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Author Topic: Revelations 3 chat  (Read 21416 times)
Raging Turtle
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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.
Vedi
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Reply #1 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.
Trouble
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Reply #2 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.
eldaec
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Reply #3 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?

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
TheDreamr
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Reply #4 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.

edit button addict.
Raging Turtle
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Reply #5 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?
dwindlehop
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Reply #6 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.
Fordel
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Reply #7 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.

and the gate is like I TOO AM CAPABLE OF SPEECH
dwindlehop
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Reply #8 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...
Comstar
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Reply #9 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?

Defending the Galaxy, from the Scum of the Universe, with nothing but a flashlight and a tshirt. We need tanks Boo, lots of tanks!
TheDreamr
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Reply #10 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?

edit button addict.
dwindlehop
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Reply #11 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.
TheDreamr
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Reply #12 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)
« Last Edit: October 16, 2007, 12:37:49 PM by TheDreamr »

edit button addict.
Raging Turtle
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Reply #13 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. 
5150
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Reply #14 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....
dwindlehop
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Reply #15 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.
dwindlehop
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Reply #16 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?).
Trouble
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Reply #17 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.
JoeTF
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Reply #18 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).

Trouble
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Reply #19 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.
Chenghiz
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Reply #20 on: October 20, 2007, 05:29:58 PM

Are there any pretty pictures yet?
JoeTF
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Reply #21 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.

Raging Turtle
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Reply #22 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
Trouble
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Reply #23 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. ;)
dwindlehop
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Reply #24 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.
Simond
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Reply #25 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.

"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."
Nevermore
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Reply #26 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.

Over and out.
Megrim
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Whenever an opponent discards a card, Megrim deals 2 damage to that player.


Reply #27 on: October 23, 2007, 08:42:29 AM

Actually, for the Widow, is that ECM bonus on top of the base Scorpion ECM bonus?

One must bow to offer aid to a fallen man - The Tao of Shinsei.
dwindlehop
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Reply #28 on: October 23, 2007, 09:43:45 AM

No, bonus-wise what you see is what you get.
Fordel
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Reply #29 on: October 23, 2007, 02:29:39 PM

So they really did make a jump capable, stealthing, drone boat?


That is delicious.

and the gate is like I TOO AM CAPABLE OF SPEECH
Raging Turtle
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Reply #30 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 tongue

Looks like the CNR is going to be dethroned as the mission boat of choice.
dwindlehop
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Reply #31 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.
Fordel
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Reply #32 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.

and the gate is like I TOO AM CAPABLE OF SPEECH
JoeTF
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Reply #33 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.
dwindlehop
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Reply #34 on: October 23, 2007, 05:29:51 PM

Er, isn't that plenty?
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