Author Topic: EVE Online: Dominion (Winter Expansion)  (Read 13248 times)

Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #15 on: September 05, 2009, 05:30:52 AM »
big moan for Minnies getting shait stuff, phoon fleet issue: same slots, rest of races extra slot, tempest being nerfed

i may be a bit drunk, but BAH

May loss a slot - but SHIELD & ARMOR REVERSED - Big Win.

Not really...
The difference between them were small to start with, with one less mid slot you lose the only thing it had versatility. It will still be crap for pve and on par with the normal apoc for example in sniping (but cost 4-5 times as much). And not to mention that unless they seriously boost the PG of the fleet pest it won't be able to use 7 turrets anyway. (it it already almost impossible to fit 6 turrets to without PG implants and rcus).

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: EVE Online: Dominion (Winter Expansion)
« Reply #16 on: September 05, 2009, 05:41:14 AM »
Hugest probem your BS face still is their weaponary :(
"May God stand between you and harm in all the empty places you must walk."


Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #17 on: September 05, 2009, 06:14:10 AM »
Hugest probem your BS face still is their weaponary :(

Yes, but you should still be able to fit a full compliment of them if you remove a mid to make into a hardpoint.
(while all others get more slots not less...)
Think about it from the fleet sniper perspective, to get 150km range and  tank you need to have the 1400mm t2 arties. But you also need to have at least 2 sensor boosters and 2 tracking computers (or enhancers) and you really need gyros as well.
So now a mid is removed.
Which means you will only be able to fit 2 boosters and 1 tracking computer so you will need one low for the enhancer where you already use 2 slots for rcu2s when using 6 guns, with 7 even with the increase in grid you won't be able to remove either. Niether will you want to remove a plate, eanm or dc2 which leaves the single gyro to remove. That gyro adds 22% damage... Another turret adds somewhere around 17%.
So in total a complete and utter NERF to the fleet pest for sniping duties at least.

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #18 on: September 05, 2009, 09:54:25 AM »
[sober]Why the hell do all new faction ships get an extra slot except for the phoon??  >:([/sober]
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #19 on: September 05, 2009, 11:22:33 AM »
[sober]Why the hell do all new faction ships get an extra slot except for the phoon??  >:([/sober]

Well, the pest doesn't get one either.

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: EVE Online: Dominion (Winter Expansion)
« Reply #20 on: September 06, 2009, 06:34:04 AM »
titan changes:

Quote
However, in the expansion this weapon is being changed from an area-effect to a single-target one. On the other end of the spectrum, they are introducing fighter-bombers, small ships much like the current fighters but which can destroy capital ships. Also in the pipeline are so-called "speedboat missions" for smaller ships, as most of the existing PvE missions tend to focus on the larger battleships.

http://uk.pc.ign.com/articles/102/1021847p1.html
"May God stand between you and harm in all the empty places you must walk."


Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #21 on: September 06, 2009, 08:55:34 AM »
Hmm...
That doesn't sound like a good idea to me. Single target weapon, ok, but what will warrant the cost of them? It would basically have to be a "one shot, one kill" weapon against caps which isn't fun.

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #22 on: September 08, 2009, 07:13:14 AM »
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1172933&page=8#214
Quote
To answer some concerns.


Imperial Navy Slicer:

The 25% bonus to small energy turret is not a typo; this ship has the equivalent of 4.5 unbonused turrets which compensates for other drawbacks, like its relative low CPU or only two mid slots.


Republic Fleet Firetail:

The speed bonus has been indeed removed for the bonus to small projectile turret damage, but its base speed has been increased by 15% to compensate quite a bit, and it is still the fastest of all navy frigates by far. The damage bonus puts its effective turret number to 4, while keeping 2 extra launcher slots than can also be fitted with utilities.


Shield recharge rate:

Yes, increasing shield recharge rate on navy ships was a deliberate move to prevent them to reach insane passive tanking capabilities while keeping more than good offensive capabilities in combat.


Tempest Navy Issue:

We are aware of the current issues this ship has, mainly due to problems with the standard Tempest in the first place. We will discuss this further based on the feedback expressed here. We can't say much more than that unfortunately, since the core problem remains extremely delicate to tackle (and yes we are also aware of the various player threads and discussions that are on-going about the Tempest and projectiles in general).


Scorpion Navy Issue:

We felt that a navy version of an ECM boat would be a bit over the top in term of balance, while not providing an enjoyable role for combat. This ship now indeed has less DPS than a Raven Navy Issue on paper, but that's not its purpose to specialize in damage. It focuses on tank over gank, or allows its pilot to fit regular PvP tackling equipment while keeping some decent shield buffer tank. All of this without saying (ok I said it) that it has two slots left for utilities or guns than can still be quite an edge in combat.


Pirate ship boost

> This newsitem has a hint

Quote
    Originally by: CCP YtterbiumOther improvements are in the pipeline and will be posted when we feel an initial balance has been reached and ready for player feedback.

So mebbe Fleet Tempest will get a 'better' reworks (and normal Pest too??). Still [rage]Fleet Phoon[/rage] though...
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #23 on: September 08, 2009, 08:02:25 AM »
They claim they are aware of the issue... And yet proposed making it worse.
Quite frankly, doubt they have a clue.

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: EVE Online: Dominion (Winter Expansion)
« Reply #24 on: September 11, 2009, 03:21:47 PM »
Potential Af changes incoming in expansion:

Quote
We have been playing around with the afterburner speed bonus suggested from the recent CSM meeting internally. The results are pretty promising in terms of giving you a ship with a low sig res and good speed able to close range on targets fast in a reasonably safe way and once in range to unleash hell. We felt this was a good alternative to messing with an already relative high damage output and multiple bonuses.

In combination with the small rigs, we were able to come up with some pretty awesome setups with for example even the often lambasted retribution, we were zipping around at 1.5km/s with a 400mm plate and around 8k EHP tank fitted but we were varying the setups a lot. Yes, you would need your malediction wingman to tackle but the pair could work very well together.

Us playing with the change internally is a far cry from a promise of it coming to the test servers just yet or it being the final set of assault ship changes, but we are looking at it seriously for dominion.

http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1132765&page=1#16
"May God stand between you and harm in all the empty places you must walk."


Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: EVE Online: Dominion (Winter Expansion)
« Reply #25 on: September 12, 2009, 06:49:56 PM »
Pirate Ship changes:

Quote
Second part of our faction ship revamp for Dominion, we are here going to focus on vessels that are offered to pod pilots from the five major pirate organizations here (Angel Cartel, Blood Raider, Guristas, Sansha's Nation and Serpentis).

The plan is to bring the four pirate factions that haven't been boosted yet into the same level of usefulness than the Sansha's Nation, while tweaking this last one a bit to bring it in line with the new changes*.

* Warning: prolonged exposure to this thread without having several signs marked "not final!" glued to your screen, keyboard and hands may cause flame-hate alt wars, aggravated eye damage due to unnecessary tears, followed by skin cancer and sterility. Read at your own risk.


I. Sansha's Nation:

Sansha's Nation need some little tweaks to bring it in line with the other faction changes:

Succubus:

• Hitpoints: 609 shields, 544 armor, 517 hull
• Capacitor: 435 capacitor, 234.48s recharge (about 1.85 cap/s)
• Sensor: 32km targeting range, 5 locked targets, 650mm scan resolution, 13 radar sensor strength, 35m signature radius

Phantasm:

• Hitpoints: 2434 shields, 2175 armor, 2065 hull
• Capacitor: 1695 capacitor, 491.25s recharge (about 3.45 cap/s)
• Sensor: 59km targeting range, 7 locked targets, 275mm scan resolution, 20 radar sensor strength, 130m signature radius

Nightmare:

• Hitpoints: 9735 shields, 8695 armor, 8260 hull
• Capacitor: 6950 capacitor, 1154.845s recharge (about 6.02 cap/s)
• Sensor: 80km targeting range, 7 locked targets, 100mm scan resolution, 28 radar sensor strength, 400m signature radius


II. Blood Raiders:

Blood Raider ships lack fittings and proper bonuses/attributes for the roles they are supposed to achieve, which are close range leeches combined with medium to high damage output with lasers. Thus the changes below:

Cruor:

• Slot layout: 4 high, 3 med, 3 low slots, 2 turrets, no launchers
• Fittings: 137 CPU, 57 powergrid
• Bonuses: pirate: 100% damage bonus to small energy turrets, Amarr frigate: +15% to small Neut/NOS amount per level, Minmatar frigate: +10% to strength of stasis webifiers per level
• Hitpoints: 583 shields, 657 armor, 582 hull
• Capacitor: 470 capacitor, 234.48s recharge (about 2.0 cap/s)
• No Dronebay
• Speed: 308m/s max velocity, 3.6 agility, 1,003,000kg
• Sensor: 25km targeting range, 6 locked targets, 763mm scan resolution, 12 radar sensor strength, 35m signature radius

Ashimmu:

• Slot layout: 6 high, 4 med, 5 low slots, 4 turrets, no launchers
• Fittings: 350 CPU, 1420 powergrid
• Bonuses: pirate: 100% damage bonus to medium energy turrets, Amarr cruiser: +15% to medium Neut/NOS amount per level, Minmatar cruiser: +10% to strength of stasis webifiers per level
• Hitpoints: 2328 shields, 2625 armor, 2325 hull
• Capacitor: 1830 capacitor, 491.25s recharge (about 3.72 cap/s)
• No Dronebay
• Speed: 175m/s max velocity, 0.58 agility, 11,010,000kg
• Sensor: 45km targeting range, 8 locked targets, 338mm scan resolution, 19 radar sensor strength, 130m signature radius

Bhaalgorn:

• Slot layout: 7 high, 5 med, 7 low slots, 4 turrets, no launchers
• Fittings: 588 CPU, 18400 powergrid
• Bonuses: pirate: 100% damage bonus to large energy turrets, Amarr battleship: +15% to large Neut/NOS amount per level, Minmatar battleship: +20% to range of stasis webifiers per level
• Hitpoints: 9317 shields, 10500 armor, 9298 hull
• Capacitor: 7500 capacitor, 1154.875s recharge (about 6.5 cap/s)
• Dronebay: 75m3 bandwidth, 75m3 dronebay
• Speed: 101m/s max velocity, 0.136 agility, 97,100,000kg
• Sensor: 62km targeting range, 8 locked targets, 120mm scan resolution, 27 radar sensor strength, 400m signature radius


III. Guristas:

Supposed to be a cross-over between Caldari and Gallente, Guristas try to mix missiles and hybrids with little effiency. Now combine missiles, shields from Caldari and drone management capabilities from Gallente

Worm:

• Slot layout: 3 high, 4 med, 3 low slots, 2 launchers, no turrets
• Fittings: 160 CPU, 35 powergrid
• Bonuses: pirate: 50% to rocket and light missile velocity, Caldari frigate: +5% to all shield resistances per level, Gallente frigate: +5m3 dronebay per level
• Hitpoints: 797 shields, 582 armor, 623 hull
• Capacitor: 350 capacitor, 234.48s recharge (about 1.49 cap/s)
• Dronebay: 25m3 drone bandwidth, 25m3 dronebay (base, add another +25m3 with Gallente Frigate at 5)
• Speed: 287m/s max velocity, 3.49 agility, 981,000kg
• Sensor: 30km targeting range, 5 locked targets, 650mm scan resolution, 15 gravimetric sensor strength, 40m signature radius

Gila:

• Slot layout: 5 high, 6 med, 4 low slots, 3 launchers, no turrets
• Fittings: 350 CPU, 630 powergrid
• Bonuses: pirate: 50% to heavy and heavy assault missile velocity, Caldari cruiser: +5% to all shield resistances per level, Gallente cruiser: +10% to drone damage and hitpoints per level
• Hitpoints: 3188 shields, 2325 armor, 2490 hull
• Capacitor: 1375 capacitor, 491.25s recharge (about 2.8 cap/s)
• Dronebay: 125m3 drone bandwidth, 400m3 drone bay
• Speed: 164m/s max velocity, 0.66 agility, 9,600,000kg
• Sensor: 55km targeting range, 7 locked targets, 275mm scan resolution, 22 gravimetric sensor strength, 150m signature radius

Rattlesnake:

• Slot layout: 6 high, 7 med, 6 low slots, 4 launchers, no turrets
• Fittings: 710 CPU, 10000 powergrid
• Bonuses: pirate: 50% to cruise and torpedo missile velocity, Caldari battleship: +5% to all shield resistances per level, Gallente battleship: +10% to drone damage and hitpoints per level
• Hitpoints: 12750 shields, 9298 armor, 9962 hull
• Capacitor: 5312 capacitor, 1154.875s recharge (about 4.6 cap/s)
• Dronebay: 125m3 bandwidth, 400m3 dronebay
• Speed: 94m/s max velocity, 0.136 agility, 99,300,000kg
• Sensor: 75km targeting range, 7 locked targets, 100mm scan resolution, 30 gravimetric sensor strength, 460m signature radius


IV. Serpentis:

Revisited, now specalized for close range blaster setups.

Daredevil:

• Slot layout: 3 high, 3 med, 4 low slots, 2 turrets, no launchers
• Fittings: 145 CPU, 35 powergrid
• Bonuses: pirate: 200% damage with small hybrid turrets, Gallente frigate: +10% falloff to small hybrid turrets per level, Minmatar frigate: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 537 shields, 582 armor, 657 hull
• Capacitor: 395 capacitor, 234.48s recharge (about 1.68 cap/s)
• No Dronebay:
• Speed: 384m/s max velocity, 3.39 agility, 823,000kg
• Sensor: 20km targeting range, 5 locked targets, 650mm scan resolution, 13 magnetometric sensor strength, 35m signature radius

Vigilant:

• Slot layout: 5 high, 4 med, 6 low slots, 5 turrets, no launchers
• Fittings: 360 CPU, 1200 powergrid
• Bonuses: pirate: 75% to medium hybrid turret damage, Gallente cruiser: +10% falloff to medium hybrid turrets per level, Minmatar cruiser: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 2175 shields, 2325 armor, 2625 hull
• Capacitor: 1545 capacitor, 491.25s recharge (about 3.14 cap/s)
• Dronebay: 50m3 drone bandwidth, 50m3 drone bay
• Speed: 196m/s max velocity, 0.51 agility, 9,830,000kg
• Sensor: 35km targeting range, 7 locked targets, 275mm scan resolution, 20 magnetometric sensor strength, 130m signature radius

Vindicator:

• Slot layout: 8 high, 5 med, 7 low slots, 8 turrets, no launchers
• Fittings: 630 CPU, 17500 powergrid
• Bonuses: pirate: 25% to large hybrid turret damage, Gallente battleship: +7.5% to large hybrid turrets per level, Minmatar battleship: +10% to velocity factor of stasis webifiers per level
• Hitpoints: 8695 shields, 9298 armor, 10500 hull
• Capacitor: 6330 capacitor, 1154.875s recharge (about 5.48 cap/s)
• Dronebay: 125m3 bandwidth, 125m3 dronebay
• Speed: 121m/s max velocity, 0.0924 agility, 105,200,000kg
• Sensor: 50km targeting range, 7 locked targets, 100mm scan resolution, 28 magnetometric sensor strength, 400m signature radius


V. Angel Cartel:

Combine excellent mobility with good damage and improved dronebays

Dramiel:

• Slot layout: 3 high, 4 med, 3 low slots, 2 turrets, 1 launcher
• Fittings: 145 CPU, 38 powergrid
• Bonuses: pirate: 100% damage with small projectile turrets, Minmatar frigate: +10% falloff to small projectile turrets per level, Minmatar frigate: +7.5% to small projectile turret tracking per level
• Hitpoints: 583 shields, 582 armor, 517 hull
• Capacitor: 365 capacitor, 234.48s recharge (about 1.55 cap/s)
• Dronebay: 15m3 bandwidth, 20m3 drone bay
• Speed: 473m/s max velocity, 3.12 agility, 740,700kg
• Sensor: 25km targeting range, 5 locked targets, 990mm scan resolution, 11 ladar sensor strength, 32m signature radius

Cynabal:

• Slot layout: 5 high, 5 med, 5 low slots, 4 turrets, no launchers
• Fittings: 350 CPU, 1100 powergrid
• Bonuses: pirate: 25% bonus to medium projectile rate of fire, Minmatar cruiser: +10% damage to medium projectile turrets per level, Gallente cruiser: +10% falloff to medium projectile turrets per level
• Hitpoints: 2328 shields, 2325 armor, 2065 hull
• Capacitor: 1415 capacitor, 491.25s recharge (about 2.88 cap/s)
• Dronebay: 50m3 drone bandwidth, 50m3 drone bay
• Speed: 257m/s max velocity, 0.42 agility, 8,847,000kg
• Sensor: 45km targeting range, 7 locked targets, 423mm scan resolution, 16 ladar sensor strength, 110m signature radius

Machariel:

• Slot layout: 8 high, 5 med, 7 low slots, 7 turrets, no launchers
• Fittings: 600 CPU, 17950 powergrid
• Bonuses: pirate: 25% bonus to large projectile rate of fire, Minmatar battleship: +5% to large projectile turret damage per level, Gallente battleship: +10% falloff to large projectile turrets per level
• Hitpoints: 9317 shields, 9298 armor, 8260 hull
• Capacitor: 5800 capacitor, 1154.875s recharge (about 5.02 cap/s)
• Dronebay: 100m3 bandwidth, 125m3 dronebay
• Speed: 161m/s max velocity, 0.084 agility, 94,680,000kg
• Sensor: 62km targeting range, 7 locked targets, 150mm scan resolution, 26 ladar sensor strength, 340m signature radius

Glad I offloaded my Gila and Worm (lack of turrets disturbs me)
"May God stand between you and harm in all the empty places you must walk."


Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: EVE Online: Dominion (Winter Expansion)
« Reply #26 on: September 12, 2009, 10:05:29 PM »
Dont go and buy any faction ships right now...
Quote
Current market prices:

Nightmare = ~950mil (no significant change)
Rattlesnake = ~1.7bil (near 100% price change)
Vindicator = ~1.5bil+ (50-60% price change)
Bhaalgorn = ~1.6bil+ (around 60% price change)
Machariel = ~1.1bil (around 20% price change)

Navy Raven = 700mil (up by around 100mil)

Prices are spiking....

Its as bad for cruiser and lower too - post on SHC suggest theres barely any faction vessels left on contracts now either and its mere hours since a dev posted the changes in my last post.
"May God stand between you and harm in all the empty places you must walk."


Offline Caradir

  • HoJ Members
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3568
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #27 on: September 12, 2009, 10:09:45 PM »
700M for a CNR sell it matey if you still has Constantines ;)
"Banking was conceived in iniquity and was born in sin. The bankers own the earth. Take it away from them, but leave them the power to create money, and with the flick of the pen they will create enough deposits to buy it back again. However, take away from them the power to create money and all the great fortunes like mine will disappear and they ought to disappear, for this would be a happier and better world to live in. But, if you wish to remain the slaves of bankers and pay the cost of your own slavery, let them continue to create money." Josiah Stamp (Governor Bank of England 1928-41)

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7534
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: EVE Online: Dominion (Winter Expansion)
« Reply #28 on: September 12, 2009, 10:10:48 PM »
700M for a CNR sell it matey if you still has Constantines ;)

Buyer of character has already been informed he needs to cough up a tad more if he expects to get the ship - he hasnt backed out so its all good :)
"May God stand between you and harm in all the empty places you must walk."


Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: EVE Online: Dominion (Winter Expansion)
« Reply #29 on: September 13, 2009, 04:36:34 AM »
Think most of them are spiking on speculations that it isn't final notes they have given. The Mach is still rather unimpressive and seems to have gotten a slight boost to gank and a nerf to tank. But since it is meant to use autocannons which most think are crap well.