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Industrials Upgraded..

Industrials Upgraded..

So, after a bit of a row with some bland ideas, CCP Rise pulls a number of his hat and brings some sexiness to the most dull set of ships in the game.  And here is what he brought, along with some of my comments.  First, the “Blockade Runner” versions.  Each race has one and each has a bit of flair:

Blockade Runners - Did CCP get them right?

Blockade Runners – Did CCP get them right?

SIGIL – Most HP

Amarr Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H, 4M(+1), 6L(+1); 1 turrets , 0 launchers
Fittings: 250 PWG(+180), 300 CPU(-450)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2100(-900) / 17150m3
Defense (shields / armor / hull) : 780(+624) / 1900(+884) / 2400(+1540)
Mobility (max velocity / agility / mass / align time): 125(-30) / .86(-.14) / 11000000 / 13.1(-2.1)
Signature radius: 175(-35)
Warp speed: 6au/s (+1.5)

  • The Good:  Lots of lows.  Good Warp speed. Looks like enough powergrid to land a 800mm plate along with a 10MN Afterburner, along with a nice set of resists.
  • The Bad:  Just because it has a tank, doesn’t mean its more survivable.  This is only effective against high-sec gankers.  Without the powergrid to shoot back effectively, all it will be is a target that takes a few more seconds to kill.

BADGER – Most potential Cargo and Base Cargo in role (Also battle HAM Badger)

Caldari Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H(+1), 6M(+2), 4L(+2); 1 turrets , 1 launchers(+1)
Fittings: 185 PWG(+135), 380 CPU(-370)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 3900(-225) / 19593m3
Defense (shields / armor / hull) : 1440(+1166) / 750(+7) / 2060(+1200)
Mobility (max velocity / agility / mass / align time): 127(+7) / .94(+.15) / 10650000(-2100000) / 13.8(-.1)
Signature radius: 190(-30)
Warp speed: 6au/s (+1.5)

  • The Good:  Again, another winner of the extra AU speed, and pretty nice base cargo capacity.  Some significant improvements in shields too.
  • The Bad: If you are going to put weapons, never EVER do split weapons.  CCP Fozzie finally killed that monstrosity, and rightly so.  Make the badger mount both 2 turrets or two launchers.  They aren’t given any bonuses anyways, so its not going to be “game-breaking” in any form.

WREATHE – Fastest

Minmatar Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers
Fittings: 200 PWG(+155), 320 CPU(-280)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2900(-400) / 18576m3
Defense (shields / armor / hull) : 1140(+1061) / 1000(+257) / 2250(+1469)
Mobility (max velocity / agility / mass / align time): 140(+15) / .81(-.19) / 10000000 / 11.2(-2.6)
Signature radius: 155(-5)
Warp speed: 6au/s (+1.5)

  • The Good: The bonuses given to this class of ship naturally favor Minmatar, so the warp speed, agility bonus, shield tanking, and fastest base speed really make this ship something to behold.  If you are going to be using this ship for any type of blockade running, I suspect you won’t be using very many cargo expanders and the five lows/five mids give you plenty of room to resist tank and speed tank the heck out of it.  Look for MWD/Passive shield tanks w/WCSs and Nanofibers become the hot ticket with these guys.
  • The Bad:  It ain’t no Millenium Falcon.  No way to smartly mount weapons on this ship.

Iteron – Good all-around (and Drones!?)

Gallente Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Agility (was max velocity)

Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers
Fittings: 215 PWG(+170), 350 CPU(-250)
DRONES (bay / bandwidth): 30m3 / 15mbit
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2700(-300) / 17294m3
Defense (shields / armor / hull) : 960(+881) / 1050(+269) / 2600(+1819)
Mobility (max velocity / agility / mass / align time): 130(+5) / .78(-.22) / 11250000(+1000000) / 12.2(-2)
Signature radius: 185(-5)
Warp speed: 6au/s (+1.5)

  • The Good:  Ship has the potential to punch higher than its class, but I think the only thing that would fear an armed Iteron would be a basic Tech 1 frigate.  The powergrid is a bit low, and since we don’t have any data on capacitor information, I think we’re likely to see this one shield tanked anyways.  Especially since there isn’t much of an improvement going to armor.
  • The Bad:  Still useful, but you won’t be taking much risk with this ship.

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Are The New Heavy Haulers Even This Cool?

Are The New Heavy Haulers Even This Cool?

Next comes the “Heavy Hauler” class:

BESTOWER – Most potential Cargo

Amarr Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 3M(-1), 6L(+2); 1 turrets , 0 launchers
Fittings: 90 PWG(+20), 230 CPU(-520)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 4800 / 39201m3
Defense (shields / armor / hull) : 450(+255) / 850(-323) / 940(-233)
Mobility (max velocity / agility / mass / align time): 110(-15) / .95(-.05) / 13500000 / 17.7(-.9)
Signature radius: 215(+5)
Warp speed: 4.5au/s

BADGER MARK II – Launcher, Most Base Cargo

Caldari Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 5M(-1), 4L(+1); 1 turrets , 1 launchers(+1)
Fittings: 80 PWG, 320 CPU(-680)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 7300(+2050) / 36674m3
Defense (shields / armor / hull) : 680(+132) / 760(-256) / 810(-206)
Mobility (max velocity / agility / mass / align time): 115 / .93 / 13000000(-500000) / 16.8(-.6)
Signature radius: 230(-20)
Warp speed: 4.5au/s

MAMMOTH – Best travel time in role

Minmatar Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 4M(-1), 5L(+1); 1 turrets , 0 launchers
Fittings: 80 PWG, 250 CPU(-500)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5500(-125) / 35230m3
Defense (shields / armor / hull) : 640(+249) / 600(-494) / 935(-238)
Mobility (max velocity / agility / mass / align time): 120(+10) / .91(-.09) / 11500000(-1000000) / 14.5(-2.8)
Signature radius: 180(-20)
Warp speed: 4.5au/s

ITERON MARK V – Average (to balance awesome Iteron II, III, IV)

Gallente Industrial Skill Bonuses:
+5% Cargo Capacity
+5% Max Velocity

Slot layout: 2H, 4M(-1), 5L; 1 turrets , 0 launchers
Fittings: 85 PWG, 270 CPU(-580)
Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5800(-200) / 37152m3
Defense (shields / armor / hull) : 540(+71) / 650(-718) / 970(-515)
Mobility (max velocity / agility / mass / align time): 105(-5) / .87(-.13) / 12500000(+750000) / 16.3
Signature radius: 220(-10)
Warp speed: 4.5au/s

No real need to separately comment on any of these.  They retain their role and are simply basic heavy haulers, nuff said.

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Will the new Tech 1 Industrials Make A New Economy?

Will the new Tech 1 Industrials Make A New Economy?

ITERON MARK II – Mineral Bay

Gallente Industrial Skill Bonuses:
+10% Mineral Bay Capacity
+5% Max Velocity

Slot layout: 2H(+1), 4M, 4L(+2); 1 turrets , 0 launchers
Fittings: 110 PWG(+55), 250 CPU(-500)
Cargo (capacity / Mineral Bay Capacity): 550(-3200) / 43000
Defense (shields / armor / hull) : 600(+444) / 700(-160) / 970(+71)
Mobility (max velocity / agility / mass / align time): 120 / .92(-.08) / 12625000(+1625000) / 16.1(+.9)
Signature radius: 210
Warp speed: 4.5au/s

Finally, this is a ship every small time mining operator wanted.  A ship that could take a nice, large payload away from the station they were near.. and deliver it more effectively to a station they could get better refinement at.  Effectively able to transport 64,500m3 of ore (versus 42,000m3 with the old Iteron V), this will make mining operations much easier, especially for those pilots who only do it part time.

ITERON MARK III – PI Commodities Bay

Gallente Industrial Skill Bonuses:
+10% PI Commodities Capacity
+5% Max Velocity

Slot layout: 2H, 4M(+1), 4L(+1); 1 turrets , 0 launchers
Fittings: 130 PWG(+55), 270 CPU(-480)
Cargo (capacity / Planetary Commodities Hold): 550(-4325) / 45000
Defense (shields / armor / hull) : 580(+306) / 740(-354) / 1000(-377)
Mobility (max velocity / agility / mass / align time): 120(+5) / .9(-.1) / 12800000(+2300000) / 16(+1.4)
Signature radius: 195(-5)
Warp speed: 4.5au/s

I’m still not sure about this one.  Again, this allows you to move a large amount of P1 materials to where you need it to go, or for the multi-alt or high-level distributor a way to transport large amounts of POS fuel materials to locations much quicker and more efficiently.  But for a null-sec operator like me who is doing low-level PI operations, its not worth trying for.

ITERON MARK IV – Ore Bay (Ore includes Gas, Ice, and Mineral Ore)

Gallente Industrial Skill Bonuses:
+10% Ore Hold Capacity
+5% Max Velocity

Slot layout: 2H(+1), 4M, 4L(+1); 1 turrets , 0 launchers
Fittings: 120 PWG(+50), 260 CPU(-490)
Cargo (capacity / Ore Hold Capacity): 550(-4700) / 42000
Defense (shields / armor / hull) : 590(+355) / 710(-306) / 950(-223)
Mobility (max velocity / agility / mass / align time): 120 / .94(-.06) / 12975000(+1725000) / 16.9(+1.3)
Signature radius: 205(-15)
Warp speed: 4.5au/s

What I said about the mineral hauler above, goes double for this guy here.  For all the same reasons too.

HOARDER – Ammo bay (This includes anything in the ‘charge’ group – bombs/cap charges/etc)

Minmatar Industrial Skill Bonuses:
+10% Ammo Bay Capacity
+5% Max Velocity

Slot layout: 3H(+1), 4M(+1), 3L; 2 turrets(+1), 0 launchers
Fittings: 180 PWG(+120), 300 CPU(-350)
Cargo (capacity / Ammo/Charge Bay Capacity): 500(-4600) / 41000
Defense (shields / armor / hull) : 840(+566) / 800(-216) / 2100(+1084)
Mobility (max velocity / agility / mass / align time): 120 / .85(-.15) / 10625000(-875000) / 12.5(-3.4)
Signature radius: 185(+5)
Warp speed: 4.5au/s
Unpacked Volume: Increased to 400000

This to me was the surprise punch as this type of ship is VERY useful to a pilot like me and will be for mission runners as well.  Able to transport 61,500m3 in munitions is big for moving caches of ammo to new locations, jumping them from home systems to POS grinds, and for moving station to station.  The only downside is that there isn’t going to be much of a tank on this ship.  Considering that this ship will likely be used in ferrying ammo in hot combat areas, I see that I as a major weakspot that two turrets won’t likely fix.

In Conclusion

While I don’t like all the changes, it does finally give a bland, cookie-cutter, set of ships new live and new reason to cross-train.  Specialize bays, particularly the Ore and the Ammo are good improvements.  However, not seeing a “tug” of any sort was a real disappointment, which I hope is still in the works somewhere in CCP’s thought process.  Changes to the “blockade runner” versions of the ships left something to be desired as they didn’t go far enough in some cases (with the possible exception of the Wreathe), whereas changes to the “Heavy Haulers” kept them competitive (don’t believe anyone who says otherwise) for all that they have the ability to do.  I was hopeful in that some of the changes made to these industrials show a bit of understanding about the problems of Deep Space Transports.  DSTs aren’t useful anywhere currently because a.) They typically don’t haul as much as their T1 predecessor, which makes the useless in high-sec.  b.) There only defense consists of +2 warp strength and better resists, which is countered by their slow align time, higher sig radius, slow warp speeds, and in addition to the prevalence of warp bubbles in null-sec, make them huge targets for any raiding fleets in low-sec and null-sec.

One other note which we should not forget is this, CCP Rise made the following statement: “Maybe it could/should be, but again, I don’t think this rebalance is the place to start, which is why we decided to hold off on anything drastic until we get a better sense for where industry in general is heading.”  This is important because this tells us that a.) Industry is getting another look, a deeper look.  And that b.) Whatever changes DO come through will have the blessing of those doing the industrial review.  From this, I suspect that PI may be getting another update because in its current state, I really don’t see a NEED for a ship like what is being offered.  The conversion rates just reduce the size too quickly for a huge cargo transport like that to be useful.

Needless to say at this point, these changes definitely wake things up, and will make things more interesting.. and potentially profitable, for all Eve pilots.

OH!  As a side note, I am trying to think of new ideas to update my blog.  I tried a more rusty look.. but it didn’t go over too well and looked rather plain.  Anyways, if you have some ideas, shoot me an eve-mail and let me know.

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