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1

Wednesday, 14. October 2009, 09:43

[Patch] Fuer neugierige gibts hier die Dominion Patchnotes

Dominion ist ja momentan aufm Testcenter - das heisst an den Notes kann sich noch was aendern - trotz allem ist das eine gute Uebersicht fuer neugierige Piloten:


Zitat

Dominion Patch Notes

Features

Ships
•We have added 4 new Navy battleships, based on Tier 1 battleship hulls. They are the Navy Armageddon, Navy Scorpion, Navy Dominix and Navy Typhoon and they have shiny new model skins from Art.

Agents & Missions
•Talk-to epic agents will now show as available in the station panel.

Graphics
•Some prime planets have had their graphics changed to an enhanced and more detailed version.

User Interface
•Players can now get the repair quote on items through the right click menu if the station they are in has a repair service.
•The location of your clone is now displayed on the character sheet under the clone grade.

Miscellaneous
•We have replaced the old in game browser with a modern version based on Chromium. Documentation can be found here with a Dev Blog available here
•Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks.


Changes

Ships
•The existing Navy frigates and battleships have been rebalanced. Details in this thread.
•All pirate faction ships have been rebalanced. Details in this thread.

Modules
•Modules can no longer be partially repaired, only ships and drones.
•Fitting a Small Tractor Beam will now require Science to be trained to level 3 instead of level 4.
•Fitting a Micro Auxilary Power Core I will now require Energy Management 2 instead of level 3.
•Fitting an Armor Hardener I will now require Hull Upgrades to be trained to level 3 instead of level 4.

Skills
•Hacking will now have the following prerequisites: Science level 3 (from level 5), Electronics Upgrades level 2( from level 5), Electronics level 1 (from level 2) and Engineering level 1 ( from level 2)
•Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1
•Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
•Cloaking has the following prerequisites Electronics lev 4 ( was 5)
•High Speed Maneuvering will now have Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4)
•Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4)
•Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
•Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
•Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
•Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
•You can no longer inject skills if they cannot be added to the end of the training queue immediately.

Weapons & Ammunition
•The Explosion Velocity attribute has been removed from bombs, since it did not have any effect.
Exploration & Deadspace
•You can now bookmark a wormhole dungeon.
Starbases, Outposts and Stations
•Bookmarks can no longer be placed in starbase structures.

User Interface
•When opening the character sheet you will no longer see the typewriter effect in the character information and the text will be displayed instantly.
•The ship warp speed is now displayed in the "Compare" tool.
•The keyboard shortcut label "Open Moon Mining" has been changed to to "Manage Nearest Control Tower", in order to reflect its functionality more closely.


Fixes

Ships
•Warping with an Afterburner or MWD active will no longer result in reduced agility when you come out of warp.
•The description of the Minmatar Tech I battleships has had its grammar and spelling fixed.
•Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
•Trying to assemble a Tech III ship in space now displays a proper error message instead of failing silently.

Tech 3
•The description of the Tactical Targeting Network subsystem for the Loki has been corrected to remove the reference to signature radius bonus.
•Tech 3 ships equipped with an Interdiction Nullifier subsystem will no longer be stopped from warping by warp disrupt probes or warp disruption field generators.

Modules
•Ships fitted with two Warp Disruption Field Generators could not activate the module after the second one had been unfitted. This has now been fixed.
•Remote ECM burst modules now have a chance of affecting the target ship.
Rigs
•The reference to capital ship modules has been removed from the description of a number of small and medium sized rigs.
Weapons & Ammunition
•Moving ammunition from a weapon to a corp hangar no longer causes all ammunition of the same type to also be removed from your cargo hold.
•Offlining a module without charges in space no longer loads the module with the charges present in cargo hold.
•A more detailed message is now displayed when trying to unload a weapon group when your cargo is full.
•You will no longer be able to partially unload weapon groups.
•Grouped lasers will now reload used crystals instead of unused ones when being reloaded with a previously used type of crystal.
•Hail T2 ammo description now mentions the tracking speed penalty and the rage and capacitor penalties. This applies for all charge sizes of this ammo.

Drones
•Drones would sometimes refuse to attack certain structures, they've been given a stern talking-to and will now obey orders with more diligence.
•Carriers boarded in space or from a Ship Maintenance Array will now allow more than 5 drones or fighters to be launched.
•Fighter drones should respond faster to Return commands instead of idling around the space coffee machine.

Starbases, Outposts and Stations
•In some instances an attack notification EVE-mail was not sent when a starbase was under attack. This has now been fixed.
•Jump Portal Generators and Covert Jump Portal Generators now detail the use of isotopes to fuel the portal jumps by fleet members.
•An issue where the fuel usage for onlining an Experimental Laboratory Module was incorrectly calculated has been fixed.

Boosters & Implants
•The progression of attributes in the low grade Snake implant set has been corrected to be in line with similar implant sets.
•The synth booster blueprints are no longer marked as contraband items.
•The bonus for consuming Strong Crash Booster will now be displayed in the client as soon as the booster is consumed.

Character Creation and New Player Experience
•Crash Course text updates with a welcome message when you warp to the dungeon.
•Crash Course page 16 now has a UI pointer with text.
•In the tutorial "Afterburners" you will now receive the afterburner skill
•In the Career Advancement Tutorial: Page 1 the broken tag has been fixed.
•In Crash Course section Agents on Page 16, the states reward is given to players.
•The Crash Course section on Agents page 13 has been updated.
•Industry career tutorial: Mining page 1 of 10 has been updated.
•Mountains out of Molehills 1 of 10: mission requirements and mission details are updated.
•Business career tutorial page 3 of the Implants section has been updated.
•Business career tutorial: Hacking page 2 has been updated.
•Business career tutorials: Salvaging page 3 has been updated.
•Business career tutorial: Implants page 1 has been updated.
•Industry career tutorial: Reprocessing and Refining pages 2 and 4 have been updated.
•Industry career tutorial: Manufacturing pages 1 and 3 have been updated.
•Industry career tutorial: Mining pages 2, 4 and 8 have been updated.
•Contract tutorial has been updated.
•Creating and managing a corporation tutorial has been updated to remove the unnecessary use of bold text.
•Soldier career tutorials: Using your new ship page 2, 4 and 6 have been updated.
•Soldier career tutorials: Shield tanking page 1 has been updated.
•Soldier career tutorials: Acceleration gates page 2 has been updated.
•Soldier career tutorials: Armor tanking pages 1 and 2 have been updated.
•Soldier career tutorials: Implants page 1 has been updated.
•Soldier career tutorials: Damage types pages 2 and 4 have been updated.
•Soldier career tutorials: Stasis Webiffiers pages 1 and 3 have been updated.
•Soldier career tutorials: Repari shop pages 2 and 3 have been updated.
•Soldier career tutorials: Orbiting effectively pages 2, 3 and 4 have been updated.
•Crash Course: Skill Training Queue: Page 1 has been updated.
•Crash Course: Agents: Page 14 has been updated
•Crash Course: Next Steps: Page 3, has been updated.
•Crash Course: Your Advancement: Pages 2, 3 and 7 have been updated.
•Crash Course: Basic Combat: Pages 1 and 3 have had unnecessary use of bold text removed.
•Tutorial 'Reprocessing and Refining' has been updated
•Tutorials: Certificates: Text on page 2 has been updated to reflect the situation in game.
•Tutorial: Skill Training Queue has been updated.
•Tutorial: Fitting Your Ship has been updated.
•Tutorial: Agents has been updated.
•Tutorials: Market tutorial has been updated.
•Tutorials: Damage Types tutorial page 1 includes emphasize on damage types.
•Tutorial: Drones: Typographical error on the page 4 has been removed.
•Tutorial: Exploration: Tutorial content enhancement for page 2.
•Tutorial: Guns and Ammo: Pages 2, 3 and 5 have been updated.
•Tutorials: Finding a corporation to join: has had a typographical error removed.

NPC's
•Small, Medium and Large Standard laser crystals will now drop from the appropriate NPCs.
Exploration & Deadspace
•After you have probed down a cosmic signature to 100% Strength, it is now possible to warp to it with less than 3 probes without throwing an exception.

Science & Industry
•A grammatical error has been corrected in the Bill of Materials tab on blueprints.
•When requesting quotes on a trashed blueprint the system will show a pop up message.
•A cancelled job is no longer updated under "Delivered Job"
•When you filter for copies or originals the dialog will show the correct number of blueprints in an installation of that type.
•Details of a job are updated when selection is done through the keyboard.

Market & Contracts
•While using contracts, blueprints will show whether they are an original or a copy.

Corporation & Alliance
•When you have the 'save password' option and, after entering the wrong password 3 times, you can try again.

Graphics
•In certain cases, an activated Focused Warp Disruption script would display a warp disruption sphere graphical effect, this has now been fixed.
•Ejecting from a ship will no longer leave your capsule inside the ship model.
•If you warp to the following belt Miroona IV - Asteroid Belt 1 you will no longer end up inside a planet.

User Interface
•Holding down left and right mouse buttons and shift will no longer cause all the spheres to resize when you move probes in the scanning window.
•You can view the adjacent systems through show in the info of a normal space solar system while you are in wormhole space.
•Resizing a trade window with a large number of items in it will be faster now.
•You can no longer create more than 5 tabs when importing an overview XML file.
•People who really fail at PvP can now navigate through their loss mails beyond the first page.
•A starbase unanchoring warning message was getting suppressed even if the player clicked "No" in the confirmation dialogue and will now only be suppressed if "Yes" is clicked in the confirmation dialogue.
•The mission details window will no longer expand every minute if stacked with a collapsed window.
•The error message displayed when trying to install a reverse engineering job without decryptors is now clearer and actually mentions the reason why the job cannot be installed - the lack of decryptors, doh!
•The time multiplier for the Science skill when copying a blueprint will now be displayed correctly in the confirmation window.
•The error message that appears when trying to install a research job with insufficient materials now also mentions research, not just manufacturing.
•The training time of a skill added to the training queue will now be displayed correctly when the training queue is paused.
•You can now switch between the Simple and Advanced mode in the item buy window without having to reselect the station if the selected station is not selling the item.
•The Back button now works as intended in the in game browser when viewing Knowledge Base articles.
•Dragging and dropping non-module items onto empty slots in the fitting window will now fail gracefully with an explanatory message.
•When loading a weapon with ammo in space through the fitting window, the weapon button in the module overlay will now blink.
•In certain circumstances, modules and rigs did not show in the fitting window for ships with a corporate hangar.This has been now fixed.
•Civilian modules will no longer flash white after being repaired in space.
•The ESC menu will now close when the user clicks in the "About Eve" page.
•The "Deliver To" right click menu option has been removed from Corporate Hangar Arrays as it did not have any functionality.
•The Ivention interface is now identified correctly on the quote screen. Quantity is displayed correctly and the interface is not consumed when a job is started.
•After leaving wormholes space you can now see all the world information again.
•System Map no longer locks up after changing the color of the text of a note in notepad while the solar system map is open.
•Animation tab updates instantly when auto frame selection is checked or unchecked.
•Ancient Relics will now display in the blueprints window when picking an ancient relic.
•The "Welcome to EvE" message displays the correct trial length when logging in for the first time.
•The flatten map option has been greyed out in the system map version since it was not a functional option in this view.

Miscellaneous
•An exception was sometimes thrown when spam clicking the "Reset" button in the decoration creation window. This has now been fixed.
•The info message that appears when trying to place items into a container not belonging to your corporation has been corrected.
•The unit IDs of some attributes in the data dump have been corrected to be milliseconds instead of seconds.
•An exception was being thrown when selecting the wrecks in the "Cashflow for Capsuleers (7 of 10)" mission. This has been fixed.
•The prefixes for some Amarr Navy and Gallente Navy modules and entities have been changed to "Imperial Navy" and "Federation Navy" to fix consistency issues.
•An exception is no longer thrown when closing the in game browser window after resizing it.
•An exception was thrown when relinquishing control of a starbase battery while having a target locked, this has been now fixed.
•"School of Applied Knowledge" station located in Aokannitoh solar system shows the right name.
•Wallet now shows the correct capitalization.
•Map no longer gets stuck on initializing map after selecting auto to zoom and opening the map.
•The asteroid belts in Usteli are no longer located far away when you warp to them.
•Starmap will correctly show whether a militia service is located in a station.
•Jamyl Sarum is now listed as CEO of the Emperor Family corp.
•"Access denied" message has had a grammatical error removed.


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

Eoin

Porno - Iraner

  • »Eoin« ist männlich
  • »Eoin« ist der Autor dieses Themas

Registrierungsdatum: 30. March 2006

Wohnort: überall und nirgends

  • Nachricht senden

2

Wednesday, 14. October 2009, 09:54

Schiffsaenderungen:


I. Sansha's Nation:

Sansha's Nation need some little tweaks to bring it in line with the other faction changes:

Succubus:

• Hitpoints: 609 shields, 544 armor, 517 hull
• Capacitor: 435 capacitor, 234.48s recharge (about 1.85 cap/s)
• Sensor: 32km targeting range, 5 locked targets, 650mm scan resolution, 13 radar sensor strength, 35m signature radius

Phantasm:

• Hitpoints: 2434 shields, 2175 armor, 2065 hull
• Capacitor: 1695 capacitor, 491.25s recharge (about 3.45 cap/s)
• Sensor: 59km targeting range, 7 locked targets, 275mm scan resolution, 20 radar sensor strength, 130m signature radius

Nightmare:

• Hitpoints: 9735 shields, 8695 armor, 8260 hull
• Capacitor: 6950 capacitor, 1154.845s recharge (about 6.02 cap/s)
• Sensor: 80km targeting range, 7 locked targets, 100mm scan resolution, 28 radar sensor strength, 400m signature radius




II. Blood Raiders:

Blood Raider ships lack fittings and proper bonuses/attributes for the roles they are supposed to achieve, which are close range leeches combined with medium to high damage output with lasers. Thus the changes below:

Cruor:

• Slot layout: 4 high, 3 med, 3 low slots, 2 turrets, no launchers
• Fittings: 137 CPU, 57 powergrid
• Bonuses: pirate: 100% damage bonus to small energy turrets, Amarr frigate: +15% to small Neut/NOS amount per level, Minmatar frigate: +10% to strength of stasis webifiers per level
• Hitpoints: 583 shields, 657 armor, 582 hull
• Capacitor: 470 capacitor, 234.48s recharge (about 2.0 cap/s)
• No Dronebay
• Speed: 308m/s max velocity, 3.6 agility, 1,003,000kg
• Sensor: 25km targeting range, 6 locked targets, 763mm scan resolution, 12 radar sensor strength, 35m signature radius

Ashimmu: Outdated, see here for latest changes

• Slot layout: 6 high, 4 med, 5 low slots, 4 turrets, no launchers
• Fittings: 350 CPU, 1420 powergrid
• Bonuses: pirate: 100% damage bonus to medium energy turrets, Amarr cruiser: +15% to medium Neut/NOS amount per level, Minmatar cruiser: +10% to strength of stasis webifiers per level
• Hitpoints: 2328 shields, 2625 armor, 2325 hull
• Capacitor: 1830 capacitor, 491.25s recharge (about 3.72 cap/s)
• No Dronebay
• Speed: 175m/s max velocity, 0.58 agility, 11,010,000kg
• Sensor: 45km targeting range, 8 locked targets, 338mm scan resolution, 19 radar sensor strength, 130m signature radius

Bhaalgorn:

• Slot layout: 7 high, 5 med, 7 low slots, 4 turrets, no launchers
• Fittings: 588 CPU, 18400 powergrid
• Bonuses: pirate: 100% damage bonus to large energy turrets, Amarr battleship: +15% to large Neut/NOS amount per level, Minmatar battleship: +20% to range of stasis webifiers per level
• Hitpoints: 9317 shields, 10500 armor, 9298 hull
• Capacitor: 7500 capacitor, 1154.875s recharge (about 6.5 cap/s)
• Dronebay: 75m3 bandwidth, 75m3 dronebay
• Speed: 101m/s max velocity, 0.136 agility, 97,100,000kg
• Sensor: 62km targeting range, 8 locked targets, 120mm scan resolution, 27 radar sensor strength, 400m signature radius




III. Guristas:

Supposed to be a cross-over between Caldari and Gallente, Guristas try to mix missiles and hybrids with little effiency. Now combine missiles, shields from Caldari and drone management capabilities from Gallente

Worm:

• Slot layout: 3 high, 4 med, 3 low slots, 2 launchers, no turrets
• Fittings: 160 CPU, 35 powergrid
• Bonuses: pirate: 50% to rocket and light missile velocity, Caldari frigate: +5% to all shield resistances per level, Gallente frigate: +5m3 dronebay per level
• Hitpoints: 797 shields, 582 armor, 623 hull
• Capacitor: 350 capacitor, 234.48s recharge (about 1.49 cap/s)
• Dronebay: 25m3 drone bandwidth, 25m3 dronebay (base, add another +25m3 with Gallente Frigate at 5)
• Speed: 287m/s max velocity, 3.49 agility, 981,000kg
• Sensor: 30km targeting range, 5 locked targets, 650mm scan resolution, 15 gravimetric sensor strength, 40m signature radius

Gila:

• Slot layout: 5 high, 6 med, 4 low slots, 3 launchers, no turrets
• Fittings: 350 CPU, 630 powergrid
• Bonuses: pirate: 50% to heavy and heavy assault missile velocity, Caldari cruiser: +5% to all shield resistances per level, Gallente cruiser: +10% to drone damage and hitpoints per level
• Hitpoints: 3188 shields, 2325 armor, 2490 hull
• Capacitor: 1375 capacitor, 491.25s recharge (about 2.8 cap/s)
• Dronebay: 125m3 drone bandwidth, 400m3 drone bay
• Speed: 164m/s max velocity, 0.66 agility, 9,600,000kg
• Sensor: 55km targeting range, 7 locked targets, 275mm scan resolution, 22 gravimetric sensor strength, 150m signature radius

Rattlesnake:

• Slot layout: 6 high, 7 med, 6 low slots, 4 launchers, no turrets
• Fittings: 710 CPU, 10000 powergrid
• Bonuses: pirate: 50% to cruise and torpedo missile velocity, Caldari battleship: +5% to all shield resistances per level, Gallente battleship: +10% to drone damage and hitpoints per level
• Hitpoints: 12750 shields, 9298 armor, 9962 hull
• Capacitor: 5312 capacitor, 1154.875s recharge (about 4.6 cap/s)
• Dronebay: 125m3 bandwidth, 400m3 dronebay
• Speed: 94m/s max velocity, 0.136 agility, 99,300,000kg
• Sensor: 75km targeting range, 7 locked targets, 100mm scan resolution, 30 gravimetric sensor strength, 460m signature radius




IV. Serpentis:

Revisited, now specalized for close range blaster setups.

Daredevil:

• Slot layout: 3 high, 3 med, 4 low slots, 2 turrets, no launchers
• Fittings: 145 CPU, 35 powergrid
• Bonuses: pirate: 200% damage with small hybrid turrets, Gallente frigate: +10% falloff to small hybrid turrets per level, Minmatar frigate: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 537 shields, 582 armor, 657 hull
• Capacitor: 395 capacitor, 234.48s recharge (about 1.68 cap/s)
• No Dronebay:
• Speed: 384m/s max velocity, 3.39 agility, 823,000kg
• Sensor: 20km targeting range, 5 locked targets, 650mm scan resolution, 13 magnetometric sensor strength, 35m signature radius

Vigilant:

• Slot layout: 5 high, 4 med, 6 low slots, 5 turrets, no launchers
• Fittings: 360 CPU, 1200 powergrid
• Bonuses: pirate: 75% to medium hybrid turret damage, Gallente cruiser: +10% falloff to medium hybrid turrets per level, Minmatar cruiser: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 2175 shields, 2325 armor, 2625 hull
• Capacitor: 1545 capacitor, 491.25s recharge (about 3.14 cap/s)
• Dronebay: 50m3 drone bandwidth, 50m3 drone bay
• Speed: 196m/s max velocity, 0.51 agility, 9,830,000kg
• Sensor: 35km targeting range, 7 locked targets, 275mm scan resolution, 20 magnetometric sensor strength, 130m signature radius

Vindicator:

• Slot layout: 8 high, 5 med, 7 low slots, 8 turrets, no launchers
• Fittings: 630 CPU, 17500 powergrid
• Bonuses: pirate: 25% to large hybrid turret damage, Gallente battleship: +7.5% to large hybrid turrets tracking per level, Minmatar battleship: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 8695 shields, 9298 armor, 10500 hull
• Capacitor: 6330 capacitor, 1154.875s recharge (about 5.48 cap/s)
• Dronebay: 125m3 bandwidth, 125m3 dronebay
• Speed: 121m/s max velocity, 0.0924 agility, 105,200,000kg
• Sensor: 50km targeting range, 7 locked targets, 100mm scan resolution, 28 magnetometric sensor strength, 400m signature radius




V. Angel Cartel:

Combine excellent mobility with good damage and improved dronebays

Dramiel:

• Slot layout: 3 high, 4 med, 3 low slots, 2 turrets, 1 launcher
• Fittings: 145 CPU, 38 powergrid
• Bonuses: pirate: 100% damage with small projectile turrets, Minmatar frigate: +10% falloff to small projectile turrets per level, Minmatar frigate: +7.5% to small projectile turret tracking per level
• Hitpoints: 583 shields, 582 armor, 517 hull
• Capacitor: 365 capacitor, 234.48s recharge (about 1.55 cap/s)
• Dronebay: 15m3 bandwidth, 20m3 drone bay
• Speed: 473m/s max velocity, 3.12 agility, 740,700kg
• Sensor: 25km targeting range, 5 locked targets, 990mm scan resolution, 11 ladar sensor strength, 32m signature radius

Cynabal:

• Slot layout: 5 high, 5 med, 5 low slots, 4 turrets, no launchers
• Fittings: 350 CPU, 1100 powergrid
• Bonuses: pirate: 25% bonus to medium projectile rate of fire, Minmatar cruiser: +10% damage to medium projectile turrets per level, Gallente cruiser: +10% falloff to medium projectile turrets per level
• Hitpoints: 2328 shields, 2325 armor, 2065 hull
• Capacitor: 1415 capacitor, 491.25s recharge (about 2.88 cap/s)
• Dronebay: 50m3 drone bandwidth, 50m3 drone bay
• Speed: 257m/s max velocity, 0.42 agility, 8,847,000kg
• Sensor: 45km targeting range, 7 locked targets, 423mm scan resolution, 16 ladar sensor strength, 110m signature radius

Machariel:

• Slot layout: 8 high, 5 med, 7 low slots, 7 turrets, no launchers
• Fittings: 600 CPU, 17950 powergrid
• Bonuses: pirate: 25% bonus to large projectile rate of fire, Minmatar battleship: +5% to large projectile turret damage per level, Gallente battleship: +10% falloff to large projectile turrets per level
• Hitpoints: 9317 shields, 9298 armor, 8260 hull
• Capacitor: 5800 capacitor, 1154.875s recharge (about 5.02 cap/s)
• Dronebay: 100m3 bandwidth, 125m3 dronebay
• Speed: 161m/s max velocity, 0.084 agility, 94,680,000kg
• Sensor: 62km targeting range, 7 locked targets, 150mm scan resolution, 26 ladar sensor strength, 340m signature radius


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

Eoin

Porno - Iraner

  • »Eoin« ist männlich
  • »Eoin« ist der Autor dieses Themas

Registrierungsdatum: 30. March 2006

Wohnort: überall und nirgends

  • Nachricht senden

3

Wednesday, 14. October 2009, 09:56

I. Navy Frigates:

Due to their split weapon layout and lack of dedicated role, navy frigates usefulness remains quite limited. We plan to turn them into an hybrid of interceptors and Assault frigate classes, combining points of both, being less specialized than the Tech2 hulls, thus more versatile but less resilient.

Amarr Navy Slicer:

• Has been renamed to Imperal Navy Slicer
• New slot layout: 3 high, 2 med and 5 low slots, 2 turrets, no launchers
• Fittings: 115 CPU, 47 powergrid
• Bonuses: 25% to small energy turret damage and 10% to turret range bonus per Amarr Frigate skill level
• Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Punisher)
• Capacitor: 500 capacitor, 281.55s recharge (about 1.8 cap/s)
• Speed: 390m/s, 3.3 agility
• Sensor: 31km targeting range, 4 locked targets, 550mm scan resolution, 10 radar sensor strength, 38m signature radius

Caldari Navy Hookbill:

• New slot layout: 3 high, 5 med, 2 low slots, 3 launchers, no turrets
• Fittings: 165 CPU, 37 powergrid
• Bonuses: 20% to missile kinetic damage, 10% to other missile damage, 10% to missile velocity per level
• Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Merlin)
• Capacitor: 281 capacitor, 187.5s recharge (about 1.5 cap/s)
• Speed: 370m/s, 3.3 agility
• Sensor: 35km targeting range, 4 locked targets, 600mm scan resolution, 12 gravimetric sensor strength, 40m signature radius

Gallente Navy Comet:

• Has been renamed to Federation Navy Comet
• New slot layout: 3 high, 3 med, 4 low slots, 2 turrets, no launchers
• Fittings: 152 CPU, 40 powergrid
• Bonuses: 20% small hybrid turret damage and 7.5% small hybrid turret tracking per level
• Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Tristan)
• Dronebay increased to 30m3, drone bandwidth increased to 15m3
• Capacitor: 365 capacitor, 234.375s recharge (about 1.55 cap/s)
• Speed: 350m/s, 3.3 agility
• Sensor: 32km targeting range, 4 locked targets, 580mm scan resolution, 11 magnetometric sensor strength, 42m signature radius

Republic Fleet Firetail:

• New slot layout: 3 high, 4 med, 3 low, 2 turrets, 2 launchers
• Fittings: 140 CPU, 39 powergrid
• Bonuses: 20% small projectile turret damage and 7.5% small projectile turret tracking per level
• Hitpoints: not changed, keeps 50% more hit points buffer next to its tech 1 counterpart (Rifter)
• Capacitor: 250 capacitor, 187.5s recharge (about 1.3 cap/s)
• Speed: 410m/s, 3.2 agility
• Sensor: 30km targeting range, 4 locked targets, 560mm scan resolution, 9 ladar sensor strength, 36m signature radius




II. Navy Tier 2 Battleships:

Created a long time ago in a galaxy far, far away when they were at the top of the food chain with no capital or T2 hulls to compete with, navy tier 2 battleships actually receive little and disparate boost to their intended role(s). The following changes are aimed to fix this.

General: all navy battleship shield recharge time has been increased to 3390s.

Apocalypse Navy Issue:

• Fittings: 580 CPU, 21525 powergrid
• Dronebay increased by 25m3, bandwidth unchanged
• Sensor: +25% sensor resolution

Raven Navy Issue:

• Fittings: 735 CPU, 10925 powergrid
• Dronebay increased by 25m3, bandwidth unchanged
• Sensor: +25% sensor resolution

Megathron Navy Issue:

• Fittings: 605 CPU, 16275 powergrid
• Dronebay increased by 50m3, bandwidth unchanged
• Speed: +5% max velocity and agility increased by 5%

Tempest Fleet Issue:

• New slot layout: 8 high, 5 med, 6 low slots, 7 turrets, 4 launchers
• Fittings: 577 CPU, 17050 powergrid
• Dronebay increased by 25m3, bandwidth unchanged
• Speed: +10% max velocity and agility increased by 10%




III. Navy Tier 1 Battleships:

Tier 1 battleships now have navy versions with new skins thanks to our Art department. These will be obtainable through Factional Warfare LP stores (and only through them) with 150k LPs, nexus chips and the proper base hull version.

[Navy Scorpion and Fleet Typhoon outdated, see here for latest changes]

Armageddon Navy Issue:

• Slot layout: 8 high, 4 med, 8 lows, 7 turrets, no launchers
• Fittings: 557 CPU, 17325 powergrid, 350 calibration, 3 rig slots
• Bonuses unchanged next to normal hull
• Hitpoints: +50% hit points on hull (9316), armor (9961) and shields (8203)
• Dronebay: +50m3 dronebay, bandwidth unchanged
• Sensor: +25% radar sensor strength

Scorpion Navy Issue:

• Slot layout: 7 high, 8 med, 4 low slots, 5 launchers, 4 turrets, 350 calibration, 3 rig slots
• Fittings: 787 CPU, 10350 powergrid, 350 calibration, 3 rig slots
• New bonuses: 5% bonus to cruise and siege launcher rate of fire and 5% shield resistances per level
• Hitpoints: +50% hit points on hull (8203), armor (8203) and shields (9961)
• Dronebay unchanged next to standard hull
• Speed: +10% max velocity
• Sensor: +25% gravimetric sensor strength, -50 signature radius next to standard hull

Dominix Navy Issue:

• Slot layout: 6 high, 6 med, 7 low slots, 6 turrets, no launchers
• Fittings: 660 CPU, 9900 powergrid, 350 calibration, 3 rig slots
• Hitpoints: +50% hit points on hull (9961), armor (9316) and shields (8203)
• Capacitor: +5% max capacitor (5250 capacitor, 1087.5s recharge)
• Dronebay increased by 25m3, bandwidth unchanged
• Sensor: +25% magnetometric sensor strength

Typhoon Fleet Issue:

• Slot layout: 8 high, 4 med, 7 low, 5 turrets, 5 launchers
• Fittings: 660 CPU, 13125 powergrid, 350 calibration, 3 rig slots
• Hitpoints: +50% hit points on hull (9316), armor (9316) and shields (8203)*
• Dronebay increased by 25m3, bandwidth unchanged
• Speed: +10% max velocity and agility increased by 10%
• Sensor: +25% ladar sensor strength

* Standard Typhoon armor and shield values have been swapped as well


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

Eoin

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4

Wednesday, 14. October 2009, 10:03

Ich begruesse ja die Aenderungen an den Piraten und Faction Schiffen sehr - das Preis - Leistungsverhaeltnis wird dadurch deutlich, aber wirklich deutlich besser.

Jeder der aber eines dieser Schiffe haben will sollte es jetzt noch schnell kaufen - da vermutlich mit Dominion die Preise erstmal in die hoehe gehen. (Garantie gibts da keine drauf, aber ich vermute mal stark das es so sein wird)

Gerade die Bhaalgorn bekommt durch die Aenderungen einen tollen Marauder Charakter - 4 Laser mit 100% Schadensbonus, Webberreichweitenbonus - drei "uebrige" Highslots - das macht aus der Bhaal das perfekte Rattingmonster!!!
Aber auch die Ashimmu (mein Lieblingsschiff vom Aussehen) wird im PvP nun richtig, richtig nuetzlich. Toller PvP Kreuzer, mal guggen ob ich mir das Ding zuleg


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

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Wednesday, 14. October 2009, 16:39

Die Preise sind schon explodiert.
Die ganzen Spekulanten haben schon mitte September zugeschlagen :P

Guckst du hier

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6

Wednesday, 14. October 2009, 16:59

und was hat nun der domian damit zutun?
Jeden Montag ab 8:00 Uhr! Sprechstunde
Brustvergrösserung durch Handauflegen. Bei nicht Gelingen zahle ich 5€


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Wednesday, 14. October 2009, 18:01

Zitat

Original von Eoin

Jeder der aber eines dieser Schiffe haben will sollte es jetzt noch schnell kaufen - da vermutlich mit Dominion die Preise erstmal in die hoehe gehen. (Garantie gibts da keine drauf, aber ich vermute mal stark das es so sein wird)



Ging eher darum.
Schnäppchen hätte man noch vor einem Monat machen können nun ist der Markt leer und die Preise für diese Schiffchen horrend :)

Ansonsten macht Domian die Schiffe erst so wertvoll, da sie im Moment nicht sonderlich gut sind und sie mit dem Addon nen hübschen Boost bekommen :)

LG
Kano

Edith sagt: Verdammt Du hast mich verarscht! :rofl:

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »KanoFu« (14. October 2009, 18:03)


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8

Wednesday, 14. October 2009, 18:07

:rofl: :rofl: :rofl:

ja ne is klar
Jeden Montag ab 8:00 Uhr! Sprechstunde
Brustvergrösserung durch Handauflegen. Bei nicht Gelingen zahle ich 5€

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Lorm« (14. October 2009, 18:08)


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Wednesday, 14. October 2009, 19:02

Bei :lorm:-Lorm ist immer vorsicht geboten ;)


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

Eoin

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10

Wednesday, 21. October 2009, 23:14

Mehr Dominion:


Zitat

Weil der gesetzlose Deadspace stagniert, greift CCP zum Vorschlaghammer. Die Isländer schmieden aktuell das teuflische Add-on Dominion, in dem träge gewordene Bündnisse wieder für ihre Souveränität kämpfen müssen. Selbst die Kronjuwelen schleift CCP radikal ab. Gefürchtete Titanen verlieren ihre übermächtige Superwaffe, Monde mit gewinnbringenden Mineralien werden neu verteilt. Doch so schlimm die einschneidende Maßnahme für alte Hasen klingen mag: mit ihr warten in Eve Online völlig neue Chancen.


Friss oder stirb

Das Deadspace-Leben rauscht an neueren Allianzen vorbei. Sie können ihre Zelte nur außerhalb von NPC-Regionen aufschlagen, wenn sie sich einem Bollwerk unterordnen. Daran trägt die Souveränitätsmechanik eine Mitschuld. Wurde ein System erst einmal übernommen, lässt es sich nur schwer brechen. Fast unmöglich wird es beim Auffahren von Titanen. Ihre Superwaffe zerbröselt nahezu alle Schiffe im Umkreis. Diese Zerstörungskraft ist ab dem 1. Dezember 2009 nur noch in Geschichtsbüchern zu finden; CCP wird den Flächenschaden in den Ruhestand schicken.

Weitere Änderungen: Ein neuer In-Game-Browser, basierend auf Googles Chrome-Technologie, lässt bald das fast uneingeschränkte Surfen im Internet zu. Lediglich Flash wird deaktiviert, um Account-Hacking keine Chance zu geben. Ein Fleet-Finder ermöglicht außerdem, sich Flotten in Corporations und Allianzen bequem anzuschließen. Letztendlich fügt CCP auch neue epische Missionsstränge hinzu, die diesmal deutlich anspruchsvoller und gewinnbringender sein sollen. Wieder gilt: Schafft ihr eine Mission nicht, bricht nicht der gesamte Strang ab. Stattdessen verändern sich die Folgeaufgaben.

Dominion krempelt Eve Online um. Der vogelfreie Deadspace muss sich neu orientieren und seine Kampfstrategien und Produktionen grundlegend anpassen. Auswirkungen dürften im polizeigeschützten Empire zu spüren sein, allein schon wegen vieler Änderungen bei der Tech-2-Herstellung. Dabei richtet sich das Add-on stark an erfahrene Spieler, die Zugriff auf Highend-Content haben. Ob die Neuerfindung der Mechaniken tatsächlich Probleme aus der virtuellen Welt schafft, bleibt zwar fraglich, doch eins sollte sicher sein: Der Winter wird heiß!

Damit Allianzen nicht mehr haufenweise Systeme erobern und danach links liegen lassen, müssen sie dort wirklich leben - nur so bleibt die Souveränität bestehen. Piloten müssen zukünftig also regelmäßig Aktivität zeigen, indem sie auf NPC-Jagd gehen oder Mineralien aus Asteroiden klopfen. Doch selbst das stellt den Status quo nicht wieder her. Souveränität wird nun über eine Struktur gehalten, ähnlich wie eine Flagge, die jeder ansteuern kann. Um diese Struktur zu zerstören und das System einzunehmen, muss der Gegner an jedem Stargate eine Gegenstruktur anbringen und vermutlich 24 Stunden verteidigen. Das letzte Wort ist hier aber noch nicht gesprochen, CCP könnte die Funktion auch noch stark überarbeiten.

Sov-Stufen fallen hingegen definitiv weg, weshalb sich absolut jedes System innerhalb kurzer Zeit einnehmen lässt - auch die, in denen Allianzen ihre Titanen und Supercarrier (so heißen ab sofort Motherships) bauen. Die Stufenmechanik weicht einem Upgrade-Modus, mit dem Systeme spezifisch ausgerichtet werden. Unter anderem sind Verteidigungs-, Wormhole-, Bergbau-, Plex- und NPC-Upgrades möglich. Ist so eine Erweiterung installiert, verbessert sich die Qualität des jeweiligen Bereichs.


Pimp my Supercapital

Zwei riesige Wuchtbrummen flattern in Eve Online durch die Gegend. Beide ändert CCP drastisch. Titanen, mit denen in den letzten Monaten ganze Kriege entschieden wurden, müssen demnächst ohne ihren erhabenen "I win"-Button auskommen. Flächenschaden gehört dann der Vergangenheit an, dafür schießen die Riesen einen monströsen Todesstrahl ab - er wird weiterhin unter dem Namen Doomsday geführt. Zwar schleudert er das gewaltige Energiebündel nur auf ein aufgeschaltetes Ziel, macht aber umso mehr Schaden. Auf dem Testserver wurden damit ganze Capital-Schiffe mit einem Schlag zerlegt, egal ob Carrier oder Dreadnaught. Auch seine Primärwaffen pinselt CCP neu an. Durch höhere Boni auf Waffentürme schießem sie weitaus mehr Schaden auf ein Ziel als vor Dominion.

Überhaupt scheint CCP seine Supercapitals vom Kampf gegen kleine Schiffe wegzuführen und als Capital-Killer auszurichten. Das Mothership, ab sofort als Supercarrier geführt, erhält das exklusive Recht auf Fighter-Bomber. Mit diesen Drohnen können die sündhaft teuren Schiffe feindliche Capitals in die Flucht schlagen. Außerdem bleibt ihnen die Option auf herkömmliche Drohnen, womit sie auch kleinen Schiffen gefährlich werden können.

Weil ihr bisheriger Tank einer gewaltigen Capital-Flotte nur wenige Minuten standhalten kann und beide Superklassen nun gegen Capitals in den Kampf ziehen sollen, erhöhen die Isländer die Panzerung - und zwar gewaltig. Zudem fällt bei Supercarriern ein teures Bauteil weg, womit sie in Dominion spürbar günstiger vom Fließband laufen.


Wenig Frischfleisch für normale Spieler

Der Fokus des zwölften Add-ons liegt ganz klar auf dem sogenannten Endgame. Da aber nicht jeder Pilot den Gesetzlosen mimt, folgen noch andere, aber relativ wenige Neuerungen. Zum einen wird der Fuhrpark um Faction-Ausführungen der oft genutzten Battleships Armageddon, Dominix, Scorpion und Typhoon erweitert, zum anderen erhalten alle Planeten ein neues und einzigartiges Design. Auf ihrer effektvollen Oberfläche befinden sich detaillierte Ansammlungen von Wasser, bewohnte Landstriche und Wolkenmassen. Damit bereitet CCP Eve Online auf seinen Konsolenshooter Dust 514 vor, der genau auf diesen Planeten im Eve-Universum spielen soll.



Quelle: http://www.gameswelt.de/articles/preview…nion/index.html


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

Eoin

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11

Friday, 20. November 2009, 10:05

Zitat

Capital Ships:

capital ships in dominion
reported by CCP Nozh | 2009.11.19 22:11:10 | NEW | Comments

Every ship needs its niche, a specialized role at which it excels without too much overlap from its closest relatives. With multitasking behemoths like the Capital ships, such balancing becomes a very delicate matter considering the sheer scale of their power. The differences must lie in how and under which circumstances they best project that power - our aim for Dominion is to sharpen distinctions by emphasizing or introducing unique abilities in that regard.

In this blog we will briefly explain the upcoming changes to capital ships, their weapon systems and the intended effects of these.



Motherships still on the drawing board

During the development of Dominion we have been looking at the whole of capital ship warfare and in particular the Motherships--reviewing their place on the battlefield and our goals for them as designers. We're unhappy with the role they currently occupy in practice and after much deliberation and testing we aren't happier with the direction we were taking them as anti-capital Supercarriers. In too short a time we've redesigned a ship class that doesn't have a unique enough role or serve a diverse enough purpose. These are massive ships that require amazing amounts resources to produce. They are part of the power equation of EVE's unique and important Alliance Warfare. As designers we need to do is take a few steps back, deliberate more (with your help), go through more testing (also with your help) and really perfect the Mothership redesign.

Regrettably, we've come to the point where we can no longer commit to making Motherships the monsters they're supposed to be for Dominion. However, we are going to continue refining their schematics, keep our welding torches hot and you should see them undocking from the shipyards again once we and the community are happy with their balancing.

This means NO CHANGES WILL BE MADE TO MOTHERSHIPS IN DOMINION. Since they are part of the original rebalancing effort, the DEPLOYMENT OF FIGHTER BOMBERS WILL ALSO BE POSTPONED.

XL Turret Balancing

Currently on Tranquility, XL Turrets are balanced around Dreadnoughts. The tracking speed, damage output and performance of XL Turrets in general are modified significantly by the siege module as well as ship bonuses. In order to allow the XL Turrets to be viable on other ship classes, aside from the Dreadnoughts, various tweaks were required.

Base tracking speed values of the XL Turrets will be decreased greatly to reflect their role as heavy weaponry. Massive, hull-breaking guns just don't turn as quickly. This does affect Dreadnoughts out of siege mode quite a bit, as they're not able to track sub-Capitals as well. The siege module tracking penalty will be reduced to -50%, which allows Dreadnoughts to track a lot better while in siege mode compared to their current Tranquility incarnations.

The difference in DPS between variations of the XL Turrets has been reduced, since the huge damage bonuses (625% with a siege module, 500% on a Titan) made the difference in DPS too large.

Short-range XL Turrets have been reworked. Currently on Tranquility their range restrictions prevent them from being used against starbases. Capital ship fights rarely if ever happen at short distances. We decided that the short-range XL Turrets needed to have better range and a higher damage output to make them a viable choice for the combat situations pilots actually engage in.




Tranquility - Siege mode tracking, 1.0 ammo range modifier. Target - Signature Radius: Dreadnought, Velocity: 1

As you can see from this graph, the old Dual Giga Pulse Laser excelled in range and overall performance.




Tranquility - Siege mode tracking, 1.0 ammo range modifier. Target - Signature Radius: Dreadnought, Velocity: 50

When the target starts moving the advantage became even more apparent.




New Values - Siege mode tracking, 1.0 ammo range modifier. Target - Dreadnought, Velocity: 1

The new values give each weapon type a unique advantage. The Ion Siege blaster has the highest amount of damage, while lacking in optimal and falloff. The Dual Giga Pulse Laser has a range advantage. While the 6x2500mm Repeating artillery might look poor, the fact that it doesn't consume any capacitor must be taken into consideration. With a single Gyrostabilizer it overtakes the Ion Siege blaster in damage and has excellent falloff.



New Values - Siege mode tracking, 1.0 ammo range modifier. Target - Dreadnought, Velocity: 50

The altered picture of XL Turrets in action against a moving target looks a lot better. The Dual Giga Pulse Laser is no longer the obvious choice.

The long-range XL Turrets have also been tweaked to give each turret type an advantage of its own.




Tranquility - Siege mode tracking, 1.0 ammo range modifier. Target - Dreadnought, Velocity: 1

The graph above shows the current status of long-range XL Turrets on Tranquility. The difference in damage is quite substantial, and the Quad 3500mm Siege Artillery seems to have no advantage (apart from the obvious capacitor consumption).




New Values - Siege mode tracking, 1.0 ammo range modifier. Target - Signature Radius: 1500, Velocity: 1

The new and altered picture shows the difference in damage has been decreased, as well as a clear siege artillery falloff advantage.

Due to the changes made to XL Turrets, Citadel Missiles/Torpedoes and projectile turrets, the Naglfar became an absolute monster, not in a good way. The weapon bonuses on the Naglfar had to be adjusted to keep the balance intact.


Citadel Cruise / Torpedoes

A second capital missile weapon system is being introduced in Dominion, the Citadel Cruise Missile Launcher. The Citadel Cruise Missiles will not differ greatly from the Citadel Torpedoes that currently exist on Tranquility, offering the long-range choice for damage. We adjusted the Citadel Torpedoes to fill the role of a close range bombardment weapon better.

The new version of the Citadel Torpedo follows the same trend as other unguided missiles. The explosion velocity is slightly higher than that of the Citadel Cruise Missiles (or 2250) which means target painters will have to be utilized in many situations to achieve full damage potential. They do considerably more damage than their missile counterparts, with reduced range and velocity.

The explosion radius of Citadel Cruise Missiles will be set to 1500, which differs from the current 1000 explosion radius of Citadel Torpedoes on Tranquility. This value has remained the same throughout many capital ship changes since capital ships were introduced with a signature radius of 1000, causing imbalances with the weapon system.

The increased explosion radius also affects starbase structure hit quality, to counter that we're increasing the signature radius of the larger structures.

New Values - Target - Dreadnought

This graph shows the difference in damage and range between the newly balanced Citadel Torpedo Missiles and the newly introduced Citadel Cruise Missiles.



Titans

The Titans primary value should be as a fleet's logistical backbone. Although this vision has not been fully realized, it continues to be the goal. They shouldn't become the ultimate choice when it comes to direct damage, a seat already occupied by Dreadnoughts. Many might argue that due to their price and availability they never will be. There is some truth in that, but history has taught us that balancing by price is never a good idea.

As announced in previous blogs, the Titan superweapons are being changed from being a field-cleaning anti-subcapital weapon, to a more reasonable "death-ray" type of weapon. This undoubtedly changes under what circumstances Titans are utilized and hopefully results in a more enjoyable experience for all participants in the capital battlefield (except, you know, for those hit by the death-ray...).

Along with the new superweapons, Titans receive a 100% damage bonus to either the XL turrets or the Citadel Missiles/Torpedoes per skill level. With a full rack of weapons, their damage potential becomes slightly more than that of a Dreadnought in siege mode. Together with the fact that they don't receive a penalty towards tracking nor missile explosion velocity, the XL/Citadel fitted Titan becomes very effective. We feel that the advantage is not so pronounced as to threaten the Dreadnought as a direct damage-dealer when all factors are taken into consideration.

Titans will also receive a massive hit point boost, allowing them to wreak havoc on the capital battlefield for longer periods of time.



fin

As we said, roles are what matter. With these changes we hope to achieve a more balanced battlefield and synergy between the capital ship classes. The changes to XL turrets mean that the Dreadnoughts become more versatile in dealing the direct damage they're meant to. The Titans with their new superweapons and bonuses to XL turrets will hopefully promote more enjoyable fleet engagements. And once again, we will continue to scrutinize the role of Motherships and how best to achieve that, through continued testing and balancing.


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

Eoin

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Friday, 20. November 2009, 10:29

Für mich heißt das soviel wie:
Motherships werden nicht geändert - die bisherigen Änderungen hätte ihre Rolle in der Schlacht auch kaum angetastet - durch Fighter Bomber wären sie effektiver gegen Capitals gewesen, weniger effektiv gegen normale Schiffe. Alles in allem wären sie aber dicke Carrier geblieben - wie jetzt auch.
Da vermutlich der Titan als Capital Killer ausgelegt wird ab Dominion hat man den Motherships das wieder weggenommen, beläßt sie erstmal wie sie sind und überlegt sich was neues.
Find ich insgesamt nicht verkehrt, auch wenn ich die Fighter Bomber für eine gute Idee gehalten hab. Supercapitals sollen Capitals killen, Capitals sollen Support sein oder andre BS killen ... der dicke FIsch frißt den kleineren ;o).

Mal sehen, ich zweifel allerdings nicht daran das ihnen ein paar gute Gimmicks zu den Motherships noch einfallen, die vielleicht mehr hermachen als nur "Dickerer Carrier"


Dreadnaughts haben ja ihre bekannte Rolle aus POS Killer verloren und sollen nun zu Maximum Damage Schiffen werden deren Türme durch die Aufwertung in der Lage sind gegnerische Schiffe auszuschalten (und nicht wie bisher vor allem den leeren Weltraum zu treffen)


Der Titan wird vom "Doomsday-Ich-hau-ne-BS-Flotte-weg-Killer" zu einem Carrier & Dreadnaught Killer. Sprich eine hervorragende Waffe gegen andre Capitals. Dazu behält der Titan seine Allround-Logistic Fähigkeiten zur Versorgung einer Flotte. Alles in allem finde ich die Änderungen am Titan immernoch sehr sehr gut - ich hoffe das bringt mehr Titanen in aktive Schlachten - und sie tauchen nicht mehr nur zu zweit/dritt/viert auf um mal eben ne komplette Schlachtschiff Flotte wegzupusten.


>>Reicher Mann und armer Mann
>>standen da und sah'n sich an.
>>Und der Arme sagte bleich:
>>"Wär ich nicht arm,wärst du nicht reich."
>>(Bertolt Brecht)

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13

Friday, 20. November 2009, 10:52

Sind die wrecks denn nun nicht mehr ninjasalvagebar?


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