Showing posts with label Ship Balancing. Show all posts
Showing posts with label Ship Balancing. Show all posts

Wednesday, 28 May 2014

Freighter/Jump Freighter Changes in Kronos and beyond

I had a long post I've been working on about the upcoming changes to Freighters/Jump Freighters and then an update was posted that made what I was saying moot. So I scrapped it and now this is what I have.

What Was And Will Be


Initially rigs were going to be allowed to be fitted to F/JF and changes to ship statistics and cargohold capacities but a threadnaught developed and after considerable feedback this was reviewed and has been changed to F/JF having three low slots, and not rig slots.

As a result, when released, freighters and jump freighters will be able to fit the following:
  • Expanded Cargohold (adds to cargo hold at the expense of structural hitpoints)
  • Reinforced Bulkhead (adds structural hitpoints at the expense of non-warp velocity)
  • Hyperspatial Accelerators (new module, adds to warp speed)
  • Inertia Stabilizers (faster align time, but larger signature)
  • Overdrive Injector Systems (faster non-warp velocity at the expense of cargohold capacity)
  • Adaptive Nano Plating (grants armor resistance to all forms of damage)
Six fitting options, including a new warp speed affecting module, that will give players who use F/JF a lot more options in fitting and more importantly the flexibility that rigs would not provide.

Adding three Reinforced Bulkheads to a freighter is going to increase the EHP by nearly 80%, even just one and a couple of cargohold expanders will 5% increase in EHP. Maybe not enough to stop a concentrated gank effort but perhaps enough that any ganker will think twice before striking.

Base Stat Changes


One major change coming is the changes in base stats for F/JF, the major of these being the lowering of the base cargohold for each ship which by approximately 40% for Freighters and 50% for Jump Freighters.

This is quite a shock, fortunately the ability to add three cargohold expanders and you'll bring the cargo capacity back up to just over the old cargo capacity for JF's (no more than 1%/2% difference) or a significant increase for Freighters (finally you can have a cargohold of over the 1,000,000m3 size).

The table below is based on a fully skilled pilot with V's for all relevant skills for piloting.

ShipOld EHPNew EHPEHP ChangeOld Cargo (m3)New Cargo (m3)% Cargo Change
Providence193,690227,427+17.42%918,750543,750-40.82%
Charon195,783210,860+7.70%981,250581,250-40.76%
Fenrir174,049204,749+17.64%900,000543,750-39.58%
Obelisk200,827235,712+17.37%937,500550,000-41.33%
Ark351,357411,567+17.14%344,531.30168,750-51.02%
Rhea326,264400,487+22.75%367,968.80180,000-51.08%
Nomad314,978394,272+25.17%337,500165,000-51.11%
Anshar363,687441,612+28.11%351,562.50171,875-51.11%

Jump Freighter Nerf


The nerf to cargohold capacity is a major change for JF's that can be possibly be attributed to force/logistic projection and the ability of JF's to carry such a large amount 'relatively safely'. This combined with the 50% increase in fuel usage that we'll also be seeing means that any JF run is going to cost significantly more come Kronos and the next expansion.

Comment


As a Jump Freighter pilot, these changes are frustrating but do open up more flexibility for pilots through the introduction of three low slots rather than two/three rig slots. In fact it means you can carry several different modules and refit as required in local stations or via a mobile depot.

The Jump Freighter changes are going to hit the 'bottom line' much more than the freighter changes. Yes, fuel size is getting reduced by one third (from 0.15m3 to 0.10m3) so we'll be able to carry more but the fuel is going to be used faster and, more than likely, cost more. Already we're seeing prices near 1,000 ISK per unit and this will only increase as supply decreases and demand increases.

Certainly I'm giving serious thought to changing my racial JF to one who's fuel I can mine locally.

Friday, 23 May 2014

Blockade Running and Deep Space Transports get a much needed upgrade

I'll only be covering my reaction to the changes as I use both the Prorator and Impel of these classes, your mileage my vary if you use different ships.

Blockade Runners


I have used Blockade Runners, mainly the Prorator, many times when I'm either carrying high value cargo (rare these days) or moving through hostile space (usually distribution missions and/or moving low/medium value assets in null sec).

The changes mean the Prorator will now have the following stats:

Amarr Industrial Bonus per level:
+5% Cargo Capacity
+5% Velocity

Transport Ships Bonus per level:
+5% Warp Speed (was the useless tanking bonus)
-20% CPU requirements for Cloaking Devices
Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. 
Immune to cargo scanning.

Slot layout: 2(+1)H, 2M, 4L; 1 turret
Fittings: 150 PWG, 200(+5) CPU
Defense (shields / armor / hull) : 800(-255) / 2000(-109) / 2100(-150)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+15) / 87.5(+12.5)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+18.75) / 80(+20)
Capacitor (amount / recharge / cap per second) : 1375(+437.5) / 393(+112)s / 3.5
Mobility (max velocity / agility / mass / align time): 170(+10) / 0.52(-0.03) / 10,750,000 / 7.75s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 240 / 2
Sensor strength: 14
Signature radius: 110(-5)
Cargo Hold: 2900(+400)m3

The covert ops cloak was the main reason I used one and combined with the mwd trick on gates meant I was 99% safe in moving what I had to. The only issue I had was the small cargo space meant I didn't use it as much as the Deep Space Transport (Impel) that I had when going only a couple of jumps.

However the upgrade sees a lot of changes and the totally useless bonus to tanking has been removed in favour of a bonus to warp speed. Combined with an extra base 400m3 of cargo space means with T1 rigs and cargo expanders in the lows should see my Prorator easily exceed 10,000m3 of cargo space.

In real game terms it means I'll get around 8,000m3 of space with two cargohold expanders and T1 rigs with nanofibres and/or inertia stabs in the other low slot. The upgrade to T2 resists is nice, not exactly useful as this thing has as much tank as a piece of paper but it evens up all T2 ships.

Full details on the changes can be found here.

Deep Space Transports


DST's are a class of vessel that, once T1 haulers were rebalanced, really lost their use. T2 rig fitted you'd be close to 40,000m3 of space but T1 haulers that had specialized bays made these look a little dated so it's nice to see them get a really big change with the introduction of the Fleet Hanger.

The bonus to Fleet Hanger capacity means people will finally have a reason to train Transport Ships beyond Level 2, even up to Level 5 (if you have the patience). I'm certainly going to be doing that on my characters that maintain my towers, it means I no longer have to risk the Freighter, using instead a Impel, to haul all my materials to/from towers as they'll fit nicely in a DST.

These changes for the Impel are as follows:

Amarr Industrial Bonus per level:
+7.5% Armor Repairer Effectiveness
+5% Velocity

Transport Ships Bonus per level:
+5% Fleet Hangar capacity
+4% Armor Resistances

Role Bonuses:
+2 Warp Core Strength
+100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and 

Resistance Modules
Note: Can fit Medium Micro Jump Drives
Slot layout: 2(+1)H, 2(+1)M, 7L; 2(+2) launchers
Fittings: 330(+80) PWG, 240(+65) CPU
Defense (shields / armor / hull) : 2000(-109) / 4300(+81) / 4500
Capacitor (amount / recharge / cap per second) : 3500(+2250) / 875(+563)s / 4
Mobility (max velocity / agility / mass / align time): 90(+10) / 1 / 19,500,000(+500,000) / 27.03s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 205 / 3(+1)
Sensor strength: 16
Signature radius: 160
Cargo Hold: 1000(-3000)m3
Fleet Hangar: 50000m3

Conclusion


I believe these changes are balanced and add new life to two classes that have been very much underused. I'm certainly going to invest in another couple of each ship as they now, with increased cargo holds/fleet hangers, can fill a gap in my logistics chain that I previously fixed with a freighter. The only other thing that would make DST's more interesting would be interdiction nullification (like Interceptors) that's been suggested before.

One thing that did make me laugh with the changes to DST's was a Impel fit that I saw that, utilising the Role bonus to overheating, used Deadspace/Officer modules and overheating to get all four resists above 99% and maintain them for at least two minutes with a cap booster!

There are those that are still complaining that Blockade Runners should have their cargo scanning immunity removed but it's a nice feature to have and means gankers don't have it all their own way finding targets. It's possible they won't get a thing from BR's.