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- (Timings in this are for https://www.youtube.com/watch?v=w8K9b7CEWOE&feature=youtu.be )
- 11:30 - Announcement that they are completely re-imaging capitals
- 11:35 - All capitals (dreads, carriers, supercarriers, titans) getting fleet hangar, ship hanger
- 11:50 - All super capitals (super carriers, titans) also getting range of unique abilities
- 12:00 - Dreads are going the be the "in your face" gun platform
- - Backed up by titans with interesting effects
- 12:15 - Carriers will project their fighters across the battlefield at long range
- - Backed up by super carriers, also at long range, EWAR abilities
- 12:25 - Moving logistics role to a brand new set of capitals
- - Called "Force Auxiliares"
- - Galante can be seen at 13:38
- - Minmatar at 13:00
- - Fairly limited combat capabilities
- - When in triage they are the logistics backbone of any capital fleet
- 12:20 - Whole new range of capital modules
- - Armor Plates
- - Shield Extenders
- - Propulsion Modules
- - Capacitor Warfare Modules (Nos / Neut)
- - Capacitor Boosters, Charges and Batteries
- 13:40 - Capital Meta, Tech 2 and Faction variants (including existing)
- 13:55 - "So yeah, there will be tech 2 extra large guns, and ammunition, and skills" - CCP Larakin
- 14:05 - New XL Turret tentatively named "High angle weapon batteries"
- - [Appears to be a triple battery of battleship guns on a dread]
- - Specifically designed to shoot at subcapitals
- - Have high tracking, really high rate of fire, short range
- - Balanced separately to existing XL weapons
- 14:25 - Rebalance existing XL weapons to not be very good at hitting subcapitals
- - Used to kicking over sandcastles and other capitals
- 14:50 - Capitals are losing complete eware immunity
- 15:09 - "If brave newbies show up in 50 rifters, they can tackle your titan" - CCP Larakin
- 15:20 - Capital remote repairs will only be effective in triage
- 15:35 - You will not be able to refit with a weapons timmer
- - CCP Acknowledge this is a drastic change and will completely change the way capital combat works in eve
- 15:58 - "We are giving capitals weapons and abilities that can affect sub-capitals, but they are going to be more vulnerable to sub-capitals as well" - CCP Larakin
- 16:15 - Complete rework of fighters / carriers
- - Removing fighters and replacing them with "squadrons"
- - Carriers will be able to launch between 3 and 5 squadrons
- - Different types of squadrons
- - Squadrons do not have traditional shield/armor/hull
- - HP of squadron measured by how many fighters are left alive in the squadron
- - You can't repair something that's dead
- - Squadrons are going to have a whole range of brand new abilities
- 16:49 - [Image shows guns, Nos, Target painter and doomsday]
- - Examples given:
- - Torpedo Barrage (Designed to do massive damage to capitals/structures)
- - Microjump drive (rapid battlefield movement)
- - Evasive maneuvers ("mmm... short invulnerability buff")
- - Missile swarm (launch at other fighter squadrons to taken them out before they reach your capitals)
- - New tactical combat ui [think homeworld]
- - Can send your fighter squadrons to any point in space
- - It will be important for carrier pilots to master this position gameplay
- 17:45 - Revamp camera
- - Can detach them camera from your/any ship
- - Eg. free camera mode
- 18:25 - New doomsdays "sickle class"
- - Free targets "slash" from point a, to point b
- 18:45 - [Video of sickle class doomsday]
- 19:41 - Doomsday "Hand of God"
- - Titans using their bridging technology can teleport a group of sub-capitals against their will to a random spot in the same solar system
- - Not powerful enough to teleport capitals
- - Will disrupt capital warp and jump drives
- 20:30 - Super Carriers will also have a selection of long range area of effect EWAR effects
- - Super Carriers will act as long range artillery
- - While controlling their fighters, they can use these abilities to debuff enemy fleets
- 20:55 - Most importantly all of these super weapons have counter gameplay
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