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    Tuesday, December 29, 2020

    Eve Online I know there are thousands in this game now, but this is my 1st, and I love my corp for helping me get there <3

    Eve Online I know there are thousands in this game now, but this is my 1st, and I love my corp for helping me get there <3


    I know there are thousands in this game now, but this is my 1st, and I love my corp for helping me get there <3

    Posted: 28 Dec 2020 11:30 AM PST

    It's dunk-o-clock

    Posted: 28 Dec 2020 06:59 AM PST

    SEND NOODBIES

    Posted: 28 Dec 2020 08:11 PM PST

    Has nobody else mentioned this in the devblog notes? This is awesome. I can't wait to see what they have.

    Posted: 28 Dec 2020 08:05 PM PST

    What happened to Jin’taan?

    Posted: 28 Dec 2020 08:53 AM PST

    Loved watching his videos and helped me keep up with politics in EVE but he's been MIA for a long while and I'm starting to get worried :(

    submitted by /u/Reticent-Bias
    [link] [comments]

    Haven Stealth bomber Ratting in nullsec

    Posted: 28 Dec 2020 10:47 AM PST

    o7

    Made a guide on using a stealthbomber in nullsec ratting. Pretty cool way to do ratting in a less conventional way. With salvage it gets to about 40mil/h. Purifier works well in sansha havens, basically speedtank with an ab, a repper helps mitigate damage you take. Focus frigs first because of potential tackle. I demonstrate it here: https://youtu.be/PI\_AliUNtu8

    submitted by /u/aceyfaceyy
    [link] [comments]

    Weapon Tiericide - Food for Thought w/ Numbers and Stuff (Long)

    Posted: 28 Dec 2020 10:48 AM PST

    TL;DR - Long post with a lot of stats and numbers for turret weapons. If smaller tier weapons were rebalanced or "tiericided" then battleships would have a lot more options available to them for different fleet comps against different ship types. It also resolves some other low tier weapon issues like 650's being garbage.

    Something i wanted to talk about because it touches on several subjects that i see pop-up from time to time. Those being:

    1. I think "x" weapon needs to get reduced fitting because i always need fitting mods
    2. Battleships need small guns for better tracking (insert 2nd rack of guns meme)
    3. Battleships can't track anything reliably and struggle to counter HACs

    EVE has been min/maxed to death for awhile now. Something that flies under the radar often is that when we fit ships, it is almost mandatory to always fit with the largest weapon available for that race/role. Exclusions apply to things that aren't primarily for doing dps. So for example, if you want an artillery ship for minmatar, you choose a 280mm, 720mm or 1400mm artillery cannon depending on the ship (frigate/destroyer, cruiser/battlecruiser or battleship).

    This leads to a lot of symptoms we experience for the points listed above. Fitting for example is always tight with the biggest gun, this is normal and not necessarily reflective of a change needed for the weapon system. Of course you need a fitting mod when fitting 1400's or Tachyons. "But i can't hit small target reliably"; yes, because you are always using the largest gun you can fit. "Battleships can't hit anything"; yes, because the biggest guns have the worst tracking.

    This has been so ingrained into us because EVE has been "figured out" or min/maxed that some haven't really thought much of "why though?". We have other options that actually could address a lot of these issues that very rarely get used.

    I'm referring to the other weapon tiers or sizes. Such as 650mm and 1200mm artillery, dual 150mm, 200mm, dual 250mm and 350mm railguns as well as variations of pulse lasers and beams.

    Currently, these options are barely usable or just not a realistic option to fit in most cases. I will say that autocannons and blaster tiers are pretty well balanced and won't be discussed much here. You will find most autocannon tiers and blaster tiers used in various fits. Electrons are very low range, but have good tracking and low fitting (good for ships where damage is not their primary function). 125mm, 180mm and dual 425mm autocannons all find uses on tight fitting ships or for ships where damage is not their primary role (125mm on fleet or home defense sabres for example). I will say dual 425's could use more tracking, but i'll discuss more on that later.

    You barely get increases to tracking when downgrading (at least not anything really worthwhile for the sacrifice) and the loss in range and dps does not make up the negligible benefit to tracking. Large lasers (HPL/Beams) are especially bad in this situation. On the topic of large lasers, this is one reason I feel that Amarr laser battleships struggle so much. They are essentially forced to fit the largest laser because the others are so bad or worthless.

    Weapon Tier Breakdown

    I'm just going to list the lower tier weapons and their current stats to showcase how bad some of these are. I'm going to focus primarily on the Medium and Large Tiers, because small tier (frigate/destroyers) are relatively well balanced and you don't run into as many issues with fitting the larger variants on those hulls, or the smaller tiers are acceptable to drop down to.

    For the most part, the fitting differences between the tiers on all weapon systems is good.

    I'm not including missiles because they don't really have "tiers" like turrets do. Their roles are more clearly defined and each missile system has clear range, application or damage advantages over the others.

    Medium Tier Artillery (All lvl5 and using RF EMP)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 650mm 10.4 12.1km+21.9km 242 8.26s 178 21
    T2 720mm 8.36 15km+21.9km 418 13s 223 24

    On paper, these stats look relatively reasonable. In practice though, 650's are garbage. If you are using an artillery ship, you want alpha. If you don't want alpha, use autocannons (or railguns/lasers). The 720 is going to scale much better with damage bonuses than the 650 ever will and is close to half the volley amount of 720's.

    With tracking, its only a 2 point difference, which is nothing. Its not enough to really notice and you can easily compensate that with transversal matching. You lose range and a lot of volley in exchange for pretty much no real tracking benefit and some fitting.

    Fun Fact: 280mm Svipul has more alpha than 650mm Muninn. 280mm Thrasher with 1 gyro is only 50 less alpha than dual gyro 650mm Muninn.

    In my opinion, 650's should get much more tracking (maybe with slightly more loss in range) and bump up their volley some (with a nerf to RoF). So for example, bumping their tracking to 12-13, increasing volley to ~300 and changing base RoF to 9.5-10s. It still achieves lower alpha than 720, but has a better usable alpha with more tracking and less range.

    You could add in a 3rd artillery option such as a Dual 280mm and Dual 720mm (large variant) to fill out the line better, but i'm not sure its really needed.

    Medium Tier Railguns (All lvl5 and using Fed Navy Anti-Matter)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 Dual 150mm 15 9km+7.5km 99.5 2.57s 66.6 24.8
    T2 200mm 10 13.5km+12.5km 133 3.21s 149 27.8
    T2 250mm 8.2 18km+15km 182 4.19s 187 31.5

    For Medium railguns, i think they are reasonably balanced, but the dual 150mm i think could see slightly more tracking along with damage. If you look at the quad light beam laser, its a good example of how the "small tier" long range weapon can double as a close range weapon with low fitting, good tracking high RoF and low range. The Dual 150's could be balanced similarly to be useful to have more range than blasters, but usable dps and range when brawling, but still able to project to point range. 200mm does see some use, not sure if I would want to change much, but a mild damage and tracking increase wouldn't hurt (for example 133 -> 145 for damage and 10 -> 12 for tracking). Mainly because only the current 2 point difference in tracking between 200mm and 250mm just doesn't really mater.

    Medium Tier Beam Lasers (All lvl5 and using Imperial Navy Multi)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 Quad Light Beam 29.2 6.6km+1.25km 98.2 2.27s 80.1 19.5
    T2 Focused Beam 15.1 14.4km+7.5km 131 3.46s 134 24
    T2 Heavy Beam 11.9 16.5km+10km 196 4.32s 223 27.8

    With medium beam lasers, the quad light beam laser shows off what a proper "small" tier weapon is supposed to do. This is because the quad light beam laser was rebalanced a few years ago (could be like 5 years ago now). You can look at a quad light beam and see a clear improvement to tracking, fitting and with a noticeable improvement to RoF, but at the cost of range. Quad light beams are essentially blasters for laser ships (just more RoF focused, rather than damage).

    T2 Focused beams end up falling into a non ideal position, since their tracking is only marginally better than heavy beams but the combination of losing range/damage isn't really worth the trade-off. You do gain significant fitting for PG, but gaining more fitting really only matters if your primary role isn't to do damage, especially with long range weapons. For fleets especially, its normally not worth trading range/damage for tank, since the other guys are probably going to out range/out-damage you and then your extra tank is meaningless. For other situations, they may be acceptable, but its still normally better to deal with an extra fitting mod to fit heavy beams, than to fit focused beams.

    Medium Tier Pulse Lasers (All lvl5 and using Imperial Navy Multi)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 Focused Medium HPL 36 7.1km+5km 105 2.92 112 21.8
    T2 Heavy Pulse Laser 32.5 7.9km+6.25km 157 3.78s 187 21.8

    For the most part, i think Medium Pulse lasers are well balanced. Very comparable ranges, a marginal increase to already decent tracking and fitting.

    Large Weapons

    I feel like large weapons would benefit the most from a weapon tiericide and resolve some pains when fielding battleships. Since you have more options to fine tune a battleship comp. If battleships had more high tracking weapons, then you can make a battleship comp that is better dealing with HACs or better dealing with another battleship comp. Which breeds fitting choices and counters. You can see a similar dynamic in capital fitting. You have Anti-capital guns and HAWs, an Anti-capital dread will almost always beat a HAW dread. If you have an "Anti-cruiser" Battleship fleet or fit, and it comes across an Anti-battleship comp or fit, then it will most likely lose. Think this would enable more fleet tactics and counters.

    Anyway, lets continue on with comparison:

    Large Tier Artillery (All Lvl5 using RF EMP)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 1200mm 1.41 24.1km+43.8km 532 15.1 2.72k 33
    T2 1400mm 1.12 30km+43.8km 1118 28.9s 3.22k 35.2

    When compared to Medium tier, right away i'd like to point out that the tracking difference between weapons is barely even noticeable. For medium tier weapons, you at least had a difference of several points, for large tier, the difference is in fractions of a point. A 0.3 difference in tracking means nothing. Again, we have a situation where the small tier artillery sacrifices half of its volley for RoF, which doesn't make it good artillery. On top of this, in the big picture, a 1200mm tempest only has 1k more volley than a 720 Hurricane, but at a huge cost to tracking. People are always going to welp 720 hurricanes before they even think about fitting 1200's to a battleship.

    Same thing here as the 650's, increase their volley amount (650-700) and add more delay to RoF (18-20) to compensate. Increase tracking to at least 4, but 5 would be preferable. This would enable them to track smaller ships more effectively, especially at range.

    Large Tier Autocannons (All Lvl5 using RF EMP)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 800mm 5.4 3km+25.8km 282 5.67s 1.98k 30.8
    T2 650mm 6.21 2.7km+23.6km 256 5.4s 1.49k 28.5
    T2 Dual 425mm 7.14 2.4km+21.5km 216 4.86s 1.24k 26.2

    For large tier autocannons, they're pretty well balanced. The only thing i'd like to see is that dual 425's get more tracking. Since its using 2 cruiser guns stuck together, it'd be nice if they could at least match some lower tier cruiser weapons for tracking. Especially since you get a pretty big dps nerf when using dual 425's (Tempest with dual 425's is around 800 dps depending on fits). Increasing dual 425 tracking to around 10-12 would be good and enable fitting projectile battleships a method to more effectively "shoot down" to deal with HACs or smaller ships, but at the cost of damage and range.

    Large Tier Blasters (All lvl5 using fed navy antimatter)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 Neutron 6.49 4.5km+12.5km 385 3.24s 1.87k 43.5
    T2 Ion 6.9 3.75km+10km 309 4.86s 1.46k 39.8
    T2 Electron 7.5 3km+7.5km 192 5.67s 1.04 33

    Large blasters are pretty well balanced. T2 electrons could get some more tracking like dual 425's, but they won't really fit as a good "anti-cruiser" role because they have really low range. They'd only really be useful if every HAC just rams you and sits in your face. Either way, i think large blasters are in a good spot.

    Large Tier Railguns (All lvl5 using fed navy antimatter)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 425mm 1.26 36km+30km 317 6.89s 2.08k 55.5
    T2 350mm 1.53 27km+25km 230 5.27s 1.56k 47.2
    T2 Dual 250mm 2.3 18km+15km 173 4.21s 1.04k 43.5

    Kind of the same situation here as large artillery, the difference in tracking is 0.3, which is pretty much nothing between 425mm and 350mm railguns. While the T2 dual 250mm is more than 1 whole point difference, its still not really much a change. If dual 250's had 6 or 7 for tracking, they might be able to find more uses and make more sense as the "anti-cruiser" weapon.

    350mm could then bump up a little more to 2.5-3.5 tracking to offer a little more for their damage/range loss.

    Large Tier Beam Lasers (All lvl5 using Imperial Navy Multi)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 Tachyon 1.74 33km+25km 471 9s 3.34k 47.2
    T2 Mega Beam 1.91 30km+20km 314 6.48s 2.9k 43.5
    T2 Dual Heavy Beam 2.19 26.2km+15km 209 5.18s 1.56k 35.2

    Lasers are hit the worst as far as being option limited. Between Tachyon and T2 Dual heavy beam, its only a .4 difference in tracking. But then you lose 7km+10km in range and more than halve your volley amount. Thats a huge sacrifice just to gain .4 tracking and some fitting. Again, its better to sacrifice a rig for an ACR, than to downgrade lasers. Mega Beams see some use because Tachyons are incredibly hard to fit on most Amarr battleships. Only the Napoc, Nightmare and Paladin can reliably fit them (Napoc just barely). This is the one case where the largest weapon system actually probably does need a slight fitting buff. T2 mega beams are in a reasonable place for the most part, maybe a slight bump in tracking to 2.5 if dual heavy beams get buffed.

    Otherwise, T2 dual heavy beams need a big jump in tracking and potentially damage or RoF. Basically make them similar to quad light beams, relatively short range, decent damage and high tracking.

    Large Tier Pulse Lasers (All lvl5 using Imperial Navy Multi)

    Weapon Tracking Range Volley per Gun Rate of Fire Powergrid CPU
    T2 Mega Pulse 4.22 15.8km+12.5km 314 5.67 2.48k 39.8
    T2 Dual Heavy Pulse 4.69 14.2+10km 209 4.37 1.49k 31.5

    Like beams, large pulse lasers are also treated a bit unfairly compared to blasters and autocannons. There are only 2 variants and downgrading to dual HPL only nets a .4 bonus to tracking while you lose 1/3 of your volley and 1.5km optimal and 2.5km falloff. While the range loss doesn't sound like much, keep in mind this is using multi, whereas if you use scorch, then T2 MPL gets 44.1km+12.5km range and T2 Dual HPL gets 39.7km+10km range. So a loss of roughly 5-7km with scorch, which is pretty significant.

    The .4 difference in tracking really doesn't matter either. Since most Amarr battleships are slow and 4 slot mid limited, you can't really do a lot with transversal matching and that .4 extra tracking won't help you track a faster, smaller target. Increasing tracking to 10-15 would be an acceptable trade for the loss in range and damage, since you'd gain a huge bonus to tracking and fitting.

    Closing

    This ended up taking longer than expected. Hopefully is formatted to be easily readable. To some of us, this isn't really anything new, but i wanted to bring some attention to it, because when people talk about "high tracking" battleship weapons, they already exist, but need to rebalanced. We don't need to add gimmicks to battleships adding more weapon slots or a special "point defense" whatever to them. We don't really need to address fitting on weapons either (except tachyons), we just have to wait and hope CCP will start and finish weapon tiericide to allow these other weapon options to flourish.

    Note: I would like to see a range nerf on all long range weapon, adding more tracking to certain long range weapons could push more range meta, which isn't what i want. However, i'm not going to combine a range nerf and tiericide discussion in the same topic because we'd be here all day.

    submitted by /u/Stitch_K
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    Christmas Highsec Side Story

    Posted: 28 Dec 2020 12:24 PM PST

    A few days ago Dead Terrorists received a wardec from an abandoned citadel hunter hoping for an easy kill on a citadel in high sec we have forgotten about. We promptly set about dispatching their war HQ, also host to 15+ other wars. After the final timer we not only snagged the Occator he tried to loot his structure's core with, but also the pod, and a dose of salt in local that definitely exceeded the daily recommended allowance.

    For those of you who have not yet run up against the war declaration system, after a war HQ is destroyed the war ends, not immediately, but 24 hours later. In this window, we saw potential for further opportunities to drive home our displeasure.

    I woke to a ping from a friend. He had eyes on our target bashing another citadel with two Leshaks. Something had to be done about this injustice! I jumped online, quickly fit up a Hyperion nearby in Amarr, then made my way over. Our plan was to use suicide tackle on one of the Leshaks to win enough time for my Hyperion to land on grid, assuming that he would attempt to escape after seeing me enter local... The resulting sodium overdose is reproduced below.

    1st Leshak

    2nd Leshak

    https://imgur.com/a/v95lUv6

    https://imgur.com/a/lJeERva

    Fortuitously the second, more expensive Leshak had a kill right. One that a random good Samaritan in a Hecate activated when he saw us coming, holding him long enough that the pilot, in his frustration, tried to smartbomb him off... incurring the wrath of CONCORDOKKEN.

    P.S. DT is recruiting and Ikvar is a sexy beast.

    submitted by /u/Vexor359
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    Alternative reality: Test loses 2 dreads on a bait Nyx

    Posted: 28 Dec 2020 12:31 PM PST

    Call Fuzzwork's market api from within Excel!

    Posted: 28 Dec 2020 03:28 PM PST

    Hey yall, I've always hated that you can't (easily) call ESI and other 3rd party API's from within Excel for, you know... Excel stuff. (Edit: well, you could, but not dynamically or for large queries)

    However, once I found out you can actually write custom functions in Excel like you can in Google Sheets, I quickly make a script to call the fuzzworks api from within Excel!

    Here is the link to the script: https://gist.github.com/Meigs2/d981d5c713972d25808799bc86aee691

    You'll need to download Script Lab from the Office store (sorry if your version of excel doesn't support add-ins!) Then click on "Import" and paste that link above. The code is all visible within your environment, so make adjustments and modifications if you so wish. Hit Register and you're good to go.

    To use it, call the =SCRIPTLAB.FUZZWORKS.LOADREGIONAGGREGATES function from a cell. It takes in a range of typeIds and optionally a location id, by default it uses The Forge region Id so you get TTT prices.

    Please don't abuse Steve's services! I've set it so it waits 200ms between requests, so if you're making a lot of requests it might be nice to increase that a bit.

    It also seems like its theoretically possible to write two add-in for Script Lab to enable SSO authorization through some of the excel storage API's but that needs further looking into. I tried to write a independent add-in for it, but I'd have to get the script approved my Microsoft and host a server and it doesn't seem worth the effort, so Script Lab will have to do.

    I'm not the best with JavaScript and TypeScript, so if you have improvements to the script, you're more than welcome to make a comment on the Github page!

    (BTW Freight Train Diplomacy is recruiting)

    submitted by /u/ASK_IF_IM_GANDHI
    [link] [comments]

    Imagine, you have hostile Cyno Beacons with public access, in home region. What could go wrong....

    Posted: 28 Dec 2020 12:00 PM PST

    [PVP Video] 2020 Winter Solo PVP Megamix: Stream Highlights

    Posted: 28 Dec 2020 07:06 AM PST

    Starting solo pvp

    Posted: 28 Dec 2020 06:37 PM PST

    Starting solo PvP with campgate with Gnosis, what type of ship can I engage ? 5 Heavy neutron blaster T2, 1 medium Gremlin Compact energy neutra 50 MN MWD T2 1 Warp disruptor 2 web 2 sensor booster 2 Magnetic field stab T2 DMG controle T2 2 Multispectrum energized membrane T2 1 1600mm Steel plates 5 warrior t2

    submitted by /u/jojotopaz
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    Hoping for some advice, is it possible to make a living out of sneaky?

    Posted: 28 Dec 2020 06:47 AM PST

    Hi all,

    Hoping for some advice from experienced players, I've got around 2.5m skill points, currently I'm hi-sec mining in a heftily tanked procurer (I'm paranoid) and running level 3 missions in a Rupture for funds.

    I'm entirely solo, while I appreciate the game is better in gangs/corps I don't really have the time/reliability to commit to a group at the moment.

    As such, I've been looking for more interesting solo options to move on from my current dull activities and I like the notion of sneaking around in a covert ops/expedition frigate mining/exploring wormholes. I'm a few days away from skilling into expedition and covert ops ships with this in mind.

    My question for the experienced among you, is it possible to make a decent living doing this at my SP level solo? Alternatively, should I maybe skill into level 4 mission ships first so I have a better safe ISK tap to cover losses before trying?

    I was wondering also in the interim, what's the live expectancy of a solo venture jumping in and out of WH space? I'm thinking its best to try this out for a while before I step up to expedition, just to get some experience at "repeatedly dying in a wormhole". Could I survive a trip or two or is it going to be a case live/die/repeat?

    Any tips on expedition fits/skills and any advice/suggestions on where to go from here would be much appreciated.

    Thanks :)

    EDIT*

    Thanks for the responses everyone, on the back of the advice below, I jumped into a wormhole today, scanned a few things down in a probe with T1 cloak. Took a look at a data site but there was some traffic on D-SCAN so I didn't risk it.

    Popped back in with a venture and mined a bit of arkanor, managed one trip successfully but got killed on the second, I was dscanning while mining and caught some eve probes, I should have bugged out immediately but I left it too late and an astero, sabre and hecate eventually dropped in on me :)

    Really looking forward to getting a covops cloak running now and doing this full time, loads of fun.

    submitted by /u/UrineArtist
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    Eve Pulse - End of Year Special 2020.

    Posted: 28 Dec 2020 07:39 AM PST

    Is there Any kind of Videos Maybe Blogs, etc on What has Happen in Each Year of Eve? Maybe History, Lore, Events, Update Features, etc?

    Posted: 28 Dec 2020 12:27 PM PST

    Just thought be Interesting to grab some materials to read especially at night when I'm suppose to sleep and want to continue to think of Eve <3

    submitted by /u/StoneLegionYT
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    Help: How to use Brainfreeze Accelerator

    Posted: 28 Dec 2020 10:57 AM PST

    Hey,

    A friend of mine got this brainfreeze accelerator from the daily login rewards but we can't seem to figure out how to use it. It is in his item hanger. He has science trained to 1. Any ideas as to why or how he can use it?

    His character is pretty new still, like within 14 days probably (if that matters).

    submitted by /u/XFusedShadowX
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    Where do you get the Zakura Hansai skin for the Tristan?

    Posted: 28 Dec 2020 07:54 AM PST

    Probably a dumb question and I'm missing it somewhere obvious but I can't find it on the NES or in any of the packs.

    submitted by /u/watupfo
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    TRASH TALK MONDAY THREAD - DECEMBER 28 2020

    Posted: 28 Dec 2020 07:38 AM PST

    HOLY SHIT IT'S THE LAST TRASH TALK THREAD OF THE YEAR GUYS WE MADE IT! UNFORTUNATELY NONE OF YOU FUCKERS BROKE THE CHRISTMAS TRUCE SO I HAVE NOTHING TO SHITPOST ABOUT.

    WELL, ALMOST NOTHING. SOMETHING SOMETHING WAR BONDS. GRR GOONS.

     

    CAPS LOCK ON, FLAIR UP, SEE YOU NERDS IN 2021.

    submitted by /u/Graksan
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    Last week battle in Pulsar WH

    Posted: 28 Dec 2020 04:39 AM PST

    Fierce Battle between Kestrel and Jackdaw

    https://www.youtube.com/watch?v=EzLADnLsNRs

    the shit gone wild

    submitted by /u/Zaktara
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    Question about SKIN sales

    Posted: 28 Dec 2020 01:00 PM PST

    I was looking at this news post https://www.eveonline.com/article/qlubxn/15-off-omega-sale and I had a question about the angel hex skins. I have been wanting them for a while and it seems like the wording implies they might go on sale sometime between now and Jan 2nd but a friend of mine read it as the hex skins were going away after Jan 2nd. Does anyone know what the answer is for this?

    submitted by /u/lazelpus
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    Market Toon

    Posted: 28 Dec 2020 03:13 PM PST

    I'm going to take advantage of the MCT to train a market toon on one of my accounts. I was wondering if anyone has a list/link to a guide to follow to create the best toon I can in 3 month period.

    Thank you.

    submitted by /u/Cormad
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    why the big 1dq fight is not likely to happen

    Posted: 29 Dec 2020 12:43 AM PST

    In order for anyone on the papi side to have any chance of declaring an actual victory 1dq needs to be conquered. The papi forces will need to remove imperium structures and influence from the main imperium strong hold. The rest of delve can be re claimed, structures can be re deployed. Taking 1dq is the only real road to victory.

    While horde/panfam may be motivated to do it, they know they cannot do it alone. They require a full commitment from test/legacy and all other allies to even have a chance at it. This is the problem. If test/legacy fully commit, they know that the imperium will do everything possible to focus fire on Test/legacy supers/titans. In the blood bath that follows any full 1dq assault the imperium will do anything in its power to make sure that Test/Legacy bare the brunt of the losses.

    Test/legacy should absolutely be concerned by this. Sure the imperium may be driven out of 1dq and delve. but to do so would potentially weaken Test/legacy's super/titan fleets so much that they themselves my become irrelevant in the process, leaving them exposed to all the other people in eve who are not fond of them. (current allies)

    Test's historical inability to do anything that puts them in actual direct risk, along with historical commitment issues makes an all out assaults' on 1dq less likely. They may poke, and see if they can bait the imperium into things. but at some point if they want to claim a victory they will have to put themselves in the line of fire.

    I hope they do choose to fight, i hope the papi coalition does not stall because of one groups lack of commitment. All members on all sides of the war would love to see an epic fight for a a very well defended system. We all want to see thousands of titans and supers burn, and a large group on both sides of the war want to watch Test/legacy supers/titans be removed first. So lets all hope that at some point the more risk adverse groups in papi decide to grow a set and actually do what it takes. if not this war will simply fizzle out and be a very disappointing segment in the eve history books..

    Lets have some fun!

    submitted by /u/tapiisweak
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