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Author Topic: Dev Post: [Odyssey] Tech 1 Battleships  (Read 11071 times)

kalaratiri

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Dev Post: [Odyssey] Tech 1 Battleships
« on: 08 Apr 2013, 10:30 »

Merged all 4 dev posts into one super thread :D Links to original threads can be found in the faction headings. Enjoy.

Quote
Welcome to the Tech 1 Battleship rebalance, fasten your seatbelts!

Some of the changes herein are significant, so I'm going to lay out our overall tiericide and balance principles at the top of each race's thread, and also provide ship-by-ship explanation. I encourage you to read both before hitting the caps lock key, you may find answers to some of your questions and concerns.

Tiericide -
Our effort to destroy ship tiers continues. With battleships, the tiers were most evident in HP amounts and price. All variations had an equal allocation of slots already (19), except drone bonused hulls or disruption hulls, which won’t change. As usual, we will be dividing battleships into roles rather than tiers. The distribution will be as follows: One 'Attack' Battleship for each race, and two 'Combat' Battleships for each race (except Caldari, who will retain the only 'Disruption' Battleship for the time being). With these new roles in mind, we will be adjusting hitpoint amounts for all combat battleships near the former tier 3 hitpoint numbers, while the attack hulls will sit closer to the former tier 2s. As with other ship classes, attack battleships will be faster, more agile, and will focus more on damage application and projection than their combat counterparts. Cost of production will be adjusted to reflect tiericide, but so far we have not settled on exact numbers.

Exciting roles for every ship and every race -
One of our main goals during this balance pass is to see that each battleship has a lot to offer, and that each race has access to all of Eve's environments. Formerly, the battleship line had strange overlaps and gaps which left certain races excluded from certain styles of play and other races with more than one option for a certain role. This new distribution should hopefully provide new options and excitement for players of all races.

I am breaking the post into four, by race, with the hope of isolating feedback. We look forward to hearing what you all have to say.

Without further ado:

GALLENTE

Hyperion: Changed

Here's the new and improved Hyperion. Based off of your feedback, this new version goes from 8 turrets to 6, while doubling its damage bonus from 5% per level to 10%. It also gains a larger drone bandwidth and bay, a utility high, and keeps its much-needed mid slot.

If anything, I'm worried this is too strong, but it should be an extremely fun ship to use. Hope you guys approve.

Gallente Battleship Skill Bonuses:
+10% Large Hybrid Turret damage
+7.5% Armor Repair amount

Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers
Fittings: 16000 PWG(+250), 600 CPU
Defense (shields / armor / hull): 7500 / 8000 / 8500
Capacitor (amount / recharge rate / cap per second: 7200 / 1250s / 4.8
Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s
Drones (bandwidth / bay): 125(+25) / 175(+75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7
Sensor strength: 23 Magnetometric Sensor Strength
Signature radius: 485

Megathron: Changed

With the Hyperion moving to more of a combat/utility ship via its drones, heavy mid-slot allocation, and spare high, we felt the mega could now afford to move towards a completely dedicated gun boat. Instead of the former 8/5/6 utility focused set up, we now have a 7/4/8 hybrid damage machine that has sacrificed its utility high (which was often unused) to gain another low - giving it more access to damage, damage application/projection, or tank. It stays in its attack role and therefor retains the previously described increases to speed and agility. This design should also fit the 'flavor' that the Megathron has spent a decade building much more accurately.

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: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2)
Fittings: 15500 PWG, 570 CPU(+20)
Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500
Capacitor (amount / recharge rate / cap per second): 5800(+175) / 1087s / 5.02 (+.15)
Mobility (max velocity / agility / mass / align time): 122(+7) / .117(-.0046) / 98400000 / 15.96s (-.63s)
Drones (bandwidth / bay): 75(-50) / 75(-50)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7
Sensor strength: 21 Magnetometric Sensor Strength
Signature radius: 380(-20)

Dominix:

With the Dominix we've abandoned the split weapon bonus (hybrids and drones) and moved it to a fully dedicated drone ship by adding a drone optimal and tracking bonus. We hope that this new bonus will provide a very strong Gallente fleet option in the Dominix, via sentry drones. It will of course also be stronger at short range using heavy drones. As a combat battleship, its received increased hitpoints across the board, increased mass (it got its mass lowered during the hybrid buff), increased cap pool, and increased sig.

We believe this is a very exciting direction for the Dominix, and hope you will too!

I also want to mention here that while the drone system overall needs looking at, we here on the balance team have some short term ideas for helping the usability of sentry drones – no timeframe on them as of yet, but its something we have in mind.

Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)

Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers
Fittings: 9000 PWG, 600 CPU
Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859)
Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51
Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s
Drones (bandwidth / bay): 125 / 375
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 22 Magnetometric Sensor Strength
Signature radius: 465(+45)

MINMATAR

Maelstrom:

Like most of the other former tier 3s, the Maelstrom is very healthy in its current form and will not be changing.

Minmatar Battleship Skill Bonuses:
+5% bonus to Large Projectile Turret rate of fire
+7.5% bonus to Shield Boost Amount

Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers
Fittings: 21000 PWG, 640 CPU
Defense (shields / armor / hull) : 8000 / 7500 / 700
Capacitor (amount / recharge rate / cap per second) : 6000 / 1250s / 4.8
Mobility (max velocity / agility / mass / align time): 94 / .136 / 103600000 / 19.53s
Drones (bandwidth / bay): 100 / 100
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 90 / 7
Sensor strength: 21 Ladar Sensor Strength
Signature radius: 460

Tempest: Changed

Updated based on feedback to make the Tempest Minmatar's second attack battleship. This keeps its sig down, lowers its mass slightly, at the cost of lower hp.

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

Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers
Fittings: 16000 PWG(+500), 550 CPU
Defense (shields / armor / hull) : 7000(+46) / 7300(+1089) / 6800(+259)
Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68
Mobility (max velocity / agility / mass / align time): 120 / .12 / 101050000(-2250000) / 16.81s(-.37s)
Drones (bandwidth / bay): 75 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7
Sensor strength: 20 Ladar Sensor Strength(+1)
Signature radius: 360(+20)

Typhoon: Changed

The flying garbage can is a very special ship. It seems to be very fondly regarded by most eve pilots, despite prohibitive skill point demands and minimal rewards. Our redesign here aims to honor the spirit of the typhoon while also providing a more focused base that will hopefully lead to more actual application.

It will lose the split weapon bonus (as all tech 1 ships have as part of the tiericide initiative) and will replace the projectile bonus with a missile explosion velocity bonus. Along with the addition of 6th launcher, the Typhoon will now be a very formidable damage dealer. Utility has always been one of the Typhoon's strong points, and it will be sacrificing some of this utility to take on such a strong attack role – this is a point for which we are paying close attention to your feedback.

While we are agreed that this version looks extremely fun and powerful, we also expect this to be sensitive for many players, especially those have heavily invested in making use of all three weapons platforms. If you’re one of those that has cherished access to projectiles, missiles, and drones, we would encourage you to remember that the Navy battleships, which will get looked at soon, will likely be able to fill some spaces created by the tech 1 rebalance.

It should also be mentioned that we hope to have a look at cruise missiles and torpedos in time for the summer expansion as well.

UPDATE: Based on feedback we are lowering the Typhoon's signature radius a bit, and also giving back its turrets(though they will not be bonused) to offer some more flexibility.

Minmatar Battleship Skill Bonuses:
+5% to Cruise and Torpedo launcher rate of fire
+5% Cruise Missile and Torpedo explosion velocity (replaces large projectile rate of fire)

Slot layout: 7H(-1), 5M(+1), 7L; 5 turrets , 6 launchers(+1)
Fittings: 12500 PWG, 640 CPU(+40)
Defense (shields / armor / hull) : 6500(+289) / 6000(+531) / 6000(-211)
Capacitor (amount / recharge rate / cap per second) : 5400(+400) / 1087s / 4.97 (+.3)
Mobility (max velocity / agility / mass / align time): 130 / .11(-.006) / 103600000(-2000000) / 15.8s(-1.16s)
Drones (bandwidth / bay): 100(-125) / 100(-75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7
Sensor strength: 19 Ladar Sensor Strength(+1)
Signature radius: 330(+10)

CALDARI

Rokh:

The Rokh, like most of the former tier 3 battleships, is in a very healthy place currently. It hasn't been changed, except for a tweak to the resist bonus. This change is significant, and we are going to dedicate an entire thread to discussing the power of resistance bonuses later in the day. If you want to talk about this bonus here, in relation to the Rokh specifically, feel free. The general idea from our end is that the current bonus to resistance is one of the most powerful ship bonuses in the game. It adds to the power of local tanks (active and passive) as well as remote tanks, which has consistently positioned ships with this bonus at the center of some of the most powerful gameplay available. We feel that the Rokh is a good example of this powerful gameplay, and expect it to thrive despite this change.

Caldari Battleship Skill Bonuses:
+10% to large Hybrid Turret optimal range
+4% Shield resistances per level (-1% per level)

Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers
Fittings: 15000 PWG, 780 CPU
Defense (shields / armor / hull) : 8500 / 7000 / 7500
Capacitor (amount / recharge rate / recharge per second) : 6000 / 1250s / 4.8
Mobility (max velocity / agility / mass / align time): 89 / .136 / 105300000 / 19.85s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7
Sensor strength: 24 Gravimetric
Signature radius: 500

Raven: Changed (slightly)

The (cavalry)Raven is becoming the Caldari attack battleship. Its bonuses were a natural fit already, and although its giving up some base hitpoints, the substantial increase to speed and added mid should open up plenty of new opportunities for Caldari missile pilots without hurting anyone who was already happy using it.

Its also gaining power grid and CPU output so that torp focused fits and fits that want to use propulsion mods are more easily accessible. Keep in mind that we will be taking a more detailed look at battleship sized missile systems in the near future.

Caldari Battleship Skill Bonuses:
+5% bonus to Cruise and Torpedo Launcher rate of fire
+10% bonus to Cruise Missile Torpedo Velocity

Slot layout: 7H(-1), 7M(+1), 5L; 0 turrets , 6 launchers
Fittings: 11000 PWG(+1500), 750(+50) CPU
Defense (shields / armor / hull) : 7000(-500) / 5800(-841) / 6400(-241)
Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1160s / 4.74
Mobility (max velocity / agility / mass / align time): 113(+19) / .12(-.008) / 99300000 / 16.52s (-1.1s)
Drones (bandwidth / bay): 50(-25) / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7
Sensor strength: 22 Gravimetric
Signature radius: 420(-50)

Scorpion: Changed

The Scorpion, while being an oddity in the battleship line up, seems fairly happy. We have adjusted its hitpoints slightly, so they would roughly match the attack set, but otherwise there are no changes.

UPDATE: Based on player feedback we are going to let the Scorpion trade one of its high slots for another low slot.

Caldari Battleship Skill Bonuses:
15% bonus to ECM Target Jammer strength
25% bonus to ECM Target Jammer optimal and falloff range
25% bonus to ECM Burst range

Slot layout: 5H(-1), 8M, 5L(+1); 4 turrets , 4 launchers
Fittings: 9000 PWG, 750 CPU
Defense (shields / armor / hull) : 7000(+359) / 5500 / 6500(+1031)
Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1087s / 5.06
Mobility (max velocity / agility / mass / align time): 94 / .116 / 103600000 / 16.66s
Drones (bandwidth / bay): 75 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 110 / 7
Sensor strength: 24 Gravimetric
Signature radius: 480

AMARR

A preface for Amarr: This ship line presented a special sort of obstacle. There were three ships with a heavy amount of overlap, all focusing on armor tanks and energy weapon damage. With the prices associated with tiers being removed, that overlap would be even more obvious, and likely, the apoc and geddon would fall into further disuse. That said, both of them are among eve's most iconic ships. We have decided to make big changes to them both, while hopefully preserving access to any use an Amarr pilot had prior.

Abaddon:

The Abaddon, price aside, was clearly the most dominant of the Amarr line-up. We've left it totally in-tact as your go-to laser brawler, except for the resist bonus tweak. This change is significant, and we are going to dedicate an entire thread to discussing the power of resistance bonuses later in the day. If you want to talk about this bonus here, in relation to the Abaddon specifically, feel free. The general idea from our end is that the current bonus to resistance is one of the most powerful ship bonuses in the game. It adds to the power of local tanks (active and passive) as well as remote tanks, which has consistently positioned ships with this bonus at the center of some of the most powerful gameplay available to combat pilots. We feel that the Abaddon is strong enough to perform perfectly well with the slight loss in resist.

Amarr Battleship Skill Bonuses:
+5% to Large Energy Turret damage
+4% Armor resistances (-1% per level)

Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers
Fittings: 21000 PWG, 560 CPU
Defense (shields / armor / hull) : 7000 / 8500 / 8000
Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1
Mobility (max velocity / agility / mass / align time): 89 / .14 / 125000000 / 20.03s
Drones (bandwidth / bay): 75 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7
Sensor strength: 22 Radar Sensor Strength
Signature radius: 470

Apocalypse: Changed

We decided to use the Apocalypse as the secondary laser platform, rather than the Armageddon for two main reasons. Firstly, one had to have drones, and the Armageddon already did. Secondly, the Apocalypse's optimal range bonus was unique and was already providing a niche (albeit small) and we didn't want to destroy that. After a few iterations we've decided to remove the cap use bonus and add a tracking bonus to the Apocalypse, making it a king for damage application. It will also be Amarr's Attack battleship, meaning it has received increased base speed, agility, lowered signature resolution, and slightly lowered hitpoints. It is also getting an increase to power grid and CPU so that beams are a more viable option in the future.

There is some concern that the new Apoc will have a significant cap weakness, which will make it too similar to the Abaddon. We've lowered the base cap, but raised the recharge rate some too compensate. We're hoping that this ship will be exciting enough to offset any cap-based difficulty, but will be paying close attention to feedback.

UPDATE: Based on feedback concerns about Apocalypse cap I've given back a bit of its total cap pool, bringing its cap recharge up to almost 7cap/sec. Its also gained just a bit of armor hp. We will keep on eye on the cap situation throughout testing.

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, 7L; 8 turrets , 0 launchers
Fittings: 21000 PWG(+500), 540 CPU(+35)
Defense (shields / armor / hull) : 6000(-211) / 7000(-500) / 7000(+359)
Capacitor (amount / recharge rate / recharge per second) : 7000(-500) / 1002s(-152s) / 6.99 (+.49)
Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s)
Drones (bandwidth / bay): 50(-25) / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7
Sensor strength: 20 Radar Sensor Strength
Signature radius: 380(-20)

Armageddon: Changed (slightly)

This is a fun one. Bet you guys didn't think my first two projects would be to slow down the Talos and throw the old Armageddon out the window! But! I think its the best thing for the race line overall. What we've done here is make the Armageddon an echo to the new dragoon destroyer. It makes sense for Amarr to have a battleship variation that rewards players who've trained for dragoon -> arbitrator -> prophecy, and with the neut range bonus, the Armageddon should be a huge payoff. As the Armageddon is falling under 'combat' it will receive a substantial hitpoint boost, sensor strength boost, sig increase, and speed decrease.

While we understand that this is a very powerful ship, it should not be oppressive. Hopefully it will offer a new type of challenge to fly and fly against. To anyone who is very sad to see the old Armageddon go, I encourage to you consider that if left the same, it would have been even more crowded by the Abaddon as a result of the price adjustment than it already was. Again, we look forward to your feedback.

Amarr Battleship Skill Bonuses:
+10% to Drone damage and Hit Points (replaced large energy turret rate of fire)
+10% Energy Neutralizer and Energy Vampire range (replaced large energy turret cap use)

Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5)
Fittings: 13500 PWG(-3000), 550 CPU(+65)
Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789)
Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7
Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29)
Drones (bandwidth / bay): 125 / 375(+250)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7
Sensor strength: 21 Radar Sensor Strength (+4)
Signature radius: 450 (+80)
« Last Edit: 10 Apr 2013, 09:25 by kalaratiri »
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Mister Screwball

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #1 on: 08 Apr 2013, 10:58 »

All of my Rage at the changed to the Armageddon  :bash:
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kalaratiri

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #2 on: 08 Apr 2013, 11:02 »

It's a bhaalgorn + phoon + dominix. Inb4 instalocking neut camps.
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #3 on: 08 Apr 2013, 11:13 »

New phoon and pest look awesome. Not sure about the geddon just yet, but I like the ideas I'm having about it.  :D

EDIT: almost forgot to mention \o/ at the new mega
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #4 on: 08 Apr 2013, 11:21 »

Dat miniBhaal.

Also, inb4 slowcat Domis.
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kalaratiri

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #5 on: 08 Apr 2013, 11:26 »

TBH, one of the biggest winners is the Raven. That 7th mid is a serious bonus.
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #6 on: 08 Apr 2013, 11:47 »

I'm a laser 'geddon addict, too, so I'm a little upset at what they've done to my favorite glass cannon. On the other hand, I like the idea of it being a little more like a Bhaalgorn. On the gripping hand, they also didn't mention if the changes will also be applied to the faction versions of the ships. Might be a good time to buy up navy 'geddons...

kalaratiri

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #7 on: 08 Apr 2013, 11:51 »

They did mention under the Phoon changes that the Navy editions will be different to the T1, and they may use them to fill any gaps in the meta :)
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #8 on: 08 Apr 2013, 11:54 »

Urgh. I didn't notice the "navy ships will be looked at soon" part. I don't have high hopes for the poor navy 'geddon...

kalaratiri

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #9 on: 08 Apr 2013, 11:58 »

The Navy Geddon is honestly rather cool where ti is, so they may decide to leave it as a laser boat.
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #10 on: 08 Apr 2013, 12:04 »

Jesus God start stockpiling Armageddons.

Geddon will be ridiculously OP.

My Bhaal is going to be gathering dust with such a cheap alternative. You can field what, 4 or 5 of these for the cost of one decently fit bhaal?

These things are going to dominate so hard. Extra mid slot? MJD, neut you shit, drone insanity.

This ship will be -mean- as currently bonused.
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #11 on: 08 Apr 2013, 12:06 »

Jesus God start stockpiling Armageddons.

Geddon will be ridiculously OP.

My Bhaal is going to be gathering dust with such a cheap alternative. You can field what, 4 or 5 of these for the cost of one decently fit bhaal?

These things are going to dominate so hard. Extra mid slot? MJD, neut you shit, drone insanity.

This ship will be -mean- as currently bonused.



Amarr Victor!
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kalaratiri

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #12 on: 08 Apr 2013, 12:11 »

Direct crosspost from FHC, where people are calling the death of triage.

Quote from: Suleiman Shouaa
Neut range buff on the Geddon just makes it very strong vs enemy logi, recons and general kiters. Don't get how it corresponds to a triage nerf when

1) Neut amount hasn't been increased compared to a regular neuting Abaddon
2) In fact it's actually decreased as it only has 7 high slots now compared to 8 for the Abaddon

Don't need neut range to neut a triage carrier as it's hardly going to move away before you can close in those extra 13km (~25 currently, ~38 after changes).
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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #13 on: 08 Apr 2013, 12:13 »

they are going to have to kill that 4th mid slot and give it cpu issues again for real, it just looks too too nasty as currently proposed.

Overall though these changes are pretty solid!

Yay for Torp/Cruise updates.

Yay for most ship tweaks.

The -1% resist bonus bothers me for Rokh/Abaddon but meh.

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Re: Dev Post: [Odyssey] Tech 1 Battleships
« Reply #14 on: 08 Apr 2013, 12:15 »

Yes this will absolutely replace the current neut-apoc capital capacitor muncher setups.

Also the neut apocs aren't adding DPS to fights.  These new geddons will do that work and have drone damage bonuses. It's foul-foul and scary good.

T1 fits for this with gatecamps and sentry blobs in mind.... oh the horror.

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