Greetings Capsuleers,
We recently released an update aimed at balancing the combat power of structure weapons, to allow for a wider variety of ships to participate on-grid during structure contests. At that time we said this was the first of several updates aimed at bringing improved balance to structures in New Eden - and now we’re ready to show you the next step of those changes today.
Updates to Damage Caps
The minimum dps required to keep the repair timer paused has been decoupled from the damage cap, which means we can now set this value independently for each layer of the structure’s defenses (shield / armor / hull). You will now see this value for each layer directly in the attributes tab when showing info on a structure.
Following this change, we are effectively removing the damage cap on structure shields. You’ll still see it as a value in game, but for the time being this value is being set to the maximum shield HP, allowing for shields to be rapidly removed with enough force. The damage cap will remain as it currently is for armor and hull.
Because the current shield HP values were designed with the damage cap in mind, structures are being given slightly more shield HP, with mediums getting 100% and larger structures receiving 25% additional HP over their current values.
The shield damage cap is not being removed for FLEX structures or NPC structures for the time being - those should continue to function as they currently do.
Medium Structures
Structures have been in New Eden for quite some time now, however they have never quite settled into a completely satisfying position in the ecosystem - this is partly due to low-cost medium structures being so closely coupled to their larger cousins. It was difficult to make balance changes to one without impacting the other. With this in mind we’re breaking medium structures out into their own class - allowing us to alter the rules for these structures without changing it for all of them.
With this change, we are removing the hull reinforcement for medium structures - giving them a maximum of 1 reinforcement cycle for armor. The armor reinforcement time is being made equivalent to their current hull reinforcement times. Once shield has been destroyed, armor will be reinforced until:
- Wormholes: First available hour designated by the defender 1.5d ± 3 hours after reinforcement
- Null/Lowsec: First available hour designated by the defender 2.5 ± 3 hours after reinforcement
- Highsec: First available hour designated by the defender 4.5 ± 3 hours after reinforcement
- War HQ: First available hour designated by the defender 24 ± 3 hours after reinforcement
Note: These are just the minimum reinforcement times - the defender is still able to choose their preferred timezone to defend. This is exactly the same system as we have now that determines the current hull reinforcement time.
When a medium structure’s armor is destroyed, it will continue straight to hull vulnerable and is capable of being killed. To keep this newly combined armor/hull timer to a reasonable length, hull HP has been decreased by 75%. Low powered medium structures will no longer lose a reinforcement cycle (however they will continue to have none if left to go abandoned). Below is the updated reinforcement flow for medium structures.
These are some large changes and we will be closely monitoring how they impact the dynamics of New Eden. Please use this thread to leave us feedback on these changes.