Genel Yönetici GERGE Mesaj tarihi: Şubat 8, 2013 Konuyu açan Genel Yönetici Paylaş Mesaj tarihi: Şubat 8, 2013 Ya, yaparim onu yapmasina ama sifirdan karakter kasmak, yavas yavas gelismek daha cok hosuma gidiyor benim. Ayrica L2 security gorevi bile yapmamis halimda CS'ye binip PvP grubuna girmek ne kadar dogru? Bu oyunda tecrube fark yaratiyor gercekten. Cok zevk aliyorum su anda, yavas yavas gelisiyor karakter, hosuma gidiyor yani bunu gormek. Eskiden kalma para olmasaydi tum deneme yanilmalarimi finanse edecek, rahatca gemi alacak boyle eglenemezdim buyuk ihtimalle ama. Turret ve Rig disinda herseti T2 alabiliyorum su anda mid fittingli BC'lere, T2 turretlere de 10 gun kaldi. Basladigimda Frigate'e binebiliyordum sadece. Sonra HAC filan giderim iste. Battleship kullanma niyetim yok simdilik. Bu olayin da zevki ayri. 2-3 ay sonra sikilirsam para verip iyi bir karakter alabilirim belki ama. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
reampage Mesaj tarihi: Şubat 8, 2013 Paylaş Mesaj tarihi: Şubat 8, 2013 Ya ben ilk karakterimi muhafaza ederek karakter alıp sattım evet ilkinin yeri ayrı ama parasal açıdan yardımcı olabilicek bir karakter edinmek kötü değil ilerde düşün tabi. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Suark Mesaj tarihi: Şubat 9, 2013 Paylaş Mesaj tarihi: Şubat 9, 2013 aynen onun zevki aynı, ve o yolda edindiğin dostluklar 5 sene sonra bi o/ çaktığında "ooo naber yae, bizde şöle şöle yaptık hadi gelsene" ye falan değişiyor. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
codmaster Mesaj tarihi: Şubat 13, 2013 Paylaş Mesaj tarihi: Şubat 13, 2013 Bu patch çok anlamsız olmuş bence. Zaten t1 gemiler pvpyi domine ederken t1 gemilere daha hızlı kasılmasını sağlamak çok anlamsız ve gereksiz. Mesela oracle şu anki FOTM fleet'lerden biri. Oyuna sıfırdan başlayan biri 1-2 hafta kassa t1 meta fitle herhangi bir blob fleet'e girebilecek duruma gelir. Eh zaten şimdiki CCP çalışanları ve CSM'le pek de değişik birşey beklemiyordum ama komik olmuş yani 2 günde bc, 2 günde bs filan. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mart 12, 2013 Paylaş Mesaj tarihi: Mart 12, 2013 yeni başlık yerine buraya yazmak daha mantıklı geldi. Faction Frigate Changes said: IMPERIAL NAVY SLICER: Frigate skill bonuses: +25% to small energy turret damage and +10% to small energy turret optimal range per level Slot layout: 3H, 2M, 5L; 2 turrets , 0 launchers Fittings: 50 (+3) PWG, 125 (+10) CPU Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14) Capacitor (amount / recharge rate / cap per second): 500 / 250 (-31.25) s / 2 (+0.2238) Mobility (max velocity / agility / mass / align time): 350 / 3.3 / 1003000 / 3.1s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1) Sensor strength: 11 Radar (+1) Signature radius: 38 CALDARI NAVY HOOKBILL: Caldari Frigate bonuses: +20% to Kinetic missile damage, +10% to EM, Explosive and Thermal missile damage and +10% to missile velocity per level Slot layout: 3H, 5M, 2L; 0 turrets, 3 launchers Fittings: 37 PWG, 165 CPU Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131) Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150 (-37.5) s / 2 (+0.5013) Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1) Sensor strength: 13 Gravimetric (+1) Signature radius: 40 FEDERATION NAVY COMET: Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +20% to small hybrid turret damage per level Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers Fittings: 40 PWG, 160 (+8) CPU Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176) Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427) Mobility (max velocity / agility / mass / align time): 375 / 3.135 / 970000 / 2.85s Drones (bandwidth / bay): 15 / 30 Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1) Sensor strength: 11 Magnetometric Signature radius: 42 REPUBLIC FLEET FIRETAIL: Frigate skill bonuses: +25% (+5%) to small projectile turret damage and +7.5% to small projectile turret tracking per level Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers Fittings: 40 (+1) PWG, 150 (+10) CPU Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21) Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667) Mobility (max velocity / agility / mass / align time): 410 / 3.2 / 1098000 / 3.29s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1) Sensor strength: 10 Ladar (+1) Signature radius: 35 https://forums.eveonline.com/default.aspx?g=posts&t=214283&find=unread T1 Frigate Changes said: EXECUTIONER: +50 Armor TORMENTOR: +1 PWG +50 Armor +25 Capacitor +12.5 Cap Recharge Time Cap/s unchanged +15 Velocity +0.05 Agility -100000 Mass -0.24s Align time PUNISHER: -25 Capacitor -32.5s Cap Recharge Time +0.222 Cap/s KESTREL: +50 Hull TRISTAN: +15 Veloity -150000 Mass -0.48s Align time RIFTER: +50 Armor BREACHER: +50 Hull Naglfar Change said: New Fixed Role Bonus: +50% Capital Projectile Weapon Damage -2 High Slots -2 Launcher Slots -144000 Powergrid -180 CPU https://forums.eveonline.com/default.aspx?g=posts&t=214280&find=unread Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mayıs 14, 2013 Paylaş Mesaj tarihi: Mayıs 14, 2013 Navy Battleship değişiklikleri https://forums.eveonline.com/default.aspx?g=posts&m=3020593 Amarr (Victor) AMARR APOCALYPSE NAVY ISSUE The Apocalypse Navy Issue is a tricky one (just like its tech 1 counterpart). It will go into the attack role, like the tech 1 version, and in turn takes on many of the same changes, including the change of bonus from cap use to tracking. The combination of changes to large energy turrets, a high base cap (relative to other battleships) and increased cap recharge should make up for the former cap use bonus. That, combined with the new tracking bonus along with increased agility and speed will hopefully provide for a very powerful laser platform. Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range +7.5% Large Energy Turret tracking speed (replaced large energy turret cap use) Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2) Fittings: 22000 PWG(+475), 580 CPU Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39) Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s) Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7 Sensor strength: 25 Radar Sensor Strength Signature radius: 370(-30) ARMAGEDDON NAVY ISSUE The Armageddon Navy Issue will not follow the new tech 1 Armageddon design. Instead, it will continue to do what it has been doing as an efficient laser brawler. The Navy Geddon is getting plenty of use the way it is now, and we didn’t see a need to make an ‘improved’ version of the new tech 1 Geddon. As a ‘combat’ ship, it will get some increased hitpoints along with other tweaks to its base stats, but its overall performance shouldn’t change much. Amarr Battleship Skill Bonuses: +5% Large Energy Turret rate of fire +10% Large Energy Turret cap use Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers Fittings: 17500 PWG(+175), 560 CPU(+3) Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684) Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s) Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s Drones (bandwidth / bay): 125 / 375(+200) Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7 Sensor strength: 26 Radar Sensor Strength (+4.75) Signature radius: 440 (+70) Caldari (Sucks) CALDARI RAVEN NAVY ISSUE The CNR will be Caldari’s attack battleship, like the new tech 1 Raven. I wanted the Navy Raven to get something new, and the new Navy DRAEK pointed in a pretty good direction. We are giving the CNR an 8th launcher to make up for the loss of the rate of fire bonus, and replacing rate of fire with a bonus to explosion radius. Along with the incoming buff to cruise missiles, this ship is going to be an animal. Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius +10% bonus to Cruise Missile Torpedo Velocity Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1) Fittings: 12000 PWG(+1075), 780 CPU(+45) Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461) Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7 Sensor strength: 28 Gravimetric(+.5) Signature radius: 410(-50) SCORPION NAVY ISSUE The Navy Scorpion is taking the ‘combat’ role for Caldari, and more or less staying in its current form. It will pick up an extra low slot, since it was slot deficient for no reason before. In light of the coming cruise missile change, we are a bit concerned with the power level for the Scorp, so we’ll be keeping a close eye on this one, as we still feel it could wind up being too strong depending on how the meta settles out. Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire 4% bonus to shield resistances Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers Fittings: 11000 PWG(+650), 780 CPU(-7) Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797) Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s) Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s) Drones (bandwidth / bay): 75 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7 Sensor strength: 30 Gravimetric Signature radius: 465(+35) Gaylente GALLENTE MEGATHRON NAVY ISSUE The Navy Thron will be Gallente’s ‘attack’ battleship, and therefore will adjust in many of the same ways that the tech 1 Megathron did, including the switch from damage bonus to rate of fire. Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire (replaces large hybrid turret damage) +7.5% Large Hybrid Turret tracking speed Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1) Fittings: 16275 PWG, 630 CPU(+25) Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750) Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s) Drones (bandwidth / bay): 125 / 175 Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7 Sensor strength: 25 Magnetometric Sensor Strength (-1.25) Signature radius: 385(-15) DOMINIX NAVY ISSUE Like with the Navy Armageddon, we are going to leave the Navy Domi as a throw-back rather than switching to the new tech 1 bonus. This layout offers many unique and brutal opportunities, and fits the more niche application of a faction ship. By becoming ‘combat’ rather than ‘tier 1’ it will also gain a significant hitpoint boost. Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints +5% Large Hybrid Turret damage Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers Fittings: 11000 PWG(+1100), 660 CPU Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039) Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s) Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s) Drones (bandwidth / bay): 125 / 400 Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7 Sensor strength: 27 Magnetometric Sensor Strength Signature radius: 455(+35) Minmatar MINMATAR TYPHOON FLEET ISSUE With the Typhoon Fleet Issue we wanted to offer a home for the heavily trained Minmatar pilot who loves the extreme versatility that Matar can offer. To make that possible, while also picking up some of the new flavor from the tech 1 Typhoon, we are giving this ship the same treatment as the new Scythe Fleet Issue by making the split weapon bonus stronger. The Typhoon Fleet Issue will also be the ‘attack’ battleship, and like its former version, it is extremely fast for a battleship. Minmatar Battleship Skill Bonuses: +7.5% to Cruise and Torpedo launcher damage +7.5% to Large Projectile Turret rate of fire Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1) Fittings: 13000 PWG(-125), 660 CPU Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316) Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s) Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s) Drones (bandwidth / bay): 125 / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7 Sensor strength: 23 Ladar Sensor Strength(+.5) Signature radius: 320 TEMPEST FLEET ISSUE The Tempest Fleet Issue is becoming Minmatar’s ‘combat’ battleship, and as a result will move more solidly into a role that it already takes on as a very strong projectile platform with an armor base – something that is difficult to find elsewhere. The Tempest, as always, wants to occupy a space between attack and combat, and therefor has unusually high speed and unusually low sig for its role. Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire +5% bonus to Large Projectile Turret damage Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers Fittings: 17500 PWG(+450), 580 CPU(+3) Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961) Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s) Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s) Drones (bandwidth / bay): 75 / 100 Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7 Sensor strength: 24 Ladar Sensor Strength(+.25) Signature radius: 350(+10) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
sadman Mesaj tarihi: Mayıs 14, 2013 Paylaş Mesaj tarihi: Mayıs 14, 2013 geddonun drone bay artışı güzel olmuş Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
yafeshan Mesaj tarihi: Mayıs 14, 2013 Paylaş Mesaj tarihi: Mayıs 14, 2013 normal geddonu(odysey) navy versiyona tercih ederim Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mayıs 14, 2013 Paylaş Mesaj tarihi: Mayıs 14, 2013 süper olmuş hemde. amarr için jew ship direk geddon olarak kalabilir. bi ara korkmuştu herkes saçma bonuslar gelecek diye. asıl navy raven da baya iyi hale gelmiş. hem explosion radius sayesinde küçük hedeflere karşı dmg olayı biraz düzelir hem de extra launcher geliyor. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mayıs 17, 2013 Paylaş Mesaj tarihi: Mayıs 17, 2013 navy geddon drone bay'i 200m3 e düşürmüşler tekrar Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Cuce Mesaj tarihi: Mayıs 17, 2013 Paylaş Mesaj tarihi: Mayıs 17, 2013 ahaha nano phoon bile zorlanır Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
trollsavar Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 Sirf yeni expension gaziyla uzun bir aradan sonra tekrar basladim oyuna ama gec mi kaldim acaba gerekli traininglere baslamak icin? Sadece kendi irkimin skilleri tamam, yani 3 race var train etmem gereken. Sozu gecen tam bir release date var mi? Bir de ufak bir uyari yazayim, skill pointleriniz artacagi icin yeni clone almadan undock etmeyin. Yerler... :) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 geç kaldı tabiki. 1 hafta kaldı patche. bc5, destroyer 5, racial cruiserlar 3, racial frigler 4 gerekiyor max için. hac/commandship falan da artacak gereken skilleri patchten sonra, şimdiden inject etmek lazım yani Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
trollsavar Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 Tuh cok yazik oldu ozaman... Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 6 aydır belli nerdeyse bu değişiklik Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
trollsavar Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 Dogrudur ama isterse 1 senedir belli olsun, olayin detayina inmem mumkun olmadi bir turlu. Is/guc=goz ucuyla takip. Peki cidden, tam ennn netinden 1 hafta mi kaldi? Cunku 2 hafta ise mesela, cok degisiyor benim durum. Hele hele 3 hafta ise yetistiriyorum mesela tamamen :) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aluriel Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 4 yada 6 haziran olması lazım tam emin değilim Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
DareJedi Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 04/06 http://www.eveonline.com/odyssey/ Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
trollsavar Mesaj tarihi: Mayıs 23, 2013 Paylaş Mesaj tarihi: Mayıs 23, 2013 tamamdir, cok tesekkur ettim. :) Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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