Dev Blog 12/02/2016 - Reworking capital ships: skills, modules & refitting

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Dev Blog 12/02/2016 - Reworking capital ships: skills, modules & refitting
« en: Febrero 13, 2016, 03:50:45 pm »
A continuación un breve resumen de este nuevo dev blog. Para mayor detalle leer la entrada original.

Force Auxiliaries

Primera novedad, las Force Auxiliares (FAX). Son capitales especializadas en la reparación.


Los bonus de cada nave son los siguientes:

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Apostle(6 high slots, 4 mid slots, 7 low slots)

Amarr Carrier Bonus (per skill level):

5% bonus to Remote Capacitor Transmitter and Remote Armor Repairer amount
4% bonus to all armor resistances
5% bonus to maximum capacitor pool
Role Bonus:

Can use 3 Warfare Link modules simultaneously
1% bonus to Armored Warfare and Information Warfare Links effectiveness
50% reduction in CPU requirements for Warfare Links
Can fit Triage modules
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Minokawa (6 high slots, 7 mid slots, 4 low slots)

Caldari Carrier Bonus (per skill level):

5% bonus to Remote Capacitor Transmitter and Remote Shield Booster amount
4% bonus to all shield resistances
5% bonus to maximum capacitor pool
Role Bonus:

Can use 3 Warfare Link modules simultaneously
1% bonus to Siege Warfare and Information Warfare Links effectiveness
50% reduction in CPU requirements for Warfare Links
Can fit Triage modules
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Lif (6 high slots, 6 mid slots, 5 low slots)

Minmatar Carrier Bonus (per skill level):

5% bonus to Remote Armor Repairer and Remote Shield Booster cycle time
7.5% bonus to local Shield Booster amount
10% bonus to capacitor booster charge strength
Role Bonus:

Can use 3 Warfare Link modules simultaneously
1% bonus to Siege Warfare and Skirmish Warfare Links effectiveness
50% reduction in CPU requirements for Warfare Links
Can fit Triage modules
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Ninazu (6 high slots, 5 mid slots, 6 low slots)

Gallente Carrier Bonus (per skill level):

5% bonus to Remote Armor Repairer and Remote Shield Booster cycle time
7.5% bonus to local Armor Repairer amount
10% bonus to capacitor booster charge strength
Role Bonus:

Can use 3 Warfare Link modules simultaneously
1% bonus to Armored Warfare and Skirmish Warfare Links effectiveness
50% reduction in CPU requirements for Warfare Links
Can fit Triage modules

A falta de testearlos en el test server ^^.

Los FAX finalmente no necesitarán una nueva skill para poder subir en uno y solo será necesario la skill de carrier. Por lo tanto si ya habías comprado la skill y entrenado, el isk y los sp serán devueltos.


Skills introducidas en ¿enero? ::)

Triage carrier to force auxiliary transition

El objetivo de las FAX es reemplazar a los actuales triage carrier redirigiendo a los carriers a un rol más ofensivo. Este reemplazo no será inmediato y CCP plantea un plan de ruta a seguir:

1 - Parche de febrero

Nuevas skills de drones:



Así que si eres un piloto de carriers y no sabes que subirte, ya tienes deberes.

2 - Cidatel Expansion

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  • Any carrier with a triage module fitted (T1 or T2) in station, contract or ship maintenance array will be changed to a Force Auxiliary of the same faction.
  • Any carrier with a triage module fitted (T1 or T2) in space will be changed to a Force Auxiliary of same faction. Its drones and fighters will be moved to its owner’s home station.
  • Force Auxiliary blueprint originals will be available on the market.
  • You will only require the Fighters skill to use Light, Support and Heavy Fighters.
  • The Fighter-Bombers skill will be renamed to Heavy Fighters, and give bonuses to heavy fighter squadrons. Heavy Fighter squadrons will only be launch-able by Supercarriers.
  • The Light Fighter and Support Fighter skills will give bonus to Light Fighters and Support Fighters respectively. More details about the fighter transition plan will come in a later blog.

Aquí más de uno se llevará alguna sorpresa en el caso de tener en ese momento un triage equipado en su carrier :D

Nuevos módulos

  • Capital Ancillary Shield Booster and Armor Repairer
  • Remote Ancillary Shield Booster and Armor Repairer
  • Capital Emergency Hull Energizer
  • Heavy Stasis Grapplers (más info)
  • Capital Scriptable Armor & Shield Hardeners

Versiones grandes de lo que ya existe a día de hoy.

Como novedad real (a mi parecer) es el módulo Capital Emergency Hull Energizer y su funcionamiento. Capital Emergency Hull Energizer al activarlo te permite obtener un 99% de resistencias en el hull durante 20 segundos. Al terminar el ciclo el módulo se quema. En condiciones normales su comportamiento es como el de un Damage Control pero en casos de emergencia...push button and pray :D

Refiteo en el espacio

En este apartado aun están barajando múltiples opciones y feedback por parte de los jugadores.

Fuente: http://community.eveonline.com/news/dev-blogs/reworking-capital-ships-skills-modules-and-refitting/
« Última modificación: Febrero 13, 2016, 03:52:49 pm por Hikryon »

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Re:Dev Blog 12/02/2016 - Reworking capital ships: skills, modules & refitting
« Respuesta #1 en: Febrero 14, 2016, 02:04:53 am »
Complementando la entrada, tenemos el siguiente dev blog de octubre:

http://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/

Un saludo.