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blankseplocked new ship: juggernaut class capital ship, tech II dreadnaughts!
 
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MeBiatch
Posted - 2011.06.02 04:54:00 - [1]
 

Edited by: MeBiatch on 26/08/2011 23:58:20
The empires seeing an increased usage of capital ships (more specifically super carriers which slice threw other capital ships) have commissioned a beast of a ship called the Juggernaut. The Juggernaut lives up to its name featuring the Remote repair killing Capital Neutralizer and Nosforatu, Captal Capacitor Injector and infinity point, capital webber and enough hitpoints to effectively tank a doomsday device... The empires have also achieved a new level in excellence in their new siege drives and jump drives. The siege drive utilizes enhanced tech recently retrieved from expeditions into worm hole space that effectively cuts in half the siege modules activation time. Furthermore a new beefier jump drive has been installed in the Juggernaut that lets it activate its jump drive with less capacitor. But all this new gear comes at a price and the engineers thought best that the sensor department could be cut in half resulting in a lowered sensor strength for all Juggernauts.

Juggernaut class capital ship
class tech II Dreadnaught

Garuda:
The story of Garuda's birth and deeds is told in the first book of the great epic Mahabharata. According to the epic, when Garuda first burst forth from his egg, he appeared as a raging inferno equal to the cosmic conflagration that consumes the world at the end of every age. Frightened, the gods begged him for mercy. Garuda, hearing their plea, reduced himself in size and energy.

Developer: Kaalakiota

As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favouring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armour and structure, relying more on shields for protection.

hull:
Phoenix

role bonus:
jump drive activation cost 60% capacitor
siege module duration reduced 50% and consumption amount reduced 50%
can fit capital nuets and nos
can fit capital Webber
can fit warp disruption field generator
can fit Tech II siege module
can fit capital capcitor injector (injects 8000's)
(Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets, Webber and allows focused warp disruption script to be used... think of opposite to carrier in triage)


Dreadnaught ship bonus:
5% bonus to kin missile damage per level
5% bonus to rate of fire per level

Juggernaut ship bonus:
5% to shield resists per level
5% bonus to explosion velocity per level

sensor strength 24 gravimetric

5 low slots
7 mid slots
6 high slots (4 missile 2 utility)

MeBiatch
Posted - 2011.06.02 04:56:00 - [2]
 

Edited by: MeBiatch on 26/08/2011 23:58:34
Juggernaut class capital ship
class tech II Dreadnaught

Chaos:
In Greek cosmology, Chaos was a primordial state of matter from which the cosmos and the other gods emerged. For Hesiod and the early Greek Olympian myth (8th century BC), Chaos was the "vast and dark" void from which Nyx emerged


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 favour turrets and thus have somewhat higher power output than normal.

hull: moros


role bonus:
jump drive activation cost 60% capacitor
siege module duration reduced 50% and consumption amount reduced 50%
can fit capital nuets and nos
can fit capital Webber
can fit warp disruption field generator
can fit capital Cap injector (uses 8000's)
can fit Tech II siege module
(Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets, Webber and allows focused warp disruption script to be used... think of opposite to carrier in triage)


Dreadnaught ship bonus:
5% to cap hybrid turret damage per level
20% to drone hp/damage per level

Juggernaut ship bonus:
5% to cap hybrid turret damage per level
7.5% to armour repair amount per level

sensor strength 22 magnometric

7 low slots
5 mid slots
6 high slots (4 gun 2 utility)

MeBiatch
Posted - 2011.06.02 04:59:00 - [3]
 

Edited by: MeBiatch on 26/08/2011 23:58:47
Juggernaut class capital ship
class tech II Dreadnaught

She'ol:
It is a place of darkness to which all dead go regardless of the moral choices made in life and where they are "removed from the light of God". In the Hebrew Bible (Tanakh) Sheol is the common destination of both the righteous and the unrighteous flesh. Job 7:9 "Just as a cloud dissipates and vanishes, those who go down to Sheol will not come back."


Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armour and advanced weapons systems, they provide a nice mix of offence and defence. On the other hand, their electronics and shield systems tend to be rather limited.

hull:
revelation

role bonus:
jump drive activation cost 60% capacitor
siege module duration reduced 50% and consumption amount reduced 50%
can fit capital nuets and nos
can fit capital Webber
can fit warp disruption field generator
can fit capital cap injector (uses 8000's)
can fit Tech II siege module
(Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets, Webber and allows focused warp disruption script to be used... think of opposite to carrier in triage)

Dreadnaught ship bonus:
10% reduction in capital energy turret per level
5% bonus to rate of fire per level

Juggernaut ship bonus:
5% to armour resists per level
5% bonus to energy turret damage per level

sensor strength 21 radar

8 low slots
4 mid slots
6 high slots (4 turret 2 utility)

Rolare
Amarr
Posted - 2011.06.02 05:00:00 - [4]
 

This might be a better place.

Thought it was gonna be a discussion on if there should be a new capital ship class :l

MeBiatch
Posted - 2011.06.02 05:01:00 - [5]
 

Edited by: MeBiatch on 26/08/2011 23:59:01
Juggernaut class capital ship
class tech II Dreadnaught

Hrym:
In Norse mythology, Hrym (Old Norse "decrepit") is a jötunn and the captain of the ship Naglfar according to the Gyl***inning. During the end time conflict of Ragnarök he will set sail from Jotunheim, transporting the legions of jötnar toward the battlefield of Vígríđr to confront the gods in the final battle

Developer: Boundless Creation

Boundless Creation’s ships are based on the Brutor Tribe’s philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore take a back seat to sheer annihilative potential.

hull:
Naglfar

role bonus:
jump drive activation cost 60% capacitor
siege module duration reduced 50% and consumption amount reduced 50%
can fit capital nuets and nos
can fit capital Webber
can fit warp disruption field generator
can fit captal cap injector (uses 8000's)
can fit Tech II siege module
(Tech II siege mod is the same as the regular siege mod but provides a bonus to range and effectiveness for capital nos and nuets, Webber and allows focused warp disruption script to be used... think of opposite to carrier in triage)



dreadnaught ship bonus:
5% cap projectile rate of fire per level
5% cap projectile damage per level

Juggernaut ship bonus:
7.5% to shield repair amount per level
5% missile rate of fire per level

sensor strength 20 ladar

6 low slots
6 mid slots
7 high slots (4 missile 4 turret 2 utility)

Herr Wallenquist
Posted - 2011.06.02 05:08:00 - [6]
 

how about lowering Plex prices? as a T2? or a T2 Plex?

Astroka
Posted - 2011.06.02 05:47:00 - [7]
 

Edited by: Astroka on 02/06/2011 05:49:36
Originally by: MeBiatch
hull:
Naglfar
...
7 high slots (4 missile 4 turret 2 utility)

Maths is hard?

Also, the supercarrier was intended to fill the role of capital killer. Instead of adding a new ship type for that role, I'd suggest we fix the one already designed for it.

Asuka Smith
Gallente
Royal Black Watch Highlanders
Posted - 2011.06.02 05:50:00 - [8]
 

Or we could just delete motherships from the game, which would rock.

Lidia Prince
Caldari
Posted - 2011.06.02 07:15:00 - [9]
 

Wrong forum channel, try "Features and Ideas Discussion". And I doubt that we need more ships now, I would better see existing ones balanced and remodelled.

Mixed Signals
Caldari
Deep Core Mining Inc.
Posted - 2011.06.02 07:34:00 - [10]
 

This reads like Titan-lite. Instead of a doomsday and half a bazillion hitpoints, 15-20 of these juggernauts will pounce on a fleet of 15-20 supers, neut and nos their **** and kill them and go home happy.

And since they will be cheaper, it will be a massacre for every super pilot.

Zaveed
Posted - 2011.06.02 08:09:00 - [11]
 

I counter your proposal with my own.

It's a T3 Frigate called the Gunship class.

It's a Frigate just like any other, you only have one high slot, and it can equip a Quad 3500mm Siege Artillery I cannon.


YARRRR!!

Jennifer Starling
Imperial Navy Forum Patrol
Posted - 2011.06.02 08:13:00 - [12]
 

Cruiser class stealth bombers with capital class lauchers?? Razz

Athena Machina
Caldari
Definitive Exploration and Excavations
Drama Flakes
Posted - 2011.06.02 08:16:00 - [13]
 

Originally by: Jennifer Starling
Cruiser class stealth bombers with capital class lauchers?? Razz



We need a covert ops super capital ship

Isebella Ahih
Amarr
Posted - 2011.06.02 08:24:00 - [14]
 

Edited by: Isebella Ahih on 02/06/2011 08:26:15
Originally by: Astroka
Edited by: Astroka on 02/06/2011 05:49:36
Originally by: MeBiatch
hull:
Naglfar
...
7 high slots (4 missile 4 turret 2 utility)

Maths is hard?

Also, the supercarrier was intended to fill the role of capital killer. Instead of adding a new ship type for that role, I'd suggest we fix the one already designed for it.


Not that i like his suggestion or anything, But... Nothing wrong with his math, You DO know there's a difference between turret/missile hardpoints and high slots yes? as in, It's perfectly possible for a ship to have more hardpoints than slots. Example: Rupture, 4 turret hardpoints, 3 missile hardpoints, 6 high slots.

Neamus
Posted - 2011.06.02 08:37:00 - [15]
 

Oh yes, if there's one thing that EVE definitely needs its MOAR CAPS!!

Lets make sub-caps as irrelevant as possible. So.. battleships can be the new frigs, dreads the new cruisers, and supercaps the new battleships. Then we can delete everything below BS, and everyone in 0.0 will be happy Very Happy

Jennifer Starling
Imperial Navy Forum Patrol
Posted - 2011.06.02 09:25:00 - [16]
 

Edited by: Jennifer Starling on 02/06/2011 09:25:10
Originally by: Neamus
Oh yes, if there's one thing that EVE definitely needs its MOAR CAPS!!

Lets make sub-caps as irrelevant as possible. So.. battleships can be the new frigs, dreads the new cruisers, and supercaps the new battleships. Then we can delete everything below BS, and everyone in 0.0 will be happy Very Happy

Hence my idea of cruiser class stealth bombers with capital class launchers .. Wink

Var Syn
Posted - 2011.06.02 09:36:00 - [17]
 

Originally by: Jennifer Starling
Edited by: Jennifer Starling on 02/06/2011 09:25:10
Originally by: Neamus
Oh yes, if there's one thing that EVE definitely needs its MOAR CAPS!!

Lets make sub-caps as irrelevant as possible. So.. battleships can be the new frigs, dreads the new cruisers, and supercaps the new battleships. Then we can delete everything below BS, and everyone in 0.0 will be happy Very Happy

Hence my idea of cruiser class stealth bombers with capital class launchers .. Wink



I now have the image in my head of Capital quad artillery fitted with thrusters, a box on top for cargo and a desk chair duct taped down so it doesnt move(Minmatar ship obviously)

Joey Bags
Caldari
Posted - 2011.06.02 09:45:00 - [18]
 

Should be a frigate type that can put out some hurt on Super-Caps. Kinda like a miner in Stratego.Rolling Eyes

Digital Messiah
Gallente
N7 Corporation
PandaMonium.
Posted - 2011.06.02 09:48:00 - [19]
 

Originally by: Asuka Smith
Or we could just delete motherships from the game, which would rock.

+1 honestly I have never seen the point of there being anything larger than dreads. Not like removing them will decrease the amount of people on grid. It would just give room for players to stop complaining about SC's and start complaining about t3's.

better > bigger.

Rico Minali
Gallente
Sons Of 0din
Fatal Ascension
Posted - 2011.06.02 10:32:00 - [20]
 

Originally by: Jennifer Starling
Cruiser class stealth bombers with capital class lauchers?? Razz



This would actually be awesome, T2 black ops cruiser (or even battlecruiser) that can arm with 2 capital siege launchers, basically its a capital killer and would have little other use but just imagine 50 of these babies landing on a Supercap fleet :)

Ender Maken
Posted - 2011.06.02 10:37:00 - [21]
 

Originally by: Var Syn
null


I now have the image in my head of Capital quad artillery fitted with thrusters, a box on top for cargo and a desk chair duct taped down so it doesnt move(Minmatar ship obviously)






Thank you. I now have to clean my screen. Laughing

HELIC0N ONE
GoonWaffe
Goonswarm Federation
Posted - 2011.06.02 11:18:00 - [22]
 

dreadnoughts are already obsolete, we don't need T2 versions to make them even more so.

Copine Callmeknau
Kangaroos With Frickin Lazerbeams
The KWFL Republic
Posted - 2011.06.02 11:19:00 - [23]
 

Edited by: Copine Callmeknau on 02/06/2011 11:20:54
To be honest I like this, although I think the ship should be nerfed in some way to make them more role specific as anti-super ships.
I mean, if this ship can be used in POS bashes etc, or can be deployed against dreads, carriers, or subcaps then you will simply see them replace dreads, and probably all supercaps as the ship of choice in any engagement.

Something along the lines of the capital neut/nos not being able to activate on anything other than a super or titan, and subcaps shouldn't even be possible to lock in siege mode

But CCP implementing them any time soon is as likely as them implementing my request for T3 weapons to be introduced as space shotguns on my tempest Twisted Evil

Jennifer Starling
Imperial Navy Forum Patrol
Posted - 2011.06.02 11:23:00 - [24]
 

Originally by: Asuka Smith
Or we could just delete motherships from the game, which would rock.

+1
Originally by: HELIC0N ONE
dreadnoughts are already obsolete, we don't need T2 versions to make them even more so.

Indeed, what about making half the ships in EVE that nobody flies because they're subpar or subsubpar useful again instead of crying for "moar new ships"?

Ingvar Angst
Amarr
Nasty Pope Holding Corp
Talocan United
Posted - 2011.06.02 12:15:00 - [25]
 

Give me a tech II harby with lasers that play Pink Floyd's "Shine on you Crazy Diamond" when fired and all will be right in the universe.

MeBiatch
Posted - 2011.06.02 13:25:00 - [26]
 

Originally by: Astroka
Edited by: Astroka on 02/06/2011 05:49:36
Originally by: MeBiatch
hull:
Naglfar
...
7 high slots (4 missile 4 turret 2 utility)

Maths is hard?

Also, the supercarrier was intended to fill the role of capital killer. Instead of adding a new ship type for that role, I'd suggest we fix the one already designed for it.


you dont fly minmatar do youRolling Eyes
this ship is a capital tackler... see these babies on the field and people will think twice about blobing in 40 plus SC... dont nerf SC intorduce a counter to it...

quigibow
Posted - 2011.06.02 13:27:00 - [27]
 

Originally by: Asuka Smith
Or we could just delete motherships from the game, which would rock.


motherships?ugh

MeBiatch
Posted - 2011.06.02 13:31:00 - [28]
 

Originally by: Mixed Signals
This reads like Titan-lite. Instead of a doomsday and half a bazillion hitpoints, 15-20 of these juggernauts will pounce on a fleet of 15-20 supers, neut and nos their **** and kill them and go home happy.

And since they will be cheaper, it will be a massacre for every super pilot.



this!
but juggers can be countered by some good ol ewar... they are also cap sensitive (lots of active mods) and can be ecm'ed easy (well like a bs) the trick is to make sure there is a counter to everything... which will make sub cap fleets really important and gives alot of needed balance

Satsujinn
Posted - 2011.06.02 13:31:00 - [29]
 

Good suggestion

CCP devs - lift a hull from the recent create a starship contest, copy/paste the capabilities and code them into the game, 3mths later - nerf them in the interests of balance.

OP - they won't even LOOK at a new ship of fix the current problems with the game for the next 18mths, but keep up with the suggestions

MeBiatch
Posted - 2011.06.02 13:49:00 - [30]
 

Originally by: Neamus
Oh yes, if there's one thing that EVE definitely needs its MOAR CAPS!!

Lets make sub-caps as irrelevant as possible. So.. battleships can be the new frigs, dreads the new cruisers, and supercaps the new battleships. Then we can delete everything below BS, and everyone in 0.0 will be happy Very Happy


right cuss having low sensor strength makes them op... think marauderWink sub caps will be even more usefull now... well more usefull then mael/abbadon/drake fleets... (as they are now)


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