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]