5/26/2023 0 Comments Ship class marauderSensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric.Drones: 5Mbit/s bandwidth, 10m3 dronebay.The capacitor bonus helps to mitigate this issue. Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. 5% bonus to capacitor capacity per EAS level.10% bonus to ECM jammer optimal range per EAS level.20% bonus to ECM jammer strength per Caldari FF level.10% reduction in ECM jammer capacitor need per Caldari FF level.Tech II resistance bonus: 50% thermal, 25% kinetic.Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric.This makes the Sentinel a serious threat even to battleships. The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. 5% reduction to capacitor recharge time per EAS level.40% bonus to Energy Vampire and Energy Neutralizer range per EAS level.20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level.5% bonus to effectiveness of Tracking Disruptors per Amarr FF level.Tech II resistance bonus: 50% explosive, 25% kinetic.Sensors: 572mm scan res, 36.5km targeting range, 21pt radar.Drones: 20Mbit/s bandwidth, 60m3 drone bay.With the mobility of frigate hulls they are valuable assets for roaming frigate gangs. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Onto the details - incoming Tech II ship data transmission after the jump: Electronic Attack Ships The electronic attack ships are essentially frigate equivalents of the combat recons. The final ship models will use current Tech I hulls but with different textures and shaders. The current Tech II ship models are not the final models, those will be implemented once the graphic update rolls out. Buckle-in, the ships are available for crash testing on Singularity for a limited time only. The four Tech II class combat ships declassified fall into: Electronic Attack Ships, Heavy Interdictors, Black Ops, and Marauders. Only brand-spanking new ship classes get the distinct honor that warrants a new design. Screw it, new ships! Look, new ships! Before the hardcore EVE hot-shot pilots interrupt my spastic outbreak with a target lock these ships are advanced versions from their Tech I counterparts. Plus all base attributes etc., but the savegame does not point to the description of the (Engines) version.CCP Games has unpackaged all the rowdy details on the new Tech II pew-pew ships that will launch with EVE Online: Trinity, the upcoming expansion due out later this year. So if you happen to capture a Marauder Arrow (Engines), your savegame will only contain the information that it is a ship of the Marauder Arrow base class. Next problem: the savegame does not contain information which variant of the ship it is.ĭifferent variants have different descriptions. Second example are planets with shipyards but no outfitters. Just one of many examples which give reason why the shipyard can't be restricted to outfits being locally available. But you can get the Scram Drive outfit there if you buy a freighter and sell it's scram drive and put it on the ship of your choice. These systems dont sell Scram Drives regularly. You can buy Syndicate Freighter (150 tons cargo) in Caph and Diphda systems, north from Sol. That effect happens with vanilla ships too. You can another set of the cool outfits since the shipyard only sells fully equipped ships. You buy the ship (hull) back again from the yard, with the default configuration of that type. You buy the outfits and install them to your "normal" ships. Now, the downside / abuse potential of this idea is very straight forward.Īsume, you have captured an alien ship with some cool outfits. Because the outfitter offers that buy back option. If we start to add the owned but "not sold here" ships to the left catalogue display, we are pretty close to the look and feel of the outfitter and a player might expect the game to offer any ship (hull) to be bought back again if the player accidently sold the wrong hull. The shipyard currently does not offer you to re-buy a ship (hull) after you bought it. Because I like a spontanous thought which relates to this.īut before I would start conding anything like this, I would first want to have "enough" feedback (support) for the idea.
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