Odyssey Ship Balancing

A few weeks before a big expansion hits usually is the time for reflection on how well we have packed things together. In our case here, it’s all about having a final look at the ships we are tackling for Odyssey. And by “we”, I mean our team of rabid ship designing slave-monkeys, mainly CCP Fozzie and Rise.

So total, we are bringing you 40 revamped hulls in the next expansion, 4 of these being new – which fit as part of a Navy theme to complement the recent storyline events in New Eden, as requested by our evil CCP Soundwave and Seagull overlords.

eve online cruise missiles

Click to enlarge

So, let’s have a look at what’s changing for Odyssey and make sure our balancing boys worked properly – otherwise they aren’t going to eat for a while.

Skill Changes

As mentioned several times throughout the year, we are going change many skill requirements in Odyssey. Since this has been extensively covered beforehand, we highly recommend you read at the proper blog for more details so you can prepare accordingly , even if it is quite late at this point.

Short summary is that:

  • Destroyers and Battlecruisers skills are being split in four racial versions and being reimbursed
  • Skill requirements are changing for 23 ship classes (Rookie Ships, Navy Frigates, Destroyers, Cruisers, Navy Cruisers, Battlecruisers, Battleships, Navy Battleships, Carriers, Supercarriers, Dreadnoughts, Titans, Electronic Attack Ships, Interdictors, Heavy Assault Cruisers, Recon Ships, Heavy Interdiction Cruisers, Command Ships, Industrials, Freighters, Mining Barges, Industrial Command Ship and Capital Industrial Ship)

Navy Frigates

For Odyssey we decided to revamp the full line of Navy faction ships, all the way from Frigates to Battleships, as well as adding the new Navy Battlecruisers.

To start off the process we did a balance pass on the four Navy Frigates, which are very popular for their moderate prices and generally strong abilities, especially in Factional Warfare space. These ships needed smaller changes than the others. The Republic Fleet Firetail received the most significant overhaul, getting a stronger damage bonus and significantly more HP. The other Navy Frigates received smaller tweaks, mainly to their fittings.

Navy Cruisers

The next step on the Navy overhaul was the eight Navy Cruisers. These ships were suffering very severely from all the problems inherent with the old Tier system. The higher tier versions (Omen Navy Issue, Caracal Navy Issue, Vexor Navy Issue, Stabber Fleet Issue) were decent ships in their own right, although overshadowed to a certain extent by the newly buffed T1 Cruisers. The lower-tier versions (Augoror Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue) on the other hand, were terrible.

So we have given these ships the full Tiericide treatment, splitting them into Combat (Augoror Navy Issue, Caracal Navy Issue, Vexor Navy Issue, Stabber Fleet Issue) and Attack (Omen Navy Issue, Osprey Navy Issue, Exequror Navy Issue, Scythe Fleet Issue)

  • The Omen Navy Issue is trading some hit points in to get a lot more speed and range. With new bonuses to Laser optimal range and damage it will zip around the battlefield skirmishing with the best of them. Pilots will need to manage capacitor carefully with this ship, but it will be deadly in the right hands.
  • The Osprey Navy Issue will fly much like an improved version of the Tech 1 Caracal, using mobility, range and an exceptional six midslots to control the battlefield.
  • The Exequror Navy Issue is doubling down on its old role as an all-in blasterboat. It’s keeping the double damage bonus that made it unique among blaster cruisers, and gaining a new turret to place it clearly at the top of the cruiser damage per second charts. However it will need to be in close to do that damage, so in the game of Exequrors you either win or you die.
  • The Scythe Fleet Issue is the first in a grand project to redeem the Minmatar tradition of split weapon bonuses. Instead of the old system where pilots were pushed into using two different highslot weapons, the new Fleet Scythe has double-strength damage bonuses for both projectiles and missiles. This means that it is very powerful with either weapon system and an opponent will never know what to expect when they see a Fleet Scythe on scan.
  • The Augoror Navy Issue is built as the ultimate cruiser brawler. With bonuses to armor HP and a huge 25% per level damage bonus for three turrets, it can take advantage of a strong buffer tank and two utility highslots to outlast its opponent.
  • The Caracal Navy Issue is the first in a new tradition of Caldari Navy missile ships with bonuses to explosion radius. This bonus allows the ship to apply damage much more effectively than most, and it will be able to tangle with a wide variety of opponents.
  • The Vexor Navy Issue is getting a big increase in drone bandwidth, making it the most nimble ship capable of fielding a full flight of five heavy drones or sentry drones. A bonus to drone velocity and tracking replaces the old blaster bonus, ensuring that a Navy Vexor focused purely on drone damage will be a force to be reckoned with.
  • The Stabber Fleet Issue is receiving the smallest changes of all these Cruisers, as it is already the most effective and most used Navy Cruiser. Small tweaks to hitpoints and mass for polish is all this ship needs to remain balanced and desired.

Attack Battlecruisers

We felt those vessels were overstepping a bit on other classes, mainly Cruisers and to some extend Battleships. However, since Tech 1 Cruisers have been buffed in Retribution and Tech 1 Battleships are receiving the same treatment for Odyssey, only small tweaks are necessary. That is why we are only giving them small decrease in mobility, scan resolution and signature radius for now, even if we are going to keep watching them in the near future.

Yes, we do know Heavy Assault Cruisers are being overshadowed by them as well, and we will come to them in due time, oh yes my precious, we will.

Navy Battlecruisers

For Odyssey we wanted to give a strong emphasis on the four main Empire factions and we believe there is no better way to build excitement than releasing Navy variations of the already popular Battlecruiser hulls.

  • The Harbinger Navy Issue was a tough call to balance. Going for a traditional Amarr combat philosophy of “slow inflexible brick with guns everywhere” proved to be disappointing during internal playtests. We thus opted to give this vessel something that often lacks in the Imperial Navy line, flexibility by giving it an additional 5 th medium slot and swapping its medium energy turret capacitor reduction bonus with a tracking bonus.
  • As explained in our previous Blog , we did not wish to directly improve on the already good capabilities of the Drake, which is why the Drake Navy Issue instead offers extended flexibility with better mobility and damage application than its regular Tech 1 counterpart.
  • Choosing between which hull to pick between the Brutix or Myrmidon proved to be tricky for Odyssey – we finally picked the former as we foresaw some heavy role overlap for a possible Myrmidon Navy Issue with the Ishtar, Vexor Navy Issue, Gila or even Dominix. As a result, the Brutix Navy Issue is a ship that directly iterates on the strengths of its predecessor, with improved low slot layout and better damage application.
  • For the Minmatar, we decided to bring the old, pre-nerfed flexibility of the Hurricane back into the Fleet brand. As such, you will find the Hurricane Fleet Issue to be an extremely versatile and familiar ship, with many possible configurations to choose from.

Acquisition method:

  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built Tech 1 Battlecruiser plus two Cruiser sized Nexus Chips
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built Tech 1 Battlecruiser plus two Cruiser sized Nexus Chips

Tech 1 Battleships

Odyssey will forever hold a special place in that empty and black spot where our hearts used to be for rebalancing one of the most iconic classes of the game, Tech 1 Battleships. Next to other vessels we’ve tackled as part of the “Tiericide” initiative in the previous expansions, Tech 1 Battleships were relatively well balanced by stat, the problem laid in their role distribution. As explained below, some of them required creative thinking to rebalance, and we do hope the results will shift the meta-game in interesting ways for the upcoming months.

Amarr Battleships

  • As we started looking into this class, we realized the Armageddon was in a very precarious position; for being the former Amarrian Tier 1 Battleship, it made sense to provide a hard-hitting turret based option before moving into the Apocalypse and Abaddon. However, removing tiers made us realize it would compete with the Abaddon on the same niche, which motivated us to look for creative solutions to solve this problem. As a result, the Armageddon role is moving away from its standard combat turret platform to a more devious energy neutralizing drone ship.
  • Until now the Apocalypse was renowned as a very comfortable hull due to its large capacitor, further enhanced by the Large Energy Turret Capacitor use reduction provided by one of its bonuses. However, it was judged quite dull by our balancing team, and as a result we have changed this previously mentioned bonus to favor turret tracking instead. For moving into the “Attack Battleship” role, the Apocalypse is also gaining mobility and is about to become a damage projection bully at its designated medium-long engagement range.
  • The Abaddon was the Amarrian hull in the least need for change, as its role is already potent in multiple scenarios. As such there is not much to write about it, except the armor resistance decrease which is global to many hulls ( see below for more details) .

Caldari Battleships

  • Overall we are pleased with the Scorpion for being the only purely Disruption focused Battleship. Thus its changes were minimal, mainly with a slight increase in hit points and the swap of a high slots in favor of a 5 th low slot.
  • The old tactic known as “Cavalry Raven” that used that vessel in a speed setup may be coming back as this venerable hull is being moved into an Attack role. Literally, that means the Raven gains mobility and trades one of its two utility high slots for a 7 th medium slot. This change also has a very strong synergy with our Cruise Missiles boost, explained below, so who knows, this ship may even be used in PvP situations again. Time will tell.
  • The Rokh remains a very solid choice for large engagements, or any kind of situation requiring what we internally call a strong “tank’n’spank” power. As such it’s not affected that much, except again for the shield resistance bonuses being slightly lowered.

Gallente Battleships

  • The Dominix , also known as the old war shoe, the flying potato or even the space whale, has seen considerable service over the years. Adaptable in a myriad of ways, we nevertheless decided to swap its role from what essentially was a Turret plus Drones split weapon system to purely focus on the latter. It is now aiming to be much more efficient with Sentry drones than any other ship in-game, which is a distinct advantage.
  • The Megathron is one of our favorite hulls in-game. Over the years though, it suffered setbacks as a Blaster platform, due to its poor mobility with plated setups and tight fittings. We want to emphasize its role as the Gallente main gunboat platform by moving it into the Attack role. Technically it means improved mobility, swapping the utility high slot for a 8 th low slot and replacing the Large Hybrid Turret Damage bonus with a Rate of Fire one to see further use in fleet engagements.
  • The Hyperion has been one of the most delicate problems we had to tackle for Odyssey, as it suffered a role crisis – initially designed as a close range blaster platform, it overstepped on the Megathron, and was ill-equipped to fully use that active Armor tanking bonus with only 6 low slots. As such, we are moving it to be the flexible small gang stepchild of the Gallente Battleship line, by providing it with a versatile 7H / 5M / 7L slot layout and a good dronebay.

Minmatar Battleships

  • The Typhoon was well known among our player base as the perfect embodiment of the “jack-of-all-trade, master of none” philosophy. While we acknowledge it provided an interesting role on the field, we did not necessarily agree with how niche it remained, or how much skill training it demanded to fly effectively. Instead, we are turning it into a missile launching monster by replacing the Turret bonus with a Cruise Missile and Torpedo explosion velocity, giving it 6 launchers and tweaking its slow layout to 7H / 5M / 7L.
  • There was little need to alter the Tempest attributes as its role as a flexible Attack Battleship is well set in stone already. As such, only slight tweaks were made to it, mainly by slightly increasing its hit points, fittings and mobility.
  • The Maelstrom role remains healthy and secure, and as such nothing is changing on it.

Price changes

As we have done with the previous Tech 1 ship classes that have gone through rebalancing, mineral prices for Tech 1 Battleships are going to be adjusted to meet the new “Tiericide” requirements.

  • Former Tier 1 and 2 Battleships (Armageddon, Apocalypse, Scorpion, Raven, Dominix, Megathron, Typhoon and Tempest) are being increased to be approximately on par with the current Tier 3 Battleships (Abaddon, Rokh, Hyperion, Maelstorm) .

This is quite mandatory for several reasons:

  • There is no need to have price differential within ships of the same class if tiers are gone. If all of them have an equally valuable role, price should match.
  • We cannot decrease overall costs of Battleships due to the mineral consumption linked with the production of the current Tier 3 Battleships. Doing so would affect the market adversely.

After studying various metrics at our disposal, we concluded increasing the price on such fashion would not affect Battleship acquisition that much due to inflation and increasing wealth generation over the years.

So, in practice:

  • The most expensive Battleships are going to be Combat related, with an estimated price around 150m-180m ISK. This includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion and Maelstrom.
  • Other Battleships whose role is either Attack or Disruption will settle with an average price of 100-130m ISK. Thus the Apocalypse, Scorpion, Raven, Megathron, Typhoon and Tempest.

As usual, the increase in mineral requirements will be done through Extra Materials that won’t be obtained through refining. All the prices stated above are rough estimates, your mileage may vary depeding on market speculation, conspiracy plots, backstabbing schemes and alliance drama.

Navy Battleships

As part of something we hinted in our previous blog , Navy Battleships also are receiving some love in Odyssey. As with their Tech 1 counterparts, we are dead set into removing tiers from them so each has a unique purpose.

  • The Armageddon Navy Issue performs well and we believe its current role as a laser brawler to be adequate. As a result it is not changing much, except for slightly more hit points, fittings and 25m3 additional drone bay.
  • The Apocalypse Navy Issue inherits the same traits as its Tech 1 variation by being moved into the Attack role. This means better mobility, reduction in hit points, but swapping the Large Energy Turret Capacitor reduction with the tracking bonus.
  • With the Cruise Missile boost and the gain of an extra low slot, the Scorpion Navy Issue has potential to become an extremely dangerous hull to cope with, and we are going to keep an eye open on this one to make sure it does not asphyxiate other Battleships.
  • Inspired from the Drake Navy Issue, his bigger cousin the Raven Navy Issue now provides extended flexibility with 8 launchers combined with a missile explosion radius and velocity bonuses. It also follows the same pattern than its regular Tech 1 counterpart by being moved into the Attack role: more mobility, a 7 th med slot at the expense of slightly less hit points.
  • The Dominix Navy Issue roughly keeps the same attributes as before, as we wished to keep it unique and were not willing to change it on the same pattern than its Tech 1 counterpart. For being a Combat ship however, it gains some hit points at the cost of mobility and signature radius.
  • The Megathron Navy Issue will iterate on the strengths of its new standard variation for being switched to an Attack role with fast mobility and good damage with its new Rate of Fire bonus. It also has room for a utility high slot and more drones in general than its Tech 1 variation.
  • We wanted to keep a unique flavor for the Typhoon Fleet Issue by preserving the split weapon bonus, but trying to make it right this time around. As such, this vessel has 7.5% bonus to Cruise and Torpedo damage and 7.5% to Large Projectile Rate of Fire per level, while boasting 8H / 5M / 7L with 6 turrets and launchers.
  • Finally, with the Tempest Fleet Issue we wanted to experiment on maintaining a hull flexible enough for multi-purpose situations. As such, while being officially sorted as a Combat this hull offers a good enough mix of hit points, mobility and low signature radius to be considered as an Attack-Combat hybrid.

LP offer changes:

Just like the Tech 1 Battleships, Navy versions are going to be consistently unified in price all across the board. Not only does that mean their Blueprint Mineral requirements are going to be closely matching the prices indicated above, but it means that LP offers for the former Tier 1 Battleships is going to be leveled at Tier 2 prices.

  • The Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue and Typhoon Fleet Issue LP offer costs are going to be increased to 250,000 LPs in the 24 th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force LP Stores.

Module and general changes

Sometimes only looking at ship hulls is not enough to fix specific issues and crippling gameplay. This is particularly true for Odyssey, as we had to closely look at a certain number of attached problems to ensure our Tiericide changes were healthy as a whole.

Cruise Missiles

Long have Cruise Missiles been waiting for some attention – we found them sobbing in their little corner, reminding us of the now extinct age of the ‘Arbalest’ Cruise Missile Launcher I Raven. They begged for mercy, claiming they suffered enough and that they won’t insta-pop Frigates ever again, promise.

And so CCP Rise came forth and said, “fear not, my child” then basked them in his balancing light. And they were grateful:

  • Cruise Missile Launchers Rate of Fire has been increased by 5% (they fire faster)
  • Velocity of all Cruise Missiles has been increased to 4700m/s
  • All Cruise Missiles base damage has been increased by 25%
  • To compensate, Cruise Missile Launcher Powergrid requirements have been increased by 200
  • Cruise Missile base flight time has been decreased to 14 seconds and their explosion radius has been increased by 10%

As a result, all Cruise Missiles should now hit harder, faster at the cost of slightly tightened fitting requirements and reduced damage application to smaller targets. In all cases, they will complement your Raven or Typhoon setups well and shall blot out the sun. Treat them well.

Large Energy Turrets

When rebalancing the Apocalypse and its Navy evil twin, we realized Large Energy Turrets were not only difficult to squeeze in, but also quite capacitor hungry. Since using wrench and duct tape to fit things remains the dedicated area of Minmatar engineers, we decided to soften them up a bit.

  • All Large Beam Laser capacitor needs have been decreased by 20%, powergrid requirements have been reduced by 10%
  • All Large Pulse Laser capacitor needs have been decreased by 10%

Navy hull rig calibration increase

As miscellaneous note, we realized only having 350 calibration on Navy hulls didn’t make much sense since they are supposed to be improvements over Tech 1 ships. As such, with Odyssey they will autoretromagically have 400 calibration instead. These were not the rigs you were looking for.

X-Large Weapons

Balance between the different Dreadnaughts has been an issue for a long time, and their vast increase in use since Crucible has made the problem more pronounced. We want to be very careful with these ships to ensure that none of them get broken, so we are starting a process of small iterations to capital weapons to help bring the class into balance. For Odyssey we are reducing the tracking of capital blasters and autocannons, reducing the range of capital blasters and increasing it for capital pulse lasers, and significantly improving the Phoenix by removing the explosion velocity penalty from siege modules. These changes do not go the whole way, but they are a step in the right direction and we are committed to take those steps carefully and correctly.

RSB and TEs

Two more modules that will be receiving tweaks in Odyssey are Remote Sensor Boosters and Tracking Enhancers . RSBs are too good for supporting “instalock” gatecaps with large ships, and are seeing their scan resolution bonus lowered slightly. TEs are receiving a reduction in their optimal range and falloff bonuses, to bring them in line with other similar modules such as Tracking Computers.

Ship Resistance changes

We are also turning our attention to ship resistance bonuses in Odyssey. These bonuses are among the most powerful in the game, and have been overshadowing other defensive bonuses to a large degree. We have chosen to make a small adjustment to the resistance bonuses on all applicable ships, reducing the per-level bonus from 5% to 4%. Resistance bonuses will still be extremely powerful after this change, but the adjustment opens up some room for us to do more interesting things with other defensive bonuses and create more interesting choices in fitting and combat.

And that’s pretty much everything we are delivering to your doorstep for Odyssey - that is quite some heavy package to carry around. We do hope you will enjoy those changes as much as had crafting them and we can't wait to see how EVE tactical gameplay will shift as a result. Stay tuned for more blogs on what's to follow on the ship balancing menu, and may the pew pew be with you, always.

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  • International

April 14, 2024 - Iran's attack on Israel

By Jerome Taylor, Heather Chen , James Legge, Sophie Tanno, Emma Tucker , Kaanita Iyer , Paul LeBlanc , Catherine Nicholls, Maureen Chowdhury , Antoinette Radford and Eve Rothenberg, CNN

Our live coverage of Iran's attack on Israel has moved  here .

India calls on Iran to release 17 Indian crew members on board seized container ship 

From CNN's Sandi Sidhu in Hong Kong 

India has called on Iran to release 17 Indian crew members on board a container ship seized by Iran on Saturday. 

Indian External Affairs Minister Subrahmanyam Jaishankar said that he spoke to his Iranian counterpart Iranian Foreign Minister Hossein Amir Abdollahian and "took up the release of 17 Indian crew members of MSC Aries."

Four Filipino seamen were also on board the ship, according to the Philippine Department of Migrant Workers.

The department said it was working with its government, the ship owner, and the operator to release the captured seafarers.

On Saturday, Iran’s Revolutionary Guards seized an Israeli-linked container ship in a helicopter operation near the Strait of Hormuz, state news agency IRNA reported. 

Mediterranean Shipping Company (MSC) said there were 25 crew members on board.

Japanese prime minister condemns Iran's attack on Israel

From CNN's Junko Ogura in Tokyo 

Japanese Prime Minister Fumio Kishida on Sunday said he "strongly condemns" Iran's missile and drone attack on Israel.

"(The attack) further aggravates the current situation in the Middle East. We are deeply concerned and strongly condemn such an escalation," Kishida told reporters.

Kishida said Japan would continue diplomatic efforts to "prevent the situation from worsening and to calm the situation down," and "respond in cooperation with other countries."

Blinken calls British and German counterparts following Iran's attack on Israel

From CNN's Philip Wang 

US Secretary of State Antony Blinken spoke with his counterparts from the United Kingdom and Germany on Sunday following Iran's attack on Israel, according to readouts from the State Department. 

All parties agreed "the importance of condemning Iran's attack in the strongest possible terms and preventing further escalation," the readout said. 

Blinken earlier held phone calls with his counterparts from Turkey, Egypt, Jordan and Saudi Arabia , in which he emphasized the importance of avoiding escalation in the Middle East and of "a coordinated diplomatic response."

US forces destroyed more than 80 attack drones from Iran and Yemen, Central Command says

From CNN's Philip Wang

US forces intercepted more than 80 one-way attack drones and at least six ballistic missiles from Iran and Yemen during its attack on Israel, according to a statement from the Central Command.

The operation included destroying a ballistic missile on its launcher vehicle and seven drones on the ground in Iranian-backed Houthi-controlled areas of Yemen, CENTCOM said. 

"Iran's continued unprecedented, malign, and reckless behavior endangers regional stability and the safety of U.S. and coalition forces," the statement added. 

Israeli and Iranian ambassadors trade accusations during UN Security Council session

From Abel Alvarado in Atlanta

Israel’s UN ambassador Gilad Erdan shows a video of drones and missiles heading toward Israel during a United Nations Security Council meeting at UN headquarters in New York on Sunday.

Israel and Iran’s United Nations ambassadors condemned each other’s actions during Sunday’s UN Security Council emergency session called to address Iran’s attack on Israel.

Israel’s UN ambassador Gilad Erdan said Iran "must be stopped before it drives the world to a point of no return, to a regional war that can escalate to a world war." Erdan accused Iran of seeking world domination and that its attack proved that Tehran "cares nothing, nothing for Islam or Muslims" before pulling out a tablet to show a video of Israel intercepting Iranian drones above Jerusalem’s Al-Aqsa Mosque.

Erdan called on the UN Security Council to designate the Iranian Revolutionary Guard Corps (IRGC) as a terror organization.

“Action must be taken now, not for Israel's sake, not for the region's sake, but for the world's sake. Stop Iran today."

Iran’s UN Ambassador Amir Saeid Iravani said his country’s operation was "entirely in the exercise of Iran’s inherent right to self-defense, as outlined in Article 51 of the Charter of the United Nations and recognized by international law."

Iravani said:

"This concluded action was necessary and proportionate," adding that the operation was “precise and only targeted military objectives” to reduce the potential of escalation and to prevent civilian harm. “Iran is never seeking to contribute to the spillover of the conflict in the region, nor does it to escalate or spread the tension to the entire region," he said.

Iran’s UN Ambassador Amir Saeid Iravani speaks during the meeting on Sunday.

Tehran’s attack had been anticipated since  a suspected Israeli strike  on an Iranian diplomatic complex in Syria earlier this month.

Iravani added Iran has “no intention of engaging in conflict with the US in the region” but warned Iran will use its “inherent right to respond proportionately” should the US initiate a military operation against “Iran, its citizens or its security.”

Israeli war cabinet says it's ready to respond to Iran's attack but delays immediate action. Here's the latest

From CNN staff

The hours-long Israeli war cabinet meeting ended Sunday night without a decision on how Israel will respond to Iran’s missile and drone attack , an Israeli official said.

The cabinet is determined to respond — but has yet to decide on the timing and scope and the official said the military has been tasked with coming up with additional options for a response.

Separately, a senior Biden administration official told reporters that an Israeli official told the United States that it's not looking to significantly escalate the showdown with Iran.

CNN analyst Barak Ravid said Israeli ministers Benny Gantz and Gadi Eisenkot advocated for swift action, but US President Joe Biden's phone call with Prime Minister Benjamin Netanyahu led to a decision to delay the response until the next day. 

Here are the latest headlines:

  • Retaliation is over, Iran told US: Iran privately messaged the United States that its retaliation against Israel had concluded, echoing what Tehran said publicly, according to a senior administration official. Late Saturday, Iran said its attack on Israel is a response to Israel's strike on the Iranian consulate in Damascus, and "the matter can be deemed concluded." However, President Ebrahim Raisi said any “new aggression against the interests of the Iranian nation will be met with a heavier and regrettable response,” according to Iran’s state news channel IRIB. 
  • United Nations response: UN Secretary-General António Guterres  called for a de-escalation of violence after Iran’s attack. Guterres said the United Nations and member countries have a “shared responsibility” to engage “all parties concerned to prevent further escalation.” He also called for a ceasefire in the Israel-Gaza conflict. “Neither the region nor the world can afford more war,” he said.
  • G7 and others: Amid a flurry of diplomatic activity in response to Iran's attack, the G7 nations said they would work together to "stabilize the situation" in the Middle East, according to a statement from Biden. Also, Jordan summoned Iran's ambassador in Amman on Sunday after it intercepted Iranian drones over the country.
  • Meanwhile in Gaza: As thousands of Palestinians were turned away from returning to their homes in northern Gaza on Sunday, a 5-year-old girl was shot in the head by Israeli soldiers, her mother said. Video showed a man carrying a 5-year-old girl named Sally Abu Laila, who was bleeding from her head, with people crowding around her in panic trying to cover her wound.

Also on Sunday:

  • Israel decided to lift its restrictions on large gatherings and to reopen schools on Monday.
  • The US Department of Homeland Security has not identified any “specific or credible threats” to the US since Iran attacked Israel.

Blinken calls Turkish, Egyptian, Jordanian and Saudi counterparts following Iran's attack 

US Secretary of State Antony Blinken on Sunday spoke with his counterparts in Turkey, Egypt, Jordan, and Saudi Arabia following Iran's attacks in Israel, according to readouts from the State Department. 

During his phone calls, Blinken emphasized the importance of avoiding escalation in the region and the importance of "a coordinated diplomatic response."

In his conversation with Jordan and Egypt, Blinken also underlined the significance of achieving an "enduring end to the crisis in Gaza."

Iran will be held responsible if any action is taken against the US or Israel, deputy ambassador warns

From CNN’s Abel Alvarado

US Deputy Ambassador to the UN Robert Wood speaks during a United Nations Security Council emergency session over Iran’s attack on Israel on Sunday in New York.

The United States warned Iran against taking any action against the US or Israel during the UN Security Council emergency session over Iran’s attack on Israel.

“Let me be clear, if Iran or its proxies take actions against the US or further action against Israel, Iran will be held responsible,” US Deputy Ambassador to the UN Robert Wood said Sunday.

The United States is “not seeking escalation, our actions have been purely defensive in nature,” adding that the “best way to prevent such escalation is an unambiguous condemnation of the council of Iran’s unprecedented large-scale attack,” he said.

The envoy reiterated US support for Israel and condemned Iran’s attack. “Iran’s intent was to cause significant damage and death in Israel,” Wood said.

Wood also said the UN Security Council had an “obligation to not let Iran’s actions go unanswered.”

“For far too long, Iran has flagrantly violated its international legal obligations,” he said before listing occasions Iran has violated UN Security Council resolutions and international law.

Wood accused Iran of being in a “broad sense complicit” of the October 7 attack on Israel by providing “significant funding and training for the military wing of Hamas.”

He added the US will explore "additional measures to hold Iran accountable here in the UN.”

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A launcher array designed to fit cruise missiles. Fires at those the Control Tower deems its enemies.

What battleship for missiles and shield?

I’m looking for some advise on what BS skills to train next. Right now I’m running level 4 missions in the Praxis. I’m using, and have decent skills in, cruise missiles and shield tanking. I’m a bit confused on what racial battleship to move into. I can’t find any battleship that really fits my skills that would be an upgrade to the Praxis. At this point, I have only trained up to cruiser, so I could go any direction from here. I have minimal projectile skills, only the very basic up to medium. I’ve looked at the raven, and it’s variants. Also the rattlesnake. It looks like I’ll need a large amount of skills before any of those are upgrades to the Praxis. Any suggestions?

The Golem is kinda your endgame here. The Raven or Navy Raven is your logical next step.

The Rattlesnake is a beast, but it’s more drone focused. It’s a really great ship, but you’d probably have to pivot your training plan a little to make it really shine.

:slight_smile:

Sentry drones are definitely worth getting to t-2.

If your strictly missioning for isk and LP then a navy raven will be your friend, plenty of dps to burn through quickly and when set up with range in mind mostly untouchable, drones boats are good but if you are not wanting to manage your ship, the battle and drone at the same time then go after a missile boat.

Scorpion Navy Issue is a good choice, lots of tank and good slot layout.

I went straight for the Rattlesnake. I don’t know why people insist it is drone focused, but ok…

I use a single Gecko and Rapid heavy missile launchers and there’s no lvl 4 that even make me lose even 1/4 of the shields. Does Epic arcs with ease, too.

Other than that, I would go Caldari and aim for the Raven line.

It would be the 275% drone damage bonus.

What is your fit? The rattlesnake was my choice to move to next, but I can’t decide if it’s worth the cost and skill time.

Yeah, but with the skills at 5/5 and considering missile damage +50% and shield resistances +20%, the drone bonus is more like 1/3 of the kickass trifecta. Before the drone damage nerf, I would have agreed that it was drone focused, but not now.

Fit is below

I have mine set up as a bit of a jack of all trades type of PvE fighter…tons of different uses in my ship, all of which came from experience over time, and needing it to do one thing or another. Lots of versatility in my fit. I keep both a MJD and MWD nearby as well as a few different Resistance mods for specific uses, but this is the general use cap stable Omni tank fit that I use 90% of the time.

Of course, other players will criticize, but it’s not their ship…it’s mine, and it can do a helluva lot. Keep in mind, this took me a while to skill and I kept upgrading over time…and I’m still not finished. There’s lots of ways to fit this ship, so yours will have to be suited to the way you play.

It is expensive. It may seem daunting, and not worth the time and effort, but once you build a cheaper one initially, with a basic fit that can do lvl 4’s with ease…which doesn’t take long to get…you’ll make the ISK faster, and can upgrade quickly. The only thing that takes a long time, is the Gallente/Caldari Battleship skills, and the related missile and shield skills.

Once you have those up, and you build a nice fit that suits you, you will look back and KNOW that it was all completely worth it. There’s no doubt in my mind that you will feel zero regret for putting in the time and effort to make it.

I LOVE this ship, and I am so glad I made the decision to focus on it. Also, I put all the Crystal implants, plus a bunch of other applicable skill hardwiring on my clone, which make the experience even better, so keep that in mind for yourself as well. I wish I could figure out how to show you the stats after my implants/skills…the shield boost is much higher, etc.

Click here for Workbench fit (shows more stats)

Thanks! That’s a great fit, very similar to what I have on the praxis, minus all the expensive gear :). So you like RHML over cruise?

Thanks, and yes, for what I use it for primarily RHML is better because I have to spend a lot of time killing smaller, faster ships. The range of cruise missiles is great, but they suck at killing fast orbiting frigate swarms…and when you get a lot of ewar, you want them dead fast. Pretty much every enemy I run across comes close enough for Heavies, and my build can sit still and take just about any punishment, so there’s no need to kite or move for that matter. I just let them come in close, wait for them to go red, pop out a Gecko, drop an MTU and splat at will.

Like you, I started with a Praxis. I still love that ship, but I needed something a bit stronger, that could take more punishment. I had no idea how much better the Rattlesnake would be. SO much better. I still keep the old Praxis around for when I need to go do something with a BS that runs the risk of me losing it. Also, as a side note, it works surprisingly well for gas mining in a hostile area…lol.

You don’t know why the ship line with massive drone bonuses is drone focused?

You’re a little slow, aren’t you…ok then. I’ll go ahead and quote myself from up above where I answered the last guy that said this, since you can’t be bothered to read.

My opinion and logic does not require your approval, so take your lame attempt at a passive aggressive dig, and shove it. Oh, and one more thing…missiles on my ship do more damage than the drones. Normal missiles…not even faction. So…not drone focused.

The drone bonus is always there, even with Caldari Battleship at 1. But you need Battleship 5 for the 50% missile damage (this is the main reason why it is such a great drone ship, especially for Alpha).

Second: The reason for your higher missile damage is maybe because your missile skills are higher than your drone skills? Or because you are only using Ballistic Control Systems and no Drone Damage mods? Your posted fit shows 3 BCS and no Drone Damage mod. This “might” be the reason why your missile damage is higher than the drone damage.

The drone DPS should be higher than the missile DPS when there are Drone Damage mods in the low slots. On your fit maybe up to 25% higher, even when you are using faction missiles.

And next tip. Instead of a Gecko you could use Augmented drones. They are cheaper and deal more damage.

There’s also the fact that the Rattlesnake only has bonuses for kinetic and thermal missiles where as the drone damage bonus is for all damage types.

I’d also argue that you really want Hivaa Saitsuo BCS on a Rattlesnake. It makes no sense to me to spend so much on a bling ship and then miss out on a module that seems to have been specifically designed for it.

:smile:

So I’m up to 800 DPS in the Praxis, and nothing else is coming close on paper. Are there hidden bonus to the other ships that I don’t know about? The Rattlesnake is now a sidegrade on paper, with a hefty cost attached.

Don’t forget, DPS doesn’t mean much if you can’t stay in the fight. Defense is just as important, if not more. Get that EHP up through the roof and you can take a hell of a beating without breaking a sweat. In the stronger LVL 4’s and epics, defense is everything.

Untitled

Missile ships

Missile ships can be found across a wide range of ship types in every race, often showing up in places where an inexperienced player would not expect to find them. The following is a list of all subcapitals with hull or role bonuses to missiles (excluding special ships). Ships which have unbonused missile hardpoints are not listed as they cannot be properly considered "missile ships." This list is intended to aid a pilot specializing in missiles to find the ships which best suit their needs.

  • 1.1 Battlecruisers
  • 1.2 Cruisers
  • 1.3 Destroyers
  • 1.4 Frigates
  • 2.1 Battleships
  • 2.2 Battlecruisers
  • 2.3 Cruisers
  • 2.4 Destroyers
  • 2.5 Frigates
  • 3.1 Frigates
  • 4.1 Battleships
  • 4.2 Battlecruisers
  • 4.3 Cruisers
  • 4.4 Destroyers
  • 4.5 Frigates
  • 5.1 Guristas
  • 5.2 Mordu's Legion

The only Amarr ships to provide missile hull bonuses are the Tech 2 Khanid ships and Tech 3 Legion, though several Tech 1 ships are unbonused towards a particular weapon type while possessing equal launcher and turret hardpoints. Of these, the Arbitrator and the Prophecy are considered drone boats, while the Dragoon , Curse , and Armageddon are PvP neuting ships with the neuts usually taking up the entire high rack. The Amarr are notable for providing the only dedicated armor-tanked missile ships in the game.

Battlecruisers

  • T2: Damnation Command Ship
  • T2: Sacrilege Heavy Assault Cruiser
  • T3: Legion Strategic Cruiser
  • T2: Heretic Interdictor
  • T2: Vengeance Assault Frigate, Malediction Interceptor, Anathema Covert Ops, Purifier Stealth Bomber

The Caldari have the most prolific catalog of missile ships, typically with large kinetic damage bonuses. This makes many Caldari missile ships relatively inflexible in terms of damage type.

Battleships

  • Faction: Raven Navy Issue , Scorpion Navy Issue
  • T2: Golem Marauder, Widow Black Ops
  • Faction: Drake Navy Issue
  • T2: Nighthawk Command Ship
  • T1: Caracal
  • Faction: Caracal Navy Issue , Osprey Navy Issue
  • T2: Cerberus Heavy Assault Cruiser, Onyx Heavy Interdiction Cruiser, Rook Recon Ship
  • T3: Tengu Strategic Cruiser
  • T2: Flycatcher Interdictor
  • T3: Jackdaw Tactical Destroyer
  • T1: Condor , Kestrel
  • Faction: Caldari Navy Hookbill
  • T2: Hawk Assault Frigate, Crow Interceptor, Buzzard Covert Ops, Manticore Stealth Bomber

Gallente ships are by far the least likely to use missiles. Indeed, very few ships sport even a single launcher hardpoint, and ultimately only the Nemesis stealth bomber has any hull bonuses to missiles at all. The Celestis is the only other Gallente ship with enough missile hardpoints for missiles to be its primary weapon system.

  • T2: Nemesis Stealth Bomber

The Minmatar are the second-most frequent users of missile ships. Unlike the Caldari, Minmatar missile ships do not typically have a type-specific damage bonus, making them effective PvE ships through the class hierarchy as well as providing unpredictable damage in PvP.

  • T1: Typhoon
  • Faction: Typhoon Fleet Issue
  • T1: Cyclone
  • T2: Claymore Command Ship
  • T1: Bellicose
  • Faction: Scythe Fleet Issue
  • T3: Loki Strategic Cruiser
  • T1: Breacher
  • T2: Hound Stealth Bomber

Pirate Factions

Pirate faction ships are usually very expensive, and as such should only be flown by experienced pilots. Moreover, since both missile-slinging pirate factions are hybrid Caldari/Gallente ships, they represent a significant skill investment in a race (Gallente) which very rarely uses missiles. If training into these from a Caldari background, then you may wish to train up some basic hybrid turret and drone skills to ensure you can also fly the many Gallente ships offered by training into these pirate ships.

Guristas ships are powerful combination missile and drone platforms sporting strong skill bonuses to thermal/kinetic missile damage and shield resistances. However, their most powerful assets are their drones, with each ship having very high damage and hitpoint role bonuses to their respective drone class.

  • Worm Frigate, Gila Cruiser, Rattlesnake Battleship

Mordu's Legion

Mordu's Legion ships are dedicated PvP boats with skill bonuses to point/scram range and missile damage (all types). Their role bonuses allow missiles to hit out 50% farther while reaching their targets in a third of the time, largely negating one of the most commonly-cited disadvantages to missile sniping in PvP.

  • Garmur Frigate, Orthrus Cruiser, Barghest Battleship
  • Missile Launchers
  • Missile Damage

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IMAGES

  1. EVE Online Angel Extravaganza Lv.4 Mission Golem (Cruise Missile)

    eve online cruise missiles

  2. EVE Online: Missiles

    eve online cruise missiles

  3. New EVE Online Missile Turret Animations

    eve online cruise missiles

  4. Performance Improvements

    eve online cruise missiles

  5. Getting Started With Missiles

    eve online cruise missiles

  6. Performance Improvements

    eve online cruise missiles

VIDEO

  1. EVE Online Traveling and Preparing for Strategic Cruiser Level 4 Missions Gameplay (No Commentary)

  2. EVE Online

COMMENTS

  1. Missiles

    Missiles are self-propelled ammunition launched from missile launchers.Unlike turret weapons, missiles can track and follow their target. Rather than optimal and falloff range, missile range is determined by velocity and flight time, while missile damage is determined by the velocity and signature radius of the target and the explosion radius, explosion velocity, and damage reduction factor of ...

  2. Cruise Missles

    Vokan_Narkar (Vokan Narkar) September 5, 2022, 8:16am 3. I find cruise missiles the best missiles for battleships. They are doing good damage and can shoot at very long ranges. Their range is something you can use in PvP too although not common as usually you want to go short range so the target doesn't run. But should be doable for fleets.

  3. Skills:Missiles

    Training missile skills will be key for most Caldari combat pilots, but some Minmatar and Amarr ships use missiles too, as secondary or even as primary weapons. Perception and Willpower are important for perfecting your skill at missiles. The following are the skills in the Missiles section (in alphabetical order): Skill (Multiplier) Purpose.

  4. Torpedo vs cruise discussion : r/Eve

    Torps or cruise missiles won't help you If you are getting ganked. By the time you lock them there is a decent chance you'll be dead. Fit Cruise missiles, less hassle for mission running and keep the cost low, the more expensive the ship the higher chance of getting ganked. 12.

  5. Missile mechanics

    Example 1: The Heavy Missile has a MVF of 0.648. The Drake has 140 m/s speed and a signature radius of 295 m. The required speed is therefore 191.16. ( 295 * 0.648 ) Since the speed of the Drake (140 m/s) is below the required speed (191.16 m/s), the speed does not affect the missile damage.

  6. Inferno Fury Cruise Missile

    An Amarr creation with powerful capabilities, the Inferno cruise missile was for a long time confined solely to the Amarr armed forces, but exports began some years ago and the missile is now found throughout the universe. A modified version of the Inferno cruise. Does more damage than its predecessor, but the volatile nature of the warhead, and its powerful containment system, reduce both ...

  7. EVE Online

    Cruise missile Rattlesnake can be quite relaxing in nullsec when you stay aligned out all the time.Get 1 mil FREE Skillpoints on a new character: https://www...

  8. Nova Cruise Missile

    Description. A very basic missile for large launchers with reasonable payload. Utilizes the now substandard technology of bulls-eye guidance systems. A very basic missile for large launchers with reasonable payload.

  9. Mjolnir Cruise Missile

    Description. The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god in a quick, but painful manner. The mother of all missiles, the Mjolnir cruise missile delivers a tremendous payload, guaranteed to get its victims acquainted with their personal god ...

  10. All Advanced High Damage Cruise Missiles

    The first Minmatar-made large missile. Constructed of reactionary alloys, the Scourge cruise missile is built to get to the target. Guidance and propulsion systems are of Gallente origin and were initially used in drones, making this a nimble projectile despite its heavy payload. A modified version of the Scourge cruise.

  11. Missiles

    Cruise Missile Specialization Cruise Missiles Defender Missiles Guided Missile Precision ... EVE Online. CCP May 6, 2003. Rate this game. Related Guides. Overview Guide ...

  12. Odyssey Ship Balancing

    Cruise Missile base flight time has been decreased to 14 seconds and their explosion radius has been increased by 10%; As a result, all Cruise Missiles should now hit harder, faster at the cost of slightly tightened fitting requirements and reduced damage application to smaller targets. ... EVE Online is a free MMORPG sci-fi strategy game where ...

  13. Fitting missile launchers

    Missile Launcher Operation gives a 2% Bonus to missile launcher rate of fire per skill level, essentially a DPS bonus — and it is a prerequisite for most other missile skills — so train it first. Rapid Launch gives a 3% bonus to missile launcher rate of fire per level, another DPS increase that is worth training.

  14. Cruise missile Range :: EVE Online General Discussions

    103km is about right for Long Range Targeting lvl 3 on a Navy Raven. Level 5 will only push that up to 112km. Fury CM's have a max range of 167km without implants, that's at level 5 on the appropriate skills. To hit that far though, you'll have to fit the Raven with a sensor booster or targeting range rigs. Gotcha thanks boss much appreciated. #6.

  15. Skill Hardwiring

    Skill hardwirings are a type of implant. In general, weapons and ship enhancements are in sets of six, which give a bonus of 1-6% to a given skill or attribute, depending on the grade of the implant, whereas industry, science and processing hardwires are in sets of three and have varying bonuses. The bonuses are stacked separately from the ...

  16. Cruise Missile Launcher II

    Description. A battleship mounted launcher used for long range standoffs with other battleships, but less suitable for bombardment of deployed structures. Contains a huge missile capacity, but has a slow firing rate and trouble targeting small, fast ships. A battleship mounted launcher used for long range standoffs with other battleships, but ...

  17. April 14, 2024

    On Saturday, Iran's Revolutionary Guards seized an Israeli-linked container ship in a helicopter operation near the Strait of Hormuz, state news agency IRNA reported. Mediterranean Shipping ...

  18. Cruise Missile Battery

    A launcher array designed to fit cruise missiles. Fires at those the Control Tower deems its enemies.

  19. What battleship for missiles and shield?

    Oh, and one more thing…missiles on my ship do more damage than the drones. Normal missiles…not even faction. So…not drone focused. The drone bonus is always there, even with Caldari Battleship at 1. But you need Battleship 5 for the 50% missile damage (this is the main reason why it is such a great drone ship, especially for Alpha).

  20. Missile ships

    Missile ships can be found across a wide range of ship types in every race, often showing up in places where an inexperienced player would not expect to find them. The following is a list of all subcapitals with hull or role bonuses to missiles (excluding special ships). Ships which have unbonused missile hardpoints are not listed as they ...