Retribution 1.1 in a Nutshell

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There is a bug if you click on the overview you don't see the site but a random loop error!
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Drake isk grinding becoming even more difficult... yayy
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Just... just... switch to cane. *tear*
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You actually come out ahead with BC5 with this patch. Also Drakes are bad.
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I see no problem with that. Level 4's should not be solo-able. EVE is a MMO, waht to play solo? go play WoW.
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Level 4's shouldn't be solo-able? Really? Does that also mean that nullsec anomalies shouldn't be soloable too? What about level 3 missions? When do they also become too OP and need to be nerfed so you can't solo them?Do yourself a favor: think before posting.
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http://i.imgur.com/1DJT9Tj.png is where you can add 'Attack Battlecruiser' and 'Blockade Runner' to your custom overviews. Otherwise, they don't show up. WHOOPS!
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Give me sites that are actually more profitable when you run them with several people and I'll happily rat with others. In the meantime, sad double drake for me :/
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Well, my projectile skills are worse than my missile ones so... HAM Legion is gonna be the shit I suppose ^^
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As you could expect, I don't have BC5 :)
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Nerf the tengu!
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With Battlecruiser at 5 you actually gain about 2-3% damage base with the drake. You also use fewer missile per damage so properly skilled the isk making has actually been increased.The drake does get reduced damage than previously with less than max skills. The CPU and PG reductions are also less than the cost of that 7th launcher so woohoo drake buff!
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Seems like you should have included the plates that got reduced mass penalties in the "You Have My Armor" section."Base mass penalty on all 800mm, 200mm and 50mm plates reduced by 20%."
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You still have time to get it before the summer skill changes! Train it once now or four times then, your call.
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True, but now a Drake is completely locked in to Kinetic damage. Buff to damage, nerf to flexibility.
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and the new skill! Armor Honeycombing :)
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If you aren't blaster ratting, you're doing it wrong.
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Is it worth training as a noob now? (I got 2,5m SP)
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Your drake writeup is misleading - the damage bonus for Kinetic was doubled, leading to a ~3% increase in damage with kinetic missiles at BC 5.
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Like it or not, Level 4's are the baseline for income in EVE. CCP cannot nerf them significantly without making a large portion of their userbase very unhappy. (If I couldn't do FW L4's solo in a bomber, I'd be pretty ticked, I admit.)
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Holy fuck yes
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If you want to fly destroyers or battlecruisers in the future, having the skills at level 5 is very helpful, as the ships bonuses are bigger. Right now, there is a single skill for destroyers and battlecruisers, unlike frigates, cruisers etc, which are split into racial skills, EG: amarr cruiser, caldari cruiser. After the summer update, the destroyer and battlecruisers skills will be split into 4 racial variants each. People who have the requirements to fly a destroyer or battlecruiser will get the skills to whatever they can fly. This means that training destroyers and battlecruisers each to 5 now (plus the 8 frigate and cruiser skills needed to fly each destroyer/battlecruiser) will net you 8 level 5 skills, for the training time of 2! You save lots of effort if you ever fly those ships in the future!Training the following will get you the full set of destroyer and battlecruiser skills at 5.Each of the 4 racial frigates to level 4 or more.Each of the 4 racial cruisers to level 3 or more.Spaceship command 4Destroyers 5Battlecruisers 5.Takes around 60 days, but saves more than that!TL;DR : If you plan to fly destroyers or battlecruisers (and most people will, unless it's a very specific alt character), training them and their requirements before summer saves a hell of a lot of time.
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Definitely sad double drake pilot lol. Seriously man save some cash and train into a Vindi, before you know it you'll be churning out 120-150 mil isk per hour per character.
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This is SOP for every expansion. You had to add bombs to your overview when they came out.
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Definitely train it, young squire. You may not want it now, but you will gain about 6m SP with BC/Destroyer V. That's a good 3-4 months of training time that you will save yourself in the future.It sounds like an annoying train now, but Eve is all about tradeoffs. It will be a shitty four weeks while you're training BC V, but it will be so worth it in four months.
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Lvl4s really aren't that bad. You want something that needs to be nerfed? Look at incursion HQ sites. Even in said group you shouldn't be able to make 300mil+/hour in highsec.
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Lol, I just about choked when I read this. You, sir, have been lied too. With max skills in an optimal HQ fleet with no breaks you'll be lucky to break 120M per hour. Despite the over-inflated numbers that a lot of players like to boast this about average for end-game PVE, and yes this is end-game PVE. Having done everything from Capitals in C5's to 10/10's and primo HQ fleets I can tell you that once you factor in all the logistics work this is a pretty average ISK/hr. and don't tell me you can do better than this because if you we're you wouldn't be complaining about it, you'd be quietly hoarding ISK.
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HAM Legion is coming soon and that should settle it, but there's no cure for lower sp than that :/ And it's a pain in the arse to get the ISK for that nice ship in the first place XD
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Glad to see the Ferox useful now.
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so true
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Still shouldn't be in high sec bro~
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CCP added Duel Scamming!Max4war: "Stop attacking me!"http://minerbumping.41656.n6.n...
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as WoW is not an MMO?

Over Valentine's, CCP released a devblog by CCP Fozzie talking about the major rebalancing changes coming to Retribution 1.1. This article is intended to be a round-up of the most important features - a slightly smaller 'wall of text', if you will. If you absolutely can't stand reading, CCP kindly launched a video on their YouTube channel that highlights Tuesday's changes as well as their plans for the future. You can find it here.

Release is Feb 19th: remember to play Skillqueue Online

Again, this update will feature a continuation of the concept of 'Tiericide'. It will focus on the start of Battlecruiser adaptations, armor tanking and Black Ops. Some important notes on upcoming changes, however, were mentioned as well.

- The skill changes that are coming to ship navigation are coming with the Summer expansion, this was repeated again for the people who suffer from deafness or are still paranoid that they won't make it in time.

- 'Tiericide' is a concept developers are pushing through not only to review old ships but also to make sure changes to new ship stats will keep getting implemented as developers see fit.

- Kil2 will be helping out with the 'Tiericide'-project.

It's new and it's shiny

T1 and T2 Battlecruiser are now known as 'Combat Battlecruisers' in CCP-land, while T3 Battlecruisers are now 'Attack Battlecruisers'. This update will feature adjustments to the T1 and T2 Battlecruisers while T3 will receive love later on.

Data showed that both the Drake and the Hurricane are the battlecruiser of choice, while other T2 battlecruisers were less popular. The T1 variants on the other hand were neglected, according to Fozzie. The goal is to make both Tiers viable ships to fly in. A first step to do this had been undertaken in the launch of Retribution by nerfing some of the Drake and Hurricane combat capabilities.

What follows is a synopsis of changes to each battlecruiser.

Prophecy - claimed wildly unpopular by Fozzie

New role: Drone boat

10% bonus to drone damage and hit points per level

Increase to 75mbit drone bandwidth

225m³ drone bay

-2 high slots

+1 mid slot

+1 low slot

Harbinger - A ship 'overshadowed' by his big brothers

-1 turret

Doubled damage bonus

Less HP

Focus on Light drones rather than Medium

Ferox

The 'shield/blaster brawler-role will be made more viable

+1 turret hardpoint

+1 high slot

Drake - Mother of all EVE Derp

-1 launcher hardpoint

Doubled damage projection through missiles

HP reduction

Brutix

-1 turret hardpoint

Doubled damage bonus

+1 low slot

Lower mass which means increased speed with a MWD

Due to armor tanking changes, this ship will benefit in that regard as well.

Myrmidon

+25mbits drone bandwidth

+50m³ drone bay

-1 turret hardpoint

Cyclone

Is now a missile boat - projectile bonus has been swapped for missile bonus

Extra shield HP

-1 high slot

+1 low slot

Hurricane

-1 high slot

Slight reduction in HP

Increased mass

You have my armor

This update will feature several new additions and stat modifications.

- Active armor tanking rigs will no longer have a velocity penalty but will be replaced with a 10% penalty to the powergrid requirements of local armor repair modules.

- A reduction of powergrid needs for medium active armor systems by 20% and 10% for large modules.

- The AAR or Ancillary Armor Repairer will be introduced in small, medium and large sizes. From the devblog:

The AARs use the same cycle time, fitting and build requirements as a Tech One armor repairer of the same size. Their blueprint copies are found in all the same places where other blueprints for prototype modules such as the ASB can already be acquired.

Unlike the ASBs, AARs always use the same capacitor as a Tech One armor repairer to cycle. This cap use does not change when the module is loaded with charges.

AARs can optionally be loaded with Nanite Repair Paste to increase repair amount, using a similar system to the way cap boosters can be loaded into ASBs, including the same 60 second reload time.

When not loaded with Nanite Repair Paste, the AAR repairs 3 / 4 the amount of a normal T1 armor repairer. When loaded with paste this repair amount triples, causing the AAR to repair 2.25x  the amount of a T1 rep.

Small AARs use 1 paste per cycle, Mediums 4, Larges 8. If less than the normal amount of paste is left in the module, it will use what is left and scale the repair bonus proportionally.

Each AAR can hold 8 cycles worth of paste before either running at reduced rep effectiveness or requiring a reload.

Unlike the ASB, AAR modules are limited to one per ship. You may run one AAR alongside as many normal armor repairers as you wish.

I will bridge chaos with my mini-titan

The Black Ops will see some love (but more will follow) in this update, as well with the following changes.

- Base jump and bridge range will be 3.5 lightyears, same as titans

- 25% fuel cost reduction and 25% increase of the fuel bay

- T3 cruisers, such as Tengus and such will be able to fit Covert Cynosural Field when fitted with the Covert Reconfiguration subsystem.

 

Let the comments reign supreme! What do you think of CCP's work?

[name_1]
Writing and proofreading are my two main jobs at THEMITTANI.com and coincidentally both of them are passions of mine. I've been playing EvE for 2.5 years but I'm still the biggest noob. Please feel free to bash my articles, it gets me views.