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General Discussion => General Non-RP EVE Discussion => Topic started by: Katrina Oniseki on 02 Oct 2013, 12:05

Title: DevPost: [Rubicon] Interceptors
Post by: Katrina Oniseki on 02 Oct 2013, 12:05
https://forums.eveonline.com/default.aspx?g=posts&t=283145

Quote from: CCP Fozzie
Interceptor time!

This class has been a bit behind the curve for a while, and we're going to be fixing that in a few ways.
The biggest changes for Interceptors in Rubicon will be the warp speed changes (https://forums.eveonline.com/default.aspx?g=posts&t=283132&find=unread) and the fact that Interceptors are becoming immune to bubbles.
Combined these two changes make Interceptors the best ships at the core function of their specialized role: mobility. To properly Intercept, these ships need to be good at getting from point A to point B. After Rubicon they are going to be very very good at getting to point B.

The bubble immunity idea is one that we're taking directly from player brainstorming and feedback, and reached our attention through forum posts from former CSM member Prometheus Exenthal. Credit goes to him for a good idea that really grew on me the more I thought about it. Thanks to every one of our players who share their ideas with us over the internet or at meetups or fanfest. We really do appreciate it and sometimes really great things can come from them.

For the most part these guys are being brought to similar power levels to the Taranis and Stiletto, with the bubble and warp speed changes being the bulk of their buff. On average they've gotten slightly faster and more agile, and the HP gap between highest and lowest in the class is narrowing a bit. The average HP of the class is actually dropping by a tiny 0.7% which is what prompted my off the cuff comment on the stream that made some people freak out Lol

The most significant changes are to the Raptor and Crow, which are having their roles (combat and fleet) swapped. The Taranis and Stiletto on the other hand are receiving relatively small changes outside the aforementioned warp speed and bubble immunity overhauls.

We're increasing the lock range of the class pretty much across the board, but we're intentionally leaving it fairly tight. Pilots will very often want to either fit some kind of lock range increasing module or rig, or receive gang bonuses (remember that Sensor Integrity gives lock range in addition to the sensor strength now) so that they can more easily use their overheated point range while moving quickly. This is intended to be one of the tradeoffs in using what is an otherwise extremely powerful class of ships.

You'll also notice we kinda devestated the cargo capacity of all the Interceptors. The intention is that if you want to use their bubble immunity for a cyno ship, you have to put some work into it and gimp your fit a tad.

The actual ship details will be split into the next post for length.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Katrina Oniseki on 02 Oct 2013, 12:05
Quote from: CCP Fozzie
SPECIFICS

CRUSADER - The Crusader's changes mainly revolve around fittings. Lots more fitting room allows a lot of options for more damage and tank. We're shaving a bit of HP off the top but the Crusader remains one of the beefiest interceptors (for all that's worth).

Amarr Frigate Bonuses:
10% reduction in Small Energy Turret capacitor use per level
5% bonus to Small Energy Turret damage per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
7.5% bonus to Small Energy Turret Tracking Speed per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
Fittings: 48(+8) PWG, 120(+20) CPU
Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)
Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
Sensor strength: 10(+1) Radar
Signature radius: 32
Cargo Capacity: 90(-45)

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

MALEDICTION - Big change for the Malediction is moving one highslot to a low, providing a lot more options for either damage mods, tank or fitting mods. The rocket damage bonus is also being converted to small missile RoF, increasing dps slightly and allowing the effective use of light missiles. A bit of HP shifted to armor allows it to more easily take advantage of the resist bonus.

Amarr Frigate Bonuses:
5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage)
4% bonus to armor resistances per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H(-1), 3M, 4L(+1); 1(-2) turrets, 3 launchers
Fittings: 35 PWG, 150(+15) CPU
Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32)
Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33
Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+5) / 900 / 5(+1)
Sensor strength: 12 Radar
Signature radius: 33
Cargo Capacity: 98(-37)

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

RAPTOR - The Raptor is getting a heavy overhaul. It was a trainwreck before, and we're switching its role from the "fleet" interceptor to the "combat" role (essentially a more shield and range oriented Taranis). As befits it's role change, we're swapping the fleet tackle range bonus for a shield resist bonus (that won't be super powerful due to the lack of midslots but will provide some cool options) and this ship is getting more fitting, hp, cap, speed and agility. Compared to the Taranis it has a bit less HP, less damage and less tracking, but has advantages in speed, agility, and range.

Caldari Frigate Bonuses:
5% bonus to Small Hybrid Turret Damage per level
10% bonus to Small Hybrid Turret optimal range per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
4% bonus to shield resistances per level (was tackle range)

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers
Fittings: 36(+10) PWG, 155 CPU
Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3)
Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33
Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)
Sensor strength: 14 Gravimetric
Signature radius: 34
Cargo Capacity: 92(-58)

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

CROW - The Crow moves into the tackle slot to replace the Raptor. It gets a big buff in the form of a highslot moved to a mid, and some extra HP. In exchange it gains some mass which hurts agility and reduces speed slightly when prop mods are running.

Caldari Frigate Bonuses:
10% bonus to Kinetic Missile damage per level
10% bonus to Missile Velocity per level (was attached to interceptors skill)

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level (new)

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers
Fittings: 35 PWG, 160(+10) CPU
Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23)
Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33
Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)
Sensor strength: 12 Gravimetric
Signature radius: 35(-1)
Cargo Capacity: 98(-52)

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

TARANIS - The Taranis doesn't need huge changes, we're shaving a bit of HP off and giving it some lower mass in exchange.

Gallente Frigate Bonuses:
10% Small Hybrid Turret damage per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
7.5% Small Hybrid Turret tracking speed per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers
Fittings: 35 PWG, 150 CPU
Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28)
Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33
Mobility (max velocity / agility / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)
Sensor strength: 10(+1) Magnetometric
Signature radius: 36
Cargo Capacity: 92(-33)

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

ARES - We're planning on making optional missiles part of the flavour for Roden ships, and moving the Enyo out of that shipyard eventually. The Ares mostly keeps its old role as an excellent tackler (the loss of speed is more than made up for by the mass decrease, leading to a slight increase in speed with a prop mod running) and can now also do a surprising amount of damage when fit for gank, especially if you use both guns and missiles.

Gallente Frigate Bonuses:
10% bonus to Small Hybrid Turret damage per level
10% bonus to Rocket and Light Missile damage per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H, 3M, 4L; 2 turrets, 2(+1) launchers
Fittings: 30 PWG, 150 CPU
Defense (shields / armor / hull) : 300(+19) / 400(-22) / 625(-43)
Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33
Mobility (max velocity / agility / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 955 / 5(+1)
Sensor strength: 11(+1) Magnetometric
Signature radius: 35
Cargo Capacity: 96(-29)

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

CLAW - Ahh the Claw. We're giving this old stalwart a hand up in a few ways. Splitting the damage bonus into two provides just over 4% more damage at max skills. The lower mass helps both speed and agility. Extra fitting allows for better tanking or effective artillery fits. And we've finally fixed the lock range.

Minmatar Frigate Bonuses:
5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills)
7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers
Fittings: 45(+5) PWG, 125(+25) CPU
Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18)
Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)
Sensor strength: 9(+1) Ladar
Signature radius: 30
Cargo Capacity: 94(-26)

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

STILETTO - The poster boy for fleet interceptors that are already working, the Stiletto doesn't need all that much work. A good bit less mass helps it keep some distinct areas of advantage over the new Crow.

Minmatar Frigate Bonuses:
5% bonus to Small Projectile Turret Damage per level
7.5% Small Projectile Turret tracking speed per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Role bonuses:
80% reduction in Propulsion Jamming systems activation cost
Immunity to non-targeted interdiction

Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
Fittings: 30 PWG, 150 CPU
Defense (shields / armor / hull) : 400(+13) / 400(-22) / 500(-28)
Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33
Mobility (max velocity / agility / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 925 / 5(+1)
Sensor strength: 10(+1) Ladar
Signature radius: 31
Cargo Capacity: 92(-28)

Let us know what you think!
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Lyn Farel on 02 Oct 2013, 12:47
Ok, so they are fixed and also wonderful for nullsec, but remain useless for empire sec. Too bad, the only ships that were very nullsec specific were interdictors...
Title: Re: DevPost: [Rubicon] Interceptors
Post by: kalaratiri on 02 Oct 2013, 13:05
Goddammit Kat, this is my job :|
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Katrina Oniseki on 02 Oct 2013, 13:10
Goddammit Kat, this is my job :|

 :cube:
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Caellach Marellus on 02 Oct 2013, 15:46
Wait, Roden's going to stop making Enyos?  :eek:
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Desiderya on 02 Oct 2013, 16:09
Ok, so they are fixed and also wonderful for nullsec, but remain useless for empire sec. Too bad, the only ships that were very nullsec specific were interdictors...
They're going to intercept things.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Ayallah on 02 Oct 2013, 20:20
Raptor skirmish fleet doctrine already in the works ;)

RIP Talwar
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Desiderya on 02 Oct 2013, 20:27
You mean the Crow, right?
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Elmund Egivand on 02 Oct 2013, 21:24
Claw layout still awful! I'm gonna fit it like a Wolf!
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Caellach Marellus on 03 Oct 2013, 06:25
Malediction looks potentially strong as a solo brawling frigate.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Tiberious Thessalonia on 03 Oct 2013, 06:27
I can actually see a use for these things in low now, as well, with the warp speed changes.  Have one act as a scout and tackle for when it finds things outside of gates.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Lyn Farel on 03 Oct 2013, 06:33
Ok, so they are fixed and also wonderful for nullsec, but remain useless for empire sec. Too bad, the only ships that were very nullsec specific were interdictors...
They're going to intercept things.

I'm not sure there is much gain above a T1 fast frigate... Not worth the price.

Malediction looks potentially strong as a solo brawling frigate.

Back in the days it was able to face crusaders and claws with a rocket/cap injected tanky fit. Now though, not sure, but I had a lot of lolfun with it back in inties days in lowsec.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Ayallah on 03 Oct 2013, 06:33
You mean the Crow, right?

No, LML doctrines are dying unfortunately =(  During the war it became apparent that while Talwars > everything else, Sniping rail doctrines could absolutely own them.   It really is just a small scale version of greater fleet doctrines, the range and ROF of rails make the ideal. 

Plus the 5% shield resist is nice =)  Possibly the Taranis but that depends more on fitting/cap etc.  Hard to tell without the pyfa files.

Personally, I will be submitting crusader concepts, scorch is too good.  I think raptors though.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Caellach Marellus on 03 Oct 2013, 10:20
Malediction looks potentially strong as a solo brawling frigate.

Back in the days it was able to face crusaders and claws with a rocket/cap injected tanky fit. Now though, not sure, but I had a lot of lolfun with it back in inties days in lowsec.

Now it's a light missile spewer with an extended scram lock and a third slot for a faction web. It's certainly got the tools to control kiting and have decent damage application.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: kalaratiri on 15 Oct 2013, 11:26
Minor updates, primarily lock range based. (https://forums.eveonline.com/default.aspx?g=posts&m=3739406#post3739406)

Quote from: CCP Fozzie
Quick update with some tweaks that should be in the next SISI build:

Malediction:
3 (+2) turrets (back to the old number of turrets for drone shooting)
Lock range: 31.5km (+4)

Ares:
Lock range: 30.5km (+3)

Stiletto:
Lock range: 29.5km (+2)
Scan res: 970 (+45)

The OP is updated with the latest numbers.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: kalaratiri on 01 Nov 2013, 12:54
Relating to the Roden changes:

Quote from: CCP Fozzie
Update for you all:

We're doing a pivot on the plan for Roden shipyards, gonna go a little less ambitious with the design. This means changes to the Ares, although the core role isn't any different. I think the more traditional split weapons systems can still work as a niche playstyle, but it appears putting it on commonly used ships (even ships that don't use their weapons for their core role) was causing a bit too much discomfort. We'll be keeping an eye out for a more appropriate place to reintroduce them later.

The new Roden philosophy is pure hybrid turret, no more mixed weapons and less reliance on drones than Duvolle and (obviously) CreoDron.
The bonuses will skew towards railguns (but work fine with blasters as well), and will tend to be Optimal, Tracking, and Damage. Roden will keep its pattern of fewer mids and more lows than the Gallente average, and above average armor HP. We'll also be giving them a bit more than the average lockrange for Gallente ships, to go along with the optimal bonuses.

ARES

Gallente Frigate Bonuses:
10% bonus to Small Hybrid Turret optimal range per level
7.5% bonus to Small Hybrid Turret tracking per level

Interceptors Bonuses:
15% reduction in MicroWarpdrive signature radius penalty per level
5% bonus to Warp Scrambler and Warp Disruptor range per level

Turrets: 3 (+1)
Launchers: 1 (-1)
Powergrid: 33 (+3)
CPU: 145 (-5)

OP has been updated.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Caellach Marellus on 01 Nov 2013, 13:08
So CreoDron get drone bonuses, Roden are gunnery experts and Duvolle is somewhere in the middle?


I look forward to the Roden Hyperion of mass tanking helldeath then.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: kalaratiri on 01 Nov 2013, 13:11
I believe it only actually matters for t2 ships. Although, I await the Phobos with interest.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: Caellach Marellus on 01 Nov 2013, 13:16
I believe it only actually matters for t2 ships. Although, I await the Phobos with interest.

I meant Roden Hyperion in the same way people say the Khanid Abaddon. They are the only manufacturer to not have a T2 Battleship for their respective factions.

The Phobos will probably retain the tough hull aspects of its characterisation, if anything needs love it's the die most.
Title: Re: DevPost: [Rubicon] Interceptors
Post by: kalaratiri on 01 Nov 2013, 13:24
Heh. Diemos got it's love. It's actually :awesome: now. Try the dual rep version.