
Pah Triac
Imperium Technologies
|
Posted - 2008.03.08 10:42:00 -
[1]
ok a Rundown for you guy's:
-------------------------- As jump freighters don't have any slots it was pretty straight forward to "boost" them. Essentially there were just a few things we could tinker with. Increased cargo hold, better survivability, range boost on the jump drive, decrease fuel consumption or more agility to align faster at gates.
In the end we decided to bestow upon them:
A 25% bonus to their base cargo hold capacity More agility, by changing the 5% velocity bonus to an agility bonus More survivability, by making the 10% hull hit point bonus, also apply to shield and armor A decreased fuel cost by increase the jump fuel need per level bonus to 10% We also made them a bit easier to manufacture, increasing the max production runs on their blueprints to 10 runs. -------------------------------- Better EWAR notification Our current EWAR notification is not good enough in my opinion. You can see that someone is jamming you but you can't get that information easily. You can't differentiate between RSD, TD and TP. I don't think I need to list the shortcomings here; I guess you're all familiar with them. We wanted to improve combat awareness for players and this change is the first step in that direction. We decided to use the existing overview to display EW states. When someone uses either an EWAR module or propulsion jamming module on you, an icon is displayed in the corresponding overview entry. The types are aggregated so if "Joe" is using 4 sensor dampeners on you you only get one icon. Also lacking is a gauge of how much effect the EW is having on you.
Currently the default settings is to have all this turned "Off". Although people have varying opinion about default settings, I think most will agree that the default should be "On". To turn them on, you need to go to you overview settings, open the appearance tab and change the settings in the EWAR sub-tab. ----------------------- Omen: 5 turrets (+1 turret) Zealot: 5 turrets (+1 turret)
Apocalypse:
Fitting: 505tf, 20500mw (+5tf, +1000mw) Capacitor capacity: 7500en (+25%) Bonuses: 10% reduction in large energy turret capacitor usage per Amarr Battleship level (no change) 7.5% bonus to large energy turret optimal range per Amarr Battleship level (replaces the 5% capacitor capacity bonus)
Moa: 5 turrets (+1) Eagle: 5 turrets (+1) The power outputs of the Moa and Eagle are sufficient to setup a 5 turret railgun platform so no further changes were need. However the Ferox lacks the power output to properly support an additional turret and has thus been increased. Ferox:
Hardpoints: 6 turrets (+1) Power output: 1075mw (+75mw)
Raptor:
Hardpoints: 3 turrets (+1) Power output: 26mw (-4mw)
Tracking Disruptors Finally we have added a falloff modifier to the Tracking Disruptors. The Optimal Range Disruption ARM script has been change to modify both optimal range and falloff. The reason for this change is the Tracking Disruptors are largely ineffective against blasters and auto cannons which have a high tracking speeds and large falloffs. Disrupting the optimal range does not affect them in any significant way and tracking disruption is not very effective either because of the large falloff. By allowing the Optimal Range Disruption script to affect falloff as well, Tracking Disruptors can be used effectively to reduce the range of blasters and auto cannons. Skills and bonuses that affect the effectiveness of Tracking Disruptors have been changed to also affect the falloff.
And the Minmatar are FINALY getting their welll deserved NERF (the rest just aswell though) Various EM resistance value's will drop with ~10% on all shield and armor
*Sig under construction*
People are stupid. They will believe anything they want to be true or fear to be true. |