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2022.01.25 12:03 blckuncrn Bath Time (for the baby, administered by the newf)

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2022.01.25 12:03 perochan TEMPEST - Debut Coming Soon (Who Am I? Sketch Film - Hanbin, Lew)

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2022.01.25 12:03 ok_intention21 Up to $50.00 OFF on Acer Monitors!!!

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2022.01.25 12:03 introsort [Hiring] Cloud Software Engineering Intern Careers at Intel in Tampere, (Intel)

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2022.01.25 12:03 highamann Nothing is more metal than a camo ESP Guitar, hands down!

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2022.01.25 12:03 _Ign0red Do you like Jschlatt?

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2022.01.25 12:03 Stitch_K Navy EWAR Cruisers - Higher Strength, Shorter Range EWAR

I've had this idea floating around for awhile so wanted to expand upon it here.
The general idea behind a theoretical Navy EWAR cruiser is a mix of the existing Navy Cruisers (more EHP/Fitting/Cap/Speed/DPS) along with higher than standard EWAR strength, but lower range. Not as dramatically low as EWAR frigates, but still useable in closer range engagements. More like brawling to mid range, rather than 100km+ like most EWAR ships.
In exchange for the higher strength, they will generally not see more mid slots (so you'll have stronger EWAR, but less ability to field multiple EWAR modules) in comparison to T1 or T2 options. All of the Navy EWAR cruisers will be more tilted to combat bonuses than their T1 or T2 counterparts. Giving the option of more combat focused fits and largely ignoring the EWAR bonuses, or focusing more on the EWAR bonuses for things like gang comps or doctrines, or a mix of the two.
More ships? But CCP needs to fix what we have!
Yes, I know. CCP should do both. EVE needs both new ships to help get interest on things to login for and fix ships to deal with balance concerns. New ships can also help provide counters to previous existing meta's that may not have been possible with available ships. I do agree that new ships shouldn't be made that don't fill a niche or role not already existing. However, there are still niche's that new ships can explore that are still beneficial to the game and honestly i'd really like to see more general purpose ships in the game rather than more highly specialized or shoehorned ships like edencom and triglavian. That's not to say we shouldn't see new Trig/Edencom ships, but the game has multiple races and weapon systems that could also benefit from new ships. I want to see more variety in fits again with the original weapon systems, not just more single gun + utility ships.
General purpose ships are much easier to jump into through training progression or with players already having the skills trained, rather than completely new classes or specialization that require a new subset of skills.
General Theory and Loose Stats
Now that the "CCP should fix what we have" discussion is out of the way. I'll discuss each EWAR cruiser and its loose stats.

Republic Fleet Bellicose
I'm sure most of you won't like this, but the Fleet Bellicose is not going to be a web bonused ship like the Vigil Fleet Issue/RapieHuginn/Hyena might imply, but it would be target painter bonused. The reasons for this are pretty simple:

  1. There are already way too many LR web ships in the game, we don't really need another, and in this case, a cheap web bonused hull
  2. Web bonuses don't really fit the "Shorter range but higher strength" dynamic mentioned here. Technically you can, but the strength side is already done by the serpentis line-up, and we don't need longer range 75% webs either, nor do we need to make serpentis bonuses less desirable by offering a cheap alternative.
  3. Abyssal webs can further counteract the lower range bonus.
Moving past that, the Republic Fleet Bellicose would get the following:

Republic Fleet Bellicose Stats
5% bonus to rapid light, heavy missile and heavy assault missile launcher rate of fire per level
5% bonus to heavy missile and heavy assault missile damage per level
Role bonus:
100% bonus to target painter strength
60% reduction to target painter optimal and fall-off

4 Hi slots (4 launcher slots)
5 mid slots (this could be 4 mids and +1 utility high, open to debate on if 4 bonused TP is too much)
5 low slots
40mbit of drones

Rough values for TP bonus is:
T2 painter = 75% increased sig bonus (90% heated) @ 25.8km optimal and 64.4km falloff
Meta painter = 68.8% increased sig (82.5% heated) @ 21.48km optimal and 53.6km falloff
Faction Painter = 82.5% increased sig (99% heated) @ 25.8km optimal and 64.4km falloff
With Info links, you get at maximum 118% increased signature w/ heat using the faction TP. So essentially more than doubling anything's signature within optimal range. This may not be as glamorous as say, yet another web ship. But a ship with an actual strong TP bonus might make it worth it to bring these for comps that need close range tracking. Or even to support capitals.
And yes, the damage bonus doesn't apply to RLML, because there are enough RLML spam ships. So you'd do the same dps with Fleet Belli with RLML as you would with T1 bellicose. But HAM/HML fleet bellicose would get a decent dps bump.

Blackbird Navy Issue
This is a bit of an oddball at first glance, because it goes slightly against typical ECM ship and Caldari slot layouts. However, it can help fill a needed niche. Which is the option to more effectively armor tank an ECM cruiser (as none currently truly exist). It will not be directly bonused to armor, but will have a more flexible slot layout to accommodate a potential armor tank. This also lends itself to the whole "closer range EWAR" ship in more brawl like conditions.
It'll be quite a bit faster than the T1 blackbird/T2 rook and falcon, both to potentially help with any speed while armor tanked but also just to match the general theme of navy ships.
Blackbird Navy Issue Stats
20% bonus to medium hybrid turret damage per level
10% bonus to medium hybrid turret optimal range per level
Role Bonus
175% bonus to ECM target jammer strength
30% reduction to ECM target jammer optimal and fall-off

Slot layout:
4 highs (3 turret slots + 1 launcher slot)
5 mids
5 lows
20mbit of drones

Stats of ECM with bonuses:
The 175% bonus to ECM jammer strength is equivalent to a 35% bonus per level, which sets its jammer strength higher than a Rook/Falcon, but less than the Widow.
Before Signal distortion amps
T2 Multispec = 8.94 strength @ 24.22km optimal and 22.68km fall-off
Faction Multispec = 9.62 strength @ 28.21km optimal and 26.46km fall-off
T2 Racial = 13.8 strength @ 36.26km optimal and 34.02 fall-off
Faction Racial = 14.1 strength @ 37.8km optimal and 35.42 optimal
So while they are shorter ranged, they aren't so short that they can't really be used (like the old GNI). The racial specific stand out a bit more at being more useable than multi-spec's. You also have info links + MG Centurions to get more range out of it. Which I don't think is too big of a deal if you want to spend the isk and have a support ship. Especially considering these are intended to be used in a more doctrine/specific format when focusing on the EWAR bonuses. So its likely you could get back to the original ECM ranges with info links and MG Centurions (or better than original range), but the ECM bonus isn't over the top, just 25% better than falcon/Rook, but not better than the Widow.

Arbitrator Navy Issue
Builds more upon making the arbitrator tankier and leaning into the armor focus a bit more. Obviously you'll have some more speed to work with as most navy ships do. Taking a page from the VNI playbook and getting extra drone/laser bonuses squeezed in with the stats to help set it apart from the T1 arbitrator, pilgrim and curse.

Arbitrator Navy Issue Stats
10% bonus to drone hitpoints, damage and drone optimal range per level
10% bonus to medium energy turret optimal range and activation cost per level
4% bonus to armor resistances per level

Role Bonus:
50% bonus to tracking and missile disruptor strength
40% penalty to tracking disruptor and missile disruptor range

Slot Layout:
4 highs (4 turret or 4 launcher slots)
4 mids
6 lows
75mbit of drones

TD and MGD Stats:
Meta TD = 60.9% penalty (scripted) @ 36km optimal and 18km falloff
Meta MGD = 31.9% penalty for missile range and 41.2% penalty for missile precision @ 36km/18km
T2 TD = 64.5% penalty (scripted) @ 43.2km optimal and 21.6km falloff
T2 MGD = 33.8% penalty for missile range and 45% penalty for missile precision @ 43km/21.6km

The navy arbitrator only gets a modest increase to TD/MGD effectiveness because in the past, there was a bug where 100% TD meant infinite tracking. If this bug was fixed, then the strength increase could be higher, but overall its only 12.5% higher than on a curse/pilgrim/arbitrator. Info links gets the strength and range higher though, which is another reason why i didn't want to get too carried away.
TD/MGD range is still useable i feel in the sort of situations where you'd want to use them. And with the added speed means it could keep up with other ships to keep them TD'd down, compared to the pilgrim/arbitrator which are relatively slow.
The highslots are flexible for either missiles or you can use range/cap bonused lasers. So you could potentially make a hybrid nomen that is tankier but relies on the combined dps of drones and lasers.
There was another option instead of the laser option, which was a bonus to neutralizer amount on the neut drones, but that may have been either worthless, too strong, or just too much in one package. Plus i wanted to separate it more from the curse/pilgrim/arbitrator and the laser bonus is a bit more unique. You could also go with a 5/4/5 layout and go with 5 turret/launcher hardpoints, since the resist bonus could be too strong with 6 lows.
Celestis Navy Issue
This one was a bit more difficult to find a spot for, because Gallente has a lot of overlap between their ships with blasters, drones and sometimes 6 bonuses with them (VNI). So it becomes slightly more difficult to find a combat niche for the Celestis Navy Issue outside of the damp bonuses. Which ends up requiring some more "VNI'ing" of the traits to find a more unique layout and niche.

Celestis Navy Issue Stats
7.5% bonus to medium hybrid turret rate of fire per level
7.5% bonus to medium hybrid turret falloff and tracking per level
10% reduction in armor plate mass penalty per level

Role bonus
50% bonus to Remote Sensor Dampeners effectiveness
-30% range to Remote Sensor Dampeners

Slot Layout:
4 highs (4 turret slots)
4-5 mids
5-6 lows
50mbit of drones


Stats of dampeners with role bonus
T1 damp = 54.4% (scripted) penalty to targeting range/scan resolution @ 26.25km optimal and 52.5km falloff
T2 damp = 57.4% (scripted) penalty to targeting range/scan resolution @ 31.5km optimal and 63km falloff
Info links will boost these ranges by a fair amount as well, so like the TD's, I didn't want to go too crazy with the damp strength, but also didn't nerf their range quite as hard either.
Using the Rate of fire bonus, which is a less common gallente bonus (mega, exeq navy, eris) helps separate it a bit from the other cruiser options and it gets the falloff and tracking bonus. Allowing it to function well with railguns. Not quite as strong of a range and tracking bonus as the lachesis, phobos BNI but a decent mix.
The mass bonus, while not as strong as the Eris (because a 1600 plated ship should still have some mass/speed penalties) is still quite useful to offset a 1600/trimarked fit, or even a faster nano 800 plate fit. It also helps set it apart from things like the VNI which has an armor rep bonus and the Navy Arbitrator which has the armor resistance bonus.
The main thing i'm still contemplating is the slot layout. 4/5/5 layout looks good, but is also the same layout as 2 more of the ships in the line-up (belli and blackbird), so not sure if that feels too cookie cutter. The other option was 4/4/6, which then matches the arbitrator, but also makes it feel a bit too limited in the mids for damps. There is also the chance the 4/5/5 setup could be really strong in combat with rails+damp, where you have standard tackle mids, cap booster and a damp to basically keep someone damped down unless they get on top of you (which could be fair).
Overall, the Navy Celestis might need some tweaks to slot layout. For example if you go 4/4/6, then it might make more sense to bump the damp strength bonus higher since you'll have maybe only 1-2 damps.

Closing
Anyway, thats pretty much it for this post. On a side note, this would offer some more options for faction warfare and LP cash-ins, which would help diversify the races a bit more in terms of who to support for what ships you want for whenever FW is updated.
Hopefully you can kind of tell what i mean by "General Purpose" with these fits. Even though these potentially new ships have a specialty role/gimmick, you can also disregard them for their combat bonuses. Which makes the hulls a lot more flexible for whatever you want to do with them. Whether its small gang in the ESS, Armor specific comps for the EWAR bonus, Solo, Wormhole armor brawls (whenever they revert SS) etc.
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2022.01.25 12:03 BST_SmilE Yall think he not cappin⁉️⁉️

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2022.01.25 12:03 bactonretro “A Death In The Ocean Would Be Beautiful”, by me, Procreate, 2022

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2022.01.25 12:03 FordMan100 Boston patient removed from heart-transplant list because he’s not vaccinated against COVID: report

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2022.01.25 12:03 surgetapsYT Drinking About You ❤️ - PUBG: New State FRAGMOVIE

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2022.01.25 12:03 NorfTec Jungle Cho?

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2022.01.25 12:03 JazzySmitty Images of new Star Trek figures!

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2022.01.25 12:03 Objective-Local-8324 Leveling up!

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2022.01.25 12:03 SuspiciousPebble Interested to know more - Bought these 1920s/30s pieces from original owner (bought 66 years ago) in Newcastle, Aus. No makers mark, but dovetail joints and square cut nails, squiggly/wavy wood staples found also. I think it might be 'waterfall' art deco? Any insights are appreciated!

Interested to know more - Bought these 1920s/30s pieces from original owner (bought 66 years ago) in Newcastle, Aus. No makers mark, but dovetail joints and square cut nails, squiggly/wavy wood staples found also. I think it might be 'waterfall' art deco? Any insights are appreciated! submitted by SuspiciousPebble to Antiques [link] [comments]


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