When you are disconnected from the server, an ‘attempt to return to dronebay’ command is issued to the drones you control, at the same time as the command to warp away is issued. As always, the success of drones returning to your drone bay depends upon their distance from your ship and the speed with which it enters warp.
• All ships can now use the ‘Reconnect to lost drones’ command.
• Your orbit and keep at range distances are remembered for each ship type, so you don't have to constantly re-configure.
• New engine trails have been added for all races of ships.
• Turret effects will now miss the target when the shot misses.
• A brand new warp tunnel effect has been added which now warps planets around your tunnel path with dazzling effect.
- I wonder if this one moves planets you were about to warp 'through' so that you warp beside them, as well. Because that would be increadibly helpfull to immersion and fix a visual 'issue' I've agonized over since I started playing...
A ‘Loot All’ button has been implemented for wrecks and cans. Players can now take all items from an open wreck or can window with a single button push. If there are items which are contraband anywhere in the space, then the player is warned. This warning may be turned off, as normal.
Ore-thieves are gonna have a field-day. I can hear the nerd-gasm of every Black Nova corp member from where I am...
• The rate of fire penalty has been removed from all destroyers.
• For all destroyers the shield and armor have been increased by 10%, capacitor capacity has been increased by 25% and signature radius decreased by 25%.
Nice... that's all I've got to say on this.
The Dramiel has had several changes which include:
o Mass increase from 740,700 kg to 950,000 kg.
o Max velocity reduced from 473 m/sec to 460 m/s
o Scan resolution reduced from 990 mm to 750 mm.
o CPU reduced from 145 tf to 133 tf.
o Powergrid reduced from 38 MW to 37 MW.
F.I.N.A.L.L.Y. This will help alot. While they are easier to miss now high-tracking weapons can still compensate, and the reduced easy of fittings makes them harder to fitt like I-Win buttons. I don't think it will tip them off their throne as the most OP frigates but the re-balance wil lhelp make encounters with them a bir more 'fair', or rather, make it slightly easier for you to actually win a fight with them.
• Significant changes have been made to hybrid turrets to increase their overall effectiveness. Full details on these changes, along with changes to other Tech II ammunition balancing listed under ‘Weapons and Ammunition’ can be found in the blog Hybrid weapon and tech II ammo balancing by CCP Tallest.
• All hybrid charges have been reduced in volume by 50%
• All hybrid turrets have had their capacity reduced by 50%
• All XL hybrid turrets now receive a -5 CPU reduction.
• All large hybrid turrets now receive a -3 CPU reduction.
• All medium hybrid turrets now receive a -2 CPU reduction.
• All small hybrid turrets now receive a -1 CPU reduction, with the exception of the 75mm Railgun.
• Hybrid turrets now use 12% less powergrid, rounded to the nearest number, with the exception of the Light Electron Blaster I, Light Ion Blaster I, 125 mm Railgun I and 75mm Railgun I which remain unchanged.
• All hybrid turrets have had their reload time reduced to five seconds.
• The capacitor usage for all hybrid turrets has been reduced by 30%.
• Small, medium and large blasters will now receive +20% to tracking.
• Small, medium and large blasters will now receive +5% to damage multiplier.
• Small, medium and large railguns will now receive +10% to damage multiplier.
• Small, medium and large railguns will now receive +5% to tracking.
• All sizes of Javelin ammunition have had their capacitor penalty removed.
• Javelin, Gleam and Quake have had their tracking penalty turned into a bonus. The tracking speed multiplier has been increased from .75 to 1.25 x.
• Hail has had its falloff penalty removed completely.
• Falloff for XL autocannons has been increased by 50%.
• Missiles and bombs maximum ranges now show up on the tactical overlay.
Lovely. Just... lovely. I fuly expect blaster/rail boats to have a better use now. Have yet to test this but I'll remain optimistic, for once, until given reason not to.
Also, the 'you can now see how far those missiles will go' option will help alot. Don't have to do the missile range math piece every time
Insurance is no longer paid out for players who are killed by CONCORD.
Yes. Suicide-gankers river of tears inbound, in 3, 2, 1... CCP are the best griefers, after all.
• Reduced the size of metal scraps to 0.01 m3 in volume.
This helps too.
Captains Quarters visual appearance now changes depending on the security status of the system they are in. If the Captains Quarters look shiny and beautiful in high sec, they now get more dirty and worn deep in null sec.
Null-sec folks get to live in the getto. Auchie.
• If someone you’re assisting in high security space gets an unexpected aggression flag, your assistance module will deactivate and require manual reactivation to avoid unintentional flagging towards the assister.
THIS will help alot. Corpie once lost a ship like this.
There is so much else, so many seemingly small fixes and improvements here that adds up to the total picture. I'm highly impressed, let's hope this improves the enjoyment of this game for everyone. It likely will for me. Hell, I'm jsut extatic to get hybrid-buffing and engine trails, tbh. Rest is highly usefull bonuses.