Rubicon: Interceptors & Warp Speed Changes

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So our slow ass capitals will warp even slower now?
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I still hate the Claw. Now it cannot be allowed to keep that MWD up all the time lest its artilleries keep missing. Conserve the MWD or fly in a bloody straight line if I wish to hit another frigate.
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No man, they will warp faster.
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Interceptors need more lock range
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They didn't warp all that slow in most cases to begin with, that was the problem. The difference in a 10 AU warp between a carrier and an interceptor was *three seconds*. That shit needed fixing.
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Do I see right that freighters are nearly doubling their warp speed?
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With the changes, over long (80+ au warps) yes... but effectively they're going to be much slower on average HS jumps (15-30au)
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Idk, most of the time the interceptor landed well before the carrier was able to get away, something about the difference between 3 second align and 25 second align and 1.5 au and 13.5 au, the interceptor always seemed to beat my carrier by about... a minute
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So the Raptor will still be the Craptor and now the Crow will also be useless? Welp, looks I won't be selling my tackler Harpy any time soon...
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We're not talking just interceptor vs. carrier here, we're talking interceptors vs. -everything-.Saying "Hey, interceptors could already catch one of the slowest ships in the game, why do this?" is pretty much retarded when you consider that.
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I'm sure Mynnna you fly Crusader every day to make such claims. Fittings is all that this ship needs. You master tackler i see.
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Crusader will finally be able to fit Heat sink instead of Micro Auxiliary Power Core, with my skills that would mean 160dps at 16km using Scorch - how bad is that? Speeding up to 5268m/s the only thing it needs to be perfect is one more mid slot :)
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Lol no, longer scram paired with faction web and Crow will rock XD
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The malediction trades a high for a low, not a mid.I still think a crusader needs a third mid..
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I still don't like the Claw and Crusader since the 2 Mid slots limitations ...I still refuse to fly Cepters with less then 3 Mids ... Point,Web,Prop its sub par.Drop a High on the Armortanked ones and apply a extra mid so they get 3 mids also.
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Ok. 'Ceptor arrives on grid just in time to see the carrier warp off out of a bubble. Ceptor warps to the same celestial.In the old system, the ceptor would get there just in time to see the carrier cyno out.In the new system, the carrier is fucked.That is why the new system is better. Interceptors can actually, you know, *intercept*.
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You may even be able to do the pirate faction epic arcs in one now ( like CCP claimed they were designed for ) instead of needing, and losing multiple assault frigates to gate camps.
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[Malediction, Maledictionary]Nanofiber Internal Structure IINanofiber Internal Structure IINanofiber Internal Structure IIDamage Control IISmall Capacitor Booster IILimited 1MN Microwarpdrive IMedium Ancillary Shield BoosterCore Probe Launcher IICaldari Navy Cloaking DeviceEmptySmall Hyperspatial Velocity Optimizer IISmall Hyperspatial Velocity Optimizer IITake this, have fun..C:
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right, fitt a MSE so u have more sigradius and u get instaowned in the face.
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Awesome, for the ship i fly for the last 7 Years, my Malediction is getting nice changes :), also changes in crusader are good, i always got problems trying to use Medium Pulse Lasers.
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"And just in case you thought CCP never listened to the players or the CSM, this idea actually comes from former CSM member Prometheus Exenthal."Ah, did ccp give the csm a cookie to keep them happy?Now go be a good csm and just leave the development to the developers and when or if they would ever need the csm's help i am sure they would give the csm a little attention.
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you would think with low friction, the bigger the ship = the bigger the engine = the faster speed thats right, i think capitals should warp faster then ceptors
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Shit, I misread... I thought the missile velocity bonus was being taken away all together... Oh well. Not sure why the slowest interceptor needed a speed nerf, but whatever... Being slowest interceptor is like being the poorest billionaire.Raptor is still Craptor, however.
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this. right now you need according to the sheets 55secs for a 20Au warp. after rubicon you need 64secs for an 1Au warp. pretty self explaining that the average warp you will do will almost take twice as lomg.
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and you my friend, you should actually start reading and not only post random bull
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This^.. Strange how Earth physics has an effect on space travel. Still I love my ceptor so bring it on.
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Where did you see the MSE, knucklehead..?
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Speculative question since this isn't live yet- any ideas how the warp speed changes will impact fleet warps? Will everyone go at the slowest speed so the fleet arrives together, or will faster ships land first?
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Friction isn't the only factor to consider. They have bigger engines, but also more mass, therefore more inertia to overcome. Yes, once it is up to speed, it should take relatively low power to keep it moving; but even then space is not a total vacuum, and there will still be some friction at those speeds.Of course, we all know that EVEspace is a fluid anyway.
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Good read.
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hhHhholy SHIT this is awful
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I'm a little dubious on some of these changes - mostly because other ships can still do things better. For example, the Taranis. That's apparently completely okay, with a slight EHP reduction even. However, what does the Taranis do that the Comet doesn't do better other than the bubble immunity?Fleet interceptors seem quite well off apart from all interceptors in general needing more lock range. But this is a pattern repeated throughout with the combat interceptors - why use them over something else? The Raptor, as another example, also remains terrible. Partially, as noted, because the shield resist bonus is wasted on a ship that can't really afford to put on shield extenders without gimping itself.
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sensor booster with targetting range script is a must
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Interceptors need less lock range, less powergrid, less CPU and less speed. Give the increased stats to the tengu. Especially for the 100mn ab Tengu. It's all about the tengu. What PL doesn't realize, is that when I take over the alliance, I'm going to change their cap ship doctrine over to the tengu. And it will be mandatory.

This is the correct music to accompany this post. So sayeth CCP Fozzie.

CCP unloaded a veritable torrent of Rubicon information on the playerbase today. In this article, we'll take a look at Interceptor rebalancing and Warp Speed & Acceleration refactoring. See our other article for new Sisters of Eve ships, Electronic Attack Frigate rebalancing and more.

I Can't Drive 55

Warp speed in Eve has been a point of frustration for pilots in EVE for a very long time. While top warp speeds vary, acceleration to and deceleration from maximum warp speed is fixed, and as a result, you often never hit your top speed over shorter distances. If you've ever chased a battleship in a frigate, only to watch him get away time and again, this is likely why.

That changes in Rubicon. CCP Masterplan has re-written the acceleration system, and Team Five-0 is seizing this opportunity to revamp the balance around warp speeds entirely.

Despite the complexity involved in implementation, the details are simple. The same attribute that sets maximum warp speed also modifies acceleration and deceleration. Fast ships will, in CCP Fozzie's words, "actually warp fast."  Likewise, big ships will warp slow. To differentiate between ship classes, warp speeds are also being tweaked across the board. Tech I cruisers will warp at the same 3 AU/s they do now. Anything smaller will be faster, while anything larger will be slower. Tech II ships will be faster than their Tech I counterparts, considerably so if their role demands it. Check the before and after to find out how fast you'll get around post-patch.

Needless to say, this change is guaranteed to have a dramatic effect on the PvP meta. We'll leave the exploration of that particular rabbit hole to the comments section, however, and move on to the Interceptor changes.

Can't Touch This

As CCP has worked to rebalance Tech II ships, the common theme has been specialization. No rebalance so far has showcased this better than the Interceptor balancing planned for Rubicon. They will receive one big buff via the warp speed revamps. Combined with a new role bonus - bubble immunity - they will become the unquestioned kings of mobility. And just in case you thought CCP never listened to the players or the CSM, this idea actually comes from former CSM member Prometheus Exenthal. Other common changes include a buff to lock range (although not so much that you won't want to consider lock range upgrades) and a reaping of cargo capacity. If you want to leverage their bubble immunity to build an uncatchable cyno ship, be prepared to gimp your fit.

The Details

First up is the Crusader. The majority of the changes here are focused on fitting, with an extra 20% to grid and CPU alike. That opens up a lot of new options for what has historically been an exceedingly difficult ship to fit, and is really all it needs.

The Malediction is shedding its utility high slot in favor of a fourth midslot. That combines with more armor HP to offer the option of more tank. The other major change here is swapping the rocket damage bonus for a rocket and light missile RoF bonus, slightly upping its DPS and allowing it to use light missiles as well.

Moving on to Caldari Interceptors, the Raptor is getting a significant makeover. It's formally moving into the "combat" role, where it will function as a kitey shield oriented Taranis of sorts. As a result, the tackling range bonus is gone, replaced by what is unfortunately a mostly useless shield resist bonus. The upshot is that it's picking up a considerable buff to grid, as well as better speed and agility. According to CCP Fozzie, the net comparison to the Taranis is "a bit less HP, less damage and less tracking, but has advantages in speed, agility, and range."

With the Raptor shifting into the combat role, the Crow takes over its spot as the fleet interceptor. The Missile Velocity bonus is being attached to the Caldari Frigate skill and being replaced by the typical scrambler & disruptor range bonus. It's also picking up a small HP buff, a bit of extra CPU and a fourth mid at the cost of its fourth high. The tradeoff for all of this is some extra mass, nerfing its agility & top speed with a prop mod.

Out of all the combat type Interceptors, the Taranis was in the best shape, and so will see minimal changes. A small buff to hitpoints is offset by a smaller reduction in mass.

The Ares, on the other hand, sees more significant changes, and a sneak peek at the future. The Gallente Frigate bonuses have been replaced with twin 10% Small Hybrid and Rocket/Light Missile Damage bonuses, and a second launcher has been added. That gives it the equivalent of 3 launchers or turrets, or the option to use both for maximum damage. It's no Taranis, but it should be able to outdamage anything else, and match a Crusader for DPS. Expect this paradigm to reoccur on the Lachesis and other Roden ships. A nerf to impulse speed is balanced out by a reduction in mass, with the net result of slightly higher overall speed with a prop mod.

Finally, the Minmatar Interceptors. The Claw gets a small damage buff by splitting the existing 10% damage bonus into two 5% damage bonuses. More fitting allows for a better tank or more effective artillery fits, though the continued lack of a third midslot for a web hurts the latter. An extra 5km lock range brings the Claw up out of the basement, putting it on par with the Taranis in that regard.

Like the Taranis, the Stiletto was also in pretty good shape, and so will see minimal changes. It loses some mass so as to give it a bit more of a mobility advantage compared to the new Crow.

Both of these changes will be on SiSi on October 7th for your testing.

Seven year veteran & economics guru of EVE Online as well as CSM 8 representative. On the side I play PS2, WOT and Hearthstone.