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[EVE Online] Multiplayer Treachery Engine - Citadel Patch (April 2016)

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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    where is Merch HQ these days? I might come over and start some trouble sometime 8-)

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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    Delve, and that's not me being clever. All GSF space is FFA, so people mine/rat where they want.

    Steam Overwatch: Baidol#1957
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    V1mV1m Registered User regular
    1DQ is the market hub in Delve. IIRC it's about the 4th biggest in the game now.

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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    hmm im still pretty new to this game

    PL is taking a dump all over my home (provi)... nobody seems to be outwardly worried... and yet... nobody seems to be outwardly doing anything about it?

    i mean, we have a military, but the way PL can casually summon up 200 legions out of thin air at every hour of the day makes me question whether or not I'll be searching for a new home in 3 months time...

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    V1mV1m Registered User regular
    The next Great War started last night, by the way.

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    V1mV1m Registered User regular
    @Jasconius you might have noticed a slackening of the pressure last night...

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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    V1m wrote: »
    @Jasconius you might have noticed a slackening of the pressure last night...

    yeeee i heard. i didn't realize that Goons were going to jump in but I suppose it makes sense.

    it is noted that PL's biggest strategic weakness seems to be that nobody likes PL

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    Mr RayMr Ray Sarcasm sphereRegistered User regular
    Jasconius wrote: »
    hmm im still pretty new to this game

    PL is taking a dump all over my home (provi)... nobody seems to be outwardly worried... and yet... nobody seems to be outwardly doing anything about it?

    i mean, we have a military, but the way PL can casually summon up 200 legions out of thin air at every hour of the day makes me question whether or not I'll be searching for a new home in 3 months time...

    Admittedly its been like two years since I played so politics may have changed somewhat, but historically Providence has basically been space-Afghanistan. Its a huge area of low-value territory occupied by incredibly belligerent locals who are easily beaten in a stand-up fight but won't actually move out just because you set up shop there, and won't stop harassing you until you leave. Which you eventually will, because there's nothing worth staying there for if you hold basically any other nullsec territory at all.

    I guarantee that Pandemic Legion have no interest in Providence other than wanting to pad their killboards. They might grab a station or two as a home base (looking at dotlan they already have), but historically they don't give two shits about holding territory, they just want targets to drop their supers on.

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    DrainDrain [E] Tabletop Manager SeattleRegistered User regular
    Page 69, :nice:

    N9pjfAk.png
    "I don't know why people ever, ever try to stop nerds from doing things. It's really the most incredible waste of time." - Tycho
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    AhmneeAhmnee Registered User regular
    Long time reader, few time poster. I am intrigued by this "merch" and would like to no moar

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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    Can you tell us about ravens in belts?

    Steam Overwatch: Baidol#1957
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    Teslan26Teslan26 Registered User regular
    I hear they're about as popular as caracals on the open market

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    DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Baidol wrote: »
    Can you tell us about ravens in belts?

    No, but I can tell you about donges and buttes

    JtgVX0H.png
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    So after harassing the GM support staff a bit, I once again have access to one of my old characters. (The email address on the account is unable to receive emails from the website for password recovery etc, had to have them xfer the accounts to a different email)

    14.15 mil skillpoints
    Another 1.75 mil of unallocated points

    Total net worth of around 1 billion Isk spread across New Eden with only 86 million in liquid cash.

    Currently flying around in high sec with a Bestower trying to consolidate what I can, while I figure out what to do next.

    steam_sig.png
    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    Consolidation complete excepting items stuck in Nullsec stations.

    Tried to outfit my Amarr battlecruiser, and tried a bit of ratting in 0.6

    Embarrassingly ran into a trio of npcs that managed to chase me off, as my medium lasers couldnt crack their shields, and their missiles were breaking through my armor faster than I could repair.

    steam_sig.png
    MWO: Adamski
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    Gnome-InterruptusGnome-Interruptus Registered User regular
    So is there a chat channel that people hang out in?

    I’m just going to be running missions in hi-sec until I get my sea legs under me again or I get too bored.

    Already hang out in the Eve-Uni channel.

    steam_sig.png
    MWO: Adamski
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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    There's nominally a MRCHI public channel, but since we don't openly recruit it is usually empty. On the corp level, we use the alliance jabber services, which you won't have access to.

    Everyone is different, but most people tend to burn out running hisec missions. As a temporary deal it is fine, but you'll want to have long term goal to strive for, whatever that is.

    Steam Overwatch: Baidol#1957
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    V1mV1m Registered User regular
    So is there a chat channel that people hang out in?

    I’m just going to be running missions in hi-sec until I get my sea legs under me again or I get too bored.

    Already hang out in the Eve-Uni channel.

    You'll get bored running hi-sec missions pretty quick because they're very boring. If you're going to be solo PvEing, might as well learn a useful skill and get into exploration.

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    DeadWarDeadWar Registered User regular
    RsPlyBq.gif


    Recent Changes and Incoming Changes
    Patch Notes For February 2018 Release 1.0 Released on Tuesday, February 13th 2018

    FEATURES & CHANGES

    Audio:

    Updated Wwise audio engine to the latest version for improved audio stability and performance.

    Balancing:

    This patch contains a balance pass affecting Assault Frigates and Heavy Assault Cruisers. Full details and discussion can be found in this thread - https://forums.eveonline.com/t/februrary-balance-update-assault-frigates-and-assault-damage-controls/54115

    All Assault Frigates maximum velocity increased by 18%
    All Assault Frigates mass reduced by 10%
    All Assault Frigates capacitor capacity increased by 30%

    Ishkur: Assault Frigate bonus per skill level:

    7.5% drone tracking speed (was 5m3 additional drone bay per level)
    Drone bay increased to 50m3 (was 25m3)
    Retribution Assault Frigate bonus per skill level:

    5% bonus to Small Energy Turret rate of fire (was 7.5% bonus to Small Energy Turret tracking speed)
    Power Grid increased to 62 (was 56)

    Jaguar Minmatar Frigate bonus per skill level:

    5% bonus to Rocket and Light Missile rate of fire (was 5% bonus to Small Projectile Turret Damage)
    7.5% bonus to shield boost amount (was 7.5% bonus to Small Projectile Turret tracking speed)
    Assault Frigate bonus per skill level:

    5% bonus to Rocket and Light Missile damage (was 10% bonus to Small Projectile Turret optimal range)
    5% bonus to Rocket and Light Missile explosion velocity (was 5% bonus to Small Projectile Turret damage)
    CPU increased to 185 (was 170)
    Mid Slot increased to 5 (was 4)
    Low Slot reduced to 3 (was 4)
    Launcher Slot increased to 3 (was 1)
    Turret Slot reduced to 1 (was 3)
    Drone Bandwidth increased to 10m3 (was 0)
    Drone Bay increased to 20m3 (was 0)

    Graphics:

    Various under the hood graphics engine optimizations and refactorings to optimise for upcoming improvments and changes to the visuals of the game.
    We have renovated the next set of worldobject assets found in dungeons giving them the latest V5 shader treatment.

    Implants:

    New implants added for the Guardian's Gala Event. Keep your loved ones close, and keep your enemies within reach of your webifiers. Inquest 'Eros' Stasis Webifier MR-80x are slot 8 implants that increase Stasis Webifier ranges by a percentage based on the strength of the implant.

    Modules:

    Added a set of new damage control modules called Assault Damage Controls, which can only be used by Heavy Assault Cruisers and Assault Frigates. Assault Damage Controls provide passive resists to shield, armor and structure. They can also be activated to provide extreme resistance to shield, armor and structure for a short duration. Details and discussion on Assault Damage Controls can be found in this thread - https://forums.eveonline.com/t/februrary-balance-update-assault-frigates-and-assault-damage-controls/54115

    Added following Assault Damage Control types:

    Assault Damage Control I
    EFFA Compact Assault Damage Control
    FFR Enduring Assault Damage Control
    Assault Damage Control II
    Shadow Serpentis Assault Damage control

    Missions & NPCs:

    Guardian's Gala Event runs from the 13th until the 27th of Feb.

    Two sites to crash: The VIP sites may require a fleet.
    Two challenges awarding points for the Agency-granted rewards.
    Changes have been made to Pirate Shipyards and Forward Operating Bases:

    Blood Raider and Guristas Shipyards can be found in all of Low and Null security space.
    Pirate Shipyards and FOBs have a limited amount of reinforcements for their defensive fleets.

    Structures & Deployables:

    All Upwell Structures are receiving a Firmware update (Upwell Structures 2.0) which will affect all existing structures and any structures deployed in the future. Full details have been published in this devblog - https://www.eveonline.com/article/upwell-2.0-structures-changes-coming-on-february-13th
    Moon Mining has been introduced to Wormhole space and High Security systems with a security level of 0.5. The mechanics of moon mining remain unchanged and details can be found here - https://www.eveonline.com/article/the-goo-must-flow-everything-about-refineries-and-moon-mining/
    All Upwell Structures are now either in "Full power" or "Low power" mode.
    Upwell structures require an online Service module, of any kind, to be in "High power" mode
    Upwell structures with no online Service modules will be in "Low power" mode which will incur the following effects:

    -33% reduced shield and armor hitpoints
    One less reinforcement cycle (jumping straight to the final reinforcement as soon as the structure shields are destroyed, skipping armor entirely)
    “Low power” structures can be identified through a label on their text bracket beside the structure name
    The Vulnerability and Reinforcement system that affects all Upwell Structures has been updated:

    Structure owners will now choose an hour of the day and a day of the week as their structure’s reinforcement time and reinforcement day respectively.
    If this time and day were not selected prior to this release, they will default to 18:00 on Saturday.
    Any changes to this reinforcement day and time take 7 days to take effect from the moment the changes are queued, and if the structure is damaged or reinforced when the 7 days have elapsed the change will not take effect until the structure returns to full health.
    Under this new system, the shield hitpoints of Upwell structures will be vulnerable to attack at all times.
    An initial attack can now occur at any date and any time chosen by the attackers
    A second attack now occurs in the timezone of the defenders, on the day chosen by the attackers (Between 22 and 50 hours after the initial attack)
    A final battle now occurs in the timezone and day chosen by the defenders
    Reinforcement cycle times contain a random element. Cycle lengths will not always be the same.
    Final Reinforcement times are determined by when the structure enters the reinforcement, what reinforcement day the owner of the structure has chosen, and the area of space the structure is located within.
    When a structure enters its final reinforcement period it looks for the next reinforcement time on the weekly reinforcement day that occurs at least X days in the future, and then randomly adds or subtracts some amount of time up to two hours in either direction. This X value depends on the location of the structure:
    0.5 days for Wormhole space
    2.5 days for Lowsec and Nullsec space
    5.5 days for Highsec space
    The Reinforcement Day and Time of a structure can be discovered by any player, through hacking the structure with either a Data or Relic Analyzer.
    New Burst Projector Superweapons have now been introduced, similar to those used by supercarriers:

    Standup Target Illumination Burst Projector
    Standup Weapon Disruption Burst Projector
    Standup ECM Jammer Burst Projector
    Standup Sensor Dampening Burst Projector
    Standup Stasis Webification Burst Projector
    Standup Warp Disruption Burst Projector
    Standup Energy Neutralization Burst Projector
    New Standup Fighters, exclusive for use in Upwell Structures, have been introduced. They include variants of every fighter currently used by capsuleers, including the Shadow.

    Standard fighters can no longer be used in Upwell Structures. Any standard fighters that are loaded into Upwell Structures can be removed, but cannot be launched or re-loaded
    Building Standup fighters will require a standard fighter plus some additional input equal to approximately 25% more material value.
    Standup fighter blueprints will be available on the market from any Upwell Consortium member station
    The Standup Shadow heavy fighter BPC is available from Sansha’s Nation loyalty point stores. Building Standup Shadows requires a standard Shadow as an input material.
    Standup Fighters will not require any capsuleer skills to operate, and do not receive any bonuses from pilot skills. However, their base stats result in massive bonuses to dps, hitpoints, speed, and sensor strength.
    Fighters deployed from an Upwell Structure will now auto-return when the controller character drops control of the structure. This will stop them from being abandoned and lost.
    Fighters bay volumes have been increased significantly on all Upwell Structures
    Structure Combat Modules are being rebalanced:

    T2 Standup modules have been introduced
    New module categories have been introduced: standup capacitor power relays, standup capacitor batteries, standup armor reinforcers
    The Standup Warp Scrambler has been changed to the Standup Focused Warp Disruptor, which can be scripted to provide the effects of a Warp Scrambler with a reduced range.
    The Standup Stasis Webifier and the Standup Focused Warp Disruptor now have a reactivation delay, and their fitting is limited to one of each type per structure.
    Point Defense Battery modules are now limited to one per structure and RoF has reduced slightly
    Standup ASML Missile Launchers have been renamed to Standup Multirole Missile Launchers, Standup ASML-SD Missiles have renamed to Standup Light Missiles, Standup ASML-MD Missiles have renamed to Standup Heavy Missiles, and Standup ASML-LD Missiles have renamed to Standup Cruise Missiles
    Standup AXL Missile Launchers have been renamed to Standup Anticapital Missile Launchers, Standup AXL-C Missiles have renamed to Standup XL Cruise Missiles, and Standup AXL-S Missiles have renamed to Standup Super-heavy Torpedoes
    The damage of Standup Anticapital Missiles has been reduced significantly. With the addition of T2 launchers and damage modules Upwell Structures will now do more single-target damage to subcaps but less single-target damage to capitals
    Standup AS Guided Bombs have been renamed to Standup Light Guided Bombs, and Standup AM Guided Bombs have been renamed to Standup Heavy Guided Bombs
    Standup Guided Bomb Launchers have had their RoF reduced and bomb base damage increased. The explosion radius of the Standup Heavy Guided Bomb has also increased significantly
    All Standup missile and bomb launchers now require 10 seconds to reload
    Large and XL structures have recieved a new role bonus increasing the RoF of guided bomb launchers and standup burst projectors
    The base lock range of all L and XL Upwell Structures has been increased (350km for Large and 400km for XL).
    Standup Signal Amplifiers and Lock Speed rigs now also provide bonuses to structure lock ranges. Structure lock ranges are capped at a maximum of 490km no matter how many sensor modules are fitted.

    The CPU, Powergrid, and Capacitor stats for numerous structures and structure modules have been rebalanced. Service modules now require vastly less CPU and Powergrid, and the fitting resources of all structures has been reduced to compensate.
    Standup Void Guided Bombs have been phased out. All existing Standup Void Guided Bomb items and blueprints have been converted into items and blueprints for Standup Light Guided Bombs (formerly known as Standup AS Guided Bombs).
    To improve the balance around using carriers from within tether range of structures, launching fighters is now considered an aggressive action for the tethering system. This means that any carrier or supercarrier with fighters under its control will automatically break tether and remain untethered until it either recalls or abandons the fighters (or those fighters are destroyed in combat)
    The formula for calculating asset safety values will now provide a more accurate estimate of the item value, and will be much less likely to value an item at 0 ISK
    A new minimum asset safety recovery cost has been set at 0.5% of item value. This cost will be required to recover items from asset safety even if the recovery takes place in the same solar system
    Rigs fitted to structures can no longer be destroyed if the structure is not at 100% health.
    The damage messages received when attacking structures will now properly display the amount of damage your weapons are inflicting even if that damage is being deflected by the structure damage cap. The amount deflected will also be shown.
    A new icon has been added to structure brackets in the overview and space scene to indicate whether you currently have permission to dock in that structure. If several changes happen within a 3 minute time, these changes may only be shown after this 3 minute buffer has passed.
    NPC corporations may now be added to access lists in the same way that player corps can be added.
    Unanchoring structures will now display the progress of their unanchoring timer in the structure browser to characters with the Station Manager role
    When unfitting a clone bay service module, a new popup message will inform you about how many jump clones would be destroyed by that action
    It is now possible to self destruct pods inside a citadel with a cloning bay service module

    Tutorial:

    Added a new operation to the end of the tutorial that teaches players how to use The Agency.
    User Interface:
    Removed the Distance filter from the sites and signatures filters as these are restricted to current system
    Autopilot can no longer be enabled while docked
    Removed the DUST514 system channel
    Removed the representation of DUST514 mercenaries in chat channels
    Removed chat options relating to Infantry
    Upwell structures are now listed with their name in the "In Space" section of corporation assets.

    DEFECT FIXES

    Gameplay:

    A completion issue with the mission 'Mannar Mining Colony' has been fixed.
    Resource Wars: fixed an issue where replacement Orcas could have invalid cargohold sizes.
    Graphics:
    Corrected an issue with missing Minmatar station icons.Adjusted the brightness levels of the warning lights during a station undock.
    Adjusted collision geometry on the Low-Tech Solar Harvester.
    Improved the animation on strip mining turrets.
    Returned missing elements of the results for Planetary Interaction scans.The recently repaired stations throughout Amarr space have been properly painted with the colors of their owning corporations.
    Fixed an issue with the coloring on Miasmos special editions.
    Fixed an issue where the Domination Titan wouldn't explode on death.
    Adjusted collision geometry on the Fortified Drone Structure.
    Adjusted some of the textures on the Ragnarok.
    Fixed an issue with strategic cruisers where killmarks could disappear after changing subsystems in space.
    Fixed an issue where incompatible SKINs could appear in the preview window for strategic cruisers.
    Adjusted the decals on the Raven, Golem, and Raven Navy Issue.
    Fixed a texture issue that would occur on some ice asteroids.
    Corrected an issue with a section of panels on the front of the Venture hull.
    The visual effect for the Mobile Cynosural Inhibitor has been adjusted to correct size and scale.

    Market:

    It no longer possible to bypass the FW market restrictions by using multibuy.

    Modules:

    The Arbalest Compact XL Torpedo Launcher, is now compact. (PG & CPU requirements have been reduced)
    Corrected an issue that prevented the 10% survey probe speed bonus on the T2 Survey Probe Launcher from correctly applying.
    The Warp Disruption Burst Projector module now correctly deploys a 10km radius bubble as its attributes indicate.
    Fixed an issue that was preventing the missile velocity bonus from the Standup Missile Guidance Enhancer module from applying at full strength.
    The Gravitational Transportation Field Oscillator no longer Warp Scrambles targets that it transports. Ships that are too large to be transported will still be Warp Scrambled as usual.
    The missile damage bonus from Standup Ballistic Control System modules is now correctly impacted by stacking penalties.

    Miscellaneous:

    Fixed an issue where Standup M-Set Ammunition Manufacturing Material efficiency I and II showed the wrong Tech Level.
    It is no longer possible to sell empty capsules through contracts.
    Several types of beacons have been made untargetable because accidentally targeting a beacon is annoying.

    PvE:

    Fixing Neutralizer duration on Chelm Soran and Unit P-343554 NPCs.
    Fixed an issue where the mission item could be destroyed in 'Cash Flow for Capsuleers 4 of 10'.
    Decreased the amount of ammunition required in the 'Balancing the Books 10 of 10' mission.
    Fixed a formatting issue in the 5th exploration career mission completion text.
    Fixed some NPC naming and model irregularities in the ' General's best friend' mission.
    Science & Industry:
    Fixed an issue where the Industry window would not retain the number of job runs for the first blueprint listed.
    Fixed an issue where a full researched blueprint would display as 10000 runs remaining in the Industry window.
    The skill required for manufacturing Standup Anticapital Missile Launcher I modules (formerly known as Standup AXL Missile Launchers) has been changed from "Capital Ship Construction" to "Outpost Construction" to bring it in line with other similar structure modules.

    Ships:

    The Shadow Fighter 'True Sacrifice' ability now works against Rorquals.
    Traits on Faction Titans now link to the Phenomena Generation skill instead of racial Phenomena Generators.

    Structures & Deployables:

    Movement shortcuts are now correctly disabled when controlling an Upwell Structure.
    Players controlling Upwell Structures no longer appear in the list of pilots that can be invited to install a clone in a Clone Vat Bay.
    It is now possible to delete bookmarks of Upwell Structures that have been unanchored or destroyed.

    Tutorials:

    Fixed issue preventing players from completing the "Complete the industry job" task if they delivered the job too soon.
    Fixed the 'Purchase a blueprint' task so that it can be completed using multibuy as well.
    Fixed an issue that could cause players to get stuck on the 'Load your Ammo' task.
    Fixed various text, voice over, and naming issues.
    Improved the Operations tutorial experience by adding checks to prevent players from getting stuck during the wreckage site loot operation in the case that survivors are retrieved before instructions are issued.

    User Interface:

    Fixed an issue where the "Buy Now" and "Buy As Gift" options could hang out of the New Eden Store windows
    Fixed an issue where it was possible to spam the "Overload State is Locked" message all over the screen.
    The Incursion Info panel will no longer be removed if a Forward Operating Base is destroyed within the solar system.
    Fixed an issue where Faction Warfare agents were not filtering properly in The Agency
    Fixed corporations and alliances having a one-click-chat button in People&Places
    A naming issue with an object inside the Core Garrison site has been fixed.
    The missing gender attribute has been added to various clothing items.
    Fixed an issue where some players had broken missions from an old tutorial in their journals.
    Fixed an issue where the Recruitment tab would occasionally appear in the home tab of the Corporation window.
    Casting a vote in a corporate vote no longer collapses all votes in the window.
    The inventory window will no longer close when assuming control of an Upwell Structure.
    Fixed an issue where the Fighter HUD could end up misaligned to the far left of the screen.
    The name of a structure will now be correctly auto-filled in a new saved location when controlling a structure.
    Fixed an issue where after switching view mode for results in the "Find Member in Role" tab of the Corporation window, the current results would disappear.
    The Show Info window of a simulated ship with a modified warp speed now correctly shows that the value has been modified.
    Fighter Tubes now correctly have a tooltip in the Fighter HUD.
    Fixed an issue where the structure browser would retain the search term filtering while clearing the search text field upon closing and reopening.
    The Shattered Ice Field now displays its information correctly in the Agency
    Fixed an issue where the subsystem icons would slightly misaligned in the fitting simulation window.
    Fixed an issue with importing fittings from clipboard on localized clients.
    Fixed an issue with exporting fittings with invalid modules as .xml file.
    Fixed grammar errors in various item info texts.
    Fixed an issue where The Agency could appear broken on Suggested, Combat, and Epic Arc filters.

    THIRD PARTY DEVELOPERS

    CREST API:

    Removed: GET /corporations/corporationIcorporationIdType/structures/
    Removed: PUT /structures/structIintegerType/
    See this Dev Blog for full details on these changes - https://developers.eveonline.com/blog/article/upwell-2.0-esi-structure-changes



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    DeadWarDeadWar Registered User regular
    For March
    Hello Ship Balance Fans!

    The February release has just landed and hopefully many of you are busy working out new Assault Frigate fits and Assault Damage Control doctrines, but we are already looking forward to March where we have another package of ship balance updates coming your way. This set of changes is heavily inspired by the CSM Winter Summit where balance was a big focus of conversation. There were two major takeaways from the CSM feedback during the summit:

    1. More change is better, even if it’s small
    2. The meta is feeling stagnant, particularly around Feroxes and the Marchariel

    With that in mind, we are planning to adjust those two big boys, as well as the Orthrus, which should create space for other ships to shine. Alongside those changes we will also be giving some long-requested upgrades to Tech I Battleships (rest in pieces Mr Hyde113), allowing Attack Battlecruisers to fit Micro Jump Drives, and making improvements to some less popular hulls.

    We are also introducing an entirely new ship in the March release: an extremely specialized defensive ship that can help fleet commanders avoid “headshotting” tactics in large battles

    HERE’S THE DETAILS:

    All Tech I Battleships (exact numbers vary slightly by ship):

    Quality of life is the name of the game here. Longer lock ranges for synergy with MJDs and more cargo room for all.

    +25% to cargo capacity

    +20% to maximum lock range

    ATTACK BATTLECRUISERS:

    We decided not to give medium MJDs to Attack Battlecruisers originally because at the time they were quite powerful kiters. These days they aren’t nearly as strong so we don’t think this restriction is needed any longer.

    May now fit Medium Micro Jump Drive

    Orthrus:
    The Orthrus has been a small and medium scale powerhouse since its release and it’s time to bring it down a notch. With more pressure on the tank through reduced fitting room, slightly less speed and a bigger sig we hope it will feel less oppressive. It may take a few visits to get the Orthrus in the right place, but this should be a good start.

    -100 power grid
    -15 maximum velocity

    Ferox:
    Reduced fitting here will force more tradeoffs between tank and damage, bringing the Ferox closer to its competition.

    -100 power grid
    -15 CPU
    Machariel:
    We looked at a lot of approaches for the Machariel and eventually decided that shifting a low slot to a mid was the best course. We hope it keeps the Machariel intact as a strong skirmisher with even more utility options than before while lowering its value as an armor-based fleet brawler.

    Gallente Battleship bonus per level: 7.5% to large projectile falloff (was 10%)
    +30 signature radius
    +1 mid slot
    -1 low slot
    Drake Navy Issue:
    We felt a big change was necessary to give this ship some new life and hope that a pivot towards pure offense will do the trick.

    Caldari Battlecruiser bonus per level: 10% to Heavy Missile and Heavy Assault Missile damage (was 4% to shield resistances)
    -1 launcher slot
    +15 signature radius

    Cyclone:
    A simple buff here to nudge an already decent ship towards competitive viability

    Minmatar Battlecruiser bonus per level: 7.5% to Heavy Missile Launcher and Heavy Assault Missile Launcher rate of fire (was 5%)
    Eagle:
    The Eagle has had a place before in the fleet meta and may find one again between the Assault Damage Control and the Ferox nerf, but we still feel some added utility is a good idea.

    +12 maximum velocity
    +25 drone bandwidth
    +25 drone bay
    Muninn:
    We hope with these improvements the Muninn can find a place as a more agile and slippery artillery option compared to Hurricanes or even Lokis, but that’s some stiff competition so we’ll have to see how it goes.

    Minmatar Cruiser bonus per level: 7.5% Medium Projectile Turret damage (was 5%)
    +150 armor HP
    +20 maximum velocity
    -750,000 mass
    -10 signature radius
    -1 high slot
    +1 mid slot

    CDIA_01.jpg

    Introducing the Monitor:
    We have been gathering feedback from the community for quite some time now about the idea of creating a dedicated ship to combat “headshotting” in large fleet battles. “Headshotting” is the tactic of destroying enemy fleet commanders and other leaders to disrupt the organization of hostile fleets. It’s a clever and effective tactic, but it also has a tendency to prematurely end fights and makes it more difficult for newer fleet commanders to learn the ropes. When we’ve discussed this issues with the community at events like Fanfest and through the CSM the idea of a specialized ship designed to survive at all costs has received widespread support. Such a ship would need to be an effective option for resisting headshot attempts while avoiding becoming so powerful and versatile that it would become the only ship worth commanding from.

    The Monitor is the first ship in a new group called “Flag Cruisers”. It will be completely focused on survivability at the expense of all other attributes, intended for players who absolutely need to be able to survive uncloaked in a battle. It has no cargo bay, weapons, or drones.

    The only modules it can fit are Afterburners, Microwarpdrives, and Micro Jump Drives. In exchange for these limitations it combines command ship levels of effective hitpoints (including 90%+ base armor and shield resistances) with the signature radius of a frigate and built-in resistances against ECM, sensor dampeners, neutralizers, and target painters. This is a ship that will only be flown by a relatively small number of capsuleers but we know that those players will be providing content for many others.

    We are very interested in hearing what you think about this new ship. All the details and discussion can be found in this forum thread - https://forums.eveonline.com/t/march-the-monitor-flag-cruiser/58207

    Looking forward:

    Along with the changes above, we had also hoped to ‘fix’ 500mn Heavy Interdictors in this patch. We decided to hold off until we can also ship a new module to replace the mass control for wormholers. Look for that set of changes in the near future. We also aim to keep up the pace on small changes like the ones above to make sure the meta is interesting and dynamic. Please let us know what you think of these changes in the comments thread for this blog and tell us what ships and modules you would like to receive balance passes in the future.

    If you'd like to discuss the contents of this dev blog, you can do so in the comments thread over on the EVE Online Forums! - https://forums.eveonline.com/t/dev-blog-balance-changes-coming-in-the-march-release/58209

    Until next time,

    Fly Free!

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    DeadWarDeadWar Registered User regular
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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    i havent been playing much but apparently my entire alliance got wiped out of provi with all structures destroyed

    so, everything i own is in asset safety... uhmm... is there a time limit on this? do i need to log in and do something, or can I just let it chill?

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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    From https://support.eveonline.com/hc/en-us/articles/208289365-Asset-Safety:

    After 5 days a player can choose to have the assets delivered to an NPC station, outpost, or Citadel in the same system the assets were originally located. If the package is not moved manually within 20 days after its creation, it will be automatically moved as follows:

    From Null Security space: to the nearest Low Security station, by AU.
    From Low Security space: to the nearest Low Security station, by AU.
    From High Security space: to the nearest High Security station, by AU.
    From Wormhole space: the assets will be immediately dropped into a container where the Citadel was located and can then be retrieved by anyone in the area.

    If the station the assets are being automatically moved to is not within the same system, the player will have to pay 15% of the assets' value to release them from asset safety. If it is the same system, the charge would be 0.5% of the assets' value.

    Steam Overwatch: Baidol#1957
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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    edited March 2018
    hmm, it looks like they are headed to a weird lowsec system thats way out of the way

    my initial concern was that it would all get put in Assah where PL was staging, where it would never leave ever... but where it's headed seems fine. very low activity

    i enjoyed null but there were some aspects I didn't like which seemed uniquely provi... such as... is it normal for you to just have 3-5 red bombers/cloaked bubble campers/droppers in your staging system 24 hours a day???

    one of the reasons i stopped playing was it was a pain in the ass to rat because there was just constant overwhelming red piracy and no real organized response

    Jasconius on
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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    I imagine if you're in deep north/northeastern renter space you might be able to avoid constant hostiles. If you're in a place where civilization exists, you're going to have cloaky campers and maybe get shot. Rat in an insured myrmidon and never worry about losing isk again. Alternatively, rat in a carrier/super and use the local rapid response fleet when you get hotdropped. If such a fleet exists, of course.

    Also, never rat in the staging system. You can't see all of local and it is a beacon to every shitler in the region.

    Steam Overwatch: Baidol#1957
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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    hmm yeah.. our home was 1 jump from staging so that mighta been it. i never thought to relocate elsewhere because.. provibloc is weird and it doesn't feel like other blue corps are really that friendly

    im sorta starting to feel the itch again.. in 21 days all my legos get asset safetied so I might come back and piece things together and find a new home

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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    MRCHI is always an option.

    Steam Overwatch: Baidol#1957
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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    edited March 2018
    Baidol on
    Steam Overwatch: Baidol#1957
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    V1mV1m Registered User regular
    edited March 2018
    if any UK players (or any other players who are trusted by people in the UK) want to resub, there's a flash sale on start packs on Amazon.co.uk right now

    I bought 2 galaxy packs for £19.99 each - 3 months game time, 1100 PLEX, 1 MCTs. Basically 7 months sub for 20 quid.

    EDIT: confirmed by corpies that these packs also work if you're subbed, providing you haven't used a starter pack before

    EDIT2: Update: you can buy at least one of each kind, and apply them even if the account is already activated. Just tried it with the meteor pack, because fuck it, it's only £2.74: and it works fine.

    So in the end I got 4 months game time, 1210 PLEX, 2 MCTs, 5 extractors (and some pointless skins) for £22.74 per account. That's pretty OK value, IMO - effectively 6 months game time and about 4B of sellable stuff for ~80% of the normal price for a three month subscription.

    The super cheap galaxy packs on UK Amazon are sold out now, but keep your eye out, because I feel like these offers are getting more frequent. I held off on doing a normal resub and I'm glad I did.

    V1m on
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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    edited March 2018
    And this is what happens to a dread bomb when you use FAX properly.

    https://zkillboard.com/related/30003709/201803252000/

    Baidol on
    Steam Overwatch: Baidol#1957
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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    who else is pumped for 35bill abyssal modded gilas with a 5000DPS passive tank!?

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    V1mV1m Registered User regular
    I sure do like the way things are warming up in the North.

    I also greatly enjoy the suffering of backstabbers.

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    DeadWarDeadWar Registered User regular
    edited April 2018
    https://www.youtube.com/watch?v=xAVIhKdspl8

    On May 29th Abyssal deadspace will be added which are basically one man environments [for the moment] where Triglavian ships and
    new modules and mutaplasmids that can alter mod stats can be found. The way to find the way into this abyssal deadspace is via beacons,
    being in there generates a suspect timer and other players can find the beacons leading to these new areas.
    There will be a PI update, There will be a SOCT battleship for the eve anniversary.

    On June 6th all outposts and conquerable npc stations will be replaced with faction citadels. The remaining pos systems of jump bridges, cyno gens and
    jammers will be replaced later on in the year/next year which will mean their final removal.

    DeadWar on
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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    V1m wrote: »
    I sure do like the way things are warming up in the North.

    I also greatly enjoy the suffering of backstabbers.

    So many low power structures to kill.

    Steam Overwatch: Baidol#1957
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    KiTAKiTA Registered User regular
    So I haven't played in a long time.... But uh.

    Are SHINANIGANS afoot?

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    DrainDrain [E] Tabletop Manager SeattleRegistered User regular
    Whoa blast from the past. The normal shenanigans only now we live in Delve, the promised land.

    Delve_Goons_2.png

    N9pjfAk.png
    "I don't know why people ever, ever try to stop nerds from doing things. It's really the most incredible waste of time." - Tycho
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    KiTAKiTA Registered User regular
    What's this about us stealing Dek? I have a carrier and some loot up in an NPC station or two up there, heh.

    How's the ratting / moneymaking in Delve? I heard a nasty rumor that Goons were nullsec ore mining?

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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    to live in Delve is to transcend the very concept of ISK

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    BaidolBaidol I will hold him off Escape while you canRegistered User regular
    Supercap umbrellas do make it easier to make isk.

    https://zkillboard.com/related/30004754/201804210300/

    Steam Overwatch: Baidol#1957
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    JasconiusJasconius sword criminal mad onlineRegistered User regular
    ive surrendered to full blown FW. trust in the rust (and trust in being extremely poor forever)

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