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Yeni t2 gemiler ve bonusları


Buzx

Öne çıkan mesajlar

Devblog
http://myeve.eve-online.com/devblog.asp?a=blog&bid=513

Marauders

Paladin

[spo]* Hull: Apocalypse / Carthum Conglomerate
* Slots: 7/4/7, 4 turrets
* Fitting: 500tf, 13,500mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 12pt radar, 10 target locks
* Propulsion: 125m/s, 110,000,000kg
* Tech II resistance bonus: 25% explosive, 12.5% kinetic

Bonuses:

* 5% bonus to capacitor capacity per Amarr BS level
* 2% bonus to stasis webifier velocity factor per Amarr BS level
* 7.5% bonus to armor repair amount per Marauder level
* 7.5% bonus to large energy turret tracking per Marauder level
* Role bonus: 100% bonus to large energy turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams [/spo]

Golem

[spo]* Hull: Raven / Lai Dai
* Slots: 7/7/4, 4 missiles
* Fitting: 715tf, 6,500mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 14pt gravimetric, 10 target locks
* Propulsion: 125m/s, 110,000,000kg
* Tech II resistance bonus: 25% thermal, 12.5% kinetic

Bonuses:

* 10% bonus to BS class missile velocity per Caldari BS level
* 10% bonus to BS class missile explosion velocity per Caldari BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to target painters per Marauder level
* Role bonus: 100% bonus to BS class missile damage
* Role bonus: 100% bonus to range and velocity of tractor beams
[/spo]
Kronos

[spo]* Hull: Megathron / Duvolle Labs
* Slots: 7/4/7, 4 turrets
* Fitting: 550tf, 12,000mw
* Drones: 125Mbit/s bandwidth, 125m3 dronebay
* Sensors: 13pt magnetometric, 10 target locks
* Propulsion: 135m/s, 102,500,000kg
* Tech II resistance bonus: 25% kinetic, 12.5% thermal
* Cargo: 1275m3

Bonuses

* 5% bonus to large hybrid turret damage per Gallente BS level
* 2% bonus to stasis webifier velocity factor per Gallente BS level
* 7.5% bonus to armor repair amount per Marauder level
* 7.5% bonus to large hybrid turret tracking per Marauder level
* Role bonus: 100% bonus to large hybrid turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams [/spo]

Vargur

[spo]* Hull: Tempest / Boundless Creations
* Slots: 7/6/5, 4 turrets
* Fitting: 625tf, 7,900mw
* Drones: 75Mbit/s bandwidth, 75m3 dronebay
* Sensors: 11pt ladar, 10 target locks
* Propulsion: 150m/s, 102,500,000kg
* Tech II resistance bonus: 25% em, 12.5% thermal
* Cargo: 1150m3

Bonuses:

* 5% bonus to large projectile turret ROF per Minmatar BS level
* 10% bonus to large projectile falloff range per Minmatar BS level
* 7.5% bonus to shield boost amount per Marauder level
* 7.5% bonus to large projectile turret tracking per Marauder level
* Role bonus: 100% bonus to large projectile turret damage
* Role bonus: 100% bonus to range and velocity of tractor beams[/spo]

[ Mesaj 23 Ekim 2007, Salı - 16:15 tarihinde, Buzx tarafından güncellenmiştir ]
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Diğerleri

Electronic Attack Ships

[spo]The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.
Sentinel

* Hull: Crucifier / Viziam
* Slots: 3/4/3, 2 turrets
* Fitting: 195tf, 40mw
* Drones: 20Mbit/s bandwidth, 60m3 drone bay
* Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
* Propulsion: 374m/s, 1,525,000kg
* Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

* 5% bonus to effectiveness of Tracking Disruptors per Amarr FF level
* 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level
* 40% bonus to Energy Vampire and Energy Neutralizer range per EAS level
* 5% reduction to capacitor recharge time per EAS level

The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. This makes the Sentinel a serious threat even to battleships.
Kitsune

* Hull: Griffin / Lai Dai
* Slots: 3/5/2, 1 turrets, 3 launchers
* Fitting: 270tf, 26mw
* Drones: none
* Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric
* Propulsion: 365m/s, 1,600,000kg
* Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

* 10% reduction in ECM jammer capacitor need per Caldari FF level
* 20% bonus to ECM jammer strength per Caldari FF level
* 10% bonus to ECM jammer optimal range per EAS level
* 5% bonus to capacitor capacity per EAS level

Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. The capacitor bonus helps to mitigate this issue.
Keres

* Hull: Maulus / Duvolle Labs
* Slots: 2/5/3, 2 turrets
* Fitting: 205tf, 33mw
* Drones: 5Mbit/s bandwidth, 10m3 dronebay
* Sensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric
* Propulsion: 382m/s, 1,450,000kg
* Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

* 5% bonus to Remote Sensor Dampener effectiveness per Gallente FF level
* 10% reduction in Remote Sensor Dampener capacitor need per Gallente FF level
* 10% bonus to Warp Disruptor range per EAS level
* 10% reduction in Warp Disruptor capacitor need per EAS level

Note the warp disruption range is lower than for that of Gallente recons (up to 36km vs. 48km with Tech II warp disruptors).
Hyena

* Hull: Vigil / Core Complexion
* Slots: 3/4/3, 2 turrets, 2 launchers
* Fitting: 145tf, 36mw
* Drones: none
* Sensors: 592mm scan res, 35km, 21pt ladar
* Propulsion: 391m/s, 1,375,000kg
* Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

* 5% reduction of Microwarpdrive capacitor penalty per Minmatar FF level
* 7.5% bonus to effectiveness of Target Painters per Minmatar FF level
* 20% bonus to Stasis Webifier range per EAS level
* 3% reduction of signature radius per EAS level

The stasis webifier range is much shorter than for Minmatar recons (up to 20km vs. up to 40km), but still extremely dangerous when combined with the high scan resolution and maneuverability of a frigate.[/spo]

Heavy Interdictors

[spo]Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.
Devoter

* Hull: Maller / Viziam
* Slots: 6/3/7, 4 turrets
* Fitting: 368tf, 1,265mw
* Drones: none
* Propulsion: 210m/s, 15,500,00kg
* Tech II resistance bonus: 50% explosive, 25% kinetic

Bonuses:

* 10% bonus to Medium Energy Turret capacitor use per Amarr CC level
* 5% bonus to armor resistances per Amarr CC level
* 5% bonus to Medium Energy Turret ROF per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Onyx

* Caracal / Kaalakiota
* Slots: 6/6/4, 5 launchers
* Fitting: 560tf, 835mw
* Drones: none
* Propulsion: 205m/s, 16,000,000kg
* Tech II resistance bonus: 50% thermal, 25% kinetic

Bonuses:

* 5% bonus to kinetic missile damage per Caldari CC level
* 5% bonus to shield resistances per Caldari CC level
* 10% bonus to Missile Velocity per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Phobos

* Thorax / Roden Shipyards (OMG?!?)
* Slots: 6/4/6, 5 turrets
* Fitting: 375tf, 1,165mw
* Drones: none
* Propulsion: 215m/s, 15,000,000kg
* Tech II resistance bonus: 50% kinetic, 25% thermal

Bonuses:

* 5% bonus to medium hybrid damage per Gallente CC level
* 5% bonus to armor resistances per Gallente CC level
* 5% bonus to medium hybrid falloff per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators

Broadsword

* Hull: Rupture / Core Complexion
* Slots: 6/6/4, 5 turrets, 3 launchers
* Fitting: 392tf, 1,010mw
* Drones: none
* Propulsion: 220m/s, 14,500,000kg
* Tech II resistance bonus: 50% em, 25% thermal

Bonuses:

* 5% bonus to Medium Projectile Turret firing speed per Minmatar CC level
* 5% bonus to shield resistances per Minmatar CC level
* 5% bonus to Medium Projectile Turret falloff per HI level
* 5% bonus to range of Warp Disruption Fields per HI level
* Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators [/spo]

Black Ops

[spo]The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and Force Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied forces behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and Force Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.
Redeemer

* Hull: Armageddon / Viziam
* Slots: 8/4/7, 6 turrets
* Fitting: 505tf, 17,000mw
* Drones: 125Mbit/s bandwidth, 125m3 dronebay
* Propulsion: 137m/s, 154,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% explosive

Bonuses:

* 10% reduction in laser capacitor need per Amarr BS level
* 5% reduction in laser rate of fire per Amarr BS level
* 7.5% bonus to laser tracking per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Widow

* Hull: Scorpion / Kaalakiota
* Slots: 7/8/4, 5 launchers
* Fitting: 760tf, 8,800mw
* Drones: 75Mbit/s, 75m3 dronebay
* Propulsion: 126m/s, 161,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% thermal

Bonuses:

* 5% reduction in missile launcher rate of fire per Caldari BS level
* 10% bonus to missile velocity per Caldari BS level
* 10% bonus to ECM effectiveness per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices

Sin

* Hull: Dominix / CreoDron
* Slots: 7/6/6, 4 turrets
* Fitting: 600tf, 8,800mw
* Drones: 125Mbit/s bandwidth, 400m3 dronebay
* Propulsion: 132m/s, 147,000,000kg, 0.0886x agility
* Tech II resistance bonus: 10% kinetic

Bonuses:

* 5% large hybrid damage per Gallente BS level
* 10% drone bonus to drone damage and HP per Gallente BS level
* 5% bonus to agility per Black Ops level
* 25% bonus to cloaked velocity per Black Ops level
* Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices [/spo]

[ Mesaj 23 Ekim 2007, Salı - 16:14 tarihinde, Buzx tarafından güncellenmiştir ]
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Buda forumda birisinin hesapladıgı tahmini maliyetleri.

0 ME build cost:
Marauder: Golem - 390'240'990,6 ISK
Black Ops: Widow - 317'220'287,2 ISK
Heavy Interdictor: Onyx - 28'785'832,0 ISK
Electronic Attack Ship: Kitsune - 4'567'701,5 ISK

-7 ME build cost: (Real Cost)
Marauder: Golem - 638'590'357 ISK
Black Ops: Widow - 519'099'278 ISK
Heavy Interdictor: Onyx - 47'105'135 ISK
Electronic Attack Ship: Kitsune - 7'474'585 ISK

[ Mesaj 23 Ekim 2007, Salı - 16:20 tarihinde, Buzx tarafından güncellenmiştir ]
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CCP yine forumda bslere %100 damage bonus verilsin ağlamalarına dayanamamış vermiş.Şimdi elimizde 12 high slotlu,hac'a yakın resistleri olan bsler var.Direk solopwnmobile.Hatta yeni carrier nerfiyle,carrier a 1v1 de kafa tutabilecek düzeyde.

Heavy dictorlar stealth nano warfare nerfi olmuş,yine de fena değiller.Ceptor,vaga vs yakalamak için güzel.Ama biraz tuzlular,suicide gemisi olarak :).Umarım normal bubble launcher takılabiliyordur.

Electronic attack shipler oldukça hoş,özellikle minmatar olanı.
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  • 1 ay sonra ...
Abi bu marauderların sorunları sensor str leri çok düşük af kadar filan. yani çok kolay jam edilebilicekler. zaten mission gemisi olarak tasarlanmışlar olayı belli zaten 10 target alabiliyo 1100 m3 cargo kapasiteleri var ve tractor beam bonusları var. ( ha ama pvpdede sniper olarak korkunç dmg vururlar oda ayrı)

Bide paladinin bonusu değişti ccp amarr ağlamalarına dayanamadı 7.5 tracking bonus yerine%5 large energy turret dmg ekledi. (şimdi ownmobile oldu pala:P)
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Takılıyomu ki 4x1400mm ?
1400mmII = 3575mw
Vargur = 7900mw + 1975mw(engV) = 9875mw
4x1400mmII = 14300mw - 1430mw(avuV) = 12870mw
Bir tane rcuII takarsan 12343,75 olucak. Daha shield var ıvır zıvır var.Lowlara pdu mu dizicen yani.

Hem diğer 2 turret gemisinde de dmg bonus var vargur a koymamışlar. Autocannonla görev yapmaya kalkarsak mermi dayanmaz.
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yoo yarar, shield tank yapan gemi extander taktığı için isgnature rad'ı artar aldığı dmg yükselir, armor tank yapan reinforced armor plates taktığı için massı artar yavaşlar aldığı dmg yükselir, aslında böle bi denklem var.

ben acıkcası shield tankı tercih ediyorum, ama med slotlar pvp de coook gerekli bazı modullere harcandığı için düzgün shield tanka yer kalmıyo
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hııı annadım peki.
ama sevdim ben gemiyi diğer 2 sine nazaran daha guzel gordum hatta megathron iyi dediler ondanda güzel sanki.
low slotu az biraz.

Peki bunla low slota armor abansan mide azıcık shield takıp o gerekli modullerı saglamaya çalışsan felan?

Bide bu meretler zaten 150 le falan gidiyo, mass artınca ne kadar yavaşlıcakkı?
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ya bi af/mwd takıcaksın bide warp distrupter takıcaksın geri kalanı shild tank bide cap recharger işte, aslında yeterince shield tankı oluyo lowlara pdu desteğiyle (pdu muydu o mod'un adı yahu neyse np anladın sen)

ama işte senser booster eksikliği oluyo bölede, ne biliyim garip işler bunlar.

mass mwd den af den aldığın bonuus düşürür, geminin agiliyt sini düşürür (dönme hızı işte waprlama hızın falan) 2k yi rahat gecen typhoonlar var etrafta hala
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