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[December] Command Destroyers

First post First post
Author
Strongo
#521 - 2015-11-24 13:56:05 UTC
CCP Rise wrote:
Here is a feedback thread for some awesome new ships, Command Destroyers!

So here's the basics. We are adding a new line of Tech II destroyers based on the Algos, Dragoon, Corax and Talwar along with a new type of module called the Micro Jump Field Generator, which the new Destroyers will have exclusive access to. I'm going to go through some basic questions here at the top and then give you all the details after.

First, why Command Destroyers? We have always wanted to do a line of smaller ships that could provide gang support, but we expected to wait until after a rework of the ganglink mechanics, but here we saw a perfect opportunity to bring you this awesome new module and combining the role with gang support seems ideal. We still want to rework links and think these will slot in perfectly to that rework when it happens, but in the mean time you guys get a few awesome new tools.

Second, how exactly does the Micro Jump Field Generator work? This module is exactly like a Micro Jump Drive except that when it fires, it pulls any ships nearby along with it for the jump. There's a lot of specifics to consider here but the big restrictions you need to know are that you cannot use this module in high sec, you can not pull invulnerable targets (ships that have just undocked or just jumped through a gate and are still cloaked), you can not move capitals, and you can not jump into starbase shields. You CAN however do a lot of really crazy thing such as pull bombs that are midair, pull dictor bubbles or chain multiple jumps in a row using several Command Destroyers. As for numbers, we have a base spool up time of 9 seconds, a reactivation delay of 160 seconds, a pull radius of 6km from the ship and a jump distance of 100km. The module requires 5 PG and 31 CPU to fit and requires the same skill as normal MJDs to use.

Now, for the ships themselves. We are aiming to have a set of destroyers that are both faster and more resilient than either their Tech I counterparts or Interdictors, but sacrifice offense. This should make the support role, whether with MJFG or links, easier to fill while leaving them vulnerable to abuse in combat. Their weapon systems will be missile or drone based, like their base hulls.

Here are the bonuses:

MAGUS
Gallente Destroyer Per Level:
10% Bonus to Drone Damage
4% bonus to armor resists
Command Destroyer Per Level:
2% to Armor and Skirmish Warfare link effectiveness
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link

PONTIFEX
Amarr Destroyer per Level:
10% Bonus to Drone Damage
4% bonus to Armor Resistances
Command Destroyer per Level:
2% to Armor and Information Warfare link effectiveness
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link

STORK
Caldari Destroyer per Level:
10% to Rocket and Light Missile Damage
4% Bonus to Shield Resistances
Command Destroyer per Level:
2% to Siege and Information link effectiveness per level
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link


BIFROST

Minmatar Destroyer per Level:
10% bonus to Rocket and Light Missile Damage
4% bonus to shield resists
Command Destroyer per Level:
2% to Siege and Skirmish Warfare link effectiveness
5% reduction in MJFG spool up time
Role: 95% Reduction in Powergrid Requirements for Warfare Links
Role: 50% Reduction in MWD Penalty Signature Bloom
Role: Can fit Micro Jump Field Generators
Role: Can fit one Warfare Link


And for their attributes I'm using a google doc this time for better readability: ATTRIBUTES

As always, we look forward to your feedback. With these ships I'm especially interested in any opinions or insights on the powergrid and CPU numbers, as the ships will probably get used a few different ways and I'm not positive we've accounted for all of them.

If you have any questions or need clarifications please ask, and don't be surprised if there's a typo here and there that needs fixing :)

Thanks !





These things are ment for speed why give them drones? Give them guns instead....going to need to keep moving on the field and leaving behind your drones crap :(... to these with missles makes it easier to hit and go on their targets...
Rek Seven
University of Caille
Gallente Federation
#522 - 2015-11-24 21:03:02 UTC  |  Edited by: Rek Seven
The Magus slot layout doesn't seem right. If it has t2 resists to armour, it's low slots and armour HP should reflect that. However, It only has 4 low slots and 800 armour HP, whereas the Pontifex gets 5 low slots and 850 armour HP. Unlike the T1 version, making the magus a hull tanker would be inefficient as you would be wasting the T2 resists.

All other command destroyers can dedicate at least 5 slots to tank (in the case of shield ships they can use mids and lows) so the magus is clearly the odd one out.

Give the Magus an extra low or more hitpoints.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#523 - 2015-11-24 21:16:30 UTC
Rek Seven wrote:
The Magus slot layout doesn't seem right. If it has t2 resists to armour, it's low slots and armour HP should reflect that. However, It only has 4 low slots and 800 armour HP, whereas the Pontifex gets 5 low slots and 850 armour HP. Unlike the T1 version, making the magus a hull tanker would be inefficient as you would be wasting the T2 resists.

All other command destroyers can dedicate at least 5 slots to tank (in the case of shield ships they can use mids and lows) so the magus is clearly the odd one out.

Give the Magus an extra low or more hitpoints.


Shield ships are -2 mids for prop/mjd, so that leaves 3 mids on the bifrost for tackle/tank. Which is more like 1 mid for tank if you go scram/web. Or 2 mids for tank if only scram. The stork can have more tank but less dps. Which is a non issue in a fleet role.

Gallente have always had slightly more hull HP that armor. Just their flavor.
Rek Seven
University of Caille
Gallente Federation
#524 - 2015-11-24 21:59:53 UTC
Has it been confirmed that the MJFG is a mid slot and not a high? ...I would assume the latter.

Shield ships can use both mid and low slot modules for tank.

My argument stands. I still think the Magus' tank needs looking at.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#525 - 2015-11-24 22:42:26 UTC
Rek Seven wrote:
Has it been confirmed that the MJFG is a mid slot and not a high? ...I would assume the latter.

Shield ships can use both mid and low slot modules for tank.

My argument stands. I still think the Magus' tank needs looking at.


The MJFG is a mid slot item. As per current SiSi build.

Just because you can, doesnt mean you should. As in, the stork has 2 lows. So dcu and 400mm plate? Same can be said for the armor boats. They have 4 mids as well. Throw an MSE plus plate on your magus if you think that is a good argument for dismissing shield ships having similar tank.
Rek Seven
University of Caille
Gallente Federation
#526 - 2015-11-24 22:53:21 UTC  |  Edited by: Rek Seven
No silly I'm talking about the DC and the passive shield mods...

Ah thanks, I think it would be better as a high slot but meh. Sucks to be a minmatar pilot I guess.... Does the MJFG also bloom your sig?
Lloyd Roses
Artificial Memories
#527 - 2015-11-25 00:37:40 UTC  |  Edited by: Lloyd Roses
Rek Seven wrote:
The Magus slot layout doesn't seem right. If it has t2 resists to armour, it's low slots and armour HP should reflect that. However, It only has 4 low slots and 800 armour HP, whereas the Pontifex gets 5 low slots and 850 armour HP. Unlike the T1 version, making the magus a hull tanker would be inefficient as you would be wasting the T2 resists.

All other command destroyers can dedicate at least 5 slots to tank (in the case of shield ships they can use mids and lows) so the magus is clearly the odd one out.

Give the Magus an extra low or more hitpoints.


From what testing shows, the Magus is really well suited to use in very small gangs, especially thanks to that 4/4 layout mid and lows. You get a flexible fit with anything from dualscram+MJDG and mwd for kidnappings to a more general 10mn+web/CB+scram+MJDG to survive in something like a c4/c5 gank. The caplife on each of them is splendid, you can run a SAR II on both pontifex and magus almost stable next to a 10mn, or supplement with a CB thanks to that generous cargohold - and remain operational for ages.

The Magus with 10mn+web+scram with a SAR II has for me legitimately brawled down hecates and confessors, I'd be careful dismissing any ship with a 4mid+4low layout. The Pontifex in comparison is a lot weaker in small gang setups, and imo needs RR or other stuff on grid to really shine.

In short: 800 or 850 armor hp is unimportant, you won't notice a difference. 4/4 layout is great for small gang stuff, 3/5 should be better with large gangs, when going from local tanked to 400mm with eanm, dcu and EM/Therm specifics.

Edit: Certain it does bloom your sig, and the bifrost/stork will have ridiculous tank coupled with good mobility when neglecting damage, relying on their solid baseline.
Bobman Smith
Solitary Confinement 4 One
#528 - 2015-11-25 07:25:11 UTC
Been sleeping on this... Why not make these 2 different ships? I can see how these functions can work together but wont it be better if these were divided into 2 different classes making 4 different unique T2 Destroyers? Destroyers can in some ways be like mini Battlecruisers.

I know the Interdictors bigger bro is a Cruisers... but meh, details right? And if the mini (6km) MJFG is a success, why not bring out a new class for the Battlecruisers that has more range? To counter that range, we should probably have a mass cap. The little Destroyer should not potentiality (numbers not tested) be able to move some 30ish odd Battleships but a future Battlecruiser sized ship could.

And to make the Commander Destroyer stand out more on its own, make it so it gets 0% added command boosts to ships not on grid with it, and those that are get the full 3%! Do that with the other command ships too (2% for T3's). I like how you can get off grid boosts, but you should get a good bonus for them being on grid. And with talks of making grid sizes bigger I think it wont be too hard to keep these ships far away from being in harms way.

T3 immune to remote reps. They should be the most powerful solo/small gang ships but not useful for large fleets as T2 ships should be used. Remove Insurance from game. Ban Frigate Pirate Ships from Novice FW Plexs. Buy me Ice cream please!

Rek Seven
University of Caille
Gallente Federation
#529 - 2015-11-25 09:40:04 UTC
Lloyd Roses wrote:
Rek Seven wrote:
The Magus slot layout doesn't seem right. If it has t2 resists to armour, it's low slots and armour HP should reflect that. However, It only has 4 low slots and 800 armour HP, whereas the Pontifex gets 5 low slots and 850 armour HP. Unlike the T1 version, making the magus a hull tanker would be inefficient as you would be wasting the T2 resists.

All other command destroyers can dedicate at least 5 slots to tank (in the case of shield ships they can use mids and lows) so the magus is clearly the odd one out.

Give the Magus an extra low or more hitpoints.


From what testing shows, the Magus is really well suited to use in very small gangs, especially thanks to that 4/4 layout mid and lows. You get a flexible fit with anything from dualscram+MJDG and mwd for kidnappings to a more general 10mn+web/CB+scram+MJDG to survive in something like a c4/c5 gank. The caplife on each of them is splendid, you can run a SAR II on both pontifex and magus almost stable next to a 10mn, or supplement with a CB thanks to that generous cargohold - and remain operational for ages.

The Magus with 10mn+web+scram with a SAR II has for me legitimately brawled down hecates and confessors, I'd be careful dismissing any ship with a 4mid+4low layout. The Pontifex in comparison is a lot weaker in small gang setups, and imo needs RR or other stuff on grid to really shine.

In short: 800 or 850 armor hp is unimportant, you won't notice a difference. 4/4 layout is great for small gang stuff, 3/5 should be better with large gangs, when going from local tanked to 400mm with eanm, dcu and EM/Therm specifics.

Edit: Certain it does bloom your sig, and the bifrost/stork will have ridiculous tank coupled with good mobility when neglecting damage, relying on their solid baseline.


Ok, that all seems to make scene, so i'll take your word for it that the Magus is ok. Thanks for the reply.
RcTamiya
Magister Mortalis.
#530 - 2015-11-25 11:53:49 UTC
There's only one VERY big concern, all you need is 1 dic, 2-3 Command destroyers and good timing to **** up every single Triage and Blapdreaddoctrin out there

-> Command destroyer 1 cycles his MJDG, Command destroyer 2 starts his cycle ~ 3 seconds after, dic drops a bubble and moves outside of Command destroyer 2's MJDG-Range -> first jump with dic + both CDs + Warpdisruptionprobe -> second jump with both CDs + Warpdisruptionprobe + hostile subcap-fleet, dic stays with caps and bubbles them

-> **** subcaps without their triagesupport ( ~50k out of reprange) and finish off caps after

Counters aint really excisting, scrambchains aint viable in many setups, counterscramb even with isntalock T3s is difficult using this tactic, why not give HIC-bubbles the ability to stop ships inside from beeing dragged through MJDG?!
Rek Seven
University of Caille
Gallente Federation
#531 - 2015-11-25 13:04:22 UTC  |  Edited by: Rek Seven
Yeah I'm fairly certain CCP will eventually change it so your can't activate a second MJFG if you are already in an active micro-jump field.
afkalt
Republic Military School
Minmatar Republic
#532 - 2015-11-25 14:15:02 UTC
Rek Seven wrote:
Yeah I'm fairly certain CCP will eventually change it so your can't activate a second MJFG if you are already in an active micro-jump field.



Maybe but half these scenarios need things lined up so perfectly they're like launching a basketball from a cannon a few miles away and getting it in first time.

I mean, it's a big enough mission to get 50-100 nerds to press a button at the same time, on the same target half the time.
Estella Osoka
Cranky Bitches Who PMS
#533 - 2015-11-25 15:35:18 UTC
The MJFG needs to changed so we can use it in hisec. Or at least give a definitive reason why it cannot be used.
RcTamiya
Magister Mortalis.
#534 - 2015-11-25 15:40:20 UTC
afkalt wrote:
Rek Seven wrote:
Yeah I'm fairly certain CCP will eventually change it so your can't activate a second MJFG if you are already in an active micro-jump field.



Maybe but half these scenarios need things lined up so perfectly they're like launching a basketball from a cannon a few miles away and getting it in first time.

I mean, it's a big enough mission to get 50-100 nerds to press a button at the same time, on the same target half the time.



google "guild wars spike" and you'll see, that getting 3 people absolutely synced up with each other is no problem at all .... i am allready using this tactic as daily practice on sisi, absolutely doable
Ares Desideratus
UNSAFE SPACE
#535 - 2015-11-25 16:22:12 UTC
Ships in this game have slowly become far too homogenized, and these destroyers are a perfect example of it.

More ships that use links are the last thing we need in this game.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#536 - 2015-11-26 02:52:02 UTC
RcTamiya wrote:
RIP Triage + sub-capfleet in w-space.


Not really. It's just as useful for saving the triage or dread by blinking off the tacklers surrounding them. And the dictor probes as well. It'll be very useful for defending capitals and extracting them from deep doodoo.

Your Triage will just have to gets its fleet to spread out a bit more. Like, not anchor up on something too much. Maybe try for low-sig high-transversal X-instinct-skirmish linked wake limited subsystem HAM legions. Like, you know, lazerhawks use vs blap dreads.

FT Diomedes
The Graduates
#537 - 2015-11-26 03:02:53 UTC
Ares Desideratus wrote:
Ships in this game have slowly become far too homogenized, and these destroyers are a perfect example of it.

More ships that use links are the last thing we need in this game.


Well, then you are in luck, because these ships will suck as link ships (except in shattered WH's). They will be awesome because of the MJDF... not the links.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

nate albush
Iron Whales
Goonswarm Federation
#538 - 2015-11-26 10:27:49 UTC
Xenontechs wrote:
Quote:
Gallente Destroyer Per Level:
10% Bonus to Drone Damage

Amarr Destroyer per Level:
10% Bonus to Drone Damage

Caldari Destroyer per Level:
10% to Rocket and Light Missile Damage

Minmatar Destroyer per Level:
10% bonus to Rocket and Light Missile Damage


I get that these are the big brothers of other ships with these sort of bonuses, but I'd love to see more weapon types

edit: ok with interdictors in mind this may fit actually... there we have everything except drones
edit2: and lazors are missing too

the reason i think that they put missiles and drones is because the micro jump drive these ships can use can also move their drones and missiles with them as well but if you are shooting your enemy with anything else they wont be hit as all if you know what i mean
Xequecal
Ministry of War
Amarr Empire
#539 - 2015-11-26 11:15:43 UTC
Also, how exactly do these sacrifice offense? The Pontifex easily does over 300 DPS with like 60km range on its weapons, that's not really matched by anything. Confessor/Svipul do similar DPS but don't have anywhere near the range, other destroyers can beat the DPS by a little but they have to be like 3km away from the target or closer.
Rek Seven
University of Caille
Gallente Federation
#540 - 2015-11-26 20:46:45 UTC  |  Edited by: Rek Seven
I'm struggling to come up with a good Pontifex fit that isn't left with empty highs and still requires CPU and power rigs. I'm aiming for around 15k ehp, 1 link and a MJFG.

As for the bonuses, the spool up bonus seems like a waste and a MJFG range bonus per level (10km at level 5) would be much more useful. I don't see why this ship doesn't have the 3% per level boost to links like the command ships. These two issues make me question if i should even bother training the CD skill past level 1.

After playing around on sisi for an hour, overall i'm left feeling that the Pontifex could do with a little more CPU to make sure it can fill both it's specialized roles without sacrificing too much.