u/EntertainmentMission

▲ 58 r/Eve

[Cradle of War] balance changes currently live on SISI!

https://preview.redd.it/oo09pkoxbh2h1.png?width=1920&format=png&auto=webp&s=1edc1d40a6e1b7ec72a202c061712155fdddcb00

https://www.hoboleaks.space/Singularity_3336176-3356322

T1 Ships:

Merlin:

  • Base velocity: 310m/s -> 320m/s

Maelstrom:

  • Base velocity: 115m/s -> 120m/s
  • Base inertia: 0.136 -> 0.111
  • Drone bay: 100m^(3) -> 125m^(3)
  • Signature radius: 460m -> 400m

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Navy ships:

Griffin Navy Issue:

  • -85% penalty to Drone damage -> -70% penalty to Drone damage
  • Base velocity: 325m/s -> 335m/s

Maulus Navy Issue:

  • Base PG: 38 -> 40
  • Base CPU: 150 -> 155
  • Base velocity: 325m/s -> 335m/s
  • Turret hardpoint: 2 -> 3

Cormorant Navy Issue:

  • 5% bonus to Small Hybrid Turret damage -> 7.5% bonus to Small Hybrid Turret damage

Augoror Navy Issue:

  • Mass: 10,650,000kg -> 13,150,000kg
  • Base velocity: 215m/s -> 245m/s
  • Base inertia: 0.48 -> 0.38
  • Capacitor recharge time: 475s -> 465s
  • Capacitor capacity: 1500 -> 1625

Stabber Fleet Issue:

  • Base CPU: 310 -> 340

Armageddon Navy Issue:

  • New Amarr Battleship bonus(per skill level): 5% bonus to Energy Nosferatu and Energy Neutralizer falloff range

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Angel Cartel:

  • New hull bonus: 75% reduction in projectile weapon reload time

Dramiel:

  • 25% bonus to warp speed and warp acceleration -> 50% bonus to warp speed and warp acceleration

Mekubal:

  • 25% bonus to warp speed and warp acceleration -> 50% bonus to warp speed and warp acceleration

Cynabal:

  • 25% bonus to warp speed and warp acceleration -> 50% bonus to warp speed and warp acceleration

Chremoas:

  • 25% bonus to warp speed and warp acceleration -> 50% bonus to warp speed and warp acceleration

Moracha:

  • 25% bonus to warp speed and warp acceleration -> 50% bonus to warp speed and warp acceleration

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Deathless Circle:

SCARAB Breacher Pod M:

  • Maximum target HP damaged per second: 0.8% -> 0.6%(Credit: u/Efficient_Word_2382)

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Heavy Assault Cruiser:

Deimos:

  • Base velocity: 230m/s -> 250m/s

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Command Ships:

Eos:

  • Cargohold capacity: 400m^(3) -> 640m^(3)

Astarte:

  • Cargohold capacity: 400m^(3) -> 740m^(3)

Nighthawk:

  • Cargohold capacity: 700m^(3) -> 940m^(3)

Vulture:

  • Cargohold capacity: 400m^(3) -> 640m^(3)

Sleipnir:

  • Cargohold capacity: 415m^(3) -> 715m^(3)

Claymore:

  • Cargohold capacity: 575m^(3) -> 885m^(3)
  • Minmatar Battlecruiser bonuses (per skill level): 5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire -> 7.5% bonus to Heavy Missile and Heavy Assault Missile damage

Absolution:

  • Cargohold capacity: 375m^(3) -> 715m^(3)

Damnation:

  • Cargohold capacity: 645m^(3) -> 885m^(3)

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Freighters:

Fenrir:

  • Base velocity: 80m/s -> 81m/s(Lol, why?)

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Command Carriers(compare to Fanfest reveal):

  • 1% tertiary command boost bonus removed
  • Secondary command bonus increased from 3% -> 5%
  • Base jump range reduced 4LY -> 3.5LY, same as T1 level

New Command Carrier bonus(per skill level)

  • 5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up time

Salvation:

  • Highslot: 5 -> 6
  • Midslot: 5 -> 4

Simurgh:

  • Highslot: 5 -> 6
  • Lowslot: 5 -> 4

Gaia:

  • Highslot: 5 -> 6
  • Midslot: 6 -> 5

Ymir:

  • Highslot: 5 -> 6
  • Lowslot: 6 -> 5

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Module changes:

  • T2 fighters now require specialization skills

5MN Microwarpdrive II:

  • Activation Cost: 50 -> 40
  • Signature radius bloom: 500% -> 475%

50MN Microwarpdrive II:

  • Activation Cost: 200 -> 160
  • Signature radius bloom: 500% -> 475%

500MN Microwarpdrive II:

  • Activation Cost: 350 -> 290
  • Signature radius bloom: 500% -> 475%

50000MN Microwarpdrive II:

  • Activation Cost: 11000 -> 9000
  • Signature radius bloom: 500% -> 475%

5MN Cold-Gas Enduring Microwarpdrive:

  • Activation Cost: 35 -> 30

50MN Cold-Gas Enduring Microwarpdrive:

  • Activation Cost: 160 -> 130

500MN Cold-Gas Enduring Microwarpdrive:

  • Activation Cost: 280 -> 220

50000MN Cold-Gas Enduring Microwarpdrive:

  • Activation Cost: 9000 -> 7000

Warrior SW-300:

  • Structure: 60 -> 80
  • Shield: 25 -> 75
  • Base velocity: 2400m/s -> 3200m/s
  • Signature radius: 26m -> 25m

Valkyrie SW-600:

  • Shield: 50 -> 100
  • Base velocity: 2000m/s -> 2750m/s
  • Signature radius: 52m -> 75m

Berserker SW-900:

  • Base velocity: 1500m/s -> 2000m/s

If I missed anything please point it out!

reddit.com
u/EntertainmentMission — 22 hours ago
▲ 97 r/Eve

FC(Formerly CCP) scammed us big time(again)

https://preview.redd.it/s9264rtgri1h1.png?width=1903&format=png&auto=webp&s=d2945f6072d209748aab7888dd43bd1a27a842fe

Expansion trailer clearly shows a Gaia launching heavy fighters

But they don't get heavy fighters according to keynote's status

https://preview.redd.it/27yft3avri1h1.png?width=416&format=png&auto=webp&s=09bd1cf999250c7a54f1f9d749a9b207ec167839

Command carriers would see some use if they can use heavy fighters, but alas it's a 10b hull for just 5% extra command strength and some conduit jump capacity

THX FC!

reddit.com
u/EntertainmentMission — 6 days ago
▲ 84 r/Eve

T2 Command Carriers likely be able to use heavy fighters

Trailer shows a T2 Thanatos launching Gallente heavies, or could just be a slip from CG team.

Would 10b+ T2 carriers with a few squadrons of heavies be meta-changing? Probably not

u/EntertainmentMission — 7 days ago
▲ 68 r/Eve

How could mega executives allow Villore-Made vessels patrol The Economic Heart of Caldari State?! THEY HAVE BETRAYED THE CALDARI PEOPLE

u/EntertainmentMission — 10 days ago
▲ 45 r/Eve

The in-game UI is not very good at quickly identifying each module's strength and weakness so here is my version

https://preview.redd.it/7v7a1sq96cyg1.png?width=1287&format=png&auto=webp&s=d8b77db57bbfba44adafed4dc999d234c9f3834f

Some brief observation:

1) Caldari Navy Bastion Module:

You are basically trading 15% missile range for 25% more missile damage, the extra shield boost bonus cancels out with resist reduction so over all active tank stays the same.

For gigachads that fly polarized golems, you can now smite yee foes with 5000dps while still able to tank around 3k with crystal set and drugs

2) Federation Navy Bastion Module:

The trade-off is more significant than Caldari version, you are trading 10% tank in addition with 15% range for 25% more turret damage.

It not very good on Kronos because the massive range nerf makes blaster very much unusable, could be very good on Babaroga, but I can't afford one.

3) Imperial Navy Bastion Module:

Probably the most well-rounded option for Paladin, Kronos, Babaroga and even armor Vargur. 10% more damage and 10% more active armor tank for 5% less range. If you wanna pimp out your armor marauder, the Imperial Navy won't let you down.

4) Republic Fleet Bastion Module:

IMO straight up worse than Imperial Navy Bastion Module. It offers 12% more EHP thanks to extra resist but overall 3% less active tank on both armor and shield, same 10% more turret damage and 5% less range.

Everybody hates cap stable shield Vargur, that's probably the reason why Republic Fleet Bastion is worse than the Imperial Navy version. Also, shout out to the two Pochven lads that multibox buffer Paladins, you guys had your personal buff!

reddit.com
u/EntertainmentMission — 22 days ago