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Thread: Inferno 1.2 released

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    Default Inferno 1.2 released

    Patch notes: http://community.eveonline.com/updates/patchnotes.asp

    Not posting it all here because it's image heavy where they go through the NPE BS.

    That's nice:

    • Skill Unlocks
      • See what modules and ships are unlocked by various skills.

    The alchemy numbers have predictably been changed. I'm not a moon goo expert but I'm sure someone can draw quick conclusions on these numbers.

    The reactions have been adjusted since the publishing of the dev blog; the details of the new reactions are:
    • 100 Titanium + 100 Vanadium -> 1 Unrefined Vanadium Hafnite -> 20 Vanadium Hafnite + 90 Vanadium
    • 100 Cobalt + 100 Platinum -> 1 Unrefined Platinum Technite -> 20 Platinum Technite + 90 Platinum
    • 100 Scandium + 100 Chromium -> 1 Unrefined Solerium -> 20 Solerium + 90 Chromium
    • 100 Scandium + 100 Cadmium -> 1 Unrefined Caesarium Cadmide -> 20 Caesarium Cadmide + 90 Cadmium
    • 100 Evaporite Deposits + 100 Atmospheric Gases -> 1 Unrefined Hexite -> 20 Hexite
    • 100 Atmospheric Gases + 100 Tungsten -> 1 Unrefined Rolled Tungsten Alloy -> 20 Rolled Tungsten Alloy + 90 Tungsten
    • 100 Evaporite Deposits + 100 Titanium -> 1 Unrefined Titanium Chromide -> 20 Titanium Chromide + 90 Titanium
    • 100 Hydrocarbons + 100 Scandium -> 1 Unrefined Fernite Alloy-> 20 Fernite Alloy + 90 Scandium
    • 100 Silicates + 100 Cobalt -> 1 Unrefined Crystallite Alloy -> 20 Crystallite Alloy + 90 Cobalt

    The frigate changes, finalized:
    EXECUTIONER:

    • Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level
    • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
    • Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
    • Fittings: 45 PWG, 140 CPU
    • Defense (shields / armor / hull) : 250 / 400 / 350
    • Capacitor (amount / recharge rate / cap per second): 360 / 180 s / 2
    • Mobility (max velocity / agility / mass / align time): 410 / 2.85 / 1090000 / 2.91s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / scan resolution / max locked targets): 27.5km / 920 / 4
    • Sensor strength: 8 Radar
    • Signature radius: 31
    • Cargo capacity: 115

    CONDOR:

    • Frigate skill bonuses: +10% to light missile and rocket kinetic damage per level
    • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
    • Slot layout: 4 H, 4 M, 2 L, 0 turrets, 3 launchers
    • Fittings: 35 PWG, 185 CPU
    • Defense (shields / armor / hull) : 400 / 250 / 250
    • Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
    • Mobility (max velocity / agility / mass / align time): 400 / 2.9 / 1100000 / 2.99s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / scan resolution / max locked targets): 30km / 880 / 4
    • Sensor strength: 9 Gravimetric
    • Signature radius: 33
    • Cargo capacity: 130

    ATRON:

    • Frigate skill bonuses: +5% to small hybrid turret damage and +10% to small hybrid turret falloff per level
    • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
    • Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
    • Fittings: 37 PWG, 147 CPU
    • Defense (shields / armor / hull) : 300 / 350 / 400
    • Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
    • Mobility (max velocity / agility / mass / align time): 420 / 2.8 / 1050000 / 2.75s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / scan resolution / max locked targets): 25km / 900 / 4
    • Sensor strength: 8 Magnetometric
    • Signature radius: 35
    • Cargo capacity: 145

    SLASHER:

    • Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
    • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
    • Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
    • Fittings: 34 PWG, 135 CPU
    • Defense (shields / armor / hull) : 350 / 300 / 300
    • Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
    • Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / scan resolution / max locked targets): 22.5km / 940 / 4
    • Sensor strength: 7 Ladar
    • Signature radius: 30
    • Cargo capacity: 120


    Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in.
    The bonuses on these Rookie Frigates are static and do not increase with skill levels.
    IMPAIROR:

    • Static Role bonuses:
      • 20% bonus to Small Energy Turret capacitor use
      • 10% bonus to Small Energy Turret damage
      • 10% bonus to Tracking Disruptor effectiveness
      • 10% bonus to armor resistances

    • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
    • Fittings: 24 PWG, 95 CPU
    • Defense (shields / armor / hull) : 125 / 200 / 200
    • Capacitor (amount / recharge rate / cap per second): 140 / 70s / 2
    • Mobility (max velocity / agility / mass / align time): 300 / 3.24 / 1148000 / 3.48s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / scan resolution / max locked targets): 25.5km / 485 / 3
    • Sensor strength: 6 Radar
    • Signature radius: 50
    • Cargo capacity: 115

    IBIS:

    • Static Role bonuses:
      • 20% bonus to Small Hybrid Turret optimal range
      • 10% bonus to missile kinetic damage
      • 30% bonus to ECM Target Jammer strength
      • 10% bonus to shield resistances

    • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
    • Fittings: 22 PWG, 110 CPU
    • Defense (shields / armor / hull) : 200 / 125 / 175
    • Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
    • Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
    • Sensor strength: 6 Gravimetric
    • Signature radius: 52
    • Cargo capacity: 125

    VELATOR:

    • Static Role bonuses:
      • 10% bonus to hybrid turret damage
      • 20% bonus to drone hitpoints, damage and mining yield
      • 10% bonus to Remote Sensor Dampener effectiveness
      • 15% bonus to Armor Repairer effectiveness

    • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
    • Fittings: 23 PWG, 100 CPU
    • Defense (shields / armor / hull) : 150 / 175 / 225
    • Capacitor (amount / recharge rate / cap per second): 135 / 67.5s / 2
    • Mobility (max velocity / agility / mass / align time): 305 / 2.91 / 1148000 / 3.13s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / scan resolution / max locked targets): 23.5km / 480 / 3
    • Sensor strength: 6 Magnetometric
    • Signature radius: 54
    • Cargo capacity: 135

    REAPER:

    • Static Role bonuses:
      • 10% bonus to velocity
      • 10% bonus to Small Projectile Turret damage
      • 10% bonus to Target Painter effectiveness
      • 15% bonus to Shield Boost Amount

    • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
    • Fittings: 21 PWG, 105 CPU
    • Defense (shields / armor / hull) : 175 / 150 / 150
    • Capacitor (amount / recharge rate / cap per second): 125 / 62.5s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.03 / 1157000 / 3.28s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / scan resolution / max locked targets): 22km / 490 / 3
    • Sensor strength: 6 Ladar
    • Signature radius: 48
    • Cargo capacity: 120


    Mining barges and exhumers (not sure if tanks were changed since I tested last)
    Mining Barges and Exhumers are getting the "tiericide" treatment where roles within a ship class are favored over linear progression.
    Warning: due to the reduction of traditional cargo bays in Mining Barges and Exhumers, if you are in space with an overloaded cargohold on release day, you will need to jettison some cargo in order to warp your ship. If you are overloaded with ore or ice, you can move it to the new ore hold instead.
    Procurer

    • Role is now mining barge with superior defenses


    • Mining Barge skill bonus per level: 5% bonus to shield hit points
    • Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
    • Slot layout: 1 High, 4 Mid, 2 Low
    • Fittings: 45 PWG, 250 CPU
    • Defense (shields / armor / hull) : 6000 / 5000 / 5500
    • Drones (bandwidth / bay): 25 / 25
    • Signature radius: 200
    • Ore hold capacity: 12000
    • Cargo capacity: 350

    Retriever

    • Role is now mining barge with superior ore hold capacity


    • Mining Barge skill bonus per level: 5% bonus to ore hold capacity
    • Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
    • Slot layout: 2 High, 1 Mid, 3 Low
    • Fittings: 35 PWG, 235 CPU
    • Defense (shields / armor / hull) : 2300 / 1700 / 2000
    • Drones (bandwidth / bay): 25 / 25
    • Signature radius: 250
    • Ore hold capacity: 22000
    • Cargo capacity: 450

    Covetor

    • Role is now a mining barge with superior mining output


    • Mining Barge skill bonus per level: 4% bonus to Strip Miner yield, 3% reduction in Ice Harvester duration
    • Slot layout: 3 High, 1 Mid, 2 Low
    • Fittings: 35 PWG, 255 CPU
    • Defense (shields / armor / hull) : 1700 / 1300 / 1500
    • Drones (bandwidth / bay): 50 / 50
    • Signature radius: 150
    • Ore hold capacity: 7000
    • Cargo capacity: 350

    Skiff

    • Role is now exhumer with superior defenses


    • Mining Barge skill bonus per level: 5% bonus to shield hit points, 5% bonus to all shield resistances
    • Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
    • Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
    • Slot layout: 1 High, 5 Mid, 2 Low
    • Fittings: 50 PWG, 270 CPU
    • Defense (shields / armor / hull) : 6500 / 5500 / 6000
    • Drones (bandwidth / bay): 50 / 50
    • Signature radius: 200
    • Ore hold capacity: 15000
    • Cargo capacity: 350

    Mackinaw

    • Role is now exhumer with superior ore hold capacity


    • Mining Barge skill bonus per level: 5% bonus to ore hold capacity, 5% bonus to all shield resistances
    • Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
    • Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
    • Slot layout: 2 High, 4 Mid, 3 Low
    • Fittings: 35 PWG, 270 CPU
    • Defense (shields / armor / hull) : 3000 / 2300 / 2700
    • Drones (bandwidth / bay): 50 / 50
    • Signature radius: 250
    • Ore hold capacity: 28000Cargo capacity: 450

    Hulk

    • Role is now exhumer with superior mining output


    • Mining Barge skill bonus per level: 3% bonus to Strip Miner yield, 5% bonus to all shield resistances
    • Exhumer skill bonus per level: 3% bonus to Strip Miner yield, 4% reduction in Ice Harvester duration
    • Slot layout: 3 High, 4 Mid, 2 Low
    • Fittings: 35 PWG, 300 CPU
    • Defense (shields / armor / hull) : 2200 / 1800 / 2000
    • Drones (bandwidth / bay): 50 / 50
    • Signature radius: 150
    • Ore hold capacity: 8500
    • Cargo capacity: 350

    Ships

    • Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
    • Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.
    • The Tormentor has received an additional turret hardpoint, giving it a total of three.

    Bastards. I was hoping for a refund, not a skill I won't use.
    Skills

    • Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed.

    Some of the small logi stuff looks potentially fun.
    Modules

    • The 'Rampart' Kinetic Plating I has been renamed to Experimental Explosive Plating I, and now gives an explosive bonus; previously the 'Rampart' plating had identical stats to the Experimental Kinetic Plating I, and there was no corresponding Explosive plating with the same bonus.
    • T2 armor plates now have better HP that the Meta 4 plates. Previously there was no advantage in using the T2 plates.
    • Improved Centii A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
    • Improved Coreli A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
    • Improved Centum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount and reduced capacitor usage.
    • Improved Corelum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
    • Improved Pithi A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
    • Improved Gistii A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
    • Improved Pithum C A, B, C-Type Medium Shield Transporters. Increased shield transported amount and reduced capacitor usage.
    • Improved Gistum A, B, C-Type Medium Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
    • "Synthetic Hull Conversion Inertia Stabilizers I" signature radius penalty has been reduced to be more in line with other "Synthetic Hull Conversion" modules. (CCP Tallest says hello).
    • All "Micro" shield extenders have had their skill requirement changed from Engineering I to Shield Upgrades I and are now affected by the Shield Upgrades skill bonus.
    • Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute. Remote Sensor Boosters are already stacking penalized with local Sensor Boosters; we triple checked.
    Market and Contracts

    • Added Pirate faction implants to the market.
    • Reorganized hardwiring implants on the market so that players are better able to find implants they want.


    There's more but I was mostly interested in these.

  2. #2
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    Genolution implants are now on the market

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    Don't try to solve serious matters in the middle of the night Raketefrau's Avatar
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    Tech is now 35k/unit in Jita.

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    Nerds be hatin'.

    COBALT FOR THE COBALT GOD

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    Forum Hero Hilmar Keller's Avatar
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    Quote Originally Posted by Raketefrau View Post
    Tech is now 35k/unit in Jita.
    Are you sure you're in Jita? Because I'm in Jita and it's just below 80k/unit.

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    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    When fitting a ship from a saved fitting, it will no longer abort if you are unable to fit one module/rig. Instead, it will fit everything but what you cannot use.

    YEEEEEEEEEEEEEEES, FINALLY
    Spaceship friends don't let other spaceship friends madpost.

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    There's a few neat changes in that department - it'll fit rigs, ammo and charges IIRC.

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    Don't try to solve serious matters in the middle of the night Raketefrau's Avatar
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    -10 points for not playing along.

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    I'm Only in It for the Money Grim's Avatar
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    So will cobalt be worth mining, or is its purpose going to be nerfing tech into the ground?
    If you kill enough of them they stop fighting - Gen. Curtis Lemay
    Fear the KKM

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    Quote Originally Posted by Grim View Post
    So will cobalt be worth mining, or is its purpose going to be nerfing tech into the ground?
    I would also like to know if the numbers CCP released as final will cause a price jump. Cobalt pays for my fuel right now but only just.

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    Reactions won't be profitable unless either fuel or tech come down significantly.

    However, if your tower is serving another purpose and just mining cobalt on the side, then I suppose you could effectively remove the fuel cost from inputs and have a profitable reaction based on just the price of platinum.
    I've noticed that there's a pretty big disconnect between the general consensus of kugu and what's actually happening. It seems enough people have said it in this thread that people are taking it as fact.

  12. #12
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    Quote Originally Posted by Rer View Post
    When fitting a ship from a saved fitting, it will no longer abort if you are unable to fit one module/rig. Instead, it will fit everything but what you cannot use.

    YEEEEEEEEEEEEEEES, FINALLY
    'hnnnnnnng*

    honey go ge me some towels, and don't look at the screen if you can avoid it.

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    Quote Originally Posted by Grim View Post
    So will cobalt be worth mining, or is its purpose going to be nerfing tech into the ground?
    I was flying some alts around the various low sec regions that have lots of Cobalt moons and between the original announcement of the alchemy change and a last night I counted 130+ new towers, all of which are on cobalt moons.

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    Don't try to solve serious matters in the middle of the night penifSMASH's Avatar
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    sweeet, noobships can now fit a cyno without a MAPC

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    Don't try to solve serious matters in the middle of the night Raketefrau's Avatar
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    Quote Originally Posted by penifSMASH View Post
    sweeet, noobships can now fit a cyno without a MAPC
    T minus 10 minutes to a CCP "We didn't intend for this to happen so don't do it or we'll ban you" post.

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    http://community.eveonline.com/news/...plex-farming-1

    Dearest Internet Spaceship Pilots,
    It has come to our attention recently that there are pilots in New Eden engaging in AFK Complex farming. Specific examples of this include such activities as warping into a particular room in a complex, dropping sentry drones, then going to do your laundry or perhaps watch a 24 hour Lazytown marathon. While this activity does not necessitate the use of a 3rd party program in order to carry it out you ARE generating income in an automated fashion while sleeping which is not being present playing the game. As such our automated systems will continue to detect and institute administrative actions for this activity. We do not find this to be acceptable gameplay.
    All accounts which were tagged prior to this notification will be given the benefit of the doubt and a one-time “amnesty”, removing the offending marks from the account. Going forward any administrative actions will remain in place. Game Design will also be looking at changing our complex systems so that this is no longer possible in the near future.
    Thank you for your time and attention,
    CCP Sreegs

    Addendum:
    There seems to be scattered confusion about this so in order to clarify, no we are not telling you not to use drones or not to get up to use the bathroom. Administrative action against your account in this case would only come from rather extreme examples of abuse such as farming an effected complex 24 hours a day or some period of time beyond human capacity, which is deemed abusive. You may feel free to feed yourself while playing EVE Online without threat of punishment.
    Futher discussion may be found in this thread: https://forums.eveonline.com/default...posts&t=142098


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    What complex allows you to afk for hours while making isk?
    If you kill enough of them they stop fighting - Gen. Curtis Lemay
    Fear the KKM

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    "Our foolproof automated botcatcher that we swore never produced false positives are now producing false positives and we're adjusting what constitutes cheating so as not to have to admit that the automated botcatcher we swore never produced false positives are producing false positives"

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    https://forums.eveonline.com/default...osts&m=1769882
    Good news everyone! Now that we have Inferno 1.2 out the door we're going to start posting threads for stuff we are working on for the winter. My first set is the T1 EW frigs (Crucifier, Griffin, Maulus, Vigil). We're giving them the tiericide treatment which means that since they were formerly low-tier they are getting very significant buffs.

    Our vision for these ships is that they become commonly used by newer players to take useful roles in fleets of many sizes. These changes are not being made in a vaccum, we expect to release them alongside a lot more balance changes in the Winter that should include the T1 EW cruisers and some tweaks to certain ewar mechanics themselves (among other things).

    The Crucifier and Vigil are being given strong roles towards longer range disruption, and the fact that the Griffin and Maulus are more medium range oriented is intended and part of the overall environment change.

    We also realize that these changes will make the current problems with EAFs even more obvious, and we're putting a lot of thought into them as well.

    Like all the posts we make in this forum, these ships are a work in progress and we're looking for as much feedback as possible.

    Without further ado, here's what we've got so far:

    CRUCIFIER:


    Frigate skill bonuses:
    7.5% Bonus to Tracking Disruptor effectiveness per level
    10% Bonus to Tracking Disruptor optimal range per level

    Slot layout: 2 H, 4 M (+1), 3 L, 2 turrets
    Fittings: 27 PWG (+2), 235 CPU (+20)
    Defense (shields / armor / hull) : 250(-24) / 400(+25) / 350(+21)
    Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 180s (-7.5s)/ 1.8333333 (+0.5)
    Mobility (max velocity / agility / mass): 350 (+68) / 3.35(-1.09) / 1064000
    Drones (bandwidth / bay): 15(+10) / 45(+40)
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km (+16.5) / 540 (+100) / 6
    Sensor strength: 14 Radar
    Signature radius: 38 (-8)
    Cargo capacity: 265 (+100)


    GRIFFIN:

    Frigate skill bonuses (unchanged):
    15% Bonus to ECM Jammer strength per level
    10% Bonus to ECM Jammer cap use per level

    Slot layout: 2 H (-1), 5 M (+1), 2 L (+1), 2 launchers
    Fittings: 24 PWG (-1), 240 CPU (+15)
    Defense (shields / armor / hull) : 400(+9) / 250 / 250
    Capacitor (amount / recharge rate / cap per second): 245 (-5)/ 135s (-52.5s)/ 1.815 (+0.482)
    Mobility (max velocity / agility / mass): 325 (+38) / 3.5(+0.14) / 1056000
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+5) / 500 (+100) / 6 (+1)
    Sensor strength: 17 Gravimetric
    Signature radius: 42 (-8)
    Cargo capacity: 260 (+100)


    MAULUS:

    Frigate skill bonuses:
    7.5% Bonus to Sensor Damp effectiveness per level
    10% Bonus to Drone MWD velocity and Drone control range per level

    Slot layout: 2 H (-1), 4 M (+1), 3 L (+1), 2 turrets
    Fittings: 26 PWG (+1), 230 CPU (+10)
    Defense (shields / armor / hull) : 300(-13) / 350(-1) / 400(+71)
    Capacitor (amount / recharge rate / cap per second): 275 (+25)/ 150s (-37.5s)/ 1.8333333 (+0.5)
    Mobility (max velocity / agility / mass): 375 (+69) / 3.25(-0.626) / 1063000
    Drones (bandwidth / bay): 20(+10) / 30(+20)
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km (+14.5) / 520 (+100) / 6
    Sensor strength: 16 Magnetometric
    Signature radius: 40 (-8)
    Cargo capacity: 275 (+100)


    VIGIL:

    Frigate skill bonuses:
    7.5% Bonus to Target Painter effectiveness per level
    10% Bonus to Target Painter optimal range per level

    Slot layout: 2 H (-1), 5 M (+2), 2 L (-1), 2 launchers
    Fittings: 25 PWG , 225 CPU (+15)
    Defense (shields / armor / hull) : 350(+76) / 300(+26) / 300(+42)
    Capacitor (amount / recharge rate / cap per second): 235 (-15)/ 130s (-57.5s)/ 1.8077 (+0.57)
    Mobility (max velocity / agility / mass): 400 (+47) / 3.22 / 1080000
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 63.5km (+18.5) / 560 (+105) / 6
    Sensor strength: 12 Ladar
    Signature radius: 36 (-8)
    Cargo capacity: 250 (+100)

  20. #20
    Don't try to solve serious matters in the middle of the night Raketefrau's Avatar
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    Sweet, my Kitsune budget just went through the floor.

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    Forum Hero Hilmar Keller's Avatar
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    Yeah, now a Griffin fits a prop mod plus four ECM mods.

    :CCP:

    E: Not to mention two SigDistAmps, wtf.

  22. #22
    The Mote in God's Eye Prodnovick's Avatar
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    Quote Originally Posted by Hilmar Keller View Post
    Yeah, now a Griffin fits a prop mod plus four ECM mods.

    :CCP:

    E: Not to mention two SigDistAmps, wtf.
    some tweaks to certain ewar mechanics themselves (among other things)


    That hopefully means they are nerfing ECM.

  23. #23
    Don't try to solve serious matters in the middle of the night Viribus's Avatar
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    Knowing CCP they'll probably just buff other kinds of EWAR so they're all equally overpowered as fuck

    Also the Atron is looking pretty sick atm, I'm gonna try out some cheapo-slicer rail kiting fits soon

    EDIT: They're removing the hybrid damage bonus from the maulus?

  24. #24
    Forum Hero Hilmar Keller's Avatar
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    Quote Originally Posted by Viribus View Post
    Knowing CCP they'll probably just buff other kinds of EWAR so they're all equally overpowered as fuck

    Also the Atron is looking pretty sick atm, I'm gonna try out some cheapo-slicer rail kiting fits soon

    EDIT: They're removing the hybrid damage bonus from the maulus?
    I guess EFT hasn't been updated yet, but rail Atrons look to be the new hotness for T1 frig bushido.

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    Don't try to solve serious matters in the middle of the night Viribus's Avatar
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    The blaster version isn't too bad either, it's kind of like a shittier taranis with a falloff bonus instead of a tracking bonus

    I like the rail version though 'cause you can perma-run a disruptor, which most kiting fits can't do

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    Pyfa seems to be up to date. I'm buying a stack of slashers this W/E

  27. #27
    This is harsh. Evaluate me Jive Turky's Avatar
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    Quote Originally Posted by Grim View Post
    What complex allows you to afk for hours while making isk?
    All of the high sec cosmos sites. Was a great way to get sec status up afk.

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    It actually sounds like a fun way to grief someone doing it. The drones would have to be aggressive, and they'd react to a can theft. If they're not around to fight effectively, you could just get drone aggro and toast him.

  29. #29
    Forum Hero Hilmar Keller's Avatar
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    Quote Originally Posted by Manfred Hideous View Post
    It actually sounds like a fun way to grief someone doing it. The drones would have to be aggressive, and they'd react to a can theft. If they're not around to fight effectively, you could just get drone aggro and toast him.
    I don't think they react to can theft.

  30. #30
    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    They don't.
    Spaceship friends don't let other spaceship friends madpost.

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    Damn. I didn't realize that.

  32. #32
    The Illinois Enema Bandit Mira Z's Avatar
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    Thanks to the new 'Always open in a separate window' option in the inventory I can now manage my POSes one handed again...

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    Oh thank doG.

  34. #34
    Forum Hero Hilmar Keller's Avatar
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    Quote Originally Posted by Mira Z View Post
    Thanks to the new 'Always open in a separate window' option in the inventory I can now manage my POSes one handed again...
    Who needs a girlfriend when I can manage my POS one-handed? Thanks CCP!

  35. #35
    The Illinois Enema Bandit Mira Z's Avatar
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    I typed that post one handed as well. Just sayin'.

    Seriously though, it might be a trivial UI change but it does make a big difference if you have to have several windows open at the same time to manage things. That's only taken, what, a month to get it working the way it used to again.

  36. #36
    Master of Spies Jean Leaner's Avatar
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    Is it just me or is anyone else noticing that local now flashes white when a neutral enters local(at least I noticed it as neutrals entered local, nfc if it does it for blue/reds/oranges). They had to make it harder to catch ratters didnt they...

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    Yeah I have but only on one of my DS clients. The one on screen 2 doesn't flash (odd).

    So now we have an animation that tells us to check local. semi AFK ratter/miner buff.

  38. #38
    God is dead. They found his carcass in 2019.. jimmychrist's Avatar
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    Quote Originally Posted by Jean Leaner View Post
    local now flashes white when a neutral enters local
    Is this confirmed?

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    I have experienced it fo sho.

    It's like this flashing white border inside the local chat.

  40. #40
    Master of Spies Jean Leaner's Avatar
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    Quote Originally Posted by jimmychrist View Post
    Is this confirmed?
    Saw it again today, thinking its a change they didn't tell us about because it would do nothing but piss us off.

  41. #41
    Forum Hero Hilmar Keller's Avatar
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    Quote Originally Posted by Jean Leaner View Post
    Saw it again today, thinking its a change they didn't tell us about because it would do nothing but piss us off.
    It's in the 1.2 patch notes.

  42. #42
    Master of Spies Jean Leaner's Avatar
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    Oh I missed it then, either way, its stupid

  43. #43
    The Gripping Hand Velonad's Avatar
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    Kiting Crucifer is a go.

    Also cheap'o electron blaster atrons do 180 dps with antimatter. What the literal fuck.
    Ceterum censeo -A- esse delendam

    [QUOTE=Don Peyote;435913]velonad is p good h ats

    i mnea i love you more an yevrerying but velongad is the hnowreigan of my heart always

    happy nwe yar[/QUOTE]

  44. #44
    God is dead. They found his carcass in 2019.. jimmychrist's Avatar
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    Quote Originally Posted by Hilmar Keller View Post
    It's in the 1.2 patch notes.
    Sorting of chat memberlist will now freeze on mouse-over, in the same way as the overview, to allow easier interaction in highly populated chat channels.
    This was the nearest thing I could find. Apparently the character list blinks when you hover, to indicate that it's changed since it froze. Seems like a great buff to semi-afk ratting. Has Sreegs been notified?

  45. #45
    Forum Hero Hilmar Keller's Avatar
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    The blinking was on Singularity for weeks before the patch went live on TQ, so I wasn't surprised.

    Anyway, yeah it's a slight buff to ratting/mining, but you could pretty much accomplish the same thing before by highlighting everything in Local and if a new dude came in his name wouldn't be highlighted (which makes it extra-visible).

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    I don't think I see the blinking unless a non blue enters. Highlighting is cool but it changes for any entry.

  47. #47
    Forum Hero Hilmar Keller's Avatar
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    I didn't realize that part of it - I assumed it was anything that entered Local.

    Interesting.

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    Maybe I'm wrong. I've seen blues enter but no flashing so far tonight but it doesn't mean I wasn't paying attention and it did flash.

  49. #49
    God is dead. They found his carcass in 2019.. Quesa's Avatar
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    The highlight-pulsing only happens when the players in said chat window changes AND that window is active (iirc).

  50. #50
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    Oh, so it has to be in focus? That's no buff, then, as I've got any number of other things going on and local is almost never my selected object.

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