New Tech 2 Ships for Trinity

November 20th, 2007

, 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
  • 5% bonus to large energy turret damage 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.

Update: changed the 7.5% tracking bonus on the Paladin to a 5% damage bonus.
Source: myeve.eve-online.com

More Changes with Invention in Trinity

Fanfest is now over, and it was awesome experience. Being able to sit down face to face and focus on many issues and future aspirations we both have for Eve was much more productive than feedback on the forums. Today, I have been shuffling through over seven pages of notes from a single round table, notes that will be turned into planned fixes, balancing, improvements and new features for future patches. I truly hope Fanfest was as enjoyable for you as it was for us!

There is a lot of stuff to be excited about in Trinity, the chaos of change and anticipation of Eve that entering another chapter brings with it. Here I want to introduce some more of the improvements happening with invention in Trinity coming at the same time as those we announced in my previous Dev Blog.

Ship Invention boosted in Trinity

The chance of inventing Tech II frigate, destroyer and cruiser class ships has been increased. The reason for this is we feel inventing the smaller class ships should be easier than the larger ships which are inherently more complex in design. This also impacts other decisions such as which decryptor to use, which leads onto the second change.

Decryptors Changing in Trinity

Decryptors are getting love in Trinity. The focus is on probability modifier and Material Level modifier with significant boosts to both attributes for all decryptors giving more flavour to the decryptors and the choice between success, material level and runs making the decryptor choice more important and valuable overall.

The Top 10 Invented Items List

Some extra bonus information for those of you who are interested. Find below the top ten invented blueprints from each category.

Ships
  1. Hulk Blueprint
  2. Vagabond Blueprint
  3. Cerberus Blueprint
  4. Ishtar Blueprint
  5. Manticore Blueprint
  6. Deimos Blueprint
  7. Sabre Blueprint
  8. Crow Blueprint
  9. Raptor Blueprint
  10. Zealot Blueprint
Drones
  1. Hammerhead II Blueprint
  2. Warden II Blueprint
  3. Garde II Blueprint
  4. Ogre II Blueprint
  5. Bouncer II Blueprint
  6. Heavy Armor Maintenance Bot II Blueprint
  7. Hobgoblin II Blueprint
  8. Curator II Blueprint
  9. Valkyrie II Blueprint
  10. Vespa II Blueprint

Modules
  1. Expanded Cargohold II Blueprint
  2. Capacitor Recharger II Blueprint
  3. Overdrive Injector System II Blueprint
  4. Warp Disruptor II Blueprint
  5. Heavy Missile Launcher II Blueprint
  6. Ballistic Control System II Blueprint
  7. Invulnerability Field II Blueprint
  8. Power Diagnostic System II Blueprint
  9. Shield Power Relay II Blueprint
  10. Nanofiber Internal Structure II Blueprint
Rigs
  1. Capacitor Control Circuit II Blueprint
  2. Cargohold Optimization II Blueprint
  3. Core Defence Field Purger II Blueprint
  4. Auxiliary Nano Pump II Blueprint
  5. Trimark Armor Pump II Blueprint
  6. Anti-EM Screen Reinforcer II Blueprint
  7. Core Defence Field Extender II Blueprint
  8. Semiconductor Memory Cell II Blueprint
  9. Salvage Tackle II Blueprint
  10. Warhead Calefaction Catalyst II Blueprint

Charges

  1. Barrage M Blueprint
  2. Scourge Fury Heavy Missile Blueprint
  3. Scourge Precision Heavy Missile Blueprint
  4. Scorch M Blueprint
  5. Spike L Blueprint
  6. Wrath Fury Cruise Missile Blueprint
  7. Wrath Precision Cruise Missile Blueprint
  8. Tremor L Blueprint
  9. Void M Blueprint
  10. Scorch L Blueprint

In closing

Invention is getting a little easier in Trinity. The costs involved in the process in an increasingly competitive market, especially one where it is only inventors competing for a slice of the cake will lead to a more dynamic scenario. All in an age where we will witness the greatest amount of tech II items produced than ever before both for sale and personal supply. My next blog on invention will look to the future and the direction we want to go with it.

Ave - Chronotis
Source: myeve.eve-online.com

EVE Online now available on Linux and Macintosh
As announced at the 2007 EVE Online Fanfest, EVE Online has now been released as both a Mac and a Linux client, and already news reports are cropping up. Check out the coverage on Macworld, TUAW, MacApper and Inside Mac Games, along with our own blog and discussion thread on this groundbreaking new release. Of course, if you want to jump right in, just head to our download page and get the client of your choice.
Source: myeve.eve-online.com

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