11:00 New Destroyer (Tholos) 16:56 New Weapon (Small Breacher Pod Launcher) 24:45 New Battlecruiser (Cenotaph) 27:13 New Weapon (Medium Breacher Pod Launcher) 30:02 Test-fire of the Medium Breacher Pod Launcher vs Khizriel 32:14 Test-fire of the Medium Breacher Pod Launcher vs Rattlesnake 33:15 Ways to avoid the breacher pod damage 34:27 New Icon for the Gyrostabilizer? 38:35 Test-fire of the Medium Breacher Pod Launcher vs Flycatcher 39:05 Pod Launcher limitations (Cant shoot structures)
This feels very OP, but how OP will depend on the price tag I guess. But that's the normal cycle, new ship is OP to create hype, get people to train for it, then 5-6 months later triple nerf. I don´t hate it, and I love new the weapon mechanics and new ships in general. Aaaand of course art team blew this one out of the park. GG.
1% HP per second isn't OP and it caps at 1k DPS, but you would have to be literally attacking a carrier to get that DPS, and it doesn't stack.. these ships seem to be specifically designed for small gang
It feels op because 1. the ships arent shooting back, and 2 they arent even repping themselves. even a corvettte could look OP if its shooting something with no tank and no rep
@@Azagoreth Yes, but you can't stop it from doing damage, so it's basically doing 72sec x 1%HP total damage (or whatever the formula is). I mean, you've to look at the total damage it does. You can see @36:07 how much damage just 1 shot did. (actually it did slightly more damage. The shield was at 0%). And on top of that there's no damage type resistance to that weapon.
shield boost bonus? covops cloak? web resistance? CCP have you been spying on my dreams because this is everything i could have ever asked for! edit: my only suggestion would be to have 4 missile hardpoints and 4 autocannon hardpoints to allow for pilots to choose between their favorite weapon system because managing both autocannons and missile launchers is going to be a nightmare
36:53 It'll always take 2 breacher pods to kill your target that isn't active repping, unless your target had more hp than x100 your max dps. If you're below that threshold, then 75 seconds = 75% of their total hp. IMO, ccp should come up with a counter play item for this that will stop the dot. Something you can use locally, or targeted to an ally.
Here take this new shiny pointless thing. Pay for that subscription. Ignore the fact that weve ruined the game economy last 4 years. What cant afford this new shiny thing? No problem buy more plex.
these ships are here to allow solo pilots (like myself) to be able to roam around space like nullsec (without being destroyed by massive retaliotion fleets) and have the ability to choose our fights, one can never have too many covops cloak ships!
@@fibthejib The ship addition is fine. I think it will have to go though a period of OP before it gets dialed back to a balanced state. What I'm wondering on is this new game play thing. I'm not sure what its suppose to do in terms of solving a problem or creating something someone would be interested in doing. Who is looking for to do this as a thing to do in Eve?
I watched the video but I still don't understand what a 'breacher pod' is. I've seen what it does, but I would like to know what it is, how it works technically.
We all know what's gonna happen - standing nullsec alliances are going to set up merc dens, set up a schedule for all the players, creating more busy-work just to monopolize the currency and in effect, monopolize the new ships. This won't drive conflict at all and is just a very tedious way of nullsec only PI. Also, please, stop calling it "content", it's semi-drunk guys at 30+ uncloaking on you, in any other game it'd be called "ganking" and "low-effort stealthkills".
This looks like so much fun. awesome how you come up with new concepts and toys. really really looking forward to including these little beasts in our weekend blops fleets
@@Azagoreth Hit you once, get all but guaranteed 75% of your total HP removed from a ship, because fuck resistances. Use active tank bonuses to stay alive while the DOT applies damage, hit a 2nd time, warp off, get killmail in 30s. Or, ship 1 provides tackle, so you warp in, drop a breacher pod, wait 75s, and come back and apply a 2nd, and unless the ship is active tanked, you're guaranteed a kill.
Ships need an indicator they have a dot applied (could use that info screen you have up in the upper right to display the current affects applied to the targeted ship.) imo, you could use that proposed indicator as a stack mechanic too (ie: if x is applied to target, do y when b module applies to target.) In other words, a standard mark / trigger mechanic.
Can those pods stack? Because it feels really OP when three or four people fire such a pod at a target, and you get 3x75% of your max HP as damage. Also, I feel like the cooldown/cycle should be as long as the effect is active, or at least, when you fire a new one, the old one turns inactive, else it really becomes like a "spreading Dots" till everything is dead
Does it prevent reapplication to a target that has this effect on it already?, or does it refresh the duration? What happens if two different ppl use it on the same target, does it apply the first pilots breach pod and prevent the other to use it on the target or does the second shoot aswell but doesnt do anything?
Not sure about the first part, but I know someone confirmed that only one person's Breacher Pod DOT can be applied to a ship at a time, and the game will automatically apply the damage from the stronger one. The thing that terrifies me is if it DOES refresh, unless your ship is active tanked in some way, a Breacher Pod can two-tap basically any subcapital ship that isn't a destroyer or smaller if they are able to wait a bit and then hit you with a second one.
OP ships. Neat idea. But I think they made it a bit too strong. Why does it have to militate resist? Why not make it like missiles in that it has a damage profile and you'd want to find the hole? I think that would balance it out better from my first impressions look at this. Or/maybe have its own unique damage combo like a Exp/Thermal. It only does that damage, it can be countered by stacking resists. Makes the Reactive Armor Hardener a nice advantage as it would adapt and minimize the dps.
new gun sounds fun, but hitting a Battleship with 75% resist with a 1000dps (that ignores resist) will end up doing like 300k ehp with just this one gun/ship xD. mybe a little to crazy, thats basically 3/4 of an Tank Orca in one shot lol
I love the idea of a stealth destroyer, and it is more than likely going to be very popular, but why base it in Mimitar designed lol. I know it is just personal preference, but I like the Caldari design philosophy. The other issue is stealth is there to sneak and hit hard then disappear. You need high DPS at the beginning but you are not looking for a long term brawl. Basically a glass cannon. You forego defense for stealth.
These new ships and weapon systems seem very very silly. I am currently less interested in the game now! They seem both OP and underwhelming at the same time. Just not a fan of what it will mean for various types of pvp.
CCP Trash Panda... these CCP names hahahah.. The other day a guy from support called CCP Meseeks helped me out in my customer ticket and I didn't tell him that it resolved the issue so he will be stuck into existence trying to help me for all eternity :D (see Meseeks episode from Rick and Morty)
WTF are designers thinking making ship with a weapon like this. It can cloak and the weapon is ignoring resistance and there is not even a counter other than docking. This is really silly. Sorry.
I am very wary of this new breacher pod attack system. As it stands it looks a bit overpowered damage wise and really no skill once they have been applied. I expect to see these being used by well... lets just call them the anarchists of the game. I am happy to brawl but these are just going to pretty much wipe out my autocannon fleet hurricane fits and not in a fun way. In solo or small gang encounters this might just be a mess.. but time will tell I guess.
Just more garbage from the people that brought EVE scarcity. Weaponized inconvenience and devaluing players' time and making it hard to find a reason to hold space. Pure BS!
@@teeborg1519 I have, I am one of the third of players that left because of scarcity. You know CCP drove 1/3 of players away and increased the price by 1/3 to cover there losses.
It's clearly setup for vanguard. It's creating room for vanguard players to influence the universe and for eve online players to influence vanguard players back. We can probably expect mercenary dens to be necessary for vanguard deployment and for vanguard deployment to be able to hurt manpower production (hurt a sov economy) or help counter those effects, or produce value by influencing the production of the mercenary dens. They're adding the ability to covertly pay mercenaries for on foot destabilization operations in enemy territory, that's my theory.
@@joemomma8287and yet AS ALWAYS, you’re on of the many that claim “I left, I won, ccp is a terrible company” and YET is STILL HERE. If you don’t know the actual facts of the matter and you’re still naive on what the narrative was when you “quit”, then stay quiet. You’re uneducated on the topic
It was very nice of CCP to make an entire expansion for WINGSPAN Delivery Services
The new weapon system doesn't apply well to herons.
@@JeremiahGaltus Yes but does it keep applying to them after they've jumped back to hisec? 🤔
Torpedoes successfully delivered?
"We deliver torpedoes directly to your hull!"
@@wingspantt your new service name should be called something like extra party members
11:00 New Destroyer (Tholos)
16:56 New Weapon (Small Breacher Pod Launcher)
24:45 New Battlecruiser (Cenotaph)
27:13 New Weapon (Medium Breacher Pod Launcher)
30:02 Test-fire of the Medium Breacher Pod Launcher vs Khizriel
32:14 Test-fire of the Medium Breacher Pod Launcher vs Rattlesnake
33:15 Ways to avoid the breacher pod damage
34:27 New Icon for the Gyrostabilizer?
38:35 Test-fire of the Medium Breacher Pod Launcher vs Flycatcher
39:05 Pod Launcher limitations (Cant shoot structures)
This feels very OP, but how OP will depend on the price tag I guess. But that's the normal cycle, new ship is OP to create hype, get people to train for it, then 5-6 months later triple nerf. I don´t hate it, and I love new the weapon mechanics and new ships in general. Aaaand of course art team blew this one out of the park. GG.
1% HP per second isn't OP and it caps at 1k DPS, but you would have to be literally attacking a carrier to get that DPS, and it doesn't stack.. these ships seem to be specifically designed for small gang
It feels op because 1. the ships arent shooting back, and 2 they arent even repping themselves. even a corvettte could look OP if its shooting something with no tank and no rep
@@Azagoreth Yes, but you can't stop it from doing damage, so it's basically doing 72sec x 1%HP total damage (or whatever the formula is). I mean, you've to look at the total damage it does. You can see @36:07 how much damage just 1 shot did. (actually it did slightly more damage. The shield was at 0%). And on top of that there's no damage type resistance to that weapon.
Been waiting so long for a covert destroyer. Cant wait to bling one out and drop it on a frigate! 🔥🔥
how is that different from dropping any other cloaked ship on a frigate?
shield boost bonus? covops cloak? web resistance? CCP have you been spying on my dreams because this is everything i could have ever asked for!
edit: my only suggestion would be to have 4 missile hardpoints and 4 autocannon hardpoints to allow for pilots to choose between their favorite weapon system because managing both autocannons and missile launchers is going to be a nightmare
MANY WHELPS
HANDLE IT!!!
Dammit man! lol Had me geekin'
36:53 It'll always take 2 breacher pods to kill your target that isn't active repping, unless your target had more hp than x100 your max dps. If you're below that threshold, then 75 seconds = 75% of their total hp. IMO, ccp should come up with a counter play item for this that will stop the dot. Something you can use locally, or targeted to an ally.
Skills to lower incoming damage and reduce duration would be great. Just call it "automated internal security measures" or something.
Aaaand what are Mercenary Tactical Operations? How do those PvE activities work?
I'm still having a hard time trying to figure out why this needs to be in the game. What does it really solve for existing?
Here take this new shiny pointless thing. Pay for that subscription. Ignore the fact that weve ruined the game economy last 4 years. What cant afford this new shiny thing? No problem buy more plex.
these ships are here to allow solo pilots (like myself) to be able to roam around space like nullsec (without being destroyed by massive retaliotion fleets) and have the ability to choose our fights, one can never have too many covops cloak ships!
@@fibthejib The ship addition is fine. I think it will have to go though a period of OP before it gets dialed back to a balanced state. What I'm wondering on is this new game play thing. I'm not sure what its suppose to do in terms of solving a problem or creating something someone would be interested in doing. Who is looking for to do this as a thing to do in Eve?
13:20 it looks like something straight out of 40k. Awesome.
BLOPS in this shipline would be mental.
New ships are also wildy OP.
these ships look more minmatar than minmatar themselves!
It is Minmitar. They acknowledge it when they show the ships. Thukker ship mixed with Deathless tech! I think they look cool. :)
I watched the video but I still don't understand what a 'breacher pod' is. I've seen what it does, but I would like to know what it is, how it works technically.
We all know what's gonna happen - standing nullsec alliances are going to set up merc dens, set up a schedule for all the players, creating more busy-work just to monopolize the currency and in effect, monopolize the new ships. This won't drive conflict at all and is just a very tedious way of nullsec only PI. Also, please, stop calling it "content", it's semi-drunk guys at 30+ uncloaking on you, in any other game it'd be called "ganking" and "low-effort stealthkills".
This looks like so much fun. awesome how you come up with new concepts and toys. really really looking forward to including these little beasts in our weekend blops fleets
Totaly OP, remove the other weapons, and its still in a very good shape!
how is 1%HP per second OP? Explain
@@Azagoreth Hit you once, get all but guaranteed 75% of your total HP removed from a ship, because fuck resistances. Use active tank bonuses to stay alive while the DOT applies damage, hit a 2nd time, warp off, get killmail in 30s. Or, ship 1 provides tackle, so you warp in, drop a breacher pod, wait 75s, and come back and apply a 2nd, and unless the ship is active tanked, you're guaranteed a kill.
@@Azagoreth whats 1% x 75?
The ISK sink possibilities here are yuge. Q4 CCP profits should be awesome. Swipe your card for some PLEX today!
We want the captain's quarters again.
#MakeCapitainQuarterGreatAgain
Ships need an indicator they have a dot applied (could use that info screen you have up in the upper right to display the current affects applied to the targeted ship.)
imo, you could use that proposed indicator as a stack mechanic too (ie: if x is applied to target, do y when b module applies to target.) In other words, a standard mark / trigger mechanic.
Can those pods stack? Because it feels really OP when three or four people fire such a pod at a target, and you get 3x75% of your max HP as damage.
Also, I feel like the cooldown/cycle should be as long as the effect is active, or at least, when you fire a new one, the old one turns inactive, else it really becomes like a "spreading Dots" till everything is dead
are you gonna be able to fit theese breacher pods on different ships?
Covert ops cloak and does nearly 2000 dps… the Cenotaph seems OP
Does it prevent reapplication to a target that has this effect on it already?, or does it refresh the duration?
What happens if two different ppl use it on the same target, does it apply the first pilots breach pod and prevent the other to use it on the target or does the second shoot aswell but doesnt do anything?
Not sure about the first part, but I know someone confirmed that only one person's Breacher Pod DOT can be applied to a ship at a time, and the game will automatically apply the damage from the stronger one. The thing that terrifies me is if it DOES refresh, unless your ship is active tanked in some way, a Breacher Pod can two-tap basically any subcapital ship that isn't a destroyer or smaller if they are able to wait a bit and then hit you with a second one.
I can see they are not going to stay up for long
OP ships. Neat idea. But I think they made it a bit too strong. Why does it have to militate resist? Why not make it like missiles in that it has a damage profile and you'd want to find the hole? I think that would balance it out better from my first impressions look at this. Or/maybe have its own unique damage combo like a Exp/Thermal. It only does that damage, it can be countered by stacking resists. Makes the Reactive Armor Hardener a nice advantage as it would adapt and minimize the dps.
Ohh new ships look beatiful ans crazy! ❤
have to list again as to how we build them. where the bpc and parts drop
28:00 It's hilarious that Bjorn Bee presents this abomination without any balance at all.
I thought you couldnt fit more than 1 ancil shield booster at a time?
only armor... because shield must be OP
So what happens when you shoot a titan I wonder how much dmg do you do
1,000dps max with the larger breacher pod.
Mercenary den: aka mobile siphon unit but ccp forgot about it
new gun sounds fun, but hitting a Battleship with 75% resist with a 1000dps (that ignores resist) will end up doing like 300k ehp with just this one gun/ship xD. mybe a little to crazy, thats basically 3/4 of an Tank Orca in one shot lol
gonna bet the meta to deal with these is assault frigates
yay! this CCP'er was up to the excitement that Bee was trying to create... and I guess the EVE update they are trying to sell!
I love the idea of a stealth destroyer, and it is more than likely going to be very popular, but why base it in Mimitar designed lol. I know it is just personal preference, but I like the Caldari design philosophy. The other issue is stealth is there to sneak and hit hard then disappear. You need high DPS at the beginning but you are not looking for a long term brawl. Basically a glass cannon. You forego defense for stealth.
caldari - minmatar is the only ship line not used for pirate ships so far. They've been building up to it with all this deathless / pirate fw stuff.
What do you have to smoke to like this mercenary den idea? I dont even play in NS and this sounds total trash and impracticable
It actually creates a cool gameplay avenue for smaller corps and alliances to Disrupt big null blocs..
Pretty simple to understand 😂
These new ships and weapon systems seem very very silly. I am currently less interested in the game now!
They seem both OP and underwhelming at the same time. Just not a fan of what it will mean for various types of pvp.
bypassing resistances and lasting 75seconds...oof.
CCP Trash Panda... these CCP names hahahah.. The other day a guy from support called CCP Meseeks helped me out in my customer ticket and I didn't tell him that it resolved the issue so he will be stuck into existence trying to help me for all eternity :D (see Meseeks episode from Rick and Morty)
Now make a brawler cov ops cruiser
WTF are designers thinking making ship with a weapon like this. It can cloak and the weapon is ignoring resistance and there is not even a counter other than docking. This is really silly. Sorry.
I am very wary of this new breacher pod attack system. As it stands it looks a bit overpowered damage wise and really no skill once they have been applied. I expect to see these being used by well... lets just call them the anarchists of the game. I am happy to brawl but these are just going to pretty much wipe out my autocannon fleet hurricane fits and not in a fun way. In solo or small gang encounters this might just be a mess.. but time will tell I guess.
imagen ratting in that new Bs ....
o7
TOOBS!
Dumb power creep
Björn Bee turned into Björn Bumblebee
Just more garbage from the people that brought EVE scarcity. Weaponized inconvenience and devaluing players' time and making it hard to find a reason to hold space. Pure BS!
touch grass
@@teeborg1519 I have, I am one of the third of players that left because of scarcity. You know CCP drove 1/3 of players away and increased the price by 1/3 to cover there losses.
It's clearly setup for vanguard. It's creating room for vanguard players to influence the universe and for eve online players to influence vanguard players back.
We can probably expect mercenary dens to be necessary for vanguard deployment and for vanguard deployment to be able to hurt manpower production (hurt a sov economy) or help counter those effects, or produce value by influencing the production of the mercenary dens.
They're adding the ability to covertly pay mercenaries for on foot destabilization operations in enemy territory, that's my theory.
@@joemomma8287and yet AS ALWAYS, you’re on of the many that claim “I left, I won, ccp is a terrible company” and YET is STILL HERE. If you don’t know the actual facts of the matter and you’re still naive on what the narrative was when you “quit”, then stay quiet. You’re uneducated on the topic
@@mace400 Yes I have left EVE but I do keep up with EVE news. If CCP unscrewed EVE the might get their customers back.
dead game😢