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Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:06:00 - [1]
 

Edited by: Gabriel Karade on 19/06/2010 17:47:33

Background



There has ever present creep towards harmonising all races/flavours of ships, doctrines and weapons. Which, let’s face it, makes for a rather dull game.

Gallente?? Is that a band?...

Not quite… Long ago in a universe far far away...*Thwack* Right back at the beginning Gallente were the Blaster race; short range, punch-you-in-the-face while doing it with flair (the Megathron is still, the sexiest ship in New Eden). Ship bonuses were in fact, blaster specific.

Today they are looking somewhat fat and tired. I've flown Blaster-boats (Megathrons in particular) since 2004 and seen them progressively become more and more irrelevant to the combat environment. This has pushed Gallente 'doctrine' from the well defined:
Quote:
"typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies." - Thorax


to a fuzzy ill-defined doctrine, of trying to compete with Amarr/Caldari ships at medium ranges, with little advantage gained from going in at short (sub 10km) ranges. Drone ships are still ok, but then, they consist of a whole six ships out of the entire Gallente fleet.

So, it's time for more than just some Botox…

Rule #1: Thou shall blast thy enemies into tiny bits, lest thy name be Roden.



- All Blasters to receive 50-75% increased tracking, null tracking penalty increased accordingly. Ship tracking bonuses to be removed.

- All Blasters overload bonus increased from 15% to 30 - 50%. Heat damage adjusted to allow for 1.5x to 2x as long overheating.


Blaster ships should be able to deliver a knock-out blow at point blank very quickly. Because of the way the tracking formula works, moving into point blank really screws up your own hits regardless of the fact your target is now bigger, the tracking boost mitigates this. Secondly it makes no sense that half the blaster line-up can hit reasonably well up close and the other half can not. Tracking bonuses are therefore removed and replaced.

There has been an ever present creep of the middle range weapons, pulse lasers and missiles, to the point where the damage advantage of blasters is underwhelming. Rather than simply add another 10% or so, boosting the overload bonus gives a distinct racial feel, much like the Minnies and their huge alpha, and gives you more options. Do you go for a quick knockout blow, damaging the guns in the process? or do you stick it out for the long run.



Rule #2: Thou shall perform “Le Freight train” or “Le Sneaky beaky” to confuse thy foe.



Bonuses are re-arranged to give two flavours of blaster boat, those that MWD into range taking huge amounts of punishment (armour bonus), or an AB bonus to mitigate damage on a slower approach.

Or.... an alternative proposal....

Rule #3: Thou shall not forsake thy drone bay.



Drone bandwidth was added as a feature to allow ships to have bigger drone bays without upsetting balance in terms of DPS. Somewhere along the line the devs developed amnesia (d’oh!). In two centuries the Gallente haven’t forgotten the reason why they developed drones in the first place and so…

Gallente Battleships/Battlecruisers: +25m3
Gallente Cruisers/Destroyers: +10m3
Gallente Frigates: +5m3

Cascade this down the T2 line-up except where no drone bay currently exists.



Rule #4: Roden, may thou art be a sneaky bugger, but no Caldari. One does hope…



Quote:
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones…


erm… no.
Time to remove the split weapon bonuses, and besides there is only one [current] Roden ship that doesn’t use drones! Modern Gallente doctrine may be balls-to-the-wall up close with ze blasters. But it was not always the case. They used to favour long range with the drones covering up close, therefore consider the ‘Roden doctrine’ to be a throwback:

Quote:
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor railguns over blasters…


Missiles bonuses to be removed and replaced with Hybrid range bonuses. Of the three main Gallente ship manufacturers you can therefore see the distinct flavours become:

Duvolle: “Fire Ze Blasters!” (Second bonus, RoF, third bonus, Falloff, where applicable)
Roden: “Non! Fire Ze Railguns!” (Second bonus, Optimal range, third bonus, Damage, where applicable)
Creodron: “Hey guys, do you think if we stripped out some of the crew we could add some more drones…” (no change).

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:12:00 - [2]
 

Frigates/Destroyers



As per all races, Gallente frigates cover a huge range of roles, but generally speaking; get up close with the enemy and shoot them at point blank, bar a number of specialised longer-ranged roles. Given the Gallente doctrine for short-range fighting, they are particularly important in preparing the battlefield for the bigger ships; providing suitable warp-in positions for the big ships to close with and destroy the enemy.

1:



(T1) Atron

The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel.

Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff and 5% Small Hybrid Turret damage per skill level.

- no changes, it’s essentially a T1 tackler.



(T2) Taranis:

Developer: Duvolle Labs

Duvolle labs manufactures sturdy ships with a good mix of offensive and defensive capacities. Since its foremost manufacturer of Particle Blasters its ships tend to favor turrets and thus have somewhat higher power output than normal.

Gallente Frigate Skill Bonus: 10% Small Hybrid Turret damage per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% Small Hybrid Turret tracking speed 10% bonus to Small Hybrid Turret falloff Per Interceptor Skill Level

- The Taranis is a thoroughbred blaster-boat, whose role is to destroy enemy support on a one-to-one basis first, tackle larger ships second. With the tracking boost cascade down the Atrons falloff bonus, aiding this role.



(T2) Ares

Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles railguns over drones blasters and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.

Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per level 10% bonus to Small Hybrid Turret Optimal Range per level.

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level

- A Roden boat, so the tracking bonus is replaced with a hybrid optimal, in keeping with its role of long range tackling.


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:13:00 - [3]
 

Edited by: Gabriel Karade on 23/04/2010 18:58:23

2.



(T1) Incursus

The Incursus is commonly found spearheading Gallentean military operations. Its speed and surprising strength make it excellent for skirmishing duties. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance.

Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff 20% increase to Afterburner speed boost bonus per level and 5% bonus to Small Hybrid Turret damage per skill level.

- In keeping with Rule #2 the Incursus is of the second variety, using speed and low sig radius to close with it’s target. Currently with a 1mn AB II an Incursus travels 1109 m/sec with no plate and maximum skills, 1454 m/sec with overload. This obviously doubles with a 20% bonus. Tricky call given the potential for nano-mischief, though as you’ll see this bonus is on T1 frigate variants only
.

Edit: 23/4/10. I'm still unsure as to the AB bonus here, but one thing that has come to light is the Incursus is missing a slot - all other races have a 9-slot frigate, and so a 3rd low slot for this little chap should be considered.



(T2) Enyo

The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles railguns over drones Blasters and their ships generaly possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.

Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret Damage per level

Assault Ships Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
7.5% bonus to Small Hybrid Turret Tracking Speed per level
5% bonus to Small Hybrid Turret Damage per level

- The Taranis already fulfils the role of destroying support up-close solo (3 mids, interceptor speeds). Given that the Enyo is quite fat, and only has 2 mids, its role is a Roden-orientated role, i.e. railguns, though you could still blaster fit it if you wished. Note: the Incursus AB bonus would be totally OTT on an assault ship, hence why it is not getting it :-P



(T2) Ishkur

- no changes, it’s a happy little drone boat.
\o/


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:14:00 - [4]
 

3.



(T1) Tristan

Often nicknamed The Fat Man this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market.

Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level. 10% bonus to armor hitpoints per level

- He’s not fat, he’s big-boned! In accordance with Rule # 2 it follows “Le Freight train” logic – MWD in taking a beating but have the muscle to survive. Doesn’t have the speed and low sig of the Incursus, it’s just a brick, flying right at you…



(T2) Nemesis

- no changes, it does what it says on the tin, though I would have preferred to see ‘Bombers’ in general, using more ‘Bombs’ but hey…



4.



(T1) Maulus

The Maulus is a high-tech vessel, specialized for electronic warfare. It is particularly valued in fleet warfare due to its optimization for sensor dampening technology.

Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level. 10% bonus to Remote Sensor Dampener effectiveness per skill level.

- Many a moon ago, RSDs where completely OTT, and used on every ship. Predictably the nerf sledgehammer hit, but it is time to consider a stronger bonus on the dedicated Gallente EW boats. Currently a RSD II gives a 21.25% effect on a non-bonused ship, 26.5625% on a bonused ship. The above changes increases this to 31.875%.



(T2) Keres

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

Gallente Frigate Skill Bonus: 5% bonus to remote sensor dampener effectiveness 10% bonus to remote sensor dampener effectiveness and 10% reduction in remote sensor dampener capacitor need per level

Electronic Attack Ships Skill Bonus: 10% bonus to warp disruptor range and 10% reduction in warp disruptor capacitor need per level.

- with the beefed up Maulus RSD bonus cascaded through, the Keres becomes less of an annoyance and more of a series EW contender.


All remaining Frigates including T2 derivatives are unchanged.

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:15:00 - [5]
 

5.



(T1) Catalyst

- no changes, fairly useful in FW, has similar issues to all destroyers in larger scale stuff. Personally, I’d reduce the sig on all destroyers a bit, and give them a bigger optimal range ‘role bonus’, pretty much as they had when first tested out on Sisi.



(T2) Eris

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles railguns over drones blasters and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than that of their competitors’.

Destroyer Skill Bonus:
10% bonus to Small Hybrid Turret falloff per level
10% bonus to Small Hybrid Turret tracking speed per level

Interdictors Skill Bonus:
5% bonus to Rocket and Light Missile thermal damage per level
10% bonus to Small Hybrid Turret damage per skill level.
10% bonus to Interdiction Sphere Launcher rate of fire per level

- In light of Rule #4 it is re-focused for railguns, but given, as stated many times, changing turrets on the model isn’t possible, the bonus is accordingly larger. Note: The Minnie equivalent, the Sabre, has equivalent of 8.75 turrets, so I don’t believe 5 with the bonus is OTT.


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:16:00 - [6]
 

Cruisers



Gallente cruiser doctrine is split essentially 50/:50
- close-range combat support: tearing up the enemy support one vs. one or ganging up on bigger ships at point blank.
- long-range support: pinning enemies down with long range scramblers/disrupters while dampening, or providing remote armour repair/tracking boosting.

1.



(T1) Celestis

The Celestis cruiser is a versatile ship which can be employed in a myriad of roles, making it handy for small corporations with a limited number of ships. True to Gallente style the Celestis is especially deadly in close quarters combat due to its advanced targeting systems.

Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret Damage and Remote Sensor Dampener effectiveness per skill level 10% Remote Sensor Dampener effectiveness per skill level.

- Following on from the Maulus line, the Celestis gains a beefed up RSD bonus.



(T2) Arazu

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level 10% bonus to Remote Sensor Dampener effectiveness per level.

Recon Ships Skill Bonus: 20% bonus to warp disruptor range and -96% to -100% reduced CPU need for cloaking device per level.

- The ‘Klingon Bird of Prey’ of New Eden, with the updated blasters and beefed up RSD bonus the Arazu becomes a very nice lone hunter, and, if you’re that way inclined, can still light cynos for cap ships.



(T2) Lachesis

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles railguns over drones blasters and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than that of their competitors’.

Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% bonus to Remote Sensor Dampener effectiveness per level 10% bonus to Remote Sensor Dampener effectiveness per level

Recon Ships Skill Bonus: 20% bonus to warp disruptor range and 5% bonus to Heavy Missile Launcher and Assault Missile Launcher rate of fire per level 10% bonus to Medium Hybrid Turret Optimal Range per level.

- Unlike the Arazu, the Lachesis is very much a conventional gang ship. In keeping with the Roden theme, it exchanges the missile damage bonuses for optimal range bonuses. It doesn’t need to do loads of damage; it’s a gang-orientated EW boat.


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:17:00 - [7]
 

2.


(T1) Thorax

The Thorax-class cruiser is the latest combat ship commissioned by the Federation. While the Thorax is a very effective ship at any range, typical of modern Gallente design philosophy it is most effective when working at extreme close range where its blasters and hordes of combat drones tear through even the toughest of enemies.

Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage per level and 5% increase to MicroWarpdrive capacitor bonus per level.

- No changes. Aside from the Megathron, this is, for me, the greatest ship in New Eden and even now, 6 years down the line I still come back to it. It’s brilliant at what it does and the cost it does it at. I like the cap bonus, and so in a slight variation on Rule #2 I’m leaving it intact.



(T2) Deimos

Sharing more tactical elements with smaller vessels than with its size-class counterparts, the Deimos represents the final word in up-close-and-personal cruiser combat. Venture too close to this one, and swift death is your only guarantee.

Developer: Duvolle Labs

Rumor has it Duvolle was contracted by parties unknown to create the ultimate close-range blaster cruiser. In this their engineers and designers haven't failed; but the identity of the company's client remains to be discovered.

Gallente Cruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 5% increase to MicroWarpdrive capacitor bonus per level

Heavy Assault Ship Skill Bonus: 10% bonus to Medium Hybrid Turret falloff 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Medium Hybrid Turret damage per level 5% bonus to Medium Hybrid Turret rate of fire per level

- The ‘Diemost’. I often think, where did it go so horribly wrong? The Thorax does a great job, why does it not scale up with the Deimos? (Initially, if only because the Thorax could use 5 heavy drones :-D). I’m going out on a bit of a limb on this one; the MWD sig bonus should give a massive boost to survivability as it is zipping around the battlefield ‘sharing tactical elements with smaller vessels’, hopefully justifying it’s price tag.

- The change to a Rof bonus, coupled with the blaster changes, should ensure it finishes its business quickly once on a target (Rule #1). I don’t believe in the ‘4th mid-slot’, we’d just see more shield tanked abominations flying around :-S



(T2) Phobos
Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles railguns over drones blasters and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.

Gallente Cruiser Skill Bonus: 5% bonus to medium hybrid turret damage and 5% bonus to armor resistances per level

Heavy Interdictors Skill Bonus: 10% bonus to medium hybrid turret falloff per level10% bonus to Medium Hybrid Turret Optimal Range per level and 5% bonus to range of warp disruption fields per level

- Again, a Roden ship, therefore following Rule #4, a bonus more suited to fitted railguns over blasters. Interestingly the phobos has no drone bay, but I wouldn’t alter this as you start to drift towards the Deimos role.



Other than that, no further changes to Gallente cruisers. What?? No Vexor and cousins?... Nope, I believe they fulfil their role as drone boats, with some capacity for blasters, perfectly adequately. You could choose to fit railguns too, Credron don’t really care either way :-P

The Exequror and derivatives perform their RR role adequately, the Exequror is a cheap, and well, cheap, RR ship/noob friendly cruiser (mining e.t.c), and you can’t really complain about the Oneiros as a logistics ship.


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:19:00 - [8]
 

Battlecruisers/Battleships



Gallente Battlecruisers and Battleships as per other races role is to apply DPS to targets while soaking up damage. However, they share more in common with their cruiser counterparts than other races ‘ships of the line’. While equally at home fitting railguns or blasters, it is in the latter role they are to really shine, out tracking and out fighting anything up close – the sub 10km ‘zone of death’. The support fleet emphasis in this case, is of course, to ensure the big ships start close enough to their targets to get into range.


1.



(T1) Brutix

One of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice.

Battlecruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness per level 20% increase to Afterburner speed boost bonus per level

99% reduction in the CPU need of Warfare Link modules

- As per Rule #2, the Brutix gains the ability to close with targets while mitigating damage. Since the speed changes, the bigger blaster boats have lost a lot of the ability to control range/transversal, both with scramblers shutting down MWDs and lower base speeds. The AB is a good compromise, you won’t go quite as fast as a MWD (see below for more numbers) but you’ll have more capacitor, take less damage on the way in and gain more control once into optimal range. A lot of Brutix pilots actually already forgo the repair bonus and go with shield buffers (*spits*!
:-P)



(T2) Astarte

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

Battlecruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness per level 20% increase to Afterburner speed boost bonus per level

Command Ships Skill Bonus: 5% bonus to Medium Hybrid Turret damage 5% bonus to Medium Hybrid Turret rate of fire per level and 10% bonus to Medium Hybrid turret falloff per level

- Cascade down the Brutix bonus. As per the Deimos, and Rule #1 the second damage bonus becomes a ROF bonus.



(T2) Eos

Developer: CreoDron

As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Eos can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.

Battlecruiser Skill Bonus: 5% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness per level 20% increase to Afterburner speed boost bonus per level.

Command Ships Skill Bonus: +15 m3 extra Drone Bay space and 3% bonus to effectiveness of Information Warfare Links per level

Role Bonus: 99% reduction in Warfare Link module CPU need. Can use 3 Warfare Link modules simultaneously.

- For consistency, cascade down the same bonus as the Brutix. While you could argue the loss of repair bonus affects survivability it really doesn’t – it is a fleet command ship, reliant on high resistances and RR from gang mates to survive. The AB bonus helps, as you have more cap and still have sufficient speed to, for example, get back onto a gate when in a RR Battleship gang. I’m wary of changing the bonus from information warfare links to armoured, as you make a poor mans Damnation, and diversity is the aim.


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:20:00 - [9]
 

2.



(T1) Myrmidon

Worried that their hot-shot pilots would burn brightly in their eagerness to engage the enemy, the Federation Navy created a ship that encourages caution over foolhardiness. A hardier version of its counterpart, the Myrmidon is a ship designed to persist in battle. Its numerous medium and high slots allow it to slowly bulldoze its way through the opposition, while its massive drone space ensures that no enemy is left unscathed.

Battlecruiser Skill Bonus: 10% increase to drone hitpoints and damage dealt by drones, and 7.5% increase to armor repair amount per level

- No bonus changes. The Myrmidon of old was OTT, no argument there. It has a fantastic slot layout and given it is a drone boat, can dedicate its low lots to a chunky armour tank. However, given it only does the DPS of the T1 cruiser equivalent, and comparing to the ‘wow’ factor of other Tier 2 BC (hello Hurricane) maybe it is time to buff the drone bandwidth to the middle ground i.e. 100m3.



3.



(T1) Megathron

The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.

Gallente Battleship Skill Bonus: 5% bonus to Large Hybrid Turret damage and 7.5% bonus to Large Hybrid Turret tracking speed per level 20% increase to Afterburner speed boost bonus per level

- Following the Incursus -->Brutix lineup and Rule #2. This partly distinguishes the Megathrons core blaster role from the Hyperion (see below). In terms of the numbers: A single plate, dual trimarked Megathron currently goes 119 m/sec, 319 m/sec (418 with overload) using a 100mn AB II. With the boost, that increases to 638 m/sec (836 with overload). As per the Brutix you lose some closure speed but gain: a) Damage reduction vs. other Battleship weapons on closing, in particular vs. torpedoes, and damage reduction vs. other Battleship weapons up close, particularly Mega-Pulse lasers, b) Control of the engagement range/transversal when in the 10km zone, c) Increased capacitor.

- With the blaster changes this does I feel, give the Megathron its close-range edge back. You could argue the loss of the bonus affects Railgun performance, but at the typical ranges involved for long range turrets, the tracking bonus is largely irrelevant anyway and, in keeping with Gallente doctrine and Rule #1, blasters come first.



(T2) Kronos

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage and 10% bonus to the velocity factor of stasis webifiers per level

Marauder Skill Bonus: 7.5% bonus to repair amount of armor repair systems and 7.5% bonus to large hybrid weapon tracking per level 20% increase to Afterburner speed boost bonus per level

Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams

- Bonus as per the Megathron. Arguably the best of the current blaster ships, apart from the fact you are a sad panda when you loose one unless you are filthy rich. The change has a slightly increased effect on the Kronos due to increased base speed, though this is tempered slightly by the higher base mass.


Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:21:00 - [10]
 

Edited by: Gabriel Karade on 19/06/2010 17:39:25
Edited by: Gabriel Karade on 07/03/2010 10:25:10

4.



(T1) Hyperion

Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.

Gallente Battleship Skill Bonus: 5% large hybrid weapon damage and 7.5% bonus to armor repair amount of armor repair systems per level 10% bonus to armor hitpoints per level.

- Follows the Tristan --> lineup. In keeping with Rule #2, this is beyond any doubt, “Le Freight train”. When Tier 3 BS where released, they were supposed to be a fleet-orientated role... so the Hyperion got a self-repair bonus *facepalm*. Replacing with a passive bonus makes more sense on a boat using a MWD and eight cap-hungry guns. This also distinguishes it from the Megathron, currently both trying to compete in the same role. Given that we regularly see shield tanked Hyperions around now, the writing is already on the wall for this bonus.


Dominix et al? I seriously doubt anyone would argue the Dominix needs any changes; it performs admirably as a drone boat with blasters/railguns/RR/neutralizers as and when required.

Final words



Apologies for such a long post, congrats on reading it :-P

Number crunching for the effect of removing the Megathron tracking bonus, and the tracking boost, can be found here and here.

Afterburner bonuses



After some discussion I do agree some form of drawback may be required. Given the doctrinal 'aim's' a cap usage/fitting penalty wouldn't make much sense, however following testing I've gone with 10% bonus to inertia per level as a possible way forward, i.e. increased straight line speed at the expense of turn radius. Doing this 'per level' ensures initial users are not overly penalised, and the benefit gained from increased speed at higher skill levels is matched by increased drawback.

Whut?? Gallente MkII(b)



Re-visiting this, and based upon a lot of the feedback here, I've been tinkering with an alternative proposal, that splits the Gallente blaster line-up into shield and armour camps.

Navy/Pirate derivatives?

I deliberately ignored these for now as I believe if you get the core fleet sorted out those will sort themselves out in time. Except maybe the Navy Exequror, what an odd ship :-S

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.06 18:58:00 - [11]
 

Edit:

Good lord, that was some atrocious spelling Embarassed

Alpha195
Dead Pilots Society
Posted - 2009.12.06 19:05:00 - [12]
 

I like it. Personally I am a caldari pilot, but ive seen a need for changes in Gallente ships. This has actually inspired me to do a rewrite of Caldari ships. On a related note: where do you find the ship's manufacturer and the manufacturer's combat theory?

Gevic
Posted - 2009.12.06 19:08:00 - [13]
 

Seeing as how CCP hates following through anything to completion, what change do you think is the most pivotal? The one change (ok maybe two) that you would champion to the CSM.

theRaptor
Caldari
Tactical Operations
Posted - 2009.12.06 19:14:00 - [14]
 

I wish you were a dev. You seem to have come up with a very well thought out solution that follows the supposed design philosophies of Gallente without being a "Paper is OP, scissors is weak - signed rock" guy.

At the very least CCP should fix the tracking formula so it takes into account the fact that with real physics you couldn't not hit a target when point blank.

Syberbolt8
Gallente
The Scope
Posted - 2009.12.06 19:28:00 - [15]
 

This seems like it was well written, and its and sound Idea, the ships would gain alot from this without being overpowered.

I wish more posts were like this in these forums...

Alpha195
Dead Pilots Society
Posted - 2009.12.06 19:32:00 - [16]
 

Link this post on the Assembly Hall forum. That is the only one that anyone really pays attention to.

Olthel
Posted - 2009.12.06 20:18:00 - [17]
 

I agree with pretty much everything, well done :D

Besides, Gallente need some love, it's been a while now.

Xorth Adimus
Caldari
Blackwater USA Inc.
Against ALL Authorities
Posted - 2009.12.06 20:27:00 - [18]
 

No to optimal 10% increases on rails, they are not caldari, missiles should indeed be removed and rails used in favour, however rails are not great, I would suggest 7.5% tracking bonus for suggested gallante 'rail' ships this also allows them to be flexable and use rails well or indeed use blasters in a point defensive way and be effective at supplying support fire at mid range with rails.

Hitpoint bonus's, afterburner bonus's, all interesting but would require other races to have similar bonus's/ counters.

Most of all I think the key is blasters, fix them, falloff they should be designed to work in scrambler + web range this is the core purpose of any blaster ship. Battleships would normally rely on scrambling tacklers and would be better off with more fleet level engagement ranges with blasters.

With antimatter - neutrons:
Small blaster optimal 4km - 5km falloff
Medium blaster optimal 8km - 7km falloff
Large blaster optimal 15km - 14km falloff

Similar to current I think more differance between turrets then there is now would be good:
Neutrons longest range, highest fitting requirements, poorer tracking, highest alpha (x0.8 ROF, x1.2 damage)
Ions highest DPS high fitting requirements moderate tracking
Electrons lowest fitting requirements highest tracking of any short range gun and shortest range of it's size class moderate damage (support)

All blasters should get an across the board 20% bonus to tracking, getting in range of blasters should be the last thing any sane non-blaster ship pilot of the same size class would want to do.

Hybrid ammo should effect falloff slightly, using say Faction lead over antimatter for better falloff should be a good option in fleets large blasters should be usable in fleets especially t2 ones.

Blasters would obviously be countered by ECM, neuts, turret disruption or keeping range and or getting in under the guns in a much smaller ship. Hybrids use allot of power to run they use ammo and have restricted damage types. Therefore they have many weaknesses and are therefore balanced with slightly increased range and tracking.

murder one
Gallente
Death of Virtue
MeatSausage EXPRESS
Posted - 2009.12.06 20:37:00 - [19]
 

While I admire your effort and vision of making Gallente worthwhile to fly, I have to disagree with some of your execution.

Some specifics-

Wouldn't an AB speed bonus on battleships (the Kronos for example) bit a bit overpowered when compared to the rest of the BS when running missions? I'm all for a blaster BS that can run down mission runners, but some people might complain...

The Lachesis- I would suggest *not* messing with the missile bonus, or just make it an all missile ship instead. I don't want an optimal bonus to my crappy railguns. It already has a horrible time running/fitting 3x 250mm t2 railguns, that do horrible damage as it is. It's 3x launchers and it's launcher bonus is the only thing keeping it from being useless. I use it all the time to solo mission running BS, solely because it has missile launchers and I can tune the damage type to the target. I suggest dropping the 3x gun hardpoints and adding in 2x more missile hardpoints and keeping your suggested 10% RSD bonus.

The Hype as a buffer tank? Why? We already have a buffer tank in the Megathron. One of the things that I like about the Hype is that with a single active rep and some rigs I can tank the gate guns 100% solo. Sure, it's right on the edge, but with the right setup and max skills it can be a good gate fighter for piracy. If any changes were to be made, I'd suggest increasing it's damage bonus and reducing it's drone bay even further to 7.5% damage per level and around 75m3 of space and 50m3 of bandwidth. That would make it even more gun-biased, which would make it different from the Megathron, much like the Abaddon is different from the Geddon.

As for the AB bonuses on the Brutix and Astarte etc., why not just give them a double damage bonus? I'd take that any day over an AB speed bonus. Is it a lot of DPS? Sure. But look at the tons of drawbacks these ships have with respect to their dependence on MWDs and their lack of range. They have a myriad of weaknesses and only one real strength. I vote we should maximize that strength.

Flawliss
Gallente
Pilots of True Potential
Posted - 2009.12.06 21:59:00 - [20]
 

Edited by: Flawliss on 06/12/2009 21:59:29
I support the Ideas the OP puts out.

The balance between AB and high HP ships sound perfect in connection to blaster improvements

I also support the Idea Of roden being Railgun centric. Roden has needed a MkII for a long time now.

As far as the Lachesis I have to agree with the OP's Idea, if you have to edit its PG CPU numbers a bit then so be it, Nail down the vision first, and work from there.

As far as the Mega vs Hype question, i belive the op gives them a distinct abilities while still allowing both to function as blaster boats.

As such 2 thumbs up, and Gabriel, Send this to the CSM man, or hell, run for CSM

Tylara duChelm
Posted - 2009.12.06 22:58:00 - [21]
 

Agree, very much. Now do a minmatar one.

I think it is utterly pathetic when the dedicated projectile boats get out alphaed by a 'geddon with arty. (8 unbonused guns beat 6 bonused ones.)

Zilberfrid
Posted - 2009.12.06 23:35:00 - [22]
 

I approve wholeheartedly, I would fly every ship in this line.

Duchess Starbuckington
Posted - 2009.12.07 00:19:00 - [23]
 

Edited by: Duchess Starbuckington on 07/12/2009 00:24:47
Free bump for an excellent post.
Seriously I go out of my way looking for flaws with most stuff and I just can't see much to rip on here...

Oh but to answer the (?) question up there ^ the Deimos is generally disliked because "do-or-die point blank range kamikaze ship" is not a role I'd use a 100mil cruiser for personally. Especially while the Brutix exists.

I also completely agree that Roden is... wtf. Out of all the Roden ships in the game only one is actually a missile boat, and the Nemesis (arguably the only true Gallente missile boat) is that blingmobile colour I forgot the name of (Duvolle?)

Abulurd Boniface
Gallente
Legio Geminatus
Posted - 2009.12.07 12:28:00 - [24]
 

Good idea well-argued. Bump-deserving.


Nareg Maxence
Gallente
Posted - 2009.12.07 13:32:00 - [25]
 

Mostly well done. Not sure I agree with the overload suggestions, but I guess it's one way to go about it.

Remote Sensor Dampener buff is very sorely needed on the ewar ships.

Don Pellegrino
Pod Liberation Authority
HYDRA RELOADED
Posted - 2009.12.07 15:27:00 - [26]
 

I think that in general, Gallente ships need to be faster and do more damage to compensate for all the time wasted MWDing around and their poor tracking at their optimal (yes, fighting at 3k requires a lot more tracking than fighting at 12k). MORE DAMAGE.

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.12.07 19:11:00 - [27]
 

Edited by: Gabriel Karade on 07/12/2009 19:14:52
Apologies for the delay in replying, busier than ever these days Neutral

I thought it best to discuss it here rather than the CSM. Started out as disparate ideas but I've tried to tie everything together into a doctrine. No shame in saying some inspiration came from Sarmaul's 'Khanid Mk II' from a couple of years back Cool

Xorth, I'm of the opinion it's a bad idea to start boosting blaster range, put simply, because I think there should be more diversity between the different doctrines; We've been slowing creeping towards a situation of essentially "Weapon, A, long range - 4 different skins", "Weapon B, short range - 4 different skins". I find that quite dull...

Murder one, I think it is quite beautiful having an AB bonus as it's a double edged sword; sure you can now run down mission runners in an AB fit, but then they may actually have blasters fitted too as they become an option... Wink
With respect to sitting under gate guns, I don’t think you should worry too much. Already you can't actually sit there forever, even if you can tank the damage, as no fully spurred and booted PvP setup is cap-stable. Ultimately you are 'buying time' at the expense of cap. All that would change is that you instead ‘buy time’ with massive armour HP’s; run the numbers with plates and trimarks fitted at Bs level V, it would be rather spectacular ;)

Duchess, a question: would you fly the Deimos if it had the sig radius bonus? I certainly would pay it more attention. This idea came about through my recent experience with interceptors, particularly the Taranis, and the increase in survivability they received with the speed changes. I think it fits well with 'classic' cruiser doctrine; out-fight anything you can catch up with, and be able to run away from anything you can't out-fight.

Edit: I can't proof-read for toffee Embarassed

Aionstar
Posted - 2009.12.07 20:30:00 - [28]
 

Edited by: Aionstar on 07/12/2009 20:30:28
Great work.
But imho Roden must stay like Gallente cap-stable missile platform(ceptor, EW, HD...) or rail anti-support mod.
And give minor change -bandwidth/+dronebay.
Blasters/drones is for t1/Duvolle and drones/blasters for CreoDron.

Zann Mei
Gallente
The Scope
Posted - 2009.12.07 21:25:00 - [29]
 

Very well-written post. I am tired of MWDing to the primary just to see it pop before I can get a hit. *cough* Drones *cough* get me on a killmail before blasters anyday.

Alpha195
Dead Pilots Society
Posted - 2009.12.07 23:47:00 - [30]
 

I went ahead and liked your topic on the Assembly hall. Also, could you review the caldari and make them more PvP oriented ?


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