Nobody knows what it will be, but historically CCP has only trademarked its game titles, not its expansions, implying that this is a bit more serious. However considering how stretched thin CCP already is, it will have to be something that doesn’t take a lot of developer time.
Do you know a player that hasn’t been around for a while? Now you can send them 7 free days of game time and get them back into the action immediately! If they accept the free game time and make a further eligible subscription payment, you can earn rewards!
NOTE: The invites you send will expire 30 days after you send them and will be unusable during times when the recall program is not available.
Interestingly, the resub rewards change every month; I’m not sure why, perhaps the random element adds to the aura of mystery.
Not much to say here. They’ll get better, and might be used more often than the edge case of ‘small ship tacking big target’. It is, however, an indirect buff to the Curse, Pilgrim and any rebalanced Blood Raider faction ships.
There’s a lot of changes in this dev blog, so we’ll take it from the top.
The racial light/medium drone change is welcome, but I don’t think it will be sufficient to shift the PVP meta much. There will be an upswing for Caldari drones in PvE because the 8% drop in damage is counteracted by hitting Guristas kinetic resist hole. I don’t think the same could be said for Amarr drones in PvE, since the damage differential is considerably more stark and the resistance differential less stark. Amarr drones are more fragile as well. It’s good to see that Augmented drones will soon be the go-to PVE drones of choice; as good as tech 2, but faster and tougher.
Medium and heavy drones getting increased speed is a good thing, provided the weirdness about drones not being able to track targets due to overshooting doesn’t crop up more often.
The drone skill rebalance is fairly well done and welcome.
The sentry drone changes are a mixed bag. There’s an inherent 6.5% damage nerf for Tech 2 Sentries (tech 1 is about the same DPS as before) which didn’t get mentioned. The changes to the racial range/tracking are good, and follow the general engagement envelopes of their corresponding racial ships well. It does make the contrast between light/medium/heavy drones and sentries a bit jarring though.
Most of the changes to fighters and fighter-bombers is welcome, now that more drone skills affect their behaviour. The reduction in number of fighter-bombers is also going to reduce server load, but I’m not sure why super-carriers get +100% damage bonus to fighter-bombers: why not just bake that into the base stats of the fighter-bombers? unless more ships will be able to use fighter-bombers in future?
However, it’s important to note that, since drone damage amplifiers will now affect fighter-bombers, the Nyx’s +5%/level bonus to FB damage is outclassed by the Aeon, since the Aeon has an extra low slot to put a DDA in while retaining a greater armour tank. It even has the energy transfer range that the Nyx doesn’t. So yeah, at the moment, there’s no reason to fly a Nyx unless it’s some sort of shield-tanked gank fit.
Also, to whoever is thinking of building fighter-bombers before the material requirements increase: remember that super carriers will only need half as many as they do now, so the market for them will likely be flooded for a long, long time to come.
Mining Barge Rebalance
A series of tweaks to mining barges that overall look quite okay.
Ore yield in general is getting a slight haircut: (see chart for ‘effective strip miner’ equivalents)
All types of barge gain an additional low slot, which will put more pressure on fits if a mining upgrade is fit, so consider a damage control instead.
Procurer line will gain more drone damage, although the Procurer itself is losing a mid slot (which is okay, since its tank was more than enough before)
Retriever line loses a bit of yield (now same as the Procurer), because the ore cargo hold size appears to be just way too popular
Covetor line gains more agility and range but higher signature radius, making it an ‘at-keyboard player only’ type ship. I still think the yield bonus isn’t good enough for the risk, considering the ease of finding mining sites with interceptors, but perhaps that’s #justanullsecthing.
In regards to the mining barge changes, I’ll put up some suggested fits when EFT gets updated, just like last time.
Update from Fozzie clarifies some things. Still want an explanation of T2 drones though. Is my math wrong?