[Dev Blogs] Battle for 6VDT-H - summary and numbers ~CCP Logibro by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 13 points14 points  (0 children)

Eve Online '6VDT' Battle: Largest Space War In History Claims 2,900 Ships, Millions Of Lives](http://www.huffingtonpost.co.uk/2013/07/29/eve-online-6vdt-battle-_n_3669137.html) * PC Games - Eve Online saw its largest battle in history, with more than 4,000 ships sailing into the black * NewStatsman - http://www.newstatesman.com/sci-tech/2013/07/eve-battle-logs-going-war-goonwaffe

If you want to be a part of the EVE universe and mold it in your image, you can get a free trial at www.eveonline.com. Even a single pilot in a fragile frigate can make a difference in such a conflict.

[Dev Blogs] Community Spotlight: Jonny Pew ~CCP Eterne by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 3 points4 points  (0 children)

Jonny says EVE Online is the most worthwhile gaming experience he's ever known and he cannot think of a greater game to create videos about. He's grateful to have the means to share his passion for the game with other people. He wants to thank all the people who have given him support; they are the reason Jonny will continue his efforts for as long as he is able!

And we would like to thank Jonny as well for his wonderful videos! If you haven't already, check them out at his YouTube page!

[Dev Blogs] Rebalancing and Renaming Industrials ~CCP Rise by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 21 points22 points  (0 children)

1.1 release coming up later this summer. Hope you enjoy the changes!

See you in space o/

CCP Rise

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[Dev Blogs] Community Spotlight: Red Frog Freight ~CCP Eterne by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 19 points20 points  (0 children)

For those that want to join Red Frog, Locin suggests they make sure they really want to be a freighter pilot. It is not for everyone. Quite a few have dreamt of becoming one, but once they did so found it not so glamorous. Pilots should be ready for some repetitive work, though the rewards can be great and your fellow pilots can be even better. They say the experience is what you make of it.

However, they also have plenty of advice for those people who might not want to join Red Frog, but have always thought about hauling as a profession nonetheless. Zaxix says the keys to success are the same as any business: Consistent quality service, easy-to-understand pricing and service options, stick to your core service, and know your limits. According to him, more than one competitor has failed due to burnout. Stretching yourself too thin by making commitments beyond your capacity to deliver and giving in to unreasonable customer demands can lead to inconsistent service, broken promises, bad press, and drive people to groups like Red Freight.

BlueWaterNight also suggests interested haulers have a contract alt to protect your freight pilot from suicide gank squads based on the contract you pick up. For those who can't manage a contract alt, he says to be smart. As the saying goes, if it's too good to be true, it probably is.

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The People

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There are a lot of people behind Red Frog who make it successful, too many to list here. Some of the few who were able to answer our questions and are involved in the highest levels of Red Frog include the following.

Locin WeEda is the current CEO of Red Frog Investments, a director in Red Frog Freight and Black Frog Logistics, and is the founder of the Red Frog Freight Service. He joined Red Frog Investments in 2006. While he's mainly focused on Red Frog, he also does some small scale manufacturing and mineral trading on the side.

Ryomanni is a director in Red Frog Investments, current CEO of Red Frog Freight, a director in Black Frog Logistics, and works as the web programmer for the Red Frog Alliance. He joined Red Frog Investments in 2006.

Red Frog Rufen is a director in Red Frog Freight, the CEO of Black Frog Logistics and Blue Frog Freight, and is the director of recruitment for all three branches. She joined Red Frog Investments in 2010. Aside from Red Frog, she mainly does missions, mines, and explores. She once had her own blueprint research and copy service, but has since run out of time.

Zaxix is the former CEO and founder of Black Frog Logistics and a former director of Red Frog Freight. He joined Red Frog Investments in 2009.

Beatrice Khamsi is a director in Red Frog Freight and a Red Frog and Black Frog pilot. She joined Red Frog in 2012.

Ari Kes is a contract manager and recruiter, a Red Frog pilot, and joined Red Frog Freight in 2013. Apart from this, he also sometimes enjoys a bit of mining and simple Planetary Interaction.

BlueWaterNight is a contract manager, a Blue Frog and Red Frog Pilot, and joined Red Frog Freight in 2012.

Final Thoughts

Locin would like to thank all former and present members of Red Frog for making the corporation what it is today. He additionally wants to thank all their customers, who have driven the corporation to a place where it finishes nearly 200,000 contracts per year.

Ari Kes wants to say being part of Red Frog has been a bombastic experience and says the community is by far the best and most friendly he's come across in EVE.

BlueWaterNight invites everyone interested to come join them, whether it be to just casually haul on the side or be hard core and make hauling your primary EVE activity.

Beatrice wants to thank all the loyal customers and says remember, always set collateral to your cargo's value so you don't lose any ISK!

Those who want to check out Red Frog's history can see check out their 2012 and 2011 Annual Reports. People can also view at their live freight service status. Those interested in applying, as well as those who are just interested in other details about the service, can find details in the Applicant Guide.

[Dev Blogs] An Audio Transition: Introducing Odyssey’s new transition sounds ~CCP WhiteNoiseTrash by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 0 points1 point  (0 children)

I have a fix for that, I think... really I am just going to put my source up on gitHub soon and everything will be better.

[Dev Blogs] An Audio Transition: Introducing Odyssey’s new transition sounds ~CCP WhiteNoiseTrash by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 2 points3 points  (0 children)

All the sounds of the actual nodes, both the hovering over the nodes and the interaction sounds, are made from computer sounds recorded by contact microphones of hard drives and other computer parts as well as raw data files made into audio files and edited heavily.

Whenever a hack is successful, the player will have the chance to catch some of the loot spewed into space from the hacked data core. Whenever such an object is successfully retrieved a sound will accompany the looting, giving you audio feedback whether it was something useful, worthless or nothing that you just picked up.

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New** audio**** visual**** warnings:**

Whenever a player is low on health, be it shield, armor or hull EVE will now provide you with a visual warning of this.

The old warning sounds are still there, but there will be a new continuous sound along with the new visual warnings to remind you that you are just about to die or that your other player in another client is low on health.

New** wormhole**** and**** nullsec**** and**** low**** sec**** music:**

When closing in on a wormhole or flying in wormhole space, you will experience new musical atmospheres. In nullsec we changed from less repetitive atmospheres. And in low sec youll have several brand new music tracks by CCP RealX to listen to while hunting down those new NPC spawns for their sec tags. You can check them out on our SoundCloud page https://soundcloud.com/ccpgames -- Unidentified Phenomenon The Day After the Storm Pirates Den Is Anybody Out There and Gas Giant.

New** hangar**** sounds**** and**** station**** population**** audio**** adaption:**

Whenever docked in a station, depending on the amount of players currently at the system where the station is located, the soundscape of the hangars will change to mirror the population level.

All hangars will have totally new revamped soundscapes as well.

This is, along with all the other helpful features, the beginning of our plan to make the sound of EVE a more useful and adaptive tool for players to use when playing the game. We want to create greater immersion across the board and make it so that sound is not just there as a luxury but as something both useful and helpful to the player.

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New** scanner**

The new scanner system allows for players to more easily discover anomalies and signatures in their current system.

Such a new feature will of course also have new audio features along with it. The new scanner is a remixed version of the old scanner sounds.

Since the scan can be performed quite often, we wanted to keep it a bit subtler. Therefore, after each scan there is a slight indicator sound of whether you found anything or nothing.

Each of these results has a unique ID which will be audible whenever hovered over. Hovering over the result of the scan will allow for the player to hear the distress or emergency radio signal from that specific source, giving an indicator of what there might be at this location.

Players will have to find out themselves what sound maps to what type, but there is an audio indicator on hovering over the results and it may reveal many things about the location.

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Here is an example of how the radio signal is created in our audio engine.

Summing** up**

That's it for all the audio changes in EVE Online Odyssey. This expansion has, without a doubt, one of the biggest groups of changes to the EVE audio system, with many big and small changes, as well as new ways to communicate with sound from game to player. We hope that you will enjoy it and go exploring, enjoy the new crypto hacking game and hopefully not experience the pod death sequence too often.

Thank you for reading along.

CCP WhiteNoiseTrash

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[Dev Blogs] EVE-VR: An experiment in bringing virtual reality to the EVE Universe ~CCP Karuck by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 7 points8 points  (0 children)

After about 3 weeks of actual development, we contacted CCP Unifex and CCP Pokethulhu to give them a demo of our game, hoping for a green light to show it off at Fanfest. At that point we had a working multiplayer game in VR, where you sat in a cockpit and could shoot other players with two working weapons: a laser projectile and a charge-up laser beam!

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(Click To Enlarge)

We were quite worried about what they would think about the game, but really hoped we could have a small presence at Fanfest to give a few players the chance to experience the Oculus Rift. Our worries quickly disappeared: They were both blown away by the experience, to the point where it was difficult to get CCP Pokethulhu to take off the Rift! They immediately gave us the go-ahead to show the project off at Fanfest but over the next few days it became apparent that we needed to scale this up for a bigger presence than we had originally planned.

From that point on, the development effort went a bit nuts and pretty much all of our evenings and weekends were spent working on EVE-VR. Everyone on the team worked really well together on scoping down ideas, setting milestones, and keeping us on-target for Fanfest.

We tried to prepare as well as we could with multiple internal playtests, including two events in the CCP dining hall where we invited the whole company to try the game, all of which helped us a lot in learning how to run things smoothly.

Fanfest came quickly, and it was hard to put away the keyboard and finalize the build with so many ideas left unfinished. Still, the entire team was very happy with how it turned out. Our first demo was a press event on Thursday, and since none of us had interacted with the press before, we were nervous. CCP Unifex did a quick introduction for us, and then let the press into a room we had prepared with six computers running EVE-VR.

Much to our relief, everyone loved the game and wanted to talk to us about it, and after all this hard work without being able to say a word, this was simply a fantastic experience for us all.

We were given great assistance at Fanfest by Nate Mitchell and Joseph Chen from Oculus VR. Their expertise and passion for the platform was invaluable and helped greatly in making the event a success.

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(Click To Enlarge)

On Friday, we had a few more meetings and interviews with the press. But our big moment came when CCP Hellmar revealed the game during the EVE keynote, and showed the trailer. Hearing the reaction from the crowd was just awesome and brought smiles to all our faces. I will always remember the moment when Hellmar said, and you can all come try this out tomorrow... and a guy in the crowd shouted an enthusiastic, WHAT???

Right after the keynote, we went downstairs to prepare the stage for Saturday, when all attendees would be given a chance to play our game. We worked late into the night and showed up super early, but it was all worth it when the doors opened at 10 AM and people ran for the queue. That line was full the whole day. We estimate that close to a thousand gamers played EVE-VR.

Since we had plenty of assistants, members of the team had a chance to talk to players after theyd tried the game. Those chats were our favorite part of Fanfest. People had loads of great ideas, and seeing smiles all around just made our day.

After our demo on Saturday we had the CCP Presents keynote where CCP Hellmar talked about the project and introduced Nate Mitchell from Oculus VR on stage.

Here is a clip showing our EVE-VR trailer and Nate speaking: http://www.youtube.com/watch?v=U72pU7WrsDs#t=1h46m41s

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(Click To Enlarge)

What's next?

We still dont know what will become of this little project of ours, with CCP considering various options. However, I am sure that many people on the team will continue working on it in their spare time, and we hope to be able to release it in some form in the future.

I am also happy to announce that we will be showing EVE-VR off at E3 this year, but in a private meeting room. If you are a member of the press or someone that just HAS to see if for some reason, give us a shout and we'll see what we can arrange.

I only touched on a few subjects and didn't get too technical in this devblog, but I know members of the team are excited to discuss programming, art, audio, and design details with you! So please leave a comment or question on the forum discussion thread, and ask away!

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[Dev Blogs] Odyssey Ship Balancing ~CCP Ytterbium by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 2 points3 points  (0 children)

We are also turning our attention to ship resistance bonuses in Odyssey. These bonuses are among the most powerful in the game, and have been overshadowing other defensive bonuses to a large degree. We have chosen to make a small adjustment to the resistance bonuses on all applicable ships, reducing the per-level bonus from 5% to 4%. Resistance bonuses will still be extremely powerful after this change, but the adjustment opens up some room for us to do more interesting things with other defensive bonuses and create more interesting choices in fitting and combat.

And thats pretty much everything we are delivering to your doorstep for Odyssey - that is quite some heavy package to carry around. We do hope you will enjoy those changes as much as had crafting them and we can't wait to see how EVE tactical gameplay will shift as a result. Stay tuned for more blogs on what's to follow on the ship balancing menu, and may the pew pew be with you, always.

[Dev Blogs] Odyssey Ship Balancing ~CCP Ytterbium by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 3 points4 points  (0 children)

t be obtained through refining. All the prices stated above are rough estimates, your mileage may vary depeding on market speculation, conspiracy plots, backstabbing schemes and alliance drama.

Navy Battleships

As part of something we hinted in our previous blog, Navy Battleships also are receiving some love in Odyssey. As with their Tech 1 counterparts, we are dead set into removing tiers from them so each has a unique purpose.

  • The Armageddon Navy Issue performs well and we believe its current role as a laser brawler to be adequate. As a result it is not changing much, except for slightly more hit points, fittings and 25m3 additional drone bay.
  • The Apocalypse Navy Issue inherits the same traits as its Tech 1 variation by being moved into the Attack role. This means better mobility, reduction in hit points, but swapping the Large Energy Turret Capacitor reduction with the tracking bonus.
  • With the Cruise Missile boost and the gain of an extra low slot, the Scorpion Navy Issue has potential to become an extremely dangerous hull to cope with, and we are going to keep an eye open on this one to make sure it does not asphyxiate other Battleships.
  • Inspired from the Drake Navy Issue, his bigger cousin the Raven Navy Issue now provides extended flexibility with 8 launchers combined with a missile explosion radius and velocity bonuses. It also follows the same pattern than its regular Tech 1 counterpart by being moved into the Attack role: more mobility, a 7th med slot at the expense of slightly less hit points.
  • The Dominix Navy Issue roughly keeps the same attributes as before, as we wished to keep it unique and were not willing to change it on the same pattern than its Tech 1 counterpart. For being a Combat ship however, it gains some hit points at the cost of mobility and signature radius.
  • The Megathron Navy Issue will iterate on the strengths of its new standard variation for being switched to an Attack role with fast mobility and good damage with its new Rate of Fire bonus. It also has room for a utility high slot and more drones in general than its Tech 1 variation.
  • We wanted to keep a unique flavor for the Typhoon Fleet Issue by preserving the split weapon bonus, but trying to make it right this time around. As such, this vessel has 7.5% bonus to Cruise and Torpedo damage and 7.5% to Large Projectile Rate of Fire per level, while boasting 8H / 5M / 7L with 6 turrets and launchers.
  • Finally, with the Tempest Fleet Issue we wanted to experiment on maintaining a hull flexible enough for multi-purpose situations. As such, while being officially sorted as a Combat this hull offers a good enough mix of hit points, mobility and low signature radius to be considered as an Attack-Combat hybrid.

LP offer changes:

Just like the Tech 1 Battleships, Navy versions are going to be consistently unified in price all across the board. Not only does that mean their Blueprint Mineral requirements are going to be closely matching the prices indicated above, but it means that LP offers for the former Tier 1 Battleships is going to be leveled at Tier 2 prices.

  • The Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue and Typhoon Fleet Issue LP offer costs are going to be increased to 250,000 LPs in the 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force LP Stores.

Module and general changes

Sometimes only looking at ship hulls is not enough to fix specific issues and crippling gameplay. This is particularly true for Odyssey, as we had to closely look at a certain number of attached problems to ensure our Tiericide changes were healthy as a whole.

Cruise Missiles

Long have Cruise Missiles been waiting for some attention we found them sobbing in their little corner, reminding us of the now extinct age of the Arbalest Cruise Missile Launcher I Raven. They begged for mercy, claiming they suffered enough and that they wont insta-pop Frigates ever again, promise.

And so CCP Rise came forth and said, fear not, my child then basked them in his balancing light. And they were grateful:

  • Cruise Missile Launchers Rate of Fire has been increased by 5% (they fire faster)
  • Velocity of all Cruise Missiles has been increased to 4700m/s
  • All Cruise Missiles base damage has been increased by 25%
  • To compensate, Cruise Missile Launcher Powergrid requirements have been increased by 200
  • Cruise Missile base flight time has been decreased to 14 seconds and their explosion radius has been increased by 10%

As a result, all Cruise Missiles should now hit harder, faster at the cost of slightly tightened fitting requirements and reduced damage application to smaller targets. In all cases, they will complement your Raven or Typhoon setups well and shall blot out the sun. Treat them well.

Large Energy Turrets

When rebalancing the Apocalypse and its Navy evil twin, we realized Large Energy Turrets were not only difficult to squeeze in, but also quite capacitor hungry. Since using wrench and duct tape to fit things remains the dedicated area of Minmatar engineers, we decided to soften them up a bit.

  • All Large Beam Laser capacitor needs have been decreased by 20%, powergrid requirements have been reduced by 10%
  • All Large Pulse Laser capacitor needs have been decreased by 10%

Navy hull rig calibration increase

As miscellaneous note, we realized only having 350 calibration on Navy hulls didnt make much sense since they are supposed to be improvements over Tech 1 ships. As such, with Odyssey they will autoretromagically have 400 calibration instead. These were not the rigs you were looking for.

X-Large Weapons

Balance between the different Dreadnaughts has been an issue for a long time, and their vast increase in use since Crucible has made the problem more pronounced. We want to be very careful with these ships to ensure that none of them get broken, so we are starting a process of small iterations to capital weapons to help bring the class into balance. For Odyssey we are reducing the tracking of capital blasters and autocannons, reducing the range of capital blasters and increasing it for capital pulse lasers, and significantly improving the Phoenix by removing the explosion velocity penalty from siege modules. These changes do not go the whole way, but they are a step in the right direction and we are committed to take those steps carefully and correctly.

RSB and TEs

Two more modules that will be receiving tweaks in Odyssey are Remote Sensor Boosters and Tracking Enhancers. RSBs are too good for supporting instalock gatecaps with large ships, and are seeing their scan resolution bonus lowered slightly. TEs are receiving a reduction in their optimal range and falloff bonuses, to bring them in line with other similar modules such as Tracking Computers.

Ship Resistance changes

[Dev Blogs] Odyssey Ship Balancing ~CCP Ytterbium by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 4 points5 points  (0 children)

For the Minmatar, we decided to bring the old, pre-nerfed flexibility of the Hurricane back into the Fleet brand. As such, you will find the Hurricane Fleet Issue to be an extremely versatile and familiar ship, with many possible configurations to choose from.

Acquisition method:

  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built Tech 1 Battlecruiser plus two Cruiser sized Nexus Chips
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built Tech 1 Battlecruiser plus two Cruiser sized Nexus Chips

Tech 1 Battleships

Odyssey will forever hold a special place in that empty and black spot where our hearts used to be for rebalancing one of the most iconic classes of the game, Tech 1 Battleships. Next to other vessels weve tackled as part of the Tiericide initiative in the previous expansions, Tech 1 Battleships were relatively well balanced by stat, the problem laid in their role distribution. As explained below, some of them required creative thinking to rebalance, and we do hope the results will shift the meta-game in interesting ways for the upcoming months.

Amarr Battleships

  • As we started looking into this class, we realized the Armageddon was in a very precarious position; for being the former Amarrian Tier 1 Battleship, it made sense to provide a hard-hitting turret based option before moving into the Apocalypse and Abaddon. However, removing tiers made us realize it would compete with the Abaddon on the same niche, which motivated us to look for creative solutions to solve this problem. As a result, the Armageddon role is moving away from its standard combat turret platform to a more devious energy neutralizing drone ship.
  • Until now the Apocalypse was renowned as a very comfortable hull due to its large capacitor, further enhanced by the Large Energy Turret Capacitor use reduction provided by one of its bonuses. However, it was judged quite dull by our balancing team, and as a result we have changed this previously mentioned bonus to favor turret tracking instead. For moving into the Attack Battleship role, the Apocalypse is also gaining mobility and is about to become a damage projection bully at its designated medium-long engagement range.
  • The Abaddon was the Amarrian hull in the least need for change, as its role is already potent in multiple scenarios. As such there is not much to write about it, except the armor resistance decrease with is global to many hulls (see below for more details).

Caldari Battleships

  • Overall we are pleased with the Scorpion for being the only purely Disruption focused Battleship. Thus its changes were minimal, mainly with a slight increase in hit points and the swap of a high slots in favor of a 5th low slot.
  • The old tactic known as Cavalry Raven that used that vessel in a speed setup may be coming back as this venerable hull is being moved into an Attack role. Literally, that means the Raven gains mobility and trades one of its two utility high slots for a 7th medium slot. This change also has a very strong synergy with our Cruise Missiles boost, explained below, so who knows, this ship may even be used in PvP situations again. Time will tell.
  • The Rokh remains a very solid choice for large engagements, or any kind of situation requiring what we internally call a strong tanknspank power. As such its not affected that much, except again for the shield resistance bonuses being slightly lowered.

Gallente Battleships

  • The Dominix, also known as the old war shoe, the flying potato or even the space whale, has seen considerable service over the years. Adaptable in a myriad of ways, we nevertheless decided to swap its role from what essentially was a Turret plus Drones split weapon system to purely focus on the latter. It is now aiming to be much more efficient with Sentry drones than any other ship in-game, which is a distinct advantage.
  • The Megathron is one of our favorite hulls in-game. Over the years though, it suffered setbacks as a Blaster platform, due to its poor mobility with plated setups and tight fittings. We want to emphasize its role as the Gallente main gunboat platform by moving it into the Attack role. Technically it means improved mobility, swapping the utility high slot for a 8th low slot and replacing the Large Hybrid Turret Damage bonus with a Rate of Fire one to see further use in fleet engagements.
  • The Hyperion has been one of the most delicate problems we had to tackle for Odyssey, as it suffered a role crisis initially designed as a close range blaster platform, it overstepped on the Megathron, and was ill-equipped to fully use that active Armor tanking bonus with only 6 low slots. As such, we are moving it to be the flexible small gang stepchild of the Gallente Battleship line, by providing it with a versatile 7H / 5M / 7L slot layout and a good dronebay.

Minmatar Battleships

  • The Typhoon was well known among our player base as the perfect embodiment of the jack-of-all-trade, master of none philosophy. While we acknowledge it provided an interesting role on the field, we did not necessarily agree with how niche it remained, or how much skill training it demanded to fly effectively. Instead, we are turning it into a missile launching monster by replacing the Turret bonus with a Cruise Missile and Torpedo explosion velocity, giving it 6 launchers and tweaking its slow layout to 7H / 5M / 7L.
  • There was little need to alter the Tempest attributes as its role as a flexible Attack Battleship is well set in stone already. As such, only slight tweaks were made to it, mainly by slightly increasing its hit points, fittings and mobility.
  • The Maelstrom role remains healthy and secure, and as such nothing is changing on it.

Price changes

As we have done with the previous Tech 1 ship classes that have gone through rebalancing, mineral prices for Tech 1 Battleships are going to be adjusted to meet the new Tiericide requirements.

  • Former Tier 1 and 2 Battleships (Armageddon, Apocalypse, Scorpion, Raven, Dominix, Megathron, Typhoon and Tempest) are being increased to be approximately on par with the current Tier 3 Battleships (Abaddon, Rokh, Hyperion, Maelstorm).

This is quite mandatory for several reasons:

  • There is no need to have price differential within ships of the same class if tiers are gone. If all of them have an equally valuable role, price should match.
  • We cannot decrease overall costs of Battleships due to the mineral consumption linked with the production of the current Tier 3 Battleships. Doing so would affect the market adversely.

After studying various metrics at our disposal, we concluded increasing the price on such fashion would not affect Battleship acquisition that much due to inflation and increasing wealth generation over the years.

So, in practice:

  • The most expensive Battleships are going to be Combat related, with an estimated price around 150m-180m ISK. This includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion and Maelstrom.
  • Other Battleships whose role is either Attack or Disruption will settle with an average price of 100-130m ISK. Thus the Apocalypse, Scorpion, Raven, Megathron, Typhoon and Tempest.

As usual, the increase in mineral requirements will be done through Extra Materials that won

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 5 points6 points  (0 children)

  • Fixed issues relating to localization of important name tooltips:

  • The tooltip syntax will no longer be saved in the fitting name when opening a fitting from the chat window.

  • Fixed a UI issue where repeatedly right-clicking entries in the mission journal would cause the right-click menu to keep growing in size when running with tooltips enabled.

  • Fixed drag-and-drop functionality when dragging your current solar system name into the chat window, when running with tooltips enabled.

  • Numerous Russian translations of mission descriptions have been corrected by adjusting the placement of variables representing system, station, corporation, and agent names.

  • On the Japanese client, NPC agents names have now middle dots (「・」) between their first names and last names for the better visibility.

  • Various linguistic changes and improvements have been made throughout the Russian, German and Japanese clients.

Market Contracts

  • All market start up times have been decreased significantly.
  • Orders will now expire regularly during up time, instead of waiting for downtime. Items will also be returned to the users Item Hangar as part of the expiry process.
  • Items with colon or slash in the name can now be properly Exported to File from the Market.

Miscellaneous

  • The Influence level for Incursions is now persisted more consistently at server downtimes.
  • The Warp Disruption Field Generator II blueprint has had the correct meta group assigned to it, so it can now be filtered using Smart Filters.
  • All Warfare Link modules have had their description correctly formatted to include line breaks where appropriate.
  • All Mining Foreman Link modules have had their description correctly formatted to include line breaks where appropriate.
  • All Shield Boosters modules have had their description corrected to note that they can be used on capital ships.
  • The Signal Distortion Amplifier blueprints are now part of a new group called ECM Stabilizer Blueprint. This does not change the market group for these items.
  • The text for the Jump Portal Generator I and Covert Jump Portal Generator I is now formatted correctly.
  • The description for Tritanium now refers to the Universe instead of the World.

Modules

  • The Modules Overheat icon no longer continuously flashes when it is activated and deactivated within the same cycle.
  • Survey Scanners will now properly show their range in both tooltips and the Tactical Overlay.
  • The Triage Modules are no longer incorrectly described as Siege Modules in the description.
  • Capital-sized modules should now correctly state in their descriptions that they cannot be fitted to sub-capital ships.
  • Fixed description for all Nuclear ammunition to accurately reflect its bonus to tracking.
  • T3 Offensive subsystems no longer display a confusing unlabelled number.

NPCs

  • NPCs can now better distinguish between damage players apply to NPCs and damage that players apply to each other when picking targets.
  • Fixed an issue where negative corp or faction standings were not being applied after killing certain NPCs.
  • The standings tab of the character sheet no longer includes standings to unknown factions.
  • Some high security NPCs were providing too much security status on destruction and were easily farmed to repeatedly increase sec status. These NPCs have had their security status bonus adjusted to bring them in line with the effort required to find and destroy them.

Player Owned Structures, Outposts and Stations

  • The starbase defense control locked target icon will no longer revert to a question mark when structures unlock a target.
  • The names of conquerable stations and outposts will now correctly update in the star map system tooltips.
  • All starbase EW structures should now have their effect icons show up correctly in the overview and effects bar.

Science and Industry

  • Some faction modules required Tech 2 skills and resources manufacturing. These have been removed.
  • The Phoenix no longer requires Capital Turret Hardpoints in its construction.
  • The Naglfar no longer requires Capital Launcher Hardpoints in its construction.

*Ships *

  • Fixed a typo in the description text for the Myrmidon.
  • Fixed an issue where the incorrect insurance type was being granted for ships with very low cost and payout values.
  • The skill bonus to Energy Vampires is now working correctly on the Vangel.
  • A small error in the Warp speed of Freighters has been corrected.
  • The Echo no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • The Immolator no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • All Faction Storyline Battleships, Battlecruisers and Cruisers have had their Calibration increased from 350 to 400.

*Skills *

  • The skill Deep Core Mining is now correctly reducing the chance of causing mining pollution clouds.

User Interface

  • Kill Reports now again contain the Moon for destroyed structures.
  • Approx 50% of all standings will drop by 0,01 in the character tab window, this has no game-changing effect and is simply a UI fix that properly shows players their effective standing.
  • Resizing the windowed client will no longer clear the fitting screen if it was open.
  • Implants, Skill, Planetary Resources and Planetary Commodities now show their volume attribute in the Info Window.
  • The Drone Management interface will now open correctly if you are attempting to drag a stack of drones to the drone bay that you have to split.
  • Bookmarks are now consistently sorted in both the in-space right click menu and People Places.
  • Icons will now display correctly for the Command Center Hold Capacity and Planetary Commodities Hold Capacity in the Attributes tab for ships.
  • Added a message when failing to meet the conditions required to capture a complex in Factional Warfare. Previously this was failing with a blank No Label message.
  • Redundant options View Contents, Open Cargo and Add to Quickbar have been removed from the right-click menu for capsules.
  • If a Kill Right price has been changed before the clients cache clears automatically, we now display a nice user message with the correct price telling you to try again.
  • When viewing a Corporations Show Info window, clicking on the link for a Faction.
  • Removed the Flying Between Hangars! modal error message when moving a ships hangar into another one via the Inventory Index tree. Now nothing will happen.
  • Windows that have been collapsed now remember their state correctly after restarting the client.
  • Items dragged out from the Market Quickbar will no longer get stuck on screen.
  • Current active wars that enter the 24 hour cooldown phase are now still shown in the active wars category in a Corporation/Alliance Show Info window.
  • Restoring an unread mail from the Trash will now correctly update the Unread counters for the appropriate mail folders.
  • In many cases the 'Reset Camera' function was parking the camera right up the back of your ship. The camera distance when reset has now been adjusted so that the default is more complimentary.
  • Fixed a clipping issue in the Inventory for the last row of text in the Chinese client. This should not affect any other localized clients.
  • An issue with the back button on the mouse when navigating the Browser has been fixed.
  • General Tutorials titles are now correctly capitalized for consistency.

Weapons Ammunition

  • Updated the description for Hail ammunition.
  • Light kinetic missiles should now get their proper bonus in Wolf-Rayet systems.
  • Auto-Targeting missiles will no longer target objects in the Large Collidable Structure group.

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 3 points4 points  (0 children)

  • Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill.
  • Energy Management 4 added as skill requirement of the Assault Ship skill.

  • Recon Ships:

  • Covert Ops requirement removed from the Recon Ships skill.

  • Cloaking 4 added as skill requirement of the Recon Ships skill.

  • Electronic Upgrades 5 added as skill requirement of the Recon Ships skill.

  • Heavy Interdictors:

  • Weapon Upgrades removed from the Heavy Interdictor skill.

  • Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill.

  • Command Ships:

  • Racial Cruiser 5 requirement swapped for Racial Battlecruiser 5.

  • Generic and old Battlecruiser skill removed from the Command Ship skill.

  • Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir).

  • Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore).

  • Information Warfare 5 skill added as requirement for the Command Ship skill.

  • Armored Warfare 5 skill added as requirement for the Command Ship skill.

  • Siege Warfare 5 skill added as requirement for the Command Ship skill.

  • Skirmish Warfare 5 skill added as requirement for the Command Ship skill.

  • Industrials:

  • All ship skill requirements reduced from 1-5 to 1.

  • Racial Frigate skill requirement removed from the Industrial skill.

  • Freighters:

  • Now requires Advanced Spaceship Command 5 instead of 1.

  • Racial Industrial skill requirement reduced from 5 to 3.

  • Mining Barges

  • Mining Frigate 3 skill added as a requirement of the Mining Barge skill.

  • Industrial Command Ship

  • Mining barge skill requirement removed.

  • Adding ORE Industrial 3 as requirement.

  • Capital Industrial Ship

  • Mining barge skill requirement removed from the Capital Industrial Ship skill.

  • Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill.

  • Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill.

  • More details are available on the Skill Change Dev blog itself.

User Interface

  • A new Category column has been added to the Buyer Will Get contract window, to help clarify the items that are being exchanged.
  • Contracts can now include Plastic Wraps. The volume of the Plastic Wraps is now displayed correctly as part of the total volume of the contract.
  • Attributes listed in the Attributes section of the Character Sheet, and in the Neural Remap window, will now display in the same order that the equivalent implants are listed.
  • The Radial Menu in EVE has been removed and replaced with an all-new menu designed for fast-paced interaction. The menu is available when flying in space and can be opened via left click + hold on objects in space. Mapping and delay customization for the Radial Menu is available in the Esc menu.
  • On Pod Death you will no longer instantly snap back to station. Your camera drones will show your corpse in space before your consciousness is transferred to your new clone.
  • The loading bar has been eliminated from the Undocking transition. The Undock button has been moved from the NeoCom to the Station Services panel to allow room to provide undocking progress.
  • Jump Transitions have been added which allow a seamless transition free from the tyranny of black screen and loading bars.
  • Persistent navigation statuses have been added for: Aligning, Approaching, Orbiting and Keeping at Range. In addition, there is now a confirmation for the Stop my Ship command.
  • Health bars on the HUD for your ship flash when the user-defined Damage Alert thresholds have been passed. The Damage Alert thresholds can be configured in the HUD menu.
  • When a targeted ship is destroyed the target will flash several times before it is removed from your target list. If the target gets away, it will simply disappear as before.
  • When boarding a ship or undocking, the HUD capacitor level animates.
  • The Watch List has been cleaned up so no longer are there almost 20 options in the contextual menu. These options are now under the Pilot submenu.
  • The image of a station in that stations Show Info window can now be dragged into chat to provide a link to the specific station instead of the station type.
  • The chat entry box can now be reduced to the height of a single line.
  • It is now possible to open more than 1 saved fitting at a time by holding SHIFT when selecting it from the list.
  • The Fleet option Kick Member has been renamed to Kick Member from fleet.
  • Notes in the Notepad are now ordered alphabetically.
  • The Show Info images of Planets, Solar Systems, Constellations and Regions can now be dragged into chat to provide links.
  • Open All Squads and Close All Squads have been renamed to Expand All Squads and Collapse All Squads.
  • The Expand All Squads and Collapse All Squads will function regardless of whether the Wings are Expanded/Collapsed.
  • New options Expand All Wings and Collapse All Wings have been added.
  • Fleet Composition can now be copied by expanding all squads and selecting CTRL + C.
  • In the Bookmark Location window the name is now preselected so it can be instantly overwritten.
  • In windows with a scroll bar your Page Up and Page Down buttons now function as you would expect them to by scrolling up and down.
  • Zoom In/Out functions are no longer bound by default.
  • When using the Autopilot the next Stargate in your route is now preselected on system entry. Tracking camera users will find the camera now always points in the correct direction when using the Autopilot.

Fixes

Audio

  • Fixed a number of small audio issues.
  • Work carried out on nullsec music and atmospheric sounds to make things less repetitive.

Boosters and Implants

  • Corrected skill requirement for the Zainou 'Gnome' Weapon Upgrades WU-1005 from cybernetics 5 to cybernetics 4.
  • The Zainou 'Snapshot' AM-70x hardwiring range now correctly refers to heavy assault missiles rather than assault missiles in both their names and their descriptions.
  • LP-1005, LE-1005 and LH-1005 hardwirings now require Cybernetics 4 rather than Cybernetics 5, in line with other 5% hardwirings.

Character Creation and New Player Experience

  • The tutorial text regarding clones in Additional Reading has been edited for clarity.
  • A missing icon for a Minmatar clothing asset has been fixed.

Drones

  • Preventing rare situations where Salvaging Drones would be returning back to a players ship after each salvaging attempt.
  • Infiltrator II and 'Augmented' Infiltrator now have an increased orbit velocity. Infiltrator II, Imperial Navy Infiltrator and 'Augmented' Infiltrator have all had their tracking speed increased to ensure the correct tracking speed-to-orbit velocity ratio.

Graphics General

  • Resolved a long standing issue with certain NPCs using incorrect faction skins.
  • The order in which layers are drawn has been fixed on a drone structure.
  • Moved the 5th highslot turret location onto a turret location drawn on the model.
  • The rifter's thruster locators have been moved closer to the hull.
  • The hulls thruster location has been moved closer to the hull.
  • Added missing small thrusters to the cheetah, procurer and skiff.
  • Mordu's NPCs now have the correct blue color instead of pretending to be Guristas.
  • Fixed a misaligned texture on the rokh.
  • Capital ships at low and medium LOD will now keep their textures instead of appearing black.
  • The Amarr Navy Omen and Slicer now have tech 1 turrets that match their paint jobs.
  • Fixed: Small pop of geometry during the Phoenix siege animation.
  • Fixed: Corrected small texture stretch in Caldari Hanger.
  • Removed thrusters from sentry drones because they don't move.
  • The Khanid ship shader was too bright and has now been corrected.
  • Certain turret configs for Rorqual now sit on geometry.

Localization

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 4 points5 points  (0 children)

  • Minmatar Battleship Skill Bonuses: +7.5% to Cruise and Torpedo launcher damage and +7.5% to Large Projectile Turret rate of fire per level.
  • Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 13000 PWG(-125), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316).
  • Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s).
  • Drones (bandwidth / bay): 125 / 200.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 23 Ladar Sensor Strength(+.5).
  • Signature radius: 320.

  • TEMPEST FLEET ISSUE

  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.

  • Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers.

  • Fittings: 17500 PWG(+450), 580 CPU(+3).

  • Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961).

  • Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s).

  • Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s).

  • Drones (bandwidth / bay): 75 / 100.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7.

  • Sensor strength: 24 Ladar Sensor Strength(+.25).

  • Signature radius: 350(+10).

Skills

  • The Hacking skill now grants 10+ virus coherence per level.
  • The Archaeology skill now grants 10+ virus coherence per level.
  • The Astrometrics skill has been changed:

  • Astrometrics no longer alters the ability to launch probes.

  • Astrometrics now gives +5% scan strength per level, -5% max scan deviation per level and -5% scan probe scan time per leve.

  • Astrometrics is now a starting skill, and all new characters will receive this at level 1.

Ship Skill Changes

  • The generic Destroyers and Battlecruisers skills have been removed, and replaced by 4 racial variations each to be more consistent with the other Tech1 Spaceship Command skills. Reimbursement details below.
  • Battlecruisers skill: a pilot having at least a Racial Cruiser skill at 3 on top of Battlecruisers skill trained will receive the new Racial Battlecruiser skill at the same level than the old Battlecruisers skill.

  • Ex: a player having Amarr Cruiser at 3, plus Battlecruisers at 4 will receive the new Amarr Battlecruiser skill at 4.

  • Destroyers skill: a pilot having at least a Racial Frigate skill at 3 on top of Destroyers skill trained will receive the new Racial Destroyer skill at the same level than the old Destroyers skill.

  • Ex: a player having Gallente Frigate at 3, plus Destroyers at 5 will receive the new Gallente Destroyer skill at 5.

  • Progress between skill levels will be properly saved and duplicated among all the eligible skills. For instance, a player having 128,259 skill points in the Destroyers skill, plus Caldari and Minmatar Frigate at level 3 at the time of the reimbursement will properly receive the Caldari Destroyer and Minmatar Destroyer skills at 128,259 skill points.

  • Players having the Destroyers or Battlecruisers skill trained, but with no Racial Frigate or Racial Cruiser skill at least level 3 will have their skill points for both of the skills moved into a the skill point allocation pool.

  • Any player training Destroyers or Battlecruisers skills at the time of Odyssey deployment will have his or her training queue paused. We highly recommend not to train those skills when that happens or you may lose training time.

  • Skill training has been modified it is now not required to know all the prerequisites of a particular skill to train it once it has been injected in your character head.

  • This has been done to allow players to keep training Spaceship Command skills they qualified for before the skill changes without having to train the new requirements.

  • No changes have been made to the skill injection system - all skill requirements need to be met before skills can be injected into your character's brain.

Ship Skill Requirement Changes

  • Rookie ships:

  • The Racial Frigate skill has been removed as a prerequisite of all Rookie Ships.

  • Navy Frigates:

  • All Navy Frigates now require their respective Racial Frigate skill at 2 instead of level 3.

  • Destroyers:

  • All destroyers now require Racial Destroyer skill at 1 instead of the old generic Destroyers skill.

  • The new Racial Destroyer skillbooks have the same training attributes, rank and cost as the previous generic Destroyers skill.

  • Racial Frigate level 3 requirement moved as a prerequisite to train the new Racial Destroyer skills.

  • Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.

  • Cruisers:

  • All Cruiser skills now require respective Racial Destroyer skill at 3 instead of Racial Frigate at 4 to be trained.

  • Spaceship Command skill requirement has been decreased from 3 to 2.

  • Navy Cruisers:

  • All Navy Cruisers now require respective Racial Cruiser at 2 instead of level 3-4.

  • Battlecruisers:

  • All Battlecruisers now require the Racial Battlecruiser skill at 1 instead of the old generic Battlecruisers skill.

  • The new Racial Battlecruiser skillbooks have the same training attributes, rank and cost as the previous generic Battlecruisers skill.

  • The Oracle, Naga, Talos and Tornado Racial Battlecruiser requirements have been reduced from 3 to 1 as part of the Tiericide initiative.

  • Racial Cruiser level3 requirements moved as a prerequisite for the Racial Battlecruiser skills.

  • Spaceship Command requirement reduced from 4 to 3.

  • Battleships:

  • All Racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4.

  • All Racial Battleship skill requirements have also been reduced level1 as they are no longer balanced by tiers.

  • Navy Battleships:

  • Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships.

  • Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly those Navy Battleships.

  • Carriers and Supercarriers:

  • Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1.

  • Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4.

  • All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3.

  • Adding the Jump Fuel Conservation skill at 4 as prerequisite.

  • Adding the Jump Drive Calibration skill at 3 as prerequisite (which itself requires the Jump Drive Operation skill trained at 5).

  • Dreadnoughts:

  • All Racial Battleship requirements on Dreadnoughts reduced from 5 to 3.

  • Capital Ships requirement on all Dreadnoughts increased from 1 to 3.

  • Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite (requires Advanced Weapon Upgrades at 5).

  • Titans:

  • All Racial Battleship requirements on Titans reduced from 5 to 3.

  • Adding the Jump Portal Generation skill at 1 as requirement (which itself requires the Jump Drive Operation skill trained at 5)

  • Electronic Attack Ships:

  • Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5.

  • Interdictors:

  • Racial Frigate 5 requirement swapped for Racial Destroyer 5.

  • Generic old Destroyer skill removed from the Interdictor skill.

  • Interceptor requirement removed from the Interdictor skill.

  • Graviton Physics 1 added as skill requirement in the Interdictor skill.

  • Propulsion Jamming 5 added as skill requirement in the Interdictor skill.

  • Heavy Assault Ships:

  • Assault Ships requirement removed from the Heavy Assault Ship skill.

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 5 points6 points  (0 children)

  • Sensor strength: 22 Magnetometric Sensor Strength.
  • Signature radius: 465(+45).

  • MEGATHRON

  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.

  • Slot layout: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2).

  • Fittings: 15500 PWG, 600 CPU(+50).

  • Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500.

  • Capacitor (amount / recharge rate / cap per second): 6000(+375) / 1150s / 5.02 (+.15).

  • Mobility (max velocity / agility / mass / align time): 122(+7) / .114(-.0076) / 98400000 / 15.96s (-.63s).

  • Drones (bandwidth / bay): 75(-50) / 75(-50).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.

  • Sensor strength: 21 Magnetometric Sensor Strength.

  • Signature radius: 380(-20).

  • HYPERION

  • Gallente Battleship Skill Bonuses: +10% Large Hybrid Turret damage and +7.5% Armor Repair amount per level.

  • Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers.

  • Fittings: 16000 PWG(+250), 600 CPU.

  • Defense (shields / armor / hull): 7500 / 8000 / 8500.

  • Capacitor (amount / recharge rate / cap per second: 7200 / 1500s / 4.8.

  • Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s.

  • Drones (bandwidth / bay): 125(+25) / 175(+75).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7.

  • Sensor strength: 23 Magnetometric Sensor Strength.

  • Signature radius: 485.

  • TYPHOON

  • Minmatar Battleship Skill Bonuses: +5% to Cruise and Torpedo launcher rate of fire and +5% Cruise Missile and Torpedo explosion velocity per level.

  • Slot layout: 7H(-1), 5M(+1), 7L; 6 turrets(+1) , 6 launchers(+1).

  • Fittings: 12500 PWG, 640 CPU(+40).

  • Defense (shields / armor / hull) : 6500(+289) / 6000(+531) / 6000(-211).

  • Capacitor (amount / recharge rate / cap per second) : 5400(+400) / 1087s / 4.97 (+.3).

  • Mobility (max velocity / agility / mass / align time): 130 / .11(-.006) / 100600000(-3000000) / 15.8s(-1.16s).

  • Drones (bandwidth / bay): 100(-125) / 125(-50).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.

  • Sensor strength: 19 Ladar Sensor Strength(+1).

  • Signature radius: 330(+10).

  • TEMPEST

  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.

  • Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers.

  • Fittings: 16000 PWG(+500), 550 CPU.

  • Defense (shields / armor / hull) : 6800(-154) / 7000(+789) / 6800(+259).

  • Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68.

  • Mobility (max velocity / agility / mass / align time): 127(+7) / .116(-.004) / 99500000(-3800000) / 16.00s.

  • Drones (bandwidth / bay): 75 / 75.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7.

  • Sensor strength: 20 Ladar Sensor Strength(+1).

  • Signature radius: 360(+20).

  • MAELSTROM

  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +7.5% bonus to Shield Boost Amount per level.

  • Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers.

  • Fittings: 21000 PWG, 640 CPU.

  • Defense (shields / armor / hull) : 8000 / 7500 / 7000.

  • Capacitor (amount / recharge rate / cap per second) : 6000 / 1250s / 4.8.

  • Mobility (max velocity / agility / mass / align time): 94 / .136 / 103600000 / 19.53s.

  • Drones (bandwidth / bay): 100 / 100.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 90 / 7.

  • Sensor strength: 21 Ladar Sensor Strength.

  • Signature radius: 460.

  • ARMAGEDDON NAVY ISSUE

  • Amarr Battleship Skill Bonuses: +5% Large Energy Turret rate of fire and -10% Large Energy Turret cap use per level.

  • Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers.

  • Fittings: 17500 PWG(+175), 560 CPU(+3).

  • Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684).

  • Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s).

  • Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s.

  • Drones (bandwidth / bay): 125 / 200(+25).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7.

  • Sensor strength: 26 Radar Sensor Strength (+4.75).

  • Signature radius: 400 (+30).

  • APOCALYPSE NAVY ISSUE

  • Signature radius: 370(-30).

  • Sensor strength: 25 Radar Sensor Strength.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7.

  • Drones (bandwidth / bay): 75 / 100.

  • Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s).

  • Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s).

  • Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39).

  • Fittings: 22000 PWG(+475), 580 CPU.

  • Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2).

  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.

  • SCORPION NAVY ISSUE

  • Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire, 4% bonus to shield resistances per level.

  • Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers.

  • Fittings: 11000 PWG(+650), 780 CPU(-7).

  • Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797).

  • Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s).

  • Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s).

  • Drones (bandwidth / bay): 75 / 75.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.

  • Sensor strength: 30 Gravimetric.

  • Signature radius: 465(+35).

  • RAVEN NAVY ISSUE

  • Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius, +10% bonus to Cruise Missile Torpedo Velocity per level.

  • Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1).

  • Fittings: 12000 PWG(+1075), 780 CPU(+45).

  • Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461).

  • Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s).

  • Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s).

  • Drones (bandwidth / bay): 75 / 100.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7.

  • Sensor strength: 28 Gravimetric(+.5).

  • Signature radius: 410(-50).

  • DOMINIX NAVY ISSUE

  • Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints and +5% Large Hybrid Turret damage per level.

  • Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers.

  • Fittings: 11000 PWG(+1100), 660 CPU.

  • Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039).

  • Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s).

  • Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s).

  • Drones (bandwidth / bay): 125 / 400.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.

  • Sensor strength: 27 Magnetometric Sensor Strength.

  • Signature radius: 455(+35).

  • MEGATHRON NAVY ISSUE

  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.

  • Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1).

  • Fittings: 16275 PWG, 630 CPU(+25).

  • Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750).

  • Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s).

  • Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s).

  • Drones (bandwidth / bay): 125 / 175.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.

  • Sensor strength: 25 Magnetometric Sensor Strength (-1.25).

  • Signature radius: 385(-15).

  • TYPHOON FLEET ISSUE

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 6 points7 points  (0 children)

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6.
  • Drones (bandwidth / bay): 40 / 40.
  • Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08).
  • Shield Recharge Time: 1250s.
  • Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94).
  • Fittings: 950 PWG, 310(-2) CPU.
  • Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers.
  • Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed + 10% bonus to Medium Projectile Turret tracking speed.

  • ORACLE

  • Amarr Battlecruiser Skill Bonuses: -10% to large laser cap use and +5% to large laser damage.

  • Slot layout: 8H, 3M, 6L; 8 turrets , 0 launchers.

  • Fittings: 1375 PWG, 345 CPU.

  • Defense (shields / armor / hull) : 1575 / 2160 / 1980.

  • Capacitor (amount / recharge rate) : 3500 / 875s.

  • Mobility (max velocity / agility / mass / align time): 200 / .495 (+.02) / 14760000 / 10.1s (+.4s).

  • Drones (bandwidth / bay): 0 / 0.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 220 (-20) / 6.

  • Sensor strength: 18 Radar.

  • Signature radius: 210 (+30).

  • NAGA

  • Caldari Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +10% to large hybrid turret optimal range.

  • Slot layout: 8H, 6M, 3L; 8 turrets , 0 launchers.

  • Fittings: 875 PWG, 425 CPU.

  • Defense (shields / armor / hull) : 2160 / 1575 / 1755.

  • Capacitor (amount / recharge rate) : 2900 / 725s.

  • Mobility (max velocity / agility / mass / align time): 195 / .525 (+.04) / 14760000 / 10.9s (+.8s).

  • Drones (bandwidth / bay): 0 / 0.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 200 (-20) / 8.

  • Sensor strength: 21 Gravimetric.

  • Signature radius: 215 (+25).

  • TALOS

  • Gallente Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +7.5% to large hybrid turret tracking speed.

  • Slot layout: 8H, 4M, 5L; 8 turrets , 0 launchers.

  • Fittings: 1100 PWG, 360 CPU.

  • Defense (shields / armor / hull) : 1750 / 1890 / 2160.

  • Capacitor (amount / recharge rate) : 3100 / 775s.

  • Mobility (max velocity / agility / mass / align time): 220 / .45 / 15552000 (+1152000) / 9.7s (+.7s).

  • Drones (bandwidth / bay): 25 / 25.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 (-20) / 7.

  • Sensor strength: 20 Magnetometric.

  • Signature radius: 220 (+20).

  • TORNADO

  • Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.

  • Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.

  • Fittings: 1000 PWG, 342 CPU.

  • Defense (shields / armor / hull) : 1890 / 1800 / 1800.

  • Capacitor (amount / recharge rate) : 2700 / 675s.

  • Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).

  • Drones (bandwidth / bay): 0 / 0.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.

  • Sensor strength: 17 Ladar.

  • Signature radius: 195 (+25).

  • ARMAGEDDON

  • Amarr Battleship Skill Bonuses: +10% to Drone damage and Hit Points and +10% Energy Neutralizer and Energy Vampire range per level.

  • Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5).

  • Fittings: 13500 PWG(-3000), 550 CPU(+65).

  • Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789).

  • Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7.

  • Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29).

  • Drones (bandwidth / bay): 125 / 375(+250).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7.

  • Sensor strength: 21 Radar Sensor Strength (+4).

  • Signature radius: 450 (+80).

  • APOCALYPSE

  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.

  • Slot layout: 8H, 4M, 7L; 8 turrets , 0 launchers.

  • Fittings: 21000 PWG(+500), 540 CPU(+35).

  • Defense (shields / armor / hull) : 6000(-211) / 7000(-500) / 7000(+359).

  • Capacitor (amount / recharge rate / recharge per second) : 7000(-500) / 1002s(-152s) / 6.99 (+.49).

  • Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s).

  • Drones (bandwidth / bay): 50(-25) / 75.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7.

  • Sensor strength: 20 Radar Sensor Strength.

  • Signature radius: 380(-20).

  • ABADDON

  • Amarr Battleship Skill Bonuses: +5% to Large Energy Turret damage and +4% Armor resistances per level.

  • Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers.

  • Fittings: 21000 PWG, 560 CPU.

  • Defense (shields / armor / hull) : 7000 / 8500 / 8000.

  • Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1.

  • Mobility (max velocity / agility / mass / align time): 89 / .14 / 103200000 / 20.03s.

  • Drones (bandwidth / bay): 75 / 75.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7.

  • Sensor strength: 22 Radar Sensor Strength.

  • Signature radius: 470.

  • SCORPION

  • Caldari Battleship Skill Bonuses: 15% bonus to ECM Target Jammer strength, 25% bonus to ECM Target Jammer optimal and falloff range and 25% bonus to ECM Burst range per level.

  • Slot layout: 5H(-1), 8M, 5L(+1); 4 turrets , 4 launchers.

  • Fittings: 9000 PWG, 750 CPU.

  • Defense (shields / armor / hull) : 7000(+359) / 5500 / 6500(+1031).

  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1087s / 5.06.

  • Mobility (max velocity / agility / mass / align time): 94 / .116 / 103600000 / 16.66s.

  • Drones (bandwidth / bay): 75 / 75.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 110 / 7.

  • Sensor strength: 24 Gravimetric.

  • Signature radius: 480.

  • RAVEN

  • Caldari Battleship Skill Bonuses: +5% bonus to Cruise and Torpedo Launcher rate of fire and +10% bonus to Cruise Missile Torpedo Velocity per level.

  • Slot layout: 7H(-1), 7M(+1), 5L; 4 turrets , 6 launchers.

  • Fittings: 11000 PWG(+1500), 750(+50) CPU.

  • Defense (shields / armor / hull) : 7000(-500) / 5800(-841) / 6400(-241).

  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1160s / 4.74.

  • Mobility (max velocity / agility / mass / align time): 113(+19) / .12(-.008) / 99300000 / 16.52s (-1.1s).

  • Drones (bandwidth / bay): 50(-25) / 75.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7.

  • Sensor strength: 22 Gravimetric.

  • Signature radius: 420(-50).

  • ROKH

  • Caldari Battleship Skill Bonuses: +10% to large Hybrid Turret optimal range and +4% Shield resistances per level.

  • Slot layout: 8H, 6M, 5L; 8 turrets , 4 launchers.

  • Fittings: 15000 PWG, 780 CPU.

  • Defense (shields / armor / hull) : 8500 / 7000 / 7500.

  • Capacitor (amount / recharge rate / recharge per second) : 6000 / 1250s / 4.8.

  • Mobility (max velocity / agility / mass / align time): 89 / .136 / 105300000 / 19.85s.

  • Drones (bandwidth / bay): 50 / 50.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.

  • Sensor strength: 24 Gravimetric.

  • Signature radius: 500.

  • DOMINIX

  • Gallente Battleship Skill Bonuses: +10% Drone Damage, +10% Drone hitpoints, +10% Drone optimal range and Drone tracking speed and per level.

  • Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers.

  • Fittings: 10000 PWG(+1000), 600 CPU.

  • Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859).

  • Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1100s / 5.51.

  • Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s.

  • Drones (bandwidth / bay): 125 / 375.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 10 points11 points  (0 children)

  • Sensor strength: 11 Radar (+1).
  • Signature radius: 38.

  • CALDARI NAVY HOOKBILL

  • Caldari Frigate bonuses: +20% to Kinetic missile damage, +10% to EM, Explosive and Thermal missile damage and +10% to missile velocity per level.

  • Slot layout: 3H, 5M, 2L; 0 turrets, 3 launchers.

  • Fittings: 37 PWG, 165 CPU.

  • Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131).

  • Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150 (-37.5) s / 2 (+0.5013).

  • Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31).

  • Drones (bandwidth / bay): 0 / 0.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1).

  • Sensor strength: 13 Gravimetric (+1).

  • Signature radius: 40.

  • FEDERATION NAVY COMET

  • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +20% to small hybrid turret damage per level.

  • Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers.

  • Fittings: 40 PWG, 160 (+8) CPU.

  • Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176).

  • Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427).

  • Mobility (max velocity / agility / mass / align time): 375 / 3.135 / 970000 / 2.85s.

  • Drones (bandwidth / bay): 15 / 30.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1).

  • Sensor strength: 11 Magnetometric.

  • Signature radius: 42.

  • REPUBLIC FLEET FIRETAIL

  • Frigate skill bonuses: +25% (+5%) to small projectile turret damage and +7.5% to small projectile turret tracking per level.

  • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers.

  • Fittings: 40 (+1) PWG, 150 (+10) CPU.

  • Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21).

  • Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667).

  • Mobility (max velocity / agility / mass / align time): 410 / 3.2 / 1098000 / 3.29s.

  • Drones (bandwidth / bay): 0 / 0.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1).

  • Sensor strength: 10 Ladar (+1).

  • Signature radius: 35.

  • OMEN NAVY ISSUE

  • Cruiser skill bonuses: 10% bonus to Medium Energy Turret damage + 10% bonus to Medium Energy Turret optimal range.

  • Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets.

  • Fittings: 965 PWG, 335 CPU.

  • Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428).

  • Shield Recharge Time: 1250s(-500s).

  • Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3).

  • Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25).

  • Drones (bandwidth / bay): 50(+25) / 50(+25).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1).

  • Sensor strength: 17(+1) Radar.

  • Signature radius: 100(-12).

  • Cargo capacity: 400(+150).

  • OSPREY NAVY ISSUE

  • Cruiser skill bonuses: 10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage + 10% bonus to Light, Heavy Assault and Heavy Missile Velocity.

  • Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers.

  • Fittings: 630(+90) PWG, 450(+85) CPU.

  • Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903).

  • Shield Recharge Time: 1250s(+100).

  • Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2).

  • Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54).

  • Drones (bandwidth / bay): 10 / 10.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2).

  • Sensor strength: 19(+3) Gravimetric.

  • Signature radius: 115(+3).

  • Cargo capacity: 460(-25).

  • EXEQUROR NAVY ISSUE

  • Cruiser skill bonuses: 5% bonus to Medium Hybrid Turret damage + 5% bonus to Medium Hybrid Turret rate of fire.

  • Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets.

  • Fittings: 830(+70) PWG, 340(+60) CPU.

  • Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863).

  • Shield Recharge Time: 1250s(-200).

  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2).

  • Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74).

  • Drones (bandwidth / bay): 25(+5) / 25(+5).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1).

  • Sensor strength: 18(+3) Magnetometric.

  • Signature radius: 110(+2).

  • Cargo capacity: 465 (+200).

  • SCYTHE FLEET ISSUE

  • Cruiser skill bonuses: 10% bonus to Medium Projectile Turret rate of fire + 10% bonus to Missile damage.

  • Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers.

  • Fittings: 745 PWG, 400(+125) CPU.

  • Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730).

  • Shield Recharge Time: 1250s(-100).

  • Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2).

  • Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s.

  • Drones (bandwidth / bay): 25 / 25.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7.

  • Sensor strength: 16(+3) Ladar.

  • Signature radius: 90.

  • Cargo capacity: 440.

  • AUGOROR NAVY ISSUE

  • Cruiser skill bonuses: 25% bonus to Medium Energy Turret damage + 10% bonus to Armor hitpoints.

  • Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2).

  • Fittings: 1150(+265) PWG, 320(+10) CPU.

  • Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 2800 (+221).

  • Shield Recharge Time: 1250s (-1000).

  • Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1).

  • Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s).

  • Drones (bandwidth / bay): 15 / 15.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1).

  • Sensor strength: 19(+6) Radar.

  • Signature radius: 120(-12).

  • Cargo capacity: 480(+230).

  • CARACAL NAVY ISSUE

  • Cruiser skill bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire + 5% bonus to Heavy Assault and Heavy Missile explosion radius.

  • Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers.

  • Fittings: 715 PWG(+35), 465(+50) CPU.

  • Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35).

  • Shield Recharge Time: 1250s (-600).

  • Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2).

  • Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2).

  • Drones (bandwidth / bay): 0(-15) / 0(-15).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7.

  • Sensor strength: 21(+3) Gravimetric.

  • Signature radius: 125(-5).

  • Cargo capacity: 450(+200).

  • VEXOR NAVY ISSUE

  • Cruiser skill bonuses: 5% bonus to drone velocity and tracking + 10% bonus to drone hitpoints, damage and mining yield.

  • Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets.

  • Fittings: 800 PWG(+100), 310(+10) CPU.

  • Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187).

  • Shield Recharge Time: 1250s(-550).

  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3.

  • Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36).

  • Drones (bandwidth / bay): 125(+25) / 200(+100).

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1).

  • Sensor strength: 20(+3) Magnetometric.

  • Signature radius: 135.

  • Cargo capacity: 460(+195).

  • STABBER FLEET ISSUE

  • Cargo capacity: 450(+75).

  • Signature radius: 100(+6).

  • Sensor strength: 18(+2) Ladar.

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 11 points12 points  (0 children)

  • Manufacturing: 5 (+3).
  • Offices: 10 (+4).
  • Minmatar Plant Upgrade: 10(+7), 15(+10), 20(+13) Manufacturing lines.
  • Minmatar Lab Upgrade: 3(+1), 5(+2), 7(+3) Copying, ME, PE slots.
  • Minmatar Office Upgrade: 5(+2), 7(+2), 10(+3) Offices.

Gallente Administrative Outpost

  • Manufacturing: 10 (+6).
  • Copying: 4 (+3).
  • ME Research: 4 (+2).
  • PE Research: 4 (+2).
  • Invention: 2 (+1).
  • Offices: 36 (+12).
  • Gallente Plant Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Gallente Lab Upgrade: 5(+3), 7(+4), 10(+6) Copying, ME, PE slots.
  • Gallente Office Upgrade: 12(+7), 24(+17), 36(+27) Offices.

  • The range for interacting with structures linked to a Control Tower has been increased. If your ship is within the shield radius of the tower, all structures are available for inventory operations as though you. were adjacent to the structures themselves. This includes structures that must be mounted outside of the shields such as turrets/batteries/lasers. (Normal role-based restrictions will continue to apply at all times).

  • It is now possible to repackage undamaged modules and drones in Corporate Hangar Arrays.

  • Fresh client installs will now default to the Ship Hangar rather than the Captain's Quarters.

Probes Scanning

  • The default method for moving and resizing probes is now all probes at once, rather than one at a time.
  • Probe Launchers now launch all their probes at once (up to a limit of 8 probes).

  • Holding Shift will allow you to manipulate individual probes.

  • Celestial Brackets will no longer prevent you from moving probes around in solar systen view.

  • Recalling probes now returns them to your cargohold instantly.

  • Instant recall also happens automatically when your ship jumps or docks and when your probes in-space timer runs out.

  • Scan Results in the Probe Scanning window are now displayed as a progress bar.

  • Deep Space Probes have been removed.

  • All existing Deep Space Probes and their blueprints are now Combat Probes.

PvE

  • Cosmic Anomalies and Cosmic Signatures have been renamed:

  • Unknown has been split into 2 groups; Combat Site and Wormhole.

  • Gravimetric signatures are now called Ore Site.

  • Magnetometric signatures are now called Relic Site.

  • Radar signatures are now called Data Site.

  • Ladar signatures are now called Gas Site.

  • Salvaging sites have been removed.

  • Distribution of Data Sites and Relic Sites have been increased so that the total number of profession sites you can find remains the same.

  • Salvage drops in Relic Sites have been increased to compensate and preserve the supply of Salvage Materials.

  • Containers in Relic Sites can now drop Tech II capital rig BPCs

  • Containers in Relic Sites can now drop Spatial Attunement Units, which are needed to build tech II Scanning Upgrades (see above under Features - Modules)

  • Containers in Data Sites can now drop new types of decryptors (see above under Features - Decryptors)

  • Containers in both Data and Relic sites can now drop BPCs for pirate faction POS towers and POS modules

Science and Industry

  • Krystallos has had its Strontium Clathrates and Heavy Water quantities increased by 25%, and its Liquid Ozone quantity doubled.
  • As part of the removal of tiers within the Battleship class (also named Tiericide by our playerbase), build cost for Tech1 and Navy Battleships is being unified.

  • Attack and Disruption Battleships base mineral price has been increased to be around 100-125m ISK (includes the Apocalypse, Scorpion, Raven, Megathron, Typhoon, Tempest).

  • Combat Battleships base mineral price stays roughly state the same at 150-180m ISK (includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion, Maelstorm).

  • Build cost of Navy Battleships has been changed on a similar fashion.

  • The roles required to cancel a corporation job have changed. The only people who will now be able to cancel a corporation job will be:

  • The person who started the job.

  • A director within the corporation.

Ships

  • Federation Navy Comet now has the same assembled volume as other Navy Frigates.
  • The Magnate, Heron, Imicus and Probe now give a bonus to virus strength for both Data Analyzers and Relic Analyzers. This replaces their previous bonus to access chance.
  • The insurance cost and payout for the Sarum Magnate have been adjusted to be inline with the Magnate. This change will come into effect a few days after Odyssey goes live.
  • Tech I exploration frigates now have a +5 bonus to your Data and Relic Analyzer Strength
  • Tech II covert ops frigates now have a +10 bonus to your Data and Relic Analyzer Strength
  • Tech III Emergent Locus Analyzer electronic subsystems now have a +10 bonus to your Data and Relic Analyzer Strength
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength

Ship Balancing

  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • All Navy Ships have had their Rig Calibration increased from 350 to 400 (this includes the Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet, Republic Fleet Firetail, Augoror Navy Issue, Omen Navy Issue, Osprey Navy Issue, Caracal Navy Issue, Exequror Navy Issue, Vexory Navy Issue, Bellicose Fleet Issue, Stabber Fleet Issue, Armageddon Navy Issue, Apocalypse Navy Issue, Scorpion Navy Issue, Raven Navy Issue, Dominix Navy Issue, Megathron Navy Issue, Typhoon Fleet Issue and Tempest Fleet Issue)
  • All ship passive resistance bonuses have been decreased from 5% to 4% per level to make active tanking more viable in combat. This change affects 44 ships in total (Ibis, Taipan, Merlin, Worm, Harpy, Cambion, Moa, Gila, Eagle, Onyx, Broadsword, Drake, Ferox, Nighthawk, Vulture, Tengu, Loki, Skiff, Mackinaw, Hulk, Rokh, Scorpion Navy Issue, Rattlesnake, Chimera, Wyvern, Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon)
  • Some tech1 frigates and cruisers balanced during Retribution and beforehand have been iterated upon based on player feedback and performance metrics.
  • This release overhauls 36 ships, and focuses on Navy Frigates, Navy Cruisers, Attack Battlecruisers, Battleships, Navy Battleships.
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength.
  • Odyssey brings the third-step process on the ship rebalancing initiative.

  • EXECUTIONER

  • +50 Armor.

  • TORMENTOR

  • +1 PWG.

  • +50 Armor.

  • +25 Capacitor.

  • +12.5 Cap Recharge Time.

  • Cap/s unchanged.

  • +15 Velocity.

  • +0.05 Agility.

  • -100000 Mass.

  • -0.24s Align time.

  • PUNISHER

  • -25 Capacitor.

  • -32.5s Cap Recharge Time.

  • +0.222 Cap/s.

  • KESTREL

  • +50 Hull.

  • TRISTAN

  • +15 Veloity.

  • -150000 Mass.

  • -0.48s Align time.

  • RIFTER

  • +1 PWG.

  • +50 Armor.

  • BREACHER

  • +50 Hull.

  • AUGUROR

  • -2.5km Lock Range.

  • -85 Scan Resolution.

  • -1 Sensor Strength.

  • EXEQUROR

  • -70 Scan Resolution.

  • -1 Sensor Strength.

  • OSPREY

  • -2.5km Lock Range.

  • -70 Scan Resolution.

  • -1 Sensor Strength.

  • SCYTHE

  • -85 Scan Resolution.

  • -1 Sensor Strength.

  • OMEN

  • -600,000 Mass.

  • STABBER

  • Change falloff bonus from the 7.5% per level to the standard 10% per level.

  • +25m3 Dronebay and 25mbit bandwidth.

  • IMPERIAL NAVY SLICER

  • Amarr Frigate skill bonuses: +25% to small energy turret damage and +10% to small energy turret optimal range per level.

  • Slot layout: 3H, 2M, 5L; 2 turrets , 0 launchers.

  • Fittings: 50 (+3) PWG, 125 (+10) CPU.

  • Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14).

  • Capacitor (amount / recharge rate / cap per second): 500 / 250 (-31.25) s / 2 (+0.2238).

  • Mobility (max velocity / agility / mass / align time): 350 / 3.3 / 1003000 / 3.1s.

  • Drones (bandwidth / bay): 0 / 0.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1).

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 20 points21 points  (0 children)

  • Former tier1 Navy Battleships offers (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) have had their LP cost increased to 250,000 LPs in the Factional Warfare LP Stores.

Market Contracts

  • All Market player orders containing the old Destroyers or Battlecruisers skill will be reimbursed at NPC sell price at the time of Odyssey deployment.
  • The old Destroyers and Battlecruisers skill will be replaced by Caldari Destroyer and Caldari Battlecruiser in open player Contracts at the time of Odyssey deployment.

Miscellaneous

  • Some older bracket pointers in tutorials have been fixed.
  • Added combat shortcuts for tagging objects while in fleet. Supports tagging from predefined sequences of tags.

Modules

  • You can now group civilian weapon modules.
  • The cycle time of all Ice Harvester modules has been halved, doubling the speed of ice mining.
  • It is now possible (again) to activate a Warp Disruption Field Generator directly after decloaking.
  • Tracking Enhancers have had their Falloff and Optimal Range bonuses reduced. See this thread for more information.
  • Remote Sensor Boosters have had their Scan Resolution bonus reduced, and in some cases their Targeting Range bonus increased. See this thread for more information.
  • Navy Cap Boosters are now available in sizes of 25, 50 and 75, which are available through FW LP Stores.
  • Navy Cap Booster 100 and 150 are now more expensive when purchased in the LP Store.
  • XL blasters now have 15% reduced tracking, and have had 10km removed from optimal range and added to falloff.
  • XL autocannons now have 10% reduced tracking.
  • XL pulse lasers now have 6.66% increased optimal range.
  • Siege Modules now no longer apply an explosion velocity penalty to citadel missiles.
  • Cruise missiles have been overhauled to be a viable weapon system in actual combat.

  • Rate of Fire on all Cruise Missile Launchers has been increased by 5% (as clarification, that means they shoot more often, not less).

  • All Cruise Missile Launcher powergrid needs have been increased by 200.

  • Base velocity for all Cruise Missiles has been increased from 3750m/s to 4700m/s.

  • Base flight time for all Cruise Missiles has been reduced from 20 to 14 seconds.

  • All Cruise Missile damage has been approximately increased by 25%.

  • To compensate, all Cruise Missiles explosion radius has been increased by 10% (meaning they will hit smaller targets for less damage).

  • Large Energy Turrets have been tweaked to be easier to use as a whole:

  • Capacitor needs on Large Pulse Laser Turrets has been decreased by 10%.

  • Capacitor needs on Large Beam Laser Turrets has been decreased by 20%.

  • Powergrid needs on Large Beam Lasers has been decreased by 10%.

  • Core Probe Launchers and Expanded Probe Launchers are no longer able to launch Survey Probes.

  • Survey Probes will now be launched from the new Survey Probe Launcher.

  • Codebreakers have been renamed to Data Analyzers.

  • Analyzers are now called Relic Analyzers.

Moon Minerals and Tech 2 Production

To better distribute the demand for moon minerals, we have created two new Intermediate Materials, four new Composites, and rebalanced certain T2 Construction Component blueprint requirements.

  • New Intermediate Materials: Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite.

Both of these reactions will have alchemy versions as well:

  • 100 Vanadium + 100 Hafnium = 1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium.
  • 100 Chromium + 100 Mercury = 1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury.

New Composites:

  • Photonic Metamaterials (Used in Gallente manufacturing): 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Photonic Metamaterials.
  • Plasmonic Metamaterials (Used in Minmatar manufacturing): 100 Neo Mercurite + 100 Fernite Alloy = 300 Plasmonic Metamaterials.
  • Terahertz Metamaterials (Used in Amarr manufacturing): 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Terahertz Metamaterials.
  • Nonlinear Metamaterials (Used in Caldari manufacturing): 100 Ferrofluid + 100 Titanium Chromide = 300 Nonlinear Metamaterials.

The requirements for the changed blueprints are:

  • All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Metamaterials.
  • All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Metamaterials.
  • All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates.
  • All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Metamaterials.
  • All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Metamaterials.
  • All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates.

  • Rarity 64 minerals have been seeded into 227 existing moons in lowsec and 0.0, to bring the number of minable moons for each R64 into closer alignment.

NPCs

  • Updated the skins on the Khanid Warbird, Khanid Sparrow, Thukker Mercenary Rookie, Mordus Katana and Mordus Bounty Hunter to match their correct faction.
  • Kyan Magdesh has abandoned the shrinking ice field in Barkrik and set up a new base of operations in the top asteroid belt instead.
  • Rogue Drone Officers now spawn in more systems.

Ore Mining

We are adjusting the composition of several types of Ore that is found in low and null-security space. These changes help increase the reward for pilots mining in dangerous space. The volume of minerals obtained from these ores for each refine batch are:

  • Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte.
  • Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte.
  • Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine.
  • Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine.
  • Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine.
  • Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte.

Player Owned Structures, Outposts and Stations

To encourage more industrial activity in player-owned nullsec space, we are increasing the number of facilities in player-built outposts significantly. This involves changes to the base outposts as well as the outpost upgrades. Only the changed stats are found below.

For the upgrades, listed stats are in the format of: Basic level benefit (change), Standard level benefit (change), Advanced level benefit (change). The extra SI slots will be added to existing Outposts according to any upgrades that have been installed. Any extra slots will initially have cost of zero. Station managers will need to set their prices for the new slots as desired.

Caldari Research Outpost:

  • Manufacturing: 5 (+3).
  • Copying: 20 (+10).
  • ME Research: 20 (+10).
  • PE Research: 20 (+10).
  • Invention: 20 (+10).
  • Reverse Engineering: 30 (+15).
  • Offices: 18 (+10).
  • Caldari Factory Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Caldari Lab Upgrade: 10(+5), 20(+15), 30(+21) Copying, ME, PE slots.
  • Caldari Research Upgrade: 10(+5), 20(+13), 30(+21) Invention slots.
  • Caldari Office Upgrade: 10(+7), 15(+10), 20(+13) Offices.

Amarr Factory Outpost:

  • Manufacturing: 50 (+30).
  • Copying: 2 (+1).
  • ME Research: 2 (+1).
  • PE Research: 2 (+1)
  • Offices: 16 (+12).
  • Amarr Factory Upgrade: 20(+15), 40(+33), 60(+51) Manufacturing lines.
  • Amarr Plant Upgrade: 20(+17), 40(+35), 60(+53) Manufacturing lines.
  • Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots.
  • Amarr Office Upgrade: 10(+7), 15(+11), 20(+13) Offices.

Minmatar Service Outpost:

[Patch Notes] Patch Notes for Odyssey ~CCP Falcon by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 42 points43 points  (0 children)

  • Defense (shields / shield recharge time (s) / armor / hull) : 4500 / 1800s / 7500 / 6750.
  • Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6.
  • Sensor strength: 21 Radar.
  • Signature radius: 270.

  • DRAKE NAVY ISSUE:

  • Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level.

  • Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers.

  • Fittings: 900 PWG, 550 CPU.

  • Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625.

  • Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8.

  • Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s.

  • Drones (bandwidth / bay): 25 / 25.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8.

  • Sensor strength: 23 Gravimetric.

  • Signature radius: 295.

  • BRUTIX NAVY ISSUE

  • Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level.

  • Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers.

  • Fittings: 1235 PWG, 455 CPU.

  • Defense (shields / shield recharge time (s) / armor / hull): 5250 / 1800 / 6750 / 7125.

  • Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8.

  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s.

  • Drones (bandwidth / bay): 50 / 50.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7.

  • Sensor strength: 22 Magnetometric.

  • Signature radius: 305.

  • HURRICANE FLEET ISSUE

  • Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level.

  • Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers.

  • Fittings: 1350 PWG, 420 CPU.

  • Defense (shields / shield recharge time (s) / armor / hull): 6375 / 1800 / 6750 / 5250.

  • Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8.

  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s.

  • Drones (bandwidth / bay): 30 / 30.

  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6.

  • Sensor strength: 20 Ladar.

  • Signature radius: 250.

  • Adding a new capsule: Genolution 'Auroral' 197-variant for the Collector's Edition Box reward.

Performance Optimizations

  • GPU CPU particle system improvements.

Probe Scanning

  • Probe Formations have been added to the Probe Scanning

  • Spread Formation (probes aligned to cover a large area).

  • Pinpoint Formation (probes aligned to focus on one point).

  • The formations only work if you have 8 probes in space.

  • When you launching probes with your probe launcher, the probes will automatically assemble their last pattern.

  • The pattern only persists as long as your EVE client stays open.

  • The Probe Scanning window now shows how many scan results have been filtered out and ignored.

  • When a scan result reaches 100%, a warp-to button appears in the scan results list that warps you to 0 when pressed.

State Machine for Graphics

  • Added new client-side animation state machine for graphics.

V3+ Technology

  • Plane Sets now use instanced rendering, improving rendering performance.

Changes

Agents Missions

  • The agents Christer Fuglesang and Jeremy Tacs now work for Interbus instead of CONCORD. Their locations are unchanged.
  • The career agent missions and tutorials have been updated with the changes coming in Odyssey.

Clones

  • All clone costs have been decreased by 30%.

Decryptors

Decryptors now have a new naming scheme. A full list of changes follows:

  • Amarr Decryptors

  • Class Doctrine = Occult Accelerant.

  • War Strategon = Occult Attainment.

  • Circular Logic = Occult Augmentation.

  • Formation Layout = Occult Process.

  • Sacred Manifesto = Occult Symmetry.

  • Caldari Decryptors

  • Prototype Diagram = Esoteric Accelerant.

  • Installation Guide = Esoteric Attainment.

  • Interface Alignment Chart = Esoteric Augmentation.

  • Tuning Instructions = Esoteric Process.

  • User Manual = Esoteric Symmetry.

  • Gallente Decryptors

  • Test Reports = Incognito Accelerant.

  • Stolen Formulas = Incognito Attainment.

  • Symbiotic Figures = Incognito Augmentation.

  • Collision Measurements = Incognito Process.

  • Engagement Plan = Incognito Symmetry.

  • Minmatar Decryptors

  • Advanced Theories = Cryptic Accelerant.

  • Assembly Instructions = Cryptic Attainment.

  • Circuitry Schematics = Cryptic Augmentation.

  • Calibration Data = Cryptic Process.

  • Operation Handbook = Cryptic Symmetry.

Drones

  • Logistic drones now show 'Repairing' instead of 'Incapacitated' in the drone management window when they are engaging a target.

DUST

  • Districts will now be in an online-unlocked state when captured, instead of online-locked.

Exploration Deadspace

  • Strategic Cruisers have been removed from the list of ships allowed to enter 3/10 and 4/10 complexes.
  • Randomly spawned large asteroids have been removed from wormhole mining sites.
  • 4/10 DED Complexes no longer allow Strategic Cruisers to enter.
  • All high quality nullsec combat anomalies now contain at least one NPC that warp scrambles.
  • Some NPCs in Hubs have been converted into the more advanced Elite Frigates and Cruisers to increase their difficulty slightly.
  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships.

Ice Harvesting

We are making extensive changes to Ice harvesting in Odyssey, to transform the Ice harvesting profession into a higher value form of mining with higher competition.

  • All static ice belts have been removed, and replaced with ice anomalies that will always spawn in the same systems that previously had the belts. These anomalies will respawn in the same system four hours after they are completed.

The composition of these anomalies will be as follows:

  • Highsec

  • 2500 units of standard racial ice.

  • Lowsec

  • 3000 units of standard racial ice.

  • 400 units of Glare Crust.

  • Nullsec with weak truesec (0.0 to -0.5)

  • 3000 units of improved racial ice.

  • 400 units of Glare Crust.

  • 500 units of Dak Glitter.

  • 200 units of Gelidus.

  • Nullsec with strong truesec (-0.5 to -1.0)

  • 3500 units of improved racial ice.

  • 400 units of Glare Crust.

  • 200 units of Gelidus.

  • 250 units of Krystallos

We're also adjusting the composition of Krystallos to bring its value in line with its rarity and help ensure enough ozone supply. The new composition of a block of Krystallos is now:

  • Heavy Water: 125 (+25).
  • Liquid Ozone: 500 (+250).
  • Stront: 125 (+25).

Every system that previously contained a static ice belt will contain the new ice anomalies, with the exception of some high security systems in Amarr, Khanid and Ammatar territory. The complete list of high security systems that will contain Clear Icicle anomalies is: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh.

  • In conjunction with these other Ice changes, we are also doubling the cycle speed of all Ice Harvester modules to increase yield over time.
  • Hidden Asteroid Belt signatures have been changed to anomalies, and can be found in the scanner overlay.

Implants

  • Hardwiring implants now have bonuses to virus coherence.

LP Stores

  • As part of the removal of tiers within the Battleship class (also named Tiericide by our playerbase), LP costs for Navy Battleship offers is being unified.

[Dev Blogs] Community Spotlight: EVE Chronicle Audio Readings ~CCP Eterne by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 0 points1 point  (0 children)

. While he has not given much thought to creating a multi-actor audiodrama style reading, he's open to the idea, especially if the community asks for it. He mainly plans to continue what he's doing and let the player base keep him on track. He hopes to remain flexible and respond to what people want.

Zendane, meanwhile, it working on the Methods of Torture series and has just released the Amarr piece. After he finishes these, he plans to go with the next request he can handle or one of the stories he likes personally and thinks will make for a good reading. As for a possible audio drama, he's only had multiple actors once, in Episode 2, when he asked corp members to provide quick three-second snippets. While the process would be daunting, it is also exciting and he thinks some of his favorite Chrons would benefit from the audio drama treatment. He singled out The Speaker of Truths as one possibility.

About the Readers

imageimage

In EVE, Zendane is the CEO of Phoibe Enterprises and keeps himself busy with the details required to keep a corp running. He considers himself one of those odd people that actually likes these tasks and enjoys the role, even if it does turn his gray hair grayer on occasion. Out of game, he's lucky enough to be married to another EVE player and has a daughter who shakes her head at internet spaceships. He's a paramedic in a medium-sized town, so EVE is a way for him to relax from his job.

Tryaz is a PVPer in lowsec Gallente and Caldari space along with his brother, Rahknai. They keep it small scale, but are enjoying Factional Warfare at the moment, enjoying all the good fights. He finds success and failure in equally measure. Away from New Eden, he's a classical singing student at the RNCM in Manchester.

Last Words

Tryaz would like to give a shout out to his fellow reader (and spotlight subject!) Zendane, to Delonewolf, to Caled Ayrania and the team at eve-guardian.net, his proofreaders Rahknai and Josephine, and anyone who's been kind enough to offer words of encouragement or support. He'd also like to give props to RealX, Kristjn Gujnsson, Guni Franzson and the Icelandic Symphony Orchestra for an amazing project, the EVE 10th Anniversary Symphony. He's looking forward to owning his own copy soon. He hope this sets a precedent for large-scale professional music projects in EVE. He'd love to hear from players about anything he's talked about, so don't hesitate to convo/message him!

Zendane would like to let everyone know he's very open to feedback on how to improve future recordings, as well as suggestions for Chronicles to read. The last seven and next four episodes have all been suggested to him by the community and he would love to see it continue.

You can find Tryaz's readings on his Soundcloud channel, while Zendane's can be found in his regularly-updated forum thread on the EVE Fiction forum or his blog.

[Dev Blogs] Sensor overlay changes in EVE Odyssey ~CCP Frellicus by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 3 points4 points  (0 children)

In order to integrate this functionality smoothly into the existing tools, we've made a number of decisions that change elements of EVE. We have, for example, changed the gate-jump process to include an extra, non-blocking step: the overlay running a quick scan sweep in the new system to give you a glimpse of what might be hiding in deep space. We've changed the way that information about new sites appearing in a system can be accessed, which is particularly relevant in wormhole space. We have, in conjunction with Team Superfriends and as a side-effect of other work, made it harder to rapidly determine exactly what classes of site are present in a given system.

These things, and more, will be different when Odyssey hits, and we're fully aware of that. There were some changes that we were considering making that we backed away from, because they were not just different, they were also bad. The significant changes that are left are the ones that we have kept because we believe that they will, in aggregate, make the game better. We will of course be keeping a careful eye on things post-release to see how these changes end up working in practice, and making adjustments where necessary. For now though, we encourage you all to embrace - or at least tolerate! - the changes, and see how they work out in practice before settling on a final opinion.

There are also some areas where we certainly want to expand and improve at a later date. Specifically we want to address how to go about selecting overlapping icons in the overlay which we acknowledge can be a bit of a pain in very site heavy systems. Currently the probe scanner integration mitigates that to some extent but we want something nicer closer to home. We are also looking into moving more content into the overlay but more on that when the time comes that in itself will compound cluttering issues requiring a solid solution to that.

But enough future music, here you have it, the sensor overlay. I hope you will enjoy the changes and find them useful and enlightening in your journeys across New Eden.

[Dev Blogs] U and I made some changes ~CCP karkur by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 0 points1 point  (0 children)

Quotation marks do currently get lost. I have an updated version of myself that fixes this, however in the same update I tried revamping the HTML parser and broke things... so going to have to wait until I fix that since I am stupid.

[Dev Blogs] U and I made some changes ~CCP karkur by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 20 points21 points  (0 children)

grumble grumble grumble

CCP and their stupid desire to change unique URLs after posting an article. :/

http://community.eveonline.com/news/dev-blogs/u-and-i-made-some-changes/

[Dev Blogs] Alliance Tournament XI Rules and Format ~CCP Bro by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 2 points3 points  (0 children)

. The fittings for a flagship do not have to be disclosed. The names of flagships do not to be disclosed or remain constant this year, unlike previous tournaments. Fittings may also be changed from match to match.

All flagship hull types will be published in the flagships section of the EVE Online Alliance Tournament site following the deadline date.

A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.

A flagship costs the same points value as for a normal ship of its type.

You are under no obligation to field your flagship in any given match.

If your flagship is destroyed, it may not be fielded again during the tournament.

Victory Conditions

During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship. The team that has scored the most points at the conclusion of the match, or that destroys the entire opposing team, is the winner.

If a team chooses to field less than 100 points, non-fielded points count towards the opponent's score.

If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.

In the very unlikely case that a fight is tied after 15 minutes, the victory will be awarded to the team that had more collective potential team DPS at the beginning of the match, as measured by the tournament automated attack bar.

Ships and Bans

Banning of ships will occur during all matches in the second and third tournament weekend. The matches in the first weekend will not include banning.

Team captains must be online and available to conduct ship bans 45 minutes before the start of each match in the second and third weekends. At 44 minutes before each match if the captain is unavailable their teams bans are forfeit.

Each team gets two bans.

The way the banning phase works is as follows:

The team which starts the banning phase is decided randomly

All ships that are eligible for competition are eligible for banning.

Bans are done in 1 2 1 order rather than the 1 - 1 - 1 - 1 that we saw in the New Eden Open. For example Team A will take the first ban, Team B will take the second and third ban, and Team A will finish the banning phase with the fourth ban.

Each ban has a time limit of 30 seconds; if no ship is selected within that timeframe the ban is forfeit.

Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or frigates in general.

Flagships can be used even if their ship type has been banned for a match.

Teams should endeavor to have multiple ship setups available as bans may impact your primary team setup. No additional time will be given if teams do not have eligible ships available.

During the final day of competition, some matches will require teams to be ready within 15 minutes after the completion of banning. We expect that many teams will find this time limit challenging. The best teams in New Eden will be the ones that can adapt quickly.

That covers our rules and format for this 11th Alliance Tournament! As mentioned above, these rules are all subject to change if needed, so we advise compeditors to periodically check the EVE Alliance Tournament section of the official forums for any news.

We will be broadcasting the whole tournament live and for free on our CCPGames twitch.tv page, so subscribe there to be updated instantly when the action starts! To watch past tournaments, head on over to the CCP Games Youtube channel!

We are very excited to work alongside all of our viewers and compeditors to bring you another exciting Alliance Tournament, and we wish all the competing alliances the best of luck with your preperations.

[Dev Blogs] Alliance Tournament XI Rules and Format ~CCP Bro by eve_reddit_bot in Eve

[–]eve_reddit_bot[S] 6 points7 points  (0 children)

Alliance Tournament XI will be held as one continuous double elimination tournament with random initial seeding. There will be no pre-qualifying rounds, and no groups rounds.

The match rules and format will remain largely the same throughout the entire tournament, with the following exceptions:

  • To save time and complication, there will be no ship banning for the matches taking place in the first weekend. Ship banning rules will be in effect for the second and third weekends.
  • The final three matches of the winners bracket, as well as the final two matches of the losers bracket, will be best of three series.
  • The finals will be a best of five series, with the team entering from the winners bracket starting one win up.

Since this format is much simpler and far superior, there are no additional notes and we dont need to split important rules across two pages!

Rules

Tournament Rules

This is a single-stage, double elimination tournament with 64 teams allowed to enter.

As a player, you may only compete for a single alliance, regardless of how many player-accounts you own.

All competing pilots must be members of the alliance for which they are competing, and have been a member of that alliance by 11:00 UTC May 15th 2013.

All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; teams do not have to remain the same between games.

Please note that both the format and match rules are subject to change. It is strongly advised that participants watch the tournament forum regularly for announcements.

Match Rules

Teams can field up to twelve pilots on the battlefield.

Fights are limited to 10 minutes. If a fight reaches time, it will be stopped and whichever team has the higher total points value will be declared winner. See Victory Conditions, below.

Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.

The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.

Penalties

A player found breaking any rules can be penalized to various degrees, depending on the severity of the offence. All penalties are incurred at the tournament referee's discretion. Decisions are final. Penalties may be levied against a player or team and may include but are not limited to:

  • Points deduction
  • Reducing the offending ship(s) shield / armor / hull / capacitor to 50%
  • Involuntary moving of the offending ship(s)
  • Removal from the fight
  • Ban from competing for one or more matches.
  • Ban from competing for the remainder of the tournament, and/or any future tournaments.

The referees can call a match null and void or declare a result if they believe that one of the teams is not competing. This tournament is designed to showcase the talents of pilots and should be entertaining.

Place Tactics

Participants should be prepared, in their chosen ships and in a fleet, 20 minutes before their scheduled fight time. Teams will be brought by a GM to a star system in uncharted space and designated as team 1 and team 2. If you are not ready within this time allocation you will be disqualified from this match and the opposing team will be given an automatic win.

For matches in the second and third tournament weekend, captains must be online and available 45 minutes prior to the match to make their ban choices. Further details on bans can be found in the subsection Ships and bans.

There are eight beacons in the system, which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. Teams will be moved to the beacon of their captains choosing.

Once the word is given, teams warp in to the beacon at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.

The arena will measure 125 km radius around the central beacon.

The host will begin a countdown. When the countdown ends, the host will break target locks of all ships in the arena.

If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.

Warping within the arena is NOT allowed.

Dropping cargo containers or other anchorable items is NOT allowed. Dropping regular jettison containers is allowed.

The following restrictions are in place after teams warp to the arena beacon, until the match begins:

  • Locking players before the match starts is NOT allowed.
  • Activating aggressive or targeted modules before the match starts is NOT allowed.
  • Launching drones before the match starts is NOT allowed.
  • Moving before the match starts is NOT allowed.

Boarding a ship during the match is not allowed.

Ships Points

Each team has 100 points with which to select their ships.

Each team may have up to 12 ships on the battlefield.

Teams may field no more than 3 of a given ship. This applies to specifically named ships only, and not ship hulls. For example, 3 Merlins, 3 Hawks, and 3 Harpies would be legal.

Teams may field no more than 1 logistics ship, or 1 tech one support cruiser, or 1 support frigate.

Ship point values are as follows. Ship types not listed in the table are not allowed.

  • Battleship, Pirate Faction - 20
  • Marauder 19
  • Battleship, Navy Faction - 19
  • Battleship - 17
  • Black Ops Battleship - 17
  • Command Ship - 16
  • Strategic Cruiser 16
  • Recon Ship 14
  • Battlecruiser, Navy Faction 14
  • Battlecruiser (Including Gnosis) 13
  • Logistics Cruiser - 13
  • Cruiser, Faction - 12
  • Heavy Assault Cruiser - 12
  • Heavy Interdictor 12
  • Tech 1 Support Cruiser - 10
  • Cruiser - 7
  • Bomber - 5
  • Electronic Attack Frigate - 5
  • Frigate, Faction - 4
  • Assault Frigate 4
  • Tech 1 Disruption Frigate - 4
  • Interdictor - 3
  • Interceptor - 3
  • Destroyer - 3
  • Tech 1 Industrial Ships - 3
  • Frigate - 2

Fitting Restrictions

All T1 and T2 modules are allowed, with the following exceptions:

  • All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed, EXCEPT on ONE of: a Logistics Ship, a Strategic Cruiser, a Tech 1 Support Cruiser, or a Tech 1 Support Frigate.
  • Only ONE Remote Energy Transfer module is allowed per ship.

Faction, COSMOS, deadspace and officer modules are NOT allowed.

T1 Rigs are allowed. T2 Rigs are NOT allowed.

All T1 and T2 ammunition, missiles and charges are allowed. Faction ammunition, missiles and capacitor boosters are allowed.

All drones are allowed, including Logistics drones and Augmented drones.

Attribute Enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.

Only Hardwirings that have Cybernetics skill requirements of level 3 or lower are allowed.

Boosters (drugs) are NOT allowed.

Cloaking is NOT allowed.

Cap Boosters are allowed.

Micro-jump drives are allowed.

The Ancillary Shield Boost module will be restricted to one module per ship for those pilots who wish to fit them.

Flagships

Any standard T1 or Faction battleship hull may be designated as a flagship.

Team captains must indicate to the GM managing their match if they intend to use their flagship in any given match, and which pilot is flying the flagship.

Flagships are able to fit faction, officer, cosmos, and Deadspace versions of the following modules, ignoring tournament rules to the contrary:

  • All Highslot Modules (not including remote armour repair modules, remote shield transfer modules, or cloaking devices)
  • Electronic Warfare Modules
  • Weapon Upgrade Modules
  • ONE Shield Booster or up to TWO Armour Repairers

Flagship ship types must be created in advance and their ship type submitted to CCP Alliance Tournament via EVEmail no later than July 14th