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Patch Notes for Odyssey

Started by CCP, June 04, 2013, 08:26:17 pm

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CCP

Patch Notes for Odyssey
4 June 2013, 1:38 pm

 Patch Notes For EVE Online: Odyssey 1.0

Released on Tuesday, June 4th, 2013

Features  Audio

  • New 10th Anniversary EVE track for the character selection screen.
  • 5 new RealX music tracks added for low security space.
  • Audio for new jumping, undocking and podding transitions.
  • New atmospheric sounds added to wormhole space.
  • Added new radial menu audio.
  • Exploration and hacking sound effects have been replaced with new audio.
  • New microwarpdrive and afterburner sound effects have been added - they each now have their own distinctive sound.
  • New scanner audio has been added for the new system scanner.
  • Hangar atmosphere has been improved with three new audio soundscapes, small, medium and large, that relate to the number of players docked.
Content Visual Redesign

  • A complete redesign for the Apocalypse and it‘s factional variants.
Crimewatch

  • A new way to increase a character's Security Status is now available -  Tags-for-security-status: See this dev blog for details.
  • Added new NPC pirates to asteroid belts in low-security space. These NPCs are pirates involved with the clone mercenaries of DUST 514. They are especially wanted by CONCORD, and will drop tags when they are destroyed.
  • The new tags dropped by these NPCs can be taken to CONCORD and DED stations in low security space. They can then be turned-in (along with an ISK fee) using the new 'Security Office' station service. In return, you will be awarded an increase in security status.
  • The locations of these offices can be shown on the star map by selecting the Services -> Security Offices filter.
  • Alternatively, you can sell the tags to CONCORD for an ISK reward, or to other players on the open market.
  • In your character sheet, we have split CONCORD standings from the Security Status attribute. Your Security Status will remain the unchanged, but all characters' CONCORD standings are being reset to zero. All associated gameplay features will use the Security Status attribute (Criminal punishments in high/low sec, police spawns for outlaws in high-sec, etc).
Decryptors

New decryptors have been added.

  • Occult Parity, Esoteric Parity, Incognito Parity and Cryptic Parity.
  • Probability Multiplier: +50%.
  • Max. Run Modifier: +3.
  • Mineral Efficiency Modifier: +1.
  • Production Efficiency Modifier: -1.
  • Optimized Occult Attainment, Optimized Esoteric Attainment, Optimized Incognito Attainment and Optimized Cryptic Attainment.
  • Probability Multiplier: +90%.
  • Max. Run Modifier: +2.
  • Mineral Efficiency Modifier: +1
  • Production Efficiency Modifier: -1
  • Optimized Occult Augmentation, Optimized Esoteric Augmentation, Optimized Incognito Augmentation and Optimized Cryptic Augmentation.
  • Probability Multiplier: -10%.
  • Max. Run Modifier: +7.
  • Mineral Efficiency Modifier: +2
  • Production Efficiency Modifier: 0
Dual Character Training

  • Players now have the possibility to train two characters at once on the same account by spending one PLEX.
  • Dual Character Training may be activated through the Account Management page or by right-clicking a PLEX in-game.
  • Enabling this feature will allow two characters to be trained on the same account for 30 days.
  • It doesn’t matter which individual characters are trained as long as the simultaneous limit of two characters is not bypassed.
  • When Dual Character Training expires, the character training with the least skill points available will be stopped.
  • It is not currently possible to stack up Dual Character Training for more than 30 days on the same account (to renew Dual Character Training, you will have to wait the last 7 days before it expires).
  • Dual Character Training time is not to be confused with account main game time.
  • If your standard account subscription runs out while having Dual Character Training time left, that amount will be paused and stored until the account is reactivated
Exploration

  • Two new structures for use in hacking dungeons added.
  • Two new ships for use in archeology dungeons added.
  • Five mini-containers used with archeology and hacking containers added .
  • New mini-tractor beam effect used with hacking and archeology containers added.
  • “Hacking” sites have been renamed Data Sites. The cans within have been replaced with a more fitting data structure.
  • “Archaeology” sites have been renamed Relic Sites. The cans within have been replaced with a more fitting derelict ship structure.
  • All sites have had some interior decorating to accommodate the new containers.
  • Removed all clouds from the Hacking and Archaeology sites to resolve the FPS issues.
  • Removed all NPC’s from Hacking and Archaeology sites, with the exception of Wormhole sites
  • All profession cans now have a lock that needs to be broken through gameplay.
  • Loot from the profession container is distributed using the scattering mechanic.
  • Introduction of new items on the loot table, such as capital rigs and faction tower BPCs.
Image Export Collection Rewrite

  • New visuals for Blueprint icons.
Immersive Travel Transitions

  • New graphical effects for jumping through Jump-gates, Titan bridges, POS bridges, Wormholes and Cyno.
  • New graphical effects warning you that you are about to undock from Hangars.
  • Jump-gates are now using the latest V3 materials and effects, re-textured and with new jump effects. The jump-in effect itself is now more subtle then before the transitions where added.
Modules

  • Capital rigs have been added.
  • A capital sized version of each rig has been added.
  • Capital ships will now require capital rigs instead of large rigs.
  • Large rigs already fitted to capital ships will remain and continue to provide their bonus.
  • Capital rigs cost 5 times as much materials to create as large rigs.
  • Tech I BPOs are sold by NPC corporations like current rig BPOs.
  • Tech II BPCs can be invented or found in Relic sites.
  • New Scanning Upgrade modules have been added.
  • Scan Acquisition Array I reduces the scan time of scan probes by 10% (only 1 can be fitted to each ship).
  • Scan Acquisition Array II reduces the scan time of scan probes by 20% (only 1 can be fitted to each ship).
  • Scan Pinpointing Array I reduces the scan deviation when scanning with scan probes by 10%.
  • Scan Pinpointing Array II reduces the scan deviation when scanning with scan probes by 20%.
  • Scan Rangefinding Array I increases the scan strength of scan probes by 5%.
  • Scan Rangefinding Array II increases the scan strength of scan probes by 10%.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.
  • The Survey Probe Launcher has been added.
  • This module launches Survey Probes. Other probe launchers will no longer be able to launch survey probes.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.
New ships

  • As part of Odyssey we are introducing four new Navy Battlecruisers to bolster each of the four Empire Fleets.
  • The new Navy Battlecruisers will be available on LP stores for:
  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC).
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC.
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • HARBINGER NAVY ISSUE
  • Amarr Battlecruiser skill bonuses: +10% medium energy turret damage and +7.5% to medium energy turret tracking per level.
  • Slot layout: 7 H, 5 M, 6 L, 6 turrets, 0 launchers.
  • Fittings: 1495 PWG, 410 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 4500 / 1800s / 7500 / 6750.
  • Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6.
  • Sensor strength: 21 Radar.
  • Signature radius: 270.
  • DRAKE NAVY ISSUE:
  • Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level.
  • Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers.
  • Fittings: 900 PWG, 550 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625.
  • Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8.
  • Sensor strength: 23 Gravimetric.
  • Signature radius: 295.
  • BRUTIX NAVY ISSUE
  • Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level.
  • Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers.
  • Fittings: 1235 PWG, 455 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 5250 / 1800 / 6750 / 7125.
  • Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7.
  • Sensor strength: 22 Magnetometric.
  • Signature radius: 305.
  • HURRICANE FLEET ISSUE
  • Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level.
  • Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers.
  • Fittings: 1350 PWG, 420 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 6375 / 1800 / 6750 / 5250.
  • Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s.
  • Drones (bandwidth / bay): 30 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6.
  • Sensor strength: 20 Ladar.
  • Signature radius: 250.
  • Adding a new capsule: "Genolution 'Auroral' 197-variant" for the Collector's Edition Box reward.
Performance & Optimizations

  • GPU & CPU particle system improvements.
Probe Scanning

  • Probe Formations have been added to the Probe Scanning
  • Spread Formation (probes aligned to cover a large area).
  • Pinpoint Formation (probes aligned to focus on one point).
  • The formations only work if you have 8 probes in space.
  • When you launching probes with your probe launcher, the probes will automatically assemble their last pattern.
  • The pattern only persists as long as your EVE client stays open.
  • The Probe Scanning window now shows how many scan results have been filtered out and ignored.
  • When a scan result reaches 100%, a warp-to button appears in the scan results list that warps you to 0 when pressed.
Starbases

  • The new Personal Hangar Array structure has been added. Designed for secure storage of smaller high value items in starbases, the PHA can hold 50k m3 of items for each character that uses it. There is no limit to the number of characters that can store items in the PHA. When accessing the PHA a character will only see their own items, not the items belonging to anyone else. When the structure is unanchored all items within the PHA are lost.
State Machine for Graphics

  • Added new client-side animation state machine for graphics.
V3+ Technology

  • Plane Sets now use instanced rendering, improving rendering performance.
Changes  Agents & Missions

  • The agents Christer Fuglesang and Jeremy Tacs now work for Interbus instead of CONCORD. Their locations are unchanged.
  • The career agent missions and tutorials have been updated with the changes coming in Odyssey.
Clones

  • All clone costs have been decreased by 30%.
Decryptors

Decryptors now have a new naming scheme. A full list of changes follows:

  • Amarr Decryptors
  • Class Doctrine = Occult Accelerant.
  • War Strategon = Occult Attainment.
  • Circular Logic = Occult Augmentation.
  • Formation Layout = Occult Process.
  • Sacred Manifesto = Occult Symmetry.
  • Caldari Decryptors
  • Prototype Diagram = Esoteric Accelerant.
  • Installation Guide = Esoteric Attainment.
  • Interface Alignment Chart = Esoteric Augmentation.
  • Tuning Instructions = Esoteric Process.
  • User Manual = Esoteric Symmetry.
  • Gallente Decryptors
  • Test Reports = Incognito Accelerant.
  • Stolen Formulas = Incognito Attainment.
  • Symbiotic Figures = Incognito Augmentation.
  • Collision Measurements = Incognito Process.
  • Engagement Plan = Incognito Symmetry.
  • Minmatar Decryptors
  • Advanced Theories = Cryptic Accelerant.
  • Assembly Instructions = Cryptic Attainment.
  • Circuitry Schematics = Cryptic Augmentation.
  • Calibration Data = Cryptic Process.
  • Operation Handbook = Cryptic Symmetry.
Drones

  • Logistic drones now show 'Repairing' instead of 'Incapacitated' in the drone management window when they are engaging a target.
DUST

  • Districts will now be in an online-unlocked state when captured, instead of online-locked.
Exploration & Deadspace

  • Strategic Cruisers have been removed from the list of ships allowed to enter 3/10 and 4/10 complexes.
  • Randomly spawned large asteroids have been removed from wormhole mining sites.
  • 4/10 DED Complexes no longer allow Strategic Cruisers to enter.
  • All high quality nullsec combat anomalies now contain at least one NPC that warp scrambles.
  • Some NPCs in Hubs have been converted into the more advanced Elite Frigates and Cruisers to increase their difficulty slightly.
  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships.
Ice Harvesting

We are making extensive changes to Ice harvesting in Odyssey, to transform the Ice harvesting profession into a higher value form of mining with higher competition.

  • All static ice belts have been removed, and replaced with ice anomalies that will always spawn in the same systems that previously had the belts. These anomalies will respawn in the same system four hours after they are completed.
The composition of these anomalies will be as follows:

  • Highsec
  • 2500 units of standard racial ice.
  • Lowsec
  • 3000 units of standard racial ice.
  • 400 units of Glare Crust.
  • Nullsec with weak truesec (0.0 to -0.5)
  • 3000 units of improved racial ice.
  • 400 units of Glare Crust.
  • 500 units of Dak Glitter.
  • 200 units of Gelidus.
  • Nullsec with strong truesec (-0.5 to -1.0)
  • 3500 units of improved racial ice.
  • 1000 units of Dark Glitter.
  • 400 units of Glare Crust.
  • 200 units of Gelidus.
  • 250 units of Krystallos
We're also adjusting the composition of Krystallos to bring its value in line with its rarity and help ensure enough ozone supply. The new composition of a block of Krystallos is now:

  • Heavy Water: 125 (+25).
  • Liquid Ozone: 500 (+250).
  • Stront: 125 (+25).
Every system that previously contained a static ice belt will contain the new ice anomalies, with the exception of some high security systems in Amarr, Khanid and Ammatar territory. The complete list of high security systems that will contain Clear Icicle anomalies is: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh.

  • In conjunction with these other Ice changes, we are also doubling the cycle speed of all Ice Harvester modules to increase yield over time.
  • Hidden Asteroid Belt signatures have been changed to anomalies, and can be found in the scanner overlay.
Implants

  • Hardwiring implants now have bonuses to virus coherence.
LP Stores

  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), LP costs for Navy Battleship offers is being unified.
  • Former tier1 Navy Battleships offers (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) have had their LP cost increased to 250,000 LPs in the Factional Warfare LP Stores.
Market & Contracts

  • All Market player orders containing the old Destroyers or Battlecruisers skill will be reimbursed at NPC sell price at the time of Odyssey deployment.
  • The old Destroyers and Battlecruisers skill will be replaced by Caldari Destroyer and Caldari Battlecruiser in open player Contracts at the time of Odyssey deployment.
Miscellaneous

  • Some older bracket pointers in tutorials have been fixed.
  • Added combat shortcuts for tagging objects while in fleet. Supports tagging from predefined sequences of tags.
Modules

  • You can now group civilian weapon modules.
  • The cycle time of all Ice Harvester modules has been halved, doubling the speed of ice mining.
  • It is now possible (again) to activate a Warp Disruption Field Generator directly after decloaking.
  • Tracking Enhancers have had their Falloff and Optimal Range bonuses reduced. See this thread for more information.
  • Remote Sensor Boosters have had their Scan Resolution bonus reduced, and in some cases their Targeting Range bonus increased. See this thread for more information.
  • Navy Cap Boosters are now available in sizes of 25, 50 and 75, which are available through FW LP Stores.
  • Navy Cap Booster 100 and 150 are now more expensive when purchased in the LP Store.
  • XL blasters now have 15% reduced tracking, and have had 10km removed from optimal range and added to falloff.
  • XL autocannons now have 10% reduced tracking.
  • XL pulse lasers now have 6.66% increased optimal range.
  • Siege Modules now no longer apply an explosion velocity penalty to citadel missiles.
  • Cruise missiles have been overhauled to be a viable weapon system in actual combat.
  • Rate of Fire on all Cruise Missile Launchers has been increased by 5% (as clarification, that means they shoot more often, not less).
  • All Cruise Missile Launcher powergrid needs have been increased by 200.
  • Base velocity for all Cruise Missiles has been increased from 3750m/s to 4700m/s.
  • Base flight time for all Cruise Missiles has been reduced from 20 to 14 seconds.
  • All Cruise Missile damage has been approximately increased by 25%.
  • To compensate, all Cruise Missiles explosion radius has been increased by 10% (meaning they will hit smaller targets for less damage).
  • Large Energy Turrets have been tweaked to be easier to use as a whole:
  • Capacitor needs on Large Pulse Laser Turrets has been decreased by 10%.
  • Capacitor needs on Large Beam Laser Turrets has been decreased by 20%.
  • Powergrid needs on Large Beam Lasers has been decreased by 10%.
  • Core Probe Launchers and Expanded Probe Launchers are no longer able to launch Survey Probes.
  • Survey Probes will now be launched from the new Survey Probe Launcher.
  • Codebreakers have been renamed to Data Analyzers.
  • Analyzers are now called Relic Analyzers.
Moon Minerals and Tech 2 Production

To better distribute the demand for moon minerals, we have created two new Intermediate Materials, four new Composites, and rebalanced certain T2 Construction Component blueprint requirements.

  • New Intermediate Materials: Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite.
Both of these reactions will have alchemy versions as well:

  • 100 Vanadium + 100 Hafnium = 1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium.
  • 100 Chromium + 100 Mercury = 1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury.
New Composites:

  • Photonic Metamaterials (Used in Gallente manufacturing): 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Photonic Metamaterials.
  • Plasmonic Metamaterials (Used in Minmatar manufacturing): 100 Neo Mercurite + 100 Fernite Alloy = 300 Plasmonic Metamaterials.
  • Terahertz Metamaterials (Used in Amarr manufacturing): 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Terahertz Metamaterials.
  • Nonlinear Metamaterials (Used in Caldari manufacturing): 100 Ferrofluid + 100 Titanium Chromide = 300 Nonlinear Metamaterials.
The requirements for the changed blueprints are:

  • All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Metamaterials.
  • All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Metamaterials.
  • All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates.
  • All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Metamaterials.
  • All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Metamaterials.
  • All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates.
  • Rarity 64 minerals have been seeded into 227 existing moons in lowsec and 0.0, to bring the number of minable moons for each R64 into closer alignment.
NPCs

  • Updated the skins on the Khanid Warbird, Khanid Sparrow, Thukker Mercenary Rookie, Mordus Katana and Mordus Bounty Hunter to match their correct faction.
  • Kyan Magdesh has abandoned the shrinking ice field in Barkrik and set up a new base of operations in the top asteroid belt instead.
  • Rogue Drone Officers now spawn in more systems.
Ore Mining

We are adjusting the composition of several types of Ore that is found in low and null-security space. These changes help increase the reward for pilots mining in dangerous space. The volume of minerals obtained from these ores for each refine batch are:

  • Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte.
  • Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte.
  • Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine.
  • Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine.
  • Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine.
  • Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte.
Player Owned Structures, Outposts and Stations

To encourage more industrial activity in player-owned nullsec space, we are increasing the number of facilities in player-built outposts significantly. This involves changes to the base outposts as well as the outpost upgrades. Only the changed stats are found below.

For the upgrades, listed stats are in the format of: Basic level benefit (change), Standard level benefit (change), Advanced level benefit (change). The extra S&I slots will be added to existing Outposts according to any upgrades that have been installed. Any extra slots will initially have cost of zero. Station managers will need to set their prices for the new slots as desired.

Caldari Research Outpost:

  • Manufacturing: 5 (+3).
  • Copying: 20 (+10).
  • ME Research: 20 (+10).
  • PE Research: 20 (+10).
  • Invention: 20 (+10).
  • Reverse Engineering: 30 (+15).
  • Offices: 18 (+10).
  • Caldari Factory Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Caldari Lab Upgrade: 10(+5), 20(+15), 30(+21) Copying, ME, PE slots.
  • Caldari Research Upgrade: 10(+5), 20(+13), 30(+21) Invention slots.
  • Caldari Office Upgrade: 10(+7), 15(+10), 20(+13) Offices.
Amarr Factory Outpost:

  • Manufacturing: 50 (+30).
  • Copying: 2 (+1).
  • ME Research: 2 (+1).
  • PE Research: 2 (+1)
  • Offices: 16 (+12).
  • Amarr Factory Upgrade: 20(+15), 40(+33), 60(+51) Manufacturing lines.
  • Amarr Plant Upgrade: 20(+17), 40(+35), 60(+53) Manufacturing lines.
  • Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots.
  • Amarr Office Upgrade: 10(+7), 15(+11), 20(+13) Offices.
Minmatar Service Outpost:

  • Manufacturing: 5 (+3).
  • Offices: 10 (+4).
  • Minmatar Plant Upgrade: 10(+7), 15(+10), 20(+13) Manufacturing lines.
  • Minmatar Lab Upgrade: 3(+1), 5(+2), 7(+3) Copying, ME, PE slots.
  • Minmatar Office Upgrade: 5(+2), 7(+2), 10(+3) Offices.
Gallente Administrative Outpost

  • Manufacturing: 10 (+6).
  • Copying: 4 (+3).
  • ME Research: 4 (+2).
  • PE Research: 4 (+2).
  • Invention: 2 (+1).
  • Offices: 36 (+12).
  • Gallente Plant Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Gallente Lab Upgrade: 5(+3), 7(+4), 10(+6) Copying, ME, PE slots.
  • Gallente Office Upgrade: 12(+7), 24(+17), 36(+27) Offices.
  • The range for interacting with structures linked to a Control Tower has been increased. If your ship is within the shield radius of the tower, all structures are available for inventory operations as though you. were adjacent to the structures themselves. This includes structures that must be mounted outside of the shields such as turrets/batteries/lasers. (Normal role-based restrictions will continue to apply at all times).
  • The arrows used to select the location of anchoring structures now scale with your zoom level so they are more usable when zoomed out.
  • Capital Ship Maintenance Arrays have been renamed X-Large Ship Maintenance Arrays and can now be anchored in any system of 0.4 or lower security status, regardless of sovereignty.
  • It is now possible to repackage undamaged modules and drones in Corporate Hangar Arrays.
  • Fresh client installs will now default to the Ship Hangar rather than the Captain's Quarters.
Probes & Scanning

  • The default method for moving and resizing probes is now all probes at once, rather than one at a time.
  • Probe Launchers now launch all their probes at once (up to a limit of 8 probes).
  • Holding Shift will allow you to manipulate individual probes.
  • Celestial Brackets will no longer prevent you from moving probes around in solar systen view.
  • Recalling probes now returns them to your cargohold instantly.
  • Instant recall also happens automatically when your ship jumps or docks and when your probes in-space timer runs out.
  • Scan Results in the Probe Scanning window are now displayed as a progress bar.
  • Deep Space Probes have been removed.
  • All existing Deep Space Probes and their blueprints are now Combat Probes.
PvE

  • Cosmic Anomalies and Cosmic Signatures have been renamed:
  • Unknown has been split into 2 groups; Combat Site and Wormhole.
  • Gravimetric signatures are now called Ore Site.
  • Magnetometric signatures are now called Relic Site.
  • Radar signatures are now called Data Site.
  • Ladar signatures are now called Gas Site.
  •  
  • Salvaging sites have been removed.
  • Distribution of Data Sites and Relic Sites have been increased so that the total number of profession sites you can find remains the same.
  • Salvage drops in Relic Sites have been increased to compensate and preserve the supply of Salvage Materials.
  • Containers in Relic Sites can now drop Tech II capital rig BPCs
  • Containers in Relic Sites can now drop Spatial Attunement Units, which are needed to build tech II Scanning Upgrades (see above under Features -> Modules)
  • Containers in Data Sites can now drop new types of decryptors (see above under Features -> Decryptors)
  • Containers in both Data and Relic sites can now drop BPCs for pirate faction POS towers and POS modules

Science and Industry

  • Krystallos has had its Strontium Clathrates and Heavy Water quantities increased by 25%, and its Liquid Ozone quantity doubled.
  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), build cost for Tech1 and Navy Battleships is being unified.
  • Attack and Disruption Battleships base mineral price has been increased to be around 100-125m ISK (includes the Apocalypse, Scorpion, Raven, Megathron, Typhoon, Tempest).
  • Combat Battleships base mineral price stays roughly state the same at 150-180m ISK (includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion, Maelstorm).
  • Build cost of Navy Battleships has been changed on a similar fashion.
  • The roles required to cancel a corporation job have changed. The only people who will now be able to cancel a corporation job will be:
  • The person who started the job.
  • A director within the corporation.
Ships

  • Federation Navy Comet now has the same assembled volume as other Navy Frigates.
  • The Magnate, Heron, Imicus and Probe now give a bonus to virus strength for both Data Analyzers and Relic Analyzers. This replaces their previous bonus to access chance.
  • The insurance cost and payout for the Sarum Magnate have been adjusted to be inline with the Magnate. This change will come into effect a few days after Odyssey goes live.
  • Tech I exploration frigates now have a +5 bonus to your Data and Relic Analyzer Strength
  • Tech II covert ops frigates now have a +10 bonus to your Data and Relic Analyzer Strength
  • Tech III Emergent Locus Analyzer electronic subsystems now have a +10 bonus to your Data and Relic Analyzer Strength
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength
Ship Balancing

  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • All Navy Ships have had their Rig Calibration increased from 350 to 400 (this includes the Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet, Republic Fleet Firetail, Augoror Navy Issue, Omen Navy Issue, Osprey Navy Issue, Caracal Navy Issue, Exequror Navy Issue, Vexory Navy Issue, Bellicose Fleet Issue, Stabber Fleet Issue, Armageddon Navy Issue, Apocalypse Navy Issue, Scorpion Navy Issue, Raven Navy Issue, Dominix Navy Issue, Megathron Navy Issue, Typhoon Fleet Issue and Tempest Fleet Issue)
  • All ship passive resistance bonuses have been decreased from 5% to 4% per level to make active tanking more viable in combat. This change affects 44 ships in total (Ibis, Taipan, Merlin, Worm, Harpy, Cambion, Moa, Gila, Eagle, Onyx, Broadsword, Drake, Ferox, Nighthawk, Vulture, Tengu, Loki, Skiff, Mackinaw, Hulk, Rokh, Scorpion Navy Issue, Rattlesnake, Chimera, Wyvern, Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon)
  • Some tech1 frigates and cruisers balanced during Retribution and beforehand have been iterated upon based on player feedback and performance metrics.
  • This release overhauls 36 ships, and focuses on Navy Frigates, Navy Cruisers, Attack Battlecruisers, Battleships, Navy Battleships.
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength.
  • Odyssey brings the third-step process on the ship rebalancing initiative.
  • EXECUTIONER
  • +50 Armor.
  • TORMENTOR
  • +1 PWG.
  • +50 Armor.
  • +25 Capacitor.
  • +12.5 Cap Recharge Time.
  • Cap/s unchanged.
  • +15 Velocity.
  • +0.05 Agility.
  • -100000 Mass.
  • -0.24s Align time.
  • PUNISHER
  • -25 Capacitor.
  • -32.5s Cap Recharge Time.
  • +0.222 Cap/s.
  • KESTREL
  • +50 Hull.
  • TRISTAN
  • +15 Veloity.
  • -150000 Mass.
  • -0.48s Align time.
  • RIFTER
  • +1 PWG.
  • +50 Armor.
  • BREACHER
  • +50 Hull.
  • AUGUROR
  • -2.5km Lock Range.
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • EXEQUROR
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • OSPREY
  • -2.5km Lock Range.
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • SCYTHE
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • OMEN
  • -600,000 Mass.
  • STABBER
  • Change falloff bonus from the 7.5% per level to the standard 10% per level.
  • +25m3 Dronebay and 25mbit bandwidth.
  • IMPERIAL NAVY SLICER
  • Amarr Frigate skill bonuses: +25% to small energy turret damage and +10% to small energy turret optimal range per level.
  • Slot layout: 3H, 2M, 5L; 2 turrets , 0 launchers.
  • Fittings: 50 (+3) PWG, 125 (+10) CPU.
  • Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14).
  • Capacitor (amount / recharge rate / cap per second): 500 / 250 (-31.25) s / 2 (+0.2238).
  • Mobility (max velocity / agility / mass / align time): 350 / 3.3 / 1003000 / 3.1s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1).
  • Sensor strength: 11 Radar (+1).
  • Signature radius: 38.
  • CALDARI NAVY HOOKBILL
  • Caldari Frigate bonuses: +20% to Kinetic missile damage, +10% to EM, Explosive and Thermal missile damage and +10% to missile velocity per level.
  • Slot layout: 3H, 5M, 2L; 0 turrets, 3 launchers.
  • Fittings: 37 PWG, 165 CPU.
  • Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131).
  • Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150 (-37.5) s / 2 (+0.5013).
  • Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1).
  • Sensor strength: 13 Gravimetric (+1).
  • Signature radius: 40.
  • FEDERATION NAVY COMET
  • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +20% to small hybrid turret damage per level.
  • Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers.
  • Fittings: 40 PWG, 160 (+8) CPU.
  • Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176).
  • Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427).
  • Mobility (max velocity / agility / mass / align time): 375 / 3.135 / 970000 / 2.85s.
  • Drones (bandwidth / bay): 15 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1).
  • Sensor strength: 11 Magnetometric.
  • Signature radius: 42.
  • REPUBLIC FLEET FIRETAIL
  • Frigate skill bonuses: +25% (+5%) to small projectile turret damage and +7.5% to small projectile turret tracking per level.
  • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers.
  • Fittings: 40 (+1) PWG, 150 (+10) CPU.
  • Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21).
  • Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667).
  • Mobility (max velocity / agility / mass / align time): 410 / 3.2 / 1098000 / 3.29s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1).
  • Sensor strength: 10 Ladar (+1).
  • Signature radius: 35.
  • OMEN NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Energy Turret damage + 10% bonus to Medium Energy Turret optimal range.
  • Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets.
  • Fittings: 965 PWG, 335 CPU.
  • Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428).
  • Shield Recharge Time: 1250s(-500s).
  • Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3).
  • Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25).
  • Drones (bandwidth / bay): 50(+25) / 50(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1).
  • Sensor strength: 17(+1) Radar.
  • Signature radius: 100(-12).
  • Cargo capacity: 400(+150).
  • OSPREY NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage + 10% bonus to Light, Heavy Assault and Heavy Missile Velocity.
  • Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers.
  • Fittings: 630(+90) PWG, 450(+85) CPU.
  • Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903).
  • Shield Recharge Time: 1250s(+100).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54).
  • Drones (bandwidth / bay): 10 / 10.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2).
  • Sensor strength: 19(+3) Gravimetric.
  • Signature radius: 115(+3).
  • Cargo capacity: 460(-25).
  • EXEQUROR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to Medium Hybrid Turret damage + 5% bonus to Medium Hybrid Turret rate of fire.
  • Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets.
  • Fittings: 830(+70) PWG, 340(+60) CPU.
  • Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863).
  • Shield Recharge Time: 1250s(-200).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74).
  • Drones (bandwidth / bay): 25(+5) / 25(+5).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1).
  • Sensor strength: 18(+3) Magnetometric.
  • Signature radius: 110(+2).
  • Cargo capacity: 465 (+200).
  • SCYTHE FLEET ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Projectile Turret rate of fire + 10% bonus to Missile damage.
  • Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers.
  • Fittings: 745 PWG, 400(+125) CPU.
  • Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730).
  • Shield Recharge Time: 1250s(-100).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7.
  • Sensor strength: 16(+3) Ladar.
  • Signature radius: 90.
  • Cargo capacity: 440.
  • AUGOROR NAVY ISSUE
  • Cruiser skill bonuses: 25% bonus to Medium Energy Turret damage + 10% bonus to Armor hitpoints.
  • Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2).
  • Fittings: 1150(+265) PWG, 320(+10) CPU.
  • Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 2800 (+221).
  • Shield Recharge Time: 1250s (-1000).
  • Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1).
  • Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s).
  • Drones (bandwidth / bay): 15 / 15.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1).
  • Sensor strength: 19(+6) Radar.
  • Signature radius: 120(-12).
  • Cargo capacity: 480(+230).
  • CARACAL NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire + 5% bonus to Heavy Assault and Heavy Missile explosion radius.
  • Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers.
  • Fittings: 715 PWG(+35), 465(+50) CPU.
  • Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35).
  • Shield Recharge Time: 1250s (-600).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2).
  • Drones (bandwidth / bay): 0(-15) / 0(-15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7.
  • Sensor strength: 21(+3) Gravimetric.
  • Signature radius: 125(-5).
  • Cargo capacity: 450(+200).
  • VEXOR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to drone velocity and tracking + 10% bonus to drone hitpoints, damage and mining yield.
  • Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets.
  • Fittings: 800 PWG(+100), 310(+10) CPU.
  • Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187).
  • Shield Recharge Time: 1250s(-550).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3.
  • Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36).
  • Drones (bandwidth / bay): 125(+25) / 200(+100).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1).
  • Sensor strength: 20(+3) Magnetometric.
  • Signature radius: 135.
  • Cargo capacity: 460(+195).
  • STABBER FLEET ISSUE
  • Cargo capacity: 450(+75).
  • Signature radius: 100(+6).
  • Sensor strength: 18(+2) Ladar.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6.
  • Drones (bandwidth / bay): 40 / 40.
  • Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08).
  • Shield Recharge Time: 1250s.
  • Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94).
  • Fittings: 950 PWG, 310(-2) CPU.
  • Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers.
  • Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed + 10% bonus to Medium Projectile Turret tracking speed.
  • ORACLE
  • Amarr Battlecruiser Skill Bonuses: -10% to large laser cap use and +5% to large laser damage.
  • Slot layout: 8H, 3M, 6L; 8 turrets , 0 launchers.
  • Fittings: 1375 PWG, 345 CPU.
  • Defense (shields / armor / hull) : 1575 / 2160 / 1980.
  • Capacitor (amount / recharge rate) : 3500 / 875s.
  • Mobility (max velocity / agility / mass / align time): 200 / .495 (+.02) / 14760000 / 10.1s (+.4s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 220 (-20) / 6.
  • Sensor strength: 18 Radar.
  • Signature radius: 210 (+30).
  • NAGA
  • Caldari Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +10% to large hybrid turret optimal range.
  • Slot layout: 8H, 6M, 3L; 8 turrets , 0 launchers.
  • Fittings: 875 PWG, 425 CPU.
  • Defense (shields / armor / hull) : 2160 / 1575 / 1755.
  • Capacitor (amount / recharge rate) : 2900 / 725s.
  • Mobility (max velocity / agility / mass / align time): 195 / .525 (+.04) / 14760000 / 10.9s (+.8s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 200 (-20) / 8.
  • Sensor strength: 21 Gravimetric.
  • Signature radius: 215 (+25).
  • TALOS
  • Gallente Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +7.5% to large hybrid turret tracking speed.
  • Slot layout: 8H, 4M, 5L; 8 turrets , 0 launchers.
  • Fittings: 1100 PWG, 360 CPU.
  • Defense (shields / armor / hull) : 1750 / 1890 / 2160.
  • Capacitor (amount / recharge rate) : 3100 / 775s.
  • Mobility (max velocity / agility / mass / align time): 220 / .45 / 15552000 (+1152000) / 9.7s (+.7s).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 (-20) / 7.
  • Sensor strength: 20 Magnetometric.
  • Signature radius: 220 (+20).
  • TORNADO
  • Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.
  • Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.
  • Fittings: 1000 PWG, 342 CPU.
  • Defense (shields / armor / hull) : 1890 / 1800 / 1800.
  • Capacitor (amount / recharge rate) : 2700 / 675s.
  • Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.
  • Sensor strength: 17 Ladar.
  • Signature radius: 195 (+25).
  • ARMAGEDDON
  • Amarr Battleship Skill Bonuses: +10% to Drone damage and Hit Points and +10% Energy Neutralizer and Energy Vampire range per level.
  • Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5).
  • Fittings: 13500 PWG(-3000), 550 CPU(+65).
  • Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789).
  • Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7.
  • Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29).
  • Drones (bandwidth / bay): 125 / 375(+250).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7.
  • Sensor strength: 21 Radar Sensor Strength (+4).
  • Signature radius: 450 (+80).
  • APOCALYPSE
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG(+500), 540 CPU(+35).
  • Defense (shields / armor / hull) : 6000(-211) / 7000(-500) / 7000(+359).
  • Capacitor (amount / recharge rate / recharge per second) : 7000(-500) / 1002s(-152s) / 6.99 (+.49).
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7.
  • Sensor strength: 20 Radar Sensor Strength.
  • Signature radius: 380(-20).
  • ABADDON
  • Amarr Battleship Skill Bonuses: +5% to Large Energy Turret damage and +4% Armor resistances per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers.
  • Fittings: 21000 PWG, 560 CPU.
  • Defense (shields / armor / hull) : 7000 / 8500 / 8000.
  • Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1.
  • Mobility (max velocity / agility / mass / align time): 89 / .14 / 103200000 / 20.03s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7.
  • Sensor strength: 22 Radar Sensor Strength.
  • Signature radius: 470.
  • SCORPION
  • Caldari Battleship Skill Bonuses: 15% bonus to ECM Target Jammer strength, 25% bonus to ECM Target Jammer optimal and falloff range and 25% bonus to ECM Burst range per level.
  • Slot layout: 5H(-1), 8M, 5L(+1); 4 turrets , 4 launchers.
  • Fittings: 9000 PWG, 750 CPU.
  • Defense (shields / armor / hull) : 7000(+359) / 5500 / 6500(+1031).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1087s / 5.06.
  • Mobility (max velocity / agility / mass / align time): 94 / .116 / 103600000 / 16.66s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 110 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 480.
  • RAVEN
  • Caldari Battleship Skill Bonuses: +5% bonus to Cruise and Torpedo Launcher rate of fire and +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 7H(-1), 7M(+1), 5L; 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+1500), 750(+50) CPU.
  • Defense (shields / armor / hull) : 7000(-500) / 5800(-841) / 6400(-241).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1160s / 4.74.
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .12(-.008) / 99300000 / 16.52s (-1.1s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7.
  • Sensor strength: 22 Gravimetric.
  • Signature radius: 420(-50).
  • ROKH
  • Caldari Battleship Skill Bonuses: +10% to large Hybrid Turret optimal range and +4% Shield resistances per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 4 launchers.
  • Fittings: 15000 PWG, 780 CPU.
  • Defense (shields / armor / hull) : 8500 / 7000 / 7500.
  • Capacitor (amount / recharge rate / recharge per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 89 / .136 / 105300000 / 19.85s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 500.
  • DOMINIX
  • Gallente Battleship Skill Bonuses: +10% Drone Damage, +10% Drone hitpoints, +10% Drone optimal range and Drone tracking speed and per level.
  • Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers.
  • Fittings: 10000 PWG(+1000), 600 CPU.
  • Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859).
  • Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1100s / 5.51.
  • Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s.
  • Drones (bandwidth / bay): 125 / 375.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 22 Magnetometric Sensor Strength.
  • Signature radius: 465(+45).
  • MEGATHRON
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2).
  • Fittings: 15500 PWG, 600 CPU(+50).
  • Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500.
  • Capacitor (amount / recharge rate / cap per second): 6000(+375) / 1150s / 5.02 (+.15).
  • Mobility (max velocity / agility / mass / align time): 122(+7) / .114(-.0076) / 98400000 / 15.96s (-.63s).
  • Drones (bandwidth / bay): 75(-50) / 75(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 21 Magnetometric Sensor Strength.
  • Signature radius: 380(-20).
  • HYPERION
  • Gallente Battleship Skill Bonuses: +10% Large Hybrid Turret damage and +7.5% Armor Repair amount per level.
  • Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers.
  • Fittings: 16000 PWG(+250), 600 CPU.
  • Defense (shields / armor / hull): 7500 / 8000 / 8500.
  • Capacitor (amount / recharge rate / cap per second: 7200 / 1500s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s.
  • Drones (bandwidth / bay): 125(+25) / 175(+75).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7.
  • Sensor strength: 23 Magnetometric Sensor Strength.
  • Signature radius: 485.
  • TYPHOON
  • Minmatar Battleship Skill Bonuses: +5% to Cruise and Torpedo launcher rate of fire and +5% Cruise Missile and Torpedo explosion velocity per level.
  • Slot layout: 7H(-1), 5M(+1), 7L; 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 12500 PWG, 640 CPU(+40).
  • Defense (shields / armor / hull) : 6500(+289) / 6000(+531) / 6000(-211).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+400) / 1087s / 4.97 (+.3).
  • Mobility (max velocity / agility / mass / align time): 130 / .11(-.006) / 100600000(-3000000) / 15.8s(-1.16s).
  • Drones (bandwidth / bay): 100(-125) / 125(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 19 Ladar Sensor Strength(+1).
  • Signature radius: 330(+10).
  • TEMPEST
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers.
  • Fittings: 16000 PWG(+500), 550 CPU.
  • Defense (shields / armor / hull) : 6800(-154) / 7000(+789) / 6800(+259).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68.
  • Mobility (max velocity / agility / mass / align time): 127(+7) / .116(-.004) / 99500000(-3800000) / 16.00s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7.
  • Sensor strength: 20 Ladar Sensor Strength(+1).
  • Signature radius: 360(+20).
  • MAELSTROM
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +7.5% bonus to Shield Boost Amount per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG, 640 CPU.
  • Defense (shields / armor / hull) : 8000 / 7500 / 7000.
  • Capacitor (amount / recharge rate / cap per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 94 / .136 / 103600000 / 19.53s.
  • Drones (bandwidth / bay): 100 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 90 / 7.
  • Sensor strength: 21 Ladar Sensor Strength.
  • Signature radius: 460.
  • ARMAGEDDON NAVY ISSUE
  • Amarr Battleship Skill Bonuses: +5% Large Energy Turret rate of fire and -10% Large Energy Turret cap use per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers.
  • Fittings: 17500 PWG(+175), 560 CPU(+3).
  • Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684).
  • Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s).
  • Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s.
  • Drones (bandwidth / bay): 125 / 200(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7.
  • Sensor strength: 26 Radar Sensor Strength (+4.75).
  • Signature radius: 400 (+30).
  • APOCALYPSE NAVY ISSUE
  • Signature radius: 370(-30).
  • Sensor strength: 25 Radar Sensor Strength.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7.
  • Drones (bandwidth / bay): 75 / 100.
  • Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s).
  • Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s).
  • Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39).
  • Fittings: 22000 PWG(+475), 580 CPU.
  • Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2).
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • SCORPION NAVY ISSUE
  • Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire, 4% bonus to shield resistances per level.
  • Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+650), 780 CPU(-7).
  • Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s).
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 30 Gravimetric.
  • Signature radius: 465(+35).
  • RAVEN NAVY ISSUE
  • Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius, +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1).
  • Fittings: 12000 PWG(+1075), 780 CPU(+45).
  • Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461).
  • Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7.
  • Sensor strength: 28 Gravimetric(+.5).
  • Signature radius: 410(-50).
  • DOMINIX NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints and +5% Large Hybrid Turret damage per level.
  • Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers.
  • Fittings: 11000 PWG(+1100), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039).
  • Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s).
  • Mobi

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