EVE Corporation - Page 1822
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Warri
Germany3208 Posts
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0m3ga
Serbia322 Posts
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Ramiel
United States1220 Posts
On May 21 2014 04:22 DiracMonopole wrote: The nightmare does not have HPL tracking Yes, the sig resolution is pretty bad. However- in radians / sec I can get the nightmare BS guns to track at 0.08 With scorch, and 0.11 With close range ammo. The base tracking for a zealot is 0.08 (Scorch) So it is pretty good, if I do say so myself. But you are right, it doesn't have as good of tracking as the zeal, but those numbers on a BS are really scary. Especially when you consider the 45+ optimal. | ||
Body_Shield
Canada3368 Posts
On May 21 2014 04:35 0m3ga wrote: Chessur plz dont kill rise on TV yo Exactly, they won't listen to your demands if you've already killed the hostage. | ||
Flyingdutchman
Netherlands858 Posts
On May 21 2014 05:23 Body_Shield wrote: Exactly, they won't listen to your demands if you've already killed the hostage. But you can always remove extremities without killing him, if you're careful that is | ||
Galdo
United States338 Posts
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KwarK
United States41961 Posts
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Jaaaaasper
United States10225 Posts
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Impervious
Canada4172 Posts
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DiracMonopole
United States1555 Posts
On May 21 2014 05:17 Ramiel wrote: Yes, the sig resolution is pretty bad. However- in radians / sec I can get the nightmare BS guns to track at 0.08 With scorch, and 0.11 With close range ammo. The base tracking for a zealot is 0.08 (Scorch) So it is pretty good, if I do say so myself. But you are right, it doesn't have as good of tracking as the zeal, but those numbers on a BS are really scary. Especially when you consider the 45+ optimal. To find actual tracking, divide large gun tracking by 400 and medium gun tracking by 125 | ||
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Russian Federation3631 Posts
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Russian Federation3631 Posts
31:20, possibly one of the most perfectly executed fights I've ever seen in a video | ||
Skilledblob
Germany3392 Posts
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Firebolt145
Lalalaland34483 Posts
On May 21 2014 19:09 Skilledblob wrote: very nice video. would be great if he made an overview in one of the corners with the ships he's engaging and what he killed. similar to what I beast did in his videos. This would make it easier for the viewer to see what's going on without having to stare at his overview the whole time. Isn't staring at the overview what 99% of people in EVE do in PvP anyway? | ||
Skilledblob
Germany3392 Posts
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Jaaaaasper
United States10225 Posts
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Body_Shield
Canada3368 Posts
+ Show Spoiler + Hey everyone. As we announced at the Fanfest keynote, we are rebalancing Freighters and Jump Freighters in the Kronos release. The biggest change in this rebalance is the addition of customizability to a class that has previously been entirely static. We originally approached this through rig slots, but a few valid concerns were raised in this thread and we've made some significant adjustments to the plan to address them. The CSM has been a very significant help in this process. The most significant issues raised in the thread are: The permanence of customizability that relies completely on rigs. As the only classes to have rig slots alone with no fitting slots, Freighters and Jump Freighters would have allowed customization towards a player's most common use cases, but would still lack the very important ability to adjust fittings in response to changing needs and environments. The relative lack of interesting choices for Jump Freighter pilots. Due to the very unique situation of Jump Freighters, they did not receive very significant benefits from any rigs other than cargohold optimization. This is partially an issue with the lack of gameplay around JF use and their near complete safety when used optimally, but it also reflected a lack of good options. To deal with the first issue, we are making the significant change of providing the goal of customizability through low slots rather than rig slots. Keeping this path balanced requires a few extra tricks but we believe that it will provide a more interesting set of gameplay choices for freighter pilots to make on an everyday basis. All Freighters and Jump Freighters will receive 3 low slots, and not receive any rig slots. They will have very restrictive powergrid and cpu totals, and a special role bonus that allows the use of Reinforced Bulkhead modules. In Kronos we are also adding a new set of low-slot warp speed enhancing modules that can be obtained through low-sec exploration. These modules will increase warp speed by a flat addition of 0.2, 0.25 or 0.3 au/s each. We expect that these will be popular modules for use on Freighters. To help address the lack of interesting options for Jump Freighters, we are planning to introduce a set of jump fuel conservation modules in the Crius release in July. These modules will not be available in Kronos. So we expect that most Freighter and Jump Freighter pilots will use their three low slots to mix and match the following modules to meet their needs: Expanded Cargoholds Reinforced Bulkheads Hyperspatial Accelerators (warp speed modules) Inertia Stabilizers Overdrive Injector Systems (For certain armor tanking fits) Adaptive Nano Platings (For Jump Freighters) Capacitor Power Relays (For Jump Freighters after the Crius release) Jump Fuel Conservation Modules The base cargo capacity of Freighters is being decreased so that a set of three Tech Two Expanded Cargoholds adds 21-25% cargo above the previous maximum values. For Jump Freighters, three T2 Expanders will increase cargo capacity by 1-2%. This means that Freighters can get significantly higher maximum capacity than before using modules, and we're increasing the volume of packaged capital ships (to 1.3 million m3) and unpackaged station containers (to 2 million m3) to compensate. The base EHP of all Freighters and Jump Freighters is being increased (since Expanded Cargoholds affect freighter hp more than cargo rigs do) and more emphasis is being placed on armor and shield than before (although all Freighters still gain the majority of their hitpoints from hull). Note the change in the Jump Freighter HP bonus, which now only applies to their main tank and hull. The large increase in JF base HP and resist more than make up for the bonus change and all JFs have more base EHP than before. PROVIDENCE Amarr Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 1 CPU Defense (shields / armor / hull) : 10000(+5000) / 46000(+22000) / 100000(-12500) Mobility (max velocity / agility / mass / align time / warp speed): 70 / 0.0625 / 900,000,000 / 77.98s / 1.37 Cargo Capacity: 435000(-300000)m3 CHARON Caldari Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 1 CPU Defense (shields / armor / hull) : 50000(+44000) / 15000(-5000) / 77500(-28750) Mobility (max velocity / agility / mass / align time / warp speed): 60 / 0.0625 / 960,000,000 / 83.18s / 1.37 Cargo Capacity: 465000(-320000)m3 OBELISK Gallente Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 1 CPU Defense (shields / armor / hull) : 14000(+10687) / 40000(+17500) / 110000(-10000) Mobility (max velocity / agility / mass / align time / warp speed): 65 / 0.0625 / 940,000,000 / 81.44s / 1.37 Cargo Capacity: 440000(-310000)m3 FENRIR Minmatar Freighter Bonus per level: +5% Cargo Capacity +5% Maximum Velocity Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 1 CPU Defense (shields / armor / hull) : 48000(+42375) / 22000(+750) / 65000(-35000) Mobility (max velocity / agility / mass / align time / warp speed): 80 / 0.0625 / 820,000,000 / 71.05s / 1.37 Cargo Capacity: 435000(-285000)m3 ARK Amarr Freighter Bonus per level: +5% Cargo Capacity +5% Agility Jump Freighters Bonus per level: +10% to armor and hull hitpoints -10% jump fuel requirements Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 5(+4) CPU Defense (shields / armor / hull) : 12000(+6000) / 63600(+26400) / 96000(-15000) Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 47.5(+7.5) / 62.5(+12.5) Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 34.375(+9.375) / 40(+20) Mobility (max velocity / agility / mass / align time / warp speed): 84 / 0.055(+0.005) / 900,000,000 / 68.62(+6.24)s / 1.5 Signature Radius: 2800(-12) Cargo Capacity: 135000(-140625)m3 RHEA Caldari Freighter Bonus per level: +5% Cargo Capacity +5% Agility Jump Freighters Bonus per level: +10% to shield and hull hitpoints -10% jump fuel requirements Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 5(+4) CPU Defense (shields / armor / hull) : 60000(+52800) / 18000(-6000) / 93000(-34500) Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 47.5(+7.5) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 58.75(+13.75) / 34.375(+9.375) / 10 Mobility (max velocity / agility / mass / align time / warp speed): 72 / 0.055(+0.005) / 960,000,000 / 73.20(+6.66)s / 1.5 Signature Radius: 2930(-2) Cargo Capacity: 144000(-150375)m3 ANSHAR Gallente Freighter Bonus per level: +5% Cargo Capacity +5% Agility Jump Freighters Bonus per level: +10% to armor and hull hitpoints -10% jump fuel requirements Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 5(+4) CPU Defense (shields / armor / hull) : 16800(+10424.4) / 48000(+21000) / 132000(-12000) Base shield resistances (EM/Therm/Kin/Exp): 0 / 30(+10) / 55(+15) / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 43.125(+8.125) / 51.25(+16.25) / 10 Mobility (max velocity / agility / mass / align time / warp speed): 78 / 0.055(+0.005) / 940,000,000 / 71.67(+6.51)s / 1.5 Signature Radius: 2880(-4) Cargo Capacity: 137500(-143750) m3 NOMAD Minmatar Freighter Bonus per level: +5% Cargo Capacity +5% Agility Jump Freighters Bonus per level: +10% to shield and hull hitpoints -10% jump fuel requirements Role Bonus: 100% reduction in CPU requirements for Reinforced Bulkheads Slot layout: 0H, 0M, 3(+3)L; Fittings: 3(+2) PWG, 5(+4) CPU Defense (shields / armor / hull) : 57600(+50850) / 26400(+900) / 78000(-42000) Base shield resistances (EM/Therm/Kin/Exp): 25(+25) / 30(+10) / 40 / 50 Base armor resistances (EM/Therm/Kin/Exp): 70(+10) / 43.125(+8.125) / 25 / 10 Mobility (max velocity / agility / mass / align time / warp speed): 96 / 0.055(+0.005) / 820,000,000 / 62.52(+5.68)s / 1.5 Signature Radius: 2700(-8) Cargo Capacity: 132000(-138000)m3 TL;DR All EHP of freighters is going up, confirm CCP is against suicide ganking Example Providence: Total percentage change to the Providence is as follows +100% shields +91.667% armor -11.111% structure -40.816% cargo capacity Total EHP change +15.28% Turns out Reinforced Bulkheads give a better EHP increase here than Adaptive Nano Plating even though hull is has no resistances. Can’t figure a way to fit a Damage Control, slight possibility with a convoluted combination of implants, co-proc’s and micro aux cores (probably not, only so many ways to increase 3 CPU by percentage alone). Thought CCP should have been able to give more flavor into the otherwise bland shitty instant oatmeal world of freighters, but we all know how that always turns out. Someone should run the full math on all of these changes to see if they find something borderline mentally deficient (other than the fact that they did it). | ||
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Firebolt145
Lalalaland34483 Posts
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Skilledblob
Germany3392 Posts
On May 22 2014 07:00 Firebolt145 wrote: Today was an interesting day. do tell | ||
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KwarK
United States41961 Posts
http://hq.c0ven.pl/kb/?a=kill_detail&kll_id=260510 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60859 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60865 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60862 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60866 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60867 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60868 http://kb.vergeofcollapse.com/?a=kill_detail&kll_id=60869 Now I got a tiny minority of our kills today due to solar being blue so Michael, Chessur, VoV and firblat, you have much to post. | ||
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