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More combat frigate re-balancing

I’ll return to normal blogging soon, but I’m being hit hard by non-EVE things lately and simply have had not the time on my hands to do anything. In the meantime, here’s some more stuff from the guys at CCP.

Another round of changes, this time it’s the Tristan, Kestrel and Breacher being looked at. Thread here.
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Hello again Features & Ideas. Today we’re going to be showing you the current designs for the last three revamped Combat Frigates, set for release this winter.

Many of you will have guessed that the Amarr weren’t going to remain the only race with two Combat Frigates. Having the Punisher and Tormentor representing different combat styles within the same general use case is a pattern we want to repeat with the other races, so we’re revamping the Kestrel, Tristan and Breacher.

You will also see that the direction we’re going with these frigs means that our plans have changed somewhat since the dev blog a few months ago.

Without further ado, here’s the ships we have to show you today!

Kestrel: 
Frigate skill bonuses:
5% Bonus to Missile damage per level
10% Bonus to Missile velocity per level

Slot layout: 4 H, 4 M (+1), 2 L, 4 launchers
Fittings: 45 PWG (+15), 180 CPU (+30)
Defense (shields / armor / hull) : 500(+109) / 350(+37) / 350 (+84)
Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 165s (-22.5s)/ 2 (+0.667)
Mobility (max velocity / agility / mass / align time): 320 (+24) / 3.27(-0.6) / 1163000 / 3.56s (-0.65)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km (+10) / 620 (+155) / 5 (+2)
Sensor strength: 11 Gravimetric
Signature radius: 38 (-9)
Cargo capacity: 160 (-145)

Tristan: 
Frigate skill bonuses:
7.5% Bonus to Hybrid Turret tracking speed per level
10% Bonus to Drone tracking speed and hitpoints per level

Slot layout: 3 H (-1), 3 M, 3 L, 2 turrets, 0 launchers (-2)
Fittings: 35 PWG (-3), 130 CPU (+5)
Defense (shields / armor / hull) : 350(-41) / 450(+20) / 550 (+167)
Capacitor (amount / recharge rate / cap per second): 350 / 175s (-59.38s)/ 2 (+0.5)
Mobility (max velocity / agility / mass / align time): 310 (+4) / 3.44 (-0.21) / 1106000 (+100000) / 3.56s (-0.02)
Drones (bandwidth / bay): 25 (+20) / 40 (+35)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+12.5) / 600 (+10) / 5
Sensor strength: 9 Magnetometric
Signature radius: 41 (-1)
Cargo capacity: 140

Breacher: 
Frigate skill bonuses:
5% Bonus to Missile damage per level
7.5% Bonus to Shield boost amount per level

Slot layout: 3 H (-1), 4 M (+2), 3 L (+1), 3 launchers, 0 Turrets (-1)
Fittings: 35 PWG (+4), 180 CPU (+45)
Defense (shields / armor / hull) : 500(+149) / 350(+37) / 300 (+50)
Capacitor (amount / recharge rate / cap per second): 300 (+112.5)/ 150s (+9.37s)/ 2 (+0.667)
Mobility (max velocity / agility / mass / align time): 350 (+16) / 3.16 (-0.62) / 1087000 (-100000) / 3.21s (-0.99)
Drones (bandwidth / bay): 10 (+10) / 10 (+10)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+2.5) / 650 (+75) / 4 (+1)
Sensor strength: 8 Ladar
Signature radius: 36 (-5)
Cargo capacity: 175

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T1 Exploration Frigate Balancing

Continuing the recent forum threads floating possible changes to the remaining T1 frigates, CCP Fozzie has posted up some changes for the exploration Tech 1 frigates (you know, the scan ones) here.

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Hello again spacefriends! Today I’m going to share with you our current plans for the tech one probing frigates, coming this winter.

These ships are currently used for Cyno lighting more than anything else, and we want to build their role as frigates for exploring deep space (especially to provide more interesting exploration gameplay for new players). We hope to see them being used for solo highsec exploration for newer players, or to support the combat ships in an exploration group in wormholes or lawless space. They’re getting bonuses to hacking, archeology and salvaging so you can use them to both probe and run mini-profession sites.
Their combat ability has also been directed at drones instead of weak weapon bonuses. We’ve designed them to be able to kill the rats in highsec mini-profession sites, although a combat frig will clear them faster. The ship isn’t directly intended for a pvp role, so the ehp remains quite low and we skewed the fittings towards CPU and away from PG. Best way to kill the rats with this ship is fit a light active tank, drop drones and kite.

We wanted these ships to feel like an expedition vessel for newer players, something that can run sites independently and with enough cargo, no ammo use and extra dronespace to take long journeys away from their home base (even if they stay in highsec). If the style of ship is embraced then these could possibly serve as stepping stones into some kind of tech two “Science vessel” in the future.

Here’s our current versions of the ships:

Magnate:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 3 M (+2), 3 L, 2 turrets, 2 launchers (+2)
Fittings: 25 PWG (+3), 220 CPU (+10)
Defense (shields / armor / hull) : 250(+90) / 350(-36) / 220(-22)
Capacitor (amount / recharge rate / cap per second): 325 (+168.75)/ 180s (+62.8s)/ 1.8056 (+0.47)
Mobility (max velocity / agility / mass / align time): 350 (+54) / 3.8 (-0.32) / 1072000 / 3.81s (-0.32s)
Drones (bandwidth / bay): 15(+5) / 40(+30)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
Sensor strength: 10 Radar
Signature radius: 39 (-4)
Cargo capacity: 400 (+243.75)

Heron:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 4 M (+1), 2 L (+1), 2 turrets (+1), 2 launchers
Fittings: 23 PWG (+3), 250 CPU
Defense (shields / armor / hull) : 400(+126) / 200(-58) / 210(-16)
Capacitor (amount / recharge rate / cap per second): 245 (+88.75)/ 135s (+17.8s)/ 1.814 (+0.48)
Mobility (max velocity / agility / mass / align time): 340 (+20) / 3.57 (+0.04) / 1150000 / 3.84s (+0.04s)
Drones (bandwidth / bay): 15(+10) / 35(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
Sensor strength: 12 Gravimetric
Signature radius: 40 (-8)
Cargo capacity: 400 (+243.75)

Imicus:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 2 H, 4 M (+2), 3 L (+1), 1 turrets (-1)
Fittings: 20 PWG, 240 CPU (+10)
Defense (shields / armor / hull) : 275(+50) / 325(-19) / 230(-59)
Capacitor (amount / recharge rate / cap per second): 270 (+113.75)/ 135s (+32.8s)/ 1.8 (+0.47)
Mobility (max velocity / agility / mass / align time): 330 (+52) / 4.15 (-0.04) / 997000 / 3.87s (+0.04s)
Drones (bandwidth / bay): 20(+5) / 40(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
Sensor strength: 11 Magnetometric
Signature radius: 41 (-4)
Cargo capacity: 400 (+80)

Probe:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 3 M (+1), 3 L (+1), 2 turrets, 2 launchers (+2)
Fittings: 24 PWG (+4), 230 CPU (+10)
Defense (shields / armor / hull) : 300(+105) / 300(+26) / 200(-74)
Capacitor (amount / recharge rate / cap per second): 235 (+78.75)/ 130s (+12.8s)/ 1.8 (+0.47)
Mobility (max velocity / agility / mass / align time): 360 (+26) / 3.58 / 1123000 / 3.76s
Drones (bandwidth / bay): 15(+5) / 35(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
Sensor strength: 9 Ladar
Signature radius: 38 (-3)
Cargo capacity: 400 (+80)

Let us know what you think!

T1 EWAR Frigate rebalance

Hot on the heels of the proposed Destroyer changes, a wild CCP post on further improving the T1 frigates has appeared.

Original here

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Insert tired and overused Game of Thrones reference here.

Good news everyone! Now that we have Inferno 1.2 out the door we’re going to start posting threads for stuff we are working on for the winter. My first set is the T1 EW frigs (Crucifier, Griffin, Maulus, Vigil). We’re giving them the tiericide treatment which means that since they were formerly low-tier they are getting very significant buffs.

Our vision for these ships is that they become commonly used by newer players to take useful roles in fleets of many sizes. These changes are not being made in a vaccum, we expect to release them alongside a lot more balance changes in the Winter that should include the T1 EW cruisers and some tweaks to certain ewar mechanics themselves (among other things).

The Crucifier and Vigil are being given strong roles towards longer range disruption, and the fact that the Griffin and Maulus are more medium range oriented is intended and part of the overall environment change.

We also realize that these changes will make the current problems with EAFs even more obvious, and we’re putting a lot of thought into them as well.

Like all the posts we make in this forum, these ships are a work in progress and we’re looking for as much feedback as possible.

Without further ado, here’s what we’ve got so far:

CRUCIFIER: 

Frigate skill bonuses:
7.5% Bonus to Tracking Disruptor effectiveness per level
10% Bonus to Tracking Disruptor optimal range per level

Slot layout: 2 H, 4 M (+1), 3 L, 2 turrets
Fittings: 27 PWG (+2), 235 CPU (+20)
Defense (shields / armor / hull) : 250(-24) / 400(+25) / 350(+21)
Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 180s (-7.5s)/ 1.8333333 (+0.5)
Mobility (max velocity / agility / mass): 350 (+68) / 3.35(-1.09) / 1064000
Drones (bandwidth / bay): 15(+10) / 45(+40)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km (+16.5) / 540 (+100) / 6
Sensor strength: 14 Radar
Signature radius: 38 (-8)
Cargo capacity: 265 (+100)

GRIFFIN: 

Frigate skill bonuses (unchanged):
15% Bonus to ECM Jammer strength per level
10% Bonus to ECM Jammer cap use per level

Slot layout: 2 H (-1), 5 M (+1), 2 L (+1), 2 launchers
Fittings: 24 PWG (-1), 240 CPU (+15)
Defense (shields / armor / hull) : 400(+9) / 250 / 250
Capacitor (amount / recharge rate / cap per second): 245 (-5)/ 135s (-52.5s)/ 1.815 (+0.482)
Mobility (max velocity / agility / mass): 325 (+38) / 3.5(+0.14) / 1056000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5) / 500 (+100) / 6 (+1)
Sensor strength: 17 Gravimetric
Signature radius: 42 (-8)
Cargo capacity: 260 (+100)

MAULUS: 

Frigate skill bonuses:
7.5% Bonus to Sensor Damp effectiveness per level
10% Bonus to Drone MWD velocity and Drone control range per level

Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets
Fittings: 26 PWG (+1), 230 CPU (+10)
Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71)
Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5)
Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000
Drones (bandwidth / bay): 20(+10) / 30(+20)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6
Sensor strength: 16 Magnetometric
Signature radius: 40 (-8)
Cargo capacity: 275 (+100)

VIGIL: 

Frigate skill bonuses:
7.5% Bonus to Target Painter effectiveness per level
10% Bonus to Target Painter optimal range per level

Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers
Fittings: 25 PWG , 225 CPU (+15)
Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42)
Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57)
Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6
Sensor strength: 12 Ladar
Signature radius: 36 (-8)
Cargo capacity: 250 (+100)

Existing destroyer rebalance

For those who do not browse the forums, CCP Ytterbium has posted an update on upcoming changes to the existing Tech 1 Destroyers. These will probably hit in Winter.

Original: https://forums.eveonline.com/default.aspx?g=posts&m=1769505

NOTE: CCP Ytterbium has noted that some of these are incorrect, I will update when he updates his post! Updated the stats!

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Hello folks,

While CCP Fozzie is having a look at remaining frigates we can start talking about having a look at existing destroyers here. The new destroyers announced in the summer update blog will be discussed in another topic.

This ship class is aimed to be an anti-frigate platform, and should trade resilience, mobility for firepower. The extra role we want for planetary bombardment will come at a later date. Existing destroyers are mostly fine as they are right now, except for the Coercer which has some serious issues, so the changes are pretty minimal so far.

As always, constructive comments are welcome.

Suggested changes are mentioned below:

COERCER:

One medium slot is highly impractical for any kind of solo or even small gang fit and has been changed. Fittings also were quite low and should allow to squeeze medium pulse lasers, even medium beams with the module changes listed below.

  • Destroyer skill bonuses: unchanged
  • Slot layout: 8 H, 2 M (+1), 3 L (-1)
  • Fittings: 85 PWG (+10), 168 CPU (+8)
  • Defense (shields / armor / hull) : 700 (+12) / 900 (+40) / 800 (+70)
  • Capacitor (amount / recharge rate / cap per second): 700 (-3) / 370 s / 1.9
  • Mobility (max velocity / agility / mass / align time): 255 (+3) / 2.75 (-0.1485) / 4.28 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 525 / 6
  • Sensor strength: 10 Radar
  • Signature radius: 62

CORMORANT:

Swapped one medium for one low slot, altered fittings to compensate. Capacitor, agility and signature radius were inconsistent with other Caldari ships and have been adjusted.

  • Destroyer skill bonuses: unchanged
  • Slot layout: 8 H, 3 M (-1), 2 L (+1)
  • Fittings: 68 PWG (+13), 168 CPU (-15)
  • Defense (shields / armor / hull) : 900 (+40) / 700 (+12) / 700 (+23)
  • Capacitor (amount / recharge rate / cap per second): 600 (-25) / 320 s (-13) / 1.9
  • Mobility (max velocity / agility / mass / align time): 250 (+1) / 2.5 (+0.231) / 4.42 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 475 / 7
  • Sensor strength: 12 Gravimetric
  • Signature radius: 65 (-3)

CATALYST:

Slot layout untouched. Brought capacitor amount, agility and signature radius in-line with the revamped frigates and other destroyer variants.

  • Destroyer skill bonuses: unchanged
  • Slot layout: 8 H, 2 M, 3 L
  • Fittings: 60 PWG, 170 CPU
  • Defense (shields / armor / hull) : 750 (+5) / 800 (-3) / 900 (+118)
  • Capacitor (amount / recharge rate / cap per second): 650 (+64) / 350 s (+37.5) / 1.8
  • Mobility (max velocity / agility / mass / align time): 265 (-1) / 2.45 (-0.352) / 4.04 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km / 500 / 7
  • Sensor strength: 11 Magnetometric
  • Signature radius: 68 (+3)

THRASHER:

Left untouched apart from some minor adjustments.

  • Destroyer skill bonuses: unchanged
  • Slot layout: 8 H, 3 M, 2 L
  • Fittings: 70 PWG, 170 CPU
  • Defense (shields / armor / hull) : 800 (-3) / 750 (+5) / 750 (+125)
  • Capacitor (amount / recharge rate / cap per second): 550 (+3) / 290 s (-1.6) / 1.9
  • Mobility (max velocity / agility / mass / align time): 270 (+2) / 2.89 / 4.17 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27km / 550 / 6
  • Sensor strength: 9 Ladar
  • Signature radius: 56

MODULES:

The point of module changes is to increase usefulness of weapons we consider as either underpowered or just too difficult to fit right now. This includes medium beam laser, medium pulse lasers and light missiles.

  • All medium beam laser variations: -1 PWG and -1 CPU
  • All medium pulse laser variations: -1 PWG and -1 CPU
  • All light missile variations: explosion velocity reduced from 50 to 40, damage increased by 10%