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.

Monday, August 26, 2013

Gallente HAC and CS changes

With Odyssey 1.1 a host of new changes are coming online for game mechanics in general but also specific to Command Ships and HAC's. This is my breakdown post for the changes as they currently stand, Gallente edition.

As I said in the Minmatar breakdown, All HAC's are getting a new role bonus to MWD signature bonus, this will reduce all MWD bloom by 50%. They are also getting an across the board buff to their sensor strengths to bring them in line with t1 BS instead of cruisers. This is in the 21-24 range of sensor strength. 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 Crusiers

DEIMOS
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Gallente Cruiser Bonuses:
5% bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repair amount
Heavy Assault Cruiser Bonuses:
10% bonus to Medium Hybrid Turret falloff
5% Medium Hybrid Turret damage
Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 0 launchers
Fittings: 1050 PWG(+60), 360 CPU(+10)
Defense (shields / armor / hull) : 1200(+40) / 2100(+60) / 2550(+19)
Capacitor (amount / recharge rate / cap/s) : 1400(+25) / 225s (-110s) / 6.2/s (+2.1)
Mobility (max velocity / agility / mass / align time): 230(+22) / .475(-.055) / 11460000 / 7.54s(-.875)
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 85km(+20km) / 270 / 6
Sensor strength: 22 Magnetometric(+7)
Signature radius: 150(-10)
The Deimos or the more commonly known Diemost was popular for a while, then unpopular and then popular with the "kool kids" and then unpopular again and now might once again see the light of day in regular fleet ops. Well if everything goes according to plan that is.

Like several other HAC's the Deimos keeps it's original bonuses but then gets some very beneficial changes to it's slot layout. To be exact, it's gains another mid slot at the cost of a high. With already having 6 lows it's utility high was scrapped and moved into a mid slot providing that extra slot needed for fitting full tackle AND a capacitor booster needed so badly on this ship to keep the guns and reps running throughout a fight. It's also picking up some needed PG and CPU to allow for the extra module needed in the mid slot. Extra speed has also been added, along with a touch more agility, extra lock range and better capacitor recharge.

Overall the extra speed, mid slot and increase to agility will allow the Deimos to finally outlast it's long earned name.
ISHTAR
Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
Gallente Cruiser Bonuses:
7.5% bonus to Heavy Drone speed and tracking(was 5% bonus to Medium Hybrid Turret damage)
10% bonus to Drone hitpoints and damage
Heavy Assault Cruiser Bonuses:
5 km bonus to Drone operation range per level
7.5% bonus to Sentry Drone optimal range and tracking speed(was bonus to drone bay capacity)
Slot layout: 4H(-1), 5M, 5L; 4 turrets(+1), 0 launchers
Fittings: 780 PWG(+80), 340 CPU(+55)
Defense (shields / armor / hull) : 1400 (-6) / 1600 (-18) / 2300 (+191)
Capacitor (amount / recharge rate / cap/s) : 1400 (+275) / 265s (-70s) / 5.28/s (+1.9)
Mobility (max velocity / agility / mass / align time): 195(+4) / .52 / 11100000 / 8.43s
Drones (bandwidth / bay): 125 / 375(+250)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+20km) / 294 / 7
Sensor strength: 23 Magnetometric (+7)
Signature radius: 145
Wow. That's it, just wow. This is a dedicated Drone ship if I've ever seen one. Not only that but this is borderline OP in so many cases. The only thing that makes it more fair is that the bonus to speed and tracking is only to heavy and sentry drones. But the 10% damage bonus is still to every type of drone it can field, which as usual is pretty scary. With the Odyssey 1.1 Dominix bonuses stacked on top of a drone operation range bonus, even more drone bay, and more lock range, this thing is a beast. The price it has to pay is one high slot. I think the trade is worth it. Drones alone, Ishtars will be doing between 600-700 DPS with close range sentries and only slightly lower with Heavy drones, without a full low rack of Drone Damage Augmenters, which can boost damages up to 700-900 DPS total. Truly this is once again a formidable opponent at range. Being cruiser sized does come with one downside, lower HP, and it retains the usual Gallente weakness to explosive damage in it's armor.

The Ishtar retains it's ability to cross tank, that is be either a shield or an armor tank, and do both effectively with the shield tank being marginally weaker due to the EM resist, but then supplemented by the fact that the usually weak explosive hole is plugged in the shields. The Ishtar, once again, is going to beat out most other drone boats and be a king of the space-lanes.

Command Ships

Astarte
Gallente Battlecruiser skill bonuses:
7.5%(+2.5) bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repairer effectiveness
Command Ships skill bonuses:
7.5% bonus to Medium Hybrid Turret rate of fire (was 5% damage)
10% bonus to Medium Hybrid Turret falloff
3% bonus to strength of Armored Warfare and Skirmish Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
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) / 4900(+576) / 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
So if you saw the changes to the Sleipnir, you know that none of the 7 gunned beasts are safe. The Astarte has been reduced to 'just' 5 guns, but don't worry, it's got the dual damage bonus to pick it back up and give it the meaty feel of shooting 7 guns at once. Like the Sleipnir the Astarte is also receiving a alignment of it's resists to the Eos level and gaining a slight boost to it's drone bay up to 75 from the previous 50, but retains the 50m3 drone bandwidth limitations.

The interesting thing here is that with the changes to rails, Railtarts become a much more viable option even if the Falloff bonus isn't a Optimal range bonus on this ship. As usual, the astarte receives a active rep bonus that could really shine with the incoming bonuses to local reps also happening in 1.1. The 7.5% bonus per level could make this an active tanked beast for smaller to mid ranged fleets and even more so for solo pilots out looking to score a kill or two before help can arrive. The Astarte loses the information warfare bonuses but in return receives bonuses for both Armored warfare and Skirmish. A more than fair trade off.

Otherwise it has a decent slot layout, fine for active or passive armor tanking. For those adventurous types, it does keep it's 4 midslots, enough for a passive shield tank.
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)
3% bonus to strength of Armored Warfare and Skirmish Warfare links
Fixed Bonus:
Can fit up to three Warfare Link modules
Slot layout: 6 H (-1), 4 M, 6 L, 4 turrets (-1)
Fittings: 1200 PWG (-225), 425 CPU (-25)
Defense (shields / armor / hull) : 3300(-544) / 5100(+776) / 5500(+695)
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
When the Eos was first introduced, it had the ability to field 5 heavy drones and outside of the regular combat command ships, it was one of the more used command ships in the game. Truth be told with it's great slot layout and the damage from 5 bonused Heavy drones, it was quite a beast. Then it was nerfed down to 75m3 bandwidth, quite a blow to a drone based ship if ever there was one. From there the Eos fell in popularity, only rarely seen in space or in Alliance tournament and NEO setups for it's unique information warfare bonus.

Well it's time has come again. Boosted back up to 125m3 bandwidth and a large 250m3 drone bay, enough for two flights of sentries or heavies, the Eos is back! In addition to this good news the Eos has gone on a diet, lost a bit of weight, added a bit more lock range, hardened it's armor tank, and got ready to be an passive tank brawler or a very effective actively tanked dominator in small to mid gang sized fights. It got a rather sneaky bonus as well, a tracking bonus per command ships level, which incidentally boosts a rail based setup to support those ranging drone packs.

Recap

As we can see, if there are ever winners and losers in the mad race of nerfs and buffs, the Gallente definitely came out as one of the winners in this set of changes. Every ship is improved and even ones that were still good got a needed boost. In this case the HAC's do a good job of both improving on and providing the quality needed to match their increased price tags. As for the Command ships here, I think they are strong, but will have their niche uses. By that I mean the active tank bonus is still good, but in larger fleet fights, that being 20+ people, alpha is still going to be too high for the active tank to be used fully. In smaller gangs, the rep bonus will allow insane amounts of DPS sponged while they sitll put out close to or above 1k DPS.