New Tech 2 Ships for Trinity

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New Tech 2 Ships for Trinity

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Image New Tech 2 Ships for Trinity
Trinity introduces four new classes of Tech II combat ships: Electronic Attack Ships, Heavy Interdictors, Black Ops and Marauders. The ships will be available for testing on Singularity this week, though the current models are not representative of the final ship modules once the graphics update is rolled out. Many of the models are old unused Tech II models which are not scheduled to be ported with the graphics update. The final models will use the current Tech I hull, but with different textures and shaders to reflect the designs of their developers (as listed below).

Electronic Attack Ships
The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.

Sentinel
  • - Hull: Crucifier / Viziam
    - Slots: 3/4/3, 2 turrets
    - Fitting: 195tf, 40mw
    - Drones: 20Mbit/s bandwidth, 60m3 drone bay
    - Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
    - Propulsion: 374m/s, 1,525,000kg
    - Tech II resistance bonus: 50% explosive, 25% kinetic
Bonuses:
  • - 5% bonus to effectiveness of Tracking Disruptors per Amarr FF level
    - 20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level
    - 40% bonus to Energy Vampire and Energy Neutralizer range per EAS level
    - 5% reduction to capacitor recharge time per EAS level
The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. This makes the Sentinel a serious threat even to battleships.

Kitsune
  • - Hull: Griffin / Lai Dai
    - Slots: 3/5/2, 1 turrets, 3 launchers
    - Fitting: 270tf, 26mw
    - Drones: none
    - Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric
    - Propulsion: 365m/s, 1,600,000kg
    - Tech II resistance bonus: 50% thermal, 25% kinetic
Bonuses:
  • - 10% reduction in ECM jammer capacitor need per Caldari FF level
    - 20% bonus to ECM jammer strength per Caldari FF level
    - 10% bonus to ECM jammer optimal range per EAS level
    - 5% bonus to capacitor capacity per EAS level
Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. The capacitor bonus helps to mitigate this issue.

Keres
  • - Hull: Maulus / Duvolle Labs
    - Slots: 2/5/3, 2 turrets
    - Fitting: 205tf, 33mw
    - Drones: 5Mbit/s bandwidth, 10m3 dronebay
    - Sensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric
    - Propulsion: 382m/s, 1,450,000kg
    - Tech II resistance bonus: 50% kinetic, 25% thermal
Bonuses:
  • - 5% bonus to Remote Sensor Dampener effectiveness per Gallente FF level
    - 10% reduction in Remote Sensor Dampener capacitor need per Gallente FF level
    - 10% bonus to Warp Disruptor range per EAS level
    - 10% reduction in Warp Disruptor capacitor need per EAS level
Note the warp disruption range is lower than for that of Gallente recons (up to 36km vs. 48km with Tech II warp disruptors).

Hyena
  • - Hull: Vigil / Core Complexion
    - Slots: 3/4/3, 2 turrets, 2 launchers
    - Fitting: 145tf, 36mw
    - Drones: none
    - Sensors: 592mm scan res, 35km, 21pt ladar
    - Propulsion: 391m/s, 1,375,000kg
    - Tech II resistance bonus: 50% em, 25% thermal
Bonuses:
  • - 5% reduction of Microwarpdrive capacitor penalty per Minmatar FF level
    - 7.5% bonus to effectiveness of Target Painters per Minmatar FF level
    - 20% bonus to Stasis Webifier range per EAS level
    - 3% reduction of signature radius per EAS level
The stasis webifier range is much shorter than for Minmatar recons (up to 20km vs. up to 40km), but still extremely dangerous when combined with the high scan resolution and maneuverability of a frigate.

Heavy Interdictors
Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.

Devoter
  • - Hull: Maller / Viziam
    - Slots: 6/3/7, 4 turrets
    - Fitting: 368tf, 1,265mw
    - Drones: none
    - Propulsion: 210m/s, 15,500,00kg
    - Tech II resistance bonus: 50% explosive, 25% kinetic
Bonuses:
  • - 10% bonus to Medium Energy Turret capacitor use per Amarr CC level
    - 5% bonus to armor resistances per Amarr CC level
    - 5% bonus to Medium Energy Turret ROF per HI level
    - 5% bonus to range of Warp Disruption Fields per HI level
    - Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Onyx
  • - Caracal / Kaalakiota
    - Slots: 6/6/4, 5 launchers
    - Fitting: 560tf, 835mw
    - Drones: none
    - Propulsion: 205m/s, 16,000,000kg
    - Tech II resistance bonus: 50% thermal, 25% kinetic
Bonuses:
  • - 5% bonus to kinetic missile damage per Caldari CC level
    - 5% bonus to shield resistances per Caldari CC level
    - 10% bonus to Missile Velocity per HI level
    - 5% bonus to range of Warp Disruption Fields per HI level
    - Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Phobos
  • - Thorax / Roden Shipyards (OMG?!?)
    - Slots: 6/4/6, 5 turrets
    - Fitting: 375tf, 1,165mw
    - Drones: none
    - Propulsion: 215m/s, 15,000,000kg
    - Tech II resistance bonus: 50% kinetic, 25% thermal
Bonuses:
  • - 5% bonus to medium hybrid damage per Gallente CC level
    - 5% bonus to armor resistances per Gallente CC level
    - 5% bonus to medium hybrid falloff per HI level
    - 5% bonus to range of Warp Disruption Fields per HI level
    - Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Broadsword
  • - Hull: Rupture / Core Complexion
    - Slots: 6/6/4, 5 turrets, 3 launchers
    - Fitting: 392tf, 1,010mw
    - Drones: none
    - Propulsion: 220m/s, 14,500,000kg
    - Tech II resistance bonus: 50% em, 25% thermal
Bonuses:
  • - 5% bonus to Medium Projectile Turret firing speed per Minmatar CC level
    - 5% bonus to shield resistances per Minmatar CC level
    - 5% bonus to Medium Projectile Turret falloff per HI level
    - 5% bonus to range of Warp Disruption Fields per HI level
    - Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Black Ops
The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and horse Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied horses behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and horse Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.

Redeemer
  • - Hull: Armageddon / Viziam
    - Slots: 8/4/7, 6 turrets
    - Fitting: 505tf, 17,000mw
    - Drones: 125Mbit/s bandwidth, 125m3 dronebay
    - Propulsion: 137m/s, 154,000,000kg, 0.0886x agility
    - Tech II resistance bonus: 10% explosive
Bonuses:
  • - 10% reduction in laser capacitor need per Amarr BS level
    - 5% reduction in laser rate of fire per Amarr BS level
    - 7.5% bonus to laser tracking per Black Ops level
    - 25% bonus to cloaked velocity per Black Ops level
    - Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Widow
  • - Hull: Scorpion / Kaalakiota
    - Slots: 7/8/4, 5 launchers
    - Fitting: 760tf, 8,800mw
    - Drones: 75Mbit/s, 75m3 dronebay
    - Propulsion: 126m/s, 161,000,000kg, 0.0886x agility
    - Tech II resistance bonus: 10% thermal
Bonuses:
  • - 5% reduction in missile launcher rate of fire per Caldari BS level
    - 10% bonus to missile velocity per Caldari BS level
    - 10% bonus to ECM effectiveness per Black Ops level
    - 25% bonus to cloaked velocity per Black Ops level
    - Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Sin
  • - Hull: Dominix / CreoDron
    - Slots: 7/6/6, 4 turrets
    - Fitting: 600tf, 8,800mw
    - Drones: 125Mbit/s bandwidth, 400m3 dronebay
    - Propulsion: 132m/s, 147,000,000kg, 0.0886x agility
    - Tech II resistance bonus: 10% kinetic
Bonuses:
  • - 5% large hybrid damage per Gallente BS level
    - 10% drone bonus to drone damage and HP per Gallente BS level
    - 5% bonus to agility per Black Ops level
    - 25% bonus to cloaked velocity per Black Ops level
    - Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Panther
  • - Hull: Typhoon / Thukker Mix
    - Slots: 8/5/6, 5 turrets
    - Fitting: 510tf, 12,750mw
    - Drones: 125Mbit/s bandwidth, 175m3 dronebay
    - Propulsion: 165m/s, 140,000,000kg, 0.0886x agility
    - Tech II resistance bonus: 10% em
Bonuses:
  • - 5% bonus to large projectile turret rate of fire per Minmatar BS level
    - 5% bonus to large projectile turret damage per Minmatar BS level
    - 5% bonus to velocity per Black Ops level
    - 25% bonus to cloaked velocity per Black Ops level
    - Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Marauders
Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.

Paladin
  • - Hull: Apocalypse / Carthum Conglomerate
    - Slots: 7/4/7, 4 turrets
    - Fitting: 500tf, 13,500mw
    - Drones: 75Mbit/s bandwidth, 75m3 dronebay
    - Sensors: 12pt radar, 10 target locks
    - Propulsion: 125m/s, 110,000,000kg
    - Tech II resistance bonus: 25% explosive, 12.5% kinetic
Bonuses:
  • - 5% bonus to capacitor capacity per Amarr BS level
    - 2% bonus to stasis webifier velocity factor per Amarr BS level
    - 7.5% bonus to armor repair amount per Marauder level
    - 7.5% bonus to large energy turret tracking per Marauder level
    - Role bonus: 100% bonus to large energy turret damage
    - Role bonus: 100% bonus to range and velocity of tractor beams
When using -90% webifiers, the stasis webifier velocity factor bonus increases the velocity factor penalty up to -99%, at which point a single webifier is as effective as two webifiers mounted on a standard ship. This means that the Paladin can easily hit any ship within web range, once the transversal velocity slows down.

Golem
  • - Hull: Raven / Lai Dai
    - Slots: 7/7/4, 4 missiles
    - Fitting: 715tf, 6,500mw
    - Drones: 75Mbit/s bandwidth, 75m3 dronebay
    - Sensors: 14pt gravimetric, 10 target locks
    - Propulsion: 125m/s, 110,000,000kg
    - Tech II resistance bonus: 25% thermal, 12.5% kinetic
Bonuses:
  • - 10% bonus to BS class missile velocity per Caldari BS level
    - 10% bonus to BS class missile explosion velocity per Caldari BS level
    - 7.5% bonus to shield boost amount per Marauder level
    - 7.5% bonus to target painters per Marauder level
    - Role bonus: 100% bonus to BS class missile damage
    - Role bonus: 100% bonus to range and velocity of tractor beams
The target painter bonus is quite effective in combination with missiles even against frigates if they are not using MWDs.

Kronos
  • - Hull: Megathron / Duvolle Labs
    - Slots: 7/4/7, 4 turrets
    - Fitting: 550tf, 12,000mw
    - Drones: 125Mbit/s bandwidth, 125m3 dronebay
    - Sensors: 13pt magnetometric, 10 target locks
    - Propulsion: 135m/s, 102,500,000kg
    - Tech II resistance bonus: 25% kinetic, 12.5% thermal
    - Cargo: 1275m3
Bonuses
  • - 5% bonus to large hybrid turret damage per Gallente BS level
    - 2% bonus to stasis webifier velocity factor per Gallente BS level
    - 7.5% bonus to armor repair amount per Marauder level
    - 7.5% bonus to large hybrid turret tracking per Marauder level
    - Role bonus: 100% bonus to large hybrid turret damage
    - Role bonus: 100% bonus to range and velocity of tractor beams
With the same stasis webifier velocity factor bonus as the Paladin, the Kronos is a death sentence to any frigate that ventures within web range.

Vargur
  • - Hull: Tempest / Boundless Creations
    - Slots: 7/6/5, 4 turrets
    - Fitting: 625tf, 7,900mw
    - Drones: 75Mbit/s bandwidth, 75m3 dronebay
    - Sensors: 11pt ladar, 10 target locks
    - Propulsion: 150m/s, 102,500,000kg
    - Tech II resistance bonus: 25% em, 12.5% thermal
    - Cargo: 1150m3
Bonuses:
  • - 5% bonus to large projectile turret ROF per Minmatar BS level
    - 10% bonus to large projectile falloff range per Minmatar BS level
    - 7.5% bonus to shield boost amount per Marauder level
    - 7.5% bonus to large projectile turret tracking per Marauder level
    - Role bonus: 100% bonus to large projectile turret damage
    - Role bonus: 100% bonus to range and velocity of tractor beams
The falloff bonus is significant advantage for the Vargur, giving it an impressive range even when fitted with Autocannons.

More blogs on new stuff and upcoming changes to follow.

Author: CCP Fendahl
Read more...

Source: eve-online.com | devBlog
Description: EVE: The Second Genesis, is a massively multiplayer, online, persistent world game. Players are spaceship captains cruising around a distant universe, trading, fighting and communicating with other players
Hehulk
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Post by Hehulk »

Come on Lee, lets hear it, the gallente ones suck :P

minnie marauder, HI and EAS = Win :boogie:
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Post by Anhamgrimmar »

Hehulk wrote:Come on Lee, lets hear it, the gallente ones suck :P

minnie marauder, HI and EAS = Win :boogie:
I quite like the look of the minnie blackops as well. a typhoon with a velocity skill bonus you say?
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Post by buzzmong »

Fuck that, the Phobos is in game properly!

WOO, PINK Thorax's ftw!
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Post by Hehulk »

CCPs gone on record: Those models are placeholders only. They may yet not put a pink thorax onto TQ :(
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Post by friznit »

Weird
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Post by Lee »

Hehulk wrote:Come on Lee, lets hear it, the gallente ones suck :P
Pfft, I think the Keres looks amazing, it's the one I'm looking forward to the most and have added ew skills to my plan.

The heavy dictors look pretty useless, the only reason dictors survive is their speed. HAC resists and a resist bonus isn't going to save them.

The black ops bs don't really interest me but the Sin looks pretty decent, not sure why it gets an agility bonus though.

And the Kronos looks uber, it'll be like having 10 turrets, it can probably hit 1200dps easy enough. Since they're supposed to have a missioning focus I'm not sure about those web effectiveness bonuses on the Paladin or Kronos, it's going to be nearly impossible to get in range of anything smaller than a battleship to actually use that bonus when you can't use mwd's in deadspace.
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Post by friznit »

Lee wrote:
The heavy dictors look pretty useless, the only reason dictors survive is their speed. HAC resists and a resist bonus isn't going to save them.
Dictors survive? :P

I think a lot will depend on how quickly you can launch/drop the bubble. Hopefully you can slam it up to catch your prey long enough to let the tacklers get in and hold it down, then drop the bubble and go to work.
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Post by bomberesque »

I WANT THE SHINY SHIP
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Post by Hehulk »

Which one?
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Post by bomberesque »

ALL

actually, having spent the last 2 weeks training up cruise M skills for no apparant reason other than I bought a nemesis, realised I couldn't fit it properly, looked at the hound, sold the nemesis (for a 2M profit, I might add) and will buy a hound next time I'm in Rens, I'm interested in the sideways buff that SBombers are getting. Perhaps an expansion of role.

Still, being told that Cruise deactivate 20km after the firer cloaks kinda borks the main role for SBomber anyway, although I'm not so sure about bombs and that. With SBII on teh nemesis I could target out to >200k with matching opt on the cruise (once support skills up). The SOP would seem to be decloak>instalock>fiervolley>claok>move>repeat. The minute you get targetted you're dust so you need to have range on the target. the cruise switchy off thing would mean needing to decloak within 20-30k of the target... Or did I get that wrong?

anyway, ready for Stealth bombers!

EAS; I quite like the minirecons, if they're cheapish (like, AF price). Good tackle / ECM at frigate prices
Heavy Dictors I see as useful in gangs but not fleets as the warp disrupt thingy seems to be area effect, not munitions based like dictor bubbles so you're gonna be primary and you can't run from it. Unless the SOP is to drop a fixed bubb, but I don't see it narf.
Black ops; Cloaky dokey with a jumpdrive and (albeit restricted) protal thingy? Hell Yeah! This looks like teh win, but I think they'l be capital prices. Any way to get a small POS in one of these ships? Ultimate stealth fleet movement.
Maurauders look like they're for missioning. Can't be bothered with that but I can see the attraction for mission runners. Shame, I was hoping for something a bit more left field with Marauders. Don't all misisoners have CNR already?

Oh, and wtf is "bandwidth"? They just took 2 years to *finally* fix drone control and now they're adding some kind of restriction? Bugger the 8M SP I put into them. Still, watch for a Bandwidth rig.
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Post by friznit »

Stealth bummers - fit RSD. You can lock them, they can't lock you. Flying a stealth bummer is very like piloting a submarine. Slow, boring, and if you fuck it up you die very quickly. They can be hellishly effective if you have the patience to do it properly though (camping a small bubble 30km off the gate is a favourite tactic).

I like the bandwidth cahnges. It's a great way of balancing the drone boats without screwing them over entirely.
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Post by Anhamgrimmar »

Band width is the amount of drones you can launch, whereas drone bay is the amount of drones you can carry. Drone ships appear to be mostly getting buffed dronebays, allowing them to CARRY more drones of a different type (Different class/EW drones etc etc), but still only launch a certain amount now.

it also raises the spectre of drone boats launching more drones of a lighter class (Anyone else remember the 15 drone Domis? /me shudders)
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Post by Hehulk »

Thing with that was, those 15 drones had like 1/3 the HP they do now, so they were easy to nuke with a smartbomb :)
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Post by bomberesque »

OK

RSD = ?

does bandwidth mean that they're dropping max 5 drones launched?

/edit, or is it to allow cruiser class boats the ca[pacity to carry 5 heavies, but not the bandwidth to launch them (thus making the sensible thing to carry multiple sets of mediums etc)?
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Post by friznit »

Remote Sensor Damps

Bandwidth means that even though you may be able carry lots of drones, you can only launch a few at a time. This is mostly going to effect ships like the Myrm, which atm can carry and launch 5 Ogre II's giving it insane dps for a bc, but in future will only be able to launch max 3 Ogre II's or 5 meds or a mix of the two up to the total bandwidth allowed for that ship.
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Post by bomberesque »

ah, then RSD not much use against a fleet as it's a use against a target type of thing. You stop one boat targetting you, but teh others can go nuts.

/edit; I had vision of 2 or 3 causing havok to a gate camping fleet, using descreet targetting and SBIIs to pop support cruisers. All they'd see was teh incoming cruise. they wouldn't even know who havd been targetted

I believe that teh auto-off change to cruise was made to stop the cloaking cruise raven. But when you look at the stats for a SB, it's clearly intended to be able to lock from miles away (at least the nemesis is, I'm fairly sure the others are similar). Still, I'll be in one in few days, DIVE DIVE, NEIN DAS BOOT GAHHHHHHH

Bandwidth. Got it. How do I get cable interweb? :P
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Post by bomberesque »

oh, and how about Marauders as Masterplan boats? Seem to have everything except decent sensors and (*assumes*) affordability on their side

/edit

Better DPS per slot
Spare utility Hi-slots
Big cargo cap for cap booster charges
Tanking bonus (for semi-masterplan)
Hard as f^ck
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Post by Anhamgrimmar »

bomberesque wrote:oh, and how about Marauders as Masterplan boats? Seem to have everything except decent sensors and (*assumes*) affordability on their side

/edit

Better DPS per slot
Spare utility Hi-slots
Big cargo cap for cap booster charges
Tanking bonus (for semi-masterplan)
Hard as f^ck
Very except affordability apparently. i saw sommat on Eve-o (yes, yes, everything i read and all that.....still) about someone working out howmuch it would cost per unit. With a ME0 BPC, it was looking like 500m, but invented copies seldom start at me 0, its more like me -7, which pushes the unit price upto about 800m

ETA: Linkeh to the thread i was refering to. my memory may have overstated the costs involved, but not by much....
Last edited by Anhamgrimmar on October 24th, 2007, 17:14, edited 1 time in total.
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Post by bomberesque »

800m?

That's as much as a factional BS isn't it?
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