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[Eve] T2 Ships bonuses.

  • 24-10-2007 12:55am
    #1
    Closed Accounts Posts: 1,139 ✭✭✭


    http://myeve.eve-online.com/devblog.asp?a=blog&bid=513
    new tech 2 ships for trinity

    reported by CCP Fendahl | 2007.10.23 11:46:08 | NEW | Comments

    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.

    Err yeah, discuss or something.


Comments

  • Registered Users, Registered Users 2 Posts: 305 ✭✭mamolian


    Darc wait a week or so.. then check contract for your bpc pack :cool:


  • Closed Accounts Posts: 1,139 ✭✭✭kyp_durron


    mamolian wrote: »
    Darc wait a week or so.. then check contract for your bpc pack :cool:

    \o/

    Thank j00 Mamo


  • Registered Users, Registered Users 2 Posts: 370 ✭✭Fallen Buckshot


    oh yes i shall have on of these !
    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

    and what about my pack Mamo ?


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    Those heavy interdictors sound interesting. And the Black Ops with their weird stealth cynos...very cool. I really hope "ninja cyno!!!" becomes a thing.


  • Registered Users, Registered Users 2 Posts: 6,892 ✭✭✭bizmark


    you have no right to be here with the cool poeple zillah away with you


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  • Registered Users, Registered Users 2 Posts: 12,895 ✭✭✭✭Sand


    Golem sounds completely useless. With only 4 missiles per volley its DPS is even more vulnerable to defenders than a bog standard Ravens. Itll need to the damage bonus just to keep up. Most of the mission running BS look poo tbh.

    The EAS frigates look nice. Kinda gimped by the frigate targeting range, which makes the Kitsunes range bonus to ECM fairly pointless. But training for the minnie frigate looks like a more time effective way to fight those damned Vagas and the loads and loads of nano fits floating about. Better than training Minmitar Cruiser 5 anyway.

    Black Ops BS - I wont train em as the requirements look fairly ridiculous, but it looks kinda sexy to be able to jump in a gank party of stealth bombers on top of enemies nibbling on bait.


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    bizmark wrote: »
    you have no right to be here with the cool poeple zillah away with you

    Don't let your love turn into hate.


  • Registered Users, Registered Users 2 Posts: 6,892 ✭✭✭bizmark


    Zillah wrote: »
    Don't let your love turn into hate.

    Dance for me and ill let you off


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    /me dances the dance of never-ending love


  • Registered Users, Registered Users 2 Posts: 186 ✭✭Glippo


    I ran into alot of ppl on sisi using the Broadsword, as just a regular pvp ship, apparently its a uber-hac uber-killin mobile....killed me, and this was right after i killed an astarte in my beagle-of-doom ( no jokes ), anyway hope they balance dem out b4 they hit TQ


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