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4s hello everyone I'm ccbb and you're
6s tuning into the second InFocus segment
8s for the Revenant expansion which is set
10s to come the 12th of November today I
13s have a fantastic guest with me CCP trash
15s Panda welcome hi thank you for having me
19s we are going to be talking about
20s something really exciting today we had a
21s Dev block and a video come out this week
24s uh it was called wealth and destruction
25s if I'm not mistaken we're going to talk
28s about in depth the Merc Ary dens that
31s are coming to the game and the new
33s deathless ships and the new damage
35s overtime weapon system so as I'm warping
38s over could you in in short tell me what
41s is a mercenary Den yeah sure so the
44s mercenary Den is I would say a clan
46s destine structure that has been uh
49s deployed by the deathless to uh extract
53s the workforce from skyhooks in NC so
57s they're a structure a mobile structure
59s which you can deploy
61s yes that's correct yeah so essentially
64s yeah so essentially they're they're a
67s almost you would consider them almost
69s like a mobile Depot the difference is
71s that they have to be in in orbit around
74s a Skyhook they need to be attached to a
75s Skyhook and specifically sky hook are
78s around temperate planets because those
79s are the ones that have Workforce or
82s population on the planet which we can
84s then exploit uh in the video you
86s explained that um this isn't something
89s that only the S owner the themselves
91s could deploy this is something that
93s anyone who finds themselves at a Skyhook
96s that is on a tempered Planet could come
98s in and deploy yes so but it only works
102s in soval like where there are sky hooks
104s correct correct yeah so this is actually
107s like one of the key things and I think
109s really cool about the mercenary Dent is
111s that it is it's a personal structure so
113s there's no there's no ACLS for it
115s there's no uh restrictions it's
117s essentially if you have that in your
119s cargo hold and also you have the skills
120s for them because there is a set of
121s skills for deploying mercenary dens you
124s can go to an uh an empty Skyhook and
126s deploy it yourself so that's great for
128s for you the individual uh it could be
131s good for a system or a Sol owner who
133s wants to have their own deployed perfect
136s let's actually dive into some of the the
138s kind of high level overview of what this
140s is um so this is a Deployable structure
143s it can be like we said on tempered
145s planets only M it produces encrypted
148s infom Wars and on the 26 of November
151s couple of weeks after the expansion
152s something called Anarchy and development
155s will also go live can you talk to us
158s about those two things first of all what
160s is anarchy so when it comes to the
163s Anarchy um this is probably one of the
165s key things because it's it's more of the
168s detrimental traits that the mercenary
169s Den is going to be developing over time
172s which is that if nothing happens this
175s mercenary Den the people inside it just
178s kind of go a bit um I don't don't want
181s to say feral but they can you know they
184s they get disorganized they get you know
186s they increase their Anarchy um and as a
189s result of that it means that it starts
191s having a detrimental effect on the
193s Skyhook itself so uh the temperate Sky
196s hooks these are sky hooks that provide
197s Workforce to the system to the sof Hub
201s and if you let the Anarchy increase over
203s time that will actually start affecting
205s the amount of Workforce that a Skyhook
207s is producing uh the other side of that
209s coin is development what what is that so
212s as a result of an increase in
215s development you essentially get an
217s increase of the amount of encrypted
220s infomorph that are generated from the
222s structure generally speaking you want
224s these to be up and up for for weeks so
227s that it gets more developed and is
229s paying you out uh at a higher rate right
233s correct yes yeah absolutely both of
236s these things Anarchy and development can
238s also be affected uh by something called
241s mercenary tactical oper operations MH
244s what are those so the mercenary Den will
246s at a um a various levels of uh time will
251s provide you with uh a an objective that
254s you will have to do in space uh so that
257s would be the the possibilities are
259s endless we are hoping to launch with at
262s least a few of these um these operations
266s and the idea is is that you complete
268s them and that will have have an impact
270s on the Anarchy and the development at
272s the same time so uh essentially what
275s will end up happening is if you've
277s completed one of these objectives you
279s will have a reduction in the amount of
281s Anarchy and you'll have an increase in
282s the amount of development so these these
284s two uh bars will end up going like this
287s if you're thinking Anarchy on this side
289s and development on this side we have a
291s flowchart just to help uh kind of
294s gameplay Loop to to show that for a
296s second as well um just to kind of clear
299s things up for people So you you're going
300s to look for a location for this uh
303s obviously you have to construct the
305s Deployable or purchase it uh you will
308s deploy it at a location whether it's
310s your own space someone else's space m uh
314s and then after a Time the development
316s will increase that is something that
317s will naturally increase and cannot
319s decrease over time so the longer it
321s lives the more you get out of this mhm
323s uh and our key will start to play in
325s there and you either decide to to do
327s something about that or let it grow uh
329s and there's there's various reasons why
331s you would want to lower the Anarchy if
334s it's not your space so let's say you
335s live in close to someone's area but you
338s don't have access to Sky hooks but and
340s you know that they're not really making
342s use of this but you really want the
343s deathless ships and the Damage over time
345s stuff then maybe you want to sneak in
347s there and put up one of these and and
349s see if you can get that to to live for
352s several weeks or maybe just a week to
354s try and get what you can out of it
356s absolutely but you'd want to keep the
358s Anarchy down so that they don't just
359s tear your structure down right yeah
362s precisely I mean the the the way that I
364s look at it is and I mentioned this in
366s the in the InFocus video we did
368s previously but having those options from
371s a from a play style point of view really
373s does make this structure quite
374s interesting because
377s essentially uh when you're playing with
379s with Workforce you're also playing with
381s uh not just the system itself uh as to
384s its output its uh upgrades but because
387s you can transport Workforce to different
390s systems you have the uh the potential to
393s impact multiple systems down the down
395s the road so as a system owner you
398s probably really want to make sure that
399s that anarchy is quite low because you
401s don't want that Workforce impact however
404s if you are an attacker and you do want
405s to do that it's actually a really clever
407s way of impacting people's uh impacting
411s people's systems but also multiple
413s systems because if they're transferring
415s Workforce to other systems then those
417s systems get affected as well so it's
419s it's really fascinating from that point
421s of view becomes a tool to disrupt
424s aquinox of in a certain way on top of
427s linking it to the deathless and and I
429s guess personal gain you could use this
430s as a tool uh strategically as well
434s absolutely and I think that's that's one
436s of the I'd like to see as one of the use
438s cases for this is is uh a little bit
441s more under the radar disruption gameplay
445s for the uh for the sovereignty to go on
448s with a flowchart uh uh obviously the
451s Anarchy can be decreased but that's only
453s by the owner of the structure right
456s correct yes so you can't just put down a
459s bunch of these and then tell people hey
461s you're you just deal with them you as
464s the person who put this down has to go
466s and do the mission you have to you're
468s the one responsible for the structure
470s and keeping the Anarchy down uh and and
473s taking out the items and speaking of
475s which if we go back to the
477s ingame
478s um the in-game screen share I put this
481s down yesterday I'm going to access the
483s structure that I have here yeah oh I'm
486s too far away hold on no I was close
488s enough so it's been generating at a
492s certain rate here uh and I now have
496s 2,388 encrypted infom Wars and it's just
499s slowly generating this it can actually
501s hold uh quite quite a large portion of
503s this so over one day it didn't generate
506s that much obviously there's no
508s development increase on this either mhm
511s um but you can tell that this is a
512s structure that could be here for a week
515s or two or three and and
516s really uh just accumulate a bunch of
519s this am I the only person as the owner
521s that can empty this correct yes you you
523s are the person responsible for for
525s emptying this uh this structure um and
528s if someone attacks this and it's
530s reinforced because let's let's go over
532s some of those details this is a structor
534s that reinforces with a 24-hour timer y
537s uh kind of like a mobile Depot with I
539s guess that's a two two-day thing but it
541s has some Jitter which means that it
542s could come out 18 hours later or 30
545s hours later or anywhere in between mhm
547s um it isn't a particularly hard
550s structure to kill it's just a mobile
551s small structure but it does give the
553s defender uh you know a timer to come and
556s defend this if they want to yes if it is
559s destroyed will these be up for grabs
561s will they disappear with it they they
563s will be up for grabs yes so that is also
566s a method of gaining access to these
568s encrypted infal is that you could go
571s hunting for other people's mercenary
573s dens and Destroy them and uh take the
576s take the rewards but as opposed to like
579s most of the roaming that that I see
581s people do nowadays which is filamenting
583s and looking for trouble you kind of have
584s to be local for this because it's
586s generating a timer the day
588s after and if you own one of these in in
590s enemy space you you can't hope that the
593s filament the next day will get you to
594s where you need to go you kind of need to
596s be locally there get to know where can
600s actually establish these uh kind of
602s creating more local conflicts than than
606s random uh filament type conflicts yeah
609s absolutely I mean you could you could if
611s you're filamenting in you could just go
612s and re reinforce the structure for for
615s the giggles but like I mean unless you
617s want to come back you're not really
618s going to get anything out of it other
620s than causing a bit of a nuisance and
622s it'll self-repair if no one attacks it
624s in the in the final right yeah yeah
626s exactly and so I mean it could also be
629s that as a result of you just hitting the
631s structure it could force a fight with
634s the with the locals so there is that
636s that um as an aspect of it
640s yeah all right we're going to go hop now
642s into uh into some of the new ships
644s because these infow wars that this is
646s generating uh they are used to acquire
650s the deathless ships the Scarab breacher
653s pods uh which is the damage overtime
655s weapon system uh we want to talk about
658s those things I'm going to hop into the
660s Destroyer first mhm the thos now we have
665s talked about these a little bit but we
666s haven't given people details on like
670s their other weapons that are on the ship
672s this will be the first time they
673s actually get to see what these ships
676s really are like exciting these things uh
680s they're kind of DPS monsters so if first
683s of all first of all let's just
685s appreciate how cool the the r team made
687s this look it's like this crazy amalgam
690s of ofari and minmatar fused together
693s with all these tubes going everywhere
695s and into there and honestly like the r
698s team Nails it every time but but this
700s this went even further than what like
702s whatever I would have expected from
704s minimar calari hybrid it looks like this
707s kind of like cyber Punky like almost
709s like diesel Punk tubes everywhere it's
713s very industrial looking I think I think
715s they look super cool I'm want to try
718s something here I want to try to do the
720s ab boarding UND do was too quick here do
724s a little Loop to Loop we'll see if we
725s can do it again yeah but um speaking
729s about these ships M if we look at the
732s bonuses on them they have a local rep
737s bonus a shield boost amount and yes this
739s is a new window for those who don't
741s don't like new stuff you can make this
743s swall and just look at this stuff but
744s look at how cool it is I believe that uh
747s in the future the plan is to have your
748s skin and your your kill Maes and and
750s kill marks displayed on this as well but
753s I dig the bonuses on the ship is calari
758s Destroyer will give this a shield boost
760s amount so a local rep amount whereas the
763s minimar Destroyer will give it a web
765s resistance it's a new bonus isn't it it
768s is a new bonus it's just the the first
770s of its kind and it's also like an
773s interesting uh addition to the mimit
776s Destroyer like DNA essentially um but
780s yeah I mean it's also fascinating
782s because it effectively uh really plugs
786s into the DNA of the deathless ships in
788s the sense that you want to be able to
790s get in close and we'll talk a little bit
792s more about the close range of these
794s weapons in a sec but essentially it
796s means that under the effect of a web you
799s are faster than other ships that would
801s be trying to close the
803s distance on top of that you're also a
806s cloaky covered up ships so this is a
808s destroyer that can warp around cloaked
811s it can be bridged by by Black Ops uh it
814s can get in close it gets to choose when
816s it wants to start the engagement and
819s then when you are in Brawl range you
822s have a web resist and a local tank that
824s is basically solving the problem that
826s that Brawlers have it's the fact that
828s they can't close that Gap and I think
831s most solo Pilots are Brawlers at heart
834s but the the environment pushes them to
836s adapt and become kers because they just
838s don't like losing ship so
840s much but this is something that that
843s it's kind of built to let you get into
845s braw range start that engagement and
848s even like you said if you have a web
850s resist and they target doesn't you can
852s always scram web them and pool range you
854s can disengage from that type of a fight
856s and then warp away if you want to so it
858s gives you a lot of control once you're
861s in the brawl range yeah and then on top
864s of that with the uh Shield boost bonus
867s you also have quite effective local tank
870s to kind of hold off that that DPS in
872s that bro range which I think is really
874s cool yes uh one other thing that a
878s brawler needs is needs to kill its
879s Target before all of their friends
881s arrives uh and that's where actually a
884s couple of different things come in uh it
886s has the ability to launch breacher pods
890s which are the uh the damage over type
892s system the damage system but that's not
894s all this ship uh if we look at the
896s attributes of it actually let's look at
898s the fittings of it
900s mhm it gets two missile slots and two
904s turret hard points as well mhm uh and
907s I've I've cooked up a fit here which I
909s think honestly might become uh quite
912s usual you see this on something like a
914s uh a ram
916s ja this is basically a double medium
919s ancillary Shield booster fit it has a
922s cloak it has two rocket launchers two
924s light Auto cannons if we look at the
926s bonuses again you have bonuses to to
929s just pure damage you don't have any
931s range which means your weapons aren't
933s going to reach really far and then
935s coupled on top of the uh the small
938s breacher pod that is also a very short
940s range damage overtime weapon system is
942s that correct yes that is very correct
944s yes so that's one of the things with the
947s with the uh weapon system as well
949s obviously you have the small projectile
951s turret bonus which I mean I guess
952s technically you could fit artillery on
954s but really you're kind of thinking Auto
956s Cannon for that kind of range um but the
959s other thing to note is that it's not um
962s it's not like a missile bonus it's
964s specifically rocket damage bonus yes so
967s that really does in reinforce that kind
970s of short range so really for the solos
972s you're not really going to be wanting to
974s engage in less than 10 kilm like that's
977s that's the kind of ranges that we're
978s talking so really up close and yeah
981s super high damage but the other thing is
982s that because it's multiple weapon
984s systems and bonuses to multiple weapon
987s systems it also requires a lot more
989s skill to to Pilot effectively you know
991s you're going to have to if you want to
993s run those Tech 2 Auto cannons and also
996s those tech2 Rockets you're going to have
997s to have those skills for it and the
999s actual skills of managing all those
1001s buttons uh when you have suddenly two
1004s ancillary Shield boosters you got your
1005s local tank and the scram and you're
1007s making sure you're orbiting the Target
1008s and that your Rockets are firing and
1009s you're maybe defanging some drones and
1011s yeah and then making sure that the Pod
1014s the breacher Pod is actually applying uh
1017s and that actually does damage for um I
1019s believe 75 seconds that it's taking down
1023s damage wise but it has a 10c spool time
1027s so you can you can well not spool time U
1029s you can cycle time sorry which means
1031s that if you're in a brawl you could put
1033s the damage over time on one Target and
1035s then keep fighting him someone else
1037s lands you put the damage on TI on that
1039s guy and suddenly two guys are having
1041s their their their health tick down yes
1044s yeah um if I show this off so this ship
1047s it also gets drones it gets one light
1050s uh well it can carry two but it can put
1051s out one light set of drones M this is
1054s quite a lot of damage for a uh for a
1057s destroyer especially when you count in
1059s the
1059s fact that the damage pot itself it's
1062s taking for 75 seconds you could go in
1066s put this on someone and then leave and
1068s it'll keep D damaging that person right
1071s yes yeah absolutely for 75 seconds
1073s unless unless that person docks or or
1075s jumps away so you could keep dipping in
1078s and out making use of the the web resist
1081s to quickly get close enough put the dot
1083s on him and then leave and someone else
1086s is maybe holding him at range or long
1087s pointing them yeah uh it opens up very
1090s different way of fighting where you
1091s don't have to stay in the thick of it
1093s but if you are in the thick of it uh and
1096s here we have zero bonuses we haven't we
1099s haven't put uh ballistic controls or
1101s anything in the lows M this is uh this
1103s is a quite a decent chunk of damage
1106s you're putting out
1107s 640 it's 4 40 DPS plus then the the
1111s damage over time mhm and it can tank
1114s itself quite well uh I think this will
1116s be kind of a dirty little brawler of a
1119s destroyer absolutely I mean I've I've
1122s described it internally as almost evil
1124s at times like it's it's beautiful but
1126s it's also evil yeah the the dot um we're
1130s gonna have so many people dying in like
1132s weird places mhm that you're going to
1135s have kill males pop up they go oh he did
1137s die like once you're off that grid and
1140s different looking forward to to to what
1143s kind of shenanigans this ends up leading
1145s to yeah and the other thing is like if
1148s you've got the dot effect on you while
1149s you're in warp you could die in warp yes
1152s which is uh the only way currently to
1154s die in warp is if you're smart bomb midw
1156s warp um yeah but uh the other thing is
1160s you don't often get kill Maes once
1162s you're off a grd uh up to now the way to
1166s get a kill Mill is if someone you just
1168s almost killed warps to a gate and then
1170s rats kill him that'll sometimes still
1172s pop up you're like oh he did die um but
1175s that's going to become a probably a far
1178s more like normal occurrence well maybe
1181s not normal because the way to counter
1182s this is still just local rep we're
1184s getting remote rep right yes correct
1186s yeah so maybe to just explain the the
1189s breacher Pod a little bit more so the
1192s the key thing is that um it's still even
1195s though the breach pod is uh attacking
1198s the internals of the ship
1200s it's still going to be uh damaging from
1202s the outside in so imagine like the it'll
1205s hit shield first then armor armor then
1208s Hall yeah so the idea is is that like
1210s the the HP of the ship still matters
1212s you're not just focusing entirely on the
1213s hle yeah um so that means that you are
1216s you can local rep yourself or you can
1218s receive remote reps to kind of counter
1220s that effect but obviously is a sustained
1223s effect that's going to happen over 75
1224s seconds um but the key thing also to
1228s mention is that uh it bypasses all
1231s resistance so you are you are attacking
1235s directly the the HP not the not even the
1238s HP the HP of the shipping yes so it's
1242s directly damaging the the health pool
1244s instead of the the the effective hit
1246s points like which will increase by
1248s resists it doesn't care about resists no
1251s no um the way to balance something like
1255s this is difficult because you have
1257s everything from Tiny frigs up to
1259s gigantic bhips Titans like the the scale
1262s is
1263s enormous how have we decided to make the
1265s application on this work yeah so um
1269s regarding this we basically have two two
1272s thresholds that we want to hit um and so
1275s for this one is essentially um you're
1277s either doing 1% of the ship's total HP
1283s or you're doing 200 DPF like and that's
1286s for that's for the uh the breacher pods
1288s the small one now those numbers are like
1291s could could change a little bit we're
1292s still a little bit in the balancing but
1294s essentially the idea is is that okay so
1296s if you're in a a like a very very large
1299s ship with lots and lots of HP like 1% of
1302s its health is you know thousands of of
1306s HP so we don't we don't want that so
1308s essentially in that case when the when
1310s the breach pod hits the ship it will
1312s then determine okay is is 1% more or
1317s less than 200 DPS and then it will pick
1319s the lowest so essentially it means that
1322s you can still do damage to things like
1324s carriers or dreadnots or whatever but
1326s you're not going to be doing 1% of that
1329s dreadnut HP every second that would be a
1331s ridiculous amount of DPS yeah exactly
1334s that was one of the worries that people
1335s had like will this just kill certain
1337s things like Dread bombs will 10 of these
1339s show up and just kill all the dreads no
1342s uh and local tank and stuff will
1345s obviously counter the the type of damage
1346s this puts out as well yes but for like
1349s beefy targets I don't know let's say a
1352s battleship Fleet fighting another
1353s Battleship a few of these on one side
1356s spreading dots on different targets that
1358s could really start to add up over the
1360s course of the fight yeah absolutely and
1362s and if you just do some like quick math
1365s on it essentially um you have 200 DPS
1368s coming from the the breacher Pod you
1370s have 75 seconds of um like duration of
1374s the of the effect but with a cycle time
1377s of less than that you can apply to
1379s multiple people and I mean again the
1382s cycle time is also still a little bit Up
1383s For Debate but even at 10 seconds you
1386s could potentially apply to up to seven
1388s people while the while the dot is still
1390s on all the others so it the the
1393s potential DPS of this ramps up really
1395s quickly so the way that I would see this
1397s is that I I would think that fleets
1399s would probably want to at least have a
1401s couple of these in the mix because of
1403s just the Sher like raw DPS output these
1406s can put out it does depend on the ranges
1408s that they're fighting at course in
1410s today's meta there's very little up
1412s close brawling like that um but these
1416s are uh cloaky ship that could get into
1418s places they they could be they could end
1421s up being far more prevalent in in
1423s wormholes where fights are usually a lot
1425s closer and a lot more
1427s Broly um it's remains to be seen what
1430s players end up doing with it if this
1432s becomes the solo pvpers Dream Ship uh if
1435s it becomes the small gang kind of can we
1438s hold targets go in put a dot on them and
1441s then leave and then like hold them at
1442s range and just slowly see them
1444s disintegrate or will this become a tool
1446s that the the big groups use blops
1448s bridging them around taking wormholes
1450s with them we have no idea how they're
1452s going to use it but it is for sure an
1455s interesting tool yeah absolutely and I
1457s think in particular when it comes to
1459s blops that they'll definitely be uh very
1462s effective because generally in in like
1465s when you're actually jumping at a Target
1467s if you're hunting a Target you're quite
1468s close to them when you you know light
1470s your Soo anyway so yeah probably find
1472s that these will be quite effective um
1474s like
1475s Hunters the bigger brother of the
1479s tholos and the ship that I'm actually a
1481s little bit more excited about is the C
1484s and that is for the first time ever a a
1487s Black Ops capable uh battle cruiser yes
1492s so if I close all these things this is
1494s essentially just a battle a battle
1496s cruiser version of The Destroyer here
1498s and
1499s looking at it again this is just some
1501s crazy amalgamation of a a ferox that has
1505s had a a tornado top Wing attached to it
1509s it's got tubes everywhere all these
1511s things are just like outside tubes going
1514s into one spot with it looks crazy cool
1518s you can even you can even see on on the
1520s right hand side you can see a little bit
1521s of hurricane in the in the wing tip
1523s there like I and the back of them as
1526s well like this is very minitar kind of
1528s Thruster placement and just this is such
1531s a cool ship yeah um I'm going to do the
1534s same before we undock and
1537s actually mess around with this a little
1539s bit let's talk about the bonuses on this
1541s ship this also has a local tank
1544s bonus it also has a web resist bonus
1547s albeit maybe a web resist on a smaller
1550s Target that can get under guns might be
1551s more useful but this still might help
1553s you if you're I don't know at like
1556s getting grappled uh and holding yourself
1558s at like Max grapple range it might
1560s affect you less uh yeah you might be
1562s able to scram web another battle cruiser
1564s and still pool range or another Cruiser
1567s all of those same things still apply M
1570s uh this again gets close range missile
1572s damage bonus and
1574s projectiles this can use a command burst
1577s which now means you could have a blops
1578s capable battle cruiser that can spring
1581s command burst onto onto a
1583s grid uh but this does get an optimal
1586s range fall off for projectiles and
1588s missiles so this becomes a little bit
1591s more blurred where this this can project
1593s a little further than Destroyer can yes
1595s correct I mean there there still as as
1598s seen there there's still a bonus to
1600s heavy assault missiles compared to heavy
1602s missiles so you obvious you don't want
1604s it to be really long range as um some
1607s heavy missile Doctrine ships are um
1610s based version of the it's not the like
1612s the double bonus that some ships get to
1614s to range and like you said the bonus is
1617s kind of tied to the heavier
1619s but you can if you want put heavy
1621s missiles on this uh and completely
1623s speack a fleet into that if you wanted
1626s to this only gets half and half so it's
1628s another very interesting setup where he
1630s gets three turrets three
1632s launchers uh a slot for a cloak and then
1635s the medium breacher pod uh does this
1638s work exactly like the other one yes ex
1641s exactly the same the only difference is
1643s slightly larger range and also more DPS
1645s so this one can put up to a th000 DPS
1649s a th000 DPS that's a lot of
1653s damage uh it also reaches to 12 kilomet
1657s when fully skilled uh at the base it's
1659s going to be 8 kilm that can be quite a
1661s big difference if you talk about grapple
1663s range and how it applies up close versus
1665s further away it could also be dancing on
1667s that edge of scram web range where you
1670s want to keep someone scram webbed but
1672s dip out of them scramming you making use
1674s of that web bonus mhm um here I've
1677s pushed the ship into to uh specking both
1681s for damage on autoc cannons and for the
1683s heavy assault
1684s missiles uh and this it's a high number
1688s for battle
1690s cruiser oh
1692s yes so if I turn off the the breacher
1695s Pod this gets to have a a medium set of
1698s drones has enough for a couple of lights
1700s on top of that as well uh but I mean
1703s that's a lot of damage from from turrets
1705s missiles and drones combined just that
1707s on its own right M that is a lot of
1710s damage and then you count in the fact
1712s that it does have a potentially thousand
1715s DPS uh damage over time it'll take for
1718s 75 seconds uh this is going to be a bit
1722s of a monster MH I am incredibly excited
1726s to see what people do with this thing uh
1729s and I can't wait to fly it myself either
1731s this uh finally start brawling again and
1734s kill things quick enough
1735s hopefully I I'm absolutely the same I'm
1738s I canot wait to buy this ship I mean I I
1740s really think the the current specs of
1742s this ship like we're we're sort of
1745s almost going to be changing the way that
1747s at least small gang fights occur and
1749s it's like will likely try and push back
1753s towards more broadly matter for sure
1756s we'll we'll see how the the small
1758s gangers feel about it I'm sure a lot of
1760s soloers will feel confident in this yeah
1762s i' be terrified to see someone like I
1765s Beast or something in the ship like this
1768s um I do want to do some tests I want to
1770s undock in this I want to go to a place
1774s where we actually got CCB convict
1775s waiting uh and we want to show the the
1778s weapon system actually
1780s in uh in effect we want to shoot him
1782s with a couple of breacher
1784s PODS uh what is your
1787s your what do you think is going to
1789s happen here with the the first Target
1790s the Kel you think he stands a chance I
1793s mean I I'd say absolutely
1796s not I think once this ship gets into
1799s close range and it gets Target locked
1802s down there isn't much it's going to do
1805s so I'm going to scram web him first here
1806s so I've caught my target here obviously
1809s we could do a lot of damage with our our
1812s our weapons but I just want to shoot one
1814s breacher pot at
1815s him uh as you can tell this is a a
1818s missile type that goes to him and now
1821s it's going to start ticking for 21
1823s damage that's dependent on the the size
1827s well the HP of his ship uh we should see
1831s different numbers here when I shoot him
1832s in the rattlesnake afterwards is that
1834s correct correct yes yeah so so as I
1837s mentioned before the the formula has two
1839s two different variations so it's it's a
1841s th000 DPS or 1% of the ship's hole or
1845s one of the ship's health and it picks
1847s the lowest so in this case it's uh two
1852s 251 essentially we we don't really want
1855s it to be doing a th000 DPS directly to a
1858s ship that only has 7,000 health because
1860s then it do that would be a little bit
1863s rough it would be yeah exactly so it
1866s does it take the the health pool of the
1868s ship before or after you've put any
1870s modules on it so if you put a bunch of
1872s Shield extenders on it would it be
1873s taking more
1874s damage yes it would take more damage
1877s it's it's uh from the moment the
1878s breacher Pod hits it then takes the
1881s total HP of the ship so you can tell now
1884s I've only hit him once and he's now he I
1887s believe he was Shield f b m this is
1889s going to be
1890s taking I think it's about to stop now
1894s yeah it put him into 25% armor with just
1897s one application of a medium breacher pod
1902s yeah obviously if I had been shooting
1903s him on top of this reiring my breacher
1906s pod I mean drones out and all that sh
1909s bang this is one brutal little brawler
1912s not little at all actually no um but
1916s there is obviously the the difficulty of
1919s being in Brawl range in Eve if you're in
1921s Brawl range that's usually where you end
1923s up dying very quickly yourself yes you
1926s end up getting caught by whatever backup
1928s shows up as well MH um but if we
1930s remember that number 251 if we could ask
1932s M coni to hop into the
1934s rattlesnake if he boards that we can see
1937s what type of damage the breacher Pod
1939s would be doing against a much bigger
1941s Target and then afterwards to a fly CER
1943s much smaller
1947s Target I well
1949s so this time around we're going to shoot
1950s him and then we're actually going to
1951s swap to his POV uh and we're going to
1953s only see uh what this looks like on his
1957s end we're going to shoot him and see
1958s that it's now 793 that is taken down and
1962s if we swap over to convict's point of
1964s view for a second I could now just fly
1967s away having done my damage to
1970s him um I could have maybe someone else
1973s Point him and hold him at range if he's
1976s not quick enough I could cloak and and
1978s just chill next to
1979s him but it's still ticking down and if
1982s he leaves this grid if he warps away uh
1986s he will still continue to take 793
1989s damage in this case for 75 seconds
1992s without me having to be close and and be
1994s in the danger zone so to speak MH what
1997s are the ways to stop the damage from
1999s taking
2000s down so really at this point once you've
2004s been like hit by the breach pod the way
2006s that you would stop it conventionally is
2008s you would need to make sure that you
2009s have some sort of local rep or or remote
2011s rep that can counter the amount of
2013s damage that's being been given now
2015s obviously um one of the things when it
2017s comes to say Logistics is that it's a
2020s very sustained amount of damage so it's
2022s not like you're being bursted down and
2023s so therefore like it could be quite easy
2025s for a logistic ship to kind of catch
2027s that and and negate that effect um but
2030s the other alternative is to to dock uh
2033s if you dock there's the the damage goes
2035s away um but obviously if you're affected
2037s by weapon timer you may be denied entry
2039s to the the the structure so you may end
2043s up uh like not being able to get to
2045s Safety in time I believe if you leave
2048s system as well is the other other way
2050s would it be only three Gates or what
2053s about so we're still trying to figure
2056s out with the Wormhole stuff I mean
2058s probably uh likely it would uh be the
2061s same but we just need to make sure that
2063s we want from a from a balance point of
2064s view that that's that's okay so a lot of
2067s worm fights happen both sides of a
2069s wormhole as well exactly it could be an
2071s interesting way to to juggle it as well
2073s because you do end up polarizing
2075s yourself at some point and then you're
2076s still stuck there with a scking down
2080s yeah um so docking up leaving system
2084s those are the two ways to to to kind of
2087s stop the damage completely yes but also
2089s if you have to be in the system or on a
2092s different grid you can still repair this
2095s uh and and the target would in some
2097s cases be able to stay alive yeah that's
2100s that's right yeah and the other thing is
2102s that we when we um looking at the DPS as
2105s well one thing that we we from a design
2107s design philosophy that we wanted to
2109s install is that this this one weapon
2112s won't completely destroy the ship so 75
2116s seconds 1% like Health each time uh you
2120s know you you'll take a lot of damage but
2122s we don't want this to be you press this
2124s one button and the person dies like that
2126s would just be that would be too broken
2128s at least the get go but I mean if I put
2130s this weapon on someone who's already Hur
2133s it can still finish them off right
2135s correct yes corre so this isn't some
2137s like in in many there's many ways to do
2139s damage over time in some cases it does a
2141s lot of damage but never does the killing
2143s blow hit this can do the killing blow
2146s but the first hit won't just like oh
2148s you've won because that would be be
2150s ridiculous yeah exactly if we swap uh
2153s the Stream Point of View back to to the
2156s Mind here and we actually lock him up
2159s we can actually see what sort of damage
2162s we put on him
2164s here lock him up real
2167s quick okay so he's gone into a little
2169s bit of armor damage
2170s 78% uh it was taking a lot harder he
2173s does have way more
2174s buffer if we hit him again here it's
2177s just going to continue again it'll start
2178s hitting the shields completely ignoring
2181s all resists it'll continue doing this
2183s damage number throughout the shields as
2185s it goes into armor it'll keep doing the
2187s same damage number because it's based on
2189s the HP total of the ship it's got
2191s nothing to do with individual HP levels
2193s of The Shield armor and Hull M
2198s um yeah there are small explosion
2200s effects so you can you can kind of see
2202s that there are like it's being blown up
2205s from the inside in various places so you
2207s can tell if a ship has this effect on it
2209s MH so you could look at a Target and go
2212s hey he's been hit with this thing and in
2215s this case it actually just took two
2217s pracher pods finish him
2219s off um and goodby rattlesnake but that
2222s is of course uh 75 seconds no Twice
2226s sorry yeah
2228s um that's a that's a pretty good way to
2231s kill a big Target however people
2233s probably think well is this the way that
2235s to solve dealing with vargar or dealing
2237s with local tanks will still tank this up
2240s quite well and this was a buffer fit so
2242s this thing uh oh I don't actually get
2244s Kil Ms on the server but this thing was
2248s very extender fit kind of Fleet fit in a
2251s way um a local tanked ship would be
2253s taken less damage and would be able to
2255s WRA that up and fight that damage
2258s correct cap boosters with being burned
2261s it' be it would help you kind of Whittle
2263s them down so
2265s just yeah and just as an extra note
2269s you'll notice that when you have fired
2270s the preacher pod you will see um in your
2273s buff bar at the top of your cap you will
2277s see that
2278s like that you have affected someone with
2280s the breacher but equally the person that
2282s is affected by the breacher will have a
2284s you are under the effect of uh of the
2288s breacher Pod that way um because
2290s obviously the the graphics are beautiful
2292s but we also have to consider the like
2294s how we message that to the the person if
2297s they have low graphical settings good
2299s point so you can't tell that you've
2302s you've hit something if we get conic to
2304s hop into a fly catcher this time around
2306s actually I can't lock the while he's oh
2308s no he was quick enough to board
2310s it uh we should see a significantly
2313s lower damage than we saw with both of
2315s these two yeah so if we hit
2318s him it's only doing 101 which is you
2321s know it'll Whittle down but this is not
2323s something that'll quickly deal with a
2324s fly catcher
2326s that but let's say you're being bubbled
2328s by several if you're able to put this on
2330s different targets over time this is
2332s going to whittle them down and then you
2333s could obviously finish them off yeah
2336s with your normal weapon systems
2338s I think this is a very exciting weapon I
2342s think these are incredibly exciting
2344s ships uh are there any limitations to
2347s the dot though you can't as far as I
2349s understand put them on on structures is
2351s that correct that's correct yes so that
2354s they're not no go are there any other
2356s things that it cannot
2358s hit um at at this point no so we we're
2362s mostly focused on uh mostly focused on
2366s ships um making sure that you know the
2369s damage works well on ships and also the
2371s interactions between those um but that
2374s that's essentially what we what we've uh
2376s targeted this this weapon to be able to
2379s shoot so you can use this against NPCs
2383s yes sorry to to mention this is this can
2386s be used in PVE as well you can shoot
2388s NPCs essentially it's if it's a the ship
2391s it's a valid Target regardless of
2392s whether it's a um an AI or a player
2395s using it one interesting uh thing that
2399s we've been talking about in the
2400s community area is because these are like
2402s the whole deathless versus Drifter it'
2405s be interesting if uh if people put this
2406s on Drifters to negate the the Doomsday
2410s that it happens right to like pop this
2411s on one and then leave and see if the
2413s Drifter keeps taking down there'll be
2415s interesting ways to use this PVE wise as
2417s well um yeah I'm I'm incredibly excited
2421s for the ships I don't know what else to
2422s say uh they seem to be working better
2426s against bigger targets mhm they you know
2430s in some way like maybe you don't want to
2432s be that close to a varer that showed up
2434s to fight you but if you can pop one of
2436s these and then dip and then watch it
2439s just slowly Whittle down it could win
2441s you some fights that you couldn't
2443s possibly win before but we'll uh we'll
2445s see do you have anything else to add
2448s before we we call it here I was going to
2451s say I would be really interested to see
2453s like oneone via varo like how the sener
2455s have would actually it because obviously
2457s like such high DPS um you know but
2461s obviously varer also has high DPS I'd be
2463s interested to see like I don't know if
2465s you want to get that close to a varer
2467s ever yeah exactly maybe you can dip in
2470s close put this on and then use your web
2472s resist to get out of range and maybe
2475s you'll get out of there we'll see I
2477s don't think this is the complete
2478s solution to it especially the active
2479s tanked ones they'll just W through it
2482s but it'll definitely burn a lot C
2484s boosters uh in some cases uh depending
2488s on their fit it could it could
2489s significantly help in in some situations
2491s where you're fighting much bigger
2492s targets yes I'm also honestly I'm I'm
2495s excited to see what theory Crafters do
2497s with this in Fleet settings in like you
2500s can try to over propop these you could H
2502s demand these and go into esss where you
2504s have a web resist you could go you know
2507s you could do all kinds of crazy things
2509s with these that I cannot wait to see
2511s people try and try and experiment with
2514s absolutely I'm also one thing I'm really
2516s fascinated to is um if Fleet commanders
2520s use potentially like wings of these in
2523s big Fleet fights because obviously that
2525s you wouldn't want this as a Doctrine
2526s ship but as a force multiplier in a in a
2529s fleet engagement this could be really
2531s interesting so I'd like to see something
2533s like that where it's like oh yeah we
2535s take in you know five cots to spread
2538s damage across the the fleet that kind of
2540s thing to kind of like stress out the
2541s logistics or something try and use that
2544s sort of Hit and Run tactics feel like
2546s how um command destroyers are used in in
2549s fleets these days where it's like you
2551s use the command Destroyer to try and
2553s separate portions of the fleet from each
2554s other like I'd love to see that kind of
2557s that only have to to get into that
2559s danger zone for a little while and then
2561s they could you know decloak hit a Target
2565s burn away and then cloak up again and
2567s then and then hope for the best yeah now
2569s I've landed my hit and I know this is
2571s going to ticking and it's going to be
2573s interesting to see how people use it and
2575s in what situations they think it's most
2577s useful
2578s mhm um I think we're at the end of our
2580s time this is actually a pre-recorded
2582s segment like the last one being shown in
2584s the the break on the at on the finals I
2587s have no idea who is competing next
2588s because it's not happening yet so
2590s whoever is about to compete good luck um
2593s thank you so much CCB trash binder for
2595s showing up and uh helping me explain the
2598s mercenary Den the uh encrypted INF
2601s morphs to give a deep dive on the ships
2604s themselves and how the damage system
2606s works appreciate your time thank you
2608s very much for coming