behran Mesaj tarihi: Temmuz 16, 2013 Mesaj tarihi: Temmuz 16, 2013 Yeni peç den detaylar. Hello, I'm CCP Rise. I’m kind of new here, but you may know me from EVE where I controlled the honorable Kil2 in space combat for the last 6 or 7 years along with being an Alliance Tournament commentator, podcast host, and YouTuber. Since arriving here in the frigid north my biggest contribution to EVE development thus far has been to the battleship rebalance, which I took the lead on, but I have a lot more to do and I want to talk to you about my latest project! Industrials! Let’s start with an important tl;dr: Industrials got a major makeover and many of them perform much differently than before We are renaming the Iteron, Iteron Mark II, Iteron Mark III, Iteron Mark IV, and Badger Mark II Before I get into what we actually did, I want to share a little bit about why we did it. Some of you may ask, “CCP Rise, why are you balancing industrials, they are fine, go do something important like deleting falcons from the game (I kind of agree with you)”, so let me explain. As CCP Ytterbium so graciously details in the blog here, we changed a lot of the skill requirements for commanding space faring vessels in Odyssey, and industrials were heavily affected. With all industrials only requiring the relevant racial industrial skill at level I (rather than a range from level I to level V), any trace of decision making was replaced with an obligation to use the Iteron Mark V. That, along with the fact that many of the haulers were pointless even before Odyssey, made them prime pickings for a rebalance. Getting these ships finished and ready to ship was quite the process and while I can’t recount it all here, I recommend catching up in the Features and Ideas section of the forums where you can see the version one thread, which had a huge impact on the final design, or go look through all the specifics of the final implementation in the version two thread! For me, this effort represents a huge success in terms of cooperation with the community to make the best choices for the game. I found myself not only our forums, but also posting on Reddit, talking constantly with the CSM (who are awesome and consistently steered us in the right direction), spending time in Twitch.tv stream chat with players and even arguing with DJ FunkyBacon from EVE Radio at 4am. All of it culminated in the resolution of "Mammoth-gate", a set of industrials with a lot more character, and a more interesting class of ships overall. In case you don’t want to go get all the details from the forum thread, here’s some highlights on the rebalance: Like combat classes, industrials have been divided into roles rather than tiers. Each race will have one cargo-focused industrial (which can actually compete with Iteron Mark V for carrying space). Each race will have one industrial focused on travel time and resilience. We are introducing industrials with specialized bays o The Hoarder (HODOR!) will have a bay that carries anything in the ‘charge’ group, including ammo, bombs, nanite paste, cap booster charges, etc. o The Kyros will have a dedicated bay for minerals o The Epithal will have a dedicated bay for planetary commodities o The Miasmos will have a dedicated bay for asteroid ore, ice ore and gas We also tried to give each industrial something special to set it apart from the pack, whether that means the fastest travel time (Wreathe), the largest cargo bay (Tayra), or even things like drone bays (Nereus) or missile launchers (Badger and Tayra)! So now with that out of the way, I need to tell you about one of the most important elements of this rebalance that you might have already picked up on: NEW NAMES. With a move towards roles, which are meant to make each ship different and valuable, rather than a tier system which is about progression, it no longer fits to have the Badger and Iteron lines named in progression-based way. Many players raised this point in the feedback thread and I told them we wouldn’t do it because of how disruptive it could be, but after more internal discussion we decided that there was too much tension between their names and their function. There will be some growing pains as we all get used to seeing these names on our overviews, but in the long run it will be a huge improvement. CCP Abraxas did an amazing job creating the new names, and he even gave me detailed explanations for the origin of each one. Enjoy: By itself, "Iteron" means a specific kind of repetitive pattern of DNA within a bacterial cell. As such, we decided to focus on general themes of organics, base materials, repetition and patterns. “Iteron” to “Nereus” Nereus is a Greek sea god with a rich heritage, the oldest of several sons, and a shapeshifter - perfect for an original hauler that later saw several siblings/variations. And it's fitting that this is the only hauler with a drone bay, because Nereus was the father of the fifty Nereids, a small army of nimble and quick sea nymphs. "Iteron Mk. II" to "Kryos" This one in particular is a mineral hauler, and the term for a pattern or order of minerals is "crystal". If you dive down enough, the Greek root of that word eventually beomes "Kruos". That particular name is too similar to "Cruor" (we don't want to muck up someone's target calling in lowsec), but as it happens, the pronunciation of Kruos actually became more akin "Kryos" as the Egyptians and Byzanthians picked it up, so there we go. "Iteron Mk. III" to "Epithal" Here we're dealing with a motley of different materials, but there's a definite feel of life to them - not just in the strictly biological parts like bacteria, proteins, fertilizer and livestock, but also in the number of compounds that, while not strictly speaking biological, are very much prone to activity if they are exposed to the wrong element. So, we're thinking ordered cells, and something that needs protection. The name for an order or pattern of cells is "tissue". One of the basic tissue types is called "epithelium", and it's primarily in charge of protecting its contents from outside influences, and keeping them stable through whatever means necessary. It's a perfect metaphor for the containment vats you'd need on a PI-focused vessel. Go back in time a little, muck about with the roots of the word, and you end up with the variant "Epithal". "Iteron Mk. IV" to "Miasmos" This one carries ore, which means ice, minerals and gas. We've pretty much covered the first two with the Kryos name, so we decided to have some fun with gas. A "miasma" is a gaseous contagion - actually one of the first on record, from Greek mythology; and as we tend to sometimes mythologize Gallente ship names, it was a good fit. Another candidate was "Atreus", the dude who actually caused the plague by doing some horrible things (seriously, look him up), but it's far too similar to the Atron; so "Miasmos" it is. “Iteron Mark V” We aren’t changing the name on the Mark V. This was the best version of the former line of Iterons, it was the most used of the five, and it is changing very little in this balance pass. For these reasons we feel that both the story and the design are supported by leaving the name intact. "Badger Mk. II" to "Tayra" Badgers belong to the sizeable weasel family, which includes anything from the Hairy-Nosed Otter to the Wolverine. A Tayra is a rather clever kind of badger-type weasel. You can expect to see all of this on Tranquility for our Odyssey 1.1 release coming up later this summer. Hope you enjoy the changes! See you in space o/ CCP Rise http://community.eveonline.com/news/dev-blogs/rebalancing-and-renaming-industrials Gemileri taşınan mallara göre özelleştirmişler. yaz sonu çıkıcak
Suark Mesaj tarihi: Temmuz 17, 2013 Mesaj tarihi: Temmuz 17, 2013 ya traveling ve hauling sistemini de bi değiştirip güzel şeyler yapsalar aslında güzel olmuş ama
reampage Mesaj tarihi: Temmuz 17, 2013 Mesaj tarihi: Temmuz 17, 2013 selpak için 50 nc hauler gelsin O/O
Aluriel Mesaj tarihi: Temmuz 18, 2013 Mesaj tarihi: Temmuz 18, 2013 HAC değişiklikleri https://forums.eveonline.com/default.aspx?g=posts&m=3360405 Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty eklenmiş hepsine. bide bazılarına ekstra değişiklikler var. cerberus güzel olabilir gibi. vagabonda da shield boost bonus gelmiş brawl vs için iyi olabilir. SACRILEGE - Highlights here would be the increased drone bay, increased PG, and the addition of HML to the Cruiser damage bonus. Hopefully the result is a ship that can more comfortably fulfill its heavy tackle/utility HAC role without sacrificing quite as much as it used to when compared to combat BCs or other HACs. We concede that the cap recharge bonus is a bit strange, but feel the ship actually doesn't need another standard bonus like damage application or range to make it work. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Amarr Cruiser Bonuses: 5% to Heavy Assault and Heavy Missile damage (added heavy missiles) 4% to all Armor Resistances Heavy Assault Cruiser Bonuses: 5% reduction of capacitor recharge time 5% bonus to Missile Launcher rate of fire Slot layout: 6H, 4M, 5L; 1 turrets(-3), 5 launchers Fittings: 1150 PWG(+120), 400 CPU Defense (shields / armor / hull) : 1400(+7) / 2100(+12) / 1690(+2) Capacitor (amount) : 1650(+25) Mobility (max velocity / agility / mass / align time): 200(+2) / .567 / 11750000(-540000) / 9.24s(-.4) Drones (bandwidth / bay): 50(+35) / 50(+35) Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 312 / 7 Sensor strength: 15 Radar Signature radius: 140 ZEALOT - Zealot is arguably the most functional currently of the entire group and so it gets the least change. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Amarr Cruiser Bonuses: 10% bonus to Medium Energy Turret capacitor 5% bonus to Medium Energy Turret rate of fire Heavy Assault Cruiser Bonuses: 10% bonus to Medium Energy Turret optimal range 5% bonus to Medium Energy Turret damage Slot layout: 5H, 3M, 7L; 5 turrets, 0 launchers Fittings: 1180 PWG, 320 CPU Defense (shields / armor / hull) : 980(-4) / 2250 / 1670(-18) Capacitor (amount) : 1500 Mobility (max velocity / agility / mass / align time): 210(+1) / .553 / 12580000 / 9.64s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 306 / 6 Sensor strength: 14 Radar(+1) Signature radius: 125 ============================================================================= CERBERUS - Biggest change here is adding a 6th launcher. Also gets a huge maxVelocity boost so that it can actually kite some to take advantage of the great missile range. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Caldari Cruiser Bonuses: 5% bonus to Kinetic Missile damage 10% bonus to Missile velocity Heavy Assault Cruiser Bonuses: 10% bonus to Heavy Assault and Heavy Missile flight time 5% bonus to Missile Launcher rate of fire Slot layout: 6H, 5M, 4L; 0 turrets, 6 launchers(+1) Fittings: 720 PWG(+85), 500 CPU(+60) Defense (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6) Capacitor (amount) : 1100(+37.5) Mobility (max velocity / agility / mass / align time): 205(+30) / .463 / 12720000 / 8.17s Drones (bandwidth / bay): 15(+15) / 15(+15) Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 282 / 6 Sensor strength: 17 Gravimetric(+1) Signature radius: 135 EAGLE - The Eagle will be a lot better because of the rail change alone, but we've also increased its power grid and replaced the utility high with an extra mid slot. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Caldari Cruiser Bonuses: 10% bonus to Medium Hybrid Turret optimal range 4% bonus to shield resistances Heavy Assault Cruiser Bonuses: 10% bonus to Medium Hybrid Turret optimal range 5% bonus to Medium Hybrid Turret damage Slot layout: 5H(-1), 6M(+1), 4L; 5 turrets, 1 launchers(-1) Fittings: 950 PWG(+75), 430 CPU(-8) Defense (shields / armor / hull) : 2500(+391) / 1250(-16) / 1550(+3) Capacitor (amount) : 1350(-25) Mobility (max velocity / agility / mass / align time): 175(+11) / .576 / 11720000 / 9.36s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 252 / 8 Sensor strength: 18 Gravimetric Signature radius: 150 ============================================================================= DEIMOS - Like the Thorax, Deimos now has 4 mids and gives up the extra high. It also goes faster and aligns faster. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Gallente Cruiser Bonuses: 5% bonus to Medium Hybrid Turret damage 5% increase to MicroWarpdrive capacitor bonus Heavy Assault Cruiser Bonuses: 10% bonus to Medium Hybrid Turret falloff 5% Medium Hybrid Turret damage Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 2 launchers Fittings: 1030 PWG(+40), 350 CPU Defense (shields / armor / hull) : 1350(+190) / 1750(-290) / 2000(-531) Capacitor (amount) : 1400(+25) Mobility (max velocity / agility / mass / align time): 220(+12) / .475(-.055) / 11460000 / 7.54s(-.875) Drones (bandwidth / bay): 50 / 50 Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 270 / 6 Sensor strength: 15 Magnetometric Signature radius: 160 ISHTAR - We are replacing the medium hybrid damage bonus with a drone bonus and removing one high slot to put its total 1 below the rest of the class, as is standard for drone-focused ships. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Gallente Cruiser Bonuses: 10% bonus to drone tracking and optimal range(was 5% bonus to Medium Hybrid Turret damage) 10% bonus to drone hitpoints and Damage Heavy Assault Cruiser Bonuses: 5 km bonus to Drone operation range per level 50 m3 extra Drone Bay per level Slot layout: 4H(-1), 5M, 5L; 4 turrets(+1), 0 launchers Fittings: 700 PWG, 285 CPU Defense (shields / armor / hull) : 1400(-6) / 1600(-18) / 2300(+191) Capacitor (amount) : 1300(+175) Mobility (max velocity / agility / mass / align time): 185(-6) / .52 / 11700000 / 8.43s Drones (bandwidth / bay): 125 / 125 Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 294 / 7 Sensor strength: 16 Magnetometric Signature radius: 145 ============================================================================= VAGABOND - Like with the Stabber, we are rolling the max velocity bonus into the base stats, and then replacing it with a shield boost bonus. This has nice racial continuity and supports a play-style that has been emerging for the Vaga anyway as a close range active brawler. Please keep in mind that it can still be used exactly the same way that it always has been with virtually no change in performance. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Minmatar Cruiser Bonuses: 5% bonus to Medium Projectile Turret rate of fire 7.5% bonus to shield boost amount (was 5% bonus to max velocity) Heavy Assault Cruiser Bonuses: 10% bonus to Medium Projectile Turret falloff 5% bonus to Medium Projectile Turret damage Slot layout: 6H, 4M, 5L; 5 turrets, 1 launchers(-1) Fittings: 855 PWG, 395 CPU Defense (shields / armor / hull) : 1750(+97) / 1400(+63) / 980(-4) Capacitor (amount) : 1060(-2.5) Mobility (max velocity / agility / mass / align time): 290(+51) / .504 / 11590000 / 8.1s Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 330 / 6(+1) Sensor strength: 14 Ladar Signature radius: 115 MUNINN - The Muninn will lose one of its highs and gain a low, which should fit its role as a long range platform extremely well. It also gains a little speed. Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty Minmatar Cruiser Bonuses: 5% bonus to Medium Projectile Turret rate of fire 5% bonus to Medium Projectile Turret damage Heavy Assault Cruiser Bonuses: 10% bonus to Medium Projectile Turret optimal range 7.5% bonus to Medium Projectile Turret tracking speed Slot layout: 6H(-1), 3M, 6L(+1); 5 turrets, 1 launchers(-2) Fittings: 1160 PWG, 355 CPU Defense (shields / armor / hull) : 1580(-2) / 2000(-4) / 1400(-6) Capacitor (amount) : 1250 Mobility (max velocity / agility / mass / align time): 210(+14) / .571 / 11750000 / 9.3s Drones (bandwidth / bay): 25 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 294 / 6(+1) Sensor strength: 14 Ladar(+1) Signature radius: 130
Aluriel Mesaj tarihi: Temmuz 18, 2013 Mesaj tarihi: Temmuz 18, 2013 MEDIUM WEAPON REBALANCE https://forums.eveonline.com/default.aspx?g=posts&t=260025&find=unread Medium Rails (all sizes and metas): +15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams: +25% Damage Multiplier -10% Tracking Speed Medium Artillery: +10% Rate of Fire -5% Tracking medium railler güzel olacak gibi duruyor
Suark Mesaj tarihi: Temmuz 23, 2013 Mesaj tarihi: Temmuz 23, 2013 HHOHOHHOHO hac değişiklikleri! böle bişi lazımdı zaten cruiserlar epey yol aldılar çünkü yalnız, + shield - sig penalty le vagabond efsane bişi olabilir cerb ne kadar hızlanıyor acaba, drakeler sebebiynen obsolete ti bunlar, güzel değişiklikler ya sacride güzel. bitek keşke aktif tank boost yerine pasif shield tank bonusu gelseymiş :/ şu çok komik ama "Please keep in mind that it can still be used exactly the same way that it always has been with virtually no change in performance. " ahahahahah çekinio adamlar
Aluriel Mesaj tarihi: Ağustos 1, 2013 Mesaj tarihi: Ağustos 1, 2013 Command Ship değişiklikleri https://forums.eveonline.com/default.aspx?g=posts&m=3426027 Warfarelink ve Mindlink değişiklikleri https://forums.eveonline.com/default.aspx?g=posts&t=264773&find=unread Shield Boost/Armor Rep değişiklikleri https://forums.eveonline.com/default.aspx?g=posts&m=3426047
Suark Mesaj tarihi: Ağustos 2, 2013 Mesaj tarihi: Ağustos 2, 2013 ne güzel şeyler oluyor eve de ya daha çok çeşitlilik ekliolar paso aferim lan
Öne çıkan mesajlar