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Author Topic: Dev Post: Faction Navy Cruisers  (Read 1278 times)

Katrina Oniseki

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Dev Post: Faction Navy Cruisers
« on: 27 Mar 2013, 20:48 »

Yup. Still stealing her jorbz.

https://forums.eveonline.com/default.aspx?g=posts&t=219607

Quote
One more thread today before I start the Easter vacation (Iceland is awesome).

And it's Navy Cruiser time! We're going to be doing a comprehensive pass on the Navy Cruisers as well as the already announced Navy Frigates in Odyssey. These ships are getting significantly larger changes than the frigates as you'll quickly notice.
Within themselves there is a split between the more speed oriented (Omen, Osprey, Exequror, Scythe) and more tank oriented (Augoror, Caracal, Vexor, Stabber) but considering their excellent agility and general playstyle we'll probably toss them all under the "Attack" line whenever the ship lines come up.

All of these are of course open to feedback and change, we're still early in the Odyssey development cycle so there's lots of time to iterate before release.

Important note: unlike all my previous ship stat displays of this type, we're using align time at 0 skills instead of the old ones which were at level 5 skills. This makes the whole thing consistent (all the other stats are displayed for 0 skills) but means that you can't directly compare align times to my past ship change posts.
For comparison, here's the unskilled align times of a few other ships (yes this means all the Navy Cruisers will be very agile):
Incursus: 4.49s
Thrasher: 6.21s
Thorax: 7.66s
Rupture: 8.46s
Hurricane: 12.49s


Omen Navy Issue: Turning this ship into a much more mobile ship with an optimal bonus, much like a giant Slicer.
Cruiser skill bonuses:
10% bonus to Medium Energy Turret damage
10% bonus to Medium Energy Turret optimal range
Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets
Fittings: 965 PWG, 335 CPU
Defense (shields / armor / hull) : 1800(-416) / 2250(-463) / 2250(-428)
Shield Recharge Time: 1250s(-500s)
Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3)
Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25)
Drones (bandwidth / bay): 50(+25) / 50(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1)
Sensor strength: 17(+1) Radar
Signature radius: 100(-12)
Cargo capacity: 400(+150)


Osprey Navy Issue: This one flies much like a Caracal with even better speed and agility, and has the most mids of any offensive-minded cruiser, giving options for tank or utility. The comparison with the Hookbill is intentional.
Cruiser skill bonuses:
10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage
10% bonus to Light, Heavy Assault and Heavy Missile Velocity
Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers
Fittings: 630(+90) PWG, 450(+85) CPU
Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903)
Shield Recharge Time: 1250s(+100)
Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54)
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2)
Sensor strength: 19(+3) Gravimetric
Signature radius: 115(+3)
Cargo capacity: 460(-25)


Exequror Navy Issue: Keeping the same role for this one, as a high damage blasterboat with the two damage bonuses. Adding an extra highslot and turret increases damage even further. It's fast and hard hitting but the lack of the Thorax's tracking bonus hurts.
Cruiser skill bonuses:
5% bonus to Medium Hybrid Turret damage
5% bonus to Medium Hybrid Turret rate of fire
Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets
Fittings: 830(+70) PWG, 340(+60) CPU
Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863)
Shield Recharge Time: 1250s(-200)
Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74)
Drones (bandwidth / bay): 25(+5) / 25(+5)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1)
Sensor strength: 18(+3) Magnetometric
Signature radius: 110(+2)
Cargo capacity: 465 (+200)


Scythe Fleet Issue: This is my attempt to redeem the Minmatar split weapons tradition. Instead of forcing both weapon systems it gives both as viable choices.
Cruiser skill bonuses:
10% bonus to Medium Projectile Turret rate of fire
10% bonus to Missile damage
Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers
Fittings: 745 PWG, 400(+125) CPU
Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730)
Shield Recharge Time: 1250s(-100)
Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7
Sensor strength: 16(+3) Ladar
Signature radius: 90
Cargo capacity: 440

Augoror Navy Issue: Ends up flying like a modified Maller. The lack of resist bonus hurts for fleets but the HP bonus is better for pure buffer tanking. Quite skill intensive thanks to the 25% bonus, but the flipside is standard Amarr cruiser laser damage with only 3 turrets worth of cap use and the two utility highs.
Cruiser skill bonuses:
25% bonus to Medium Energy Turret damage
10% bonus to Armor hitpoints
Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2)
Fittings: 1150(+265) PWG, 320(+10) CPU
Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 1700(+221)
Shield Recharge Time: 1250s (-1000)
Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1)
Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s)
Drones (bandwidth / bay): 15 / 15
Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1)
Sensor strength: 19(+6) Radar
Signature radius: 120(-12)
Cargo capacity: 480(+230)


Caracal Navy Issue: Finds a niche as the heavier version of the Caracal, more suited to brawling than kiting.
Cruiser skill bonuses:
5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
5% bonus to Heavy Assault and Heavy Missile explosion radius
Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers
Fittings: 715 PWG(+35), 465(+50) CPU
Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35)
Shield Recharge Time: 1250s (-600)
Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2)
Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2)
Drones (bandwidth / bay): 0(-15) / 0(-15)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7
Sensor strength: 21(+3) Gravimetric
Signature radius: 125(-5)
Cargo capacity: 450(+200)


Vexor Navy Issue: 5 heavy drones make this a very exciting ship, at the expense of almost all the gun damage. Flies like a modified Ishtar or Gila, sacrificing resists and dronebay for easier damage application.
Cruiser skill bonuses:
5% bonus to drone velocity and tracking
10% bonus to drone hitpoints, damage and mining yield
Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets
Fittings: 800 PWG(+100), 310(+10) CPU
Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187)
Shield Recharge Time: 1250s(-550)
Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3
Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36)
Drones (bandwidth / bay): 125(+25) / 200(+100)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1)
Sensor strength: 20(+3) Magnetometric
Signature radius: 135
Cargo capacity: 460(+195)


Stabber Fleet Issue: Role stays the same, as this ship works very well. Overall the mass increase means a decrease in power but it will remain a very strong ship.
Cruiser skill bonuses:
5% bonus to Medium Projectile Turret firing speed
10% bonus to Medium Projectile Turret tracking speed
Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers
Fittings: 950 PWG, 310(-2) CPU
Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94)
Shield Recharge Time: 1250s
Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08)
Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92)
Drones (bandwidth / bay): 40 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6
Sensor strength: 18(+2) Ladar
Signature radius: 100(+6)
Cargo capacity: 450(+75)

Let us know what you think!

Alain Colcer

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Re: Dev Post: Faction Navy Cruisers
« Reply #1 on: 28 Mar 2013, 05:26 »

now im gonna be really scared of CN caracals and ospreys while flying frigs
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BloodBird

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Re: Dev Post: Faction Navy Cruisers
« Reply #2 on: 28 Mar 2013, 08:33 »

How nice, now we have a blaster-boat that will scream "Tracking Disruptor or gtfo" and a drone-boat that screams "kill my drones then call in more friends to whore on the mail trolololololol."

Rest seems mostly nice, though I get the feeling the Amarr ships get slapped hard with the "bring a Tracking Disruptor" bat as well, with only 4 and 3 turrets.

The idea of having fewer and more powerful turrets for less cap use and more flexible fittings etc is cute, but the less turrets you have the more of your overall DPS goes into the bin once you have a single miss, I was really hoping we would see less of this and not more, we are approaching the point where if any kind of turret-based Navy ship shows up it won't be "Tracking Disruptor's could be nice here" it's "Tracks are THE solution."

On the flipside, TD's have enjoyed the position as one of the most useful E-WAR systems around since they were introduced, so it's not like the odds of running into them is so much larger than it was. I still think we need a reliable anti-Missile E-WAR system to balance out TD's, or we will all be flying the new missiles-only meta-game in a couple of years.
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Cmdr Baxter

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Re: Dev Post: Faction Navy Cruisers
« Reply #3 on: 28 Mar 2013, 09:16 »

In all my time in Eve, I've yet to see anyone using a Vexor (or an Arbi for that matter) for mining. What good's the mining bonus if you're not going to use it? :s
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Lyn Farel

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Re: Dev Post: Faction Navy Cruisers
« Reply #4 on: 28 Mar 2013, 13:46 »

The idea of having fewer and more powerful turrets for less cap use and more flexible fittings etc is cute, but the less turrets you have the more of your overall DPS goes into the bin once you have a single miss, I was really hoping we would see less of this and not more, we are approaching the point where if any kind of turret-based Navy ship shows up it won't be "Tracking Disruptor's could be nice here" it's "Tracks are THE solution."

EDIT : my bad, it's actually true.
« Last Edit: 28 Mar 2013, 13:54 by Lyn Farel »
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Esna Pitoojee

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Re: Dev Post: Faction Navy Cruisers
« Reply #5 on: 28 Mar 2013, 19:40 »

The new ONI feels like it will be filling in the role the Nano-Harbi used to play - full flight of medium drones, nice DPS, half-decent mobility, not very good defense.

That said, WTB Arbitrator Navy Issue.
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I like the implications of Gallentians being punched in the face by walking up to a Minmatar as they so freely use another person's culture as a fad.

DeadRow

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Re: Dev Post: Faction Navy Cruisers
« Reply #6 on: 28 Mar 2013, 20:29 »

In all my time in Eve, I've yet to see anyone using a Vexor (or an Arbi for that matter) for mining. What good's the mining bonus if you're not going to use it? :s

That has been answered before but for the life of me I can't remember what CCP said D:

Also all changes look nice \o/
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[12:40:50] Kasuko Merin > He has this incredible talent for making posts at people that could be <i>literally</i> quoted straight back at him and still apply.