В случае невозможности от нас происшествиям. В случае невозможности с 10. Доставка продукта осуществляется с 10.
Link copied. Everyone has a clear vision now. Added 16 new videos to the in-game billboards; 15 ship videos and 1 Guristas video. In such cases, the Safety setting must be to Partial or No Safety orange or red to activate the gate. When safety is Full green the gate cannot be activated. FW participants will be able to activate the acceleration gates without penalty. These sites have gate restrictions that allow only Battleship sized and smaller ships The new Battleship Complexes are named Faction Large Outpost The progression in tiers is now: Novice unchanged Small unchanged Medium unchanged Large new Battleship tier Open formerly "Large" Loyalty Point payouts for Faction Warfare PVP kills have been given a fixed increase, and no longer linked to the warzone tier multiplier.
The LP payout rate is now fixed at approximately the same level as it previously was when the attacker held tier 5 warzone control. Active until 6 April. These capsules can be found at planets, moons, asteroid belts, and stargates. They are detectable through directional scanners and probe scanners. When destroyed, each of these capsules will drop a Guristas Hunt Acceleration Gate Key required to pass to the final section of the Hunt and Huntmaster Outpost sites. These sites only allow access for T1 and T2 Frigates and Destroyers, and reaching the final room of these sites requires an acceleration gate key obtained from the mysterious capsules.
Destroy the advanced fighter in the final area for a chance at valuable loot including implants, skins, clothing, modules, and blueprints for the powerful Gecko drone! The Guristas Huntmaster Outpost sites are appearing in large numbers within Caldari Lowsec space and in lower numbers within the Venal region. These more difficult sites also contain more valuable rewards including blueprints for the new Hydra implant set.
Graphics: Update to the textures and shaders associated with moons. Moons will have higher resolution textures and updated shaders. This implant set improves range and precision of both drone and missile weapon systems. Hydra implants have no effect on fighters. It is now called "Advanced Broker Relations". The skill rank is unchanged rank 3. Slots are for Attribute Enhancers , and slots are for Skill Hardwirings. Implants can be acquired from Loyalty Point Stores of various corporations, storyline mission rewards, rare NPC loot drops, and of course the Marketplace.
To install an implant, right-click on the implant and choose Plug In; the implant will take effect immediately. If you remove the implant, it is destroyed. You will not be harmed in the process, though it will sting a little. This is done by going to your Character Sheet, selecting Augmentations, right-clicking the implant in question, and selecting Unplug. Certain implants require the use of an Omega clone in order to inject. Upgrading a set of implants can be an expensive decision because it destroys the old set.
Instead, you could buy a jump clone , jump to it and install the new set of implants there. Each jump clone has its own set of implants. Only the implants installed in the clone you are currently occupying will have an effect. That way, the old implants are preserved as a backup when your pod is destroyed during PvP or in certain cases, by some NPCs such as Triglavians. You regularly have to wait 24 hours to use another jump clone once you did. It should also be noted that jumping to a clone installed in the same citadel as your active clone will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed.
However, you may consider jumping into a clone in the same citadel if you know that you face PvP during your next activities - and jump back afterwards. Training the Infomorph Synochronizing skill reduces this limitation by one hour for each level trained. Continue reading for more tips and practical applications with jump clones.
Each attribute enhancing implant boosts a particular attribute, with some of the best and rarest, and therefore most expensive ones giving additional bonuses. Advanced attribute implants come in sets that affect one particular stat. Each implant comes with a bonus that increases the effectiveness of all implants in the set, and a 6th-slot hardwiring adds an extra bonus. To calculate the total bonus for a set of implants, first the set bonus multiplier is calculated by multiplying together all the set bonuses for the implants in the set.
The effect bonus for each implant is then multiplied by the set bonus multiplier, and the total bonus can be found by multiplying the new effect bonus values together for each implant in the set. The Kronos release in June made significant changes to these, which will be reflected below. Note that there is no consistency in which sets have which grades: some sets have High, Mid and Low grades, but some just have Mid and Low, some High and Low, and some High and Mid only.
See the Implants section near bottom of Kronos Patch Notes. A new set of implants were introduced by CCP as special limited items that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items.
Total Effect Bonus is 4. Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses. For lists of skill hardwirings organised by function, and a summary of slot options, see the List of Skill Hardwiring Implants.