Friday, November 15, 2013

Gizoogle - Patch notes For EVE Online: Rubicon 1.0

I have not Gizoogled patch notes in a while.

Warning for those who have never seen me do this. I run the patch note page through a translation site aka Gizoogle and paste the results here. If you don't find it amusing, skip this post. Its obnoxious and it is hilarious.

The real patch notes are here. I suggest everyone give them a read. For those who want the 'real' version as I call the gizoogled ones they are below the cut.

Patch Notes fo' Rubicon
15.11.2013 17:53
Patch notes For EVE Online: Rubicon 1.0
Released on Tuesday, November 19th 2013

Patch Size: 1.21GB (Approximately)

Features
Mobile Structures

Four freshly smoked up typez of underground deployable structures done been pimped - Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor n' Mobile Siphon Unit. Right back up in yo muthafuckin ass. See http://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ for mo' details.

Da maximum penalty fo' comin' at a Mobile Structure up in any area of space be a Crimewatch suspect flag.
All Mobile Structures step tha fuck up on directionizzle scans n' can be found rockin combat scanner probes.

Siphon Unit

Blueprints fo' a freshly smoked up mobile structure called tha Lil Small-Ass Mobile Siphon Unit can now be purchased from any of tha four main Empire faction markets at a price of 100,000,000 ISK.
Lil Small-Ass Mobile Siphon Units can only be deployed outside starbases (POSes). Once deployed, it cannot be scooped up again.
Da name of tha playa dat deployed a Lil Small-Ass Mobile Siphon Unit is visible up in tha Show Info fo' tha structure.
Lil Small-Ass Mobile Siphon Units will decay up in 30 days.
Da Lil Small-Ass Mobile Siphon Unit has Effectizzle Hit Pointz of 80.000. POS glocks do not automatically blast all up in tha Siphon Unit.
Da Lil Small-Ass Mobile Siphon Unit can loot raw material (moongoo) from actizzle Moon Harvesta Arrays n' simple erections from actizzle Simple Reactor Arrays. Well shiiiit, it cannot loot alchemy output.
Siphon Units loot 60 unitz of raw shiznit or 30 unitz of processed material. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack. Right back up in yo muthafuckin ass. Siphon Units can only loot from tha end of a thang chain n' tha Lil Small-Ass Mobile Siphon Unit prioritizes raw material over processed material. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack. Da unit steals all up in tha same time tha starbase produces, so once per hour.
10% of what tha fuck is jacked is wasted, i.e. destroyed. Y'all KNOW dat shit, muthafucka! Da rest is stored up in tha Lil Small-Ass Mobile Siphon Unit. Well shiiiit, it can store 900m³. If it is full, it stops jackin.
Anybody can access tha storage of tha Siphon Unit n' remove shit.

Mobile Cynosural Inhibitor

Blueprints fo' a freshly smoked up mobile structure called tha Mobile Cynosural Inhibitor can now be purchased from various stations, mostly up in 0.0 at a price of 150,000,000 ISK.
Each Mobile Cynosural Inhibitor can only be deployed once up in ta space. Once deployed, it cannot be scooped up again.
Da Mobile Cynosural Inhibitor has a 2 minute activation time afta launching.
Da name of tha playa dat deployed a Mobile Cynosural Inhibitor is visible up in tha Show Info fo' tha structure.
Mobile Cynosural Inhibitor will decay up in 1 minute afta launching.
Mobile Cynosural Inhibitor has Effectizzle Hit Pointz of 170,000 (10,000 Shield, 10,000 Armor, n' 150,000 Structure).
Da Mobile Cynosural Inhibitor prevents Cynosural Field Generator modulez from bein activated wit up in a 100km range afta it has been activated. Y'all KNOW dat shit, muthafucka! This type'a shiznit happens all tha time. Covert Cynosural Field Generators is not affected.
Da Mobile Cynosural Inhibitor cannot be deployed within 200km of another Mobile Cynosural Inhibitor.
Da Mobile Cynosural Inhibitor cannot be deployed within 75km of a station or a stargate.
Da Mobile Cynosural Inhibitor cannot be deployed within 40km of a cold-ass lil control tower.

Mobile Tractor Unit

Blueprints fo' a freshly smoked up mobile structure called tha Mobile Tractor Unit can now be purchased from any of tha four main Empire faction markets at a price of 30,000,000 ISK.
An actizzle Mobile Tractor Unit can be retrieved by tha balla afta havin been deployed.
Da Mobile Tractor Unit has a 10 second activation time afta launching.
Da name of tha playa dat deployed a Mobile Tractor Unit is visible up in tha Show Info fo' tha structure.
Mobile Tractor Unit will decay up in 2 minutes afta launching.
Mobile Tractor Unit has Effectizzle Hit Pointz of 50,000 (10,000 Shield, 10,000 Armor, n' 30,000 Structure).
Da Mobile Tractor Unit will tractor beam thugged-out n' neutral wrecks n' cargo containers from up ta 125km away
Da Tractor Beam has a 5 sec cycle time.
Da Mobile Tractor Unit has a 27,000m3 cargo capacity.
Da Mobile Tractor Unit tractors one wreck at a time.
Da Mobile Tractor Unit cannot be deployed within 5,000m of another Mobile Tractor Unit.
Da Mobile Tractor Unit cannot be deployed within 50km of a station or a stargate.
Da Mobile Tractor Unit cannot be deployed within 40km of a cold-ass lil control tower.

Mobile Depot

Blueprints fo' a freshly smoked up mobile structure called tha Mobile Depot can now be purchased from any of tha four main Empire faction markets at a price of 1,000,000 ISK.
An actizzle Mobile Depot can be retrieved by tha balla afta havin been deployed.
Da Mobile Depot has a 1 minute activation time afta launching.
Da name of tha playa dat deployed a Mobile Depot is visible up in tha Show Info fo' tha structure.
Mobile Depot will decay up in 30 minutes afta launching.
Mobile Depot has Effectizzle Hit Pointz of 17,500 (5,000 Shield, 5,000 Armor, n' 15,000 Structure).
Mobile Depot will provide a gangbangin' fittin steez ta tha balla wit up in 3000m of tha Mobile Depot.
Da Mobile Depot has a 2 dizzle reinforcement cycle n' can be scooped by tha balla up in while up in reinforcement.

Da Mobile Depot will enter a reinforcement cycle when reachin 25% shields.
Da Mobile Depot will exit reinforcement wit 0% shields.
Da Mobile Depot has a 3,000m3 cargo capacity.
Da Mobile Depot has a 2500m access range.
Da Mobile Depot cannot be deployed within 6,000m of another Da Mobile Depot.
Da Mobile Depot cannot be deployed within 50km of a station or a stargate.
Da Mobile Depot cannot be deployed within 40km of a cold-ass lil control tower.
Pimp Joints

New Anomalies called ‘Pimp Joints’ added ta High Sec, Low Sec, Null Sec n' WH space – one fo' every last muthafuckin pirate faction up in each area. Right back up in yo muthafuckin ass. See this blog fo' mo' shiznit

Each Pimp Joint will feature 4 jackin containers dat can be accessed wit relic or data analyzers
Pimp Joint jackin containers will only have 1 chizzle at success or failure
If you fail up in jackin a Pimp Joint container, it will detonate, causin Explosive damage ta mah playas nearby
Pimp Joints feature invisible timers. If tha timer expires while yo ass is still up in tha Pimp Joint, tha remainin jackin containers will detonate, causin area-of-effect Explosive damage. Wavez of NPCs will spawn shortly after

New NPCs added fo' Pimp Joints – 4 cruisers fo' each pirate faction
Pimp Joint loot tablez added includin BPCs fo' freshly smoked up Ascendancy Implant sets
High-Sec Player Owned Customs Offices

All Concord operated Customs Offices up in Hi-Sec is now controlled by InterBus. Interbus stations gotz a tax rate of 17%.

InterBus Customs Offices can be beat down by mah playas.
Players can build a Customs Office orbitin a hood dat has no Customs Office. This is legit fo' all securitizzle bandz yo, but existin hood restrictions fo' Custom Offices (like dem up in Jita) will remain.
Player Owned Customs Offices up in Hi-Sec gonna git a NPC tax rate of 10% fo' export, 5% fo' import.
New Skill: Customs Code Expertise reduces tha NPC tax rate by 10% per level.
Da tax base value fo' Planetary commoditizzles is bein reduced by between 11% n' 20%, based on tier.
Attackin POCOs up in Hi-Sec will brang Concord response, unless tha comin' at playa is up in a cold-ass lil corporation dat be at war wit tha balla of tha POCO.
New Certificate n' Mastery Systems

Da Certificate System has been straight-up overhauled ta be mo' intuitizzle ta use. For mo' shiznit, please refer ta this Dev Blog fo' mo' details on tha chizzles.
Each Certificate now has 5 progression levels n' aint gots nested requirements from other Certificates.
Certificate icons done been revamped; it is now easier ta notice they is different based on tha 5 progression levels mentioned above.

Certificates done been removed from they specific tab up in tha Character Sheet window n' is now available up in tha Skill tab. There, Certificates is sorted by tha same categories used ta filter various skill groups.
Right-clickin a Individual Certificate will open mo' shiznit bout it, includin its description, tha various progression levels n' tha various ships it is recommended for.
Da Certificate Planner has been removed.

It be no longer necessary ta manually claim Certificates when meetin requirements.
Certificates can no longer set as public.

Da Certificate tutorial has been updated ta match tha chizzles, under EVE Help (F12), up in tha tutorial tab n' by lookin inside tha “General” group

Skills also have received freshly smoked up icons ta match tha Certificate chizzles.
Certificates is now coupled wit tha concept of “Mastery” when assigned ta specific shizzle hulls.
A particular shizzle Mastery level is tha collection of all Certificatez of tha same level assigned ta dat hull. This can be viewed by lookin at any shizzle show-info, then goin tha fuck into tha “Mastery” tab.
Each Mastery has 5 levels (each matchin one of tha 5 Certificate levels)

A chronic checker indicates tha Certificate requirements has been met, a orange circle means a shitload of tha requirements is trained but not kicked it wit while a red cross means some game is missing. Individual game may be peeped by clickin each Certificate crew ta expand or collapse dat shit.
Da shizzle requirement tab has been updated ta match chizzlez ta tha Mastery tab

Primary, secondary, tertiary requirements n' so done been removed ta avoid unnecessary mad drama. Instead, all mandatory game ta fly a particular shizzle is highlighted up in chronic or red dependin if skill requirements is kicked it wit or not.

Da hustlin timer should now be mo' accurate, n' avoid countin nested skill requirements if tha user can already fly tha shizzle (like losin some prerequisites fo' some reason)
Ship show info header has been updated as well

Da shizzle show info header now displays tha user current skill requirement n' Mastery levels fo' quick reference.

Clickin each of dem icon will open they respectizzle tabs n' details, as mentioned above.
Interbus Ship Identification System

A visualization tool has been added ta represent progression n' clear identification of all tha non-unique ships in-game. This shizzle tree, named tha “Interbus Ship Identification System”, may be accessed by clickin tha freshly smoked up button available up in yo' NeoCom, by pressin ALT+& or by clickin tha “Show up in ISIS” button up in tha shizzle show-info. For mo' shiznit, please refer ta dat Dev Blog

Ships is sorted by tha various in-game factions they come from. They is tha four main Empire (Amarr Empire, Caldari State, Gallente Federation, Minmatar Republic), plus tha various pirate faction n' miscellaneous crews like O.R.E., Sansha’s Nation, Blood Raider Covenant, Angel Cartel, Serpentis n' Servant Sistaz of EVE.

Da user may select tha desired faction by clickin on one of tha upper-left faction icons.
Mouse hoverin one of tha icons will update tha pop-up menu wit relevant shiznit ta dat particular faction. I aint talkin' bout chicken n' gravy biatch. Da icons up in tha pop-up window may be theyselves hovered wit tha mouse fo' further details on they respectizzle meaning.
Clickin on each faction will open up tha respectizzle tree.
ISIS Ship groups
Ship crews is sorted by size (smalla hulls is displayed on tha left, larger hulls on tha right) n' by Tech level (Tech Pt II n' Pt III hulls is located above tha Tech I hulls they is based upon).
Each shizzle crew has a individual icon fo' quick recognizzle n' lists all tha relevant hulls up in its midst (example: tha Frigate crew up in tha Amarr Empire faction lists tha Executioner, Inquisitor, Tormentor, Punisher, Crucifier n' Magnate)
Groups dat done been unlocked by meetin skill requirements is light up. To view exact skill requirements on unlocked groups, hover tha mouse on tha crew icon.

Hoverin tha shizzle crew icon will indicate its role n' display relevant game yo. Hoverin over tha role icons will display mo' shiznit bout em. When tha crew has not been unlocked yet, dis displayed game is ghon be high-level requirements needed ta big up dat shit. When unlocked, tha crew will display Spaceshizzle Command game dat give bonuses ta tha whole group.
ISIS shizzle types

Hoverin tha mouse over each particular shizzle type displays tha shizzle role n' bonuses fo' realz. As usual, hoverin tha role icons will display mo' shiznit bout em. Clickin tha white text up in tha shizzle bonuses will open relevant item show-info (either game or modulez dependin on tha context).
Left-clickin on each shizzle will open tha show-info fo' dat particular hull. Right-clickin will allow tha user ta view tha shizzle up in tha market or contracts as well.

Below each shizzle silhouette is tha Mastery level icon, which indicates how tha fuck well tha user can fly tha hull. Well shiiiit, it ranks from I ta V, n' details may be accessed all up in a left-click, then goin tha fuck into tha “mastery” tab up in tha shizzle show-info. Right back up in yo muthafuckin ass. Ships dat done been straight-up mastered (Mastery at V) will show as golden up in tha ISIS.
Synergy wit tha Compare tool

Da Compare Tool (available by clickin tha “E” icon all up in tha top of tha NeoCom, then selectin “Compare Tool” up in tha drop-down list) can be used ta quickly weight various shizzle attributes from tha ISIS
For this, simply drag n' drop shizzle types from tha ISIS tha fuck into tha compare tool window, then select specific attributes ta be compared from tha left scroll-down tab. Right back up in yo muthafuckin ass. Ships may also be dragged n' dropped from tha show info shizzle model or Market windows.
Ships

All ships have had they warp speedz rebalanced. Y'all KNOW dat shit, muthafucka! Additionally, a ship's maximum warp speed affects how tha fuck quickly it reaches dat speed. Y'all KNOW dat shit, muthafucka! (Ships wit a higher warp speed will reach dat speed up in a shorter time). Previously all ships took tha same time ta accelerate up ta they maximum warp speed. Y'all KNOW dat shit, muthafucka! Deceleration rates done been similarly tweaked. See this blog fo' details.

Da two freshly smoked up SoE hulls, tha Astero n' Stratious, may be obtained all up in tha Sista of EVE (high, low n' null-sec) or Sanctuary Corporations (null-sec only). For mo' shiznit please refer ta this Dev blog.

For tha Sistaz of EVE corporation, prices are:
Built Astero: 100,000 LPs n' 10m ISK
Astero 1 run BPC: 30,000 LPs n' 15m ISK
Built Stratios: 300,000 LPs n' 20m ISK
Stratios 1 run BPC: 120,000 LPs n' 30m ISK
For tha Sanctuary corporation, prices are:
Built Astero: 80,000 LPs n' 5m ISK
Astero 1 run BPC: 20,000 LPs n' 10m ISK
Built Stratios: 240,000 LPs n' 15m ISK
Stratios 1 run BPC: 80,000 LPs n' 20m ISK

Astero
Amarr Frigate Bonus: 4% bonus ta Armor Resists
Gallente Frigate Bonus: 20% bonus ta drone hitpoints
Role Bonus: 100% reduction up in CPU requiement fo' cloaks, 37.5% increase Scan Prob Strength (maybe dis should be a rounder number, biatch? right now it bigs up tha t1 bonus) n' +10 Virus strength fo' Relic n' Data Analyzers
Can fit Covert Ops Cloakin devices
Slot layout: 2H, 4M, 4L; 2 turrets, 0 launchers
Fittings: 32 PWG, 170 CPU
Defense (shieldz / armor / hull) : 540 / 600 / 600
Capacitor (amount) : 430
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 312 / 2.87 / 975000 / 3.88s
Drones (bandwidth / bay): 25 / 75
Targetin (max targetin range / Scan Resolution / Max Locked targets): 37km / 620 / 6
Sensor strength: 13
Signature radius: 35
Cargo Capacity: 210

Stratios
Amarr Cruiser Bonus: 4% bonus ta Armor Resists
Gallente Cruiser Bonus: 10% bonus ta Drone hitpoints n' damage
Role Bonus: 50% bonus ta Medium Juice Turret optimal range, 37.5% increase Scan Prob Strength (maybe dis should be a rounder number, biatch? right now it bigs up tha t1 bonus) n' +10 Virus strength fo' Relic n' Data Analyzers
Can fit Covert Ops Cloakin devices
Slot layout: 5H, 5M, 5L; 4 turrets, 0 launchers
Fittings: 920 PWG, 400 CPU
Defense (shieldz / armor / hull) : 1950 / 2400 / 2450
Capacitor (amount) : 1700
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 182 / .47 / 9350000 / 6.09s
Drones (bandwidth / bay): 100 / 400
Targetin (max targetin range / Scan Resolution / Max Locked targets): 55km / 275 / 7
Sensor strength: 20
Signature radius: 150
Cargo Capacity: 550
Modulez

A freshly smoked up Bastion Module has been introduced ta complement tha freshly smoked up Marauder role. Its blueprint be available fo' 50m ISK up in tha Market, under tha Blueprints > Ship Weapons > Turrets & Bizzles > Weapon Upgrades category. Module details is available below.
Bastion Module

Increases shield n' armor repair amount by 100%.
Boosts all shields, armor n' hull resistances by 30%.
Extendz all big-ass turret falloff n' optimal by 25% (is stackin penalized wit other shit boostin tha same attributes).

Increases all big-ass pistol max velocitizzle by 25%.
Has a cold-ass lil cycle time of 60 seconds.

When up in bastion mode, Marauder is immune ta EW but cannot be remote assisted up in any way.
When up in bastion mode, Marauder speed is set ta 0 m/s n' cannot warp (mass is unchanged) fo' realz. Also receives a weapons timer dat prevents station dockin or gate jumping. Weapon time don't require tha user ta drop weapon safetizzles up in high-securitizzle space.
Only one may be fitted per Marauder, cannot be deactivated before cycle ends.
Uses 10 CPU n' 100 powergrid ta fit.
Uses no specific gin n juice or capacitor.
Skill requirements: Advanced Weapon Upgrades 5 n' Juice Grid Upgrades 5
Rapid Heavy Pistol Launchers
Entirely freshly smoked up pistol launcher crew wit 20 different meta variations
Battleshizzle sized launcher dat uses heavy pistols as charges
New launcher maniac wit straight-up high damage output up in a funky-ass burst followed by 40 second reload time.

For details n' rap on Rapid Heavy Launchers look up in dis thread
Rapid Heavy Pistol Launcher I
Fitting: 960 PG, 50 CPU
Rate of fire: 6.5s
Charge capacity: 21
Reload time: 40s
Rapid Heavy Pistol Launcher Pt II
Fitting: 1210 PG, 59 CPU
Rate of fire: 5.2s
Charge capacity: 23
Reload time: 40s
Fleets

Da mobilitizzle ta store fleet setups has been added. Y'all KNOW dat shit, muthafucka! This includes tha number of wings n' they squadz along wit they names fo' realz. Additionally, Message of tha Dizzle n' Free-Move n' Voice settings can be stored up in tha fleet setup. These fleet setups is stored server side per character.

Da mobilitizzle ta mass-invite ta fleets n' mass-move fleet thugz has been added. Y'all KNOW dat shit, muthafucka! This is can be done by draggin pilots from various pilots lists (like fuckin chat, Addressbook, Fleet Window, etc), n' droppin dem up in there Fleet Window where they should be added. Y'all KNOW dat shit, muthafucka! Mass-invite/mass-move aint NEVER gonna make any of tha pilots a cold-ass lil commander.

It's now possible ta add/move pilots ta specific wings by droppin dem onto tha Win Commander posizzle (while holdin down Shift if a single pilot is bein dropped).

When pilots join a gangbangin' fleet, they will now enter tha straight-up original gangsta available squad dat has both Win Commander n' a Squad Commander n' shit. If one be aint available, then tha straight-up original gangsta available squad dat has a Win Commander, then first availble squad dat has a Squad Commander, n' then tha last option is tha straight-up original gangsta available commanderless fleet.
It's now possible ta add multiple pilots at once ta tha fleet Watchlist by droppin dem up in tha Watchlist window.

See this devblog fo' mo' details.

Implants

A freshly smoked up implant set, tha Ascendancy set, has been added.

2 setz of 6 implants (high n' low grades)
Provides a gangbangin' finger-lickin' direct boost ta warp speed n' set bonuses
Secondary effect of attribute increases, +2 n' +3 up in each implant’s specific attribute
Da implants is constructed rockin components from tha freshly smoked up Pimp Joints.

Avatars

Collector's Edizzle Mystery Code Male n' Female cyborg arms done been added.
Exploration

Added a freshly smoked up landmark as reward fo' Echelon Entertainment's exploration competition, held up in summer 2013.
Soundz n' Noize

5 new noize tracks done been added ta low sec.
New jumpgate sound implementation ta support freshly smoked up effects (activate, deactivate etc.) - playas can now hear when one of mah thugs enters
Atmosphere soundz from suns - based on type
Added sound fo' tha disruption bubble
Added freshly smoked up "siege mode" sounds
Graphics n' FX

EVE Client supports renderin wit DirectX 11 (though there is no graphical difference right now between DirectX 11 n' DirectX 9). Well shiiiit, it is enabled by default if yo' GPU n' OS support it, n' DX11/DX9 can be toggled up in tha EVE Launcher settings.
Changes
Tech Pt III Ships

Yo ass can now fit subsystems up in space. If modulez need ta be removed cuz of slot chizzlez they is ghon be placed up in tha cargo hold of yo' ship. Note dat switchin subsystems may temporarily reduce tha CPU output n' juice output ta zero which will result up in all modulez bein set offline.

Ship Balancing

Rubicon brangs our next step up in our shizzle balancin initiative. This release affects 22 ships total, mainly focusin on Tech 2 hulls (Interceptors, Electronic Attack Frigates, Interceptors n' Interdictors).

Electronic Attack Frigates have had tha range bonus from Electronic Attack Frigate skill increased significantly, wit they cap recharge increased, lock range increased, base speed increased, signature radius reduced n' base hitpoints increased. Y'all KNOW dat shit, muthafucka! Da above chizzles, along wit individual shizzle adjustments, will make Electronic Attack Frigates a much mo' potent electronic warfare option.

Da Interceptor n' Interdictor shizzle classes done been rebalanced. Y'all KNOW dat shit, muthafucka! See detailed stats below, wit chizzle from previous joints up in brackets.

Maraudaz now bust a specialty module named “Bastion Module”, please refer ta tha “modules” section above fo' mo' details bout dat shit. They bust a cold-ass lil combination of Micro Jump Drives n' Bastion mode ta move round tha battlefield n' enter a reinforcement mode wit hardened defenses when necessary.
Full ship-by-shizzle rebalizzle detailed below. Da number up in parenthesis (+/-) reflects chizzlez next ta previous Tranquilitizzle attributes fo' quick comparison.

Sentinel
Amarr Frigate Bonuses: 20% bonus ta juice vampire n' juice neutralizer transfer amount per level, 7.5% bonus ta effectivenizz of trackin disruptors per level
Electronic Attack Ships Bonuses: 80% bonus ta juice vampire n' juice neutralizer range per level (+40% per level), 5% reduction up in capacitor recharge time per level
Slot layout: 3H, 4M, 3L; 2 turrets, 0 launchers
Fittings: 40 PWG, 195 CPU
Defense (shieldz / armor / hull) : 300(+25) / 425(+50) / 375(+25)
Capacitor (amount / recharge rate / cap/s) : 415 / 190s (-121s) / 2.18 (+.85)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 340(+10) / 4.25 / 1223200(+111200) / 6.55
Drones (bandwidth / bay): 20 / 60
Targetin (max targetin range / Scan Resolution / Max Locked targets): 64km(+28km) / 575 / 7
Sensor strength: 21 Radar
Signature radius: 41(-12)

Kitsune
Caldari Frigate Bonuses: 20% bonus ta ECM target jammer strength per level, 10% reduction up in ECM target jammers' capacitor need per level
Electronic Attack Ships Bonuses: 15% bonus ta ECM target jammer optimal range per level (+2.5% per level), 5% bonus ta capacitor capacitizzle per level
Slot layout: 3H, 5M, 2L; 1 turrets, 3 launchers
Fittings: 26 PWG, 270 CPU
Defense (shieldz / armor / hull) : 450(+50) / 250 / 275(+25)
Capacitor (amount / recharge rate / cap/s) : 415 / 195s (-116s) / 2.12 (+.79)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 315 / 3.86 / 1228700(+111700) / 5.98s
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 65km(+23km) / 520 / 7
Sensor strength: 24 Gravimetric
Signature radius: 47(-11)

Keres
Gallente Frigate Bonuses: 7.5% bonus ta remote sensor dampener effectivenizz per level, 10% reduction up in remote sensor dampener capacitor need per level
Electronic Attack Ships Bonuses: 15% bonus ta warp disruptor range per level (+5% per level), 10% reduction up in warp disruptor capacitor need per level
Slot layout: 2H, 5M, 3L; 2 turrets, 0 launchers
Fittings: 33 PWG, 205 CPU
Defense (shieldz / armor / hull) : 325 / 400(+50) / 425(+75)
Capacitor (amount / recharge rate / cap/s) : 375 / 187s (-93s) / 2.00 (+.66)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 350(+5) / 4.1 / 1204500(+109500) / 6.22s
Drones (bandwidth / bay): 10(+5) / 10
Targetin (max targetin range / Scan Resolution / Max Locked targets): 64.5km(+25.5km) / 550 / 7
Sensor strength: 22 Magnetometric(-.5)
Signature radius: 43(-12)

Hyena
Minmatar Frigate Bonuses: 10% bonus ta optimal range of target paintas per level (was MWD capacitor use), 10% bonus ta effectivenizz of target paintas per level
Electronic Attack Ships Bonuses: 40% bonus ta stasis webifier range per level (+20% per level), 3% reduction up in signature radius per level
Slot layout: 3H, 4M, 3L; 2 turrets, 2 launchers
Fittings: 36 PWG, 145 CPU
Defense (shieldz / armor / hull) : 375(+50) / 375(+25) / 325(+25)
Capacitor (amount / recharge rate / cap/s) : 355 / 175s (-91s) / 2.02 (+.69)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 375(+15) / 3.93 / 1191300(+108300) / 5.9s
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 65km(+30km) / 600 / 7
Sensor strength: 21 Ladar
Signature radius: 39(-12)

Paladin
Role Bonus: 100% bonus ta big-ass juice weapon damage, 100% bonus ta range n' velocitizzle of tractor beams, 70% reduction up in Micro Jump Drive reactivation delay
Amarr Battleshizzle Skill Bonus: 5% bonus ta capacitor capacity, 7.5% bonus ta Big-Ass Juice Turret optimal range (instead of 10% bonus ta tha velocitizzle factor of stasis webifiers per level)
Marauder Skill Bonus: 7.5% bonus ta Armor Repair amount per level, 5% bonus ta big-ass juice turret damage per level
Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
Fittings: 16500 PWG (+3000), 530 CPU (+30)
Defense (shieldz / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200)
Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM
Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM
Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s
Drones (bandwidth / bay): 25(-50) / 75
Targetin (max targetin range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
Sensor strength: 12 Radar
Signature radius: 420(-80)

Golem
Role Bonus: 100% bonus ta cruise pistol n' torpedo damage, 100% bonus ta range n' velocitizzle of tractor beams, 70% reduction up in Micro Jump Drive reactivation delay
Caldari Battleshizzle Skill Bonus: 10% bonus ta cruise pistol n' torpedo velocity, 5% bonus ta cruise pistol n' torpedo explosion velocitizzle per level
Maraudaz Skill Bonus: 7.5% bonus ta Shield Boost amount, 10% bonus ta effectivenizz of target paintas per level
Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers
Fittings: 8500 PWG (+2000), 715 CPU
Defense (shieldz / armor / hull) : 8800(+600) / 6700(-600) / 7700(+400)
Shield resists: 0% EM / 50% EX / 47.5% KIN / 40% THERM
Armor resists: 50% EM / 10% EX / 34.375% KIN / 58.75% THERM
Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 100 m/s(-5) / .12 / 94335000(-10865000) / 15.69s
Drones (bandwidth / bay): 25(-50) / 75
Targetin (max targetin range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10
Sensor strength: 14 Gravimetric
Signature radius: 450(-125)

Kronos
Role Bonus: 100% bonus ta big-ass hybrid weapon damage, 100% bonus ta range n' velocitizzle of tractor beams, 70% reduction up in Micro Jump Drive reactivation delay
Gallente Battleshizzle Skill Bonus: 5% bonus ta big-ass hybrid weapon damage, 10% bonus ta big-ass Hybrid Turret Falloff per level (instead of 10% bonus ta tha velocitizzle factor of stasis webifiers per level)
Marauder Skill Bonus: 7.5% bonus ta Armor Repair amount per level, 7.5% bonus ta big-ass hybrid weapon trackin per level
Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
Fittings: 14000 PWG (+2000), 580 CPU (+30)
Defense (shieldz / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300)
Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM
Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM
Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s
Drones (bandwidth / bay): 50(-25) / 125
Targetin (max targetin range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
Sensor strength: 13 Magnetometric
Signature radius: 420(-80)

Vargur
Role Bonus: 100% bonus ta big-ass projectile weapon damage, 100% bonus ta range n' velocitizzle of tractor beams, 70% reduction up in Micro Jump Drive reactivation delay
Minmatar Battleshizzle Skill Bonus: 5% bonus ta big-ass projectile turret rate of fire, 10% bonus ta big-ass projectile turret falloff per level
Marauder Skill Bonus: 7.5% bonus ta Shield Boost amount, 7.5% bonus ta big-ass projectile turret trackin per level
Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
Fittings: 12900 PWG(+5000), 625 CPU
Defense (shieldz / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400)
Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM
Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM
Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s
Drones (bandwidth / bay): 50(-25) / 75
Targetin (max targetin range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
Sensor strength: 11 Ladar
Signature radius: 360(-65)

Crusader
Amarr Frigate Bonuses: 10% reduction up in Lil Small-Ass Juice Turret capacitor use per level, 5% bonus ta Lil Small-Ass Juice Turret damage per level
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 7.5% bonus ta Lil Small-Ass Juice Turret Trackin Speed per level
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
Fittings: 48(+8) PWG, 120(+20) CPU
Defense (shieldz / armor / hull) : 225(-21) / 575(-22) / 525(-72)
Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 455 / 3.1 / 1050000 / 4.51
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
Sensor strength: 10(+1) Radar
Signature radius: 32
Cargo Capacity: 90(-45)

Malediction
Amarr Frigate Bonuses: 5% bonus ta Rocket n' Light Pistol rate of fire per level (was rocket damage), 4% bonus ta armor resistances per level
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 5% bonus ta Warp Scrambla n' Warp Disruptor range per level
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 3H(-1), 3M, 4L(+1); 3 turrets, 3 launchers
Fittings: 35 PWG, 150(+15) CPU
Defense (shieldz / armor / hull) : 325(-97) / 550(+93) / 425(-32)
Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 31.5km(+9) / 900 / 5(+1)
Sensor strength: 12 Radar
Signature radius: 33
Cargo Capacity: 98(-37)

Raptor
Caldari Frigate Bonuses: 5% bonus ta Lil Small-Ass Hybrid Turret Damage per level, 10% bonus ta Lil Small-Ass Hybrid Turret optimal range per level
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 4% bonus ta shield resistances per level (was tackle range)
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers
Fittings: 36(+10) PWG, 155 CPU
Defense (shieldz / armor / hull) : 525(+32) / 350(+34) / 425(+3)
Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)
Sensor strength: 14 Gravimetric
Signature radius: 34
Cargo Capacity: 92(-58)

Crow
Caldari Frigate Bonuses: 10% bonus ta Kinetic Pistol damage per level, 10% bonus ta Pistol Velocitizzle per level (was attached ta interceptors skill)
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 5% bonus ta Warp Scrambla n' Warp Disruptor range per level (new)
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers
Fittings: 35 PWG, 160(+10) CPU
Defense (shieldz / armor / hull) : 550(+22) / 325(+79) / 375(+23)
Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)
Sensor strength: 12 Gravimetric
Signature radius: 35(-1)
Cargo Capacity: 98(-52)

Taranis
Gallente Frigate Bonuses: 10% Lil Small-Ass Hybrid Turret damage per level
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 7.5% Lil Small-Ass Hybrid Turret trackin speed per level
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers
Fittings: 35 PWG, 150 CPU
Defense (shieldz / armor / hull) : 275(-41) / 425(-32) / 675(-28)
Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)
Drones (bandwidth / bay): 10 / 10
Targetin (max targetin range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)
Sensor strength: 10(+1) Magnetometric
Signature radius: 36
Cargo Capacity: 92(-33)

Ares
Gallente Frigate Bonuses: 10% bonus ta Lil Small-Ass Hybrid Turret optimal range per level, 7.5% bonus ta Lil Small-Ass Hybrid Turret trackin per level
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 5% bonus ta Warp Scrambla n' Warp Disruptor range per level
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 3H, 3M, 4L; 3(+1) turrets, 1 launchers
Fittings: 33(+3) PWG, 145(-5) CPU
Defense (shieldz / armor / hull) : 300(+19) / 400(-22) / 625(-43)
Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 30.5km(+5.5) / 955 / 5(+1)
Sensor strength: 11(+1) Magnetometric
Signature radius: 35
Cargo Capacity: 96(-29)

Claw
Minmatar Frigate Bonuses: 5% bonus ta Lil Small-Ass Projectile Turret Damage per level (split between frigate n' interceptor game), 7.5% Lil Small-Ass Projectile Turret trackin speed per level (moved from interceptor skill)
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 5% Lil Small-Ass Projectile Turret Damage per level (split between frigate n' interceptor game)
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers
Fittings: 45(+5) PWG, 125(+25) CPU
Defense (shieldz / armor / hull) : 325(-27) / 500(+113) / 475(-18)
Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)
Sensor strength: 9(+1) Ladar
Signature radius: 30
Cargo Capacity: 94(-26)

Stiletto
Minmatar Frigate Bonuses: 5% bonus ta Lil Small-Ass Projectile Turret Damage per level, 7.5% Lil Small-Ass Projectile Turret trackin speed per level
Interceptors Bonuses: 15% reduction up in MicroWarpdrive signature radius penalty per level, 5% bonus ta Warp Scrambla n' Warp Disruptor range per level
Role bonuses: 80% reduction up in Propulsion Jammin systems activation cost, Immunitizzle ta non-targeted interdiction
Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
Fittings: 30 PWG, 150 CPU
Defense (shieldz / armor / hull) : 400(+13) / 400(-22) / 500(-28)
Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 29.5km(+4.5) / 970(+45) / 5(+1)
Sensor strength: 10(+1) Ladar
Signature radius: 31
Cargo Capacity: 92(-28)

Heretic
Amarr Destroyer Bonuses: 10% bonus ta Rocket n' Light Pistol velocitizzle per level (was 5% bonus ta rocket explosion velocitizzle per level), 5% bonus ta Rocket n' Light Pistol damage per level (was 5% bonus ta rocket damage per level)
Interdictors Bonuses: 4% bonus ta armor resistances per level (was 5% bonus ta pistol velocitizzle per level), 10% reduction up in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
Role bonus: Can fit Interdiction Sphere Launchers
Slot layout: 8H, 3M, 3L; 4 turrets, 7(+1) launchers
Fittings: 60(+3) PWG, 240(+10) CPU
Defense (shieldz / armor / hull) : 625(+25) / 750(-1) / 750(+50)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55(+15) / 75(+15)
Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75(+18.75) / 60(+30)
Capacitor (amount / recharge rate / cap/s) : 750(+187.5) / 375s / 2(+0.5)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 310(+11) / 3.7(+0.001) / 1305000(-66000) / 6.69
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 50km / 525 / 7(+1)
Sensor strength: 12(+2) Radar
Signature radius: 75(-8)

Flycatcher
Caldari Destroyer Bonuses: 5% bonus ta Rocket n' Light Pistol explosion radius per level (was 3% bonus ta light pistol explosion velocity), 10% bonus ta Rocket n' Light Pistol Velocitizzle per level
Interdictors Bonuses: 10% bonus ta Rocket n' Light Pistol kinetic damage per level (was 5%), 10% reduction up in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
Role bonus: Can fit Interdiction Sphere Launchers
Slot layout: 8H, 5M, 1L; 2(-1) turrets, 6 launchers
Fittings: 60(+4) PWG, 270(+5) CPU
Defense (shieldz / armor / hull) : 850(+99) / 625(+25) / 650(-1)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+30) / 55(+15) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5(+17.5) / 43.75(+18.75) / 10
Capacitor (amount / recharge rate / cap/s) : 650(+150) / 325s(-8.33) / 2(+0.5)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 315 / 3.6(+0.73) / 1350000(-222000) / 6.74s(+0.48)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 60km / 475 / 7
Sensor strength: 14(+2) Gravimetric
Signature radius: 80(-10)

Eris
Gallente Destroyer Bonuses: 10% bonus ta Lil Small-Ass Hybrid Turret optimal range per level (was falloff), 10% bonus ta Lil Small-Ass Hybrid Turret trackin per level
Interdictors Bonuses: 5% bonus ta Lil Small-Ass Hybrid Turret damage per level (was 5% bonus ta thermal rocket n' light pistol damage), 10% reduction up in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
Role bonus: Can fit Interdiction Sphere Launchers
Slot layout: 8H, 2M, 4L; 7(+1) turrets, 1(-3) launchers
Fittings: 64(+2) PWG, 210(+16) CPU
Defense (shieldz / armor / hull) : 650(-1) / 700 / 800(+49)
Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 70(+20) / 50
Base armor resistances (EM/Therm/Kin/Exp): 50 / 51.25(+16.25) / 67.5(+22.5) / 10
Capacitor (amount / recharge rate / cap/s) : 700(+231.25) / 350s(+37.5) / 2(+0.5)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 305(-3) / 3.7(+0.325) / 1250000(-213000) / 6.41s(-0.8)
Drones (bandwidth / bay): 0(-5) / 0(-5)
Targetin (max targetin range / Scan Resolution / Max Locked targets): 55km / 500 / 7
Sensor strength: 13(+2) Magnetometric
Signature radius: 85(-1)

Sabre
Minmatar Destroyer Bonuses: 5% bonus ta Lil Small-Ass Projectile Turret Damage per level, 10% bonus ta Lil Small-Ass Projectile Turret trackin speed per level
Interdictors Bonuses: 10% bonus ta Lil Small-Ass Projectile Turret falloff per level, 10% reduction up in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
Role bonus: Can fit Interdiction Sphere Launchers
Slot layout: 8H, 4M, 2L; 7 turrets, 1(-1) launchers
Fittings: 58 PWG, 230(+2) CPU
Defense (shieldz / armor / hull) : 750(+50) / 650(-1) / 625(+25)
Base shield resistances (EM/Therm/Kin/Exp): 50(+40) / 40(+20) / 40 / 50
Base armor resistances (EM/Therm/Kin/Exp): 80(+10) / 51.25(+16.25) / 25 / 10
Capacitor (amount / recharge rate / cap/s) : 600(+162.5) / 300s(+8.333) / 2(+0.5)
Mobilitizzle (max velocitizzle / agilitizzle / mass / align time): 320 / 3.7(+0.232) / 1285000 / 6.59s(+0.41)
Drones (bandwidth / bay): 0 / 0
Targetin (max targetin range / Scan Resolution / Max Locked targets): 45km / 550 / 7(+1)
Sensor strength: 11(+2) Ladar
Signature radius: 70(-5)
Modulez

All Tech 2 turrets have had they skill requirements cut. They will now not require smalla turret requirements ta be trained. Y'all KNOW dat shit, muthafucka! Please refer ta this Dev Blog fo' mo' details.
Rebalancin Rapid Light Pistol Launchers
Rapid Light Pistol launchers will now also feature tha burst fire n' long reload maniac introduced wit Rapid Heavy Pistol Launchers
PG requirements fo' fittin Rapid Light Pistol Launchers done been increased
For details n' rap peep dis thread.
Rapid Light Pistol Launcher I
Fitting: 72 PG, 35 CPU
Rate of fire: 7.8s
Charge capacity: 16
Reload time: 40s
Rapid Light Pistol Launcher Pt II
Fitting: 76 PG, 39 CPU
Rate of fire: 6.2s
Charge capacity: 18
Reload time: 40s
Exploration & Deadspace

Level 1 ta 3 DED cribs n' high-sec Anomaly cribs done been added ta tha low-sec distribution tables. (Da high-sec tablez is unaffected). This be aimed at increasin income opportunitizzles fo' newer playas up in low-sec space.
Player Owned Structures, Outposts n' Stations

Ship Maintenizzle Arrays n' XL Ship Maintenizzle Arrays will now drop wrecks containin a shitload of they ships. Each shizzle has tha same ol' dirty 50/50 survived/destroyed chizzle as regular loot. Right back up in yo muthafuckin ass. Ships can be individually launched from tha (XL)SMA wreck up in ta space, where they can be boarded like any other un-piloted ship. Once tha wreck is emptied, it can be salvaged like any other. Right back up in yo muthafuckin ass. SMAs will generate killmails showin what tha fuck ships was dropped n' what tha fuck was destroyed (includin shit in/on dem ships). Right back up in yo muthafuckin ass. See [blog] fo' details.

Only one shizzle at a time can now be launched from a Ship Maintenizzle Array
Fleets

Da Fleet Composizzle window will now display tha shizzle type fo' all fleet members, not only fo' dem playas whoz ass is up in space

A freshly smoked up column, which shows tha member's posizzle up in fleet, has been added ta tha Fleet Composizzle window.

It's now possible ta select nuff fleet thugz from tha Fleet Composizzle window
Droppin a individual pilot onto a Fleet/Wing/Squad commander posizzle while holdin down Shift will add tha playa ta dat crew yo, but not as a cold-ass lil commander but as a general squad member.

Da number of Fleet Window refreshes has been reduced
Overview n' UI

Implants can now be plugged up in without havin ta pause tha Trainin queue.
A freshly smoked up button fo' tha Compare Tool has been added as a optionizzle button fo' tha Neocom.
Da maximum number of fittings dat a user can save has been increased by 100 fo' realz. As a result charactas can now save 200 fittings n' corporations 300 fittings.
Character Selection Screen

New Character Selection screen has be added.
Features include: Subscription, Dual n' Multi character hustlin counters, Ship peepshow icons, game up in hustlin, total SP counter, updated Redeemin window n' more.
Localization

Linguistic fixes n' improvements done been made all up in tha client fo' German, Russian n' Japanese clients.
On tha German client, terminologizzle has been unified n' improved fo' multiple instances.
translation fo' “rocket” is now Rakete.
translation fo' “role bonus” is now Funktionsbonus.
translation fo' “traits” is now Eigenschaften.
translations fo' “cargo hold” n' “shizzle hold” is now Frachtraum n' Laderaum respectively.
On tha Russian side of thangs, nuff muthafuckin shizzle types was renamed; fo' a gangbangin' full list of chizzlez n' a gangbangin' finger-lickin' rap of them, please peep this thread.
Fixes

Audio

Da sound LOD has been fixed fo' turrets – weapon soundz was not always audible.
Stargate Electricitizzle Sound Glitches Fixed issue wit stargate glitches.
Fixed a issue where undockin audio was not heard.

Forums/Website

Repaired various joint thangs dat was affectin tha displays up in captain's quarters.
Gameplay

Added 'Missile' ta all mentionz of Cruise Pistols up in shizzle bonuses fo' Golem n' Widow. 
Added Rapid Heavy Pistol bonuses ta description text fo' Golem And Widow.
Added Stratios n' Astero ta allowed types fo' Smokescreen cloakin device.
Added text ta Stratios n' Astero descriptions sayin they is able ta fit covert ops cloaks.
Addin industry skill requirement ta Astero n' Stratios blueprints, along wit bill of shit.
Fixed a issue dat juiced it up impossible ta link all of tha Navy Battleshizzle blueprints.
Lil Small-Ass Freight containers can now be scanned both wit directionizzle scanner n' wit probes.
Renamed tha 'Stationary Badger Pt II' NPC object ta 'Stationary Tayra'.
Saboteur NPCs (Criminal n' Bandit Saboteur) now display tha erect racial background.
Da 'Wild' Miner I Blueprint can now be found all up in tha contract search.
Da Alliizzle Tournament XI prize ships can now be looted n' sold on tha market. (CCP wishes you tha dopest of luck wit tha broker fees).
Da Cerberus bonus description has been clarified ta specify what tha fuck type of ammunizzle it applies to. Da bonus remains unchanged.
Da Executioner bonus text is no longer missin lyrics.
Da description text fo' Agent Asursa Kunivuri's has been chizzled ta refer ta tha Tayra instead of tha Badger.
Graphics

Adjusted tha low LOD modelz of multiple ships ta erect minor graphical corruption.
An issue which caused tha in-station environments ta disappear has been fixed.
Corrected tha display of warp disruption bubblez on low shader settings.
Corrected tha logo of tha Corporate Popo Force.
Corruption fo' hood view of ice hoodz on low shader settings removed.
Full body view grey out Fixed a graphics issue on DX11.
Fixed a issue whereby MInmatar Regionizzle Gates had collision boundaries set incorrectly
Fixed a issue wit light distortion up in CQ on Nvidia rockin DX11.
Fixed a issue wit screenshots on DX11.
Fixed n' issue wherein reflection artefacts was bein rendered up in certain environments.
Fixed nuff muthafuckin  death scene glitches.
Fixed graphics issue wit Jump effects up in DX11.
Fixed graphics issue wit gap up in shizzle geometry.
Prismatic Gneiss has visual issues. Fixed invalid parametas up in graphics settings fo' DX11.
Fixed thangs whereby certain turrets had a noticeable gap between dem n' they parent ship.
Fixed thangs wit Capital Ships bouncin off tha arms round tha undock point of Gallente Administratizzle Outposts.
Issue wit renderin of supa weapons fixed.
Navy Fleet Generals now use Navy Megathron texture instead of tha aiiight Megathron's texture.
Resolved Micro Jump Drive effect intersectin wit tha front geometry of certain ships.
Resolved a erroneous border effect surroundin tha EVE wormhole up in tha New Eden system
Da badger will now display its second turret if you have one fitted.
Updated tha launcher locators on tha Golem n' added locators fo' non-launcher modules.
PvE

Resolved a text issue up in tha description of tha Outer Rin landmark.
Advanced Military Game Agents will now always provide mo' appropriate frigate types up in tha missions Angel of Mercy n' Da Stand.
An issue wit unreachable containers within tha OutGrown Rogue Drone Hive cribs has been fixed.
Game path agents now refer ta tha Civilian Relic Analyzer up in mission texts.
Fixed a grammatical error up in tha CBD Corporation description.
Fixed a grammatical error up in tha description of Ancient Acceleration Gates.
Fixed tha positionin of containers up in tha Ruined Sansha Science Outpost crib.
Included tha mini container maniac up in ta tha mission descriptionz of Balancin tha Books (4 of 10), Data Joint Scannin n' Relic Joint Scannin missions.
Removed a typo from tha description of tha Big-Ass Micro Jump Drive.
Removed cloudz from all dem missions n' exploration cribs, which caused frame rate drops.
Removed gender specific references from tha description of some implants.
Renamed tutorial Badger Mark Pt II ta Tayra n' chizzled description ta match.
Da Algos shizzle description has been altered ta make it clearer.
Da description fo' tha Dark Blood Alpha has been updated ta mention tha erect shizzle type.
Da shizzle description fo' tha the Agent Tevis Jak has been updated.
Updated tha Commander text used up in tha Serpentis Watch.
Updated tha minin tutorial.
Updated tha mission completion text fo' Da Forgotten Outpost.
Updated tha mission text fo' "Da Dope Word" ta remove a lil' small-ass typo.
Updated tha mission text fo' tha mission Claimjumpers ta direct playas ta tha erect market crew fo' survey scanners.
Corrected a issue where moons did not occlude stations.
Technical

Fixed Client loadin up wit Black Screen.
Fixed a gangbangin' formattin issue up in tha description of tha Medium Nosferatu Pt II module.
Fixed color thangs wit screen-shots.
Fixed res.ini such dat charactas is selectable again.
Implemented improved warp disruption field effects fo' warp disrupt probes, field generators, n' mobile warp disruptors.
Inventory filter will erectly filter tha T2 scannin upgrade module blueprints.
Salvage Drones is now listed up in tha default "Drones" overview.
Da mobilitizzle ta consume a PLEX ta activate multiple character hustlin has been disabled fo' Trial accounts.
UI

When up in a NPC corporation, yo big-ass booty is ghon no longer git tha disfunctionizzle option of savin a in-space bookmark under Corporation Locations.
A grammatical error up in tha description of tha Raven has been fixed.
A typo up in tha Mutual Battle notification has been fixed.
Added a gangbangin' fixed version of Relic Joint game mission tutorial
Character creation finalization bug fixed.
Clickin shit up in sensor overlay no longer removes info bubble.
Yo ass can now align ta scanned down anomolies n' signitures
Fixed a problem wit asset search where spaces afta keyword joints made tha condizzle fail.
Fixed a scalin issue wit market display up in CQ.
Fixed a issue where tha Index of tha Inventory would display incorrectly on session chizzle.
Fixed issue when bracket stays up in sensor overlay if a freshly smoked up anomaly or signature appears when sensor overlay is disabled.
Fixed sensor strength icons not showin properly fo' all Sensor Backup Arrays.
Max target range n' max locked targets is now properly updated up in tha fittin window on module mouse-over.
"Recommended for" n' "levels" tabs is swapped round up in Certificate show info Order of dynamic tabs on tha Show Info window has been made consistent so they open up in a thugged-out defined order.
Players can now assign shortcut keys ta open n' close tha "Mineral Hold" n' "Planetary Commoditizzles Hold".
Removed a thang where modal Show Info windows could lead ta closin down chat windows.
Da "exact terms" option fo' searchin up in playas n' places is now used mo' reliably.
Da Show Info description on tha Scythe shizzle has been updated ta reflect module name chizzles.
Da calibration cost of a rig has been moved ta tha fittings tab up in tha show info window.
Da descriptionz of some scourge auto-targetin pistols done been updated fo' consistency.
Da directionizzle scanner window no longer leaves angle tooltips behind afta closin it wit a keyboard shortcut.
Da message displayed fo' ships dat cannot lock other targets, like fuckin Jump Freighters, has been updated ta state so.
Da message when failin ta fit a rig of tha appropriate size has been chizzled ta use size names rather than numbers.
Da text formattin has been erected across tha Character Sheet n' tha Trainin Queue fo' consistency.
When movin up in n' outta tha drone bay stackz of drones, or splittin stacks; tha DPS is ghon be erect.
Yo ass can now access tha configuration of a cold-ass lil customs crib all up in tha settings menu of tha customs crib import/export window.

2 comments:

  1. So I gizoogled yo gizoogle

    Friday, November 15, 2013
    Gizoogle - Patch notes For EVE Online: Rubicon 1.0
    I aint Gizoogled patch notes up in a while.

    Warnin fo' dem playas whoz ass have never peeped mah crazy ass do all dis bullshit. I run tha patch note page all up in a translation joint aka Gizoogle n' paste tha thangs up in dis biatch here, so peek-a-boo, clear tha way, I be comin' thru fo'sho. If you don't find it amusing, skip dis post. Its obnoxious n' it is hilarious.

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