Tuesday, October 8, 2013

Warp speed accel changes

The best thing to happen to Eve in a long time.

It's never made sense that to get into warp it takes a inty the same amount of time as a BS or even a BC or hell, even a cruiser. Perhaps everyone doesn't get UP to warp speed as fast, that being 75% of top speed, but once there, everyone gets into and out of the warp bubble with such a marginal difference in spool up that it's negligible in the long term of an engagement or even warp between stargates.

Well NOT ANYMORE!

CCP is pushing through a new change with Rubicon that is going to change the way fast tackle and forward scouting, not to mention pursuit of fleeting hostiles or BS targets will work.

In this video by dkcarlos, the true speed can be brought into focus. This is of course utilizing a Stiletto, with 2 t1 warp rigs, speeding along at 14 AU/s. It makes a complete 31 AU warp in roughly 10 seconds. Another video by GamingwithDaOpa, shows a side by side comparison between the new warp speed and what is currently on TQ.

Just to name a few reasons why this is going to be pretty amazing, now if a cruiser or BS slips from tackle and heads towards the nearest clestial or warp gate, before they would likely be able to escape, but now, even with a 5-10 second lead frigate class, especially the fast warping interceptors, will be able to not only catch up, but also overtake fleeing ships and fleets, able to land tackle and get kills. To offset that, greater coordination will be needed in large mixed fleets because of mixed warp times. No longer can that triple plated baddon scoot along only marginally slower than that AHAC fleet, it will no be a good 20-30 seconds behind on almost every warp.

Overall we are going to see a resurgence of people who specialize in fast tackle and specialized, read t2 warp speed rigged, inty pilots who will maximize every stat to shaving time off warps. On the downside, this does impact smaller fleets ability to disengage from larger blobs with tackle able to more easily catch up and lock down one or two at a time.

Tuesday, September 3, 2013

Amarr HAC and CS changes

Odyssey 1.1 and your changes are here. In this post I will be covering the changes to the Amarr CS and HAC's and the impact of these changes.

Just as a disclaimer because I won't talk about it too much, HAC's across the board are getting a boost to their sensor strengths to bring them in line with t1 battleships in the 20-24 range it appears. Now this is a huge improvement across the board in response to EWAR so it does make a big difference, but I just don't want to have to circle around and mention it every time. They are also receiving a role bonus that provides a 50% reduction in MWD signature radius penalty (bloom). This is also quite significant, but mostly brings into question if AHAC doctrines will become MWD doctrines instead. Additionally HAC's got a bonus to their capacitor recharge rates and capacitor amounts in order to hopefully allow more cap hungry setups.

Heavy Assault Cruisers

SACRILEGE
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Amarr Cruiser Bonuses:
5% to Heavy Assault and Heavy Missile damage (added heavy missiles)
4% to all Armor Resistances
Heavy Assault Cruiser Bonuses:
10% bonus to Heavy Missile and Heavy Assault Missile velocity (was capacitor recharge time)
5% bonus to Missile Launcher rate of fire
Slot layout: 6H, 4M, 5L; 1 turrets(-3), 5 launchers
Fittings: 1100 PWG(+70), 420 CPU(+20)
Defense (shields / armor / hull) : 1100(-293) / 2250(+162) / 1690(+2)
Capacitor (amount / recharge rate / cap/s) : 1700(+75) / 255s (-80s) / 6.66s (+1.8)
Mobility (max velocity / agility / mass / align time): 200(+2) / .567 / 11750000(-540000) / 9.24s(-.4)
Drones (bandwidth / bay): 50(+35) / 50(+35)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 312 / 7
Sensor strength: 22 Radar(+7)
Signature radius: 135(-5)
The Sac is now not a dedicated HAM platform, and has gained bonuses to HML in addition to the already present HAM bonuses adding to it's utility and removing three turrets (which went unused) for the convenience.

A slight nerf to shield HP is followed by a buff to armor HP, with a 2hp addition to structure, for all the good that does. THe most significant change is the loss of the capacitor recharge time, which used to allow the Sac to fit a massive active tank and have the capacitor recharge to run it even under the most adverse conditions.

CCP has stated that this change was partly in response to the overall capacitor changes for HAC's, and that this bonus was mostly getting rolled into every HAC as a matter of course with this update. However the bonus would make the cap stronger than this slight change to recharge time that is in this version of the Sac. So the extra bonus, as a replacement, to heavy missiles and HAM's has changed the amount of DPS this boat can put out, and perhaps even prompt the dropping of the usual 2 BCU's in favor of more cap recharge or an even stronger active or passive tank.

ZEALOT
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Amarr Cruiser Bonuses:
10% bonus to Medium Energy Turret capacitor use
5% bonus to Medium Energy Turret rate of fire
Heavy Assault Cruiser Bonuses:
10% bonus to Medium Energy Turret optimal range
5% bonus to Medium Energy Turret damage
Slot layout: 5H, 3M, 7L; 5 turrets, 0 launchers
Fittings: 1180 PWG, 320 CPU
Defense (shields / armor / hull) : 980(-4) / 2250 / 1670(-18)
Capacitor (amount / recharge rate / cap/s) : 1500 / 285s (-50s) / 5.26/s (+.78)
Mobility (max velocity / agility / mass / align time): 210(+1) / .553 / 12580000 / 9.64s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+20km) / 306 / 6
Sensor strength: 21 Radar(+8)
Signature radius: 125
The Zealot has long been one of the most used HAC's in game because of both it's small sig radius AND large native resists and tankability. It is to the armor tanking world, what the "Fist" or AHAC doctrine was centered around. I'm not expecting any huge changes to the Zealot and unsurprisingly we see very little change here but it's the role bonus that brings up a good question. Is the MWD Zealot going to replace the AB Zealot in AHAC doctrines?

With the built in 50% reduction in MWD sig penalty, the extra speed afforded by a MWD over a AB could make this already fearsome doctrine, even more aggressive, mobile and deadly. Sure the 125 sig radius will still see some bloom, but the addition of the extra speed will more than make up for the radius increase. This is a little unusual, because previous "kings of their class" ships while being left alone actually suffered quite a few nerfs, looking at the Minmatar ships that suffered a loss of usability caused by the balancing of other ships up to their level, the Zealot doesn't suffer similarly and remains in one of the strong positions in the HAC lineup.

Command Ships

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
3% bonus to strength of Armored Warfare and Information Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1)
Fittings: 1500 PWG (-75), 400 CPU
Defense (shields / armor / hull) : 2900(-463) / 5300(+695) / 4600(+276)
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)
Laser shows are pretty and having 6 medium pulses used to be the short route to putting off an impressive display. Sadly, with the loss of One turrets, it loses he extra "cool factor." If there ever was such a thing. Truth be told the Abso never saw much in the way of combat but could always tank, actively, very well thanks to it's impressive armor profile and huge base resists. Now with a buff to it's armor resists up to the Damnation's level of resists the Abso might see a surge in use in armor gangs that the Damnation and it's three links used to long hold.

Truth be told I don't see this happening as the Damnation still holds the advantage in huge tank with the bonus to HP per level, but the Abso could be a very effective and strong addition to smaller <20 gangs.="" man="" p="">

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
3% bonus to strength of Armored Warfare and Information Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers
Fittings: 1300(-290) PWG, 500(+25) CPU
Defense (shields / armor / hull) : 3600(+137) / 4700(+95) / 4400(+76)
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
Another ship that was king of it's class was the Damnation. Long used as a link support ship and the designated "cyno carrier" in most fleets, now the Cynonation can share that dubious honor with the Abso, but will still be mostly dominant in larger fleets mainly because of the huge 50% at level 5 bonus to armor HP that continues to make the Damnation such a huge flying brick.

With it's changes to damage potential, the Damnation might actually become a much more capable combat BC than it was prior and might see use in roaming smaller gangs because of it's increased DPS output as well as a hefty tank.

Recap

Overall the Amarr were the kings of both the HAC and CS tree's in the meta before Odyssey 1.1 and look to continue that trend by providing options that their t1 counterparts are unable to do. Main reliant on their t2 resists to have an improved rep profile for Logstics and large enough DPS numbers and utility to continue to be the mainstays of large armor fleets, especially the improved Damnation's damage and the Zealot's new ability to fit a MWD with just a fraction of the signature radius.

Source links

HAC changes
CS changes
Armor Rep Changes
Domi Tracking bonus change
Gang bonus changes
Rail/Arty Changes

Caldari HAC and CS changes

Odyssey 1.1 and your continued changes, this time with the Caldari HAC and CS changes! I think this'll be a good one!

Just as a disclaimer because I won't talk about it too much, HAC's across the board are getting a boost to their sensor strengths to bring them in line with t1 battleships in the 20-24 range it appears. Now this is a huge improvement across the board in response to EWAR so it does make a big difference, but I just don't want to have to circle around and mention it every time. They are also receiving a role bonus that provides a 50% reduction in MWD signature radius penalty (bloom). This is also quite significant, but mostly brings into question if AHAC doctrines will become MWD doctrines instead. Additionally HAC's got a bonus to their capacitor recharge rates and capacitor amounts in order to hopefully allow more cap hungry setups.

Heavy Assault Cruisers

CERBERUS
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Caldari Cruiser Bonuses:
5% bonus to Kinetic Missile damage
10% bonus to Missile velocity
Heavy Assault Cruiser Bonuses:
10% bonus to Missile flight time
5% bonus to Missile Launcher rate of fire
Slot layout: 6H, 5M, 4L; 0 turrets, 6 launchers(+1)
Fittings: 800 PWG(+165), 520 CPU(+80)
Defense (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6)
Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 235s (-100s) / 5.1/s (+1.93)
Mobility (max velocity / agility / mass / align time): 220(+45) / .463 / 12720000 / 8.17s
Drones (bandwidth / bay): 15(+15) / 15(+15)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+15km) / 282 / 6
Sensor strength: 24 Gravimetric(+8)
Signature radius: 135
Care-bear-r-us... That's pretty much all I ever thought of when I saw this ship, both in space and in fights. I know it's got some good advantages, but honestly, I just remember it back from it's days and a missile spamming PVE god. How things have changed.

It's dropping it's utility high (finally) for another launcher spot, and adding a chunk of PG and cpu to be able to fit out the highs with a full loadout of HML, RLML, or HAM's with varying amounts of tank. Additionally it's finally scoring some drones to even it out vs closer brawling tackle, so now it too can fit EC-300s!

The extra mobility and extra launcher slot will easily update this to be one of the better HAC's post-change.

EAGLE
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Caldari Cruiser Bonuses:
10% bonus to Medium Hybrid Turret optimal range
4% bonus to shield resistances
Heavy Assault Cruiser Bonuses:
10% bonus to Medium Hybrid Turret optimal range
5% bonus to Medium Hybrid Turret damage
Slot layout: 5H(-1), 6M(+1), 4L; 5 turrets, 2 launchers
Fittings: 990 PWG(+115), 440 CPU(+2)
Defense (shields / armor / hull) : 2500(+391) / 1250(-16) / 1550(+3)
Capacitor (amount / recharge rate / cap/s) : 1350(-25) / 255s (-80s) / 5.29/s (+1.2)
Mobility (max velocity / agility / mass / align time): 180(+16) / .576 / 11720000 / 9.36s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+20km) / 252 / 8
Sensor strength: 25 Gravimetric(+7)
Signature radius: 140(-10)
The Boa's big brother, the Beagle is getting a sort of nerf/boost with the now live changes. That is, it's losing a valuable high slot for an extra mid. Usually in a brawler HAC, with cap dependent weapons I like to see either a nos in the high to keep things running or enough mids to fit a cap booster to do the same. Now the Beagle has gone from nos to cap booster. With the rail changes it should also become a feared sniping rail platform, but I think the real bonus will be with blasters and brawling.

Command Ships

Nighthawk
Caldari Battlecruiser skill bonuses:
4% bonus to all Shield Resistances
7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage
Command Ships skill bonuses:
7.5%(+2.5) 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)
3% bonus to strength of Siege Warfare and Information Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1)
Fittings: 1000 PWG (+290), 560 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 
This is also getting the five weapon system treatment now so familiar to all the Command BC's out there. This means that the Nighthawk is gaining a RoF bonus and a damage bonus and retains it's powerful missile explosion radius bonus to boot. Now this will be doing even more damage, per missile, to smaller ships, and receiving a bonus to Siege (shield) warfare modules and the newly acquired Information Warfare links, for what I imagine will be the suddenly more popular ECM blob ships. With one of these in fleet, suddenly Blackbirds will be like falcons, but at a much greater range.
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
3% bonus to strength of Siege Warfare and Information Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
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)
Keeping in line with the blaster Eagle, the Vulture is the "hybrid" Command BC platform. Prior to this change it was mostly seen as a floating brick tank, capable of absorbing massive amounts of damage, as well as pushing out good link status, but with relatively little DPS. Not much has changed here, the slot loadout remains the same, with the bonus to the ship across the board stating the same, just mostly the Siege warfare and Information warfare link bonus getting changed and added.

Recap

Overall I think the Cerb is the clear winner out of these four ships. The added mid slot and added fitting adds a lot of versitility for what is otherwise an underused ship. Does it do enough to be better than a flight of Drakes, caracals or Tengu ball? Probably not, but does it become a more viable cruiser sized attack ship? I think definately and it may surprise some lowsec and nullsec residents when they suddenly start getting killed by kiting solo Cerbs. Not that they aren't already getting killed by solo Cynabals!

Source links

HAC changes
CS changes
Armor Rep Changes
Domi Tracking bonus change
Gang bonus changes
Rail/Arty Changes

Tuesday, August 27, 2013

SCL 4 Team drawings completed!

With the fourth SCL drawing near, the random draw for the remaining ten slots has finally been completed. Full details can be found at this link.

Or I am just going to copy it all in here.

Pandemic Legion and Reputation Cartel, as top 4 finishers in SCL 3, are guaranteed spots. Insurance Fraud Inc and Warlords of the Deep did not return this round.

This leaves 10 spots from the random drawing, so the first 10 teams on this list get in. I will be mailing these team captains to collect the entry fee.

1. Team Mincemeat
2. TEST Tourney Team Please Ignore
3. Spiritus Draconis
4. EXEceptional Otters
5. DeepWater
6. Pandemic B-Lues
7. Black Legion
8. Footwork
9. Top Three Teams from ATXI
10. Verge of Collapse
Your Boats Don't Count
RONIN
xX.Shadoo.For.Queen.Xx
Reputation Cartel
Late Night Alliance
CVA
Jakkaru's Revenge
Cerberus Allstars
Penumbra
Zulu Squad
Pandemic Legion
No Boundaries
Nulli Secunda
AT Renegades Council (RIOT)
Now with all 12 teams chosen the SCL can continue down the path for what is likely the most talked about tournament so far. Mainly because of the screen time the SCL commentators received during ATXI and the still relatively high interest around the SCL and alliance tournaments.

Unfortunately, my Rote Kapelle-filled team (No Boundaries) did not make the cut, but Reputation Cartel is guaranteed a spot. So no SCL for me! Maybe SCL5. In any case the SCL website remains down, but the bracket will now be filled in with actual team names.

Also, thanks Poetic, who pointed out that the teams that were guaranteed spots were also in the random drawing, those being both PL and Reputation Cartel.