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Author
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Topic: Another patch incoming (June 6th) (Read 3721 times)
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Simond
Terracotta Army
Posts: 6742
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http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=86Build 3910 to 3912 addresses Bloodlines Updates, Improvements and Fixes
Bloodlines Patch Notes
Fixes, Changes and Improvements
Ships
* Carrier cargo holds can no longer be overloaded. * Carriers, Motherships and Titans have had their corporation hangar array doubled in size. * Mothership volume has been decreased and they can now be stored in Capital Ship Assembly and Maintenance Arrays. * The Typhoon projectile optimal range bonus has been changed to launcher rate of fire bonus. * The description of the Gila has been updated. It incorrectly stated an optimal range bonus instead of the correct hybrid damage bonus. * The Sleipnir and Astarte's description have been fixed and display the proper 10% bonus to falloff instead of 5%. * An error in the Badger description has been amended. * The Eris missile thermal damage bonus has been fixed. * The Bantam's description now lists a 20% mining yield bonus instead of an optimal range bonus. * The description for the Atron frigate was incorrect and now shows the correct 5% bonus to small hybrid turrets per gallente frigate skill level. * The Vengeance laser optimal range bonus has been changed to a laser damage bonus. Also, its armor and power output have increased, while sheilds have been decreased. A new low power slot rounds out the changes. * The Wolf projectile optimal range bonus has been changed to a projectile damage bonus. Also, its falloff bonus has been increased to 10% to balance it with other ships of the same class. * The Jaguar projectile tracking speed bonus has been changed to a projectile damage bonus. It also has a higher power and cpu output and a new medium power slot. * The Hawk launcher rate of fire bonus has been changed to missile kinetic damage bonus, and the hybrid optimal bonus has been changed to missile velocity bonus. It also has a higher power output and a new high power slot. * The Arazu and Lachesis Jump scrambler range bonus has been increased from 10% to 20%.
Modules, Weapons and Drones
* 200mm, 425mm and 800mm AutoCannons have a 50% higher ammunition capacity. * Focused Medium Beam Laser II falloff has been increased to 6,000m. Its falloff used to be lower than TL1, named and faction equivalents. * The Bloodclaw Precision Light Missile description error has been fixed. * The Jump Portal Generator I no longer requires Jump Portal Generation at lvl 5. The module may be used with the skill trained to lvl 1. * Damage Control module descriptions now list the correct hull resistance.
Skills and Implants
* Removed the Sharpshooting skill requirement from Drone Sharpshooting and Navigation from Drone Navigation. * EM, Explosive, Kinetic and Thermic Shield Compensation skill requirements changed from Tactical Shield Manipulation to Shield Operation. * Information Warfare Link - Electronic Superiority now gives bonus to ECM jam strength. * Information Warfare Link - Recon Operation now gives bonus to Electronic warfare module range.
Player Owned Structures, Science and Industry
* Corporation Hangar Array has been increased in capacity to 1.4 million total storage. * Mission services have been added to the Cloning, Manufacturing and Refining conquerable outposts. * Mining Barges and Elite Mining Barges can now be built in Medium Ship Assembly Arrays.
Markets
* The Jump Portal Generation & Cloning Facility Operation skills have been added to the market and seeded. * The Clone Facility Operation skill has been seeded on the market. * The Jump Portal Generation skill has been seeded on the market. * New groups have been added to the blueprints list and some blueprints have been moved into more applicable groups.
Deadspaces, Agents and Missions
* The tutorial agents will now refer players to a level 1 agent to prevent issues arising from changes made to the new player system. * All overseers in DL4+ complexes and up have received some modification ranging from spawn frequency to aggression radius. * The respawn rate of certain overseers has been adjusted. * A number of defence tactics in deadspace complexes have been revamped. Some deadspace pockets will now alert the overseer pirates to intruders, while in other pockets the pirate forces are now much more paranoid than before. * The spawn time of all "keyholder" equivalents in complexes of difficulty levels 5 to 10 has been adjusted. * The aggression range of Overseers in the Angel Military Operations complex has been adjusted. * The defenses of the 'Megathron Under Frantic Repair' in the Angel Naval Shipyard have been increased. * A rough difficulty estimate has been added for many COSMOS missions. To find the rating, open the show info window of the ship of the agent in question. NOTE: This rating is not available for all COSMOS missions. * The volume information for agents in space no longer displays 1.0. * The ship blueprint blowout offers have been tweaked (again) to add more emphasis on loyalty points rather than ISK. * The Control Headquarters Overseer in one of the deadspace pockets in the Angel Military Operations Complex now operates with reduced capacitor and shield recharge rates, but with increased shield hit points. * The mission 'Utopian Signs - Navy Issue Amplifier (3 of 3)' now rewards with credits instead of items. * The red warning text in the level 1 version of the Worlds Collide mission has been fixed, it used to incorrectly state that only frigates are allowed through the gates (destroyers are also allowed). * The dungeon description of the World's Collide mission has been made more intuitive (especially for the level 1 version). * The amount of research tools needed to transport in Artifact Excavations - Tools In Short Supply (2 of 5) have been greatly reduced. * The number of marines needed to transport in Operation: Rattlesnake - Filling The Ranks (2 of 3) have been reduced. * The message given by agents handing out the "Improving Relations" mission has been changed and clearly states why the player is not given a mission. * The spawn frequency of the Overseer Structure in "The Dead Gate" has been reduced. * The mission requirements for 'In the Midst of Deadsdpace, 3/5' have been changed. The gate permit is now required to finish the mission, this prevents a player from accidentally finishing the mission without retrieving the permit required in the following mission. * Misleading text in the agent dialogue of the mission 'Mercantile Settlers - Outlaws (5 of 5)' no longer directs the player to the Guristas Outpost, but to the correct moon in the system. * The description of the objectives in "Portal to War (2 of 5)" has been fixed, it correctly points out that the timer (for the reinforcements arriving) starts at the mission acceptance rather than when the player enters the complex. * An NPC dropping the voucher needed to start off the Audesder/Kenobanala mission sequences has been removed. Instead the player will have to go through one of the recruiters to get the voucher. * The defenders of Dream Port in Inder have taken a vacation.
Chat and Messages
* Switching between tabbed chat channels no longer causes client lag. * Links that where wrapped into two or more lines in the chat were not clickable. This error has been resolved. * The line spacing in chat windows has been reduced. * Mailing list moderators can now delete mails from mailing lists they operate. * Editing the MOTD of chat channels should no longer make unwanted color changes. * A character spacing issue with fonts using cyrillic characters, such as Russian, has been resolved.
Miscellaneous
* A browser window opened through the reimbursement option in the petition system can now be interacted with and is not stuck behind the petition window. * Text clipping in the character creation progress has been fixed. * Some textures in the Gallente Intaki female, Amarr Ni-kunni male and Jin-mei male avatars have been repaired. * The mouse cursor icon will now change when hovered over interactable text and links will be highlighted.
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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WayAbvPar
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* 200mm, 425mm and 800mm AutoCannons have a 50% higher ammunition capacity. Nice. Now it might be worth using the bigger ACs for each level. * The Typhoon projectile optimal range bonus has been changed to launcher rate of fire bonus So much for the Typhoon sniper setups? * EM, Explosive, Kinetic and Thermic Shield Compensation skill requirements changed from Tactical Shield Manipulation to Shield Operation. Goddamn it. There is a week's worth of training I won't get back.
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When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM
Always wear clean underwear because you never know when a Tory Government is going to fuck you.- Ironwood
Libertarians make fun of everyone because they can't see beyond the event horizons of their own assholes Surlyboi
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Merusk
Terracotta Army
Posts: 27449
Badge Whore
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* The Typhoon projectile optimal range bonus has been changed to launcher rate of fire bonus
Tempest is the usual sniper ship. Typhoon I'm not sure many get used as snipers.
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The past cannot be changed. The future is yet within your power.
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WayAbvPar
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Ah ok. I couldn't remember which one it was- just knew it was a a Min BS.
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When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM
Always wear clean underwear because you never know when a Tory Government is going to fuck you.- Ironwood
Libertarians make fun of everyone because they can't see beyond the event horizons of their own assholes Surlyboi
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Venkman
Terracotta Army
Posts: 11536
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* The tutorial agents will now refer players to a level 1 agent to prevent issues arising from changes made to the new player system. What changes? The integration of the player tutorial from awhile back, or something new?
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Krakrok
Terracotta Army
Posts: 2190
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* The dungeon description of the World's Collide mission has been made more intuitive (especially for the level 1 version).
Their true colors shine through!
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dwindlehop
Terracotta Army
Posts: 1242
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* EM, Explosive, Kinetic and Thermic Shield Compensation skill requirements changed from Tactical Shield Manipulation to Shield Operation. Goddamn it. There is a week's worth of training I won't get back. What's the deal with the damage-specific Shield Compensation skills? The way I read them, the bonus doesn't help if you use hardeners. I guess if you train them very high you can use passive resistance mods instead of hardeners to reduce the drain on your cap?
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Merusk
Terracotta Army
Posts: 27449
Badge Whore
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Prettymuch, yep.
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The past cannot be changed. The future is yet within your power.
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WayAbvPar
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They are more for passive mods, yes. I am not sure about shields, but there are some armor resist mods that are like -15% across all damage types; using those are when the specific Damage Compensation skills would come in handy- you could get 40% or better resistances with 1 module equipped (if I understand it correctly).
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When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM
Always wear clean underwear because you never know when a Tory Government is going to fuck you.- Ironwood
Libertarians make fun of everyone because they can't see beyond the event horizons of their own assholes Surlyboi
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Furiously
Terracotta Army
Posts: 7199
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http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=86Build 3910 to 3912 addresses Bloodlines Updates, Improvements and Fixes
Bloodlines Patch Notes
Fixes, Changes and Improvements
Ships * The Jaguar projectile tracking speed bonus has been changed to a projectile damage bonus. It also has a higher power and cpu output and a new medium power slot.
Modules, Weapons and Drones
* 200mm, 425mm and 800mm AutoCannons have a 50% higher ammunition capacity.
That makes the Jaguar a very good platform. Allows shieldtanking and EW. With additional power and cpu, I'm glad I am currently 5 hours from being able to fly one.
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Merusk
Terracotta Army
Posts: 27449
Badge Whore
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Hmm.. fewer guns on the Jaguar, than the Wolf but better scan res and speed. Touch call between the two now I might just trade-in my Wolf.
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The past cannot be changed. The future is yet within your power.
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Polysorbate80
Terracotta Army
Posts: 2044
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* EM, Explosive, Kinetic and Thermic Shield Compensation skill requirements changed from Tactical Shield Manipulation to Shield Operation. Goddamn it. There is a week's worth of training I won't get back. What's the deal with the damage-specific Shield Compensation skills? The way I read them, the bonus doesn't help if you use hardeners. I guess if you train them very high you can use passive resistance mods instead of hardeners to reduce the drain on your cap? They help a bit with the active mods as well. If you look at the stats for the active modules, they generally have something like a 1% passive resist bonus while inactive, with Invulnerability Fields giving 1% to each of the 4 resists. The Shield Comp skills will raise that passive boost to 3% at 1st level, 6 at 2nd, and so on up to 15% at level 5. That means that even when you run out of cap, your hardeners still provide some protection.
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“Why the fuck would you ... ?” is like 80% of the conversation with Poly — Chimpy
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Sparky
Terracotta Army
Posts: 805
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Very nice Arazu buff, 38km scrambling ahoy! Also thank god for a fast chat spacing fix.
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bhodikhan
Terracotta Army
Posts: 240
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The Hawk AF using missles instead of guns is going to be fantastic. Of course the price doubled as a result. Either way it's going to be a fun ship to fly now.
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