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[December] Navy EWar Frigates

First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2015-10-16 17:00:16 UTC  |  Edited by: CCP Logibro
Hello one and all! We are planning a big set of ship and module updates for this Winter, including 13 new ships, module tiericide and much more. This thread will introduce 4 of the new ships, a new line of Empire Navy Ewar Frigates.

These ships are designed to use their racial ewar bonuses (primary ewar for Amarr and Caldari, secondary for Gallente and Minmatar) in unusual ways, skewed towards solo and microgang combat. Overall we don't expect these ships to eclipse Electronic Attack Frigates for fleet support roles, but the combination of ewar with significant frigate damage puts them into their own category.

These ships will be available in all standard combat LP stores for their respective factions.

Crucifier Navy Issue
Amarr Frigate bonuses (per skill level):
20% bonus to Small Energy Turret damage
7.5% bonus to Weapon Disruptor effectiveness
Misc Bonus:
-85% penalty to Weapon Disruptor optimal range and falloff
-85% reduction to Weapon Disruptor activation cost and CPU requirements

Slot layout: 3 H, 4 M, 3 L, 2 Turret
3 Rig Slots, 400 Calibration
Fittings: 42 PWG, 160 CPU
Defense (shields / armour / hull): 375 / 700 / 525
Capacitor (amount / recharge rate / average cap per second): 500 / 250s / 2
Mobility (max velocity / agility / mass / warp speed / align time): 340 / 3.35 / 1,064,000 / 5 / 4.94s
Drones (bandwidth / bay): 10 / 20
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km / 640 / 5
Sensor strength: 14 Radar
Signature radius: 38


Griffin Navy Issue
Caldari Frigate bonuses (per skill level):
20% bonus to Small Hybrid Turret damage
20% bonus to ECM strength
Misc Bonus:
-85% penalty to ECM optimal range and falloff
-85% reduction to ECM Jammer activation cost and CPU requirements

Slot layout: 3 H, 5 M, 2 L, 2 Turret, 1 Launcher
3 Rig Slots, 400 Calibration
Fittings: 40 PWG, 180 CPU
Defense (shields / armour / hull): 700 / 400 / 500
Capacitor (amount / recharge rate / average cap per second): 425 / 212.5s / 2
Mobility (max velocity / agility / mass / warp speed / align time): 325 / 3.45 / 1,056,000 / 5 / 5.05s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 600 / 5
Sensor strength: 17 Gravimetric
Signature radius: 40


Maulus Navy Issue
Gallente Frigate bonuses (per skill level):
10% bonus to Drone tracking and hitpoints
10% bonus to Warp Scrambler range (This bonus does not apply to Warp Disruptors)
Misc Bonus:
+2 scramble strength to all Warp Scramblers (This bonus does not apply to Warp Disruptors)

Slot layout: 2 H, 3 M, 4 L, 2 Turret
3 Rig Slots, 400 Calibration
Fittings: 35 PWG, 150 CPU
Defense (shields / armour / hull): 400 / 525 / 550
Capacitor (amount / recharge rate / average cap per second): 330 / 165s / 2
Mobility (max velocity / agility / mass / warp speed / align time): 315 / 3.35 / 1,063,000 / 5 / 4.94s
Drones (bandwidth / bay): 25 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km / 620 / 5
Sensor strength: 16 Magnetometric
Signature radius: 42


Vigil Fleet Issue
Minmatar Frigate bonuses (per skill level):
5% bonus to Rocket explosion velocity
25% bonus to explosive Rocket damage, 20% bonus to em, thermal and kinetic Rocket damage
Misc Bonus:
+50% Stasis Webifier range

Slot layout: 3 H, 4 M, 3 L, 1 Turret, 2 Launchers
3 Rig Slots, 400 Calibration
Fittings: 38 PWG, 190 CPU
Defense (shields / armour / hull): 525 / 525 / 425
Capacitor (amount / recharge rate / average cap per second): 300 / 150s / 2
Mobility (max velocity / agility / mass / warp speed / align time): 400 / 3.2 / 1,080,000 / 5 / 4.79s
Drones (bandwidth / bay): 15 / 15
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 660 / 5
Sensor strength: 13 Ladar
Signature radius: 34

Let us know what you think!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#2 - 2015-10-16 17:02:14 UTC  |  Edited by: CCP Fozzie
Big thanks to all of you for the feedback so far.

After reading through what you folks have been saying, we agree that a few points merit changes pre-release and others will be watched closely after release.

A lot of you have been expressing concern that the Navy Crucifier and Navy Griffin are a little on the weak side. We've made a few adjustments to the plan, adding extra HP to both ships, increasing the strength of the cap use role bonus and expanding it to also reduce the CPU requirements of their chosen ewar. We've also reduced the base CPU a bit, but if you have at least one ewar module fit you'll be ahead thanks to the role bonus.
We know that this isn't going as far as some of you would have hoped, especially those of you who wanted more range on the ewar. We won't rule out increasing the range a bit in the future, but we want to see how these ships play out on TQ first, as they have a higher than average risk of feeling oppressive if they get too strong.

Many of you have also expressed concern that the Navy Maulus and Navy Vigil will be too strong, especially in kiting configurations. We also agree that these concerns merit pre-release changes, so we're making some adjustments to reduce the skirmishing power of these ships.

The Navy Maulus is losing a bit of HP and some speed. It will still be a powerful ship but this should help reduce the risk of it getting out of control. We are also increasing the strength of the role bonus, now adding +2 scramble strength to scramblers.

The Navy Vigil is having its damage bonuses converted to apply to rockets only. You'll still be able to kite with the web with help from Javelin rockets and/or range modules and rigs, but the Vigil should also excel at chasing down and catching kiters with its speed and long range webs, then killing them within standard rocket range.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Destoya
Habitual Euthanasia
Pandemic Legion
#3 - 2015-10-16 17:08:43 UTC
Do you expect these to cost about the same as their combat counterparts (slicer comet etc)?
CCP Fozzie
C C P
C C P Alliance
#4 - 2015-10-16 17:10:43 UTC
Destoya wrote:
Do you expect these to cost about the same as their combat counterparts (slicer comet etc)?

I'd expect them to fall in the same general ballpark, yup.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gradur Dohr
Deep Core Mining Inc.
Caldari State
#5 - 2015-10-16 17:13:02 UTC
this maulus already need a nerf
Erin Sluuk
The Scope
Gallente Federation
#6 - 2015-10-16 17:14:32 UTC
Quote:
module changes


Tier II reactive armor hardener like y'all said please
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#7 - 2015-10-16 17:15:33 UTC
man, not more recon bonuses :\

and why do I want +1 scram strength?
Athryn Bellee
Pandemic Horde Inc.
Pandemic Horde
#8 - 2015-10-16 17:18:10 UTC
Thanks Fozzie. These are great.
Liam Inkuras
Furnace
Meta Reloaded
#9 - 2015-10-16 17:18:14 UTC  |  Edited by: Liam Inkuras
CCP Turbo Dinosaur must love the Griffin Navy Issue

Edit: Holy balls these are going to be fun
Edit of Edit: )))))))))))))) Dis Gon B Gud

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Travis Uchonela
Deep Core Mining Inc.
Caldari State
#10 - 2015-10-16 17:22:36 UTC
I don't know.

I mean some of this is going to be fun, but that Maulus looks too powerful. Also not sure I love these bonuses on t1 hulls, the Navy Vigil seems like it will step on the Hyena's toes big time.
Amarisen Gream
The.Kin.of.Jupiter
#11 - 2015-10-16 17:23:29 UTC
Don't get me wrong, I love more ships.

Yet, I have to wonder? There is so much more even on the T1 side of ships and such that need focus, why bring these out.

I see tons of people fly say X ship over Y and Z (Looking at Sabber vs others ships in it's class and many other little odd ones. CCP has the stats).

Amarr and Caldari have more Ewar ships than Gallante and Minnie. Plus their ewar is much more effective at combat control over another players ship.

---These ships are fine, but Fozzie, we need the information on the changes to EWAR as well.
---This is one of the peas in the pod, with ewar rebalance being the other pea.


"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Charlotte Inty
Sebiestor Tribe
Minmatar Republic
#12 - 2015-10-16 17:25:12 UTC
"+1 scramble strength to all Warp Scramblers"

Your stabbed days are over boys.
Harvey James
The Sengoku Legacy
#13 - 2015-10-16 17:25:38 UTC  |  Edited by: Harvey James
Liam Inkuras wrote:
CCP Turbo Dinosaur must love the Griffin Navy Issue

Edit: Holy balls these are going to be fun


nice too have a hybrid caldari navy ship, maybe osprey could go this way instead of trying too compete with so many caracals and gila/ orthrus, some weird combos here, maybe tone done the damage a little also targeting range is rather high for what is short range e-war, ive noticed this trend of adding loads of extra range than is needed on ships.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Hans Krieger
Malum Industria
#14 - 2015-10-16 17:25:44 UTC  |  Edited by: Hans Krieger
Now you just need to do a mid-day patch putting gecko BPOs up on jita market and the week of endless tears will be complete.

Nice changes. This provides an opportunity for newer players to get exposed to racial EWAR earlier as opposed to training frigate V + support skills and forgetting about that tree.

Don't get discouraged by the redditboi 18yr old millennial rage

EDIT: Just don't make these stupid OP. It's one thing to give them something booshy and powerful and it's another to take it away.
Harvey James
The Sengoku Legacy
#15 - 2015-10-16 17:30:13 UTC
any chance you will finally take the nerfbat to T3 cruisers in the winter patch? .. its sooo.. long overdue

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Nou Mene
Rattini Tribe
Minmatar Fleet Alliance
#16 - 2015-10-16 17:30:32 UTC
Travis Uchonela wrote:
I don't know.

I mean some of this is going to be fun, but that Maulus looks too powerful. Also not sure I love these bonuses on t1 hulls, the Navy Vigil seems like it will step on the Hyena's toes big time.


only 50% web range.... no much fleet use..

i like them, point strength is great
Harvey James
The Sengoku Legacy
#17 - 2015-10-16 17:31:43 UTC
i can imagine how much people will hate a dps blaster griffin in small FW sites though, maybe a counter too the OP T3 dessies.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#18 - 2015-10-16 17:35:00 UTC
Harvey James wrote:
i can imagine how much people will hate a dps blaster griffin in small FW sites though, maybe a counter too the OP T3 dessies.


except it's also a counter to every ship in the game, aka overpowered.

when's that ecm nerf happening?
Selto Black
Apotheosis.
#19 - 2015-10-16 17:35:09 UTC
Ho boy! Time to bust out the spreadsheets! Theory crafting these is gonna be fun for the T3dd group.
ArmyOfMe
Stay Frosty.
A Band Apart.
#20 - 2015-10-16 17:38:19 UTC
Yay, more ecm ships Roll

And yes, if you think im negative towards a lot of the things you guys have been doing this year, then you are indeed correct.
Now first of all, fix ecm first, then introduce the new ecm ship. Dont sit back for another 10+ years before doing something to ecm.

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

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