• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

EVE Online |OT| of Internet Spaceships

Oh look, moon mining in wormholes and high-sec! :O

(just announced in keynote as coming as one of the next steps for structures)

They'll provide enhanced minerals though, not moon-goo.

Pleasant surprise! They're upgrading alphas as well, access to battleships, T2 medium/small weapons, battlecruisers aaaaand stuff.

I'm really looking forward to the agency changes for finding content and resource wars for pve co-op fun times.
 
Pleasant surprise! They're upgrading alphas as well, access to battleships, T2 medium/small weapons, battlecruisers aaaaand stuff.

I'm really looking forward to the agency changes for finding content and resource wars for pve co-op fun times.

Yup, all the stuff sounds pretty good!

Looking forward to see what Hilmar announces in a few minutes, and to watch some of the panels tomorrow.

Resource Wars and the new Guristas/Blood Raiders incursions I’m interested to hear more about in particular.

Whenever I fully return to the game though, the hardest thing will still be finding a good corp though…

I like the idea of wormholes, but the practicality of it may not work for me in the longer run. Low sec still dead though. Navigating the complexities of null politics might be overwhelming though, IDK.
 

casiopao

Member
Pleasant surprise! They're upgrading alphas as well, access to battleships, T2 medium/small weapons, battlecruisers aaaaand stuff.

I'm really looking forward to the agency changes for finding content and resource wars for pve co-op fun times.

Da best news for me lol. Finally battleship for me to ruin all those top tier pirates.
 

casiopao

Member
Uukhhh.T_T 35 million fully fit cruiser gone just like that.T_T

Soooo painful.T_T Why does muney fly so fast.T_T Buying all those expensive skill book is my biggest mistake hiks.T_T
 
Uukhhh.T_T 35 million fully fit cruiser gone just like that.T_T

Soooo painful.T_T Why does muney fly so fast.T_T Buying all those expensive skill book is my biggest mistake hiks.T_T

35mil seems kind of expensive for fit a tech 1 cruiser, but I haven’t been in the game for awhile, so maybe it’s not.

And yeah, skill books can add up when you get to needing more advanced ones, but they’re a one-time cost with a generally large return on investment.
 

Bombless

Member
35mil seems kind of expensive for fit a tech 1 cruiser, but I haven’t been in the game for awhile, so maybe it’s not.

And yeah, skill books can add up when you get to needing more advanced ones, but they’re a one-time cost with a generally large return on investment.

This. Also you have to be careful when buying skills, some clever bastards try to sell them at much higher price in places where you don't have an academy station and thus may not see the real price of the skill in question (though that's more the case for advanced skills).
 

casiopao

Member
35mil seems kind of expensive for fit a tech 1 cruiser, but I haven’t been in the game for awhile, so maybe it’s not.

And yeah, skill books can add up when you get to needing more advanced ones, but they’re a one-time cost with a generally large return on investment.

I fit the expensive rig and maller is also damn expensive hiks.

Guess it is time to return to mining till i can buy a single maller again.
 
I fit the expensive rig and maller is also damn expensive hiks.

Guess it is time to return to mining till i can buy a single maller again.

Rule 1 of EVE is: Never fly what you can't afford to lose (multiple times over.)

Also, I would suggest not torturing yourself by (I presume) mining in high-sec in a Venture for at least several hours, just to make back a relatively paltry amount.

Personally I find exploration enjoyable as a relatively new-player friendly activity, but you might not have skilled into that. Though it's certainly more hit and miss in terms of income compared to the steady stream you'd get from mining or ratting.

If you want, I can toss some ISK your way, even though I'm not actively playing myself. I've got a small windfall waiting for me whenever I cash in my premium edition keys anyway.
 

casiopao

Member
Rule 1 of EVE is: Never fly what you can't afford to lose (multiple times over.)

Also, I would suggest not torturing yourself by (I presume) mining in high-sec in a Venture for at least several hours, just to make back a relatively paltry amount.

Personally I find exploration enjoyable as a relatively new-player friendly activity, but you might not have skilled into that. Though it's certainly more hit and miss in terms of income compared to the steady stream you'd get from mining or ratting.

If you want, I can toss some ISK your way, even though I'm not actively playing myself. I've got a small windfall waiting for me whenever I cash in my premium edition keys anyway.

Nah it is okay. I dont want to take your money there when u are not active playing. When u are in need for the money, u will have hard time getting them and i am not even sure i can repay at that moment.

On exploration, any tips on what we do over there? Is it safer vs me doing RAT?
 
Nah it is okay. I dont want to take your money there when u are not active playing. When u are in need for the money, u will have hard time getting them and i am not even sure i can repay at that moment.

On exploration, any tips on what we do over there? Is it safer vs me doing RAT?

Sorry it's taken me awhile to respond, but I was trying to figure out what the best resources for exploration are currently.

You can start here https://wiki.eveuniversity.org/Exploration

The EVE University wiki has lots of other solid, mostly up-to-date information as well, if you poke around.

Here's an EVE University lecture too about exploration for beginners: https://www.youtube.com/watch?v=iAMIY_HMMwE

A lot of exploration videos are kind of old, but not much has changed with the system either in the past couple years, if you look at other videos.
 

casiopao

Member
No problem lol. I just got my Omen back after full 4 days mining lol. Now money in bank is back to zero lol wahahaha.

I probably would do RAT at the moment, but is there any tip on getting fast ISK on RAT? I have been fighting 0.5 RAT everyday but the most i got is only like 3 million a day lol.

For exploration, i see i need quite a lot of skills there. I wonder considering i am alpha, should i focus a lot on those skills when i want to focus on PVE more?
 
No problem lol. I just got my Omen back after full 4 days mining lol. Now money in bank is back to zero lol wahahaha.

I probably would do RAT at the moment, but is there any tip on getting fast ISK on RAT? I have been fighting 0.5 RAT everyday but the most i got is only like 3 million a day lol.

For exploration, i see i need quite a lot of skills there. I wonder considering i am alpha, should i focus a lot on those skills when i want to focus on PVE more?

Well if you're just fighting rats in anomalies in high-sec, it's not going to be very efficient (but still potentially better than mining.) You might be better off trying out some missions (level 1 and 2, maybe level 3). Or one thing you could for sure do is the Sisters of EVE epic arc series of missions, which I don't think requires anything bigger than a destroyer.

-------------------------------

Also, I take it English isn't your first language? While most EVE resources are in English, there may be a chat channel and/or community somewhere for whatever your native language is, if you want direct help that might be easier to understand.

Though you seem to have a firm grasp of at least reading English, even if your writing could use some work. I know how that goes, having studied Spanish in the past - it's much easier to listen to/read a foreign language than it is to communicate your own thoughts.
 

casiopao

Member
Well if you're just fighting rats in anomalies in high-sec, it's not going to be very efficient (but still potentially better than mining.) You might be better off trying out some missions (level 1 and 2, maybe level 3). Or one thing you could for sure do is the Sisters of EVE epic arc series of missions, which I don't think requires anything bigger than a destroyer.

-------------------------------

Also, I take it English isn't your first language? While most EVE resources are in English, there may be a chat channel and/or community somewhere for whatever your native language is, if you want direct help that might be easier to understand.

Though you seem to have a firm grasp of at least reading English, even if your writing could use some work. I know how that goes, having studied Spanish in the past - it's much easier to listen to/read a foreign language than it is to communicate your own thoughts.

Haha. Agreed on my writing lol. I have been quite lazy recently on checking my grammar, i can understand most English language.

It is just, u know. Seeing that huge text to read is kinda discouraging there. And of course, there is some word which is based on the game lingo which i would often get lost as i am not used to some of those word.

I am actually thinking on doing mission nowadays but, i am comparing mission with doing RAT where RAT had chance of me receiving some rare item like IFF damage control which is nice haul around 1.5mil ISK or some Blood Raider Tags which can hit 3.5 mil ISK. Meanwhile Mission only give me some rewards.

So i am currently still focus on doing RAT.
 
For sure game lingo and abbreviations/slang I can see being more difficult to pick up. But that's going to be a process for any new player.

In other news, Neocom II for iOS released today!

https://itunes.apple.com/us/app/neocom-ii-for-eve-online/id1257353838?mt=8

It's not feature-complete yet and still has some bugs compared to the original app, but it has some new features and a slick, updated interface. Great tool for keeping track of EVE stuff when you're away from the computer and can't log in to the client.
 
Used one premium edition key on my main account last night.

Active for 30 days, and enough plex in the bank for another month (plus some extra I can ether sell directly or spend on frivolous things in the store).

Since I didn’t anticipate needing it anytime soon, I sold the multi character training certificate for about 1.5 billion, which bumped me up to a reasonable ISK cushion.

I also had nearly 700,000 unallocated skill points from various things, so I finally decided to spend some and grabbed a handful of skill levels I’d rather not waste time training. Down to about 300k unallocated after that which I’ll probably maintain as my rainy day fund.

Have 3 neural remaps available, but I dunno if I can really make use of them now. Probably should get a couple +4 implants though at least, but I’ll have to see how much time they’d potentially save me first.

Currently training up a Loki, which is apparently the flavor of the month for tech 3 cruisers. Coincidentally, it’s the one T3C I didn’t have any direct skills in before: all the other T3Cs I had subsystems to at least 4.

Might take up life as a logistics pilot though, as I have Logi V that finished (I think) via ghost training after I last subbed.

Not sure what else I want to train though, I can fly most subcaps at this point, though still room for improvement here and there. Black Ops battleship actually would take about 2 months I think to sit in. Carriers and dreads would take anywhere from about 3 to 5+ months to pilot competently. But I don’t know if I ever really would want to get into capitals, just doesn’t seem that fun to me.

Still have my alt account and a corresponding premium key for it that I’m holding onto for the moment. That character is primarily for trade and industry, but I’m waiting to decide exactly what I want to do with it.

Anyway, will probably look for a wormhole corp I think, though I have some hesitancy about how wormhole life plays out (notably - more daily upkeep), I’m of the opinion that it’d be more fun than being in sov null or anywhere else right now. But I’m not in a particular rush.

Whew, long post.
 

Meester

Neo Member
Recent updates to eve

From February

Patch Notes For February 2018 Release 1.0 Released on Tuesday, February 13th 2018

FEATURES & CHANGES

Audio:


Updated Wwise audio engine to the latest version for improved audio stability and performance.

Balancing:


This patch contains a balance pass affecting Assault Frigates and Heavy Assault Cruisers. Full details and discussion can be found in this thread.

All Assault Frigates maximum velocity increased by 18%
All Assault Frigates mass reduced by 10%
All Assault Frigates capacitor capacity increased by 30%

Ishkur: Assault Frigate bonus per skill level:

7.5% drone tracking speed (was 5m3 additional drone bay per level)
Drone bay increased to 50m3 (was 25m3)
Retribution Assault Frigate bonus per skill level:

5% bonus to Small Energy Turret rate of fire (was 7.5% bonus to Small Energy Turret tracking speed)
Power Grid increased to 62 (was 56)

Jaguar Minmatar Frigate bonus per skill level:

5% bonus to Rocket and Light Missile rate of fire (was 5% bonus to Small Projectile Turret Damage)
7.5% bonus to shield boost amount (was 7.5% bonus to Small Projectile Turret tracking speed)
Assault Frigate bonus per skill level:

5% bonus to Rocket and Light Missile damage (was 10% bonus to Small Projectile Turret optimal range)
5% bonus to Rocket and Light Missile explosion velocity (was 5% bonus to Small Projectile Turret damage)
CPU increased to 185 (was 170)
Mid Slot increased to 5 (was 4)
Low Slot reduced to 3 (was 4)
Launcher Slot increased to 3 (was 1)
Turret Slot reduced to 1 (was 3)
Drone Bandwidth increased to 10m3 (was 0)
Drone Bay increased to 20m3 (was 0)


Graphics:


Various under the hood graphics engine optimizations and refactorings to optimise for upcoming improvments and changes to the visuals of the game.
We have renovated the next set of worldobject assets found in dungeons giving them the latest V5 shader treatment.

Implants:


New implants added for the Guardian's Gala Event. Keep your loved ones close, and keep your enemies within reach of your webifiers. Inquest 'Eros' Stasis Webifier MR-80x are slot 8 implants that increase Stasis Webifier ranges by a percentage based on the strength of the implant.

Modules:


Added a set of new damage control modules called Assault Damage Controls, which can only be used by Heavy Assault Cruisers and Assault Frigates. Assault Damage Controls provide passive resists to shield, armor and structure. They can also be activated to provide extreme resistance to shield, armor and structure for a short duration. Details and discussion on Assault Damage Controls can be found in this thread.
Added following Assault Damage Control types:

Assault Damage Control I
EFFA Compact Assault Damage Control
FFR Enduring Assault Damage Control
Assault Damage Control II
Shadow Serpentis Assault Damage control

Missions & NPCs:

Guardian's Gala Event runs from the 13th until the 27th of Feb.

Two sites to crash: The VIP sites may require a fleet.
Two challenges awarding points for the Agency-granted rewards.
Changes have been made to Pirate Shipyards and Forward Operating Bases:

Blood Raider and Guristas Shipyards can be found in all of Low and Null security space.
Pirate Shipyards and FOBs have a limited amount of reinforcements for their defensive fleets.

Structures & Deployables:

All Upwell Structures are receiving a Firmware update (Upwell Structures 2.0) which will affect all existing structures and any structures deployed in the future. Full details have been published in this devblog.
Moon Mining has been introduced to Wormhole space and High Security systems with a security level of 0.5. The mechanics of moon mining remain unchanged and details can be found here.
All Upwell Structures are now either in "Full power" or "Low power" mode.
Upwell structures require an online Service module, of any kind, to be in "High power" mode
Upwell structures with no online Service modules will be in "Low power" mode which will incur the following effects:

-33% reduced shield and armor hitpoints
One less reinforcement cycle (jumping straight to the final reinforcement as soon as the structure shields are destroyed, skipping armor entirely)
“Low power” structures can be identified through a label on their text bracket beside the structure name
The Vulnerability and Reinforcement system that affects all Upwell Structures has been updated:

Structure owners will now choose an hour of the day and a day of the week as their structure’s reinforcement time and reinforcement day respectively.
If this time and day were not selected prior to this release, they will default to 18:00 on Saturday.
Any changes to this reinforcement day and time take 7 days to take effect from the moment the changes are queued, and if the structure is damaged or reinforced when the 7 days have elapsed the change will not take effect until the structure returns to full health.
Under this new system, the shield hitpoints of Upwell structures will be vulnerable to attack at all times.
An initial attack can now occur at any date and any time chosen by the attackers
A second attack now occurs in the timezone of the defenders, on the day chosen by the attackers (Between 22 and 50 hours after the initial attack)
A final battle now occurs in the timezone and day chosen by the defenders
Reinforcement cycle times contain a random element. Cycle lengths will not always be the same.
Final Reinforcement times are determined by when the structure enters the reinforcement, what reinforcement day the owner of the structure has chosen, and the area of space the structure is located within.
When a structure enters its final reinforcement period it looks for the next reinforcement time on the weekly reinforcement day that occurs at least X days in the future, and then randomly adds or subtracts some amount of time up to two hours in either direction. This X value depends on the location of the structure:
0.5 days for Wormhole space
2.5 days for Lowsec and Nullsec space
5.5 days for Highsec space
The Reinforcement Day and Time of a structure can be discovered by any player, through hacking the structure with either a Data or Relic Analyzer.
New Burst Projector Superweapons have now been introduced, similar to those used by supercarriers:

Standup Target Illumination Burst Projector
Standup Weapon Disruption Burst Projector
Standup ECM Jammer Burst Projector
Standup Sensor Dampening Burst Projector
Standup Stasis Webification Burst Projector
Standup Warp Disruption Burst Projector
Standup Energy Neutralization Burst Projector
New Standup Fighters, exclusive for use in Upwell Structures, have been introduced. They include variants of every fighter currently used by capsuleers, including the Shadow.

Standard fighters can no longer be used in Upwell Structures. Any standard fighters that are loaded into Upwell Structures can be removed, but cannot be launched or re-loaded
Building Standup fighters will require a standard fighter plus some additional input equal to approximately 25% more material value.
Standup fighter blueprints will be available on the market from any Upwell Consortium member station
The Standup Shadow heavy fighter BPC is available from Sansha’s Nation loyalty point stores. Building Standup Shadows requires a standard Shadow as an input material.
Standup Fighters will not require any capsuleer skills to operate, and do not receive any bonuses from pilot skills. However, their base stats result in massive bonuses to dps, hitpoints, speed, and sensor strength.
Fighters deployed from an Upwell Structure will now auto-return when the controller character drops control of the structure. This will stop them from being abandoned and lost.
Fighters bay volumes have been increased significantly on all Upwell Structures
Structure Combat Modules are being rebalanced:

T2 Standup modules have been introduced
New module categories have been introduced: standup capacitor power relays, standup capacitor batteries, standup armor reinforcers
The Standup Warp Scrambler has been changed to the Standup Focused Warp Disruptor, which can be scripted to provide the effects of a Warp Scrambler with a reduced range.
The Standup Stasis Webifier and the Standup Focused Warp Disruptor now have a reactivation delay, and their fitting is limited to one of each type per structure.
Point Defense Battery modules are now limited to one per structure and RoF has reduced slightly
Standup ASML Missile Launchers have been renamed to Standup Multirole Missile Launchers, Standup ASML-SD Missiles have renamed to Standup Light Missiles, Standup ASML-MD Missiles have renamed to Standup Heavy Missiles, and Standup ASML-LD Missiles have renamed to Standup Cruise Missiles
Standup AXL Missile Launchers have been renamed to Standup Anticapital Missile Launchers, Standup AXL-C Missiles have renamed to Standup XL Cruise Missiles, and Standup AXL-S Missiles have renamed to Standup Super-heavy Torpedoes
The damage of Standup Anticapital Missiles has been reduced significantly. With the addition of T2 launchers and damage modules Upwell Structures will now do more single-target damage to subcaps but less single-target damage to capitals
Standup AS Guided Bombs have been renamed to Standup Light Guided Bombs, and Standup AM Guided Bombs have been renamed to Standup Heavy Guided Bombs
Standup Guided Bomb Launchers have had their RoF reduced and bomb base damage increased. The explosion radius of the Standup Heavy Guided Bomb has also increased significantly
All Standup missile and bomb launchers now require 10 seconds to reload
Large and XL structures have recieved a new role bonus increasing the RoF of guided bomb launchers and standup burst projectors
The base lock range of all L and XL Upwell Structures has been increased (350km for Large and 400km for XL).
Standup Signal Amplifiers and Lock Speed rigs now also provide bonuses to structure lock ranges. Structure lock ranges are capped at a maximum of 490km no matter how many sensor modules are fitted.

The CPU, Powergrid, and Capacitor stats for numerous structures and structure modules have been rebalanced. Service modules now require vastly less CPU and Powergrid, and the fitting resources of all structures has been reduced to compensate.
Standup Void Guided Bombs have been phased out. All existing Standup Void Guided Bomb items and blueprints have been converted into items and blueprints for Standup Light Guided Bombs (formerly known as Standup AS Guided Bombs).
To improve the balance around using carriers from within tether range of structures, launching fighters is now considered an aggressive action for the tethering system. This means that any carrier or supercarrier with fighters under its control will automatically break tether and remain untethered until it either recalls or abandons the fighters (or those fighters are destroyed in combat)
The formula for calculating asset safety values will now provide a more accurate estimate of the item value, and will be much less likely to value an item at 0 ISK
A new minimum asset safety recovery cost has been set at 0.5% of item value. This cost will be required to recover items from asset safety even if the recovery takes place in the same solar system
Rigs fitted to structures can no longer be destroyed if the structure is not at 100% health.
The damage messages received when attacking structures will now properly display the amount of damage your weapons are inflicting even if that damage is being deflected by the structure damage cap. The amount deflected will also be shown.
A new icon has been added to structure brackets in the overview and space scene to indicate whether you currently have permission to dock in that structure. If several changes happen within a 3 minute time, these changes may only be shown after this 3 minute buffer has passed.
NPC corporations may now be added to access lists in the same way that player corps can be added.
Unanchoring structures will now display the progress of their unanchoring timer in the structure browser to characters with the Station Manager role
When unfitting a clone bay service module, a new popup message will inform you about how many jump clones would be destroyed by that action
It is now possible to self destruct pods inside a citadel with a cloning bay service module

Tutorial:


Added a new operation to the end of the tutorial that teaches players how to use The Agency.
User Interface:
Removed the Distance filter from the sites and signatures filters as these are restricted to current system
Autopilot can no longer be enabled while docked
Removed the DUST514 system channel
Removed the representation of DUST514 mercenaries in chat channels
Removed chat options relating to Infantry
Upwell structures are now listed with their name in the "In Space" section of corporation assets.

DEFECT FIXES

Gameplay:


A completion issue with the mission 'Mannar Mining Colony' has been fixed.
Resource Wars: fixed an issue where replacement Orcas could have invalid cargohold sizes.
Graphics:
Corrected an issue with missing Minmatar station icons.Adjusted the brightness levels of the warning lights during a station undock.
Adjusted collision geometry on the Low-Tech Solar Harvester.
Improved the animation on strip mining turrets.
Returned missing elements of the results for Planetary Interaction scans.The recently repaired stations throughout Amarr space have been properly painted with the colors of their owning corporations.
Fixed an issue with the coloring on Miasmos special editions.
Fixed an issue where the Domination Titan wouldn't explode on death.
Adjusted collision geometry on the Fortified Drone Structure.
Adjusted some of the textures on the Ragnarok.
Fixed an issue with strategic cruisers where killmarks could disappear after changing subsystems in space.
Fixed an issue where incompatible SKINs could appear in the preview window for strategic cruisers.
Adjusted the decals on the Raven, Golem, and Raven Navy Issue.
Fixed a texture issue that would occur on some ice asteroids.
Corrected an issue with a section of panels on the front of the Venture hull.
The visual effect for the Mobile Cynosural Inhibitor has been adjusted to correct size and scale.

Market:


It no longer possible to bypass the FW market restrictions by using multibuy.

Modules:


The Arbalest Compact XL Torpedo Launcher, is now compact. (PG & CPU requirements have been reduced)
Corrected an issue that prevented the 10% survey probe speed bonus on the T2 Survey Probe Launcher from correctly applying.
The Warp Disruption Burst Projector module now correctly deploys a 10km radius bubble as its attributes indicate.
Fixed an issue that was preventing the missile velocity bonus from the Standup Missile Guidance Enhancer module from applying at full strength.
The Gravitational Transportation Field Oscillator no longer Warp Scrambles targets that it transports. Ships that are too large to be transported will still be Warp Scrambled as usual.
The missile damage bonus from Standup Ballistic Control System modules is now correctly impacted by stacking penalties.

Miscellaneous:


Fixed an issue where Standup M-Set Ammunition Manufacturing Material efficiency I and II showed the wrong Tech Level.
It is no longer possible to sell empty capsules through contracts.
Several types of beacons have been made untargetable because accidentally targeting a beacon is annoying.

PvE:


Fixing Neutralizer duration on Chelm Soran and Unit P-343554 NPCs.
Fixed an issue where the mission item could be destroyed in 'Cash Flow for Capsuleers 4 of 10'.
Decreased the amount of ammunition required in the 'Balancing the Books 10 of 10' mission.
Fixed a formatting issue in the 5th exploration career mission completion text.
Fixed some NPC naming and model irregularities in the ' General's best friend' mission.
Science & Industry:
Fixed an issue where the Industry window would not retain the number of job runs for the first blueprint listed.
Fixed an issue where a full researched blueprint would display as 10000 runs remaining in the Industry window.
The skill required for manufacturing Standup Anticapital Missile Launcher I modules (formerly known as Standup AXL Missile Launchers) has been changed from "Capital Ship Construction" to "Outpost Construction" to bring it in line with other similar structure modules.

Ships:


The Shadow Fighter 'True Sacrifice' ability now works against Rorquals.
Traits on Faction Titans now link to the Phenomena Generation skill instead of racial Phenomena Generators.

Structures & Deployables:


Movement shortcuts are now correctly disabled when controlling an Upwell Structure.
Players controlling Upwell Structures no longer appear in the list of pilots that can be invited to install a clone in a Clone Vat Bay.
It is now possible to delete bookmarks of Upwell Structures that have been unanchored or destroyed.

Tutorials:

Fixed issue preventing players from completing the "Complete the industry job" task if they delivered the job too soon.
Fixed the 'Purchase a blueprint' task so that it can be completed using multibuy as well.
Fixed an issue that could cause players to get stuck on the 'Load your Ammo' task.
Fixed various text, voice over, and naming issues.
Improved the Operations tutorial experience by adding checks to prevent players from getting stuck during the wreckage site loot operation in the case that survivors are retrieved before instructions are issued.

User Interface:

Fixed an issue where the "Buy Now" and "Buy As Gift" options could hang out of the New Eden Store windows
Fixed an issue where it was possible to spam the "Overload State is Locked" message all over the screen.
The Incursion Info panel will no longer be removed if a Forward Operating Base is destroyed within the solar system.
Fixed an issue where Faction Warfare agents were not filtering properly in The Agency
Fixed corporations and alliances having a one-click-chat button in People&Places
A naming issue with an object inside the Core Garrison site has been fixed.
The missing gender attribute has been added to various clothing items.
Fixed an issue where some players had broken missions from an old tutorial in their journals.
Fixed an issue where the Recruitment tab would occasionally appear in the home tab of the Corporation window.
Casting a vote in a corporate vote no longer collapses all votes in the window.
The inventory window will no longer close when assuming control of an Upwell Structure.
Fixed an issue where the Fighter HUD could end up misaligned to the far left of the screen.
The name of a structure will now be correctly auto-filled in a new saved location when controlling a structure.
Fixed an issue where after switching view mode for results in the "Find Member in Role" tab of the Corporation window, the current results would disappear.
The Show Info window of a simulated ship with a modified warp speed now correctly shows that the value has been modified.
Fighter Tubes now correctly have a tooltip in the Fighter HUD.
Fixed an issue where the structure browser would retain the search term filtering while clearing the search text field upon closing and reopening.
The Shattered Ice Field now displays its information correctly in the Agency
Fixed an issue where the subsystem icons would slightly misaligned in the fitting simulation window.
Fixed an issue with importing fittings from clipboard on localized clients.
Fixed an issue with exporting fittings with invalid modules as .xml file.
Fixed grammar errors in various item info texts.
Fixed an issue where The Agency could appear broken on Suggested, Combat, and Epic Arc filters.

THIRD PARTY DEVELOPERS


CREST API:

Removed: GET /corporations/corporationID:corporationIdType/structures/
Removed: PUT /structures/structID:integerType/
See this Dev Blog for full details on these changes

And incoming March update

https://www.eveonline.com/article/p4ejjg/balance-changes-coming-in-the-march-release

Hello Ship Balance Fans!

The February release has just landed and hopefully many of you are busy working out new Assault Frigate fits and Assault Damage Control doctrines, but we are already looking forward to March where we have another package of ship balance updates coming your way. This set of changes is heavily inspired by the CSM Winter Summit where balance was a big focus of conversation. There were two major takeaways from the CSM feedback during the summit:

1. More change is better, even if it’s small
2. The meta is feeling stagnant, particularly around Feroxes and the Marchariel

With that in mind, we are planning to adjust those two big boys, as well as the Orthrus, which should create space for other ships to shine. Alongside those changes we will also be giving some long-requested upgrades to Tech I Battleships (rest in pieces Mr Hyde113), allowing Attack Battlecruisers to fit Micro Jump Drives, and making improvements to some less popular hulls.

We are also introducing an entirely new ship in the March release: an extremely specialized defensive ship that can help fleet commanders avoid “headshotting” tactics in large battles

HERE’S THE DETAILS:

All Tech I Battleships (exact numbers vary slightly by ship):

Quality of life is the name of the game here. Longer lock ranges for synergy with MJDs and more cargo room for all.

+25% to cargo capacity

+20% to maximum lock range

ATTACK BATTLECRUISERS:

We decided not to give medium MJDs to Attack Battlecruisers originally because at the time they were quite powerful kiters. These days they aren’t nearly as strong so we don’t think this restriction is needed any longer.

May now fit Medium Micro Jump Drive
Orthrus:
The Orthrus has been a small and medium scale powerhouse since its release and it’s time to bring it down a notch. With more pressure on the tank through reduced fitting room, slightly less speed and a bigger sig we hope it will feel less oppressive. It may take a few visits to get the Orthrus in the right place, but this should be a good start.

-100 power grid
-15 maximum velocity

Ferox:
Reduced fitting here will force more tradeoffs between tank and damage, bringing the Ferox closer to its competition.

-100 power grid
-15 CPU
Machariel:
We looked at a lot of approaches for the Machariel and eventually decided that shifting a low slot to a mid was the best course. We hope it keeps the Machariel intact as a strong skirmisher with even more utility options than before while lowering its value as an armor-based fleet brawler.

Gallente Battleship bonus per level: 7.5% to large projectile falloff (was 10%)
+30 signature radius
+1 mid slot
-1 low slot
Drake Navy Issue:
We felt a big change was necessary to give this ship some new life and hope that a pivot towards pure offense will do the trick.

Caldari Battlecruiser bonus per level: 10% to Heavy Missile and Heavy Assault Missile damage (was 4% to shield resistances)
-1 launcher slot
+15 signature radius

Cyclone:
A simple buff here to nudge an already decent ship towards competitive viability

Minmatar Battlecruiser bonus per level: 7.5% to Heavy Missile Launcher and Heavy Assault Missile Launcher rate of fire (was 5%)
Eagle:
The Eagle has had a place before in the fleet meta and may find one again between the Assault Damage Control and the Ferox nerf, but we still feel some added utility is a good idea.

+12 maximum velocity
+25 drone bandwidth
+25 drone bay
Muninn:
We hope with these improvements the Muninn can find a place as a more agile and slippery artillery option compared to Hurricanes or even Lokis, but that’s some stiff competition so we’ll have to see how it goes.

Minmatar Cruiser bonus per level: 7.5% Medium Projectile Turret damage (was 5%)
+150 armor HP
+20 maximum velocity
-750,000 mass
-10 signature radius
-1 high slot
+1 mid slot

CDIA_01.jpg


Introducing the Monitor:
We have been gathering feedback from the community for quite some time now about the idea of creating a dedicated ship to combat “headshotting” in large fleet battles. “Headshotting” is the tactic of destroying enemy fleet commanders and other leaders to disrupt the organization of hostile fleets. It’s a clever and effective tactic, but it also has a tendency to prematurely end fights and makes it more difficult for newer fleet commanders to learn the ropes. When we’ve discussed this issues with the community at events like Fanfest and through the CSM the idea of a specialized ship designed to survive at all costs has received widespread support. Such a ship would need to be an effective option for resisting headshot attempts while avoiding becoming so powerful and versatile that it would become the only ship worth commanding from.

The Monitor is the first ship in a new group called “Flag Cruisers”. It will be completely focused on survivability at the expense of all other attributes, intended for players who absolutely need to be able to survive uncloaked in a battle. It has no cargo bay, weapons, or drones.

And cool stuff from the sisi test server

RsPlyBq.gif
 
Top Bottom