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UniWiki:Patch Notes/Patch Notes - Version 21.06: Difference between revisions

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Add patch notes for 2024-02-20.1. Update status.
m Update status.
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The Triglavian AT ships have also been adjusted to maintain their unique quality of reaching max ramp in 20 cycles instead of 30 cycles.
The Triglavian AT ships have also been adjusted to maintain their unique quality of reaching max ramp in 20 cycles instead of 30 cycles.


* {{PatchNoteStatus|todo|Hydra- Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Covert Ops skill.}}
* {{PatchNoteStatus|done|Hydra- Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Covert Ops skill.}}
* {{PatchNoteStatus|todo|Tiamat- Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Recon Ships skill.}}
* {{PatchNoteStatus|done|Tiamat- Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Recon Ships skill.}}
Note: We have chosen to not adjust the capital weapon variation (Ultratidal) at this time.
Note: We have chosen to not adjust the capital weapon variation (Ultratidal) at this time.


Rapid Light Missile Launchers ====
==== Rapid Light Missile Launchers ====
Rapid Light Missile Launchers have been incredibly powerful for some time, especially when combined with range bonuses. As we re-balanced the Cerberus in the Viridian Expansion last summer, we intentionally removed the light missile range bonuses from the ship. In this balance pass, we are removing all the remaining per level range bonuses to Rapid Light Missiles, to match the precedent set with Rapid Heavy Missiles, which do not increase with Bastion or Spaceship Command skills.
Rapid Light Missile Launchers have been incredibly powerful for some time, especially when combined with range bonuses. As we re-balanced the Cerberus in the Viridian Expansion last summer, we intentionally removed the light missile range bonuses from the ship. In this balance pass, we are removing all the remaining per level range bonuses to Rapid Light Missiles, to match the precedent set with Rapid Heavy Missiles, which do not increase with Bastion or Spaceship Command skills.


Note that role bonuses from ships will still apply just like with Rapid Heavy Missiles (Mordus Legion Ships and Combat Battlecruisers).
Note that role bonuses from ships will still apply just like with Rapid Heavy Missiles (Mordus Legion Ships and Combat Battlecruisers).


* {{PatchNoteStatus|todo|Caracal- Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.}}
* {{PatchNoteStatus|done|Caracal- Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.}}
* {{PatchNoteStatus|todo|Osprey Navy Issue- Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.}}
* {{PatchNoteStatus|done|Osprey Navy Issue- Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.}}
* {{PatchNoteStatus|todo|Onyx- Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.}}
* {{PatchNoteStatus|todo|Onyx- Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.}}


=== Ships ===
=== Ships ===
==== Marauders ====
==== Marauders ====
While we are happy with the on-grid power of Marauders since the adjustments we made in the Viridian Expansion, Marauders can still feel oppressive in certain scenarios. Marauders currently only warp 12.5% slower than T1, Faction and T3 Cruisers, which doesn't leave much room for them to out-maneuver Marauders when choosing to avoid them. It also does not give players much reason to choose smaller hulls over a Marauder when travel time is a consideration for PVP and PVE. To tackle this, we're reducing the warp speed of Marauders down to the same base level as T1 and Faction battleships.
While we are happy with the on-grid power of Marauders since the adjustments we made in the Viridian Expansion, Marauders can still feel oppressive in certain scenarios. Marauders currently only warp 12.5% slower than T1, Faction and T3 Cruisers, which doesn't leave much room for them to out-maneuver Marauders when choosing to avoid them. It also does not give players much reason to choose smaller hulls over a Marauder when travel time is a consideration for PVP and PVE. To tackle this, we're reducing the warp speed of Marauders down to the same base level as T1 and Faction battleships.