Qui Mesaj tarihi: Temmuz 6, 2004 Paylaş Mesaj tarihi: Temmuz 6, 2004 Bug Fixes and Improvements Gameplay The maximum standing limit has been increased to 300 standings and a notification has been added if you are at the limit. Members of an corporation now have default 10 standing towards their corporation. This was done to allow the use of your player corp's POSs without specific standing entries. Added an option to "never join a gang" if the block pilot option has been selected. An error in the gang accept code while changing sessions has been resolved. Navigation The docking and undocking sequence code has been strengthened. Players should have less chance of geting stuck while docking or undocking. A safety check has been added so waypoints can only be set to planets, constellations or regions. This addresses the "set destination to asteroid field and kill map" bug. The autopilot is switched off now when stop button is clicked. Improved autopilot handling, where it disabled itself at first gate after CTD or logging off. You can no longer cloak if objects are within 10km. Entering this 10km buffer around other objects results in decloaking. Please note that these changes are temporary in order to deal with an exploit. Combat Missiles will no longer explode when impacting objects other than what the targetted entity or objects owned by the targetted entity. In certain instances, unbelievable amounts of client-side lag would result 15 minutes after an aggressive act was performed. This has been resolved. The "cloaked while actually uncloaked" display bug has been resolved.. The person that did the most damage to an opponent after combat encounter now also receives a kill mail. Modules You can view the detailed notes on turret changes by copying and pasting the following URL into your browser address: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=91916&page=1 Hybrid Turrets and Laser Turrets have had their capacitor usage tweaked. Medium and Small Turrets from these groups have had a capacitor usage decrease and now have up to two decimals in capacitor usage to modify the damage per capacitor per second. All Projectile Ammo's (besides EMP and Phased Plasma) have been increased in damage. Selecting less damaging charges was not as fruitful for projectile users as is for hybrid or lasers users. The Tempest and Megathron have received an increase in their power grids. AutoCannons / Repeating Artillery fall off range has been combined into the same value to compensate for the lack of damage per second when compared to hybrid and laser turret gain with less capacitor usage. Tachyon Beam Lasers now have better optimal and fall-off ranges. Medium Beam, Heavy Beam and Mega Beam guns have had a damage increase. Dual Light, Focused Medium and Dual Heavy Beams have been given an increased optimal range. Blasters' fall-off range has been reduced, but their tracking has been improved. Pulse Lasers have been given increases in damage and in optimal range. These turrets should now be a very viable option for Laser users. Battleship pirates and commanders have had an increase in defence output. Signature Radiuses for frigates, cruisers and some battleships have had a decrease in relation to tracking speed tuning. Tracking Speed for turrets has been adjusted. Turrets used against ships of the proper class or larger (ie large turrets against battleships, medium against cruisers and battleships, etc.) will be more accurate than before. However, ships of a smaller class than the size of the turret being fired will have an increased hit difficulty. NPC's with stasis webifiers now slow target's velocity at the correct rate. All modules that are not size classed in Power requirement have been set to 1. This will ease fitting these modules on Frigates. Standard Frequency Crystals no longer drop from NPC's. Damage seeping through NPC armor to structure and NPC ship destruction with structure remaining has been resolved. The Small Neutralizer I has been returned to its previous statistics. The Ibis ship hybrid optimal range bonus and the Impairor laser turret capacitor need bonus have been increased from 5% to 10%. Various power manager modules such as Power Diagnostic were affecting the shield boost bonus of Shield Boost Amplifiers and the penality of Capacitor Power Relays. The additional effects no longer occur The mass of Amarr frigates has been corrected. Deep Space frigate NPC's have had their damage-type immunities removed. Medium Armor Repairer II has been decreased in CPU need from 50 to 25. Large Armor Repairer II CPU required has been decreased from 90 to 50. Agents The lack of a cargo container drop in tutorial mission 6 has been resolved. NPC pirate set-up in kill missions have been fixed. The important implant courier mission has been enabled for level 1 and 2 agents. The reward is a lesser quality implant than the level Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sovereign Mesaj tarihi: Temmuz 7, 2004 Paylaş Mesaj tarihi: Temmuz 7, 2004 said: Tachyon Beam Lasers now have better optimal and fall-off ranges. Medium Beam, Heavy Beam and Mega Beam guns have had a damage increase. Heheyt! :D[signature][hline]Nail "NaileR" Avunduk [Dreamsmiths] - CA Death is beauty, when wrapped in power.. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Qui Mesaj tarihi: Temmuz 8, 2004 Konuyu açan Paylaş Mesaj tarihi: Temmuz 8, 2004 Yoksa gerimi dönüyoruz? :)[signature][hline]God created the earth in six days, on the seventh he rendered. @ui ICQ UIN: 1957744 MSN Messenger: [email protected] ek$i | DevianArt | Eve-Online | K.O.C. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
BlackRose Mesaj tarihi: Temmuz 8, 2004 Paylaş Mesaj tarihi: Temmuz 8, 2004 azmo 13 günün var, karar verdin verdin yoksa unut :p[signature][hline].:. He who fights with monsters should look to himself does not become a monster...When you gaze long into the abyss, the abyss also gazes into you .:. - Friedrich Nietzsche Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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