Meanwhile, back in the Exploration bunker… (Pictures of Eve)
October 28th, 2007
Exhibit B: Where to go for all your Synth Booster-related needs
Unfortunately, I had to do a lot of this myself; luckily I had Bettik around to do all the hard bits. Of course, the relevant Gas Cloud and Hacking sites are done through Exploration, so they get to go in my blog too. Epic win!
General Exploration Improvements
We're also making a couple of general changes to Exploration mechanics to make things run a little smoother.
Firstly, Multispectral Probes are being readjusted to provide more useful data. There's been a somewhat sticky problem since Revelations II whereby it wasn't at all easy to work out whether that "Unknown" result you found was a 10/10 complex or a five-minute Encounter site, which has caused some irritation. In Trinity, Multispecs will only show results from the Scan Group(s) you have selected. Encounters will still show up as "Unknown" on your scans, but only if you have the "Cosmic Anomaly" group selected. If you just select "Cosmic Signature", Encounter sites will be filtered out of your results.
Secondly, we've revised the despawn mechanics so that all sites despawn three days after their initial discovery. This will ensure that lingering "stuck" sites will be banished.
I can't code for toffee, so there's no point pretending that this isn't entirely due to the hard work of the guys and girls in Software. Still, it's Exploration-related, so I'm appropriating it for this blog anyway.
Bonus Round: LP Store Stuff
This bit a) has nothing to do with Exploration and b) is pretty much entirely my fault if anything in it breaks, but I thought I'd mention it while I'm on a roll.
Two things of note here. The first is that tag offers are being adjusted a little. We've revised the pricing mechanisms slightly, swapping some numbers around, making cruiser-sized modules more even in terms of tags requested, and reducing the overall requirements on frigate-sized modules. The general expectation is that, in tag base cost terms, battleship-sized offers will go up slightly, cruiser-sized offers will remain around the same but will ask for the two tag types in more evenly matched quantities, and frigate-sized offers will go down slightly. In terms of actual tag count, most offers are dropping a little.
Secondly, and possibly more interestingly, we're adding a decent spread of offers for the "minor" factions ORE, Mordu's Legion, Servant Sisters of EVE, Syndicate and Thukker Tribe. Each of these will be getting a small range of modules unavailable in other stores and suited to their temperment: Mordu's Legion will be getting ECM, while ORE get extended-range mining lasers and Sisters get exploration-related kit.
We'll also be giving each its own low-grade implant set, again focusing on their particular areas of expertize. Expect these to be expensive, as these smaller groups are fairly cash-strapped, but with unique effects. The Centurion set (Mordu's Legion) will increase the range of ECMs, Remote Sensor Dampeners, Tracking Disruptors and Target Painters; the Edge set (Syndicate) will reduce the chance of getting side-effects from combat boosters; the Harvest set (ORE) will increase the range of all mining lasers; the Nomad set (Thukkers) will increase the agility of your ship; and the Virtue set (Sisters) will increase the scan strength of all your probes.
Mining Missions
This one's particularly special it's nothing to do with exploration OR me, but Chronotis noticed I was writing another blog and suggested I mention his latest project too. I think he's just worked out that while I'm writing multi-page blogs I'm not writing multi-page emails explaining exactly what I'm feeling emo about today….
The short story is that mining missions are making a comeback they'll be utilizing special, non-refinable ore so people can't cheat their way to success by buying common ore off the market, so you'll be able to generate LPs as a miner once again. The long story is, well… it's mining, and where I come from that's a dirty word, so I didn't enquire further. I'm sure Chronotis will be around in the feedback thread to answer your questions!
There Used To Be A Portal Joke Here But I'm Worried It'll Be Too Clich d Now, So I Removed It
That should be enough to keep you going for a while, I hope. I'm going into hiding now until the "CCP hates miners" banners go away.
Fly safe!
-Greyscale
Source: myeve.eve-online.com
New Tech 2 Ships for Trinity
Trinity introduces four new classes of Tech II combat ships: Electronic Attack Ships, Heavy Interdictors, Black Ops and Marauders. The ships will be available for testing on Singularity this week, though the current models are not representative of the final ship modules once the graphics update is rolled out. Many of the models are old unused Tech II models which are not scheduled to be ported with the graphics update. The final models will use the current Tech I hull, but with different textures and shaders to reflect the designs of their developers (as listed below).
Electronic Attack Ships
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.
Heavy Interdictors
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
Black Ops
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
Panther
- Hull: Typhoon / Thukker Mix
- Slots: 8/5/6, 5 turrets
- Fitting: 510tf, 12,750mw
- Drones: 125Mbit/s bandwidth, 175m3 dronebay
- Propulsion: 165m/s, 140,000,000kg, 0.0886x agility
- Tech II resistance bonus: 10% em
Bonuses:
- 5% bonus to large projectile turret rate of fire per Minmatar BS level
- 5% bonus to large projectile turret damage per Minmatar BS level
- 5% bonus to velocity 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
Marauders
Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.
Paladin
- 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
When using -90% webifiers, the stasis webifier velocity factor bonus increases the velocity factor penalty up to -99%, at which point a single webifier is as effective as two webifiers mounted on a standard ship. This means that the Paladin can easily hit any ship within web range, once the transversal velocity slows down.
Golem
- 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
The target painter bonus is quite effective in combination with missiles even against frigates if they are not using MWDs.
Kronos
- 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
With the same stasis webifier velocity factor bonus as the Paladin, the Kronos is a death sentence to any frigate that ventures within web range.
Vargur
- 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
The falloff bonus is significant advantage for the Vargur, giving it an impressive range even when fitted with Autocannons.
More blogs on new stuff and upcoming changes to follow.
Source: myeve.eve-online.com
Introducing White Wolf Enterprises, an Integration of the White Wolf and EVE Online Communities
Some members of the EVE community may have noticed the June 2006 formation of a curiously named corporation, White Wolf Interstellar. The corporation consisted of employees and friends of White Wolf Inc. who wanted to more fully experience the primary product of the company with which they were in negotiations to merge. White Wolf Inc. employees originally began playing EVE in October 2005 as they explored a spectrum of MMOGs, EVE is the one many of the employees continued to play. At that time there were no thoughts of the corporation as anything other than co-workers doing what so many other groups of friends have done: enjoy EVE as a community.
Following the merger between CCP and White Wolf, there were the obvious internal discussions about offering the White Wolf community an opportunity to explore EVE Online with each other. EVE Chronicles have appeared in the White Wolf quarterly newsletter and EVE has been demonstrated for World of Darkness players at conventions such as GenCon, but of course the best way to know EVE is to play EVE. So we considered the idea of opening White Wolf Interstellar up to the White Wolf fan community as a place where friends of similar interests could gather into one organization.
The journey to this announcement has been long. Since the original conception, a variety of implementations have been considered. Other events have transpired which made us re-evaluate the structure of the corporation and make adjustments. For instance, the very name of the corporation was deemed capable of causing confusion with the EVE volunteer organization, Interstellar Services Division, so White Wolf Interstellar became White Wolf Enterprises (ticker: WWES). Name changes were made to three WWES Corporate Officers in an effort to make them recognizable to the White Wolf community. Finally, one of the corporation members recently moved from working on WW publications to EVE mission design, so that prompted a ruling from CCP's Internal Affairs Director that the character must resign from the corporation. Why is this information pertinent? It is our intention to bring WWES to the attention of the EVE community with transparency in place. Rest assured, no special advantages or considerations will be given to WWES or its members.
Having said that, we are pleased to formally announce the start of a new campaign that will familiarize the White Wolf fan community with EVE Online. The blending of the fans from the two prior companies will continue to find common ground in future games, like the MMOG based upon the World of Darkness that is now underway.
Membership in WWES is not limited to the White Wolf community. Current EVE players are also welcome to join the corporation, more information about White Wolf Enterprises may be found at the WWES home page. Additional information, such as the differences between a player and NPC corporation, how to join and tips on EVE game play may be found on the Join page.
We hope the influx of White Wolf Capsuleers will be received and welcomed into their new found family by the EVE Online community.
Source: myeve.eve-online.com
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