Amarr Ships
The Omen has long suffered from a lack of damage compared to the Maller even though the Omen is intended to focus on offense at the expense of defense. The rate of fire bonus to energy turrets only compensates for the additional turret hardpoint the Maller has, so the Maller is a better choice in almost all cases. Because of this we have added a 5th turret hardpoint to the Omen. This also carries over to the Zealot, which is based on the Omen. While the damage output of the enhanced Zealot is massive, in particular in combination with the resistance changes mentioned in Zulupark's blog, we feel that this is where the close range Heavy Assault Ships ("HACs") need to be at in order to stay competitive.- Omen: 5 turrets (+1 turret)
- Zealot: 5 turrets (+1 turret)
Apocalypse:
- Fitting: 505tf, 20500mw (+5tf, +1000mw)
- Capacitor capacity: 7500en (+25%)
- Bonuses:
- 10% reduction in large energy turret capacitor usage per Amarr Battleship level (no change)
- 7.5% bonus to large energy turret optimal range per Amarr Battleship level (replaces the 5% capacitor capacity bonus)
Deimos
After a significant amount of testing with the changes to the Zealot, it became apparent that the Deimos had problems compared to the other close range heavy assault ships. As the damage output is already the highest of all the HACs, we looked into boosting its defenses so it had a fighting chance. One of the main problems of actively repaired Deimos setups is the high energy requirement, so we have changed the slot layout so the Deimos can accommodate a capacitor booster.Deimos:
- Slots: 6/4/5 (+1 med, -1 low)
- Capacitor capacity: 1625.0en (+250en)
- Bonuses:
- 5% bonus to medium hybrid turret damage per Gallente Cruiser level (no change)
- 7.5% bonus to armor repair amount per Gallente Cruiser level (replaces the MWD capacitor penalty reduction)
Caldari Railgun Platforms
Similarly to the Omen, a number of Caldari railgun platforms were suffering in the damage department due to the lack of turret hardpoints compared to their competitors, so we have increased the number of hardpoints as follows:- Moa: 5 turrets (+1)
- Eagle: 5 turrets (+1)
Ferox:
- Hardpoints: 6 turrets (+1)
- Power output: 1075mw (+75mw)
Raptor:
- Hardpoints: 3 turrets (+1)
- Power output: 26mw (-4mw)
Tracking Disruptors
Finally we have added a falloff modifier to the Tracking Disruptors. The Optimal Range Disruption ARM script has been change to modify both optimal range and falloff. The reason for this change is the Tracking Disruptors are largely ineffective against blasters and auto cannons which have a high tracking speeds and large falloffs. Disrupting the optimal range does not affect them in any significant way and tracking disruption is not very effective either because of the large falloff. By allowing the Optimal Range Disruption script to affect falloff as well, Tracking Disruptors can be used effectively to reduce the range of blasters and auto cannons. Skills and bonuses that affect the effectiveness of Tracking Disruptors have been changed to also affect the falloff.As always, note that these changes are subject to change based on further testing. We will be keeping a close eye on the Deimos in particular. Update: Based on the feedback we have received on the Deimos changes, we have decided not to implement them and will instead keep an eye it's performance when the patch is released.

























