants of Queirious, Delve, Catch and Curse you all suck btw, 5 destroyers 100 jump roam WE SAW NOONE!!!) And i believe i'll pick up 2 on launch day:)


GW plz :)

You should have enough control over your herd of cats to make them understand. If they constantly make misstakes, get better cats.

Chrisfighter
Gladdebacher's
#154 - 2015-06-25 06:24:21 UTC
Aglais wrote:
Pros:
-Great hull design, its simplicity is refreshing and very pleasant to look at
-Despite low PG, it is possible to work with what one has and still come up with 400+ DPS (though survivability is still being tested)
-Instawarp in propulsion mode
-Seems to be able to sprint, very well, after a wide variety of targets
-Wow that's a lot of hull EHP for a destroyer
-why does it have a 7.5% tracking bonus per level of gallente tactical destroyer

Cons:
**-hhrnRNGGGH TURRET PLACEMENT**
-No base velocity boost in propulsion mode (arguably not relevant given MWD velocity is still ~500m/s greater than the Jackdaw)
-No Serpentis skin
-Feels kind of tight on cap, even when running modules in bursts

This ship feels actually kind of decent, especially after flying a Jackdaw for a while. I had a bit of a feeling once the Jackdaw was revealed to be crap-tier that the Hecate would get pretty close to blowing everything out of the water.



Hmmh, the turret placement is a little strange :D

It may look way better, if the 5th turret hardpoint moves to the middle of the ship. (An upside one and vice versa.)

Nur die harten kommen innen Garten, eh .... Eve xD

James Baboli
Warp to Pharmacy
#155 - 2015-06-25 07:30:59 UTC
So, little bit of math on this tells me

5*1.5 (role bonus) / .75( ROF bonus) = 10

10 turrets x 53.4 (max skills polarized light neutron with void) = 534 DPS before modules.

2 faction magstabs and a t2 burst rig get us to 915 DPS. In a small gang fight with some frigate logi and a good warpin, the reasonable max of 1052 DPS (2 mag stabs, burst rig and heat) of this little monster will quickly shred most targets. You can even do this with dual MSEs for a reasonable chance of survival.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Ellendras Silver
CrashCat Corporation
#156 - 2015-06-25 10:43:03 UTC
any idea on when this ship is released?

[u]Carpe noctem[/u]

CCP Fozzie
C C P
C C P Alliance
#157 - 2015-06-25 11:26:53 UTC
Ellendras Silver wrote:
any idea on when this ship is released?

It's coming July 7th in our Aegis release.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Ellendras Silver
CrashCat Corporation
#158 - 2015-06-25 11:35:28 UTC
CCP Fozzie wrote:
Ellendras Silver wrote:
any idea on when this ship is released?

It's coming July 7th in our Aegis release.


awesome

[u]Carpe noctem[/u]

Phoenix Jones
Small-Arms Fire
#159 - 2015-06-25 12:15:06 UTC
Got in it. First impressions..

It's pretty. The modes are VERY subtle. They need a little more... Flair.

It's very difficult to see its mode changes.

With propulsion mode, there needs to be a extra two engines that pop out so you know it's going faster.

Sharpshooters ok,

Defensive mode needs an extra plate showing up or something.

It's. Subtle. It's good but.. Subtle.

Yaay!!!!

Shadowace Evi
CroGi
#160 - 2015-06-25 15:04:19 UTC
Phoenix Jones wrote:
Got in it. First impressions..

It's pretty. The modes are VERY subtle. They need a little more... Flair.

It's very difficult to see its mode changes.

With propulsion mode, there needs to be a extra two engines that pop out so you know it's going faster.

Sharpshooters ok,

Defensive mode needs an extra plate showing up or something.

It's. Subtle. It's good but.. Subtle.



This, i think defensive mode needs a extra armor plate on the bottom that mirrors the top one on the wings or something.