As brought out by Reddit, and now from Hannibal:

(08 Dec 2011 Edit – The final stats released from Crucible can be found here: https://2ndanomalyfromtheleft.wordpress.com/tier-3-battlecruiser-information/)

(November Edit:  Full Stats can be found here: http://aidenmourn.wordpress.com/2011/10/25/tier-3-battlecruisers-the-full-stats-list/ – Remember, these are just initial testing stats.. they are very much subject to change)

  • Tornado (Minmatar) – 8 Highslots, 4 Midslots, 5 Lowslots – 8 Turrets

Battlecruiser Skill Bonus: 5% bonus to Large Projectile Turret Rate of Fire and 10% bonus to Large Projectile Turret falloff per level.

Ship Bonus: 95% reduction in the powergrid need of Large Projectile Turrets 50% reduction in the CPU need of Large Projectile Turrets.

  • Talos (Gallente) – 8 Highslots, 4 Midslots, 5 Lowslots – 8 Turrets

Battlecruiser Skill Bonus: 5% bonus to Large Hybrid Turret damage and 10% bonus to the velocity factor of stasis webifiers per level.

Ship Bonus: 95% reduction in the powergrid need of Large Hybrid Turrets 50% reduction in the CPU need of Large Hybrid Turrets.

  • Naga (Caldari) – 8 Highslots, 6 Midslots, 4 Lowslots – 8 Turret and 8 Missile

Battlecruiser Skill Bonus: 10% bonus to Torpedo Velocity, 5% bonus to Torpedo explosion velocity, 10% bonus to Large Hybrid Turret optimal range and 7.5% bonus to Large Hybrid Turret tracking speed per level.

Ship Bonus: 95% reduction in the powergrid need of Large Hybrid Turrets 50% reduction in the CPU need of Large Hybrid Turrets 50% reduction in the capacitor need of Large Hybrid Turrets 40% reduction in the powergrid need of Siege Missile Launchers 58% reduction in the CPU need of Siege Missile Launchers

  • Oracle (Amarr) – 8 Highslots, 3 Midslots, 6 Lowslots – 8 Turrets

Battlecruiser Skill Bonus: 7.5% bonus to Large Energy Turret tracking speed and 7.5% bonus to Large Energy Turret optimal range per level. 

Ship Bonus: 95% reduction in the powergrid need of Large Energy Turrets 50% reduction in the CPU need of Large Energy Turrets 50% reduction in the capacitor need of Large Energy Turrets.

So apparently, these are the test stats for the new Tier 3 Battlecruiser.  I am hoping this is just the very preliminary testing bonuses because it seems to me that I already see some issues.  That being said, there are some little extra bits of data being put forth.  First, let’s go to the Inner Sanctum of the Ninveah, where Kirith talks about some of the views there: http://www.ninveah.com/2011/10/pocket-battleships.html.  One of the points to note is where he mentioned he saw eight turrets on the Tornado.  My thought on that is that probably means it will only be able to mount three or four guns in the highslot (because every highslot turret shows as two guns on the ship).  (Edit:  Looks like the 8 turret hardpoints is the case, not just three or four, as per this blog: http://thebeginningsofpiracy.blogspot.com/2011/10/scoop-new-ships-layouts-and-bonuses.html)

It also would be good to check out Eve Opportunist, here: http://eveopportunist.blogspot.com/2011/10/early-tier-3-bc-status.html, as he goes into some deeper commentary on what each ship type could mean.

Since we don’t have any more information regarding these ships, we’re just going to have to go with what we know.  I am going to assume, with the info we do have now, that these battlecruisers will follow their racial “heritage”.  This means that we can expect Amarr and Gallente ships to be armor tanked, while Caldari and Minmatar will be shield tanked.  This also means that their configurations will revolve around either short range (Gallente and Minmatar) or long range (Amarr and Caldari).

For the overall class, the ships have a 95% reduction in powergrid requirements for Large weapons as well as a 50% decrease in CPU need.  The Minmatar and Gallente have one direct damage bonus, plus a bonus that helps deal with range issues.  The Amarr and Caldari have two damage influencing bonuses.  A buff to Hybrids seems to be in the works as well, so that may add to the confusion as to which one will be the FOTM.

The first ship up is the Amarr Oracle.  The big problems I see in this ship start with the 95% reduction in powergrid requirements.  Even the biggest Large Amarr laser now requires less power fit than the highest tier of Amarr medium weapons, and the 50% CPU reduction places it right in line with other Amarr medium weapons.  The downside to these way overpowered weapons is their cap usage.  Even with the bonus, their cap use is well over double the highest medium tier weapon is.  However, the skill “Controlled Bursts” may have a higher influence than normal in this case, and limit cap problems.  The way things look, I think the Oracle will probably be the FOTM when they get released.  The Tracking and optimal range bonuses, CCP definately wants to make this a long range ship.  But it being coupled with the best close range turrets in the game means that you can bet there will be a lot of people flying these ships in a close range configuration.

The next one in line is the Caldari Naga.  Currently the ship has two sets of bonuses covering both Hybrids and Torpedoes.   Probably, this is just a set of testing bonuses, but might be possible that CCP is letting the Caldari play with mixed weapon systems (the bane of the Minmatar).  This would certainly give the Caldari a ship that is dangerously effective at close range with Torps, while still maintaining a significant presence for long range fights using Hybrids.  The types of bonuses for each seem to lend some credance to that argument.  If only one is used, I suspect it will be used in much the same way as the Ferox intended.  Remember, the top battlecruiser in Eve is a missile throwing, shield tanking, Caldari beast.  While the worst BC in the game is the hybrid Caldari gunboat, the Ferox.  Another issue appears to be the slot formation is all wrong for a Caldari ship. (Edit, the slot formation information has been updated.  It now has 6 midslots, 4 lowslots).

The Gallente Talos is clearly meant to be a close range ship, with bonuses that favor the high damage and short range of Blasters.  Of particular interest is the velocity bonus to webs, that translates to 90% web if using a Tech 2 Statis webifier.  This could either be a really great addition to the Gallente line up, as it takes focus away from drone capability.

The Tornado, the Minmatar ship drawn by Pattern Clarc which started this change, was given some very basic bonuses.. essentially making it a Hurricane version 1.5.  As far as surprises go, I rather doubt that it’s going to be all that difficult to optimize.  Probably we can expect it to be generally shield tanked, but have at least some option to armor tank.  So, one more low slot and one less midslot compared to the Caldari Naga.

Overall, I think these new Battlecruisers are WAY, WAY, WAY TOO overpowered as they stand.  They may just be at the testing phase right now, and some of the features are just there because they needed some place to start (see the Caldari slot setup), so I am pretty confident that CCP is far from done.

Tier 1 Battlecruisers – On the Road to Extinction?

Unfortunately, there is little room for the Tier 1 battlecruisers after this.. and CCP will have to do something to make them relevant, or re-classify them.  The Ferox, a ship that was considered the worst BC when they were introduced years ago, now is utterly obsolete with the Naga hybrid bonuses.  The Cyclone, a ship with a few redeeming angles, but still far weaker in PVP than the Hurricane certainly will have even less to offer, next to the far more powerful Tornado.  The Brutix, the Blaster boat of the Gallente, has no chance of being used over the Talos because of the Talos’ highly valuable web velocity bonus.  The Prophecy is the only Tier 1 battlecruiser that doesn’t lose anything new to the release of these Tier 3 BCs due to its heavy armor tank, but its powergrid and capacitor problems are likely going to keep it regulated to a “bait” ship.