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f13.net General Forums => Eve Online => Topic started by: Raging Turtle on October 13, 2007, 02:24:26 PM



Title: Revelations 3 chat
Post by: Raging Turtle on October 13, 2007, 02:24:26 PM
A couple of interesting things floating around on the boards right now, based on Sisi info. 

Interceptor changes:  Inties now have additional tackling bonuses for webs and either disruptors or scramblers.  30km tackling might become the norm.

Torp missle changes:  Torp missles get a (I think) 33% RoF bonus, but their range is cut down to 30km... with full skills.  Seeing as I decided to spend the next week or two getting a character up to Caldari BS IV for mission/ratting purposes, I'm wondering what kind of effect this will have on the Raven as king of PvE.


Title: Re: Revelations 3 chat
Post by: Vedi on October 13, 2007, 03:15:59 PM
Not much I'd think. I use a torp raven for PvE, and the rats will typically close to ranges under 30 km anyway, and a higher RoF (with the same damage?) should just increase the damage over time. Perhaps it'll be less popular to take down POSes, I don't know.


Title: Re: Revelations 3 chat
Post by: Trouble on October 13, 2007, 07:41:04 PM
There's been mentioned of Jump Freighters, as well as some screenshots of them on the test server. They seem to be less along the development cycle than most of the stuff but it seems they will make Revelations 3.


Title: Re: Revelations 3 chat
Post by: eldaec on October 14, 2007, 04:09:04 AM
Isn't it about time they thought up a new name for updates?


Or are the 'revelations' being referred to part of some grand overarching storyline?


Title: Re: Revelations 3 chat
Post by: TheDreamr on October 14, 2007, 04:23:24 AM
AFAIK Revelations is a single all-encompassing update which has been split into separate stages so it's feasible to develop, test & deploy.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on October 14, 2007, 08:47:23 AM
There's been mentioned of Jump Freighters, as well as some screenshots of them on the test server. They seem to be less along the development cycle than most of the stuff but it seems they will make Revelations 3.

How exactly do those work?  Is it possible that two people could easily move one of these from highsec to lowsec, or are they just a tool for 0.0 alliances?


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 15, 2007, 03:56:35 PM
Jump freighters are very much a tool of the common people (er, those with wallets 1b+). Alliances have supercaps and jump bridge array chains and don't need t2 freighters.

You forgot the most important change to inties, the 80% role reduction to scram cap use. That means two things: 1. you don't need max cap skills plus cap mods to keep a 24km point on a target so it's easier for new players to tackle; 2. for high-SP players the tackling inties are going to be nigh-untouchable. I seriously do not fly with anything that can bring down an inty at 28km going 8km/s constantly, which I could easily fit and have room leftover for damps without even pimping my Stiletto. Best bet will be not getting caught in a belt, I reckon.


Title: Re: Revelations 3 chat
Post by: Fordel on October 15, 2007, 09:42:18 PM
Max out your drone skills and hope into a drone ship, I have yet to see a inty that can out run maxxed out scout drones.


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 16, 2007, 08:02:01 AM
Max drone nav Warrior IIs do 6.3km/s. I can break that with T2 mods--no rigs or gang bonuses-- in a Stiletto. I suppose it requires a little more SP than 6.3 km/s Warrior II/s...


Title: Re: Revelations 3 chat
Post by: Comstar on October 16, 2007, 08:07:02 AM
Could this mean escort ships might now be used?

Aka, destroyers, Assault Launcher equipped Cruisers, anti-tackler tacklers (a Rifter with a MWD and 2 webs)? Or even, gasp, Assault Frigates?


Title: Re: Revelations 3 chat
Post by: TheDreamr on October 16, 2007, 10:54:35 AM
Just curious, but aren't interdictors supposed to be an anti-inty platform?

And if we're talking raw speed, aren't vagabonds in that ballpark?


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 16, 2007, 11:22:40 AM
Yeah, Sabre'd get up in there, though I don't currently fly with 2x OD. If you break 7km/s you outrun precision light missiles and a Flycatcher can't do anything.

A faction Vagabond with pirate implants gets up in that range. I do not fly those. I think a T2 Vaga with a hyper-link and a couple 3% rogues might be able to overload and catch the inty, but it won't have a web and would lose it.


Title: Re: Revelations 3 chat
Post by: TheDreamr on October 16, 2007, 12:32:01 PM
Speaking of interceptors - anyone been watching the markets lately and happen to know whether the price gouging has started already?  (Caldari / Gallente if you're wondering)


Title: Re: Revelations 3 chat
Post by: Raging Turtle on October 16, 2007, 12:41:59 PM
All the interceptors are getting these bonuses, so there shouldn't be that much gouging.  One or two of the underpowered ones have been mentioned as being 'looked at', so those might go up if they actually make changes.

If you see anything you think you can make a profit on in Eve General, Eve Ships n Mods, or Eve Market, then odds are someone read it before you and is already manipulating the market (See: the Nightmare, datacores, HAC prices and everything related to invention, etc).  That's why I prefer to talk about things here. 


Title: Re: Revelations 3 chat
Post by: 5150 on October 17, 2007, 03:37:54 AM
Those of you quoting the high skill unkillability of post-patch inties need to go look at the new interdictor module (something like an 80% reduction to target speed and huge increase to target sig, since it appears to be a targetted module with 80km range (which in itself is an issue hitting uber fast inties....) looks like it'll be usable in empire) at first glance it appears that any inty that gets hit by it is easy prey....

May only be fittable to the new Cruiser-class interdictor though....


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 17, 2007, 07:29:34 AM
Nah, heavy interdictor bubble is just a AoE scram that causes the heavy dictor to slow down, not the targets. There's been a lot of back-and-forth on that, but I'm firmly in the AoE scram not AoE web camp.


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 17, 2007, 03:14:13 PM
I'm now officially more excited by single effect mods getting loadable 'scripts' than I am by heavy interdictors. Overloading is nice, but sensor boosters that I can dynamically adjust from emphasizing lock range to emphasizing resolution is amazing. Eve has long needed more options in combat than just enabling all mods and watching your speed. I hope some of the passive mods get a little love (dmg mods?).


Title: Re: Revelations 3 chat
Post by: Trouble on October 19, 2007, 01:42:42 PM
If you want to stockpile something for massive profit, moon minerals. Fermionic Condensates, Ferrogel, Nanotransistors, etc. The amount of these that tech 2 battleships use is ridiculous. RIDICULOUS. Demand for all moon minerals will double or triple after the patch comes out. This isn't even counting jump freighters, which are tech 2, and put the tech 2 material cost of anything else to shame. A single tech 2 freighter consumes like 10% of all the moon minerals sold in Jita daily. Who knows how often they will be built though. Regardless, this patch is like a turning point in the tech 2 market. Things will never be the same.

Full disclosure: you can sure as hell bet I've already stocked up on said moon minerals.


Title: Re: Revelations 3 chat
Post by: JoeTF on October 20, 2007, 04:35:03 PM
t2 battleships also have dreadnought-like skill requirements (how many empire dwellers have AWU 5?) and immense time requirements (7 days to research bpc, 4 days for invention job, 4 days for production run), they cost around 500M to sell and there is still a large chance they will be intorducted in pre-nerfed state (just as pretty much every single new thing in past one and half year).



Title: Re: Revelations 3 chat
Post by: Trouble on October 20, 2007, 05:13:58 PM
They just quadrupled the building materials for tech 2 battleships. Also btw you can just use a one run BPC for invention and it's still almost as good, and it only takes 10 hours to make instead of 7 days. Build time is about 2 and a half days usually. The skill requirement is all that much more than it takes to fly a Navy Raven for example and mission runners will go out of their way to get anything that increases their ability even a little.


Title: Re: Revelations 3 chat
Post by: Chenghiz on October 20, 2007, 05:29:58 PM
Are there any pretty pictures yet?


Title: Re: Revelations 3 chat
Post by: JoeTF on October 20, 2007, 05:56:44 PM
They costed around 60-80M in t2 components and they quadrupled that?
That would be CRAZY.


CNR requires BS lv2, maruders require BS lv5 (most serious people have this already), but also HAC(what npcer has it?) and AWU5 (30days of training, only dread pilots have it). Thus, even if t2 BS will prove to be uber pwnage, it will take a while till people get skills and demand will build up.

Moreover, your average empire dweller (major source of demand for ravens) isn't mega uber powergamer with 500M (or 1B) of disposable income he can blow on a ship. At best he would have to save up every penny for few months/weeks.



Title: Re: Revelations 3 chat
Post by: Raging Turtle on October 20, 2007, 06:01:03 PM
Is it HAC IV or V?  I think you're underestimating the number of people with AWU V - I would imagine it's one of the first skills people train when taking a month off (after BS V).  That's what I did, at least.

Still lots of other new T2 ships coming out.  The moon mineral idea seems like a good one.

/considers turning a chunk of research points into datacores to sell


Title: Re: Revelations 3 chat
Post by: Trouble on October 20, 2007, 06:25:44 PM
They costed around 60-80M in t2 components and they quadrupled that?
That would be CRAZY.


CNR requires BS lv2, maruders require BS lv5 (most serious people have this already), but also HAC(what npcer has it?) and AWU5 (30days of training, only dread pilots have it). Thus, even if t2 BS will prove to be uber pwnage, it will take a while till people get skills and demand will build up.

Moreover, your average empire dweller (major source of demand for ravens) isn't mega uber powergamer with 500M (or 1B) of disposable income he can blow on a ship. At best he would have to save up every penny for few months/weeks.

Yeah they're at about 300-350 million in tech 2 components now. I do think there is demand for ships priced 500-1000m though. Look at demand for Caldari Navy Ravens. We'll see though. Don't forget the tech 2 freighters, which will cost 1 bil+ in tech 2 components. ;)


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 21, 2007, 10:41:57 PM
CNR requires BS lv2, maruders require BS lv5 (most serious people have this already), but also HAC(what npcer has it?) and AWU5 (30days of training, only dread pilots have it).
This is silly. Any artillery or tachy gunner worth his salt has AWU5. I have AWU5. Heck, I bet serious neutron blaster guys have AWU5. It's not /that/ uncommon. It's endgamey, but not as endgamey as dreads.


Title: Re: Revelations 3 chat
Post by: Simond on October 23, 2007, 07:03:43 AM
New ship dev-blog: http://myeve.eve-online.com/devblog.asp?a=blog&bid=513

Quote
Trinity introduces four new classes of Tech II combat ships: Electronic Attack Ships, Heavy Interdictors, Black Ops and Marauders. The ships will be available for testing on Singularity this week, though the current models are not representative of the final ship modules once the graphics update is rolled out. Many of the models are old unused Tech II models which are not scheduled to be ported with the graphics update. The final models will use the current Tech I hull, but with different textures and shaders to reflect the designs of their developers (as listed below).
Electronic Attack Ships
The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.
Sentinel

* Hull: Crucifier / Viziam
* Slots: 3/4/3, 2 turrets
* Fitting: 195tf, 40mw
* Drones: 20Mbit/s bandwidth, 60m3 drone bay
* Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
* Propulsion: 374m/s, 1,525,000kg
* Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

* 5% bonus to effectiveness of Tracking Disruptors per Amarr FF level
* 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level
* 40% bonus to Energy Vampire and Energy Neutralizer range per EAS level
* 5% reduction to capacitor recharge time per EAS level

The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. This makes the Sentinel a serious threat even to battleships.
Kitsune

* Hull: Griffin / Lai Dai
* Slots: 3/5/2, 1 turrets, 3 launchers
* Fitting: 270tf, 26mw
* Drones: none
* Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric
* Propulsion: 365m/s, 1,600,000kg
* Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

* 10% reduction in ECM jammer capacitor need per Caldari FF level
* 20% bonus to ECM jammer strength per Caldari FF level
* 10% bonus to ECM jammer optimal range per EAS level
* 5% bonus to capacitor capacity per EAS level

Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. The capacitor bonus helps to mitigate this issue.
Keres

* Hull: Maulus / Duvolle Labs
* Slots: 2/5/3, 2 turrets
* Fitting: 205tf, 33mw
* Drones: 5Mbit/s bandwidth, 10m3 dronebay
* Sensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric
* Propulsion: 382m/s, 1,450,000kg
* Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

* 5% bonus to Remote Sensor Dampener effectiveness per Gallente FF level
* 10% reduction in Remote Sensor Dampener capacitor need per Gallente FF level
* 10% bonus to Warp Disruptor range per EAS level
* 10% reduction in Warp Disruptor capacitor need per EAS level

Note the warp disruption range is lower than for that of Gallente recons (up to 36km vs. 48km with Tech II warp disruptors).
Hyena

* Hull: Vigil / Core Complexion
* Slots: 3/4/3, 2 turrets, 2 launchers
* Fitting: 145tf, 36mw
* Drones: none
* Sensors: 592mm scan res, 35km, 21pt ladar
* Propulsion: 391m/s, 1,375,000kg
* Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

* 5% reduction of Microwarpdrive capacitor penalty per Minmatar FF level
* 7.5% bonus to effectiveness of Target Painters per Minmatar FF level
* 20% bonus to Stasis Webifier range per EAS level
* 3% reduction of signature radius per EAS level

The stasis webifier range is much shorter than for Minmatar recons (up to 20km vs. up to 40km), but still extremely dangerous when combined with the high scan resolution and maneuverability of a frigate.
Heavy Interdictors
Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.
Devoter

* Hull: Maller / Viziam
* Slots: 6/3/7, 4 turrets
* Fitting: 368tf, 1,265mw
* Drones: none
* Propulsion: 210m/s, 15,500,00kg
* Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

* 10% bonus to Medium Energy Turret capacitor use per Amarr CC level
* 5% bonus to armor resistances per Amarr CC level
* 5% bonus to Medium Energy Turret ROF per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Onyx

* Caracal / Kaalakiota
* Slots: 6/6/4, 5 launchers
* Fitting: 560tf, 835mw
* Drones: none
* Propulsion: 205m/s, 16,000,000kg
* Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

* 5% bonus to kinetic missile damage per Caldari CC level
* 5% bonus to shield resistances per Caldari CC level
* 10% bonus to Missile Velocity per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Phobos

* Thorax / Roden Shipyards (OMG?!?)
* Slots: 6/4/6, 5 turrets
* Fitting: 375tf, 1,165mw
* Drones: none
* Propulsion: 215m/s, 15,000,000kg
* Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

* 5% bonus to medium hybrid damage per Gallente CC level
* 5% bonus to armor resistances per Gallente CC level
* 5% bonus to medium hybrid falloff per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Broadsword

* Hull: Rupture / Core Complexion
* Slots: 6/6/4, 5 turrets, 3 launchers
* Fitting: 392tf, 1,010mw
* Drones: none
* Propulsion: 220m/s, 14,500,000kg
* Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

* 5% bonus to Medium Projectile Turret firing speed per Minmatar CC level
* 5% bonus to shield resistances per Minmatar CC level
* 5% bonus to Medium Projectile Turret falloff per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Black Ops
The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and Force Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied forces behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and Force Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.
Redeemer

* Hull: Armageddon / Viziam
* Slots: 8/4/7, 6 turrets
* Fitting: 505tf, 17,000mw
* Drones: 125Mbit/s bandwidth, 125m3 dronebay
* Propulsion: 137m/s, 154,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% explosive

Bonuses:

* 10% reduction in laser capacitor need per Amarr BS level
* 5% reduction in laser rate of fire per Amarr BS level
* 7.5% bonus to laser tracking per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Widow

* Hull: Scorpion / Kaalakiota
* Slots: 7/8/4, 5 launchers
* Fitting: 760tf, 8,800mw
* Drones: 75Mbit/s, 75m3 dronebay
* Propulsion: 126m/s, 161,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% thermal

Bonuses:

* 5% reduction in missile launcher rate of fire per Caldari BS level
* 10% bonus to missile velocity per Caldari BS level
* 10% bonus to ECM effectiveness per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Sin

* Hull: Dominix / CreoDron
* Slots: 7/6/6, 4 turrets
* Fitting: 600tf, 8,800mw
* Drones: 125Mbit/s bandwidth, 400m3 dronebay
* Propulsion: 132m/s, 147,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% kinetic

Bonuses:

* 5% large hybrid damage per Gallente BS level
* 10% drone bonus to drone damage and HP per Gallente BS level
* 5% bonus to agility per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Panther

* Hull: Typhoon / Thukker Mix
* Slots: 8/5/6, 5 turrets
* Fitting: 510tf, 12,750mw
* Drones: 125Mbit/s bandwidth, 175m3 dronebay
* Propulsion: 165m/s, 140,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% em

Bonuses:

* 5% bonus to large projectile turret rate of fire per Minmatar BS level
* 5% bonus to large projectile turret damage per Minmatar BS level
* 5% bonus to velocity per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Marauders
Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.
Paladin

* Hull: Apocalypse / Carthum Conglomerate
* Slots: 7/4/7, 4 turrets
* Fitting: 500tf, 13,500mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 12pt radar, 10 target locks
* Propulsion: 125m/s, 110,000,000kg
* Tech II resistance bonus: 25% explosive, 12.5% kinetic

Bonuses:

* 5% bonus to capacitor capacity per Amarr BS level
* 2% bonus to stasis webifier velocity factor per Amarr BS level
* 7.5% bonus to armor repair amount per Marauder level
* 7.5% bonus to large energy turret tracking per Marauder level
* Role bonus: 100% bonus to large energy turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams

When using -90% webifiers, the stasis webifier velocity factor bonus increases the velocity factor penalty up to -99%, at which point a single webifier is as effective as two webifiers mounted on a standard ship. This means that the Paladin can easily hit any ship within web range, once the transversal velocity slows down.
Golem

* Hull: Raven / Lai Dai
* Slots: 7/7/4, 4 missiles
* Fitting: 715tf, 6,500mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 14pt gravimetric, 10 target locks
* Propulsion: 125m/s, 110,000,000kg
* Tech II resistance bonus: 25% thermal, 12.5% kinetic

Bonuses:

* 10% bonus to BS class missile velocity per Caldari BS level
* 10% bonus to BS class missile explosion velocity per Caldari BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to target painters per Marauder level
* Role bonus: 100% bonus to BS class missile damage
* Role bonus: 100% bonus to range and velocity of tractor beams

The target painter bonus is quite effective in combination with missiles even against frigates if they are not using MWDs.
Kronos

* Hull: Megathron / Duvolle Labs
* Slots: 7/4/7, 4 turrets
* Fitting: 550tf, 12,000mw
* Drones: 125Mbit/s bandwidth, 125m3 dronebay
* Sensors: 13pt magnetometric, 10 target locks
* Propulsion: 135m/s, 102,500,000kg
* Tech II resistance bonus: 25% kinetic, 12.5% thermal
* Cargo: 1275m3

Bonuses

* 5% bonus to large hybrid turret damage per Gallente BS level
* 2% bonus to stasis webifier velocity factor per Gallente BS level
* 7.5% bonus to armor repair amount per Marauder level
* 7.5% bonus to large hybrid turret tracking per Marauder level
* Role bonus: 100% bonus to large hybrid turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams

With the same stasis webifier velocity factor bonus as the Paladin, the Kronos is a death sentence to any frigate that ventures within web range.
Vargur

* Hull: Tempest / Boundless Creations
* Slots: 7/6/5, 4 turrets
* Fitting: 625tf, 7,900mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 11pt ladar, 10 target locks
* Propulsion: 150m/s, 102,500,000kg
* Tech II resistance bonus: 25% em, 12.5% thermal
* Cargo: 1150m3

Bonuses:

* 5% bonus to large projectile turret ROF per Minmatar BS level
* 10% bonus to large projectile falloff range per Minmatar BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to large projectile turret tracking per Marauder level
* Role bonus: 100% bonus to large projectile turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams

The falloff bonus is significant advantage for the Vargur, giving it an impressive range even when fitted with Autocannons.

More blogs on new stuff and upcoming changes to follow.

Yeah, those Gallente ships are just disgusting.


Title: Re: Revelations 3 chat
Post by: Nevermore on October 23, 2007, 07:55:28 AM
Seems kind of strange that the Gallente Heavy 'Dictor doesn't have any drone bay at all, since the Thorax it's based on can carry a full complement of medium drones.  The Black Ops and EAS Gallente ships look mean, though.


Title: Re: Revelations 3 chat
Post by: Megrim on October 23, 2007, 08:42:29 AM
Actually, for the Widow, is that ECM bonus on top of the base Scorpion ECM bonus?


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 23, 2007, 09:43:45 AM
No, bonus-wise what you see is what you get.


Title: Re: Revelations 3 chat
Post by: Fordel on October 23, 2007, 02:29:39 PM
So they really did make a jump capable, stealthing, drone boat?


That is delicious.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on October 23, 2007, 02:42:03 PM
Ugh, compare the Kronos and the Paladin.  Naturally, my combat guy has Amarr BS V with matching laser skills :-P

Looks like the CNR is going to be dethroned as the mission boat of choice.


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 23, 2007, 03:14:14 PM
Also note Black Ops have had the Cloaking prereq dropped to IV and Marauders have lost the HAC prereq and had it replaced with a Energy Grid Upgrades.


Title: Re: Revelations 3 chat
Post by: Fordel on October 23, 2007, 03:28:45 PM
So how do the blackops actually work?


A Cov-Ops sneaks in, opens a blackops only cyno, then a blackops opens up a cov-ops jump portal and your little stealth fleet all jump through into the blackops only cyno?


That is... mean.


Title: Re: Revelations 3 chat
Post by: JoeTF on October 23, 2007, 04:06:55 PM
Now they need to make iterion V a harmonics 2 capable vessel:P

Also, it's not stealth when you show up nice and dandy in local.
Other than camp avoidance, and cloak-griefing, I don't really get Black Ops. Not with their pricetag at least.


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 23, 2007, 05:29:51 PM
Er, isn't that plenty?


Title: Re: Revelations 3 chat
Post by: Morat20 on October 23, 2007, 09:56:11 PM
So how do the blackops actually work?


A Cov-Ops sneaks in, opens a blackops only cyno, then a blackops opens up a cov-ops jump portal and your little stealth fleet all jump through into the blackops only cyno?


That is... mean.
Fuck, I just switched goals after looking at the Gallente Black Ops ship. I have a new destiny. :)


Title: Re: Revelations 3 chat
Post by: Simond on October 24, 2007, 02:17:08 AM
Now they need to make iterion V a harmonics 2 capable vessel:P

Also, it's not stealth when you show up nice and dandy in local.
That's a strategic advantage:
"Tum te tum, time to mine some sweet, sweet ark in this safe system"
*Black ops squadron jumps in, local spikes*
"Oh holy crap. Run, run!"
*Safespot&cloak/dock at station*
"Hm...it's been half an hour and nobody's been attacked. Wonder if they're just trying to scare us?"
*Waits another half-hour"
"They must just be trying to scare us"
*waits a bit longer*
"OK, bugger this. I'm tired of waiting"
*undocks & warps back to belt*
"Tum te tum, time to mine some sweet, sweet...ohshi-"

The goal for blackops squads shouldn't be "Lol, we ganked X ships" but "Lol, we locked down enemy_system for Y hours/days/weeks, stopping them from ratting or mining".

Quote
Other than camp avoidance, and cloak-griefing, I don't really get Black Ops. Not with their pricetag at least.
You'll see, soon enough. :awesome_for_real:


Title: Re: Revelations 3 chat
Post by: Nevermore on October 24, 2007, 06:20:10 AM

"Tum te tum, time to mine some sweet, sweet ark in this safe system"
*Black ops squadron jumps in, local spikes*
"Oh holy crap. Run, run!"


*LOCKDOWN!!!*


Title: Re: Revelations 3 chat
Post by: ajax34i on October 24, 2007, 09:21:55 AM
Right, so the miner might be playing the patience game ("ok I'll out-wait these guys and do nothing for the next 3 hours") now and then.  But the Black Ops pilot is signing up to fly this ship and participate in "out-waiting" gameplay constantly...  for months. 

Who the hell actually finds that kind of gameplay fun?  Log on and sit doing nothing, so that others can log on and be prevented from having their fun for the day.  Yeah, the essence of EVE, I guess.  Stupid game.


Title: Re: Revelations 3 chat
Post by: Yegolev on October 24, 2007, 09:29:28 AM
Do the blackops waiting game in a background client.  You really just need your presence felt.


Title: Re: Revelations 3 chat
Post by: JoeTF on October 24, 2007, 11:42:01 AM
That's a strategic advantage:
"Tum te tum, time to mine some sweet, sweet ark in this safe system"
*Black ops squadron jumps in, local spikes*
"Oh holy crap. Run, run!"
*Safespot&cloak/dock at station*
"Hm...it's been half an hour and nobody's been attacked. Wonder if they're just trying to scare us?"
*Waits another half-hour"
"They must just be trying to scare us"
*waits a bit longer*
"OK, bugger this. I'm tired of waiting"
*undocks & warps back to belt*
"Tum te tum, time to mine some sweet, sweet...ohshi-"

The goal for blackops squads shouldn't be "Lol, we ganked X ships" but "Lol, we locked down enemy_system for Y hours/days/weeks, stopping them from ratting or mining".

Quote
Other than camp avoidance, and cloak-griefing, I don't really get Black Ops. Not with their pricetag at least.
You'll see, soon enough. :awesome_for_real:

I so hope they will make cloaking ships findable with probes.


Title: Re: Revelations 3 chat
Post by: dwindlehop on October 24, 2007, 01:38:48 PM
I heard some rumblings about cloaking reducing one's sig by a factor of 100 or so in Rev3 but I haven't seen any confirmation.


Title: Re: Revelations 3 chat
Post by: Der Helm on October 24, 2007, 01:48:51 PM
*LOCKDOWN!!!*
[/quote]
Looks like going out to mine is not part of our job description anymore ...


Title: Re: Revelations 3 chat
Post by: 5150 on October 25, 2007, 07:11:13 AM
I so hope they will make cloaking ships findable with probes.

I really hope that don't!

A POS module needing a high sov level I can live with but not any tom dick or harry with a problem launcher


Title: Re: Revelations 3 chat
Post by: Hellinar on October 25, 2007, 07:15:56 AM
Could the defenders use a similar tactic? Have a bunch of alts in cloaked ships waiting near the miners to ambush the ambushers. The defenders could at least use cheaper cloaks and cheaper ships, as their goal would just be to hold the ambushers till the cavalry arrives.

I've no idea how spread out the miners get in this scenario though. Could BoB pack enough tenants into an area that they become defensible?


Title: Re: Revelations 3 chat
Post by: Fordel on October 25, 2007, 01:06:18 PM
Could the defenders use a similar tactic? Have a bunch of alts in cloaked ships waiting near the miners to ambush the ambushers. The defenders could at least use cheaper cloaks and cheaper ships, as their goal would just be to hold the ambushers till the cavalry arrives.

I've no idea how spread out the miners get in this scenario though. Could BoB pack enough tenants into an area that they become defensible?


Essentially, no. Because of the nature of EVE combat, the miner will be dead before the defenders can react.

Also the number of defenders needed would be vastly larger then the number of Black-Ops needed to 'lock down' a system.


Title: Re: Revelations 3 chat
Post by: Simond on October 26, 2007, 04:08:52 AM
Welp, CCP just broke logistics.

Edit for context: On the test server, ships in carriers must now have empty cargo bays.


Title: Re: Revelations 3 chat
Post by: Trouble on October 26, 2007, 11:07:50 AM
That's what the new jump freighters are for!


Title: Re: Revelations 3 chat
Post by: Simond on October 26, 2007, 11:44:04 AM
The new jump freighters are going to cost half-a-mothership's worth of isk each at least, and probably far higher to begin with.
I wouldn't be surprised if some people just move over into cargo-rigged dreads instead.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on October 26, 2007, 12:04:53 PM
It's a damn good time to be in the capital construction business!

... which I am not.  But it does look like moving moon materials is going to be more of a pain in the ass, which is easy enough to profit off of.


(pssst, Trouble, are you Benvie?)


Title: Re: Revelations 3 chat
Post by: Trouble on October 26, 2007, 01:49:27 PM
Yeah that's me.


Title: Re: Revelations 3 chat
Post by: Simond on October 26, 2007, 03:58:39 PM
The other problem with jumpfreighters (quoting Hydrosan ITT):
Quote
Carrier consumption per ly (JFC 0): 1000 fuel

Jump Freighter Fuel Consumption per ly (JFC 0): ~5100 (5.1x the fuel)

Can you say "lmao" with me? It's easy. Just try it. "Lmao."

So it's 5.1x the fuel, with a dread jump range, at only eight times the cost of a carrier.


Title: Re: Revelations 3 chat
Post by: Simond on November 01, 2007, 03:27:47 PM
Time for another installment of "CCP goes crazy":
On SiSi, freighters just had a tenfold mass increase. No more jumpbridging them (either with titans or POS arrays).  :headscratch:

Oh, and it's been worked out by the various production people that the T2 freighters are going to actually end up costing roughly about the same as a mothership each, and will take a couple of months before they start appearing. God only knows what people are supposed to do for logistics before then - Itty V convoys? Ice mining in 0.0? Going back to Empire? Quitting?


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 01, 2007, 03:44:14 PM
Goodbye, normal empire economics.  And 0.0 too, I suppose. 

I bet people will mine veld in 0.0 now  :awesome_for_real:


Title: Re: Revelations 3 chat
Post by: Fordel on November 01, 2007, 03:49:01 PM
There trying to make space larger again, at the cost of any kind of reasonable playability.


I can see why having large convoy's would be desirable from a macro sense of generating conflict (which is in direct conflict with making space larger), but I don't think anyone in CCP though it through in the micro/player sense.

IE: It's retarded, boring, not fun and unfair. They are attempting to turn players into NPCs. They've been doing it since release, and seem dead set on it.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 01, 2007, 04:06:34 PM
I like the idea behind the move.  Certain items will be a lot harder to get hold of, and those who take the risks to move the material can make a big profit. 

But then, I never fly my freighter in non-empire space, and never will. 


Title: Re: Revelations 3 chat
Post by: Simond on November 01, 2007, 05:20:17 PM
Did I mention that this change also means that a frieghter's warp-range just got cut as well? Anything which you could do in one warp might now take two or three...and you'll have to wait for your cap to recharge first.


Title: Re: Revelations 3 chat
Post by: Trouble on November 01, 2007, 05:34:06 PM
The numbers I've done show jump freighters ending up more in the range of 5-7b. They reduced the materials recently on Singularity. They will be expensive, but not mothership expensive.


Title: Re: Revelations 3 chat
Post by: Simond on November 01, 2007, 06:06:22 PM
People will be using the max-copy, reduced success rate encryptors for jump freighters though (what with the one month BPC creation time) so make sure that you've factored that in.

Also: Interdictors just got a speed nerf.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 01, 2007, 06:43:08 PM
/waits for moon mineral prices to skyrocket


Title: Re: Revelations 3 chat
Post by: Trouble on November 01, 2007, 06:50:37 PM
People will be using the max-copy, reduced success rate encryptors for jump freighters though (what with the one month BPC creation time) so make sure that you've factored that in.

Also: Interdictors just got a speed nerf.

Well even factoring in inreased costs for invention. You're only going to be doing a handful of freighter invention jobs in a month due to bpc copy times. Demand contribution from freighter invention will be small. Now all the other new ships...that's a different story.


Title: Re: Revelations 3 chat
Post by: Comstar on November 01, 2007, 07:38:22 PM
When is Pirates of the Burning Sea coming out?

Eve's going to be dead within a month or so for me(*). For a short time I had a small Moon mining POS in deep Catch. I lost it fair and square to the MC offensive, but I can't see myself ever running another POS in 0.0 again :(. I don't own a carrier or freighter, but I bought a lot of my fuel locally from people who did. As is, making 32 jumps from empire to my moon and back in a blockade runner 10 times was enough for me not to want to do it again.

And having do to mandatory alliance wide freighter ops every day does not fill me with enthusiasm to play the game either. It will be fun for Outbreak though.


-----------------------------------------------------------------
*- I had hoped to be in EvE when NOL fell, but that's looking increasingly unlikely with the way CCP is changing things. It's like how UO treated it's player base....right up till the point there was competition from EQ.


Title: Re: Revelations 3 chat
Post by: Simond on November 02, 2007, 03:22:59 AM
Demand contribution from freighter invention will be small. Now all the other new ships...that's a different story.
Every single 0.0 alliance is going to want multiple jump-freighters ASAP - that's going to severely spike prices over the 'short' term (first two production runs at least, so six to nine months). And that's ignoring the fact that the imminent moon-mining crash is going to destroy the T2 economy anyway.

Hope nobody in Empire was expecting marauders for less than Dread prices in the next year or so.  :awesome_for_real:


Title: Re: Revelations 3 chat
Post by: Slayerik on November 02, 2007, 06:21:00 AM
When is Pirates of the Burning Sea coming out?

Eve's going to be dead within a month or so for me(*). For a short time I had a small Moon mining POS in deep Catch. I lost it fair and square to the MC offensive, but I can't see myself ever running another POS in 0.0 again :(. I don't own a carrier or freighter, but I bought a lot of my fuel locally from people who did. As is, making 32 jumps from empire to my moon and back in a blockade runner 10 times was enough for me not to want to do it again.

And having do to mandatory alliance wide freighter ops every day does not fill me with enthusiasm to play the game either. It will be fun for Outbreak though.


-----------------------------------------------------------------
*- I had hoped to be in EvE when NOL fell, but that's looking increasingly unlikely with the way CCP is changing things. It's like how UO treated it's player base....right up till the point there was competition from EQ.

Makes me glad there are no freighters in TRI :D



Title: Re: Revelations 3 chat
Post by: Comstar on November 02, 2007, 06:31:43 AM
Makes me glad there are no freighters in TRI :D

Um, what? Don't TRI own 4 regions? How else do you own them if you don't need POS fuel from empire?


Title: Re: Revelations 3 chat
Post by: Slayerik on November 02, 2007, 06:37:09 AM
Makes me glad there are no freighters in TRI :D

Um, what? Don't TRI own 4 regions? How else do you own them if you don't need POS fuel from empire?

All I know is I have never been asked to escort a freighter anywhere. Maybe they do mass carrier/dread jumps, who knows. Don't really care either. I just go PEW PEW

It seems in the history of TRI, one freighter has been lost...went pop in lowsec.....solo


Title: Re: Revelations 3 chat
Post by: Simond on November 02, 2007, 07:50:11 AM
Freighter nerf on SiSi was 'an error' (yeah, right  :roll:) and will be fixed in the next test patch.

I'm guessing a dev at the Fan Fair ran screaming back into CCP HQ and asked if whoever made the changes was trying to get the entire dev team lynched. :lol:


Title: Re: Revelations 3 chat
Post by: JoeTF on November 02, 2007, 09:05:54 AM
Could the defenders use a similar tactic? Have a bunch of alts in cloaked ships waiting near the miners to ambush the ambushers. The defenders could at least use cheaper cloaks and cheaper ships, as their goal would just be to hold the ambushers till the cavalry arrives.

I've no idea how spread out the miners get in this scenario though. Could BoB pack enough tenants into an area that they become defensible?
Some goonies already learned the answer;-)

I so hope they will make cloaking ships findable with probes.

I really hope that don't!

A POS module needing a high sov level I can live with but not any tom dick or harry with a problem launcher
I really hope they do, because face it - afk-cloaking is just pure and simple faggotry. All you need is a second PC and right now you're totally untouchable - it's much worse than double mwd setups of old times. Not only scanning down moving ship is already a pain in the ass (try it), but fitting proper scannig character i sgoing ro be much more expansive than your puny Black Ops.
If they want to use them for ambushes, hit 'n run it's fine - but afk cloaking 24/7 is faggotry.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 02, 2007, 12:56:00 PM
Freighter nerf on SiSi was 'an error' (yeah, right  :roll:) and will be fixed in the next test patch.

I'm guessing a dev at the Fan Fair ran screaming back into CCP HQ and asked if whoever made the changes was trying to get the entire dev team lynched. :lol:

 :cry:
But I need the moon mineral market to collapse so my investment goes up by 10x and I can pay for the next year with GTCs!


Title: Re: Revelations 3 chat
Post by: Comstar on November 02, 2007, 06:32:55 PM
All I know is I have never been asked to escort a freighter anywhere. Maybe they do mass carrier/dread jumps, who knows. Don't really care either. I just go PEW PEW

Well consider this. Even though you'll be able to use freighters in your jump portal network, you'll still need to use them to move POS fuel from empire via lowsec to your 0.0 border. I think the stat for BoB for 3-4 front line regions was 100 freighters worth of fuel, per month?

Granted you can use cargo-expanded dreads, but it's not quite so easy as the carriers were. I've only done a few freighter ops (lowsec to Catch -> 5 jumps, and Catch to Querious -> 4 Jumps) but it was still very boring.

It'll be 2-3 months before you see Jumn Freighters, and the'll cost as much as a mothership at first.


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 06, 2007, 11:27:38 AM
Was today the 'big' patch day?  I'm skimmed over the patch notes and it seems to be lacking new ships and all that. 


Title: Re: Revelations 3 chat
Post by: Reg on November 06, 2007, 02:35:22 PM
Nah it was just a little patch.


Title: Re: Revelations 3 chat
Post by: dwindlehop on November 06, 2007, 03:36:41 PM
Quote
Trinity, the latest expansion for space-based MMO Eve Online - from Iceland's CCP Games - will be released during the first week of December.
from http://www.gamesindustry.biz/content_page.php?aid=30258


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 06, 2007, 03:49:33 PM
Boo.  I've got almost all my isk tied up in stuff I thought was going to change today. 


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 07, 2007, 01:27:38 PM
Very pretty pictures.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631789 (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631789)


Title: Re: Revelations 3 chat
Post by: TheDreamr on November 07, 2007, 03:56:54 PM
Very pretty pictures.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631789 (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631789)

Very pretty pictures, moving no less!  (links are in Chribba's post)

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631653 (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631653)


Title: Re: Revelations 3 chat
Post by: Belce on November 08, 2007, 01:39:13 PM
What do people think of the maruder class battleships, the Gallente one looks like it could be real nasty


Title: Re: Revelations 3 chat
Post by: dwindlehop on November 08, 2007, 01:48:09 PM
Don't fly BS personally, so I haven't followed the BOBS and Marauders closely. BOBS seems like a serious PvP tool. For the isk of a Marauder, I think I'd rather have a pimped faction BS, honestly, for PvP. I don't know about missions so I won't comment.

Heavy interdictor with single target script is pretty full of win. I don't think I'll get much use out of the bubble apart from pod whoring. I am saddened the Broadsword doesn't get a double damage bonus but happy it gets a falloff bonus. I'll be Sleipnir ready before Trinity anyway, so a few days to pick up Heavy Interdictor IV and Graviton Physics IV is no real dent in my training plan.

I wish they'd add a single target script to the regular bubble launcher so I could run a Sabre with 2x extenders and a web.


Title: Re: Revelations 3 chat
Post by: Chenghiz on November 08, 2007, 09:04:47 PM
Very pretty pictures.

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631789 (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631789)

Woohoo! Even though those aren't the new ships... :O


Title: Re: Revelations 3 chat
Post by: Simond on November 09, 2007, 03:16:17 PM
Heavy interdictor with single target script is pretty full of win. I don't think I'll get much use out of the bubble apart from pod whoring. I am saddened the Broadsword doesn't get a double damage bonus but happy it gets a falloff bonus. I'll be Sleipnir ready before Trinity anyway, so a few days to pick up Heavy Interdictor IV and Graviton Physics IV is no real dent in my training plan.
Amusing thread about the HICs: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=631393


Title: Re: Revelations 3 chat
Post by: Raging Turtle on November 09, 2007, 03:23:00 PM
What do people think of the maruder class battleships, the Gallente one looks like it could be real nasty

They'll be fantastic PvE ships and not used for PvP much, like certain faction ships.