Eve Online Friendly reminder to train Mechanics V |
- Friendly reminder to train Mechanics V
- Finally they changed the billboard ads.
- Proposed changes are a buff to kiting and a nerf to brawling.
- And He Said Let There Be Nerf
- Hetoki’s Pod Removal Service
- Patch Summarised
- Nothing stays the flavor of the month for more than a few years.
- My dying wish....
- A mixed bag, but a step away from the light
- A plea to CCP
- Surgical Strike Update Follow-up
- Active FAX fits are now dead- Rejoice!
- With the coming nerfs, I thought we could take this opportunity to remember past casualties of previous nerfs. Here's the one that has stuck with me.
- my last post got removed for reasons...... but this time it is the original clip with subtitles. Please help the community reporting this RMT company and reporting to CCP about this
- choss made me do it
- 100 Ship Challenge, pt. 2
- GUYS, THEY CHANGED THE BILLBOARD ADS!
- Dear CCP
- I can't sleep at night
- For The Returning Players Who Always Ask How The Game Is Going, Here Is A Video Summary Of The Changes For The Past 6 Months...
- It's been one year since Brisc, Dark Shines and Pando were banned. Finally, the true story can be told...
- Moist Presents: EVEWITNESS - Wife Aggro *Re-uploaded
- Trying to get the ships' models but I'm having some troubles
- So how about that Griffin Navy Issue?
Friendly reminder to train Mechanics V Posted: 08 Apr 2020 11:54 AM PDT |
Finally they changed the billboard ads. Posted: 08 Apr 2020 02:03 PM PDT |
Proposed changes are a buff to kiting and a nerf to brawling. Posted: 09 Apr 2020 12:36 AM PDT Lets think this through. 20% less resistances is a huge nerf to brawling playstyle since this significantly reduces the amount you can tank and number of enemies you are able to take on. 20% less doesnt mean you can now take on 4 instead of 5 enemies, nope. Your tank either holds or you blow up. Now if your opponents also use the 15% buffed short range ammo your ship is going boom very fast. When your tank is reduced the best defence is, and always will be, not getting hit in the first place. So speed. Kiting. Ramjags. Yeah... 1v1 cruisers brawling could barely tank each other as it is, with these changes active repair tanks are a thing of the past. Just as an example were you to catch say a kiting Orthrus in a brawl fit t1 cruiser, this would usually mean victory (if you fitted right and use your modules well), after the changes you will just die to oppressive RLML dps no matter how well you play. How exactly is this a buff to brawling again CCPLS? Just some random thoughts. [link] [comments] |
Posted: 08 Apr 2020 09:32 PM PDT On Brawling CCP use the word "Brawler's Paradise." And they're talking about short range guns in the context. So they definitely mean brawling as a function of fighting up close and personal. But I don't see these changes as a whole really pushing brawling. I have no fucking idea. People could brawl more. Or they could kite their fleets 10km further away from each other so that they take just enough less damage to compensate for the lost EHP. In my opinion, as an FC who like forcing people into short range brawls, the easiest way to make people brawl is to give them good tackle. Brawler fleets are good when they have solid tackle ships that can force engagements at short range. When hictors scrambled out to 36km it was a good time to be a brawler. One Onyx could scram 6 things, and then they would have to fight or lose a ton of shit. If you're a kitey bastard, you're already yelling at me through the screen. Good tackle is how the no skill nullbear blobs you with unlimited supers. I agree. Good tackle allows the blob the focus its fury on the little guy and shit all over small groups. The quality of tackle ships is something that CCP have to carefully balance. And I have no interest in arguing that EVE would be a better game if the tackle ships were stronger. Certain meta configurations bring brawling into the spotlight. Very bad tackle can also promote brawling. In that when a 10mn AB cruiser fleet could sit under the guns of battleships, that was a good time to be a brawler. Nerfing kiting shit out of the sky would obviously promote brawling. If they made all the kitey shit suck tomorrow, people would have to brawl. On the other hand I remember a time when short range ships won every engagement in which they made tackle on the enemy. As a result, nobody was willing to go into short range to fight them and there was a lot of kiting happening. And so we come back to the problem that creating a brawling meta is difficult to do because guessing the second order effects of a change, then the third order effects, and so on, is very difficult. Eat Shit Mid Sized Ships Because Fuck You The shortest TLDR of the resist nerf is that ships will be losing about 10% of its EHP give or take a little bit. Except frigates and destroyers make minimal use of resist mods. They often depend on resist rigs, damage controls, and buffer modules, all of which are being left alone. They fit maybe one or two of the hardeners that are getting nerfed. And so a number of good, main line small ships are going to lose a few hundred EHP because of the changes. And also battleships are getting 10% raw HP back. The biggest subcapital losers are the cruisers and battlecruisers. Although I must give an honorable mention to faction bling battleships that will be hurt a great deal more than basic T1 battleships with T2 fits. The Bling Machariel will feel the nerf a great deal more than the T2 Invuln Rokh. However the Machariel did at least get some raw HP and some scan res. Mid sized subcapitals will tank more poorly compared to small and large subcapitals than they did before. And some mid sized weapons took a beating as well. Medium artillery got worked over nicely. The best rail platform took it in the balls. It seems like a good time to be a frigate or destroyer FC. You wont take such a beating from the mid sized ships and you might stand a better chance of taking them down. Maybe you'll get really lucky and watch that battleship FC over there whip his dick out and dismantle all those fucking HACs. Then you can go in with your tiny signature under those battleship guns and actually have some survivability in the middle of the brawl. Just maybe. I Want to Drop Dreads on Things -No further comment.- RIP Active FAX It will not be hard to down an active FAX with 1 capacitor booster. We already have access to good doctrines that crack Rorquals and FAX currently. Thank you triangles. You need a bit of cap pressure, 3 or 4 hundred cap per second should be enough. And you need 10 or 20 K DPS. Even a fairly small fleet can accomplish this. I would not be surprised to see FAX pilots slowly switching over to buffer fits. So to get a kill all you will have to do is chew through a big chunk of EHP. But no one will tank indefinitely. I like it. Makes battles faster and bloodier. Shield Supers and Titans They don't look all that bad right now. I remember thinking they would get nerfed particularly hard after shield slaves released to bring them back to the previous balance point with armor. It doesn't look like that happened. It would have lived if it were a shield super. [link] [comments] |
Posted: 09 Apr 2020 02:00 AM PDT Hello! Are you frustrated by tryhards like yours truly zooming around with Snakes? Well, I'm here to solve your problems! Thanks to the current event, I've stepped up my game and developed several new and exciting strategies to exterminate capsules. Send me a brief description with a Zkill link, area of operation, and staging structure of any bothersome individuals you know of who are flying around in expensive clones. I will hunt down as many wallet warriors as possible, and even send you 5% of the value of any loot if I act on your intel! Fly Dangerous, [link] [comments] |
Posted: 08 Apr 2020 10:10 PM PDT Resistance Changes - Minimizing difference between ships and their equipment. Outcome for the blob - Buffed. Now having one extra pilot is much more important than how the ship is fitted. Outcome for smaller groups - Nerfed. They don't have the ability to fit their ships to make a difference in effectiveness How to fix it - Keep the nerf to ships and lower tier modules. Keep the higher tier modules the same as they currently are. Result - Modules and your ability to bling your ship makes a greater difference. This gives smaller groups an avenue to potentially outperform mass cheap doctrines. Fax Changes - 1 Cap Booster only Outcome for the blob - Nerfed. Makes it more difficult to jump in a repair ships over a longer time period. Outcome for smaller groups - Nerfed into the ground. Wormholers, smaller lowsec groups, smaller nullsec groups cannot do effective logi. Must not make 20 new pilots appear out of nowhere. How to fix it - Keep Cap Boosters. Modify reps to be based off signature size. Result - Now CCP can modify the effeciveness of capital repping and subcap repping independantly. Super Changes - Remove Supports. Add more Heavy Fighters. Outcome for the blob - Moderately nerfed. Ratting is slightly less effective. Much more damage. Less utility that is replaced by other pilots. Outcome for smaller groups - Nerfed harder. Less utility means you need more pilots to fill the job. Once more pilots need to appear out of nowhere. How to fix it - Don't let supers use dromis Result - Supers are less oppressive for subcaps. Use in PvE isn't changed. Brawling Ammo Changes - Damage buff for short range ammo. Outcome for the blob - Nothing. Ammo changes don't matter if shit can't get caught. Outcome for smaller groups - Nothing. Ammo changes don't matter if shit can't get caught. Outcome for DSTs in high-sec - Suicide watch. How to fix it - Nerf speed of different ships and make ships that need to be close range tank much more effectively so they can have advantages over the massive range control disadvantage. Result - Lolz this won't actually fix shit. HACs will still be the primary thing being used. *TL;DR * Blobs - Fuck you a little bit. Smaller groups - Fuck you even more, become a blob if you want to compete. Patch efficiency at trying to solve the problems it's intending to: 0/10 Rename Patch: Collateral Damage [link] [comments] |
Nothing stays the flavor of the month for more than a few years. Posted: 08 Apr 2020 01:34 PM PDT |
Posted: 08 Apr 2020 07:34 AM PDT |
A mixed bag, but a step away from the light Posted: 08 Apr 2020 04:57 AM PDT April's patch notes have descended and present some potentially significant changes to the sandbox. Balance changes to supercapitals were anticipated and I think the changes broadly align with the recent trend to carve out roles for each class (Subcapital, Capital and Supercapital) and not have platforms that perform well against all other classes. Balance changes to subcapitals are pretty welcome too - toning down some of the more prolific platforms such as the Loki and Muninn and offering some more room for underused ones such as the Deimos and T1 Battleships. We also see changes to T2 short range ammo types, which, although won't be enough in my mind to push a brawling meta alone, at least illustrates that CCP are open to the idea of having a meta that isn't exlusively alpha at range. Broadly good in my mind so far, clearer roles, pruning back oppressive doctrines and giving some love to underused ones. But then we get on to resist changes. Here's a graphic I made some months ago about the value of resists. Resists have a significant impact, not only on EHP, but also on EHP/s - i.e. both the buffer and the logistics power. A ship with 50% resists gets 5x less effective logistics than a ship with 90% resists, so for every 5 ships providing assistance to that 50% ship, the 90% ship only needs 1. But that worked out because the cost of getting 90% resists, in terms of ISK, platform choice and fitting choices, meant it was extremely expensive to leverage that advantage. Expensive enough that the largest fleet doctrines are almost exclusively t2 fit and the norm was cost efficient-HACs, not bling deadspace fit faction Battleships. The 20% resist reduction penalises high-resist modules relatively more than low ones. Given that the EHP and EHP/s will already be lower than before this change there's a double penalisation for these modules: you're less likely to live so there's less value in blinging your ship and the gap between the performance of a bling module and its T2 counterpart is significantly smaller relative to before the patch. Let's take an active armor hardener as an example, and to make the math easier, we'll consider a ship with 0% base resist in the type considered. An X-type active hardener has 64% Resist -> 2.778 EHP multiplier After this patch the hardener has a 51.2% Resist -> 2.049 EHP multiplier The ratio of new/old is 73.8%, so in this case the X-type hardener is worth 73.8% of what it was. The same calculation with a T2 hardener yields an 83.3% ratio of new/old. So the T2 hardener is worth 83.3% of what it was. Why is this a problem? Well, the threshold size of a hostile fleet a smaller but more expensive doctrine can engage goes down. It mattered less that you were 50v100 when each of your logi was worth 3 of theirs through bling fitting. It mattered less that you were fighting 50 ships outnumbered if their volley wasn't sufficient to alpha you off grid. But when that ceiling drops further to 80 or 70, you have to start wondering if it's worth flying something 5x the cost of the hostile. Do you even bother with logistics any more? Or do you just throw sticks at each other in the lowest common denominator doctrine until one side decides to go home? Is your fleet experience for the day over because the dice rolled and you were the first primary? So, if not this, then what? Things die already, what we need are reasons to fight. Heavier assets that are committed to grids keep fights going - that MWD HAC fleet that can disengage and lose less than 10% of the fleet when it feels unfavourable is not an issue related to an inability to kill things. I would aim to open up the meta so that kiting/alpha isn't the defacto doctrine design choice for all your engagement needs. Introduce/rework buffer tank items to further increase EHP beyond current values at some meaningful cost to resist. This gives the ability to fit for buffer against the high-alpha, low-dps meta but alternatively fit similarly to the current tank style for low-alpha, high-dps brawling. This would give a meaningful push to BS fleets being able to fit a buffer tank capable of taking hits from HAC Alpha doctrines, but at the expensive of opening them up to not hold under logistics reps if a brawling comp was dropped onto them. Having multiple fleets; one alpha, one brawling, in the same engagement might even become the norm to cover both cases. Until then though N+1 and attrition based warfare become even more dominant, the blocs prosper further and each individual in a fleet matters even less to the collective outcome of the fight. TL;DR With fewer meaningful choices to stop the blood haemorrhaging, the larger blood sack will prevail even more often than it does now: it simply has more blood to bleed. [link] [comments] |
Posted: 08 Apr 2020 06:35 PM PDT Dear CCP, As a lowsec FC I cannot in good faith not voice a well thought out opinion in the face of such looming changes that overwhelmingly cripple us. My issue is not with the increased damage coming from short range weapons and only mildly with the resist nerfs. No the meat and potatoes of our plight lies with the not very well thought out change to limitation of 1 Capacitor Booster to a fax. We will begin with the technical details of why this is total folly. No active fax in the game can currently run either its local tank or its remote repairs on 1 capacitor booster alone. Even a buffer fax cannot effectively run its reppers off of the capacitor coming from 1 booster. Compounded by the fact that jumping into combat you begin with less than half your capacitor in the first place. If the enemy even breathes a hint of energy neuts onto you, you are useless to your fleet and are essentially a glorified paper weight. Currently the extreme pressure of incoming dps and incoming neuts can be offset by a technique called inject repping. For those unfamiliar it is basically fighting from zero cap. By injecting boosters from 1 or more injectors and immediately running a module. Relegating faxes to only 1 capacitor booster of any type effectively disables all buffer and active faxes that do not wish to use their slots for capacitor regen. This circles us back to the old triage fits of CCC rigs, Cap rechargers, and power relays. Shield faxes are practically destroyed with those fits due to the shield booster penalty power relays bestow upon you. Armor faxes become crippled to the point of uselessness for the purpose they were meant to fill. Our current fax fits are capable of tanking structures and work in pairs to tank the structure or the fleet depending on who is primaried. The Cap Regen fits sacrifice far too much to tank what is required in the new engagements one must fight through in EVE and will fold up like paper under the pressure that will come their way. If you implement this change in the manner you have outlined, faxes will be a dead ship. They will have no purpose because they will be so utterly and completely broken and useless in the current game mechanics. IE. Citadel fighting. You should not go through this change. Faxes are well balanced right now and have hard counters. You can either drop dreads on them, perfect the art of spearfishing to boosh large parts of the enemy fleet off the fax and kill many of them, or you can bring alpha based comps that ignore the immense repping power faxes bring to the table. Now onto the non-technical reasons why fax change is horrendous. As lowsec entities we rely on the enormous power of fax reps coupled with our quality based doctrines to be the tip of our spear when we MUST win fights. As we bring fewer pilots to the table to often do battle with much larger entities on a regular basis we cannot afford to spare the manpower necessary to bring such a large number of subcap logis nor can we afford to bleed ships in the same manner as larger entities who have dozens of pilots to replace anyone they lose during the battle. Simple math for you, if Wangs has 50 arty machs in fleet and I bleed 10 of them, depending on who and what I am fighting I no longer have the critical mass I need to kill what I need. This is the lowsec way of war on structure fights. If you implement this change to faxes you will cripple our entire ability to effectively resist larger entities altogether. You cannot tank the enormous firepower brought to bare against us by these groups with subcap logi. You can bring all of the guardians you want, 100 feroxes will annihilate them. Understand that we frequently take these fights with about 10 active faxes on turbo max I need everyone dudes ping. Frequently we find ourselves going into battle with no more than three at a time. They are the battering rams which we rely on to effectively siege large structures such as fortizars and azbels. This is because subcap logi in the numbers we pull are wholly inadequate to the task of tanking both the structure, the enemy fleet, and keeping our own ships alive. Any subcap logi we may bring is meant only as a last ditch effort should horrible circumstances befall upon our faxes. Without this battering ram, we will not be able to take fights or create the content our people desire. There will undoubtedly be people who say adapt or die and get good, but to you I say this would be the equivalent of CCP stating that Fleet limits for everyone including null blocs are capped at only 20 pilots. RIP movement and fire coordination. Please understand this is such fundamental damage to the only available option we have to fight against overwhelming numbers that we will be absolutely hamstrung to do anything major. In addition to this capital escalations altogether will drop dramatically. Faxes entering the battlefield are usually to the que to begin a limited escalation of dreads to pressure the faxes which in turn leads to steady escalation that results in all out dread brawls as the battle takes shape. Without trigger why should anyone feel the need to drop dreads? If this change is implemented in its current iteration you will completely cripple the pirate way of war. We will never be able to creatively defeat the N+1 tactics our enemies employ and our entire quality of life all throughout lowsec will be severely diminished. I humbly ask that you take more time to re-evaluate that portion of the patch and please talk to the leaders of lowsec about this matter directly. Thank you. [link] [comments] |
Surgical Strike Update Follow-up Posted: 08 Apr 2020 12:16 PM PDT |
Active FAX fits are now dead- Rejoice! Posted: 08 Apr 2020 12:40 PM PDT Were you a small group trying to take advantage of your small numbers against a large enemy force? Were you a wormholer trying to leverage your limited pilots and capital advantage in a wormhole? Were you trying to provide a logistics solution when the enemy had too much alpha for subcap logi? Well, fear not! Now, with the power of Only one Capital Cap Booster, you can now only rep half as much as you could previously since you now literally cannot inject enough cap for 2 armor reppers or a single shield booster, while at the same time cap out just trying to rep your friends! In fact, a single capital remote repper uses more capacitor than your Capital Cap booster! And DOUBLE F for the Ninazu and Lif, which required intense cap injection because of the bonus type their capital remote reppers recieve, which make them even hungrier for cap. Combined with the resist nerfs, have no fear! Your FAX that repped 40k ehp/s because the enemy was too dumb to bring dreads or like, one bhaalgorn is now only repping 18k EHP/s consistently, and the rep output is now just a matter of time before you cap yourself out! https://forums.eveonline.com/t/surgical-strike-update-follow-up/231061 [link] [comments] |
Posted: 08 Apr 2020 06:16 PM PDT |
Posted: 08 Apr 2020 11:11 PM PDT |
Posted: 08 Apr 2020 11:56 AM PDT |
Posted: 08 Apr 2020 01:25 PM PDT #100ShipChallenge Atron Highlights pt. 2 I'm continuing my journey to lose 100 Atrons. They can't all be bangers, but life is effort and I'll stop when I'm dead. So far, I've learned(and ignored) the Atron's ideal engagement profile. I've also learned that I'm pretty shit at micromanaging my modules. I also am constantly reminded how goddamn fast the Atron is. I've been experimenting with a dual prop fit to run down kiters, and I routinely overshoot my target and allow them to escape. We're at 36/100 losses, so there's still plenty of time to learn. [link] [comments] |
GUYS, THEY CHANGED THE BILLBOARD ADS! Posted: 08 Apr 2020 02:17 PM PDT This literally made my evening. I'm sooo glad they finally listened. [link] [comments] |
Posted: 08 Apr 2020 02:22 PM PDT Please bring combat refitting for faxes, so that active faxes can still be a thing and small capital fights 1 triage carrier, and 10 battleship fights can still happen. Regen caps will still be nuetable. The combat refitting on caps was a unique gameplay and we kind of needed back to help the fax out. [link] [comments] |
Posted: 08 Apr 2020 04:06 AM PDT |
Posted: 08 Apr 2020 05:16 AM PDT |
Posted: 08 Apr 2020 06:43 AM PDT |
Moist Presents: EVEWITNESS - Wife Aggro *Re-uploaded Posted: 09 Apr 2020 12:04 AM PDT |
Trying to get the ships' models but I'm having some troubles Posted: 09 Apr 2020 03:42 AM PDT Oï ! I'm trying to get the ships models to try and make something in Blender. I found some stuff using something called "TriExporter", changing files extensions with GIMP etc, and I think I hit a roadblock. I downloaded TriExporter, and when I open it and try to direct it toward the EVE folder, it doesn't work. I get the following error message : Can someone help me please ? I only need to find the model of Nidhoggur and maybe some fighter model, but can't manage to do it.. Thanks in advance! [link] [comments] |
So how about that Griffin Navy Issue? Posted: 09 Apr 2020 03:41 AM PDT The griffin navy issue was robbed of its purpose when ECM was changed. Its now a jamming solo ship that cant solo jam. I believe CCP said they would look into it but to my surprise, so far they have not. I ask you now for justice for the GNI. Let the GNI rise! I mean how hard can it be to change 1 ship? [link] [comments] |
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