Category Archives: Updates

Retribution Changelist

The latest expansion – EVE Online: Retribution – is due to land on our computers on December 4th, bringing new ships, revised bounty mechanics and new UI elements. Below is a list of all the known changes with links to the full details.

The Official PATCH NOTES are out – find them HERE.

Last updated 14/10/2012 – added “Cannot eject or change ships” to the notes on the Weapons flag.

Everything in this post is subject to change.

Tiericide

New ships & existing ship rebalances

Crimewatch 2.0

A much needed overhaul of the overly complicated Crimewatch system is coming this Winter. The gist of it is as follows: There are 3 “flags” – Weapons, Suspect and Criminal.

A Weapons flag is activated whenever you use an offensive module and lasts 1 minute from last activation. This prevents docking and jumping. You also cannot eject or swap ships with this in effect.

A Suspect flag is created either by Killrights (more below), stealing from a wreck or can and engaging a ship in Lowsec. This allows ANY player to attack you, but there is no CONCORD intervention.

A Criminal flag is created by unlawful aggression in Highsec or killing a Capsule in Lowsec. This generates a Killright (more below) and allows CONCORD to engage you in highsec, as well as other players like the Suspect flag.

Assisting anyone with a flag (like using Remote Repair) also causes you to share the “target’s” flags – meaning if I repair a Hurricane with 30 seconds left to dock, I also cannot dock for 30 seconds. If I assist a suspect, I also get the suspect flag. If I assist a Criminal, I explode in Highsec.

In addition, being aggressed by an NPC gives you an “NPC” flag which causes your ship to stay in space for 15 minutes after log-off – much like today’s normal aggression flag.

The full dev blog is here.

Bounty Hunting changes

Retribution will introduce a new bounty system, allowing players to place bounties on Characters, Corporations and Alliances. A percentage of the total bounty is then awarded for any ship or pod kill of the target, with the payout proportional to the amount of ISK destroyed. The Dev Blog is here. This ties in with…

Killright changes

In the Bounty change devblog, Killrights are having an overhaul. Killrights are now awarded for any criminal action; Suicide gank in highsec (failed or not), and podding in lowsec. Killrights can be “activated” to give the target a 15 minute “Suspect” flag during which time anyone can shoot at them.

These killrights can also be sold to other players – a player flying near a player with a killright for sale has the option to buy and activate the killright, allowing anyone to attack that player for 15 minutes. This is included in the dev blog for the bounty changes here.

New User Interface

CCP are working (this is very much still design phase) on a new User Interface – namely based around the targeting panes. Dev blog here.

Faction Warfare rebalancing

Faction Warfare right now is kind of very broken. As a result, CCP are pushing out changes to Tier levels and introducing some new features, such as the ability to place Cyno Jammers in Tier 5 systems. Dev post here.

This also includes a change to the FW NPC  and Complex mechanics – see here.

NPC Rebalance

NPCs in all areas of space will now switch targets. This is affected by both ship size (NPC frigates are more likely to shoot player frigates) and threat levels (ECM and RR give higher threat). Dev blog here.

Market changes

CCP are adding new items to market – allowing the listing of items such as faction Drones, Outpost construction eggs and more. See here for the full list.

Rumored upcoming changes

We’re still a way out from the expansion, so expect this list to get a lot longer. There’s rumors floating round of some of the other changes, currently including:

  • EWAR rebalancing
  • Contract Changes

As always, check back here for updates and let me know if you see anything I missed.

This is shaping up to be a great expansion.

Database changes – Logistics frigates, Orbital Bombardment

In my first post in ages, thanks to Guild Wars 2, I’m just going to draw your attention to a round of changes apparently mined from some EVE database somewhere.

These changes come courtesy of Sarmatiko who gave us the Crucible and Inferno changes as well so it’s likely to be accurate.

Pastebin here.

A quick roundup:

  • Bantam, Navitas, Burst and Inquisitor changing to become Remote Repair frigates
  • Changes to most small Remote Repair modules to compensate (Less fitting requirements, generally)
  • Slight destroyer changes, couple of low slots being tweaked
  • Orbital bombardment ammo is being added, presumably to shoot DUST players. \o/

Obviously, the changes may, er, change at any time.

Regular posts to resume shortly. Probably. Juggling MMOs is hard.

Remaining T1 Frigates to become Logistics frigates

Ever wonder about the remaining Tech 1 frigates? They’re being turned into Remote Repair ships. Forum thread here.
——
Hello again everyone. Hope you all had a good weekend.

This post will cover the last four tech one frigates to get a discussion thread. This is in many ways the trickiest but also the most rewarding part of the winter frigate rebalance, since we are creating a new role for these frigates and hopefully shaking up frigate combat quite a bit.

Each race will be getting a tech one logistics frigate, bonused in remote repairing. These ships will be replacing the mining frigates that are being displaced by the new ORE frigate, taking the Inquisitor from the Amarr lineup instead because we already stole the Tormentor to make a mini-Armageddon.

Our goals here are
1) Create a new set of interesting gameplay choices when flying or fighting against frigate groups
2) Provide an upgrade path for new players on their way to Logistics ships

These ships are weaker for their size than our T2 Logistics Ships are, and that is by design. This reflects both the lower cost and SP investment and our desire that these ships compliment current frigate warfare without eclipsing all the other ships in the lineup. I am aware that any expansion of logistics capability in eve makes things harder for solo players, and we are endeavoring to make sure that these frigates add options to combat instead of taking them away.

So these ships have a max rep range of 28.8km with T2 reps and are generally among the slowest of the tech one frigates. We built them quite heavy so that they perform closer to destroyers/interdictors than the other frigates. Piloting these ships effectively in the midst of a battle will require some thought, helping create ships that are easy to get into but take time to master.

Along with the changes to the ships we are also changing the fitting requirements of small remote armor and shield reps. Details of those changes are (apologies for the formatting):
Meta type Name power cpu
0 Small Remote Armor Repair System I 6 10
1 Small I-ax Regenerative Projector 6 9
2 Small Coaxial Regenerative Projector 6 9
3 Small ‘Arup’ Remote Bulwark Reconstruction 6 8
4 Small ‘Solace’ Remote Bulwark Reconstruction 6 8
5 Small Remote Armor Repair System II 7 12
6 Brotherhood’ Small Remote Armor Repair System I 6 10
7 Beatnik’ Small Remote Armor Repair system I 5 8
11 Centii C-Type Small Remote Armor Repair System 8 10
11 Coreli C-Type Small Remote Armor Repair System 6 10
12 Centii B-Type Small Remote Armor Repair System 9 10
12 Coreli B-Type Small Remote Armor Repair System 6 10
13 Centii A-Type Small Remote Armor Repair System 10 10
13 Coreli A-Type Small Remote Armor Repair System 6 10
0 Small Shield Transporter I 3 35
1 Small Asymmetric Barrier Transpositioner I 3 33
2 Small Murky Shield Screen Transmitter I 3 32
3 Small ‘Atonement’ Ward Projector 3 28
4 Small S95A Partial Shield Transporter 3 30
5 Small Shield Transporter II 4 42
11 Gistii C-Type Small Shield Transporter 3 37
11 Pithi C-Type Small Shield Transporter 3 50
12 Gistii B-Type Small Shield Transporter 3 37
12 Pithi B-Type Small Shield Transporter 3 52
13 Gistii A-Type Small Shield Transporter 3 37
13 Pithi A-Type Small Shield Transporter 3 54

Here’s the stats on the ships themselves. I won’t give the difference from before since these guys are in a whole new role so the previous stats don’t really matter.:

Inquisitor:
Frigate skill bonuses:
10% bonus to Remote Armor Repair amount
10% reduction in Remote Armor Repair cap use

Role Bonus:
500% bonus to the range of Remote Armor Repairers
Slot layout: 3 H, 2 M, 4 L, 2 turrets
Fittings: 51 PWG, 135 CPU
Defense (shields / armor / hull) : 225 / 500 / 330
Capacitor (amount / recharge rate / cap per second): 400 / 200s / 2
Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 1470000 / 4.95s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 700 / 7
Sensor strength: 10 Radar
Signature radius: 34
Cargo capacity: 250

Bantam:
Frigate skill bonuses:
10% bonus to Shield Transporter boost amount
10% reduction in Shield Transporter cap use

Role Bonus:
500% bonus to the range of Shield Transporters
Slot layout: 3 H, 4 M, 2 L, 2 turrets
Fittings: 39 PWG, 215 CPU
Defense (shields / armor / hull) : 500 / 225 / 310
Capacitor (amount / recharge rate / cap per second): 380 / 190s / 2
Mobility (max velocity / agility / mass / align time): 300 / 3.75 / 1480000 / 5.19s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 650 / 7
Sensor strength: 12 Gravimetric
Signature radius: 35
Cargo capacity: 270

Navitas:
Frigate skill bonuses:
10% bonus to Remote Armor Repair amount
10% reduction in Remote Armor Repair cap use

Role Bonus:
500% bonus to the range of Remote Armor Repairers
Slot layout: 3 H, 3 M, 3 L, 2 turrets
Fittings: 49 PWG, 145 CPU
Defense (shields / armor / hull) : 250 / 400 / 335
Capacitor (amount / recharge rate / cap per second): 390 / 195s / 2
Mobility (max velocity / agility / mass / align time): 330 / 3.4 / 1450000 / 4.61s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 38km / 675 / 7
Sensor strength: 11 Magnetometric
Signature radius: 36
Cargo capacity: 280

Burst:
Frigate skill bonuses:
10% bonus to Shield Transporter boost amount
10% reduction in Shield Transporter cap use

Role Bonus:
500% bonus to the range of Shield Transporters
Slot layout: 3 H, 3 M, 3 L, 2 turrets
Fittings: 40 PWG, 205 CPU
Defense (shields / armor / hull) : 400 / 250 / 290
Capacitor (amount / recharge rate / cap per second): 370 / 185s / 2
Mobility (max velocity / agility / mass / align time): 335 / 3.55 / 1420000 / 4.72s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 725 / 7
Sensor strength: 9 Ladar
Signature radius: 33
Cargo capacity: 260

Let us know what you think!

More combat frigate re-balancing

I’ll return to normal blogging soon, but I’m being hit hard by non-EVE things lately and simply have had not the time on my hands to do anything. In the meantime, here’s some more stuff from the guys at CCP.

Another round of changes, this time it’s the Tristan, Kestrel and Breacher being looked at. Thread here.
——–
Hello again Features & Ideas. Today we’re going to be showing you the current designs for the last three revamped Combat Frigates, set for release this winter.

Many of you will have guessed that the Amarr weren’t going to remain the only race with two Combat Frigates. Having the Punisher and Tormentor representing different combat styles within the same general use case is a pattern we want to repeat with the other races, so we’re revamping the Kestrel, Tristan and Breacher.

You will also see that the direction we’re going with these frigs means that our plans have changed somewhat since the dev blog a few months ago.

Without further ado, here’s the ships we have to show you today!

Kestrel: 
Frigate skill bonuses:
5% Bonus to Missile damage per level
10% Bonus to Missile velocity per level

Slot layout: 4 H, 4 M (+1), 2 L, 4 launchers
Fittings: 45 PWG (+15), 180 CPU (+30)
Defense (shields / armor / hull) : 500(+109) / 350(+37) / 350 (+84)
Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 165s (-22.5s)/ 2 (+0.667)
Mobility (max velocity / agility / mass / align time): 320 (+24) / 3.27(-0.6) / 1163000 / 3.56s (-0.65)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km (+10) / 620 (+155) / 5 (+2)
Sensor strength: 11 Gravimetric
Signature radius: 38 (-9)
Cargo capacity: 160 (-145)

Tristan: 
Frigate skill bonuses:
7.5% Bonus to Hybrid Turret tracking speed per level
10% Bonus to Drone tracking speed and hitpoints per level

Slot layout: 3 H (-1), 3 M, 3 L, 2 turrets, 0 launchers (-2)
Fittings: 35 PWG (-3), 130 CPU (+5)
Defense (shields / armor / hull) : 350(-41) / 450(+20) / 550 (+167)
Capacitor (amount / recharge rate / cap per second): 350 / 175s (-59.38s)/ 2 (+0.5)
Mobility (max velocity / agility / mass / align time): 310 (+4) / 3.44 (-0.21) / 1106000 (+100000) / 3.56s (-0.02)
Drones (bandwidth / bay): 25 (+20) / 40 (+35)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+12.5) / 600 (+10) / 5
Sensor strength: 9 Magnetometric
Signature radius: 41 (-1)
Cargo capacity: 140

Breacher: 
Frigate skill bonuses:
5% Bonus to Missile damage per level
7.5% Bonus to Shield boost amount per level

Slot layout: 3 H (-1), 4 M (+2), 3 L (+1), 3 launchers, 0 Turrets (-1)
Fittings: 35 PWG (+4), 180 CPU (+45)
Defense (shields / armor / hull) : 500(+149) / 350(+37) / 300 (+50)
Capacitor (amount / recharge rate / cap per second): 300 (+112.5)/ 150s (+9.37s)/ 2 (+0.667)
Mobility (max velocity / agility / mass / align time): 350 (+16) / 3.16 (-0.62) / 1087000 (-100000) / 3.21s (-0.99)
Drones (bandwidth / bay): 10 (+10) / 10 (+10)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+2.5) / 650 (+75) / 4 (+1)
Sensor strength: 8 Ladar
Signature radius: 36 (-5)
Cargo capacity: 175

Inferno 1.2 Changes

CCP are deploying Inferno 1.2 on August 8th.

I cannot actually access Singularity at the moment (tgl3 is still unsubbed on there) so this post will lack screenshots and precise stats. If you have either, let me know so I can update the post.

Without further ado, here’s what I know of:

  • Attack Frigate Changes – A change to the Executioner, Condor, Atron and Slasher to make them more viable for combat. New stats here, with a small update here.
  • Mining Barge ChangesA change to barges & exhumers. The main change is a move from Cargo Holds to a new dedicated Ore Bay, but also changes around the roles. CCP have not announced the exact details, but there’s a pastebin here of the changes mined from the test server or something. This also include a couple of new rigs for mining ships. Have fun!
  • New Alchemy reactions –  CCP are introducing new Alchemy things in 1.2. Their Devblog is here. There’s also an update to the reactions, found here.
  • Rookie Ship buff – CCP are giving all the Rookie Ships a fixed role bonus, and generally improving their stats. This should make Rookie Ships a viable combat ships for very low SP pilots, since the bonuses include EWAR. Stats here.
  • V3 Angel Ships – The V3 changes are continuing with the Angel Ships being updated. Check out the CCP video here!
  • UPDATE: Self destruct changes - SD’ing will now give loot and a killmail
  • UPDATE: Incursion Changes – A buff to OTA sites in Vanguard Incursion systems. Changes here.
  • UPDATE: Tooltips on hovering over weapons!

  • T2 armor plates – Tech 2 Armor plates have had their HP buffed, now giving more Armor than the Meta 4 varient (Rolled Tungsten)
  • New NPE – An improved New Player Experience is en route.
  • Fittings now save cargo/rigs – Some awesome Dev (CCP Punkturis) has added the ability to fit your cargo and rigs when fitting from the fitting browser.
  • Changes to Missile Names (again) – CCP have made a couple of changes to the naming of Heavy Assault Missiles and FoF missiles. Dev blog here.
  • Changes to Implant descriptions and market sorting – In the same Dev blog as above, the description of implant bonuses have been made a bit more consistent, and their market orders have been improved so they actually make sense.
  • Improved Unified Inventory usability – You can now drag out windows from the main Inventory window. Probably other stuff too.
  • Green Screen in Character Creation – You can now select a “green screen” option in character re-customization.
  • Improved Market Search – The Market search function has been improved, splitting results into subsections (ships, propulsion etc) for easier location of what you want

That’s everything I could find for now, but there’s some other stuff to look out for:

If I missed anything, please let me know. Since I can’t access Singularity, it’s really hard to check for the new stuff!

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