Nuovi giocattolini

[QUOTE=Miklas Laces;15130009]La Drake è la nave più semplice da guidare, il fatto che sia tanto usata vuol dire solo che eve è pieno di niubbi.[/QUOTE]

Aggiungerei anche la facilità di restock.

Quando vengono polverizzati i BC vengono sostituiti facilmente a basso costo. Questo rende immensamente felici le schiere di niubbini che anziché mostrare un minimo di palle e schierare navi un pò più costose (ma decisamente più performanti), al minimo click si ritrovano l’hangar come nuovo e via a perdere altri BC a raffica.

usare i Drake in flotta non ha alcun senso se non il "sono niubbo" "non ho soldi" "tanto siamo seghe e so che scoppiamo tutti" ... il Tengu ha lo stesso ruolo del drake e lo fa 100 volte meglio.
Pensavo di ricevere risposte che non sapevo già (io niubbo).
Ciò non toglie che il drake sia abusato per i motivi che avete elencato. Mi rendo conto, è spiacevole che in EVE non siano tutti pr0 con una luna di tech che vanno in tengu, ma d'altra parte l'ecosistema ha bisogno dei niubbi.
ship-troduction: the gallente talos


As we speak, our artists (don‘t worry, I don‘t actually get to draw ships) and game designers are working on the Talos, making sure it‘s ready for the the abuse you guys are planning to put it through following our upcoming winter expansion.


Many of you will recognize the ship model as the Seraphim from the „EVE Online: Create a starship contest“ on Deviant Art. So yes, we have another player creation entering the game this winter! Its designer, Michael Schierup, did a magnificent job on the visuals and we felt that the name „Talos“ would be even better suited for such a beautiful ship. In greek mythology Talos was a bronze giant who guarded the island of Crete and, just like our Talos, he wasn‘t particularly friendly to uninvited ships crowding his turf.

Like its Minmatar counterpart, the Tornado, the Talos battlecruiser will be capable of fitting weapons normally reserved for larger vessels, worrying less about self defense capabilities.
The Talos excels as an “in your face glass cannon”. It will be a particularly dangerous blaster boat, especially with the hybrid rebalancing kicking in at the time of its birth. Think of it as a smaller, more expendable Vindicator, if you will.


In certain situations it will be the best ship you’ve flown. In others, the last ship you’ll fly before you have to buy a new one. In the hands of a talented Gallente pilot with a knack for picking the right fights at the right moments, the Talos should ensure violent festivities during the holiday season.
Si sanno già le stats di queste nuove navi ?

Per carità, le blaster-boat sono fantastiche ma ci sono già brutix, deimos e megathron, non ne serviva un'altra. Ai Gallente manca una nave decente con le railgun.

Ho trovato da solo

[QUOTE]Ship changes:

Dramiel is being nerfed in powergrid, cpu, scan resolution, velocity, and mass (which affects agility and bonuses from propulsion modules)

All Hybrid weapon ships are gaininglosing agility, and some of them are gaining velocity

Supercapitals are undergoing the already-discussed changes

Destroyers no longer have a rate of fire penalty. This means they now have 33 percent more damage output.
Destroyers are gaining 10 percent HP
Destroyers will have their signature radius decreased by 25 percent
Destroyers will have 25 percent more capacitor

All logistics now warp at 3.75AU/s, the same speed as HACs
Oneiros is losing a mid slot and gaining a low slot
Oneiros is having its signature radius reduced from 70 to 60
Oneiros is gaining 200 powergrid output and 7.5 percent velocity

Weapon changes:

All railguns are gaining 10 percent damage multiplier
All railguns will require 4-10 percent less CPU and 30 percent less capacitor
All blasters will gain 20 percent tracking
All blasters will require 4-10 percent less CPU
Most blasters will require about 15 percent less powergrid

Hail now has no falloff penalty, and is in line with Conflagration and Void
Short range T2 ammunition for long range weapons (Javelin, Quake, and Gleam) now have a 25 percent tracking BONUS instead of a 25 percent tracking penalty. They will now be the best tracking ammo for extreme short ranges with long range weapons.
Ship velocity penalties have been removed from Javelin and Precision T2 missiles
Ship signature radius penalties have been removed from Rage and Fury T2 missiles

Module changes:

Navy Micro Auxiliary Power cores now give 13 powergrid instead of 12

Drone Navigation Computer I now increase mining drone speed too

Most officer reactor controls have been boosted

New ships:

Third tier battlecruisers are being added. They have approximately half the HP of first tier battlecruisers with no tanking bonus, and do the same DPS as third tier battleships with some bonuses to applying damage effectively.
Only the Gallente 3T battlecruiser, the Talos, has a drone bay

Amarr - Oracle
8 highs, 3 mids, 6 lows
8 turrets, 0 launchers
No drones
Role bonuses to fitting and capacitor usage for large laser turrets
Range (7.5/lv) and tracking speed (7.5/lv) bonuses to large laser turrets
33 percent faster and 9 percent lighter than the Prophecy and Harbinger

Caldari - Naga
8 highs, 6 mids, 4 lows (one more slot than any other)
8 turrets, 8 launchers (holy crap)
No drones
Role bonuses to fitting and capacitor usage for large hybrid turrets and siege launchers (torpedoes)
Range (10/lv) and tracking speed (7.5/lv) bonuses to large hybrid turrets, and torpedo velocity (10/lv) and explosion-velocity (5/lv)
39 percent faster and 11 percent lighter than the Ferox and Drake

Gallente - Talos
8 highs, 4 mids, 5 lows
8 turrets, 0 launchers
25 drone bay, 25 drone bandwidth
Role bonuses to fitting and capacitor usage for large hybrid turrets
Bonuses to damage of large hybrid turrets (5/lv) and stasis webifier effectiveness (10/lv)
45 percent faster and 9.5 percent lighter than the (current) Brutix and Myrmidon

Minmatar - Tornado
8 highs, 5 mids, 4 lows
8 turrets, 0 launchers
No drones
Role bonuses to fitting for large projectile turrets
Bonuses to rate of fire (-5/lv) and falloff (10/lv) of large projectile turrets
36 percent faster and 6 percent lighter than the Cyclone and Hurricane

New modules: All new T2 modules require level 5 skills

T2 leadership links for all 4 warfare types and mining
10 percent more CPU required, 5 percent more powergrid required, and 0.5 percent more base command bonus compared to the T1 version

Micro Auxiliary Power Core II
Requires 20 percent more CPU (18 over 15) and 20 percent more effective (+12 powergrid output over +10)

T2 probe launchers
Require more CPU (20 for core, 242 for expanded)
Scan strength bonus

Siege Module II
10 percent more CPU required, 5 percent more powergrid required
20 percent larger damage bonus – 840 percent compared to 700 percent on the T1 module
3 targets instead of 2, and 20 percent more scan resolution when in siege compared to the T1

Triage Module II
10 percent more CPu required, 5 percent more powergrid required
Gives 1 more target while in triage, 10 percent more scan resolution, and a 20 percent bonus to targeting range compared to the T1

T2 remote hull repair systems
That’s nice, nobody will really use these

Drone Navigation Computer II
Requires 35 CPU instead of 30
Gives 30N MWD thrust bonus instead of 25N

Omnidirectional Tracking Link II
Exactly the same as the Federation Navy Omnidirectional Tracking Computer is now
Federation Navy Omnidirectional Tracking Computer now requires 36 CPU instead of 39

Drone Link Augmentor II
Requires 10 percent more CPU
Gives 20 percent more drone control range compared to T1

T2 tractor beams
Requires more cpu (10 percent more for capital, 25 percent more for small)
Tractors 20 percent further and 20 percent faster

Bomb Launcher II
Requires 10 percent more CPU
Has 101.25 second reactivation delay with skills applied, compared to 120 seconds on the T1

Warp Disruption Field Generator II
Requires 10 percent more CPU and 5 percent more powergrid
Disrupts and bubbles 20 percent farther – with Heavy Interdictors 5, bubbles in a 24km radius and points 36km with Focused Warp Disruption script[/QUOTE]

[QUOTE=Miklas Laces;15139356]Si sanno già le stats di queste nuove navi ?

Per carità, le blaster-boat sono fantastiche ma ci sono già brutix, deimos e megathron, non ne serviva un’altra. Ai Gallente manca una nave decente con le railgun.[/QUOTE]

dal test server, bonus ai web e alle ibride da bs
il vindicator dei poveri :asd:

Secondo me quei dati non sono attendibili, ad esempio il Naga è più veloce del Moa e ha una massa simile, non riesco a capirne senso (http://jestertrek.com/eve/blog/2011/winteriscoming.txt). Più significativamente (il moa chi cazzo lo usa?):

Rupture: 11'650'000 kg, 192m/s
Tornado: 11'750'000 kg, 225m/s

Non ha il minimo senso

Giusto, era sgravato.

Combinato con il boost alle railgun, il Deimos può diventare una nave semi-decente forse.

[QUOTE]All railguns are gaining 10 percent damage multiplier
All railguns will require 4-10 percent less CPU and 30 percent less capacitor
All blasters will gain 20 percent tracking
All blasters will require 4-10 percent less CPU
Most blasters will require about 15 percent less powergrid[/QUOTE]
La Megathron non avrà più problemi di CPU e potrà montare hardener attivi e un nautralizer heavy senza problemi. Il Deimos e il Brutix potranno finalmente montare le railgun senza dover devastare il resto del setup.
+10% damage per le rail è un po’ poco (più che altro per le medium), speravo qualcosa di più.

Quella Gallente nessuno la userà come blaster-boat quindi il bonus al web non serve a niente. La migliore imho è quella Amarr (tracking bonus ftw). Sono interessanti per fleet mid-range (da 40 a 100km) ma onestamente questi nuovi battlecruiser non mi fanno impazzire, se devo scegliere prendo snipe hac tutta la vita. Come gank-ship in impero però è da paura.

[QUOTE]Micro Auxiliary Power Core II
Requires 20 percent more CPU (18 over 15) and 20 percent more effective (+12 powergrid output over +10)[/QUOTE]
Figata

Altro? No perché a sto punto potevano nerfargli pure il bonus al rof e il republic fleet firetail diventava meglio…

Le Hybrid:
damage: +10%
cap use: -30%
cpu: -10%
pg: -10%

[QUOTE=L’italitano;15139765]Secondo me quei dati non sono attendibili[/QUOTE]

Thank you, captain obvious !
E’ il test server, non sono patch notes…

[QUOTE=Miklas Laces;15139778]Quella Gallente nessuno la userà come blaster-boat quindi il bonus al web non serve a niente. La migliore imho è quella Amarr (tracking bonus ftw). Sono interessanti per fleet mid-range (da 40 a 100km) ma onestamente questi nuovi battlecruiser non mi fanno impazzire, se devo scegliere prendo snipe hac tutta la vita. Come gank-ship in impero però è da paura.[/QUOTE]

perchè? :mumble:

[QUOTE=Miklas Laces;15139858]Thank you, captain obvious !
E’ il test server, non sono patch notes…[/QUOTE]

Mi pareva che nel post che hai citato ci fosse un po’ troppa enfasi. Secondo me “nerfano” un po’ di cose prima chei arrivi addirittura su singularity.
Esempio:

Si parlava di una modifica all’aggression legata alle bolle (non chiaro al 100% cosa facesse).

sono contento che alla CCP si sono tolti le dita dal culo
son curioso di vedere le stat delll'ishtar da snippo con i nuovi moduli
Primo devblog sulle ibride:

http://www.eveonline.com/devblog.asp?a=blog&nbid=3012

Mi viene in mente "too little, too late". Forse e' solo un contentino. Forse un primo passo. Fa specie che non riescano a buffare Gallente senza (ninja)buffare anche tutti gli altri (con le ammo T2).

[QUOTE=Katrina Bekers;15148399]Mi viene in mente “too little, too late”.[/QUOTE]

Sono d’accordo (welp!).

A parte il fatto che come damage, range e tracking le medium railgun sono peggiori sia delle artillery che dei laser, il problema principale è il fitting. Anche con queste modifiche, con tutte le skill a lvl5 su un deimos dopo che hai messo 5 railgun e 1 mwd hai finito la powergrid :dunno:

Hybrid turrets have fallen out of grace. Maybe they weren't that amazing to begin with, but things have gotten somewhat worse in recent years. The speed change made it more difficult for blaster ships to get in close. The webifier change meant that blaster tracking suddenly wasn't good enough. The projectile boost made hybrids worse by comparison. Whatever it was that broke the camel's back, this is where we are now; Hybrid turrets do not compare favorably to the other turret systems.

How we go about fixing this is the big question. Not everyone agrees on the direction we should take. Some feel that the ships themselves are at fault. Others point out the inherent incompatibility of armor tanking and close range combat.

I agree that those issues need to be taken into account, but I don't think they are the best place to start when we rebalance hybrid turrets. Before we start looking at armor tanking issues or individual ships, Hybrid weapons as a whole need to be boosted up to a level where using them becomes desirable. The goal is to make them better at what they already do, not to change their roles. Blasters should do high damage at short range. Railguns should do average damage at long range. Now let's dive right into the details.

Hybrid Turrets


  • Hybrid turret reload time will be 5 seconds.
  • Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges)

Reduce CPU usage:


  • XL Turrets: -5 CPU
  • L Turrets: -3 CPU
  • M Turrets: -2 CPU
  • S Turrets: -1 CPU

** Exception: 75mm Railguns (they already have very low CPU requirements.)

Reduce Powergrid usage:


  • All hybrid turrets: -12% Powergrid usage. Rounded to nearest whole number.

** Exceptions: Light Electron Blasters, Light Ion Blasters, 125mm Railguns, 75mm Railguns (they already have very low Powergrid requirements.)

Reduced Capacitor usage:


  • All hybrid turrets: -30% capacitor use

Tracking Speed Increase:


  • All blaster turrets: +20% to Tracking speed

** Exception: XL turrets (they already have good tracking when compared to other XL turrets)

Blasters


  • Blaster damage +5% (except XL turrets)

Railguns

Damage Increase:


  • All railgun turrets: +10% to Damage modifier
  • Railgun tracking +5%

** Exception: XL turrets (they already have good damage when compared to other XL turrets)

Hybrid turret ships

While I am hesitant to boost individual ships right now, I do think that a small speed boost to hybrid turret ships in general is needed. You will notice that a few hybrid turret ships are not mentioned here. The ones that are not listed are either fast enough already or they have range bonuses to hybrid turrets, which means that they are meant for longer range combat and as such should not need a velocity boost as much as other hybrid turret ships.

Max Velocity +10 on the following ships:
Arazu, Astarte, Brutix, Catalyst, Deimos, Dominix, Dominix Navy Issue, Enyo, Eos, Falcon, Guardian-Vexor, Helios, Incursus, Ishtar, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant

Max Velocity +5 on the following ships:
Cormorant, Federation Navy Comet, Hyperion, Kronos, Sin, Vindicator

Inertia Modifier -5% on the following ships:
Adrestia, Arazu, Ares, Astarte, Atron, Brutix, Catalyst, Celestis, Cormorant, Daredevil, Deimos, Dominix, Dominix Navy Issue, Eagle, Enyo, Eos, Eris, Exequror Navy Issue, Falcon, Federation Navy Comet, Ferox, Guardian-Vexor, Harpy, Helios, Hyperion, Incursus, Ishkur, Ishtar, Kronos, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Merlin, Moa, Phobos, Raptor, Rokh, Sin, Taranis, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant, Vindicator, Vulture

Tech II Ammo

I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.


  • Javelin (all sizes): Removed cap penalty
  • Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus
  • Hail (all sizes): Removed falloff penalty falloff penalty will be 25%