Add expansion notes for Revenant. Raw copy from Patch Transformer. See UniWiki:Patch Notes |
Cleanup and status updates. |
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=== Additional Features coming after Revenant - Planned for 26 November === | === Additional Features coming after Revenant - Planned for 26 November === | ||
Mercenary Tactical Operations (MTOs)* {{PatchNoteStatus|tbd|Mercenary dens will occasionally give their owners the opportunity to run MTOs, which are similar to existing PVE content such as missions/escalations. MTOs are aimed for a solo player in a cruiser and successfully completing them will give rewards and also increase the development and decrease the anarchy levels of the associated mercenary den.}} | Mercenary Tactical Operations (MTOs) | ||
* {{PatchNoteStatus|tbd|Shortly after Revenant, mercenary dens will have 2 parameters, Development and Anarchy. | * {{PatchNoteStatus|tbd|Mercenary dens will occasionally give their owners the opportunity to run MTOs, which are similar to existing PVE content such as missions/escalations. MTOs are aimed for a solo player in a cruiser and successfully completing them will give rewards and also increase the development and decrease the anarchy levels of the associated mercenary den.}} | ||
* | * {{PatchNoteStatus|tbd|Shortly after Revenant, mercenary dens will have 2 parameters, Development and Anarchy. | ||
* | ** Development is generated over time, and when successfully completing mercenary den tactical operations. Higher Development levels will cause the mercenary den to increase production yield of infomorphs over time. | ||
** Anarchy is also generated over time and decreased when successfully completing mercenary den tactical operations. Higher Anarchy levels will cause the Skyhook it's placed on to siphon workforce production, preventing the workforce from being used by the sov owner.}} | |||
== Deathless Ships == | == Deathless Ships == | ||
Two new deathless ships are being released with the Revenant expansion. Deathless ships are exclusively able to fit the new breacher pod launcher damage over time weapons, they also feature high amounts of mid-slots for extensive utility and flexibility, active shield tanking bonuses, average speed but have powerful web resistance bonuses, large drone bays for their class and damage bonuses to both projectile weapons and close range missiles allowing them to do extensive DPS up close even without the breacher pod weapon, and finally the ability to fit covert ops cloaking devices. | Two new deathless ships are being released with the Revenant expansion. Deathless ships are exclusively able to fit the new breacher pod launcher damage over time weapons, they also feature high amounts of mid-slots for extensive utility and flexibility, active shield tanking bonuses, average speed but have powerful web resistance bonuses, large drone bays for their class and damage bonuses to both projectile weapons and close range missiles allowing them to do extensive DPS up close even without the breacher pod weapon, and finally the ability to fit covert ops cloaking devices. | ||
* {{PatchNoteStatus|done|Tholos}} | |||
* {{PatchNoteStatus|done|Cenotaph}} | |||
For stat details see: [https://www.eveonline.com/news/view/revenant-expansion-notes Revenant Expansion Notes]. | |||
== Breacher Pod Launchers - Damage Over Time Weapons == | == Breacher Pod Launchers - Damage Over Time Weapons == | ||
Revenant brings an exciting brand-new weapon system and the first instance of a damage over time effect in EVE Online! Breacher Pod Launchers come in two sizes, small and medium, and can only be fitted on the new deathless ships - the Tholos and Cenotaph. Breacher Pod Launchers do not consume a launcher or turret hardpoint, and fire SCARAB breacher pods at their targets. If a breacher pod hits a ship, then it'll apply a damage over time effect. The Scarab Breacher pods are similar to missiles, they will not affect their target unless they actually reach and hit, and can be killed with smartbombs before they arrive. Breacher Pods can only be used on player ships and NPCs, they cannot be used against targets such as capsules, structures, stargates etc. | Revenant brings an exciting brand-new weapon system and the first instance of a damage over time effect in EVE Online! Breacher Pod Launchers come in two sizes, small and medium, and can only be fitted on the new deathless ships - the Tholos and Cenotaph. Breacher Pod Launchers do not consume a launcher or turret hardpoint, and fire SCARAB breacher pods at their targets. If a breacher pod hits a ship, then it'll apply a damage over time effect. The Scarab Breacher pods are similar to missiles, they will not affect their target unless they actually reach and hit, and can be killed with smartbombs before they arrive. Breacher Pods can only be used on player ships and NPCs, they cannot be used against targets such as capsules, structures, stargates etc. | ||
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==== SCARAB Breacher Pod S ==== | ==== SCARAB Breacher Pod S ==== | ||
* {{PatchNoteStatus|tbd|Max Range: 4km (6km with max skills)}} | * {{PatchNoteStatus|tbd|Max Range: 4km (6km with max skills)}} | ||
* {{PatchNoteStatus|tbd|HP Damage per second: 0.60% (0.75% with max skills)}} | * {{PatchNoteStatus|tbd|HP Damage per second: 0.60% (0.75% with max skills)}} | ||
* {{PatchNoteStatus|tbd|Maximum Damage per second: 160 (200 with max skills)}} | * {{PatchNoteStatus|tbd|Maximum Damage per second: 160 (200 with max skills)}} | ||
==== SCARAB Breacher Pod M ==== | ==== SCARAB Breacher Pod M ==== | ||
* {{PatchNoteStatus|tbd|Max Range: 8km (12km with max skills)}} | * {{PatchNoteStatus|tbd|Max Range: 8km (12km with max skills)}} | ||
* {{PatchNoteStatus|tbd|HP Damage per second: 0.60% (1% with max skills)}} | * {{PatchNoteStatus|tbd|HP Damage per second: 0.60% (1% with max skills)}} | ||
* {{PatchNoteStatus|tbd|Maximum Damage per second: 800 (1000 with max skills)}} | * {{PatchNoteStatus|tbd|Maximum Damage per second: 800 (1000 with max skills)}} | ||
==== Small Breacher Pod Launcher ==== | ==== Small Breacher Pod Launcher ==== | ||
* {{PatchNoteStatus|tbd|Rate of Fire: 24 seconds (12 seconds with max skills)}} | |||
==== Medium Breacher Pod Launcher ==== | ==== Medium Breacher Pod Launcher ==== | ||
* {{PatchNoteStatus|tbd|Rate of Fire: 20 seconds (10 seconds with max skills)}} | |||
It should be noted that while only one target can take damage from a damage over time effect at any time, you can place several damage over time effects on different player ships concurrently. For example, the Medium Breacher Pod Launcher has a rate of fire of 10 seconds with max skills, and DoTs that it applies will last 75 seconds with max skills, this means that a Cenotaph using the Breacher Pod Launcher could potentially have 7 DoTs applied to 7 different ships at once. | It should be noted that while only one target can take damage from a damage over time effect at any time, you can place several damage over time effects on different player ships concurrently. For example, the Medium Breacher Pod Launcher has a rate of fire of 10 seconds with max skills, and DoTs that it applies will last 75 seconds with max skills, this means that a Cenotaph using the Breacher Pod Launcher could potentially have 7 DoTs applied to 7 different ships at once. | ||
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5 new skillbooks are avaliable to improve the effectiveness of breacher pod launchers, and can be obtained by trading in Zarzakh. | 5 new skillbooks are avaliable to improve the effectiveness of breacher pod launchers, and can be obtained by trading in Zarzakh. | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Breacher Pod Launcher Operation - Operation of breacher pod launchers. +5% to the maximum percentage of target HP damaged per second per skill level. 3x training time multiplier.}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Breacher Pod Clone Efficacity - Specialist combat training of Breacher Pod clones. +5% to the maximum damage per second cap per skill level. 5x training time multiplier.}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Breacher Pod Projection - Specialist training in the operation of Breacher Pod Launchers. +10% to Breacher Pod maximum velocity per skill level. 5x training time multiplier.}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Breacher Pod Rapid Firing - Specialist training in the preparation of Breacher Pods. -10% to Breacher Pod Launcher cycle time per skill level. 5x training time multiplier.}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Breacher Pod Clone Longevity - Specialist research on extending the short lifespans of Breacher Pod clones. +10% to damage effect duration per skill level. 7x training time multiplier.}} | ||
== SKINR Paragon Updates == | == SKINR Paragon Updates == | ||
=== Corporation Skins & Targeted Listings === | |||
== Corporation Skins & Targeted Listings == | |||
Paragon is proud to announce that capsuleers can now target skin listings to specific characters, corporations, or alliances when creating a public or private listings. | Paragon is proud to announce that capsuleers can now target skin listings to specific characters, corporations, or alliances when creating a public or private listings. | ||
* {{PatchNoteStatus|tbd|New filter options allow you to search for SKIN listings targeted at: | * {{PatchNoteStatus|tbd|New filter options allow you to search for SKIN listings targeted at: | ||
* | ** Your Character: Listings that are directly aimed at you. | ||
* | ** Your Corporation and Alliance: | ||
* | *** Listings from any player. | ||
* | *** Listings from members of your corporation or alliance. | ||
* | *** Listings from any Brand Manager within your corporation or alliance.}} | ||
=== User Interface Updates === | === User Interface Updates === | ||
* {{PatchNoteStatus|tbd|Create SKIN Listing Window: A new availability dropdown has been added, allowing you to specify which character, corporation, or alliance your listing is aimed at.}} | |||
* {{PatchNoteStatus|tbd|My Own Listings Section: Now displays your public and targeted listings in a more organized fashion.}} | * {{PatchNoteStatus|tbd|My Own Listings Section: Now displays your public and targeted listings in a more organized fashion.}} | ||
* {{PatchNoteStatus|tbd|SKIN Listing Cards: Updated with relevant targeting information to clarify who can view and purchase the SKIN.}} | * {{PatchNoteStatus|tbd|SKIN Listing Cards: Updated with relevant targeting information to clarify who can view and purchase the SKIN.}} | ||
New Categories in the Paragon Hub | * {{PatchNoteStatus|tbd|New Categories in the Paragon Hub | ||
** SKINS for Current ship | |||
* | ** All SKINs | ||
* | ** Corporation SKINs | ||
* | ** Alliance SKINs | ||
* | ** SKINs listed at you | ||
* | ** My Own Listings}} | ||
* | |||
=== Branded Listings for Brand Managers === | === Branded Listings for Brand Managers === | ||
* {{PatchNoteStatus|tbd|Creation of Branded Listings: | |||
* {{PatchNoteStatus|tbd|Creation of Branded Listings: | ** If the listing is targeted at your own corporation or your own alliance and the seller has the Brand Manager role, no SKINR Service Fee or HUB Listing Fee will be applied. | ||
* | ** The listing will be marked as a Branded Listing.}} | ||
* | * {{PatchNoteStatus|tbd|Purchasing Branded Listings: | ||
* {{PatchNoteStatus|tbd|Purchasing Branded Listings: | ** Buyers will not have to pay any SKINR Service Fees on a Branded Listing. However, an EverMark fee will be charged per SKIN, based on the SKIN tier.}} | ||
* | * {{PatchNoteStatus|tbd|Loss of Brand Manager Role: | ||
* {{PatchNoteStatus|tbd|Loss of Brand Manager Role: | ** If a seller loses their Brand Manager role for any reason, all of their branded listings targeted to their corporation or alliance will be automatically cancelled and licenses returned to the seller's Collection.}} | ||
* | * Secondary and Nested Patterns | ||
* Elevate Your SKIN Designs | |||
Enjoying your personal SKIN creations, but wishing it could just have a little more? Bring that inspiration and enhance your designs or create new ones with the new SKINR additions. | Enjoying your personal SKIN creations, but wishing it could just have a little more? Bring that inspiration and enhance your designs or create new ones with the new SKINR additions. | ||
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==== Design Element Controls and Modifications ==== | ==== Design Element Controls and Modifications ==== | ||
* {{PatchNoteStatus|tbd|Second pattern modifications: | |||
* {{PatchNoteStatus|tbd|Second pattern modifications: | ** Blend modes: modify the layering effect between patterns | ||
* | ** Switch: modify the patterns hierarchy}} | ||
* | |||
* {{PatchNoteStatus|tbd|Design element controls:}} | * {{PatchNoteStatus|tbd|Design element controls:}} | ||
* {{PatchNoteStatus|tbd| | * Reset pattern:}} | ||
** {{PatchNoteStatus|tbd|Reset pattern modifications to its default value | |||
Reset pattern modifications to its default | *** Done through a Right Mouse click menu}} | ||
* {{PatchNoteStatus|tbd|Reset all slots: Remove selected design elements from all | ** {{PatchNoteStatus|tbd|Reset all slots: Remove selected design elements from all slots | ||
*** Done through a Right Mouse click menu}} | |||
=== Randomize === | === Randomize === | ||
Don't know where to start? Feeling lost in the vast space of SKIN designs? Fret no more and make use of the Randomizer. Paint your empty ship into a masterpiece within seconds or find inspiration with the many combinations and make it into your own. | Don't know where to start? Feeling lost in the vast space of SKIN designs? Fret no more and make use of the Randomizer. Paint your empty ship into a masterpiece within seconds or find inspiration with the many combinations and make it into your own. | ||
=== New patterns for SKINR === | === New patterns for SKINR === | ||
* {{PatchNoteStatus|tbd|To celebrate the expansion, over 40 new patterns have been added. These can be found through gameplay in various locations around New Eden.}} | * {{PatchNoteStatus|tbd|To celebrate the expansion, over 40 new patterns have been added. These can be found through gameplay in various locations around New Eden.}} | ||
=== Revenant Daily Login Rewards === | === Revenant Daily Login Rewards === | ||
* {{PatchNoteStatus|tbd|Until November 26th a special set of Revenant Expansion login rewards will be available for players who log on. Rewards include Expert Systems for Deathless ships, Patterns and Nanocoatings for SKINR Ship Personalization, up to 450K skill points, 10K of EverMarks, and Boosters.}} | * {{PatchNoteStatus|tbd|Until November 26th a special set of Revenant Expansion login rewards will be available for players who log on. Rewards include Expert Systems for Deathless ships, Patterns and Nanocoatings for SKINR Ship Personalization, up to 450K skill points, 10K of EverMarks, and Boosters.}} | ||
=== Reduced sequencing time for new SKINs by 50% === | === Reduced sequencing time for new SKINs by 50% === | ||
* {{PatchNoteStatus|tbd|To celebrate the new additions to the SKINR tool, Paragon has reduced the Sequencing time for new SKINs by 50%. (Until Tuesday November 26th)}} | |||
=== Skills === | === Skills === | ||
* {{PatchNoteStatus|done|Added new skill Executive Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.}} | |||
* {{PatchNoteStatus| | |||
== Corporation Projects Improvements == | == Corporation Projects Improvements == | ||
For Revenant, we are continuing the improvements on the Corporation Projects system to enable corporation leadership to have a more active corporation and achieve more ambitious goals. | For Revenant, we are continuing the improvements on the Corporation Projects system to enable corporation leadership to have a more active corporation and achieve more ambitious goals. | ||
=== Expanded Project Parameter === | === Expanded Project Parameter === | ||
* {{PatchNoteStatus|tbd|With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer's Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.}} | * {{PatchNoteStatus|tbd|With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer's Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.}} | ||
* {{PatchNoteStatus|tbd|Expanded Project Parameters functionality enables:}} | * {{PatchNoteStatus|tbd|Expanded Project Parameters functionality enables:}} | ||
* {{PatchNoteStatus|tbd|Multi-value parameters: | ** {{PatchNoteStatus|tbd|Multi-value parameters: Project creators can select up to ten values per supported parameter. | ||
*** Locations (Mine Materials, Damage Capsuleers, Destroy Capsuleer's Ship) | |||
Project creators can select up to ten values per supported parameter. | *** Ship Types or Groups (Damage Capsuleers, Destroy Capsuleer's Ship) | ||
* | *** Material Types or Groups (Mine Materials) | ||
* | *** Capsuleers or Organizations (Damage Capsuleers, Destroy Capsuleer's Ship) | ||
* | *** Organizations (Earn Loyalty Points)}} | ||
* | ** {{PatchNoteStatus|tbd|Mixed-hierarchy parameters:}} Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported. | ||
* | *** {{PatchNoteStatus|tbd|Locations parameter: Solar Systems, Constellations, and Regions. | ||
* {{PatchNoteStatus|tbd|Mixed-hierarchy parameters:}} | *** {{PatchNoteStatus|tbd|Ship Types or Groups parameter : Ship Types (e.g. Rifter, Raven) and Ship Groups (e.g. Frigates, Battleships, Logistic Cruisers)}} | ||
*** {{PatchNoteStatus|tbd|Material Types or Groups: Asteroid Types (e.g. Veldspar, Dense Veldspar, Kernite, Fiery Kernite, Clear Icicle) and Asteroid Groups (e.g. Veldspar, Kernite, Ice)}} | |||
Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported. | |||
* {{PatchNoteStatus|tbd|Locations parameter: | |||
Solar Systems, Constellations, and Regions. | |||
* {{PatchNoteStatus|tbd|Ship Types or Groups parameter : | |||
Ship Types (e. | |||
* {{PatchNoteStatus|tbd|Material Types or Groups: Asteroid Types (e. | |||
We aim to bring Expanded Project Parameter functionality to all contribution methods currently supported. | We aim to bring Expanded Project Parameter functionality to all contribution methods currently supported. | ||
=== Project Deadline === | === Project Deadline === | ||
* {{PatchNoteStatus|tbd|Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.}} | * {{PatchNoteStatus|tbd|Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.}} | ||
=== Project Participation Limit === | === Project Participation Limit === | ||
* {{PatchNoteStatus|tbd|Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.}} | * {{PatchNoteStatus|tbd|Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.}} | ||
== Ship Information Window == | == Ship Information Window == | ||
The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form. | The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form. | ||
The window retains all the old window´s functionality while adding the following | |||
* {{PatchNoteStatus|tbd|Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.}} | * {{PatchNoteStatus|tbd|Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.}} | ||
* {{PatchNoteStatus|tbd|Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.}} | * {{PatchNoteStatus|tbd|Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.}} | ||
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== Glorified Mutaplasmids and Mutaplasmid Residue == | == Glorified Mutaplasmids and Mutaplasmid Residue == | ||
All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don't have the results that you were hoping for or aren't able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling! | All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don't have the results that you were hoping for or aren't able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling! | ||
== Balance Changes == | == Balance Changes == | ||
==== Marauders ==== | ==== Marauders ==== | ||
* {{PatchNoteStatus|done|100% bonus to Shield Extender hitpoints removed}} | |||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|50% bonus to Armor Plate hitpoints removed}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|5% additional bonus to Reinforced Bulkhead hitpoints removed}} | ||
* {{PatchNoteStatus| | |||
Marauders continue to be incredibly dominant in all areas of space, so we're removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently. | Marauders continue to be incredibly dominant in all areas of space, so we're removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently. | ||
==== Vargur ==== | ==== Vargur ==== | ||
* {{PatchNoteStatus|done|Falloff Bonus reduced from 10% per level to 7.5% per level.}} | |||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|CPU output Reduced from 625 to 600}} | ||
* {{PatchNoteStatus| | |||
Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we're cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had. | Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we're cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had. | ||
==== Absolution ==== | ==== Absolution ==== | ||
* {{PatchNoteStatus|done|10% bonus to energy turret damage increased to 20%}} | |||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|5% rate of fire bonus for energy turrets removed}} | ||
* {{PatchNoteStatus| | |||
The Absolution is struggling a little with usage so we're giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better. | The Absolution is struggling a little with usage so we're giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better. | ||
==== Myrmidon Navy Issue ==== | ==== Myrmidon Navy Issue ==== | ||
* {{PatchNoteStatus|done|Armor Repairer amount per level increased from 7.5% to 10%}} | |||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Base velocity increased from 155 m/s to 160 m/s}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Agility improved from 0.7x to 0.67x}} | ||
* {{PatchNoteStatus| | |||
The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we're making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn't very valuable in PVE and if they only use drones and don't rely on its higher damage hybrid weapons it's not as attractive of an upgrade, and in PVP it's fairly slow so can be difficult to use blasters so we're hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP. | The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we're making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn't very valuable in PVE and if they only use drones and don't rely on its higher damage hybrid weapons it's not as attractive of an upgrade, and in PVP it's fairly slow so can be difficult to use blasters so we're hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP. | ||
==== Harbinger Navy Issue ==== | ==== Harbinger Navy Issue ==== | ||
* {{PatchNoteStatus|done|Powergrid increased from 1,495 MW to 1,550 MW}} | |||
* {{PatchNoteStatus| | |||
The Harbinger Navy currently has low usage, so we're increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on. | The Harbinger Navy currently has low usage, so we're increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on. | ||
==== Cyclone Fleet Issue ==== | ==== Cyclone Fleet Issue ==== | ||
* {{PatchNoteStatus|done|Powergrid reduced from 1,215 MW to 1100 MW}} | |||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Rate of fire bonus for missiles reduced from 9% to 7.5% per level}} | ||
* {{PatchNoteStatus| | |||
The Cyclone Fleet Issue is incredibly dominant right now, so we're making some adjustments to bring it back in line. We're reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we're also lowering the rate of fire bonus to tone down the damage it can put out. | The Cyclone Fleet Issue is incredibly dominant right now, so we're making some adjustments to bring it back in line. We're reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we're also lowering the rate of fire bonus to tone down the damage it can put out. | ||
==== Exequror Navy Issue ==== | ==== Exequror Navy Issue ==== | ||
* {{PatchNoteStatus|done|Medium Hybrid Falloff Bonus reduced from 10% per level to 7.5% per level}} | |||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Base velocity reduced from 280 m/s to 270 m/s}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Agility nerfed from 0.4x to 0.44x}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Signature Radius increased from 110m to 120m}} | ||
* {{PatchNoteStatus| | |||
The Exequror Navy is still incredibly dominant and the most used navy ship in the game, so we're making a small suite of changes, reducing the falloff bonus and then hitting it's mobility slightly and increasing the signature radius, so it'll be worse at mitigating damage and can't project as far as before. | The Exequror Navy is still incredibly dominant and the most used navy ship in the game, so we're making a small suite of changes, reducing the falloff bonus and then hitting it's mobility slightly and increasing the signature radius, so it'll be worse at mitigating damage and can't project as far as before. | ||
==== Stabber Fleet Issue ==== | ==== Stabber Fleet Issue ==== | ||
* {{PatchNoteStatus|done|New Bonus Added: 5% bonus to Medium Projectile Turret Falloff per level}} | |||
* {{PatchNoteStatus| | |||
The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we're extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility. | The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we're extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility. | ||
=== Distinct Module Icons === | === Distinct Module Icons === | ||
The following module types have been given unique icons to help differentiate them: | The following module types have been given unique icons to help differentiate them: | ||
* {{PatchNoteStatus|tbd|Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers}} | * {{PatchNoteStatus|tbd|Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers}} | ||
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=== Biochemical Material Icons === | === Biochemical Material Icons === | ||
All biochemical materials now have unique icons. The icons match the color and tier of the booster that they relate to. | All biochemical materials now have unique icons. The icons match the color and tier of the booster that they relate to. | ||
=== Nullsec Combat Anomaly Graphics and Gameplay Overhaul === | === Nullsec Combat Anomaly Graphics and Gameplay Overhaul === | ||
Several Combat Anomaly sites in nullsec have been renovated. | Several Combat Anomaly sites in nullsec have been renovated. | ||
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==== New Rogue Drone relic sites have been added. ==== | ==== New Rogue Drone relic sites have been added. ==== | ||
* {{PatchNoteStatus|tbd|4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.}} | * {{PatchNoteStatus|tbd|4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.}} | ||
=== Pochven === | === Pochven === | ||
==== A series of changes have been made to Observatory Flashpoint sites ==== | ==== A series of changes have been made to Observatory Flashpoint sites ==== | ||
* {{PatchNoteStatus|tbd|The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK}} | * {{PatchNoteStatus|tbd|The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK}} | ||
* {{PatchNoteStatus|tbd|On average, 40% of the site's total value will now be given in the form of new Stellar Surveillance Data commoditiesThese commodities can be looted from Stellar Observatory wrecks}} | * {{PatchNoteStatus|tbd|On average, 40% of the site's total value will now be given in the form of new Stellar Surveillance Data commoditiesThese commodities can be looted from Stellar Observatory wrecks}} | ||
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=== Audio === | === Audio === | ||
==== Station Atmosphere Update ==== | ==== Station Atmosphere Update ==== | ||
* {{PatchNoteStatus|tbd|A new controller has been added that plays atmo for the station based on race. New atmo plays on Amarr, Gallente, Caldari and Minmatar small, medium and large stations.}} | * {{PatchNoteStatus|tbd|A new controller has been added that plays atmo for the station based on race. New atmo plays on Amarr, Gallente, Caldari and Minmatar small, medium and large stations.}} | ||