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Is too much too much?

April 11, 2013

72 pages of submissions and climbing… the other races don’t seem to have anything like the furor going on, which I’m guessing means most are happy with the proposed changes. Gallente pilots on the other hand were frothing fairly well until the second pass…



Here’s the new and improved Hyperion. Based off of your feedback, this new version goes from 8 turrets to 6, while doubling its damage bonus from 5% per level to 10%. It also gains a larger drone bandwidth and bay, a utility high, and keeps its much-needed mid slot.

If anything, I’m worried this is too strong, but it should be an extremely fun ship to use. Hope you guys approve.

Gallente Battleship Skill Bonuses:
+10% Large Hybrid Turret damage
+7.5% Armor Repair amount

Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers
Fittings: 16000 PWG(+250), 600 CPU
Defense (shields / armor / hull): 7500 / 8000 / 8500
Capacitor (amount / recharge rate / cap per second: 7200 / 1250s / 4.8
Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s
Drones (bandwidth / bay): 125(+25) / 175(+75)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7
Sensor strength: 23 Magnetometric Sensor Strength
Signature radius: 485


With the Hyperion moving to more of a combat/utility ship via its drones, heavy mid-slot allocation, and spare high, we felt the mega could now afford to move towards a completely dedicated gun boat. Instead of the former 8/5/6 utility focused set up, we now have a 7/4/8 hybrid damage machine that has sacrificed its utility high (which was often unused) to gain another low – giving it more access to damage, damage application/projection, or tank. It stays in its attack role and therefor retains the previously described increases to speed and agility. This design should also fit the ‘flavor’ that the Megathron has spent a decade building much more accurately.

Gallente Battleship Skill Bonuses:
+5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage)
+7.5% Large Hybrid Turret tracking speed

Slot layout: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2)
Fittings: 15500 PWG, 570 CPU(+20)
Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500
Capacitor (amount / recharge rate / cap per second): 5800(+175) / 1087s / 5.02 (+.15)
Mobility (max velocity / agility / mass / align time): 122(+7) / .117(-.0046) / 98400000 / 15.96s (-.63s)
Drones (bandwidth / bay): 75(-50) / 75(-50)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7
Sensor strength: 21 Magnetometric Sensor Strength
Signature radius: 380(-20)


With the Dominix we’ve abandoned the split weapon bonus (hybrids and drones) and moved it to a fully dedicated drone ship by adding a drone optimal and tracking bonus. We hope that this new bonus will provide a very strong Gallente fleet option in the Dominix, via sentry drones. It will of course also be stronger at short range using heavy drones. As a combat battleship, its received increased hitpoints across the board, increased mass (it got its mass lowered during the hybrid buff), increased cap pool, and increased sig.

We believe this is a very exciting direction for the Dominix, and hope you will too!

I also want to mention here that while the drone system overall needs looking at, we here on the balance team have some short term ideas for helping the usability of sentry drones โ€“ no timeframe on them as of yet, but its something we have in mind.

Gallente Battleship Skill Bonuses:
+10% Drone Damage and Drone hitpoints
+10% Drone optimal range and Drone tracking speed (replaces large hybrid turret damage)

Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers
Fittings: 10000 PWG(+1000), 600 CPU
Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859)
Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1087s / 5.51
Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s
Drones (bandwidth / bay): 125 / 375
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7
Sensor strength: 22 Magnetometric Sensor Strength
Signature radius: 465(+45)

Hi All,

Here are the last round of changes for the Gallente rebalancing. For what it’s worth (and I’ve had my say on the forums prior to now), both the initial tweak and this secondary one miss the boat. The Hyperion seems to be the love child of a Navy Megathron and a Kronos, now having the what almost appears to be the best of both worlds. I have no idea how they’re going to tweak both the progenitors to differentiate.

To complain about something being overpowered to the point of unbalancing seems churlish somehow, and yet… I still think they’ve got it wrong. We will almost certainly see a role reversal. Suddenly there will be Hyperions everywhere, and the Mega will be the endangered species. Why? Well, as it stands there is almost no reason to fly a Mega over a Hype if the changes go through, most especially at higher skill levels. Tracking bonus on the Mega? Whack a tracking computer in a mid slot on the Hyperion. The targetting range on the Hype gives me a few concerns, but there is almost nothing it can’t do well. I know it only has seven lows versus the proposed eight for the Mega, but the rep bonus makes up a lot.

You want a range platform? Drop some omni-directional tracking links in those five mids and deploy Garde IIs. Rails + AM + TC or tracking enhancers, on top of the damage bonus = pretty damn good force projection. It will be the new mission ship for Gallente and probably most other things.

The Mega on the other hand is a whole 7m/s faster on base speed. Consider me underwhelmed. It still seems there is confusion about its role. It’s meant to be the attack ship, and yet does not have the speed to make range. It’s gun bonus looks to give less raw damage than the Hype – and it is comparatively fragile. 8 low slots do not compensate for 1500 less base armor. The Dominix is tougher on raw stats with the exception of agility/speed. Even its capacitor is better. Ugh. I’d much rather have had the original 8/5/6 proposal and much more speed.

Make the attack ship truly an attack ship and turn the Hyperion into the ship of the line instead….



From → Eve Online

  1. Sintax permalink

    I’m a bit confused on how the dominix would be fit for PVE now. With unbonused turrets, are we supposed to use projectile turrets for those slots? I think that the Dominix should lose a high slot and gain a low slot to make up for the damage loss. I do like the tracking / optimal bonus though. This will make mission running / anomaly farming a lot nicer at max range.

    • Projectiles are a good choice tbh, with lack of cap and especially tunable damage. Would suppliment the 650+ DPS Garde IIs would put out very nicely indeed. Rigs would push the drone DPS figure up too ๐Ÿ™‚

      Given the number of mids/lows, you could concievably have a semi-decent shield tank and lots of interesting combos with tracking enhancers and gyros. Need to manage the aggro as this is pretty much total gank with a little tank though. Cap stability might actually be possible – but I tend to run for DPS in any case.

      Pulling numbers out of my head obviously – so take with a grain of salt. Don’t forget the whole EWAR thing to help keep aggro on the Domi as opposed to your drones.

      Wondering also if there might be a semi-afk build using 5 small or med RR in the highs, one on each of the sentries. Would free up you mids and require an armor tank though. Won’t help also once frigates and elites get to under 12km or so and you’d need to swap out for a flight of lights. It would be slower to chew through missions in any case.

      Anyway – food for thought.


    Oh dear lord… they’re looking at Navy Battleships as part of Odyssey. My baby is about to become… something else. I has a foreboding.

  3. OK Sin – had a wee play using the Navy Dom as a base and dropping one mid.

    Damage is via 6x 1200 Arty Cannon IIs plus Republic Fleet Ammo and 2x gyro stabs, plus 5x Garde IIs, 2x Drone Damage amplifiers and a single large sentry damage aug. DPS drones only is 700+, with guns it brings the total to just over 1k DPS.

    Kill zone is really 24+ plus, with the 700 being applied out to 60km which is current drone control range. Good falloff too for the guns (44).

    The weakness with this fit is the necessity to include 2x reactor control units to enable you to fit the large guns. Alternatively drop to medium arties which will help with tracking smaller targets, esp if you swap out the RCUs for tracking enhancers.

    The shield tank ain’t great either, 87k EHP with a def of 126. However you can overheat the booster and the two mission specific hardeners to enable you to live just that much longer. Stable for 9 minutes with a med booster.

    If you want to drop to auto cannons, you can free up two lows (RCUs). This will drop your kill zone range dramatically though and won’t have as good a cross over with the drone DPS, so I don’t recommend it as much. The alpha isn’t anywhere near as good either.

    The way to use this boat? Deploy drones – and kill. A drone durability rig will help their survival. If one is getting hit, return to bay and deploy another. Watch what your drones are targeting as they occasionally forget to focus fire too.

    By the time things get close enough to you to web and scram, you should have picked off most stuff. You will need a target painter in the mid to control the aggro from frigates and their elite counterparts – or they will eat your light drones.

    If you have an alt in a cheap T1 logi cruiser ready to warp in, you can have a very solid boat indeed for L4s. Go have some fun ๐Ÿ™‚

    If you have good fitting skills, no implants are necessary….

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