(Timings in this are for https://www.youtube.com/watch?v=w8K9b7CEWOE&feature=youtu.be )

11:30 - Announcement that they are completely re-imaging capitals

11:35 - All capitals (dreads, carriers, supercarriers, titans) getting fleet hangar, ship hanger

11:50 - All super capitals (super carriers, titans) also getting range of unique abilities

12:00 - Dreads are going the be the "in your face" gun platform

- Backed up by titans with interesting effects

12:15 - Carriers will project their fighters across the battlefield at long range

- Backed up by super carriers, also at long range, EWAR abilities

12:25 - Moving logistics role to a brand new set of capitals

- Called "Force Auxiliares"

- Galante can be seen at 13:38

- Minmatar at 13:00

- Fairly limited combat capabilities

- When in triage they are the logistics backbone of any capital fleet

12:20 - Whole new range of capital modules

- Armor Plates

- Shield Extenders

- Propulsion Modules

- Capacitor Warfare Modules (Nos / Neut)

- Capacitor Boosters, Charges and Batteries

13:40 - Capital Meta, Tech 2 and Faction variants (including existing)

13:55 - "So yeah, there will be tech 2 extra large guns, and ammunition, and skills" - CCP Larakin

14:05 - New XL Turret tentatively named "High angle weapon batteries"

- [Appears to be a triple battery of battleship guns on a dread]

- Specifically designed to shoot at subcapitals

- Have high tracking, really high rate of fire, short range

- Balanced separately to existing XL weapons

14:25 - Rebalance existing XL weapons to not be very good at hitting subcapitals

- Used to kicking over sandcastles and other capitals

14:50 - Capitals are losing complete eware immunity

15:09 - "If brave newbies show up in 50 rifters, they can tackle your titan" - CCP Larakin

15:20 - Capital remote repairs will only be effective in triage

15:35 - You will not be able to refit with a weapons timmer

- CCP Acknowledge this is a drastic change and will completely change the way capital combat works in eve

15:58 - "We are giving capitals weapons and abilities that can affect sub-capitals, but they are going to be more vulnerable to sub-capitals as well" - CCP Larakin

16:15 - Complete rework of fighters / carriers

- Removing fighters and replacing them with "squadrons"

- Carriers will be able to launch between 3 and 5 squadrons

- Different types of squadrons

- Squadrons do not have traditional shield/armor/hull

- HP of squadron measured by how many fighters are left alive in the squadron

- You can't repair something that's dead

- Squadrons are going to have a whole range of brand new abilities

16:49 - [Image shows guns, Nos, Target painter and doomsday]

- Examples given:

- Torpedo Barrage (Designed to do massive damage to capitals/structures)

- Microjump drive (rapid battlefield movement)

- Evasive maneuvers ("mmm... short invulnerability buff")

- Missile swarm (launch at other fighter squadrons to taken them out before they reach your capitals)

- New tactical combat ui [think homeworld]

- Can send your fighter squadrons to any point in space

- It will be important for carrier pilots to master this position gameplay

17:45 - Revamp camera

- Can detach them camera from your/any ship

- Eg. free camera mode

18:25 - New doomsdays "sickle class"

- Free targets "slash" from point a, to point b

18:45 - [Video of sickle class doomsday]

19:41 - Doomsday "Hand of God"

- Titans using their bridging technology can teleport a group of sub-capitals against their will to a random spot in the same solar system

- Not powerful enough to teleport capitals

- Will disrupt capital warp and jump drives

20:30 - Super Carriers will also have a selection of long range area of effect EWAR effects

- Super Carriers will act as long range artillery

- While controlling their fighters, they can use these abilities to debuff enemy fleets