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General Discussion => General Non-RP EVE Discussion => Topic started by: Katrina Oniseki on 13 May 2013, 13:42

Title: [Devpost] Navy Battleships
Post by: Katrina Oniseki on 13 May 2013, 13:42
https://forums.eveonline.com/default.aspx?g=posts&t=235324

Quote
Hey everyone!

We are going to try and complete the Navy ship package for Odyssey by sneaking in these battleships before release!

With the Navy Battleships we are using the same ‘tiericide’ based approach that we have used for all tech 1 rebalancing. Each race will have one ‘attack’ and one ‘combat’ Navy Battleship, allowing for different applications despite roughly equal power level. The ‘standard’ upgrade package for Navy BS is an extra slot (along with appropriate fitting adjustment) as well as approximately 50% more hitpoints. Some of these rebalanced versions will follow that pattern very closely, while others will diverge more significantly to completely new bonuses and roles.

Please read above each ship for a more detailed explanation of its design. Look forward to your feedback (which I do read almost all of, even after I stop posting in the thread =)

AMARR

APOCALYPSE NAVY ISSUE
The Apocalypse Navy Issue is a tricky one (just like its tech 1 counterpart). It will go into the attack role, like the tech 1 version, and in turn takes on many of the same changes, including the change of bonus from cap use to tracking. The combination of changes to large energy turrets, a high base cap (relative to other battleships) and increased cap recharge should make up for the former cap use bonus. That, combined with the new tracking bonus along with increased agility and speed will hopefully provide for a very powerful laser platform.

Amarr Battleship Skill Bonuses:
+7.5% to Large Energy Turret optimal range
+7.5% Large Energy Turret tracking speed (replaced large energy turret cap use)

Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2)
Fittings: 22000 PWG(+475), 580 CPU
Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39)
Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s)
Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7
Sensor strength: 25 Radar Sensor Strength
Signature radius: 370(-30)

ARMAGEDDON NAVY ISSUE
The Armageddon Navy Issue will not follow the new tech 1 Armageddon design. Instead, it will continue to do what it has been doing as an efficient laser brawler. The Navy Geddon is getting plenty of use the way it is now, and we didn’t see a need to make an ‘improved’ version of the new tech 1 Geddon. As a ‘combat’ ship, it will get some increased hitpoints along with other tweaks to its base stats, but its overall performance shouldn’t change much.

Amarr Battleship Skill Bonuses:
+5% Large Energy Turret rate of fire
+10% Large Energy Turret cap use

Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers
Fittings: 17500 PWG(+175), 560 CPU(+3)
Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684)
Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s)
Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s
Drones (bandwidth / bay): 125 / 375(+200)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7
Sensor strength: 26 Radar Sensor Strength (+4.75)
Signature radius: 440 (+70)


CALDARI

RAVEN NAVY ISSUE
The CNR will be Caldari’s attack battleship, like the new tech 1 Raven. I wanted the Navy Raven to get something new, and the new Navy Drake pointed in a pretty good direction. We are giving the CNR an 8th launcher to make up for the loss of the rate of fire bonus, and replacing rate of fire with a bonus to explosion radius. Along with the incoming buff to cruise missiles, this ship is going to be an animal.

Caldari Battleship Skill Bonuses:
+5% bonus to Torpedo and Cruise Missile explosion radius
+10% bonus to Cruise Missile Torpedo Velocity

Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1)
Fittings: 12000 PWG(+1075), 780 CPU(+45)
Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461)
Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7
Sensor strength: 28 Gravimetric(+.5)
Signature radius: 410(-50)

SCORPION NAVY ISSUE
The Navy Scorpion is taking the ‘combat’ role for Caldari, and more or less staying in its current form. It will pick up an extra low slot, since it was slot deficient for no reason before. In light of the coming cruise missile change, we are a bit concerned with the power level for the Scorp, so we’ll be keeping a close eye on this one, as we still feel it could wind up being too strong depending on how the meta settles out.

Caldari Battleship Skill Bonuses:
5% bonus to Cruise Missile and Torpedo rate of fire
4% bonus to shield resistances

Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers
Fittings: 11000 PWG(+650), 780 CPU(-7)
Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797)
Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s)
Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s)
Drones (bandwidth / bay): 75 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7
Sensor strength: 30 Gravimetric
Signature radius: 465(+35)


GALLENTE

MEGATHRON NAVY ISSUE
The Navy Thron will be Gallente’s ‘attack’ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire.

Gallente Battleship Skill Bonuses:
+5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage)
+7.5% Large Hybrid Turret tracking speed

Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1)
Fittings: 16275 PWG, 630 CPU(+25)
Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750)
Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s)
Drones (bandwidth / bay): 125 / 175
Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7
Sensor strength: 25 Magnetometric Sensor Strength (-1.25)
Signature radius: 385(-15)

DOMINIX NAVY ISSUE
Like with the Navy Armageddon, we are going to leave the Navy Domi as a throw-back rather than switching to the new tech 1 bonus. This layout offers many unique and brutal opportunities, and fits the more niche application of a faction ship. By becoming ‘combat’ rather than ‘tier 1’ it will also gain a significant hitpoint boost.

Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+5% Large Hybrid Turret damage

Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers
Fittings: 11000 PWG(+1100), 660 CPU
Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039)
Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s)
Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s)
Drones (bandwidth / bay): 125 / 400
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 27 Magnetometric Sensor Strength
Signature radius: 455(+35)


MINMATAR

TYPHOON FLEET ISSUE
With the Typhoon Fleet Issue we wanted to offer a home for the heavily trained Minmatar pilot who loves the extreme versatility that Matar can offer. To make that possible, while also picking up some of the new flavor from the tech 1 Typhoon, we are giving this ship the same treatment as the new Scythe Fleet Issue by making the split weapon bonus stronger. The Typhoon Fleet Issue will also be the ‘attack’ battleship, and like its former version, it is extremely fast for a battleship.

Minmatar Battleship Skill Bonuses:
+7.5% to Cruise and Torpedo launcher damage
+7.5% to Large Projectile Turret rate of fire

Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1)
Fittings: 13000 PWG(-125), 660 CPU
Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316)
Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s)
Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s)
Drones (bandwidth / bay): 125 / 200
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7
Sensor strength: 23 Ladar Sensor Strength(+.5)
Signature radius: 320

TEMPEST FLEET ISSUE
The Tempest Fleet Issue is becoming Minmatar’s ‘combat’ battleship, and as a result will move more solidly into a role that it already takes on as a very strong projectile platform with an armor base – something that is difficult to find elsewhere. The Tempest, as always, wants to occupy a space between attack and combat, and therefor has unusually high speed and unusually low sig for its role.

Minmatar Battleship Skill Bonuses:
+5% bonus to Large Projectile Turret rate of fire
+5% bonus to Large Projectile Turret damage

Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers
Fittings: 17500 PWG(+450), 580 CPU(+3)
Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961)
Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s)
Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s)
Drones (bandwidth / bay): 75 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7
Sensor strength: 24 Ladar Sensor Strength(+.25)
Signature radius: 350(+10)
Title: Re: [Devpost] Navy Battleships
Post by: kalaratiri on 13 May 2013, 13:52
If you haven't already, train Cruise missiles.

I'm serious, the new :meta: BS are going to be nano/cruise Ravens and Phoons. Navy Phoons are going to be faaast.
Title: Re: [Devpost] Navy Battleships
Post by: Aria Jenneth on 13 May 2013, 18:25
Navy Phoons are going to be faaast.

I hope not too fast. Those of us who remember nanophoons do not remember them fondly.
Title: Re: [Devpost] Navy Battleships
Post by: Silver Night on 13 May 2013, 18:44
Some of us remember them fondly.
Title: Re: [Devpost] Navy Battleships
Post by: Vikarion on 13 May 2013, 20:34
Navy Phoons are going to be faaast.

I hope not too fast. Those of us who remember nanophoons do not remember them fondly.

Just phoons, actually. Raven is trash, unless they've changed it from the velocity bonus. Navy Raven might be good, tho.
Title: Re: [Devpost] Navy Battleships
Post by: Creep on 13 May 2013, 22:38
Some of us remember them fondly.
MAKE EVERYTHING NANO AND CAMP ALL THE GATES
Title: Re: [Devpost] Navy Battleships
Post by: Silas Vitalia on 13 May 2013, 22:57
Yea a lot of this is resting on how much torps and cruises get buffed.

... A lot.

Title: Re: [Devpost] Navy Battleships
Post by: Morwen Lagann on 14 May 2013, 07:10
Yea a lot of this is resting on how much torps and cruises get buffed.

... A lot.

Last weekend's SCL suggests they were pretty heavily buffed. There were many teams fielding cruise Ravens or Typhoons.
Title: Re: [Devpost] Navy Battleships
Post by: Alain Colcer on 14 May 2013, 08:11
Navy domi is going to be awesome for faceraping.  :yar:
Title: Re: [Devpost] Navy Battleships
Post by: Aria Jenneth on 14 May 2013, 09:47
Some of us remember them fondly.

When you can fly an uncloaked battleship into Delve, alert an organized alliance (BoB, no less) that successfully corners you in a cul de sac system with multiple web-capable tacklers on the field, and you escape unscathed?

Repeatedly?

When you can do that, you know you have yourself a lousily balanced ship.

I never flew one of these bastards, though my Drake was the not-so-easy-target that the above-mentioned nanophoon tried for all those many years ago, but if I had I would remember it with the fondness that any "I win" button deserves.
Title: Re: [Devpost] Navy Battleships
Post by: kalaratiri on 14 May 2013, 10:00
(http://i.imgur.com/Dju1VT6.jpg)

No links, no implants.

/me cackles evilly
Title: Re: [Devpost] Navy Battleships
Post by: DeadRow on 14 May 2013, 11:58
Dat Scorp Navy
Title: Re: [Devpost] Navy Battleships
Post by: Caellach Marellus on 16 May 2013, 18:00
Dat Scorp Navy

This.

That's going to be a very nice mission runner for people who have overtank obsessions.
Title: Re: [Devpost] Navy Battleships
Post by: kalaratiri on 17 May 2013, 02:55
Navy scorp will almost certainly be nerfed slightly. It's just too versatile, does great dps with torps or cruise and has a massive tank. A 7/8/5 slot set leads to you being able to do more or less anything you like with it. It easily gets a 150k ehp tank with 4 mids left for ewar etc.
Title: Re: [Devpost] Navy Battleships
Post by: Gaven Lok ri on 17 May 2013, 05:23
I like that the Navy Geddon isn't changing into a nos+drone boat. Like that a lot.
Title: Re: [Devpost] Navy Battleships
Post by: Mithfindel on 17 May 2013, 05:48
Seconding Gaven. While it is important that Amarr battleships aren't just variations of "this ship has lasers and armor", the Armageddon has some history.
Title: Re: [Devpost] Navy Battleships
Post by: Merdaneth on 19 May 2013, 02:55
I like that the Navy Geddon isn't changing into a nos+drone boat. Like that a lot.

Agreed. At least we get to keep a 'laser Geddon'