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ships_hacs

This is one of a few threads discussing issues surrounding our changes to Command Ships, warfare links, and local repair modules for Odyssey 1.1 and beyond.

The other threads are :
Warfare Links, Mindlinks, Gang Bonuses
Local armor and shield rep changes
Command Ship model changes

We posted the general plan for the command ships in a dev blog late last year, and most of what was said there stands. The goal remains to make each command ship an entertaining and engaging ship to fly by giving them all the bonuses to gang links and all bonuses for combat. Their specialization is derived from the gang link bonuses, with a strong subtheme of durability as befits a ship class that lends itself to FCing and that is a very valuable target.

All the command ships have two unbonused highslots that can be used for two gang links, or as general utility highslots. The tension between the two free highslots and the three simultaneous link role bonus is intentional, giving people options to make tradeoffs. There’s one command ship that covers each of the lead weapon systems for their race with Amarr getting a missile boat with a drone subtheme instead of a dedicated droneboat because of Khanid.

All of the command ships are also getting the full strength t2 resists that were formerly only on the fleet commands. This means more resists for the old field commands.

One significant change from the proposal last year is the link bonuses on the Amarr and Gallente ships, which we’ve swapped thanks to player feedback. Amarr gets armor and info, Gallente gets armor and skirmish which fits them much better.

Absolution:

Amarr Battlecruiser skill bonuses:
4% bonus to all Armor Resistances
10% bonus Medium Energy Turret capacitor use
Command Ships skill bonuses:
5% bonus to Medium Energy Turret rate of fire
10%(+5) bonus Medium Energy Turret damage
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Information Warfare links
Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1)
Fittings: 1500 PWG (-75), 400 CPU
Defense (shields / armor / hull) : 3100(-263) / 5200(+595) / 4500(+176)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10)
Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5
Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1)
Sensor strength: 21 Radar (+5)
Signature radius: 265
Cargo capacity: 375 (+25)

Damnation:

Amarr Battlecruiser skill bonuses:
4% bonus to all Armor Resistances
10% bonus to Heavy Assault Missile and Heavy Missile velocity
Command Ships skill bonuses:
10% bonus to all Armor hitpoints
10% bonus to Heavy Assault Missile and Heavy Missile damage (Was link bonus)
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Information Warfare links
Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers
Fittings: 1300(-290) PWG, 500(+25) CPU
Defense (shields / armor / hull) : 3500(+37) / 5000(+395) / 4300(-24)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80
Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5
Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08)
Drones (bandwidth / bay): 50 (+25) / 100 (+75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1)
Sensor strength: 22 Radar (+6)
Signature radius: 265
Cargo capacity: 645

Nighthawk:

Caldari Battlecruiser skill bonuses:
4% bonus to all Shield Resistances
10%(+5) bonus to heavy and heavy assault missile kinetic damage
Command Ships skill bonuses:
5% bonus to Heavy Assault and Heavy missile launcher rate of fire
5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity)
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links
Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1)
Fittings: 825 PWG (+115), 550 CPU (-5)
Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10
Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5
Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1)
Sensor strength: 24 Gravimetric (+5)
Signature radius: 285
Cargo capacity: 700

Vulture:

Caldari Battlecruiser skill bonuses:
4% bonus to all Shield Resistances
10% bonus to Medium Hybrid Turret optimal range
Command Ships skill bonuses:
10% bonus to Medium Hybrid Turret optimal range
10% bonus to Medium Hybrid Turret damage (was link bonus)
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Information Warfare links
Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3)
Fittings: 1275 PWG, 545 CPU
Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10
Capacitor (amount / recharge rate / average cap per second): 3000 / 667s / 4.5
Mobility (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8)
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1)
Sensor strength: 23 Gravimetric (+4)
Signature radius: 285
Cargo capacity: 400 (+55)

Astarte:

Gallente Battlecruiser skill bonuses:
10%(+5) bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repairer effectiveness
Command Ships skill bonuses:
5% bonus to Medium Hybrid Turret rate of fire (was damage)
10% bonus to Medium Hybrid Turret falloff
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Skirmish Warfare links
Slot layout: 7 H, 4 M, 6 L, 5 turrets (-2), 2 launchers (+2)
Fittings: 1350 PWG (-100), 440 CPU
Defense (shields / armor / hull) : 3400(-444) / 4800(+476) / 5000(+195)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10
Capacitor (amount / recharge rate / average cap per second): 3000(+187.5) / 667s(+41.7) / 4.5
Mobility (max velocity / agility / mass / align time): 155 / 0.7(+0.03) / 12300000 (-950000) / 11.94s (-0.34)
Drones (bandwidth / bay): 50 / 75(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+20) / 200 / 8(+1)
Sensor strength: 23 Magnetometric (+5)
Signature radius: 300
Cargo capacity: 400

Eos:

Gallente Battlecruiser skill bonuses:
7.5% bonus to Armor Repairer effectiveness
10% bonus to drone damage and hitpoints (was 5% MHT damage)
Command Ships skill bonuses:
7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus)
7.5% bonus to Medium Hybrid Turret tracking (was link bonus)
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Armored Warfare and Skirmish Warfare links
Slot layout: 6 H (-1), 4 M, 6 L, 4 turrets (-1)
Fittings: 1200 PWG (-225), 425 CPU (-25)
Defense (shields / armor / hull) : 3600(-244) / 4600(+276) / 5200(+395)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 85 / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5 / 83.75 / 10
Capacitor (amount / recharge rate / average cap per second): 2812 / 625s / 4.5
Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13000000(-250000) / 12.69s (-0.24)
Drones (bandwidth / bay): 125 (+50) / 250 (+100)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+10) / 200 / 8(+1)
Sensor strength: 22 Magnetometric (+4)
Signature radius: 300
Cargo capacity: 400

Sleipnir:

Minmatar Battlecruiser skill bonuses:
10% bonus to Medium Projectile Turret damage (was 5% RoF)
7.5% bonus to shield boosting amount
Command Ships skill bonuses:
10%(+5) bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Skirmish Warfare links
Slot layout: 7 H (-1), 5 M, 5 L, 5 turrets (-2), 2 Launchers (-1)
Fittings: 1300 PWG (-160), 425 CPU (-50)
Defense (shields / armor / hull) : 4500(+176) / 3600(-244) / 3500(+137)
Base shield resistances (EM/Therm/Kin/Exp): 75(+12.5) / 60(+10) / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 90(+5) / 67.5(+8.13) / 25 / 10
Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5
Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12800000(+300000) / 12.49s (+0.3)
Drones (bandwidth / bay): 25(-15) / 25(-15)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+25) / 220 / 7(+1)
Sensor strength: 20 Ladar (+4)
Signature radius: 240
Cargo capacity: 475

Claymore:

Minmatar Battlecruiser skill bonuses:
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was MPT RoF)
7.5% bonus to shield boosting amount
Command Ships skill bonuses:
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was link bonus)
5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity (was MPT tracking)
Fixed Bonus:
Can fit up to three Warfare Link modules, 15% bonus to strength of Siege Warfare and Skirmish Warfare links
Slot layout: 7 H (-1), 6 M, 4 L, 2 turrets (-3), 5 Launchers (+2)
Fittings: 1100 PWG (-290), 525 CPU (+10)
Defense (shields / armor / hull) : 4700(+376) / 3800(-44) / 3400(+37)
Base shield resistances (EM/Therm/Kin/Exp): 75 / 60 / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 90 / 67.5 / 25 / 10
Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5
Mobility (max velocity / agility / mass / align time): 170 / 0.7(-0.004) / 12500000 / 12.13s (-0.07)
Drones (bandwidth / bay): 50(+10) / 75(+35)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+20) / 220 / 7(+1)
Sensor strength: 22 Ladar (+6)
Signature radius: 240
Cargo capacity: 575 (+100)

– CCP Fozzie

[ Original Dev Post and discussion ]

44 Comments

  1. Maciej Simm

    I just amarrvictored in my pants a little.

    August 1, 2013 at 6:20 pm Reply
  2. Ailok

    Destroying the Astarte and Slepnir – way to go. Amazed no salvageing bonuses/.

    August 1, 2013 at 6:53 pm Reply
    1. Dumbledore

      Was there any use for Astarte even before… O_o?

      August 1, 2013 at 7:56 pm Reply
      1. TiredOfAllTheStupid

        1000 DPS with 70k EHP shield tanked. You bet there was.

        August 1, 2013 at 9:10 pm Reply
  3. Justin Cody

    dude you’re killing fits all over with the grid nerfing

    August 1, 2013 at 7:19 pm Reply
  4. Frozen Fallout

    Sweet my EOS now can fit a full set of Heavy Drones again!

    August 1, 2013 at 7:20 pm Reply
  5. KVAroy

    Reis innerst inn i helvete!

    Also, WTF?!!?

    August 1, 2013 at 7:24 pm Reply
  6. Fark Yu DO MAH

    Fuck this shit. Ruining so many legendary ships. Sleip… God damn. Really? Even the astarte, it was borderline shit before, BUT LETS TAKE TWO TURRENT SLOTS AWAY…… What the fuck ccp

    August 1, 2013 at 10:27 pm Reply
    1. Ur Stupid

      I think you’re forgetting they’re getting an extra 5% to their DPS with bonuses per level.

      August 1, 2013 at 10:31 pm Reply
    2. Rhoaden

      Maybe because fitting to BS sized shield repper’s and a full fit is OP every thought of that.

      August 2, 2013 at 12:33 am Reply
      1. somebody

        It’s a complex change to the Astarte’s damage output; I’ll give it that. Here’s what I’ve calculated, based on some hypothetical numbers.

        Let’s say, just for the sake of example, that the Astarte’s base DPS is 100 per turret. It’s a high number, but I’m using it for simplicity’s sake.

        On the old Astarte with no skills, base DPS is 700, for 7 turrets. The 25% damage bonus for max battlecruiser skill increases this to 875, and the 25% damage bonus for max command ship skill increases this to 1093.75.

        On the new Astarte with no skills, base DPS is 500, for 5 turrets. The 50% damage bonus for max battlecruiser skill increases this to 750. The 25% rate-of-fire bonus for max command ship skill is trickier, since rate-of-fire bonuses increase DPS more than damage bonuses do; 25% better rate of fire translates to 33% more DPS, for a total of 1000 DPS. So, the Astarte has lost a little less than 10% of its DPS.

        On the other hand, as other posters have mentioned, since the new Astarte uses two fewer turrets, it has freed up two highslots. It also has more CPU and powergrid available to it, and its turrets even use less capacitor, despite the rate-of-fire increase.

        August 2, 2013 at 7:12 am Reply
        1. Of the LEARN

          thus take the new astarte use the 2 spare slots for nuets and you have a nice active tanked brawler ship.

          August 2, 2013 at 11:20 am Reply
    3. randomness

      also now they can all fit dual nuets .

      August 2, 2013 at 12:52 am Reply
    4. Cloora

      You’re dumb. they have larger weapon bonuses now so don’t need to fit as many weapons to do as much or more dmg.

      August 2, 2013 at 2:46 am Reply
    5. Rhoaden

      Your actually dumber again because only needing to fit 5 turrets so you get like 200pg and 32cpu back so the only took back 160pg and 50 cpu so all we did was tre a bit of CPU for more PG and we now have 2 free hislot’s shut up and think fucking nub

      August 2, 2013 at 4:06 am Reply
    6. Bill Cat

      Went from 7 to 5 turrets

      those 5 turrets are only doing 10% more damage each, it’s a nerf people.

      August 2, 2013 at 6:00 am Reply
      1. Bill Cat

        nerf of dps of about 4% – 10% dps counting the drone loss too (4% from turrets). Also takes it to being more of an alpha ship instead of rapid fire which is kinda meh and less flexible.

        August 2, 2013 at 11:19 pm Reply
        1. Carl

          It has more free CPU, and PG, and has two free utility highs, and you think it’s less flexable? lol…..

          August 3, 2013 at 7:21 am Reply
          1. Bill Cat

            It’s more of an alpha ship now and it can’t drop decent ecm drones now in a pinch and yeah, I find that less flexible, especially in a WH.

            August 3, 2013 at 5:36 pm
          2. Bill Cat

            Just stopped looking at the Sleipnir and looked at the EOS… ok I’m gonna have some fun now.

            August 4, 2013 at 3:07 am
    7. Jakes

      You can easily make an argument that the small dps nerf is worth being able to fit two utility highs. Sure more DPS is great, but high DPS doesn’t make a great ship. If anything the ship is more flexable in it’s role then it ever was before, and thats a good thing.

      August 3, 2013 at 7:19 am Reply
    8. savage

      the Astarte is fucking epic!… you jump, you see, your freckle starts to pulse nervously… then you die quick

      August 5, 2013 at 2:41 am Reply
  7. Darth Nefarius

    How does info warfare work into the Amarr doctorine? Dammmit I trained up all the skirmish ganng skills to 5 for my damn damnation & now get the frigging rug ripped under me again

    August 1, 2013 at 11:21 pm Reply
  8. best_burek

    Why in gods name would you take a missile slot away from the nighthawk and put in a turret?

    August 2, 2013 at 12:42 am Reply
    1. Cloora

      Good question on the turret. But it has a larger weapon bonus now so should do more DPS.

      August 2, 2013 at 2:45 am Reply
      1. somebody

        Interestingly, the Nighthawk’s kinetic missile DPS has remained the same. 6 missile launchers doing +25% damage each results in exactly the same damage output as 5 missile launchers doing +50% damage. On the other hand, however, the Nighthawk’s non-kinetic missile damage has taken a severe nerf.

        August 2, 2013 at 7:17 am Reply
        1. somebody

          I also note with amusement that in the field of non-kinetic DPS, both the new Nighthawk and the Drake are outperformed by the new Damnation. Even that has its non-kinetic DPS topped by the new Claymore, though at the cost of reduced missile range.

          August 2, 2013 at 7:34 am Reply
  9. Aristash

    CCP motherfuckers! Returm old Sleipnir bitches!

    August 2, 2013 at 6:28 am Reply
  10. Ash Haakari

    What the actual fuck is with that astarte…..in what universe does gallente want missiles!?

    August 2, 2013 at 7:08 am Reply
    1. Shingorash

      Defender missiles in some missions but on this I dont see the point.

      August 2, 2013 at 1:24 pm Reply
      1. Ash Haakari

        (some missions) dafuq who missions in an astarte ?

        August 6, 2013 at 9:47 am Reply
    2. Ashesofempires

      They are utility highs. The launchers just give the option of (marginally) more dps.

      If the PG hadn’t been reduced I would have said to put a neut and a nos there…

      August 2, 2013 at 7:41 pm Reply
  11. guest

    what about the interceptors? t1 frigate is better then them now

    August 2, 2013 at 7:57 am Reply
    1. lulz

      Yeah, because being able to tackle at 32 km’s, is worse then being able to tackle at 24 km’s.

      August 3, 2013 at 7:11 am Reply
    2. Jerry

      Cepters only fly faster, warp at more then double the speed, tackle 8 km’s longer, have more fitting, has more structure, armor, and shield, has an extra low on all but the amarr flavor, and to top it all off has about 75% smaller sig with a MWD on(which should be on all the time). The T1 attack frigates have an extra rig slot, and alittle better inertia modifier. Please explain how attack frigates are better, because cepters look a hell of a lot better at there role, then attack frigates which have the same role.

      August 4, 2013 at 6:29 am Reply
  12. Rick

    I have to question the utility of having command ships in battlecruiser sized hulls.

    Of dubious value in small gang warfare due to cost (IMHO) and for fleet battles, well it just makes far more sense to have Battleships as command ships.

    August 2, 2013 at 8:09 am Reply
    1. neon

      A t2 BS hull would be pricey. Also signature would make it take more damage form BS blobs -> lower chance to survive.

      I want Tech-2 Command Frigates!

      August 2, 2013 at 9:34 am Reply
    2. Ashesofempires

      I dunno, I could definitely justify bringing an Eos to a small gang roam. Good dps from drones, gang links, and solid EHP. I would justify the price through the bonuses to survivability i’d be providing the rest of the gang. 25% more EHP makes a big difference in small gang warfare.

      In a fleet engagement, I’d take into account the doctrine i’m using. If I was flying Legion/Loki/Tengus, I’d probably go with a T3 booster instead, simply to make it harder to see which one was my fleet booster. Sig radius matters in a fleet fight, but when fights reach the hundreds of players on each side mark, not so much.

      August 2, 2013 at 7:47 pm Reply
      1. Noisrevbus

        Would you bring that Eos to a small gang roam in nullsec, where you’d have to burn through bubble-camps or escape at least a medium-sized (wing) perched defensive gang?

        August 2, 2013 at 11:11 pm Reply
        1. Ashesofempires

          Loaded question. It implies that everyone else is flying frigates or super agile ships. In which case, no. I’d be sitting in an AF. But for a mixed size fleet, which the OP implied had BS’s, i’d rather bring a Command Ship.

          August 3, 2013 at 3:06 am Reply
      2. Bill Cat

        yeah, I guess the EOS is finally going to have it’s day. Am going to enjoy it. Everything else looks kinda meh. But hey the EOS looks really useful and flexible for once.

        August 4, 2013 at 3:14 am Reply
  13. Slaipnir fun

    ccp think that noobs can make eve better, trollface,jpg dear ccp you fail. i will go in empire and harass & scum every fucking noob in total darkness of despair so you see no new noobs at all. return my old sleipnir or you will regreat.

    August 2, 2013 at 3:06 pm Reply
    1. Duh

      Yeah, and you were a noob once two. So rallying against the influx of new players is kinda ridiculous.

      Be happy more targets.

      August 2, 2013 at 3:24 pm Reply
  14. Bill Cat

    This has convinced me to try out an EOS even in a WH in which drones are typically a disaster for anything but PvP. I like ships that do both in a WH because I never know when am going to be PvPing.

    August 4, 2013 at 3:09 am Reply

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