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    Tuesday, April 14, 2020

    Eve Online View from my balcony due to less air pollution

    Eve Online View from my balcony due to less air pollution


    View from my balcony due to less air pollution

    Posted: 14 Apr 2020 12:55 AM PDT

    I try not to think about the fact that I’ve put off trying this game for more than a decade

    Posted: 13 Apr 2020 11:24 AM PDT

    I see your 1hp remaining and I raise you a rounding error

    Posted: 13 Apr 2020 08:49 PM PDT

    Fresh PGL rage for the next "This is really Eve trailer"

    Posted: 13 Apr 2020 11:08 PM PDT

    Buy my 1 isk shittle!

    Posted: 13 Apr 2020 09:25 PM PDT

    We're the middle children of EVE.

    Posted: 13 Apr 2020 01:58 PM PDT

    Eve Online Players Unknowingly Provide WHO With Ideal Social-Distancing Measures in Fight Against Corona Virus - EveOnion

    Posted: 14 Apr 2020 02:13 AM PDT

    AAR: Aokannitoh Astrahus - 60 PIRAT Wars Ended

    Posted: 13 Apr 2020 11:55 AM PDT

    The Story So Far

    Part I here

    Part II here

    A piece of previous information not mentioned in the previous AARs is that this is not our first run-in with PIRAT over the last couple of months. The conclusion of the previous conflict was that they agreed to retract their wars, and we agreed not to complete the structure timers we had setup. We had understood this to be an ongoing agreement, so were not best pleased when we found ourselves dragged back into highsec to resolve another war.

    Mechanical Shenanigans

    I will do a more comprehensive writeup detailing all of the loopholes in war declaration mechanics that have been used against us (some of which we have used in return) in another post, but a few are directly relevant to this AAR, so will be mentioned in the course of the narrative.

    We had taken two more PIRAT Astrahus to structure timers - one in Perimeter on Friday, which was the war HQ for their war with us, and the one in Aokannitoh that was killed on Saturday. The timers for these wars ended up being 26 hours apart. This interval is important:

    • Ordinarily, when a war ends, there is a 24 hour cooldown timer.
    • A war assist takes 4 hours to go active.

    This meant that we had to make a choice - hit the structure timer of the Astrahus that was the war HQ for PIRAT's war with us, and then be unable to close out the other Astrahus' structure timer, or leave the war HQ of PIRAT's war with us to repair, to complete the kill on the second Astrahus which served as HQ for 60 of their 84 active wars.

    We opted to go for the second timer in order to make clear our unhappiness with being back in HS once more, and hopefully dissuade another repeat. However, once their Astrahus in Perimeter had repaired, PIRAT used another trick: The Astrahus was owned by a 1 man corp in their alliance, which they kicked out. As wars are centered on a war HQ structure, our wars followed. This left us no longer at war with PIRAT, but a 1-man alt corp, and unable to attack the timer on Saturday.

    Thinking fast, we contacted some friends we'd made through the course of defending our Fortizar timer, and subsequently failing to defend their Sotiyo structure timer - Space Ants. We were unable to defend that timer due to PIRAT all dropping corp and joining a pre-setup alt corp that was also at war with Space Ants. This was truly galling, but gave us part of the puzzle we would need later...

    After some quick conspiration, we welcomed the newest corp into Dead Terrorists - Space Ants! With an hour or so spare after the 24 hour delay for them to join, this put us back in the game, and back on track to hit the big timer, but it did not come without a cost...

    We had managed to secure the help of another wormhole group, Inner Hell, to act as the third, and hopefully final, hammer to our anvil (a tactic outlined in previous writeups). They had helped us secure the armor timers of both of the Astrahus mentioned, and ran interference on PIRAT's attempts to pick us off in a Tornado fleet. Unfortunately, the war they had assisted us with was now against a 1-man corp.

    NC were ineligible to help out again as PIRAT had dropped the war with them after their Oracles tore into them in Myyhera. This meant unless we secured another partner within 24 hours, we were on our own...

    Peeking Behind the Curtain

    Mechanics were not the only lever PIRAT would pull on to try to block us from completing the timer: at approximately 18:40 EVE on Friday, TEST, Horde and Siege Green all declared war on Dead Terrorists and Inner Hell.

    This left us very confused - we hadn't engaged in combat with these parties outside nullsec. After asking around to try and connect the dots, we thought it might be due to some misapprehension relating to the Tranquility Trading Tower structure in Perimeter, and the profit sharing scheme centered on it. We didn't think it had anything to do with our war with PIRAT because:

    • The structure we were about to hit had only just ceased to be the war HQ for PIRAT vs NC (as a direct consequence of them fighting PIRAT with us) who are allied with Horde.
    • The structure was actively the war HQ for BRAVE, FEDUP, Requiem Eternal and VINDICTIVE, all members of Legacy Coalition with TEST.

    Bloc diplomacy being a far cry from wormhole diplomacy, I put my big boy boots on, and started pestering friends. After bothering seemingly countless people (sorry) and getting a crash course in points of contact for the big boys, I had completely failed to get hold of a Horde diplo (but darkened the DMs of many a Horde director) and the TEST diplos that did respond knew nothing.

    So I went for a big cheese and messaged Gobbins. After a bit of back and forth between Gobbins, IChooseYou and myself, it seemed like PIRAT had spun a line about us attacking ICY market structures, and given time sensitivity (and his lack of free time), Gobbins just greenlit the wardec.

    I tried to extract some assurances that at least Horde would not form to defend PIRAT's Astrahus, but with wheels being in motion, Gobbins otherwise occupied, and noone in TEST diplo knowing why they had declared war in the first place, none were available. We could only hope that they wouldn't form to spoil the timer.

    Staring down the barrel of a PIRAT fleet that not only outnumbered us, but had demonstrated deep coffers and the bowhead alts needed to reship during the fight, entrenched on their own structure grid, as well as a possible bloc response on top, it was not looking likely we could complete this timer. Inner Hell would not be able to shoot PIRAT or the structure, but could shoot at TEST and Horde, albeit likely heavily outnumbered, if they showed.

    Finding New Friends

    All this past week various members of DT had been in ongoing dialogue with leadership/FCs from some of the smaller groups at war with PIRAT. Most had been following the story on reddit and were interested in clearing their wars, maybe killing some PIRAT in the process. We had told most of them about the TEST/Horde wardecs and the likelihood that we would be unable to field a fleet against even a casual form by those groups, but had asked them to form in case we managed to resolve that diplomatically.

    My diplomatic efforts proving unsuccessful, even with my big boy diplo boots on, I had also started reaching out to FCs and leadership in larger groups that PIRAT had declared war on with the target structure as HQ. I hoped to find a group, or combination of groups, big enough to survive on the structure grid against PIRAT's fleet and close out the timer even without our help.

    Most of these calls for help went unanswered. A few did not: among the FCs I had reached out to was Pandoralica from the Initiative. They were doing something else a little earlier in the evening, but if we could find him some workable wormhole connections, they might be able to make the timer. He would confirm about an hour beforehand.

    Galvanised by the possibility of a big boy fleet on our side of the fray, from around 12:00 EVE on Saturday, our scanners channeled the collective autism for which wormholers are renowned, revered and reviled, and got to work. Our Pathfinder rapidly descended into a hideously beautiful Lovecraftian hybrid of elder god, spaghetti and wickerwork. I attempted to distill the insanity into something usable, but was defeated. I settled for pasting screenshots while mentioning particularly choice routes.

    We were in luck, there was something usable! Now we just had to wait to see if Initiative were able to come...

    Feeling that I had now exhaused all formal avenues that presented themselves, I put out a call for aid on reddit.

    Down to the Wire

    25 minutes or so before the timer, Initiative were getting into position, they could come! That jubilation was rapidly tempered when we learned TEST were on their way with an estimated 100 people in fleet. Shortly afterwards, we learned Horde were also forming. At this point, I'm preparing to try and coordinate between friendly parties in order to ensure the kill, while being unable to hit grid ourselves. This despite one of our strongest forms in recent memory with 60 in fleet.

    Just at the moment where frustration started to boil over to despair, our beloved leader (who had been largely embroiled in real world concerns, and out of contact over Friday and Saturday) revealed his ace in the hole: we would do to PIRAT what they had done to us in Myyhera. He had found another group at war with PIRAT who would take us in to fight the timer: after some angst on comms about pristine corp histories, over the next 10 minutes, 60 characters left their corps in Dead Terrorists, and Canadian Forces Corp grew a lot of extra teeth.

    The Grid

    We hit grid in the final few seconds before the timer started, now able to field our Zarmazd-based fleet, but due to communication breakdowns between directorship after uncertainty of allies, and the issues we'd had with ECM in Myyhera, they had lost their tackle for ECCM, to ensure we could hold out as long as possible and kill the structure while enduring the PIRAT fleet.

    Formed for PIRAT:

    • 92 PIRAT (35 Apocalypse Navy Issue, 18 Nestors, 9 Leshaks, 9 Vindicators, 7 Guardians, 8 Zarmazd + 2 DST for cap boosters)
    • 70 TEST (Ferox with Basilisk, Osprey support)
    • 146 Horde (Ferox with Basilisk, Osprey support)
    • 12 Wrecking Machine (Bumping Machariels)

    Formed against PIRAT:

    • 70 United 4 Nations, 60 formerly of Dead Terrorists (41 Zarmazd, 25 Leshaks)
    • 152 Initiative/Init Associates (Kikimoras with bomber, Kirin and AF support)
    • 9 Federated Alliance of Mafias (Hecates, Catalysts)
    • 38 Apocalyse Now (Hurricane Fleet Issues, Caracals)
    • 26 Warped Intentions (Tornadoes)
    • 10 VINDICTIVE (Tornadoes)
    • 6 FedUP (T3D, bombers)
    • 4 Sixth Empire (Cruisers, bombers)

    Formed against TEST/Horde on the nearby gate:

    • 25+ Inner Hell (Loki fleet) - absolute madlads )))

    Denouement

    Shortly after we opened fire on the structure, TEST and Horde Ferox fleets landed on grid, but were mostly left without a target to shoot at (their only eligible target being INHE). After some presumable confusion on their end, PIRAT opened fire on us. Having broken tether, they were now free game, and INIT pounced.

    After bleeding to the tune of 20b isk or so, PIRAT managed to extract, with TEST and Horde leaving grid shortly thereafter. Our invitation on reddit seemed to have borne fruit - fleets from Apocalypse Now, Warped Intentions, VINDICTIVE, FedUP and Sixth Empire all showed up to help close out the timer, which was completed without further incident. Many groups will now be able to enjoy a two week respite from PIRAT's predations.

    Battle Report

    Big thanks to everyone who helped us over the last couple of weeks, be they longstanding allies, old friends, new friends, or just those with a common goal. Particular shout-outs to Trigger Happy, NC, Inner Hell and INIT for bringing the noise that enabled us to go toe-to-toe with PIRAT on their home field.

    For our own part, we aim for this to mark an end to our highsec misadventures for a long while, and will be resuming our usual marauding wormhole ways. We look forward to shooting stuff with (or against) everyone in nullsec once more sometime soon!

    submitted by /u/Captator
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    When FC needs a interceptor/sabre pilot

    Posted: 13 Apr 2020 03:46 PM PDT

    PIRAT High Command, circa. 19:40 EVE, 11/04/2020'

    Posted: 13 Apr 2020 02:05 PM PDT

    When you're new to Eve and join your first PVP corp

    Posted: 13 Apr 2020 05:00 PM PDT

    PGL 2020 wormhole rage

    Posted: 13 Apr 2020 11:06 PM PDT

    CCPlease

    Posted: 13 Apr 2020 04:23 PM PDT

    No long text, just a plea: Give us the AT back, would you pretty please?

    submitted by /u/KennyDrein
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    Although I may have gotten lost in a wormhole, I have a wonderful copilot that can help me get out

    Posted: 13 Apr 2020 10:10 PM PDT

    Triglavians learn from players, are now running lootbox scams.

    Posted: 13 Apr 2020 10:04 PM PDT

    Brawling Buff - Increase the Range on Heavy Scrams and Disruptors

    Posted: 13 Apr 2020 08:27 AM PDT

    To start, i'm looking forward to the upcoming rebalance. Its the tip of the iceberg as far as improvements to brawling, but at least its a step forward. No, it doesn't resolve all the concerns with brawling, especially for battleships, but it does provide some momentum and gets discussions going. Which is why i'm sharing some thoughts on future brawling buffs, particularly for battleships and, in a way, for capitals as well.

    To the Point:

    Increase heavy scram range by 40% and increase heavy disruptor range by 50%

    Reduce fitting requirements for PG for heavy scram and heavy disruptors by 50% and reduce CPU requirements by 25-30%

    Place fitting restrictions on heavy scrams and disruptors to battleships and capitals only (like grapplers)

    Below is a brief rundown on the ranges for heavy scrams and points with these changes:

    Heavy Warp Disruptor II = 36.4km

    Domination Heavy Warp Disruptor = 42km

    Shadow Serpentis Heavy Warp Disruptor = 39.2km

    Heavy Warp Scrambler II = 14km

    Domination Heavy Warp Scrambler = 17.1km

    Shadow Serpentis Heavy Warp Scrambler = 15.7km

    One final thing to clarify, yes, this does make long point range significantly higher with things that fit a heavy point. That is the idea, make it so that even if you're kiting at 30-50km, you can still be within point range which makes it harder to escape immediately.

    Why?

    As has been pointed out numerous times, no matter how much you buff a weapon system, for battleships, they will always be too slow to actually catch something outright (in most cases). So instead of trying to foolishly make them faster, make their area of effect larger by providing tackle support on grid.

    As for capitals, since supers are losing their Sirens, they have the option to fit a heavy disruptor (unlikely, but its an option) to regain some ability to tackle targets. Alternatively, WH/Solo/Null response dreads will see some benefits to these as well.

    What are the Downsides?

    So, you fit heavy scrams/disruptor to your battleship and you get free range right? No.

    The heavy scram and disruptors will still have a large cap need, along with a noticeable fitting hit. For example, the heavy disruptor consumes 33gj of cap every cycle, compared to standard T2 disruptor's 4.5gj, which is approximately 7 times more cap need for the point. Heavy scram consume 6.75 gj per cycle while standard consumes .9 gj, so again, about 7 times more cap need.

    This creates fitting choices and diversifies battleship fits. Sure you can still use the standard scram/point if you want max fitting. But if you can squeeze in a heavy scram or point, you get a significant range boost to compliment weapon ranges, or allow you to tackle more effectively. Fitting choices are some of the most important aspects of EVE's balance that CCP often forgets.

    The Barghest

    The Barghest has been a thorn in my side regarding making this suggestion. Which is the primary reason it was decided to go with a 40% range increase on scrams and 50% on disruptors. Originally, was wanting to do 100% bonus to range on scrams (T2 would be 20km). But the barghest w/ links got to absurd scram range (42km). So, it was decided to tone it down.

    The alternatives is to just not make heavy scrams/points unbonused to the Barghest (like grapplers on the Bhaalgorn), the issue with that is if we kept the same 100% range increase on scrams and points, then unbonused T1 battleships would have more scram range than a caldari scram fitted Barghest.

    Going with the 40/50% increases helps keep the Barghest balanced and not needing to apply restrictions to it. It also prevents these changes from stepping on the toes of things like Recons and HICs. HIC's still retain infinite point and have a lower signature, while recons (in most cases) will have superior point/scram range. Recons can also utilize abyssal points/scrams, whereas heavy scrams/points cannot be abyssal rolled.

    If the Barghest's range exceeds Recons in certain fits, then the option always remains to slightly reduce heavy point/scram range (35% scram, 45% point) or, reduce the Barghest's point range bonus from 10% per level to 7.5% per level (if it becomes an issue). In my opinion, it might make the ship more desirable even if it does become slightly stronger in point range than the Gallente Recons, which can drive demand and competition, potentially lowering its price slightly.

    Bringing Back the Flagship

    Anyone familiar with the AT will remember that every team got a "Flagship", which was typically a battleship that the gang format was setup around. That is the similar idea i have here, but on a larger scale (New Eden Wide). Instead of making battleships a liability to bring out or roam with in a gang, this might make them more desirable to bring along, as you'll get additional point/scram ranges that can help your gang, along with extra dps and utility that battleships normally have (heavy neuts, large drone compliments, grappler, MJD etc). Make a battleship have presence on the battlefield again, instead of a sitting duck or liability.

    These changes would help shift battleships into better roles and be a good stepping stone on future changes to individual ship design and rebalancing.

    submitted by /u/Stitch_K
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    Eve Online Mentioned in BBC News Article

    Posted: 13 Apr 2020 05:49 PM PDT

    Anyone know what this is? I found it in a relic site.

    Posted: 13 Apr 2020 02:49 PM PDT

    Why won't the launcher let my computer shut down?

    Posted: 14 Apr 2020 12:51 AM PDT

    Lowsec Battle Royale, May 2nd 18:15 Eve Time.

    Posted: 13 Apr 2020 03:18 AM PDT

    A friend asked me to post this here for him as he doesn't have a reddit account. Everyone is welcome, even if you're not following the basic rules for the prizes. Prizes will be decided by the organizer Jim Halescott if shit gets too messy and the rules can't be followed and any questions can be sent to him in game.

    --------

    Greetings all pilots!!!

    Saturday, 2nd May, I will be hosting a PVP brawl, battle royale in Lowsec. Idea: Bring your own ship. ALMOST anything goes (see below for rules). We jump into Lowsec and begin the slaughter!!!

    On Saturday 2nd May, 1800 EVE Time, we will meet at the Nourbal Gate in the Keberz System. At exactly 1815, we will all jump in as a group (I will have someone watching the gate in Keberz, so anyone else who is late and jumping in after 1815 will be disqualified, but still an active target). As soon as we're all in Nourbal, the engagement will begin, and the last one standing will win

    The prize for winning will be 2x Large Skill Injectors. If any players wish to donate ISK or assets to this prize pot, please contact Jim Halescott in game, and I will follow up with you 📷^_^

    Rules:

    1. NO WARPING OFF. Anyone who leaves grid will be disqualified. THIS INCLUDES PODS
    2. NO JUMPING BACK. Anyone jumping back to Keberz will be disqualified. THIS INCLUDES PODS
    3. NO CLOAKS. Anyone with a cloak will be disqualified, and the winner of the fight will be asked for his or her fit, to determine they have not broken rules

    Advice: Only fly what you can afford to lose, and that includes you POD. Don't bring expensive implants you are scared to lose as we will be podding each other also 📷:D

    Please advertise this to your corp, alliance and all groups of players you know 📷^_^!!

    May the odds be forever in your favour!!

    submitted by /u/BexTheDestroyer
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    My wife won't let me be Space Prince anymore.

    Posted: 13 Apr 2020 11:27 AM PDT

    Because I am terrible at self control. But I miss you all and hope the community is doing well. Cheers.

    submitted by /u/Apollexis
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    Permanent blackout in the drone regions

    Posted: 14 Apr 2020 02:18 AM PDT

    Would it be a solution to the botters? Otherwise.. Got any tips on how to catch those sentient VNI's?

    submitted by /u/NEUTRALNICARAGUA
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    Can someone explain what happens in these scenarios (industry)

    Posted: 13 Apr 2020 04:34 PM PDT

    Hi, I am looking for absolute certainty of the questions below rather than any educated guesses (I have had a lot of people give a lot of different answers, so I am looking for absolute clarity).

    1) What happens when you are manufacturing in a public, player owned Raitaru (for example), and after you undock, the owner locks you out. Is your stuff just stuck, or is there a way to recover it?

    2) What happens to an existing manufacturing job in a public, player owned Raitaru (assuming this is someone elses Raitaru and not your own), if the structure gets re-enforced. Does the job cancel, or does it get lost, what happens if the structure is just re-enforced?

    3) What happens to your manufacturing job if the station runs out of resources?

    Thanks in advance.

    submitted by /u/sg4rb0sss
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    o7 Pilots! Been away a while.

    Posted: 13 Apr 2020 06:41 PM PDT

    Greetings, I've been away a few years but I'm thinking I might be back again, and I'm noticing a buttload of changes and I was wondering if there are any good resources to get back into EVE. What good ways to make ISK are, how this new plex system works, things like that you know? Any input is appreciated and even if it's just newbie stuff I'd appreciate that too because I'm basically a clean slate again at this point.

    Thanks for any input!

    submitted by /u/TeremirNailos
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    Content Driver: NPC Nullsec

    Posted: 13 Apr 2020 03:59 PM PDT

    CCP has been searching for content drivers that will shake up the stagnation that has occurred in the game. Unfortunately, as most veterans of this game know, balance changes only go so far and are only temporary impediments to the game's dedicated playerbase. True opportunities for players to generate content need to be implemented.

    I strongly believe CCP needs to convert portions of player-sov nullsec into NPC-sov and add NPC stations to those systems.

    This change would have an impact on a multitude of levels. It would be a welcome change for players and player organizations that want to either live or stage within hostile space. For players living in player-sov regions, the introduction of NPC-sov stations adds an element of risk to residing in those respective regions. Newer players might find that having NPC-sov in nullsec opens the doors for unique opportunities to experience the game. Economic factors can be clearly tied-in as well. Highly-desirable implants, such as Amulets and Nirvana's, are currently tied to missions based out of NPC nullsec stations. Similar mechanics could be used for when rolling-out future high-level items (modules, bpc's, etc). Leveraging NPC nullsec within sov nullsec regions would be a step in the right direction for this game.

    For sov-based organizations, the benefits of NPC-sov and stations in the immediate proximity of your space can be balanced in different ways. On one side, you have a mechanism that forces your players to execute vigilance or otherwise face the possibility of losing their ships, especially while trying to PVE. Your players might find that they enjoy the cat-and-mouse of trying to police your space and trying to hunt the hunters. The presence of NPC stations also provides a possible safe-haven for assets in the event of an eviction. Should CCP decide to remove or modify asset safety, this may prove even more important; however, not without adding a strategic pivot that can be weighted by opposing sides.

    Are there potential downsides to this? Yes.

    Player organizations might be forced to forego a constellation in their space being commandeered by CCP when implementing the change. Some regions of player-sov space may become less desirable for certain PVE activities. Having specific items drops related to missions of specific pirate NPC's might anchor large player organizations to a specific area.

    In consideration of just the limited points, I still believe that going as far as exchanging a player-sov constellation in every player-sov region of the game for NPC-sov and adding NPC stations to the respective systems would be a good change because it opens the door for players to entertain the possibilities that will ultimately result in more ships exploding in this game.

    submitted by /u/Robbbin_Hood
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