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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Eve Online  |  Topic: Status of EVE 0 Members and 1 Guest are viewing this topic.
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Author Topic: Status of EVE  (Read 29158 times)
Sir T
Terracotta Army
Posts: 14223


Reply #35 on: January 11, 2015, 11:07:53 PM

The majority of that wall of text is detailed stats of each item that's modified.  Sir T could have reduced it to a few lines saying that they're changing Hull Upgrades modules by 5-20% and compressing the variety down to their stupid new naming schema ("scoped", "ample", etc.).  Oh, and Meta 0 items are suddenly Meta 6, same stats just called Meta 6.

What and actually read all that crap to pare it down? Be thankful I expended the calories to CTRL+V!

Hic sunt dracones.
Phildo
Contributor
Posts: 5872


Reply #36 on: January 12, 2015, 07:05:04 AM

I'm still weirded out that they removed skill point loss on death in the last patch.  That seemed like such a fundamental part of the cruelty of the Eve universe.
Sir T
Terracotta Army
Posts: 14223


Reply #37 on: January 12, 2015, 07:22:01 AM

On a more mechanical level it removed one of the big "Isk sinks" of the eve universe, a way for isk to be removed out of circulation. Also it was a buff to old players, the isk for upgrading clones never really bothered young players at all.

Hic sunt dracones.
Meester
Terracotta Army
Posts: 322


Reply #38 on: January 12, 2015, 09:11:54 PM

On a more mechanical level it removed one of the big "Isk sinks" of the eve universe, a way for isk to be removed out of circulation. Also it was a buff to old players, the isk for upgrading clones never really bothered young players at all.

While this is true and I am grateful to no longer have to dread about replacing a clone and spend my isk on implants instead, I do feel there needs to be something to replace the cruelty that losing skillpoints did, some kind of new game mechanic that people maybe won't necessarily need but would be advantageous to have [something like rigs maybe].

Was I being harsh on combat recons having d-scan immunity [new lachesis bought yesterday!]? Maybe I will keep an open mind while killing faction warfare noob pilots ^-^ Combat recons do have their limitations after all, though luckily the cap used while warping is no longer something I have to worry about [after Proteus is launched].
Sir T
Terracotta Army
Posts: 14223


Reply #39 on: January 12, 2015, 11:26:14 PM

some kind of new game mechanic that people maybe won't necessarily need but would be advantageous to have [something like rigs maybe].

You mean implants?  Oh ho ho ho. Reallllly?

Hic sunt dracones.
Meester
Terracotta Army
Posts: 322


Reply #40 on: January 13, 2015, 02:22:23 PM

You mean implants?  Oh ho ho ho. Reallllly?

You could look at it that way though I was thinking more of the clone itself/extra scripts for modules.
Sir T
Terracotta Army
Posts: 14223


Reply #41 on: January 21, 2015, 03:40:43 AM

Minmatar Tictac-tical Destroyer revealed Plus Progectile changes.

https://community.eveonline.com/news/dev-blogs/the-republic-strikes-back-the-svipul-tactical-destroyer-and-projectile-changes-in-tiamat
Quote
<Skip lots of lore crap no-one gives a crap about...>'
However I think we all know the real question on every reader’s lips is “How vertical is it?” and that is a question best answered with a picture (the following is a work in progress image of an untextured model):




Like the Confessor before it, the Svipul has three modes with distinct physical configurations and bonuses. Unlike the Confessor, the Svipul actually pivots on an internal axis to present a horizontal profile in Propulsion Mode and a vertical profile in the default Defense Mode as well as Sharpshooter Mode.

Although the mode archetypes (Defense, Sharpshooter, Propulsion) are the same on all the Tactical Destroyers, the specific bonuses given by those modes are adapted by each Empire to fit their own needs. The stats and bonuses of the Svipul are:

SVIPUL

Minmatar Tactical Destroyer Bonuses Per Level:
10% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret optimal range
5% reduction in heat damage generated by modules

Role Bonus:
95% reduction in Scan Probe Launcher CPU requirements

Additional bonuses are available when one of three Tactical Destroyer Modes are active. Modes may be changed no more than once every 10 seconds.
Defense Mode:
33.3% bonus to all shield and armor resistances while Defense Mode is active
66.6% reduction in Microwarpdrive signature radius penalty while Defense Mode is active
Propulsion Mode:
66.6% bonus to maximum velocity while Propulsion Mode is active
33.3% bonus to ship inertia modifier while Propulsion Mode is active
Sharpshooter Mode:
33.3% bonus to Small Projectile Turret tracking while Sharpshooter Mode is active
100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active

Slot layout: 7 H, 4 M, 4 L, 6 turrets , 1 launcher
3 Rig Slots, 400 Calibration
Fittings: 78 PWG, 215 CPU
Defense (shields / armor / hull) : 800 / 700 / 550
Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10
Capacitor (amount / recharge rate / average cap per second): 600 / 225s / 2.667
Mobility (max velocity / agility / mass / warp speed / align time): 290 / 2.65 / 1,900,000 / 4.5 / 6.98s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 375 / 7
Sensor strength: 11 Ladar
Signature radius: 50
Cargo capacity: 430



We will of course be looking for feedback on these stats and bonuses in the comments thread, as well as on our Singularity test server once the ship is available for player testing there.



But that’s not all!

We are also making some adjustments to projectile weapons in the Tiamat release, to help tweak their balance and ensure that players have the best possible variety of viable tactics to choose from.

These changes will be familiar to those of you who remember our energy weapon tweaks from the Rhea release, as they are once again focused on two goals: improving the quality of small artillery weapons slightly and reducing the reliance of all autocannon weapons on their ‘Barrage’ Tech Two ammo.

Small Artillery:

In Tiamat we are making some adjustments to small artillery weapons to help keep them in line with other similar weapon systems. We will be increasing damage multipliers slightly while reducing tracking speed.

All small artillery will be receiving:
+10% damage multiplier
-3% tracking speed

Autocannons and Barrage:

For autocannons of all sizes, we wanted to improve the weapon class slightly while reducing the reliance on the excellent Barrage T2 ammo type. To that end, we are increasing the base falloff of all subcapital autocannons and decreasing the falloff bonus provided by Barrage ammo to match.

All autocannons will receive +7.5% falloff
Barrage ammo will provide a +40% falloff bonus instead of +50%

The end result is that falloff with Barrage loaded will remain almost identical, but there will be more situations where using another ammo type is a correct choice.

...

The Svipul and these projectile changes will be hitting Singularity for your testing pleasure as soon as possible, and we look forward to releasing them in our Tiamat release coming your way on February 17th.

SVEEEPULL!!!

Hic sunt dracones.
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