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Gridboss
BetaMax.
185
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Posted - 2012.09.07 17:46:00 -
[1] - Quote
Buckingham has just opened to EVE players as you can see here: http://community.eveonline.com/devblog.asp?a=blog&nbid=73382
So with it, we can see a more updated market in DUST. Let me give you some quick stuff:
Turret skills for vehicles now have a damage bonus. 3% for standard, 2% for the advanced Engineering and Electronics now increase vehicle powergrid and CPU Marauders (and only Marauders) now have a 4% damage bonus on the hull based on the level of HAV. The Surya gets the bonus to Large Blasters, the Sagaris to Missile Turrets. Neither get bonuses to Railguns There are some interesting new suit variations. Looks like they're in testing still, but their descriptions are interesting. The command dropsuit category is no longer present. Instead, we have the Crusader dropsuits, but they only have dev variants at the moment so they're obviously being worked on.
Here's an example from an "Omen Type-I" Logistics Dropsuit:
Quote:Omen specialists are trained to assess battlefield emergencies and act without hesitation. With advanced knowledge of engineering, they work to revive and repair, maintaining combat effectiveness across a broad spectrum of mechanical and biological units. Omen-class dropsuits incorporate additional nanite helixes to more effectively deal with injuries.
And here's the "Sigma Type-I" Logistics Dropsuit:
Quote:Sigma units are experts in circumventing and disrupting enemy electronics systems. Sigma-class dropsuits utilize an array of analysis and processing subroutines to augment the operatorGÇÖs skill, significantly increasing the speed at which enemy security protocols can be overridden.
UPDATE 1: There also now seems to be two types for Advanced and Prototype dropsuits like there are for standard.(B-Type and vk.1) There are also now propulsion modules on the market. Afterburner for Air vehicles, Boosts for ground vehicles plus Overdrive injectors. The first two I would presume to be active, while the last I assume would be passive. Vehicle damage modules have expanded. There are now separate modules for missiles and hybrid weapons, with versions for large, small and both for each. There are also heat sinks and tracking computers, with active and passive version of each. Finally, there are Fire Control Systems which decrease the spool time for railguns (meaning they can fire their first shot faster)
New vehicle module Shield Hardeners:
Quote:Reduces damage done to shields. Module Type: Active Damage Reduction: 30% Duration: 60s Cooldown Time: 15s PG Cost: 5 CPU Cost: 45
Scanners are now available for vehicles and infantry. New Skill: Hacking - 5% to hacking speed per level Marauder skill: 4% bonus to race-specific turret per level (I don't think this stacks with the hull bonus from earlier - likely a duplicate)
From what I can tell, it appears that Nova Knives are now a separate item to the regular melee weapon - it now has a market entry and separate skills to Hand to Hand combat (new skill with the 10% melee bonus). Nova Knife Operation reduces charge time of Nova Knife by 5% per level, while Nova Knife Proficiency increases damage by 3% per level
Laser rifle skills are present - skills provide reduction in heat build up and reduction in cooldown time. |
Gridboss
BetaMax.
185
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Posted - 2012.09.07 18:31:00 -
[2] - Quote
Updated the OP with more info. |
Gridboss
BetaMax.
185
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Posted - 2012.09.07 18:55:00 -
[3] - Quote
Ten-Sidhe wrote:Reason for marauder and hav skill duplication, marauder is tech ii. Tech II in EvE requires lv 5 in tech I version then training 2nd tier skill. So, marauders will need hav lv5 and then marauder lv 1(probably a x16 skill). Lv of marauder skill after first only give passive boost as there are no other marauders to unlock. So, a good sagaris driver will need 15million or so sp, over 6million just to drive it with no modules unlocked.
The variant logi suits may also be tech II, or just variants. One of the big advantage of tech II is the extra passive bonuses available to them, other being specialized to a role.
I thought about this, so I went back and double checked what it said. It didn't say what skill, but it would be safe to assume it means the skill required to use it (which would be Marauders). Still, you might be right. |
Gridboss
BetaMax.
185
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Posted - 2012.09.08 04:16:00 -
[4] - Quote
Bumping for those that haven't seen it. |
Gridboss
BetaMax.
185
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Posted - 2012.09.08 13:25:00 -
[5] - Quote
Mobius Wyvern wrote:Mister Hunt wrote:SoLJae wrote:I am definitely spec'ing into Laser rifles...So, sick of using the Assault Rifle, Breach etc..even though they kill well.
Please, to the GODS of gaming, hear my prayers and please make the upcoming Laser Rifles viable killing machines! As a Winmatar in Eve, I laugh at your puny lasers and destroy you with my projectiles...... If this game follows EVE closely, I shudder to think of the kind of firing rates those things are going to have. An Assault Rifle would be like a mini LMG.
We've already got the HGM with fires at 1500 odd rounds per second, plus some of the officer SMGs fire at about 1100 Rounds per second. |
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