EVE Online: Trinity's Tech II ships and works revealed
CCP Games has unpackaged all the rowdy details on the new Tech II pew-pew ships that will launch with EVE Online: Trinity, the upcoming expansion due out later this year. I must... remain... calm.... Screw it, new ships! Look, new ships! Before the hardcore EVE hot-shot pilots interrupt my spastic outbreak with a target lock; these ships are advanced versions from their Tech I counterparts. Only brand-spanking new ship classes get the distinct honor that warrants a new design. There, I hope you're all happy.
The four Tech II class combat ships declassified fall into: Electronic Attack Ships, Heavy Interdictors, Black Ops, and Marauders. Buckle-in, the ships are available for crash testing on Singularity for a limited time only. The current Tech II ship models are not the final models, those will be implemented once the graphic update rolls out. The final ship models will use current Tech I hulls but with different textures and shaders. Onto the details -- incoming Tech II ship data transmission after the jump:
Electronic Attack Ships
The electronic attack ships are essentially frigate equivalents of the combat recons. While they are somewhat lacking in EW capabilities and firepower compared to the combat recons, they should nevertheless not be under estimated. Their frigate class sensors give them first strike capability and enable them to disable enemy ships before they have a chance to lock. With the mobility of frigate hulls they are valuable assets for roaming frigate gangs.
Sentinel
Hull: Crucifier / Viziam
Slots: 3/4/3, 2 turrets
Fitting: 195tf, 40mw
Drones: 20Mbit/s bandwidth, 60m3 drone bay
Sensors: 572mm scan res, 36.5km targeting range, 21pt radar
Propulsion: 374m/s, 1,525,000kg
Tech II resistance bonus: 50% explosive, 25% kinetic
Bonuses:
5% bonus to effectiveness of Tracking Disruptors per Amarr FF level
20% bonus to Energy Vampire and Energy Neutralizer transfer amount per Amarr FF level
40% bonus to Energy Vampire and Energy Neutralizer range per EAS level
5% reduction to capacitor recharge time per EAS level
The sentinel has an effective range of up to 18km with tech 2 neutralizers and can sustain 3 of them when optimized for capacitor recharge. This makes the Sentinel a serious threat even to battleships.
Kitsune
Hull: Griffin / Lai Dai
Slots: 3/5/2, 1 turrets, 3 launchers
Fitting: 270tf, 26mw
Drones: none
Sensors: 520mm scan res, 42km targeting range, 24pt gravimetric
Propulsion: 365m/s, 1,600,000kg
Tech II resistance bonus: 50% thermal, 25% kinetic
Bonuses:
10% reduction in ECM jammer capacitor need per Caldari FF level
20% bonus to ECM jammer strength per Caldari FF level
10% bonus to ECM jammer optimal range per EAS level
5% bonus to capacitor capacity per EAS level
Since ECM jammers have a 20s cycle time, activating several jammers at once takes out a large chunk of the capacitor on a frigate if they are activated all at once. The capacitor bonus helps to mitigate this issue.
Keres
Hull: Maulus / Duvolle Labs
Slots: 2/5/3, 2 turrets
Fitting: 205tf, 33mw
Drones: 5Mbit/s bandwidth, 10m3 dronebay
Sensors: 546mm scan res, 39.25km targeting range, 22.5pt magnetometric
Propulsion: 382m/s, 1,450,000kg
Tech II resistance bonus: 50% kinetic, 25% thermal
Bonuses:
5% bonus to Remote Sensor Dampener effectiveness per Gallente FF level
10% reduction in Remote Sensor Dampener capacitor need per Gallente FF level
10% bonus to Warp Disruptor range per EAS level
10% reduction in Warp Disruptor capacitor need per EAS level
Note the warp disruption range is lower than for that of Gallente recons (up to 36km vs. 48km with Tech II warp disruptors).
Hyena
Hull: Vigil / Core Complexion
Slots: 3/4/3, 2 turrets, 2 launchers
Fitting: 145tf, 36mw
Drones: none
Sensors: 592mm scan res, 35km, 21pt ladar
Propulsion: 391m/s, 1,375,000kg
Tech II resistance bonus: 50% em, 25% thermal
Bonuses:
5% reduction of Microwarpdrive capacitor penalty per Minmatar FF level
7.5% bonus to effectiveness of Target Painters per Minmatar FF level
20% bonus to Stasis Webifier range per EAS level
3% reduction of signature radius per EAS level
The stasis webifier range is much shorter than for Minmatar recons (up to 20km vs. up to 40km), but still extremely dangerous when combined with the high scan resolution and maneuverability of a frigate.
Heavy Interdictors
Heavy interdictors are cruiser equivalents of the destroyer based interdictors, which combine area of effect warp disruption with the tanking capabilities of Heavy Assault Ships. Rather than using warp disrupt probes, the heavy interdictors use a module, the Warp Disruption Field Generator, which prevents all ships within its range from warping or jumping (including the heavy interdictor itself). While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. The agility is however effectively increased: the mass of the ship and the thrust of afterburners and microwarpdrives is significantly decreased (the thrust reduction cancels out the mass reductions in terms of speed boost). This effective increase in agility means that heavy interdictors flying at high speeds will slow down very fast once the warp disruption field generator is activated.
Devoter
Hull: Maller / Viziam
Slots: 6/3/7, 4 turrets
Fitting: 368tf, 1,265mw
Drones: none
Propulsion: 210m/s, 15,500,00kg
Tech II resistance bonus: 50% explosive, 25% kinetic
Bonuses:
10% bonus to Medium Energy Turret capacitor use per Amarr CC level
5% bonus to armor resistances per Amarr CC level
5% bonus to Medium Energy Turret ROF per HI level
5% bonus to range of Warp Disruption Fields per HI level
Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Onyx
Caracal / Kaalakiota
Slots: 6/6/4, 5 launchers
Fitting: 560tf, 835mw
Drones: none
Propulsion: 205m/s, 16,000,000kg
Tech II resistance bonus: 50% thermal, 25% kinetic
Bonuses:
5% bonus to kinetic missile damage per Caldari CC level
5% bonus to shield resistances per Caldari CC level
10% bonus to Missile Velocity per HI level
5% bonus to range of Warp Disruption Fields per HI level
Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Phobos
Thorax / Roden Shipyards (OMG?!?)
Slots: 6/4/6, 5 turrets
Fitting: 375tf, 1,165mw
Drones: none
Propulsion: 215m/s, 15,000,000kg
Tech II resistance bonus: 50% kinetic, 25% thermal
Bonuses:
5% bonus to medium hybrid damage per Gallente CC level
5% bonus to armor resistances per Gallente CC level
5% bonus to medium hybrid falloff per HI level
5% bonus to range of Warp Disruption Fields per HI level
Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Broadsword
Hull: Rupture / Core Complexion
Slots: 6/6/4, 5 turrets, 3 launchers
Fitting: 392tf, 1,010mw
Drones: none
Propulsion: 220m/s, 14,500,000kg
Tech II resistance bonus: 50% em, 25% thermal
Bonuses:
5% bonus to Medium Projectile Turret firing speed per Minmatar CC level
5% bonus to shield resistances per Minmatar CC level
5% bonus to Medium Projectile Turret falloff per HI level
5% bonus to range of Warp Disruption Fields per HI level
Role bonus: 99% reduction of CPU need of Warp Disruption Field Generators
Black Ops
The Black Ops specialize in infiltration and covert operation. Equipped with a jump drive, they can jump short distances past enemy blockades. Covert Ops, Stealth Bombers and Force Recons (not Combat Recons) have been upgraded to support Covert Cynosural Field Generators. These new modules are advanced Cynosural Field Generators that cannot be detected and only Black Ops can lock on to. What makes the Black Ops in particular dangerous is that they can use miniaturized jump portal generators, Covert Jump Portal Generators, to sneak allied forces behind enemy lines. However the covert jump portal technology is rather limited compared to the Titan class jump portals and require support from the ships that jump through to work correctly. Covert jump portal generators can only bridge for ships with Jump Harmonics 2 or above. The covert tech 2 ships: Covert Ops, Stealth Bombers and Force Recons have been upgraded to this end. The resource consumption on the Black Ops jump drives and the Covert Jump Portal Generator is very high, so jump fuel logistics are a concern. Fortunately the Black Ops can also use ordinary jump gates and can thus save jump fuel for when it really matters.
Redeemer
Hull: Armageddon / Viziam
Slots: 8/4/7, 6 turrets
Fitting: 505tf, 17,000mw
Drones: 125Mbit/s bandwidth, 125m3 dronebay
Propulsion: 137m/s, 154,000,000kg, 0.0886x agility
Tech II resistance bonus: 10% explosive
Bonuses:
10% reduction in laser capacitor need per Amarr BS level
5% reduction in laser rate of fire per Amarr BS level
7.5% bonus to laser tracking per Black Ops level
25% bonus to cloaked velocity per Black Ops level
Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Widow
Hull: Scorpion / Kaalakiota
Slots: 7/8/4, 5 launchers
Fitting: 760tf, 8,800mw
Drones: 75Mbit/s, 75m3 dronebay
Propulsion: 126m/s, 161,000,000kg, 0.0886x agility
Tech II resistance bonus: 10% thermal
Bonuses:
5% reduction in missile launcher rate of fire per Caldari BS level
10% bonus to missile velocity per Caldari BS level
10% bonus to ECM effectiveness per Black Ops level
25% bonus to cloaked velocity per Black Ops level
Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Sin
Hull: Dominix / CreoDron
Slots: 7/6/6, 4 turrets
Fitting: 600tf, 8,800mw
Drones: 125Mbit/s bandwidth, 400m3 dronebay
Propulsion: 132m/s, 147,000,000kg, 0.0886x agility
Tech II resistance bonus: 10% kinetic
Bonuses:
5% large hybrid damage per Gallente BS level
10% drone bonus to drone damage and HP per Gallente BS level
5% bonus to agility per Black Ops level
25% bonus to cloaked velocity per Black Ops level
Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Panther
Hull: Typhoon / Thukker Mix
Slots: 8/5/6, 5 turrets
Fitting: 510tf, 12,750mw
Drones: 125Mbit/s bandwidth, 175m3 dronebay
Propulsion: 165m/s, 140,000,000kg, 0.0886x agility
Tech II resistance bonus: 10% em
Bonuses:
5% bonus to large projectile turret rate of fire per Minmatar BS level
5% bonus to large projectile turret damage per Minmatar BS level
5% bonus to velocity per Black Ops level
25% bonus to cloaked velocity per Black Ops level
Role Bonus: 99% reduction in Jump Portal Generator and Covert Cynosural Field Generator CPU need. No targeting delay when using cloaking devices
Marauders
Marauders are heavy battleships focusing primarily on attrition and deployment for longer periods of time. While their number of hardpoints is limited to just 4, they also receive a 100% damage bonus to their primary weapon type. This has a number of advantages: the remaining high slots are available for other tasks, weapon capacitor need and munitions consumption rates are also reduced. Featuring large cargo holds they have plenty of storage for capacitor boosters or spoils of war. The sensors have been optimized for locking up to 10 targets at a time, but with sensor strengths comparable to cruisers the Marauders can be jammed quite easily if they are not hardened with ECCM.
Paladin
Hull: Apocalypse / Carthum Conglomerate
Slots: 7/4/7, 4 turrets
Fitting: 500tf, 13,500mw
Drones: 75Mbit/s bandwidth, 75m3 dronebay
Sensors: 12pt radar, 10 target locks
Propulsion: 125m/s, 110,000,000kg
Tech II resistance bonus: 25% explosive, 12.5% kinetic
Bonuses:
5% bonus to capacitor capacity per Amarr BS level
2% bonus to stasis webifier velocity factor per Amarr BS level
7.5% bonus to armor repair amount per Marauder level
7.5% bonus to large energy turret tracking per Marauder level
Role bonus: 100% bonus to large energy turret damage
Role bonus: 100% bonus to range and velocity of tractor beams
When using -90% webifiers, the stasis webifier velocity factor bonus increases the velocity factor penalty up to -99%, at which point a single webifier is as effective as two webifiers mounted on a standard ship. This means that the Paladin can easily hit any ship within web range, once the transversal velocity slows down.
Golem
Hull: Raven / Lai Dai
Slots: 7/7/4, 4 missiles
Fitting: 715tf, 6,500mw
Drones: 75Mbit/s bandwidth, 75m3 dronebay
Sensors: 14pt gravimetric, 10 target locks
Propulsion: 125m/s, 110,000,000kg
Tech II resistance bonus: 25% thermal, 12.5% kinetic
Bonuses:
10% bonus to BS class missile velocity per Caldari BS level
10% bonus to BS class missile explosion velocity per Caldari BS level
7.5% bonus to shield boost amount per Marauder level
7.5% bonus to target painters per Marauder level
Role bonus: 100% bonus to BS class missile damage
Role bonus: 100% bonus to range and velocity of tractor beams
The target painter bonus is quite effective in combination with missiles even against frigates if they are not using MWDs.
Kronos
Hull: Megathron / Duvolle Labs
Slots: 7/4/7, 4 turrets
Fitting: 550tf, 12,000mw
Drones: 125Mbit/s bandwidth, 125m3 dronebay
Sensors: 13pt magnetometric, 10 target locks
Propulsion: 135m/s, 102,500,000kg
Tech II resistance bonus: 25% kinetic, 12.5% thermal
Cargo: 1275m3
Bonuses
5% bonus to large hybrid turret damage per Gallente BS level
2% bonus to stasis webifier velocity factor per Gallente BS level
7.5% bonus to armor repair amount per Marauder level
7.5% bonus to large hybrid turret tracking per Marauder level
Role bonus: 100% bonus to large hybrid turret damage
Role bonus: 100% bonus to range and velocity of tractor beams
With the same stasis webifier velocity factor bonus as the Paladin, the Kronos is a death sentence to any frigate that ventures within web range.
Vargur
Hull: Tempest / Boundless Creations
Slots: 7/6/5, 4 turrets
Fitting: 625tf, 7,900mw
Drones: 75Mbit/s bandwidth, 75m3 dronebay
Sensors: 11pt ladar, 10 target locks
Propulsion: 150m/s, 102,500,000kg
Tech II resistance bonus: 25% em, 12.5% thermal
Cargo: 1150m3
Bonuses:
5% bonus to large projectile turret ROF per Minmatar BS level
10% bonus to large projectile falloff range per Minmatar BS level
7.5% bonus to shield boost amount per Marauder level
7.5% bonus to large projectile turret tracking per Marauder level
Role bonus: 100% bonus to large projectile turret damage
Role bonus: 100% bonus to range and velocity of tractor beams
The falloff bonus is significant advantage for the Vargur, giving it an impressive range even when fitted with Autocannons.
The general feedback on the forums is the Gallente and Minmatar ships are better than Amarr and Caldari, what else is new? I'd have to agree with that general consensus, some of the bonuses absolutely make no sense and in some cases some of these ships are weaker than their predecessors! Some players have been training certain Amarr and Caldari ships skills for the past year holding onto dear hope that the Tech II ships would give their race something comparable, it looks like they'll have to keep on waiting unless the developers decide to make some changes. I bet those players who decided to cross-train and fly another race's ships are sure glad they did.
Omg, on the Kronos. I want it.