Es ist spät, ich bin müde, aber ich habe etwas Erfreuliches entdeckt.
CCP Ytterbium hat im "Features & Ideas"-Forum die
angedachten Werte der neuen Zerstörer gepostet und, was viel wichtiger ist, im selben Atemzug noch 3 Modulanpassungen gepostet.
AMARR DESTROYER:
The Amarr destroyer is designed to take down opposition through indirect means. On the downside, the damage is nothing to write home about, but the combination of energy disruption ability plus drone control makes it dangerous at shutting enemy frigates off, then finishing them properly when they're helpless. It also has quite a generous dronebay, for multiple drone replacements.
Ship bonuses:
+10% to drone damage and hitpoint per level
+20% bonus to energy vampire and energy neutralizer transfer range per level
Role bonus:
+25% to ship capacitor recharge rate
Slot layout: 6 H, 2 M, 4 L, 3 turrets, 3 launchers
Fittings: 55 PWG, 150 CPU
Defense (shields / armor / hull) : 750 / 950 / 850
Capacitor (amount / recharge rate / average cap per second): 600 / 370s / 1.62s
Mobility (max velocity / agility / mass / align time): 235 / 2.75 / 1700000 / 4.71s
Drones (bandwidth / bay): 25 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6
Sensor strength: 10 radar
Signature radius: 66
Cargo capacity: 300
CALDARI DESTROYER:
Missiles, missiles, missiles, missiles, that's what this hull is all about. It spams missiles a quite a long range, and boasts improved explosion velocity to catch those pesky annoying little orbiting frigates.
Ship bonuses:
+5% to rocket and light missile kinetic damage per level
+10% to rocket and light missile explosion velocity per level
Role bonus:
+50% to rocket and light missile velocity
Slot layout: 8 H, 3 M, 2 L, 8 launchers
Fittings: 45 PWG, 210 CPU
Defense (shields / armor / hull) : 950 / 750 / 750
Capacitor (amount / recharge rate / average cap per second): 500 / 320s / 1.56s
Mobility (max velocity / agility / mass / align time): 250 / 2.5 / 1900000 / 4.89s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7
Sensor strength: 12 gravimetric
Signature radius: 69
Cargo capacity: 450
GALLENTE DESTROYER:
Gallente are always about raw firepower, that's why this ship combines both turret and drone damage to achieve its goals. While the damage is lower than a Catalyst, remember that drone projection remains stable at much farther ranges (especially with drone damage amplifier changes below). On the downside, it has a limited dronebay next to the Amarr version, making it more difficult to replace lost drones.
Ship bonuses:
+10% to drone damage and HP per level
+5% to small hybrid turret damage per level
Role bonus:
+50% small hybrid turret optimal range
Slot layout: 6 H, 3 M, 3 L, 4 turrets
Fittings: 55 PWG, 150 CPU
Defense (shields / armor / hull) : 800 / 850 / 950
Capacitor (amount / recharge rate / average cap per second): 550 / 350s / 1.57s
Mobility (max velocity / agility / mass / align time): 240 / 2.45 / 1800000 / 4.46s
Drones (bandwidth / bay): 25 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7
Sensor strength: 11 magnetometric
Signature radius: 72
Cargo capacity: 350
MINMATAR DESTROYER:
This ship is unique among all Destroyers as it has a bonus that improves survivability - it is designed to zip around in the battlefield at high velocities while spewing missiles. As a downside however it's less efficient at hitting fast moving targets at greater ranges than the Caldari hull is.
Ship bonuses:
+5% to rocket and light missile explosion damage per level
15% reduction in MicroWarpdrive signature radius penalty per level
Role bonus:
+50% to rocket and light missile velocity
Slot layout: 7 H, 3 M, 3 L, 7 launchers
Fittings: 48 PWG, 200 CPU
Defense (shields / armor / hull) : 850 / 800 / 800
Capacitor (amount / recharge rate / average cap per second): 450 / 290s / 1.55s
Mobility (max velocity / agility / mass / align time): 255 / 2.89 / 1600000 / 4.64s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6
Sensor strength: 9 ladar
Signature radius: 60
Cargo capacity: 400
Kurz gesagt:
Der Amarrzerstörer sieht von den Boni her nicht so dolle aus, könnte aber vielt. 'nen brauchbaren DMG raushauen können. Vielt. verwendbar für Smallscale-PvP oder kleine Missionen im PvE.
Der Caldarizerstörer könnte eine nette Tackler-/Drohnenjagdplattform fürs PvP bieten. Vielt. auch verwendbar im Smallscale oder in kleineren Missionen.
Der Gallentezerstörer...ja...ich sehe da gerade nicht so wirklich viel. Option wäre PvE, 2 Drone Amplis, 1 Mag, AB, Pufferschildtank (!), Blaster und dann auf zur Jagd mit Kuschelkurs. PvP...keine Ahnung wie das da mit'n Drohnen klappt.
(W/)Minmatar haben mit ihrem Zerstörer 'nen netten Tackler bekommen. MWD, was zum Punkten, DCII, Capmodule, Raketen. Das schwebt mir da gerade so vor.
Okay, genug mit müdem Kopf philosophiert. Kommen wir lieber zum interessanteren Teil. Moduländerungen. Was gibt es genau?
* All light missile launcher fittings: CPU reduced by 4, PWG reduced by 2
* Drone Damage Amplifier I: CPU increased from 27 to 30, drone damage increased from 15 to 16%
* Drone Damage Amplifier II: CPU reduced from 32 to 30, drone damage increased from 19 to 23%
Punkt 1 ist nett im Hinblick auf den neuen Caldarizerstörer.
Punkt 2 und v. a. Punkt 3 hingegen sind extrem nett. Meine zukünftigen RS dürften damit so ca. 900 DPS durch Drohnen rausdrücken. Damit sind die Dinger dann auch endlich konkurrenzfähig zur Macha (ja ich weiß die macht 1100 DPS, aber man muss ja nicht verlangen das ein Schiff overpowered wird. Wenn es Gut wird, reicht das auch aus.). Den anderen Drohnenschiffen kommt das aber auch gut zu gute (Domi/Ishtar/Gila werden den selben DMG machen wie die RS), gerade die Reduzierung des CPU-Bedarfs der DDA II freut die Kreuzer.
Damit lässt sich der HM-Nerf doch ertragen.
so long Shad...