So last night, I actually found myself online at the same time as Em, and we had time to talk about the changes coming up with “Retribution” — the winter expansion. The upshot of that conversation was that a lot of the stuff that I’d categorized as “everybody know this is coming” was stuff that Em hadn’t heard about yet.
So I figured I’d list out pretty much everything I’m aware of that’s coming with Retribution. A few caveats:
- I’m not going to talk about Crime Watch and the new Bounty system, because not much has been posted about it yet.
- Update: WAIT! Here’s a new dev post on Crime Watch. It looks good! This might be the first time I’ll actually understand aggression mechanics in the game.
- I’m going to be briefly summarize the changes, but this is still going to be a monster of a post. Can’t be helped: there’s a TON of stuff coming in this expansion.
Now then, let’s get started:
- WAR ZONE CONTROL – War zone control does not currently encourage players to hold space, only to upgrade Infrastructure-hubs when they need to buy stuff from the LP store (upgraded warzone control gives truly massive store discounts for the limited time the upgrade is in place). The upcoming change removes the discounts, and modifies the amount of loyalty points you earn doing FW stuff instead.They’re also going to make it harder to upgrade and downgrade the control in individual systems within the war zone, which should make whatever tier you’re at more ‘sticky’.There are a number of things they’re putting in to make this happen, but basically offensively taking out offensive complexes won’t ‘bleed’ the stability of a system’s upgrades quite as hard (though it will still pay as well), defensively plexing in a contested system will actually reward you something other than standing, and guys can’t just farm some system that’s been stripped down to a totally vulnerable state for days on end — vulnerable systems will give offensive plex-runners no payout at all.Opinion: Greed is a good motivator. This should encourage factions to actually keep and maintain desirable levels of zone control for the LP bonus rather than just push to the max level for 40 minutes every couple weeks to ‘cash out’. More zone control effort = more fights. The changes to the loyalty point payouts for offensive, defensive, and vulnerable-system plexing are very good — see the other FW Complex Changes, below.
- NEW SYSTEM UPGRADES – Current benefits from upgrading a system are a bit lame, especially in systems with no stations. The new iteration will, per level of upgrade in a system, add:
- More manufacturing, copy, research, and invention slots in stations
- Reduction in ship repair costs
- Reduction in market taxes
- Reduction in manufacturing times (this one is a pretty huge deal)
- Reduction to starbase fuel cost (only happens twice, at tiers 3 and 5)
- Able to anchor Cyno Jammer (only at tier 5 control of the system) to prevent getting an enemy capital ship fleet dropped on you. This is a special item and basically takes about 5 or 10 minutes to spool up, and lasts an hour.
- FW COMPLEX CHANGES – there’s a whole lot of changes to make it harder or outright impossible to ignore PvP in plexes. CCP wants these locations to be a good hot point for fights (anything to change things so every single fight isn’t on a gate or a station is a good thing, in my opinion), and they’re doing a lot of good stuff to make that happen.
- The ‘capture’ beacon will be moved a lot closer to the entrance to the complex, so attackers don’t have to first traverse 60 to 100 kilometers of empty space to get within range of their target.
- All beacon capture ranges will be normalized to 30km.
- Any hostile pilots or hostile NPCs inside the complex will prevent the capture timer from counting down, so if an enemy shows up, you need to kill ’em or drive them off.
- They’re adding a frigate-only complex, and reorganizing which ships can get into each of the four types of complexes, focusing on restrictions based strictly on size, not tech level of the ships.
- Since complexes can’t be captured if there are enemy NPCs active in the complex, you need to be able to kill them, though there will be fewer (only one active a time), so you can legitimately do this technically PvE activity with PvP-fit ships. (Also, they don’t spawn if there’s any PvP happening.) Also, the NPCs will be active-tanked to a level appropriate to their ships size, which means that there shouldn’t be any more situations where a frigate is soloing a battlecruiser-class complex.Opinion: All in all, good changes; a hard counter to the no-gun, warp-away, risk-adverse, plex-farming bullshit going on right now.
Mission NPCs (including Faction Warfare NPCs)
All mission NPCs will get upgraded to the “sleeper AI”, modified somewhat. That means that NPCs in all missions will switch targets based on threat (instead of just aggroing the first guy who warps into the site and sticking to him until killed). They will target drones less than Sleepers do and will, if possible, target ships of roughly the same class as themselves, provided such targets exist.
Opinion: The fact that supposedly hardcore EvE players are whining about NPCs finally obeying “threat” code that’s been standard in MMOs for ten years makes me laugh. Harden the fuck up.
Many Ship Changes are Coming
Well over 40 ships are either being revamped, tweaked, or simply created from scratch. Starting from the smallest and working our way up…
Tech1 Exploration Frigates
These ships are, today, basically used as disposable ships for lighting Cynos, and that’s about it. CCP wants to see them in their intended role: solo running of high-sec exploration sites throughout New Eden — a great occupation for newer players — or to support more advanced ships in low-sec, null-sec, or wormhole space. They’re all getting bonuses to hacking, archaeology, and salvaging so you can use them to both probe and run the “mini-profession” sites. Their combat ability has been directed at drones (3 or 4 unbonused light drones) instead of weak weapon bonuses — enough to kill the rats in high-sec sites (although a combat frig will clear them faster) — fit a light active tank, drop drones, and kite.
Opinion: The only downside to these changes is that it makes all four the ships feel sort of… the same. That said, they should be good at what they’re intended to do, and a good way for a new pilot to practice scanning and make some money. Now, if they’d just change the hull for the Imicus — god that’s a stupid-looking ship…
Tech1 EWar Frigates
Since these were formerly “low-tier” frigates, they’re getting pretty significant buffs to make them ‘as good as other frigates’, while focusing on their given role. CCP’s goal is to see these ships become commonly used by newer players to take useful roles in fleets of many different sizes. CCP has also said they expect to release them alongside some tweaks to certain ewar mechanics themselves (for instance, the Griffin getting another mid-slot for yet more ECM, but apparently ECM’s getting tweaked so that it’s going to balance out).
The Crucifier (Amarr) and Vigil (Minmatar) are being bonused towards longer-range disruption, while the Griffin (Caldari) and Maulus (Gallente) are more medium range oriented. CCP has also said that some EWar was over-nerfed in the past (hello, Gallente) and will be looked at.
Tech1 Support Frigates — Your first “healer” ship
One of the coolest things CCP is doing with this expansion is establish better ‘training’ paths for certain classes of ships — you want to be the support/repair/buff guy? Well, you don’t have to wait two months to finally fly a viable ship! You can start with Support Frigates, move to Support Cruisers, and then to the tech2 Logistics Cruisers that we all know.
Each race will be getting a tech one support frigate, bonused in remote repairing. (10% bonus to repair amount per level, 10% reduction in capacitor draw for reppers per level, and a flat 500% bonus to remote repair module ranges). They’re also giving them more scan resolution across the board, cutting the cycle time of small remote armor and shield reps in half so that these ships can respond more quickly to the fast pace of frigate combat, and reducing the fitting requirements of these modules. These ships have a max rep range of 28.8km with Tech2 rep modules and are generally among the slowest of the tech one frigates.
The Support Frigates are generally created from the ‘mining’ frigates that no one ever uses for anything, ever. This is perhaps the trickiest part of the winter frigate rebalance, since CCP is creating an entirely new role for frigates in a fleet, and hopefully shaking up frigate and other small-gang combat quite a bit.
These ships are, by design, weaker for their size than Tech2 Logistics Ships. This reflects both the lower cost and Skill investment and the design goal that they add to current frigate warfare without eclipsing all the other ships in the lineup.
More Tech1 Combat Frigates
We’ve already seen the changes to the Merlin, Incursus, Rifter (not much change), Punisher, and Tormentor (the mini-Armageddon — a design philosophy in which CCP acknowledges that the Amarr battleships are the best the Amarr has for PvP, so let’s copy those designs in miniature). These last three round out the Combat Frigate lines to 8 ships, two for each race. All three tend to favor long-range combat.
The Kestrel, in contrast to the heavier-tanked, gun-toting Merlin, is the start of the Caldari training path for pure missile damage. It’s going to do good damage with any type of missiles you can fit on it, with great range. It’s also going to be quite a bit more fragile than the new Merlin, though tougher than the older version of itself. It’s also getting a bit faster.
The Tristan is moving away from being a mix of missiles and guns, to being a mix of guns and drones. It will be able to field a full flight of light drones, with almost a full second flight of replacements or utility. It’s guns are bonused for tracking, to deal with the fact that it will probably fit railguns over blasters (it has a nice bonus to targeting range). It’s about as slow and tough as you remember. It’s going to be a hell of a fun ship to bring on frigate roams.
Finally, the Breacher is another missile-boat. It gets an agnostic missile damage bonus, like the Kestrel, but (and I like this) it’s second bonus is to shield repair amounts, making it a tiny, missile-tossing Cyclone. I approve.
New ORE Mining Frigate (Please name it the Chribba.)
Designed as an entry-level mining ship, this will replace the old mining frigates in the Industry Career Path tutorials. It has an outstanding mining output, capacitor, and mobility, with an astounding (for a frigate) ore hold of 5000 cubic meters. Its purpose is to be a fast hull capable of mining in hostile space (even if the current value of high-sec ore defeats this goal quite a bit). It also serves as an AMAZING gas harvester. With its inherent +2 warp core strength bonus, it should stand a fair chance of doing its job without being instantly tackled and killed.
With it’s bonuses, the ship can do with two mining lasers what it would take any other ship five lasers to accomplish. This means that when gas harvesting, it’s output as good as any gas-harvesting battlecruiser you care you name, with almost twice as much ‘ore’ cargo capacity for that gas. Even without a propulsion mod, it can be built to be practically unscannable, cruise around at close to 500 meters per second, and align-to-warp in 2.5 seconds.
Oh, and it gets a flight of three light drones.
I will buy these things by the six-pack.
Existing Destroyers Rebalanced
CCP sees destroyers trading resilience and mobility for firepower. Existing destroyers are mostly fine as they are right now, but they are getting a few tweaks, notably the Coercer, which is in sad shape.
The Coercer is getting a second medium slot (finally!), losing a low in the process. It also got more CPU and Powergrid, so it can squeeze on the largest small lasers (once those weapon’s fitting requirements are changed, see below).
The Cormorant swaps one medium out for a new low slot. Capacitor, agility, and signature radius were inconsistent with other Caldari ships and were adjusted.
The Thrasher and Catalyst were barely touched.
Four New Destroyers
The new destroyers keep the same role as existing hulls – anti-frigate platforms. 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 are a bit tougher, with better damage projection due to the weapon types they use. Price will be roughly the same as existing destroyers.
Amarr: The Amarr destroyer is designed to take down opposition through indirect means. It gets bonuses to drone damage and hit points, and 20% range bonus to energy vampire and neutralizer modules (which will take up some or all of its six turrets with small neuts that reach out to about 13 kilometers). It’s basically sort of a mini-Curse. The damage is nothing special, but energy disruption ability plus drone control makes it, potentially, a real game changer in smaller fights. Like the Arbitrator, it has large bay of drones (able to field flights of five light drones at a time), giving it many options and utility choices.
Caldari: Missiles, missiles, missiles, missiles, that’s what this hull is all about. It spams missiles from eight launchers at quite a long range, and boasts improved explosion velocity to catch those pesky annoying little orbiting frigates.
Gallente: Combines both turret and drone damage. Will probably have five turrets bonused for tracking (railguns), with a single utility high slot. Damage is lower than a Catalyst, but much better damage projection (two full flights of lights in its drone bay) — especially with drone damage amplifier changes.
Minmatar: 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 (it gets a bonus that reduces its signature size when using a Microwarpdrive) while spewing missiles from its seven launchers. As a downside, it’s less efficient at hitting fast moving targets at greater ranges, like the Caldari hull.
Weapon and Module Changes
There have been a bunch, and I’m going to summarize a lot, and probably forget many things. This is the stuff that seems to be attracting the most attention.
Light missiles and rockets got buffed. All larger short-range missile systems got buffed either directly, indirectly, or both. Heavy Missile Launchers got ‘nerfed’ so that they perform more in line with long-range weapon system — compared to those weapon systems, they’ll be second highest in DPS and volley damage once the changes go in. Several types of missile launchers got easier to fit. Tech2 missiles generally got buffed, though a few became less useful.
Smalls and medium lasers got easier to fit, and several got renamed to be less stupid. (No more small lasers named “medium” something.)
Medium artillery cannons got easier to fit, and some ships (Hurricane) got their powergrid adjusted down to compensate. (As I mentioned yesterday, this ‘hurricane nerf’ isn’t much of one, though there may still be more changes coming.)
Drone Damage Amplifiers got easier to fit.
Ancillary Shield Boosters got nerfed down a bit, because they needed it. Basically, they have the same repair capacity, but they can’t keep it going for nearly as long before they have to reload (and then die).
These are the Disruption cruisers, inexpensive ewar platforms. CCP is revamping the tech1 Ewar cruisers with similar goals to the Tech1 ewar frigates. Two are focused on pure ewar with range bonuses (Blackbird and Celestis) and two are more hybrid ewar/brawlers for small gangs (Arbitrator and Bellicose).
Arbitrator: Bonus to tracking disruptors and drone damage/hit points. Not many changes, as CCP sees this as a really good ship already. In general it got a bit tougher and the capacitor got buffed. It’s got better weapon options now as well — rather than trying to squeeze on unbonused energy neutralizers in an effort to be a poor-man’s Pilgrim, the Arb pilot can run with two lasers and two missile launchers in its highs, if he wants to.
Blackbird: Bonus to ECM jam strength, optimal range, and falloff. Slightly better tank and capacitor. Now has a small drone bay. Ridiculous base targeting range (85km).
Celestis: Bonus to Sensor Damp effectiveness and optimal range. Big drone bay (two full flights of lights, or a flight of mediums) with the bandwidth to match. With the added drones and two(!) more low slots, it’s even better at ignoring its intended role to triple-web-kill frigates.
Bellicose: Bonus to Target Painter effectiveness and Missile Launcher rate of fire (with four launchers). Complimentary bonuses! Amazing! Way more CPU for fitting. Better shields. Faster. I’ll be having these.
Tech1 Support Cruisers
These are the tech1 remote repair ships designed to operate alongside or instead of Tech2 Logistics ships.
These ships continue the ‘upgrade path’ started with Support Frigates, which new players can follow all the way into T2 Logistics ships (or even carriers). These ships are weaker (both in reps and tank) than Tech2 versions, but they are designed to be capable in a mixed Tech1/Tech2 fleet, when what counts most is participation.
“If we’ve done our job right, then when a newer player shows up to your Armor fleet saying “I’ve got an Augoror, how can I help?” the FC will respond with “Join our logistics channel, the guys in there will get you set up with the cap chain and anchor“, rather than “LOLN00B come back with a real ship.“
These ships are very close to their Tech2 counterparts in range, speed, agility, cap chain ability, and cap stability. They should be able to hang out with a Logistics crew and do their thing, albeit at reduced effectiveness. They also rely more strongly on role bonuses than skill bonuses, so that they will continue to be viable even when your pilot doesn’t have Cruiser 5. (Their repair range and cap chain ability remains basically the same no matter who’s flying the ship.)
Also, as with the the Logi frigate balance pass, CCP adjusted the repair modules at the same time, reducing some fitting requirements significantly.
- A 15% bonus to either either Remote Armor Repair amount or Remote Shield boost, per level.
- A 5% reduction in the capacitor use of the appropriate module (remote shield or armor reppers), per level.
- A flat 1000% bonus to the range of the appropriate module (and to Energy Transfers, for the Augoror and Osprey).
In addition, the Osprey and Augoror get a flat 200% bonus to Energy Transfer Array transfer amount (welcome to the cap chain), while the Exequror and Scythe get a bonus to the repair amount of Logistics drones.
They all get a few more fitting slots, improved power grid or CPU (or both), buffed tank, buffed capacitor, and increased drone capacity. (The Exequror tops the charts on this, as it can field a full flight of bonused medium logi drones, while the Scythe has the weird bandwidth and drone bay values that Scimitar pilots should find familiar.)
Somewhat more anticipated cruisers than Ewar and Support Cruisers. “Attack” cruisers are the faster and lighter of the fighting cruisers.
The gap between Attack and Combat cruisers mirror the gap in the frigate lines, although for cruisers the divide isn’t as sharp. These ships do have less EHP than the Combat cruisers, but can still be tanked pretty well if you sacrifice some of your firepower.
These ships (the Omen, Caracal, Thorax, and Stabber) saw quite a bit of adjustment, though the really lame ones got more love.
Omen: Speaking of lame, boy did this guy get some love. Double-bonuses laser turrets. Another low slot. Improved powergrid and CPU. Roughly a 20% increase in mobility. Much better drone capacity.
Caracal: Excellent missile platform. Improved tank. Two more low slots. Much better powergrid and CPU. A nice fat boost to base speed.
Thorax: Probably adjusted the least of the group. Slight weaker tank, but a big boost to base speed, leaving it second only to the Stabber. A bit more CPU for fitting, another medium fitting slot, and that’s about it.
Stabber: Poor stabber, how you’ve been mistreated all these years. How can we make it up to you? How about being the fastest attack cruiser by almost 20%? Bonused turrets with a falloff buff for better kiting? Another low and mid slot? Better tank?
Can’t decide? Then you can have all of the above!
You still only get that one little light drone, though. No luck there. Sorry.
Last but not least, the Combat Cruisers are designed as front line warships with both solid damage and good staying power. These ships got less dramatic changes than the others. The average tank of the set is only 2% higher than the average tank of the old “Tier 3” cruisers. Their main advantages over the other t1 cruisers are in tanking and a more robust capacitor.
Maller: No longer the useless, over-tanked, under-gunned bait ship! The maller gets a bonus to damage on its five laser turrets and a bonus to armor resists
(rather than raw hit points, like the old version) (oops: got this confused with the Navy Augoror). A nice fat boost to powergrid should make fitting the medium turrets a lot easier, too. It picked up a chuck of base armor hit points, and also got about 25% faster.
Moa: Basically the shield version of the Maller, with a bonus to hybrid turrets and shield resistances. Doesn’t look like much else changed on this ship, but I never got the sense that it was that weak — just unspeakably ugly.
Vexor: If it ain’t broke, dont’ fix it. The vexor gets a bonus to both medium hybrid turret damage and drone hitpoints and damage. It loses the utility high slot, but gains both a mid-slot and low-slot, making it very versatile. The extra powergrid may even mean it can fit right-sized guns! Very solid tank (tons of structure hit points, because Gallente) and improved speed.
Rupture: If anything the Rupture was tweaked even less than the Vexor. One less high slot (why even bother making launchers an option), one more mid-slot (yay flexibility!). As with all minmatar, it’s faster than the other ships in its class, and remains a great option.
… and I’m spent.