EVE Online: Viridian - Expansion Notes

So what happen to the making caps like dreads and carriers cheaper.

soā€¦

BLOPS requires capital jump drive to build

JF requires capital jump drive to build

the t2 variants require specialized components to build for the exact ability they have over the t1 counterparts

why is there no requirement for capital doomsday weapon mount for the T2 dreads that can fire a doomsday weapon? :thinking::thinking::thinking::thinking::thinking:

just bring a better fit?

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So many great changes. Great to see CCP iterating on old content.

  • What is the reason that a Project Manager role was not added -or was it?- The role would allow a designated player(s) other than a player with Director or CEO privileges to develop projects in a similar fashion as the newly minted Brand Manager role. Surely this was discussed.

  • Iā€™d like to understand why an option to at least assign if not automate a budget to a project -within the projects UI- was not implemented. Surely this was discussed as well.

I believe I speak on behalf of the wider community in saying that a separation in the setting of the LP Tax rate from the existing Tax rate can not come soon enough.

Long live the friendship machine.

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Are we able to get the Shield Recharge Times for the Lancers? The expansion notes donā€™t list them.

What will the agility changes to Marauders be? Any details on those numbers?

Ive used three different caps this week. not dying to a capital spawn is a matter of managing the bastion cycle, not hoping to survive through the cycle and get away. Most people only need to lose one marauder before figuring out how to do that. the 30 second timer isnā€™t long enough for hardly any of them to ever get into a fight.

they are adapting their agility to keep align times similar in spite of the added mass

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Another patch that encourages care for other projects, thanks for saving my money /

So in short, sell all marauders, buy dreds and lancer dreds.

Thats pattern of marketing, buff stuff that gets rereleased, nerf what was buffed only recently and used.
That way they want to interest you in something new.

Dreds are not so easy to kill and they have HAW module. See phoenix and how it performs. Fact that people will use dreds now instead of marauders will not be liked also I am sure. I am already seeing ā€œnerf dreds and lancesā€ threads.

Your opinion doesnt matter really. CCP will force feed you. Now capitals.

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This has been a known direction of CCP since Fanfest 2022. Weā€™ve had all year to give them our thoughts about it.

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Wel, it look like Viridian iz lovd by al pleyers alik, wil bee a big hit wen its rolld out.

I donā€™t know why nerfing means dividing it by 2 and boosting means multiplying it by 2. You can nerf it to 40 sec, 45 sec or 50 sec. The same is for other magical digits like: 5% and 7.5%, 5% and 10%.

Overall good changes

Marauder nerf was overdue, they were too strong, especially inside ESS sites and in small gang fights.
For the Kronos I suggest the following: Add a 7.5% shield boost amount bonus on top of th armor rep bonus, as that could open up some new setups for this, thinking of a shield nano kronos. And there are some other Gallente ships where this could be interesting, for example the Sin, Dominix navy, Myrmidon navy and Ishkur.
For the Golem and Paladin: -1 hi slot and +1 low slot, so all Marauders have 2 utility hi slots and all Marauders have the low/mid slot layout of Dreads. Feels kinda weird that Pala and Golem have 3 utility hi slots and Kronos/Vargur only 2.
For the Vargur: Maybe change the tracking bonus to an optimal range bonus, as its tracking with AC is extremely strong, or reduce it to 5%.
I am not sure if it is technically possible, but what if Marauders kept their Ewar resistance against NPC ships and only lost it to other players?

Rokh and Mael changes are good, what about changing the optimal range bonus on the Rokh for a 5% damage bonus, bringing it into a similar line as the Merlin and Moa?

Industry changes are good, I would even go further and roll it back to pre 2019 conditions (Mineral availability)

Some stuff that should be considered:

  • We want to know what is going on in terms of the proving ground events, that have been stopped without any proper announcement. Or at least return the 2nd gate in last abyssal room in the meantime.
  • A roadmap of the upcoming events (federation day, liberation day, totality day, crimson harvest etc.) that we can plan and know what is happening and what not. The Guardians Gala event did not take place and it was not properly announced, just in some sort of a sidenote in a devblog. Also that Shadow war which should ā€œreplaceā€ these event does not look to popular at all given the slow progress it makes. I dont get what was the point in not running such popular events at all.
  • Buff long range T2 ammo (Gleam, Javelin and Quake), it is not really worth using them above faction given the 75% range penalty. Buff damage by 26.5% to bring them in line with Conflag, Void and Hail.
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Many ships got this DPS after huge Resistance nerfs years ago. IDK if you even remember. Also, 3k DPS for a Marauder (aka Void Blaster Kronos) is possible with perfect skills, implants, bling fit and with high damage weapons. High damage weapons have bad damage application. A 4k DPS Marauder is a polarized one for ā€œlolsā€ and festivals. A practical Marauder DPS will vary between 1500 and 2500. The amount of Marauders killed on zkillboard says to me that they arenā€™t so OP. These changes will decrease their destruction ratio on the killboard - no more, no less.

Do you think that a Catalyst for 15M ISK able to push 800 DPS and a 70M ISK polarized Hecate with 1300 DPS is completely normal? Do you remember the era of Destruction and Scarcity?

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If that isnā€™t a mistake on the site, that just hilarious. I just can imagine an Amarr Dread with XL Torpedoes :slight_smile:

Funny that you mention, :smiley:

encourages care for other projects

My freighter alt @ name withheld for safety reasonā€¦ received an email asking to supply feedback on a survey and the questions were based on a FPS game & playstyle.

Adding to this the Account Management is showing me an error when I try to pick paypal for payment which could actually now be saving me money also!

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Neat changes to the Rokh and Maelstrom, but you didnā€™t help the Abaddon again.

Planets have been added as shadow casters. This means that the planets now contribute to casting shadows in the game, further enhancing the visual fidelity of the environment.

Thatā€™s a fancy change. Now we just need distance based starlight so that locations 30 AU from the star are darker than those 0.1 AU from the star.

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The Dread Lance debuffs are just nasty when used at the right location and time. IDK if they took into consideration the Hauling in low-sec. That can turn into such a mess and disaster. Way bigger than those guys did with a Nyx and Cyclops at undock locations :slight_smile:

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My L4 Mission Kronos has 3.2k DPS unheated, pure T2 fit. No bling no drugs no boosters, nothing. The TorpGolem, HailVargur or ConflagPala are not that far behind. All with incredible cheap fits. Combat fits with more tank still reach 2.5k DPS pretty easy.

They would still be the top-tier Subcap ship category even if they had nerfed their damage slightly (which they even havenā€™t). It is a good thing that Faction-BS now are a useful alternative again for situations where you really canā€™t stand a 60sec immobility and are willing to sacrifice some hundred DPS for more mobility. Thats what a ā€œstrategic decisionā€ is called.

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