From CCP Ytterbium:

Time has come to spam this forum section with another sticky – this time on the new destroyers coming out for winter.

The new destroyers keep the same role as existing hulls – anti-frigate platform. However they use alternate weapon systems to reach that goal, which means drones and missiles. Next to the existing destroyers, they have slightly less mobility, more signature radius, less capacitor but have a bit better EHP and increased damage projection due to the weapon types they use. Price will be the same than for existing destroyers.

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

It is taking me a bit of time to ponder about this ship.  In concept, I’m not sure.  First off, you have a split weapon system.. something unheard of outside of Minmatar space, a rightly derided.  However, both the turrets and the missile launchers are purely secondary for support.  Because of that, I don’t think you will actually see very many “typical” versions of this ship.  That is compounded by the problems of passive tanking any ship because of the limits it puts on your speed an acceleration.  You certainly can’t ASB the ship either with its two medium slots.  I suspect that most variants will be AC/Rocket configurations so that the capacitor can be fully utilized for neuts/vamps/and MWDs.  And it WILL need an MWD as I don’t think (with a passive armor tank) that an AB fit variant would be fast enough to capture any frigate class ship that is paying attention.

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

This Destroyer (why don’t we have names yet?) is a definate porcupine.  50% increase in range, plus an explosion velocity bonus should make most frigate classes turn tail.  However, you aren’t going to fit much of a tank on this ship, given that you’ll need to find midslots for MWD and tackle.  It essentially has the same tanking ability as a Thrasher.  The mids give you a bit of leeway in that you could do a passive armor tank pretty reasonably.

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

Able to hold two wings of light scout drones, that limited drone bay isn’t all that limited.  The bonus for this ship definately make it a brawler along with the very useful 3 mids and 3 lows.  The Shield/Armor amount too gives it a lot more useful variety, and I dare say we will probably see ASB/Mag Stab/Drone Damage versions of this ship right out of the box.

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

Maybe not as much damage as the Caldari Destroyer, but this ship was made run!  Three mids and three lows give it a lot of tanking options.  The big question in my mind is the MWD bonus.  True, it may reduce the MWD bloom to just 25% (sig radius would go up to 75), but it will be burning a lot of cap when in use, and a bit of a drag on cap recharge when not.  Still, this ship will definately be a hard one to hit when piloted skillfully, and with no worries about tracking.. this will probably replace the Thrasher as a favored Destroyer.

MODULE CHANGES:
Balancing these ships made us realize some further tweaks were needed on some modules to make these destroyers, and as an extend, some other ships / setups more useful.

* 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%

To me, the big news is the change in fitting requirements for Light Missile Launchers, and those aren’t small changes by any means because it amounts to a 25% drop is powergrid and nearly a 20% drop in CPU requirements.  Faction Warfare pilots, particularly newer Caldari pilots, just have to be eestatic for these changes.. I’m primarily a Minmatar pilot and this gives me new options for the Breacher, Rifter, Jaguar, and Wolf just to name a few.

Ah, and just so we don’t forget, this is what most of those Destroyers look like:

Btw, you can find the thread on Eve-O forums here.

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