Backstage - OOC Forums

General Discussion => General Non-RP EVE Discussion => Topic started by: kalaratiri on 10 Apr 2013, 10:41

Title: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: kalaratiri on 10 Apr 2013, 10:41
Dev Blog on the changes and additions to the Navy lines: http://community.eveonline.com/news/dev-blogs/in-the-navy/

Quote from: CCP Ytterbium
At CCP Game Design, we are proud to take great care of our new recruits through a very well-established training program. It involves three months solitary basement confinement, intense brainwashing electroshock techniques, and accelerated body-building sessions complemented by clever use of relevant motivational soundtracks. (http://www.youtube.com/watch?v=VgSMxY6asoE)

While CCP Fozzie handled the process well, he sometimes cannot contain his excitement, which can create problems (that’s where the straitjacket comes in). However, with the new addition of CCP Rise to our militia of bloodthirsty ship balancing maniacs, we are now confident that we can tackle various projects more efficiently.

Speaking of projects, the one we would like to introduce today is about navy ships overhaul.

For those who just joined EVE, navy hulls mainly offer improved performance over regular tech1 ships. They can be acquired at your nearest navy or Factional Warfare (FW) militia friendly store if you don’t feel like obtaining them through other players on the regular market.

However, those vessels haven’t been touched for a while. The last iteration on them dates back to late 2009 (http://community.eveonline.com/news/dev-blogs/1782), which, in term of Internet standards may as well be the Bronze Age. Some of them, the Navy Cruisers especially, even go back way before that, and remain dinosaurs waiting to be put down by a giant smiling space rock.

Thus, as the Tiericide initiative (http://community.eveonline.com/news/dev-blogs/back-to-the-balancing-future/) nears completion, we decided to apply the same effort to the navy ships in the Odyssey release.


Navy Frigates

These ships are receiving less intense changes than their larger counterparts.
  • Imperial Navy Slicer: is keeping its basic role intact and benefitting most significantly from an increase in available CPU. It is also gaining some capacitor and lock range, amongst other small tweaks.
  • Caldari Navy Hookbill: is the most dominant navy frigate in the current meta. It is receiving a decrease in mobility, softened by a noticeable increase in hit points and other small changes.
  • Federation Navy Comet: is receiving small buffs to HP, CPU, and capacitor.
  • Republic Fleet Firetail: is the frigate receiving the greatest changes in this expansion. Its damage bonus is increasing from 20% to 25% per level and it will also benefit from increased HP, fittings, and capacitor.
Would you like to know more? (https://forums.eveonline.com/default.aspx?g=posts&t=214283&find=unread)

Navy Cruisers

As mentioned above, Navy Cruisers were not iterated on during the Dominion expansion, and many of them needed extensive work. The navy cruisers currently range widely in ability, from the excellent Stabber Fleet Issue to the virtually useless former “Tier 1” Navy Cruisers (Augoror Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue). As we did with the standard hulls, we are removing the capability gap between the former tiers, although it’s important to note that we are not turning the former “Tier 1” Navy Cruisers into Navy Support Cruisers. They will serve much better by staying as combat hulls.

  • Augoror Navy Issue: this ship is currently defined by the interesting 10% armor HP per level ship bonus, but the lack of any other useful features limit its role to that of bait ship. We are keeping the hit point bonus but removing the laser capacitor use bonus in exchange for a large 25% per level energy weapon damage bonus for three turrets. This leaves this vessel with solid turret damage, an excellent buffer tank and two utility high slots.
  • Omen Navy Issue: expanding on the Attack role of the standard Omen, the Navy Omen is gaining significantly more speed and a new energy weapon optimal range bonus in exchange for fewer hit points and turrets. It deals less turret damage than its standard counterpart but gains much better projection and speed to control engagements.
  • Osprey Navy Issue: takes the Attack role of the Caracal to the next level with more speed and a larger kinetic damage bonus. The addition of a utility high slot, an extra low slot and (most importantly) a sixth medium slot makes the Navy Osprey extremely versatile. It can choose to fit a strong shield tank or take advantage of the mobility and medium slots through electronic warfare.
  • Caracal Navy Issue: this vessel has been changed to be a heavier version of the regular Caracal, more suited for brawling than kiting. It is keeping its 6th launcher that already set it apart from the standard Caracal. Bonuses to missile damage and velocity have been replaced by 5% rate of fire on launchers and 5% missile explosion radius reduction per level, giving it excellent damage application against smaller targets.
  • Exequror Navy Issue: the ultimate glass cannon, it has kept its double hybrid damage bonuses which paired with an extra turret give it unprecedented amounts of close range damage. Fast and hard hitting, it however lacks the Thorax tracking bonus, making less effective at hitting smaller moving targets.
  • Vexor Navy Issue: this vessel has been overhauled to be a pure drone boat. We removed the hybrid damage bonus and three turret slots in favor of 5% to drone velocity and tracking per level. It also now has a 125m3 bandwidth and 200m3 drone bay, giving it the ability to fit a full flight of heavy drones as well as spare sets of mediums and lights. We expect this ship to be very effective with either heavy drones close up, or tracking-bonused sentries at range.
  • Scythe Fleet Issue: this is our attempt to redeem the old Minmatar tradition of split weapon systems. Instead of forcing two separate weapon types this ship has a choice between two equally valid weapon options. It has been changed to have 5 launchers and 5 turrets, with a 10% bonus to medium projectile turret rate of fire and 10% bonus to missile damage per level. Since these bonuses have twice the strength of the bonuses the ship would receive normally, it effectively has four weapon bonuses, two of which can be used at a time. This will allow the Fleet Scythe to have an exceptional element of surprise as opponents will never know what to expect until they see the ship arrive on the field of battle.
  • Stabber Fleet Issue: The current gold standard in Navy Cruisers, this ship performs well and as such is receiving only small modifications. The main change is an addition to the ship’s mass, which reduces its agility and speed slightly.
Would you like to know more? (https://forums.eveonline.com/default.aspx?g=posts&t=219607&find=unread)

Navy Battlecruisers

Like the sweet, yummy sugar and cherry frosting on that desert you are about to eat, we decided to introduce navy variants of the Combat battlecruisers to fill the gap between Navy Cruisers and Navy Battleships. That would be the Harbinger Navy Issue, Drake Navy Issue, Brutix Navy Issue and Hurricane Fleet Issue.

Harbinger Navy Issue: we decided to give this ship some much needed flexibility by adding a 5th medium slot, and replacing the medium energy turret capacitor reduction bonus with a 7.5% medium energy turret tracking bonus per level. However, the drone bay has been slightly reduced next to its regular counterpart.

Amarr Battlecruiser skill bonuses: +10% medium energy turret damage and +7.5% to medium energy turret tracking per level

  • Slot layout: 7 H, 5 M, 6 L, 6 turrets, 0 launchers
  • Fittings: 1495 PWG, 410 CPU
  • Defense (shields / armor / hull) : 4500 / 7500 / 6750
  • Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6
  • Sensor strength: 21 Radar
  • Signature radius: 270

Drake Navy Issue: unwilling to imitate our dear friend Victor by creating a Drakenstein monster, the navy version focuses on flexibility instead of improving the already good raw firepower and tank of the regular Drake. It has a 10% missile velocity and 5% missile explosion radius bonus per level, 8 launchers and improved mobility.

Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level

  • Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers
  • Fittings: 880 PWG, 550 CPU
  • Defense (shields / armor / hull) :7875 / 4875 / 5625
  • Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8
  • Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s
  • Drones (bandwidth / bay): 25 / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8
  • Sensor strength: 23 Gravimetric
  • Signature radius: 295

Brutix Navy Issue: this vessel is an iteration over the regular version. The armor repairer amount bonus has been swapped for a 7.5% medium hybrid turret tracking bonus per level, another low slot has been added and it is a bit more maneuverable as well.

Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level

  • Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers
  • Fittings: 1235 PWG, 455 CPU
  • Defense (shields / armor / hull): 5250 / 6750 / 7125
  • Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8
  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
  • Sensor strength: 22 Magnetometric
  • Signature radius: 305

Hurricane Fleet Issue: over its regular version, this ship has 8 high slots, two utility slots, slightly more mobility and fittings, while the role itself doesn’t change. Kind of reminds us of something, but what could that be? Memory must be playing tricks on us.

Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level

  • Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers
  • Fittings: 1235 PWG, 420 CPU
  • Defense (shields / armor / hull): 6375 / 6750 / 5250
  • Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s
  • Drones (bandwidth / bay): 30 / 30
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6
  • Sensor strength: 20 Ladar
  • Signature radius: 250

The new Navy Battlecruisers will be available from:
  • Regular corporation LP stores, 1 run blueprint offer: 250,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
  • Regular corporation LP stores, built ship offer: 300,000 LPs plus 1x built tech1 Battlecruiser plus two cruiser sized Nexus Chips
  • FW Loyalty Point stores, 1 run blueprint offer: for 125,000 LPs plus 10m ISK for 1 run BPC
  • FW Loyalty Point Stores, built ship offer: 125,000 LPs plus 1x built tech1 Battlecruiser plus two cruiser sized Nexus Chips (please do not forget FW offers vary depending on the War Zone Control, please contact your nearby friendly FW agent for more information)

(http://cdn1.eveonline.com/www/newssystem/media/64430/1/navyships.png)

Click to enlarge (http://cdn1.eveonline.com/www/newssystem/media/64430/1/navyships.png)

If you would like to know more, (https://forums.eveonline.com/default.aspx?g=topics&f=270) exact details will be posted for review in the Features & Ideas Discussion section of the forums as soon as possible.

Navy battleships

As the Tiericide locomotive is rolling through the various ship groups it’s now up to tech1 battleships to be put under the microscope – we don’t have accurate details yet, but expect changes to be announced on the proper section of the forum shortly as they are planned for Odyssey.

However, let’s not drift away from the theme of this blog. As a special-sized free one-kind-of-a-deal package bonus, navy variations of regular battleships are going to be looked at as well in the near future. If not released for Odyssey, to be delivered soon after: please remember that none of this is set in stone yet and subject to change before release depending on circumstances.

We do hope this sate your appetite for now – and if you are starving for more, keep an eye open for our Fanfest ship balancing presentation as well, as that’s sure going to be a juicy meal.

Comments thread can be found here: https://forums.eveonline.com/default.aspx?g=posts&m=2864564&#post2864564
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Esna Pitoojee on 10 Apr 2013, 11:10
Inb4 Navydrake blobs in 0.0.

Navy Harbinger I'm unsure of. I think it'll be scary in the hands of vets, but the lack of a capacitor use bonus will make it tricky for anyone without solid capacitor skills and maybe an implant or two.
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: kalaratiri on 10 Apr 2013, 11:14
5th mid means just fit it like a standard nano harby and add a cap booster :)
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Silas Vitalia on 10 Apr 2013, 11:22
We'll have to see what the market prices are.

Navy Harb and Fleet Cane are going to be nasty though.

Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Morwen Lagann on 10 Apr 2013, 11:26
In with the new cane, same as the old ca--waitafuckingminute.

Not surprised at all by that, tbh.

Sadface about the Myrmidon not getting any love and getting a Navy variant. Brutix already has its T2 counterparts!
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: DeadRow on 10 Apr 2013, 11:38
The Drake, all hail the Drake!

Also Brutix but I was on Nicole when I first saw these :D
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Shintoko Akahoshi on 10 Apr 2013, 12:03
I'm loving the navy Vexor changes. I wonder if I should stock up before the price rises...
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Silver Night on 10 Apr 2013, 12:04
Pretty psyched about Navy BCs. Also looking forward to how the Navy Cruiser changes pan out (Kidding, since I would have to ever undock for it to make a difference.  :lol:)
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: kalaratiri on 10 Apr 2013, 12:09
Pretty psyched about Navy BCs. Also looking forward to how the Navy Cruiser changes pan out (Kidding, since I would have to ever undock for it to make a difference.  :lol:)

You can make a 500dps, 27.5k ehp, 791m/s Scythe FI with a 90m sig radius and dual prop. And a medium neut.

(http://i.imgur.com/niTRJpS.jpg)
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Silas Vitalia on 10 Apr 2013, 12:11
Price Point of these ships will be very interesting. 

They have to compete with tier 3 BCs, and if they are priced above Tier 1 battleships they are much less interesting.

Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Silver Night on 10 Apr 2013, 12:25
At a guess, after the initial rush, I think we will see them sit pretty much between their navy counterparts a size category up and down. So 100-200m range. Of course, if they prove to be super popular, you could see them get more expensive than some of the low end navy battleships - but people have a lot of FW LP to spend.
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Ghost Hunter on 10 Apr 2013, 12:45
Considering the market saturation of militia LP and other sources, I don't expect these ships to get super expensive (at most a 30? mill jump after rush is over). The farmer's market will benefit the most from this since, and I expect I'll be seeing a lot more faction cruiser zergs .... ~_~
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Aelisha Montenagre on 11 Apr 2013, 02:48
Ghost Hunter - two words: Artificial Scarcity. 

I've been trading in all of the hulls and Vexors, Augorors and Exequrors are pretty much buffing their own price.  Ospreys to a lesser degree.  The Navy Omen market is very vulnerable to manipulation right now and dumping batches of 15 after nuking prices up to 90 mill for a few hours at a time is working pretty well. 

Market forces have a grip on half of the hulls, speculators have a shaky grasp on the rest. 
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Korona on 11 Apr 2013, 03:20
You gave the Navy Brutix the mega tracking bonus, greater speed and another lowslot? (http://www.youtube.com/watch?v=1vHRMeRszw4)
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: kalaratiri on 11 Apr 2013, 10:45
IC descriptions:

Quote
The Brutix Navy Issue is a Combat Battlecruiser designed for brutal close-range fighting.
 
Traits
Gallente Battlecruiser skill bonus per level:
10% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret tracking speed
 
Role Bonus:
Can fit Warfare Link modules
 
Development
This ship was born out of the experience gained by the Federation after the launch of the Talos-Class Attack Battlecruiser. Sensing that the Brutix hull could be refined further, it was decided to remove all notion of active defense from it to favor improvements to its already significant damage potential. The final outcome of this experiment resulted in the Brutix Navy Issue, a vessel that already shows great potential from the few skirmishes it has been into so far.

Quote
The Drake Navy Issue is a Combat Battlecruiser designed as a durable missile platform.
 
Traits
Caldari Battlecruiser skill bonus per level:
10% bonus to Heavy Assault and Heavy Missile Velocity
5% bonus to Heavy Assault and Heavy Missile explosion radius per level
 
Role Bonus:
Can fit Warfare Link modules
 
Development
After the resounding success tied to the launch of the Drake-class Battlecruiser, the Caldari Navy signed up a massive order to acquire a specific version for its own arsenals. The outcome, the Drake Navy Issue, while sharing a similar look with its step-father, serves a completely different purpose on the battlefield. Being more mobile, able to project missiles more effectively at range, against smaller targets and on a wider selection of damage types, this ship is ideal to support small scale conflicts and raids.

Quote
The Harbinger Navy Issue is a Combat Battlecruiser designed as a lethal laser platform.
 
Traits
Amarr Battlecruiser skill bonus per level:
7.5% bonus to Medium Energy Weapon tracking speed
10% bonus to Medium Energy Weapon damage
 
Role Bonus:
Can fit Warfare Link modules
 
Development
While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements.

Quote
The Hurricane Fleet Issue is a Combat Battlecruiser designed for versatility in battle.
 
Traits
Minmatar Battlecruiser skill bonus per level:
5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret Rate of Fire
 
Role Bonus:
Can fit Warfare Link modules
 
Development
In YC 115, after much heated discussion, CONCORD issued a decree stating the Hurricane-Class Battlecruiser was far too effective to stay under its current technological label, and demanded the Minmatar Republic to either cease production or sort it as a more technologically advanced craft. The Tribal Council grudgingly complied by releasing a simplified version of the Hurricane, then quickly exploited a loophole in the legislation and began using the original overpowered hull as part of its active fleet force. And that is how, after a new paint coat and renaming fees that the Hurricane Fleet Issue came to be.
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Morwen Lagann on 11 Apr 2013, 10:47
The Furricane description makes me lol so hard. :lol:
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Karmilla Strife on 11 Apr 2013, 11:29
I missed the old cane. I'm glad to see it's coming back.
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: Lyn Farel on 11 Apr 2013, 11:34
Yay, gamedesign escalation. What a surprise.
Title: Re: Dev Blog: In The Navy: Changes To Navy Ships In Odyssey
Post by: kalaratiri on 15 Apr 2013, 12:40
Feedback time (https://forums.eveonline.com/default.aspx?g=posts&m=2886944#post2886944)

Quote
Time for some feedback on the feedback.

  • The Navy Battlecruiser prices are a bit too high and seem comparable with Command Ships.
Good point, I had CCP Fozzie come to my desk with puppy eyes asking for a price reduction as well. We'll probably decrease overall price by 20-25%.

  • The Drake Navy Issue fittings are a bit short, especially on the powergrid side.
We discussed increasing this a bit, not much though, as we are scared of the sheer potential of this ship. Let's start around 5% and see where it gets us.

  • The Hurricane Fleet Issue feels bland for the price tag and doesn't bring anything new to the table.
We thought bringing the old 'Cane versatility role was appropriate as a Navy hull - we are considering increasing its powergrid to 1350.

  • Why choosing the Brutix instead of the Myrmidon as a Navy hull?
Internal discussion resulted in favor of the Brutix since we felt it represented the Gallente combat doctrine more accurately with close range hybrids. A Myrmidon Navy Issue could also have been problematic to balance without overstepping on the Dominix, Vexor Navy Issue or even turret ships.

  • Why not giving 7 lows to the Harbinger Navy Issue instead of 5 med slots?
The first internal iteration of the Harbinger had 7 lows and a 10% Armor HP bonus instead of the Medium Energy Turret Tracking bonus. After some play testing we felt the role was too restricting - we opted for more flexibility by changing it to its current form.

  • Shield recharge is not mentioned on the initial post?
Forgot about that, will add it now. Shield recharge is 1800 seconds on all of these hulls.

  • May Warfare Links be fitted on those hulls?
Indeed they can, they have identical 99% reduction bonus to them, same as regular Battlecruisers.

  • Why are the Navy Battlecruisers not all improvements of the basic tech1 hullls?
Plain improving stats of the tech1 hulls doesn't necessarily offer a good balancing solution; it may overpower an already very popular ship, or not provide a good enough role for a Navy variation.[/size]