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0s | foreign |
---|---|
7s | expansion we are introducing Tech 2 |
9s | dreadnoughts which is the first tech 2 |
11s | Capital ships since jump Raiders and |
13s | they will be known as the Lancer dreads |
15s | this is the first step in an ongoing |
17s | evolution of the capital ecosystem |
19s | within Eve so it gives us the |
21s | opportunity to introduce new roles new |
23s | tools New Dimensions of combat that that |
27s | keep Wars really Dynamic and increase |
30s | the Strategic depth within Eve so |
32s | dreadnoughts have some of the most clear |
34s | and well-defined roles within the |
35s | capital ecosystem so they really |
37s | provided us with a really good |
38s | foundation to get started before we want |
40s | to expand on other classes we didn't |
43s | just decide to make bigger batter dreads |
46s | these ships have a very specific purpose |
48s | and they give you a new role to master |
50s | so with the addition of the Lancers the |
53s | Dreadnought landscape looks a little bit |
54s | different so for example we have tech |
56s | one dreads that deal a pretty high |
58s | damage and they cost the least to create |
60s | we have the Navy dreads from Uprising |
62s | that we introduced last year and they |
65s | are the strongest of the drug but |
67s | they're also very expensive |
69s | we also have the pirate dreads and they |
71s | have their own very specific utility and |
73s | then we have the lancers and they really |
75s | fit nicely into the big picture so let |
77s | me tell you more about the disruptive |
79s | Lance which is the Lancer dreadnought's |
81s | new weapon the Lance doomsday |
83s | neutralizes the energy around it when it |
86s | fires and given that it requires |
87s | capacitor to fire this makes firing them |
90s | on Mass from a single ball of ships |
92s | difficult plus you're more likely to hit |
93s | your friends in such an arrangement this |
96s | AOE energy Newt effect will encourage |
98s | more thoughtful placement of capital |
100s | ships on a battlefield rewarding the |
102s | side which is best able to make use of |
103s | them so in addition to damage applied |
105s | when a Target is hit it prevents warping |
109s | tethering using its jump drive and |
112s | reduces remote repair received for 60 |
114s | seconds |
115s | so how much damage does it do well if |
119s | you're in a small ship not a lot because |
121s | the damage will depend on the signature |
122s | radius |
123s | but if you're in a capital |
126s | look out |
128s | now that we've talked about the Lance |
129s | weapons let's meet the Lancers |
131s | themselves the Amar Lancer is called the |
133s | Bane and is a Tech 2 version of the |
135s | Revelation its main offensive systems |
138s | are an electromagnetic disruptive Lance |
140s | and missiles a first for an Amar capital |
142s | ship the caldari Lancer is the karura a |
146s | Tech 2 variation of the Phoenix |
147s | dreadnought the karura boasts hybrid |
150s | turret capacity uncommon for caldari |
153s | Capital ships and a kinetic disruptive |
155s | Lance the galante Lancer is the hubris |
158s | based on the morose and is armed with |
160s | hybrid turret capability and a thermal |
162s | disruptive lens the Minotaur Lancer is |
165s | the valora a Tech 2 spin on the nakfar |
168s | both still vertical its offensive |
170s | systems consist of projectile turrets |
172s | and an explosive disruptive Lance these |
175s | Lancers will be in high demand so it's |
176s | the perfect opportunity for |
178s | industrialists to take advantage and |
180s | configure their supply lines accordingly |
182s | we're super pumped to roll these ships |
184s | out in the Viridian expansion and see |
186s | what tactics emerge from their use |
188s | see you on the battlefield |