Hands of Justice
What we have played => EVE Online => Topic started by: Mangala on August 31, 2009, 08:49:09 PM
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Ten free expansions down. Now an eleventh. Set for Winter 2009, EVE Online: Dominion will focus on what is often cited as EVE's "end game" - alliance warfare. It offers a complete overhaul of the current sovereignty mechanics in favor of a system that's a brilliant mix of our game design vision and the input we've received from fans on forums, at conventions (FANFEST!) and via the CSM. Savvy alliances will benefit greatly from following and understanding these changes, which will receive extensive testing.
In addition, we'll be adding some new epic arcs for pirate factions, offering the first iteration of the integrated social networking platform known as COSMOS, setting our artists free to rebeautify planets and more.
As always, more information is in the pipeline from any number of sources. Check in with our dev blogs, CCP interviews at conventions like PAX and Austin GDC, coverage from Fanfest and Alliance Tournament VII, gaming news and fansites, our forums, Facebook, Youtube, Twitter and the newly launched (but still mysterious) EVE Online: Dominion feature page.
http://www.eveonline.com/news.asp?a=single&nid=3334&tid=1
http://www.eveonline.com/dominion
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Hmm...
CSM input... So it will ONLY benefit the current sov holders making keeping sov easier while making it impossible to establish new alliances.
Sounds super :/
(I don't trust the CSM at all considering that 4 out of 8 is from large alliances interested in keeping the status quo regarding how alliances make money and keeping sov)
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http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1169097&page=1#7
I think it means that Orcas will be getting a new ability; They'll be able to "scoop" occupied ships from space into a special refinery bay and output the raw minerals into the corp hangar.
I can see it now, great fleets of Orcas roaming through space, leaping mercilessly upon any smaller vessel and integrating their mass into a base stockpile. Once the stockpile is large enough a new Orca will be produced.
The Orca families will be presided over by a single female Rorqual, bloated and nigh motionless she sits in at the Orca POS and oversees the hunts. All female Orca have the ability to become the Rorqual but not many survive long enough to see this event, should the mother Rorqual detect that one of her young is coming of age she will be cast out or worse, cannibalized by the Rorqual herself, her mass reintegrated into the stockpiles.
Every three years the Rorquals mysteriously vanish for a period of time, sometimes days, and upon their return they are extremely tired and many even bear signs of combat, Nobody has ever learned where these behemoths of industry go or what they do but many hypothesize that there is some form of hierarchy above the Rorqual though none are clear upon it's form.
Non-capital industrial class vessels will become extinct with few being able to match the sheer ferocity of the enraged Rorqual in head on combat, her massive bulk winning most fights by simply crushing the enemy into defeat, her orca brood rushing to the carcass to salvage and consume it's components.
The male rorqual has never been seen and is said by some to not even exist, a fanciful hoax made up by liars and charlatans though there have been unconfirmed sightings of headless IteronV's found in an abandoned Rorqual POS, could this be some indication of the beasts' mating habits? One thing is clear, we're not going to find out any time soon.
Not strictly related to dominion in other way than it is in a thread about dominion in the eve-o forums and "explains" why there is an orca at the dominion front page.
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What the orca tinfoil hat guy doesnt recall is - that scene is from the butterfly effect video. wouldnt surprise me if its a place holder :)
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What the orca tinfoil hat guy doesnt recall is - that scene is from the butterfly effect video. wouldnt surprise me if its a place holder :)
Doesn't matter ;) it is a fun "story" :)
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why don´t they just leave the working stuff at it is :(
new sov mechanism will screw up 0.0
Lol
Yes since sov and sov warfare is SOOO working...
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Faction/Navy ship changes/additions incoming...
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1172933
I need to go and lie down...
My EWAR backbone BS:
Scorpion Navy Issue:
• Slot layout: 7 high, 8 med, 4 low slots, 5 launchers, 4 turrets, 350 calibration, 3 rig slots
• Fittings: 787 CPU, 10350 powergrid, 350 calibration, 3 rig slots
• New bonuses: 5% bonus to cruise and siege launcher rate of fire and 5% shield resistances per level
• Hitpoints: +50% hit points on hull (8203), armor (8203) and shields (9961)
• Dronebay unchanged next to standard hull
• Speed: +10% max velocity
• Sensor: +25% gravimetric sensor strength, -50 signature radius next to standard hull
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:o :o :o :o :o
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:o :o :o :o :o
Ive stolen Const's Navy Hookbill by the way :D
Because the contracts system for navy stuff shipswise is currently being raped by speculators...
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Are the new faction ships factional warfare rewards only?
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Are the new faction ships factional warfare rewards only?
Yeah - which sucks if you dont do FW directly, but the market for them will be that intense and I see FW getting a bit of a usage buff :)
The existing ships - cnr, hookbill etc while being altered at least arent earned thru FW ;)
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Ive stolen Const's Navy Hookbill by the way :D
look after it i love that little ship ;)
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Tempest Fleet Issue:
• New slot layout: 8 high, 5 med, 6 low slots, 7 turrets, 4 launchers
extra turret: nice
1 less med slut: WTFBBQFOAD
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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
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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.
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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).
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Hugest probem your BS face still is their weaponary :(
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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.
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[sober]Why the hell do all new faction ships get an extra slot except for the phoon?? >:([/sober]
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[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.
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titan changes:
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
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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.
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http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1172933&page=8#214
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
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...
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They claim they are aware of the issue... And yet proposed making it worse.
Quite frankly, doubt they have a clue.
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Potential Af changes incoming in expansion:
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
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Pirate Ship changes:
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)
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Dont go and buy any faction ships right now...
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.
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700M for a CNR sell it matey if you still has Constantines ;)
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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 :)
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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.
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AF AB Boost incoming:
One of the upcoming changes we previously mentioned on the features & ideas forum and discussed with the CSM which we want to try out on singularity and gather public feedback on is a boost to assault frigates.
We will add a 15% afterburner speed boost bonus per racial frigate level. This means each assault frigate will get a 75% bonus since racial frigate V is a pre-requisite to fly the ship. The intention is that the assault frigates will be able to close range on their targets to bring their damage to bear and increase their survivability on account of their increased speed and reduced signature radius factor whilst using afterburners.
This is not a final solution and we are aware of related issues such as rocket performance but we have been impressed with the results so far internally that we want to move to the next phase and see what you all think.
This change should hit singularity over the next few days and your constructive feedback is welcome!
Cant bloody wait - AF's will become my ship of choice should this go through without whines changing it any.
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Sounds like they might become more usable. Not just some kind of heavy easy to hit ceptor but a ship in their own right.
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Typhoon Fleet Issue:
• Slot layout: weapon layout back to 4 turrets and 4 launchers, receives an additional low-slot instead (for a total of eight)
Noticed this - another change to 'phoonFI - this make life better or is stillr etarded stupid?
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Typhoon Fleet Issue:
• Slot layout: weapon layout back to 4 turrets and 4 launchers, receives an additional low-slot instead (for a total of eight)
Noticed this - another change to 'phoonFI - this make life better or is stillr etarded stupid?
Dunno... imo the phoon should have a 5/5 layout to start with but a added low gives more choices and another weapons upgrade might give more of a boost than a bonused weapon.
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so does that make 'phoon FI 8/4/8?
if so i can see that being a nice PVP ship maybe not as much gank as some but quite versatile.
what ive never understood is why no CN Rokh though that would...well.... rock :) hehe
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what ive never understood is why no CN Rokh though that would...well.... rock :) hehe
I have hopes. The very idea makes me moist.
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a PHFI with a 8/4/8 setup with a 4/4 hislot setup would IMO be better than the 8/4/7 with 5/5. The slight dps increase of the latter can never never make up for the versatility and potential of an extra lowslot: either higher dps through a BCS or the extra tank it could generate, esp with the increased armor hp it got.
retardedness imo
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Dominion related videos from during AT7 finals weekend last weekend:
1:
http://www.youtube.com/watch?v=SKZZGVonhAA
2:
http://www.youtube.com/watch?v=5pusXTQkeIM
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Fleet finder?? hmm... that can't end well.
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Fleet finder?? hmm... that can't end well.
Its handy in small corps - none of this nonsense we have to jump thru now. However in massive corps with spies all over and alliances too then its going to be "fun" :D
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Fleet finder?? hmm... that can't end well.
Its handy in small corps - none of this nonsense we have to jump thru now. However in massive corps with spies all over and alliances too then its going to be "fun" :D
Can't see it work that well for us either... for the medium sized (like ez or similar) it could work. Having both mining and other kinds of fleets.
Small like us rarely have more than one fleet afterall ;)
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Browsing eveo while waiting for a few hours for Torfifrans Dominion keynote, I saw this linked.
http://www.dust514.org/index.php?option=com_hwdvideoshare&task=viewvideo&Itemid=56&video_id=9
A video interview that goes deeper regarding Dust and Dominion...
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I r stupid - didnt bring lead for camera>netbook.
Saying that though, havent taken too many pictures this year, acually trying to watch things rather than take piccies of stuff did that too me.
Todays keynotes were epic - yesterdays by Torfi was seemingly just a run up to todays, even though Dominion was its focus.
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any exciting stuff? tried to watch/listen part of it on EvEtv today, but was in fleet at same time, so didnt really follow
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Fridays, Dominion keynote video:
http://www.youtube.com/watch?v=M6E4dDDUF90&feature=player_profilepage
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New DD:
http://www.youtube.com/watch?v=O9ULlOE5VUE
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Interesting. I was waiting for the 'Boom! Headshot!'.
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im sure this is easy to find but im lazy ;)
so DD are now high damage single target, anti-capital weapons? instead of the silliness they currently are?
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yup, that's the idea afaik
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im sure this is easy to find but im lazy ;)
so DD are now high damage single target, anti-capital weapons? instead of the silliness they currently are?
Not really anti capital from what I could understand.
More like the "headshot snipers" in fps games. Aimed at killing battleships, the "supercarriers" are anti capitals with their fighter-bombers.
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im sure this is easy to find but im lazy ;)
so DD are now high damage single target, anti-capital weapons? instead of the silliness they currently are?
Not really anti capital from what I could understand.
More like the "headshot snipers" in fps games. Aimed at killing battleships, the "supercarriers" are anti capitals with their fighter-bombers.
New DD can solo a carrier, can strip a dread to low armor :)
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CCP made video of new planets/moons:
http://www.youtube.com/watch?v=ekXTtjlZquM
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nice, although the vid with all it's repetitions is a bit silly
and now knowing that a lot of em are variations on the same skin is a bit of a letdown too, if I hadnt watched the vid, I might have not notice
[/nag]
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New dev blog about dominion, more precisely upkeep and upgrades.
http://www.eveonline.com/devblog.asp?a=blog&bid=714
All in all it is looking quite good now.
They have reduced upkeep costs a bit, maybe too much for the "jammer+bridge" combo, and upped the income possibilities with increasing to 20 anomalies at lvl5. They should be about as profitable as lvl4's.
Also the at max upgrade of "ore prospecting" it gives 5 grav sites similar to the ones (I assume) high end wormhole space so should be good belts with high ends and such in large roids. They respawn every downtime.
Archeology/hacking site upgrade isn't a fixed number but a probability increase and the sites you find have a 12h respawn (how this works for something that might or might not be there I'm unsure)
You can also increase the other plex chances (both to find and the level) and the chance of finding a wormhole.
All in all it is looking quite good in my eyes. The only drawback is that there might be a significant risk that it won't change anything in the availability of space to actually own.
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The actual upgrades do sound pretty good now they have given more nfo on them, quite pleased at how much more profitable 0.0 could be for the little guy - although getting space in the first place...
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The actual upgrades do sound pretty good now they have given more nfo on them, quite pleased at how much more profitable 0.0 could be for the little guy - although getting space in the first place...
Yes...
With the way the costs are done it doesn't seem to do anything against the infinite sprawl we have now.
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So Supercarriers arent anymore.
http://www.eveonline.com/devblog.asp?a=blog&bid=717
TLDR: Supercarriers, formerly motherships, are now motherships again as CCP has completely trashed all the player tested and well received changes developed by a former 0.0 player turned dev, Seleene/CCP Abathur. This was preceded by CCP Abathur being removed from heading capital changes, and the dev who apparently took his place, CCP Nozh, proposing a string of game breaking changes and making patently false claims about game mechanics, showing the company's startling lack of how their game works.
However, two weeks from launch, the sweeping overhaul of the sovereignty system, a basic game mechanic, is still untested and incomplete, but is still being implemented.
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So Supercarriers arent anymore.
http://www.eveonline.com/devblog.asp?a=blog&bid=717
TLDR: Supercarriers, formerly motherships, are now motherships again as CCP has completely trashed all the player tested and well received changes developed by a former 0.0 player turned dev, Seleene/CCP Abathur. This was preceded by CCP Abathur being removed from heading capital changes, and the dev who apparently took his place, CCP Nozh, proposing a string of game breaking changes and making patently false claims about game mechanics, showing the company's startling lack of how their game works.
However, two weeks from launch, the sweeping overhaul of the sovereignty system, a basic game mechanic, is still untested and incomplete, but is still being implemented.
Weird, but to be honest I found the supercarrier thing very underwhelming.
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Theres a rumour going round that Assault Frigs wont be getting the range of boosts they were to get either (at least when Dominion goes live in a week and a half..)...
If so the meh! Was looking forward to Af's becoming alot more viable than they are, getting AB bonii and such would have really helped them in pvp settings. oh well, i#ll stick to thinking about inties and eventualy t3 frigs for now ;)
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Shoot... Seems they are nerfing the Naglfar.
Having it being fairly decent was apparently way to hard for ccp. :'(
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saw this signature on SHC ;)
(http://go-dl1.eve-files.com/media/0911/Anti-Mothership-Nerf-Sig.jpg)
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saw this signature on SHC ;)
(http://go-dl1.eve-files.com/media/0911/Anti-Mothership-Nerf-Sig.jpg)
2007 says hello:
(http://go-dl1.eve-files.com/media/0710/Anti-Carrier-Nerf-Sig.jpg)
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http://www.eveonline.com/updates/patchnotes.asp
Patchnotes for dominion.
It is now impossible for players to never have access to agents. Level 1 agents, up to Quality 0, will be available to all players regardless of their faction, corporation, or personal standing with the agent. This does not affect Research Agents or access to the character location service offered by some agents, they maintain their high standards.
Thats really good :) means I can perhaps start to get standings up with gal and minnies.
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we can already do L4 missions with minnies ;)
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guess who forgot to change back to his +4 clone yesterday?
guess who forgot to set a long skill yesterday?
:'(
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guess who forgot to change back to his +4 clone yesterday?
guess who forgot to set a long skill yesterday?
:'(
Guess who didnt :D
Was doing Amarr Cruiser V anyways on the main :)
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:(
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Its available for download:
http://ccp.vo.llnwd.net/o2/evepremiumpatch101786-117956_m.exe
Edit: dont update right away with it though.
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mmm read this elsewhere, not sure if its true, but lol if it is:
Okay, it's patch day. Time to share CCP's biggest screw-up in the patch.
No, not the abandonment of the assault frig or mothership changes, nor the fuck-up about 0.0 still making less money than L4s in Empire. The other one.
The "nerfing of moons" was done by rebalancing the materials used in T2 production, namely that significantly less products of the r64 (dyspro, etc) moons were needed and more from the more common moons. Of course, all this really did was move the bottleneck in T2 manufacture away from the r64 stuff...and onto something else.
Namely technetium, a r32 moon. Which is regionally distributed. Specificially, in the north only.
ETA on IT/AAA/Stainwagon/etc figuring out that they sent TRI alone to attack what are now the most valuable regions in 0.0?
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They are most likely exaggerating the effect on tech.
Remember who it is thats writing most of these things, the people holding most r64s currently.
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oooh, not green, not blue, but red! I like the new client's startup screen!
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oooh, not green, not blue, but red! I like the new client's startup screen!
Nice isnt it. Its animated too - watch the 'roids at the botton of it.
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Ah! How right you are, hadnt noticed that yet!
Lights on the structure too!
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So does the patch you pointed us to work?
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So does the patch you pointed us to work?
Aye.
I used that on one client and autopatcher on my other install :)
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Servers up.
Im going to try and log in, then quickly log out in case EVE breaks ;)
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Jesus this browser is epic.
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New character selection screen is sweet. Next step - dont make us log off to get back to it :)
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I have no idea what's going on in that clip you posted, but I enjoyed watching it anyway.
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So, it seems that on many fronts - despite increased lag, Titans soloing everything, and random stuff that happens in the wake of expansions, Dominion may actually be a success in the increased fights and such it has spawned.
This is only the opinion of one guy in an NC corp, but from all ive read everywhere i have sene it posted, the majority agree with him:
I am currently in JC-YX8 and local is standing near 770 strong right now. Our fleet consists something like maybe 150. I'm not certain how many reinforcements are coming, but if this is all, then I suspect I will be in my clone sooner than I thought. I guess this is the thing I've been missing out on so much. It's one of the things Eve is known for. Some grand skirmish that decides the experiences of thousands of people.
Local is doing its normal thing. Lots of smack on both sides and everyone playing the waiting game. I must admit to a looming feeling of trepidation in my stomach. We are committed no matter what. I am committed no matter the outcome. I have lots of thoughts right now. Things like:
Are these fights just for fights?
Is some alliance leaders pride and honor on the line?
What happens when the dust settles?
I found it significant that even including alts, there may be 700 people all around the world who are all waiting like I am. It's a feeling of awe and genuine fascination for a game I have been playing for over a year now. All this time and just now I am doing this.
Not sure what is to come of all of this, but I would like to say thank you to CCP for giving me an experience that I have never had in a game before. Also thanks to all the people in local and the people who help comprise this great game. No matter the outcome I will be grateful for my first time. You only get one first time. Let's make it count.
I am hoping that as MAADi gets more involved in eve life once again, we get to actually get into BS fights and enjoy them as much as this guy is now :D
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Yup me too.
We just need to find someplace to live/attack :)
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Hah! Bomb Deployment requirement seems to be tweaked down to Missile Bombardment IV i.s.o. V. Yay!
Stealth bomber, here I come!