
Removed Bonus: 5% bonus to Light Missile and Rocket explosion radius. In this case, giving the Typhoon Fleet back some of the application bonuses which make the Typhoon strong should broaden its use cases and make it more dangerous, particularly when punching down. Added Bonus: 7.5% bonus to Large Projectile turret trackingĪs with some of the other navy ships we’ve looked at, we’re taking some of the bonuses from the T1 variation which the navy variation was missing and adding them back in to clearly push the navy ship up above its more basic variation. Added Bonus: 7.5% bonus to Cruise Missile and Torpedo explosion velocity. With these changes we’re looking to pull it out and make it more unique by giving it highly flexible bonuses and a return of the energy neutralizer utility which makes its T1 variation so popular. The Armageddon Navy Issue, once the king of damage, has long languished in the shadow of a crowded field of large laser armor battleships. Drone bay capacity increased from 200 to 275 m3. Powergrid reduced from 17,500 MW to 16,000. Added Bonus: 10% bonus to Energy Nosferatu and Energy Neutralizer optimal range. Added Bonus: 10% bonus to drone hitpoints and damage. Added Bonus: 10% bonus to Large Energy Turret, Heavy Missile, Cruise Missile and Torpedo damage. Removed Bonus: 10% reduction in Large Energy Turret activation cost. Removed Bonus: 5% bonus to Large Energy Turret rate of fire. The repair bonus also adds additional survivability, making this ship a menace in close-range battleship combat. The Dominix Navy was often overlooked for its T1 variation due to its loss of drone tracking, these changes should help to keep it on par with the T1 dominix in terms of drones, so it can flex its other bonuses a bit better. Added Bonus: 7.5% bonus to armor repair amount. Added Bonus: 10% bonus to Drone tracking speed. Powergrid increased from 11,000 to 13,500. Overall the goal here is to improve fitting, improve mobility and give the ship a slight bump in damage output so hopefully it will be interesting and competitive in pvp/pve. Removing a turret opens up additional fitting space as well and the loss of the turret is counteracted by a larger damage bonus. Eve online forums full#
The Exeq Navy struggled to fit much else beyond a full rack of neutrons blasters, these changes should help it to fit more comfortably for combat. New Bonus: 15% reduction to Armor Plate mass penalty.New Bonus: 10% bonus to Medium Hybrid Turret falloff.Base speed increased from 255 m/s to 280 m/s.Powergrid increased from 830 MW to 1030 MW.These changes should help it to fit more easily, fit more tank with the added mid and do a bit more damage as well. The Caracal Navy Issue struggled to fit Heavy Assault Missiles due to restrictive powergrid. Powergrid increased from 715 MW to 900 MW.With Uprising having a focus on refreshing factional warfare, it’s thematically appropriate we review the navy ship lineup and give some love to some of the existing navy ships which were underperforming, with the goals of keeping the pvp meta fresh and adding additional value to militia LP stores for those players fighting for their empires. Our goal is to adjust the prices involved here so that the blueprint store LP offerings are more economical than the direct ship trade-in, since there is additional time and effort involved in the manufacturing process.
Blueprints for Navy ships no longer require factional Neurolink Conduits to build.Blueprint LP Costs are reduced by 60% (for the faction Militia LP stores only).Navy Ship Blueprint and Material Cost UpdatesĪlong with the balance updates, we are adjusting several aspects of how these ships are acquired / created in-game to ensure they remain affordable to manufacture and fly. This thread is to tell you about the changes we’re looking to make We have a number of balance updates coming with the Uprising expansion which some of you noticed on Singularity yesterday (and will be returning to the test server soon).