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    Friday, May 14, 2021

    Eve Online CCP why do you want to remove passive nullification from yacht ? It is a very special ship. Please keep it as it is.

    Eve Online CCP why do you want to remove passive nullification from yacht ? It is a very special ship. Please keep it as it is.


    CCP why do you want to remove passive nullification from yacht ? It is a very special ship. Please keep it as it is.

    Posted: 13 May 2021 01:51 PM PDT

    It is award related to specific event with information that it will never be available again.
    Number of this hulls is constantly dropping and it is having is niche role.
    Please keep it as it is.

    The Victorieux Luxury Yacht was awarded to every account on the winning server of the Worlds Collide event which took place at Fanfest 2015. The event was tournament match between City of Angels, representing Serenity (the Chinese server of Eve), and Camel Empire, representing Tranquility (the rest of the world's server). Camel Empire won 3-1, and so every account on Tranquility was gifted a Victorieux Luxury Yacht.
    https://wiki.eveuniversity.org/Victorieux_Luxury_Yacht

    submitted by /u/BobOfAnoikis
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    Get Ready for Fozzieclaw 2.0 - Nullsec Rejoice!

    Posted: 13 May 2021 10:09 PM PDT

    Meanwhile, in unknown parts of space, which will be of danger..

    Posted: 13 May 2021 07:26 AM PDT

    How nullification changes kill the one role fleet ceptors were designed for, tackling

    Posted: 13 May 2021 12:04 PM PDT

    To start off with, I would like to say that I personally do a lot of solo and small gang gameplay so this is something of particular importance to me. Furthermore, it's very important that ccp and the csm understand what these nullification changes will do to fleet ceptors.

    Fleet ceptors were designed to tackle. All of their bonuses point towards this. They get point and scram range bonuses. They get an mwd sig radius penalty reduction. They are fast and agile. Overall, perfect for the role of tackle. The nullification changes make most of these traits completely worthless.

    The effects of nullification

    To begin with, let's tackle the elephant in the room, nullification itself. Nullification is an essential part of a hunting/tackling ceptor. It allow you to get perches over nullified gates, it allows you to get into places quickly to tackle ratters and miners, and overall it allows you to have the mobility that you need to get the job done. Let's take tackling ratters and miners for example. You have about 10-20 seconds from the moment you enter a system to tackle a krabbing ship. This number comes from anecdotal experience as well as the fact that sub-cap props take 10s to cycle, at the end of which it only takes a few more seconds for most ships to align out and warp.

    In those 10-20 seconds, a hunter has to 1) load system (yeah, because you show up in local before you actually load system), 2) d-scan a target, 3) warp to that target, 4) tackle that target. This is not an easy process. It takes speed, accuracy, and skill.

    The nullification module affects this process. If there are no bubbles, then no worries, nothing changes. However if there are bubbles you, at the very least, add one more second of actions you have to take, and at the worst spend 5-10 seconds burning out of bubbles and aligning before you can warp. Either of these is an unacceptable addition of time to an already very short time-frame.

    The penalties of the module

    But, let's give the module the benefit of the doubt. Say that you get on grid with a target, now you have to tackle it. Pre-change your typical tackle ceptor has about 1200 scan res, meaning you can lock most targets in 1-2 seconds, now with the scan resolution penalty that time just because 2-4 seconds. Again, precious time that you don't have.

    Furthermore, if the target is out of point range, you have to burn to them, but don't worry, because you have plenty of lock range to lock them up immediately...oh wait, no you don't. As it is, ceptors are very limited on their lock range, all of the good tackle/hunting ceptor fits that I see run some sort of targeting range increasing rig or mod. The -25% penalty on fleet ceptors means that rig or module is essentially worthless. The lock range on my stiletto (I'll leave the fit at the bottom of this post) goes from 47 km to 36 km. This lock range penalty means that any ceptor wastes precious time locking a target while it is already in effective point range (36km heated t2 point range on ceptors).

    So now, in the 10-20 seconds that you have to tackle someone before they warp to safety, you have an extra 5-15 seconds (depending on whether or not you have to burn out of a bubble) that you have to take just to tackle someone. This is unworkable. This is unacceptable.

    The effects in combat

    The small gang meta, however, doesn't just use these ceptors to hunt, they also use them as tackle in fights. All of the nullification changes affect this as well.

    First, the direct change of nullification means it's harder to set up on a grid. Fleet ceptors are used to get perches on grids and get good warp-ins for fleet members. If there are bubbles on grid this now makes the ceptor's job much harder. They can avoid bubbles once every 105 seconds (with the t2 nullifier, 30s cycle time + 75s cooldown). I personally warp my ceptor across grids much more often than that when setting up for fights.

    On top of that, the scan res and targeting range penalties also greatly affect a ceptor's combat ability. Ceptors are used a tackle and tackle screeners. As it currently is, the nearly 50km lock range and high scan res offered by my stiletto allow me to lock up targets and have them pointed within about 3 seconds. Furthermore, I can coast a little outside point range (36km) if I need to and not have to re-lock the target. On the tackle, screening side of things, if an enemy ceptor or ram jag is burning straight at my fleet, I can lock them up and scram them quickly to shut them down. Both penalties make this so much harder. I can't lock as soon and I don't lock as quickly, leading to the enemy tackle getting closer and possibly scramming a friendly ship.

    This, again, is unacceptable.

    The effects on fitting

    All of the above effects leave one important thing out, that the ceptor is already hindered by the inherent fitting room needed to use this module. The module uses a low slot, 46tf (T2), 1mw, and an activation cost of 150gj. On my ceptor fit (bottom of the post) the only module that I can put this in place of without having to redo the entire fit is the dcu. Losing the dcu removes a full fifth (about 1k) of my ehp. I could theoretically replace the nano or overdrive with the module, but then I would need to figure out a way to accommodate for extra cpu. Not only does that already reduce my speed, but it means further reducing my speed or tank as well.

    The lifeline of a ceptor is what little ehp it has combined with it's speed and sig. Nerfing any of these makes it infinitely harder to be effective on grid.

    Edit: I almost forgot about activation costs. 150gj is nearly half of most ceptors cap pool (after an mwd is fit). This is just way too high of an activation cost when a lot of tackle and hunting ceptors are already just barely cap stable.

    The overall effects of the change

    These changes neuter a ceptor's ability to get into places and do its job of tackling. Whether it's tackling ratters and miner or tackling on a battlefield, these nullification changes have greatly reduced a ceptor's ability to do the job it was designed for.

    Suggestions on how to fix this

    Literally just don't go through with the change. Everything about the nullification module is far too heavy of a penalty on an already fragile ship. Honestly, I think that tackle/hunting ceptors are currently balanced. It's a fragile balance at that as moving one way or the other very much at all would break them (as we see here). So just don't remove the inherent nullification from fleet ceptors.

    Edit: okay so I will actually be a little more lenient here. These problems could be partially solved by changing the nullified module from a low to a high slot, and removing fitting, activation costs, and penalties. This could be done through role bonuses to ceptors. It still doesn't fix the inherent issues I see with changing nullification in this way, but it does go a long way to fixing all the other problems.

    I understand that there are issues with fleet ceptors, mainly fleets of them that can warp around with near impunity killing things. However, there are other solutions to that problem. Remove the dps bonuses from ceptors or remove their ability to do dps all together. But removing their nullification is not the solution.

    Here's my ceptor fit that I was talking about, replacing the dcu with the new nullifier module is how I have considered these new changes:

    [Stiletto, *Simulated Stiletto Fitting] Damage Control II Nanofiber Internal Structure II Overdrive Injector System II 5MN Quad LiF Restrained Microwarpdrive Republic Fleet Medium Shield Extender Warp Scrambler II Warp Disruptor II Small Auxiliary Thrusters II Small Ionic Field Projector II 
    submitted by /u/_stnick
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    CCP - Let's have a talk about t3cs

    Posted: 14 May 2021 12:44 AM PDT

    This upcoming update (possibly) introduces yet another nerf to tech 3 cruisers, by removing their ability to be constantly nullified. T3cs feel like the unwanted child of ccp, they were nerfed to take them out of fleet warfare, which was the right move at the time, but too ham fisted, and removed them entirely rather than bringing t3s in line with other doctrines.

    Then there were separate Powergrid nerfs, range nerfs, drone bandwidth nerfs one after the other, slowly bring t3s down to where they are today. A tengu good for hunting and cloaky camping only, lokis used for volleying frigs in wormholes, legions which are probably the best used by one or two groups as a doctrine, and only because they have amulet pods. And the proteus which is functionally useless.

    In this current meta t3cs are good for a select list of things

    • ded running

    • slippery petes

    • hunting/as a Covert cyno

    • chemo

    • 'ninja' links, a system developed by goons and taken up by horde and others during the war.

    Some would add exploration to this list but I can't remember the last time I saw an explo tengu, especially when a Covert ops is just as good at the actual explo for 1/10th the price With these changes ccp neuters almost all of these in some way, direct or indirect:

    • DeD runners are expensive, people are super risk averse with them at the best of times, now with the nullification change, if you warp to a gate nullified, jump through and the other side of the gate is bubbled, you now have to rely on your Mwd and your cloak to get out. This isn't necessarily difficult just I worry this pushes more nullsec krabbers into hisec, because the risk/reward isn't worth it in null, and the Isk is the same if not better in high anyway.

      • slippery petes shouldn't be hugely affected by this if flown correctly, but the worry is that people may just switch to tornados instead, tengus need the lock range and need the damage of the extra lowslot to be worth using over a nado.
      • hunting: shows the same problem as interceptors and ded runners. If both sides of a gate are bubbled, now that's an extra 10 seconds my target has to get away. Perma bubble camps aren't super common in null right now but I for one would put one up in my system post changes. It just slows everything down, and forces the hunter to either just use cloaky campers, or come to terms with catching less stuff. (ironic that ccp ends up encouraging cloaky camping)
      • chemo: lots of people have strong opinions on the 'fleet deletion mechanics' personally as someone who has taken a few chemo fleets in the past, and participated in many more, I think chemo has its place, it already took a heavy beating from fleet formations, and the burst jammer changes, and this update looks to kill the practice entirely, if you have to decloak on grid to activate the module, you use up the time you have when someone warps to a ping to align and warp to them. Chemo is definitely doable after the changes but it's making harder an art that was already very precise and very difficult.
      • ninja links: for those unfamiliar, links t3cs which simply warp to fc, pop links then warp off to a perch again, very effective in nullsec fights where command ships just get volleyed. This change brings us back to fighting with regular links which means no links at all, since grids are more often than not bubble fucked, sure you can time the links and nullification mod, but I for one can see a thousand scenarios where you mess up for a millisecond and get bubbled anyway. Many may think these links are risk averse and boring anyway, but the point is ccp is removing one more role from our beloved t3cs.

    Tldr; these changes are a ham fisted, clumsy approach to these issues. Ccp needs to learn that writing more things on a patch note doesn't make it better. You can add nullification to shuttles, and add the nullification mod to certain ships, and make the changes to warp core stabs (fantastic btw) without neutering other ships which relied on their nullification t3cs do not need their passive nullification removed, they already sacrifice enough to get it with the subsystems.

    submitted by /u/en_gourd
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    The first day I got on Eve Online, clicked the random button and got my main character. CONAN

    Posted: 13 May 2021 07:41 PM PDT

    Brutal fight underway in 3-D as two PAPI Azbels exit the anchoring timer (reposted with BR)

    Posted: 13 May 2021 11:14 AM PDT

    https://preview.redd.it/a4n7vr57gxy61.jpg?width=999&format=pjpg&auto=webp&s=e8bf5340069662f030ee93081e89994bf07e6be8

    The previous post got modded for not containing a battle report, so please find a detailed BR below;

    "TO BATTLE AND GLORY!" exclaimed commander Mister Vee as the Imperium fleet of Sacrileges and Guardians aligned to the Blood Haven.

    Tensions were high, and doubts began murmuring within the minds of the Imperium pilots.

    Would our logistics wing hold? Would we have sufficient damage application? What formation would be most effective against the Blood Raider battleships?

    The fleet landed out of warp and pilots rushed to their battle stations.

    "Anchor up, propulsion modules activated!" cried Mister Vee as the Imperium logistics wing scrambled to establish their capacitor chain so sufficient reps could be applied.

    The Sacrileges unleashed a volley of missiles and the Blood Raider battleships dropped to 20% shield. But then the moment any combat pilot dreads - a second fleet of Blood Raider ships landed at range.

    "It's a trap! Align sun, propulsion mods maximum!" ordered Mister Vee, maintaining a cool head amid the carnage. The fleet aligned at full speed as the Blood Raiders unleashed their full hellfire fury.

    "Fleet warp activated! If you didn't catch the warp get out now! ADC! ADC!" the urgency of tone ensured all Imperium pilots understood the seriousness of their situation, and extracted from the battlefield before things turned ugly.

    Following this almighty struggle, the Imperium pilots turned their attention to the two PAPI Azbels existing their anchoring timer.

    Thankfully, the Blood Raiders did not follow, and these structures were successfully destroyed without further incident. Imperatoria victoriam et gloriam.

    submitted by /u/Dr_Mibbles
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    How to change fleet interceptors without breaking them

    Posted: 13 May 2021 10:21 AM PDT

    My argument: Fleet interceptors are extremely well-balanced for the scout-tackle role as they currently exist, and are crucial for small to medium sized nullsec pvp. To remove the nullified dps platform problem of nullsec x-wing fleets, strip fleet interceptors of their weapons hardpoints and leave their passive nullification alone.

    Those of y'all who do small to medium scale pvp in nullsec know how essential a good interceptor pilot is. A good ceptor is how you navigate hostile space, how you catch targets and provoke fights, how you get pings and position your fleet, and in small gang a great ceptor pilot can screen a fleet as it withdraws from grid. But for this to continue working, the "scout" role and the "initial tackle" role have to be maintained in the same platform, as when hunting in nullsec the moment a neutral name shows up in local, the clock starts ticking to get scram before everyone in that system is on tether. To be more effective in this ceptors often fit faction, deadspace or abyssal rolled modules to improve their effectiveness, all on a very fragile and unforgiving platform. It's a ship with one of the highest skill ceilings in the game, and in the role it was designed to do it was neither overpowered nor too weak.

    Removing passive nullification and introducing this new module is a severe and unwarranted nerf to fleet interceptors. Fitting on these platforms is already tight, and combined with the loss of a lowslot these already squishy platforms would lose much of their on-grid survivability trying to fit the new nullification module. They also lose lock range that they cannot spare (heated faction point would go outside min base lock range if the 25% loss applies). On top of this, due to the module's cooldown, if a gate is bubbled on both sides a ceptor won't be able to bypass it, meaning it either feeds to a camp on the other side (disincentivizing the blingier, more effective interceptor fits) or misses tackle due to the extra ten or fifteen seconds it spent burning out of the bubble.

    In total, due to the change a fleet interceptor would either have to forgo nullificaiton entirely, in which case a ramjag or combat interceptor would actually be a better choice, or accept severe drawbacks to continue having nullification, in which case it's less effective at its central task, meaning fewer fights on balance for roaming gangs that rely on these fleet interceptors as the linchpin of their operation. It also means that the ceptor itself will be far less survivable with or without the nullification module, disincentivizing the higher end fits and further reducing the benefits of a highly competent and aggressive interceptor pilot. None of these effects encourage fights or incentivize roaming.

    Interceptors also serve two other functions: taxi interceptors, and the nullified dps "x-wings" used by nullsec bloc fleets. CCP doesn't appear to have an issue with nullified, insta-warp travel ships, given that they're adding nullification to shuttles. The net difference there is maybe it takes one or two fewer smartbombs in a camp to kill travelers, which isn't a substantial change. It appears to be the nullified x-wing fleets that are the target of this nerf. But fleet interceptors in their scout tackle role don't usually fit weapons, instead leaving highslots empty for fitting room or including a nos or an offlined probe launcher. If it is the x-wing problem that ccp is trying to fix, removing fleet interceptor's weapons hardpoints instead of their nullification fixes the problem without harming the scout-tackle role, and lets fleet interceptors keep a niche distinct from their combat-interceptor cousins. Alternatively, fitting weapon hardpoints to a fleet interceptor could remove its passive nullification in the same way that fitting a burst jammer now does.

    The active alternative to the above proposals is to add a lowslot and a 100% role reduction to the module's fitting requirements, drawbacks, and cooldown to every fleet interceptor such that they could keep their current role. The net effect of doing so would be that interceptor pilots simply have to remember to press a button every time they warp somewhere, adding uninteresting tedium to a role that was already difficult and, quite often, thankless. Thus I feel better role bonuses to the active module is a sub-optimal solution.

    submitted by /u/AlfonsodeAlbuquerque
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    Shuttle at Gate

    Posted: 13 May 2021 09:57 PM PDT

    One from the archive: Toasting success in M2

    Posted: 13 May 2021 02:59 AM PDT

    Okay, but seriously, what’s with the ironically named patches from CCP?

    Posted: 13 May 2021 04:01 AM PDT

    In the last year or so, a patch that attempts to explicitly state its goal in the name, winds up doing the opposite, with just about 50/50 odds.

    Examples:

    The Great Escape — Makes movement slower.

    Expert Systems — Only useful for non-experts.

    Bastions of War — Mostly contained PvE buffs.

    Fleet Discovery — Introduced new menus that made the process of finding a fleet more convoluted.

    Rolling Thunder — A supposed update to make Edencom's chain lightening gimmick relevant. Mostly relevant for buffs to BLOPs, and FAX rework. Edencom remains a wet fart.

    Lightning Strikes — Of course, was less relevant. Mostly static.

    (Slightly off topic: The much hyped, tone deaf interview with Lord Maldoror, where he waxed eloquent about the battles between "the many against the few", in the middle of a year of blobification of Eve, that did little except give more tools to blobs, or kill tools that helped smaller groups punch up in weight class)

    Surgical Strike — Had the finesse of a wide mallet. "Brawler's Paradise" mostly just served to buff kiting.

    From Wormholes With Love — Fucked over high class wormholers, and accelerated a downward decline in the population, that it has still not recovered from.

    ——

    Anyway, do you suppose CCP is intentionally being ironic? Or is this some Kafkaesque nightmare, where the experience of a video game is ruled by paper pushers and staticians?

    submitted by /u/mooseleer
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    Proposal To Ceptor/T3 Nullification Changes

    Posted: 13 May 2021 12:13 PM PDT

    If we have to have these changes implemented (which I hate BTW), instead of stealing a low slot why not make a mode button like on T3 Destroyers, where you can activate into nullification mode or non nullification mode, with a 60 second cool down - being in nullification gimps your ship in some way (Slower speed, slower locking, shorter lock range etc) and you can't switch back until the reset timer is up?

    At least this wouldn't kill the scout ceptor completely. Thoughts?

    submitted by /u/A_K-47
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    R/Eve QOL Request

    Posted: 14 May 2021 12:34 AM PDT

    Hey,

    Can we get a parent flair for some version of "WWB2". Would help alot to filter out the threads, so other parts of Eve can be seen.

    Comparing the Snuff/ Dock Worker threads or videos to the WWB stuff is like night and day. Or the Darkside videos etc.

    Thanks!

    submitted by /u/Entropy010101
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    Every Azbel that procs, every time you don't form up. I will post pics for you. (Papi Azbel #5)

    Posted: 14 May 2021 12:06 AM PDT

    How to avoid diamond rats in nullsec?

    Posted: 13 May 2021 11:46 PM PDT

    I recently lost a magnate to a diamond rat gatecamp in nullsec, and I am wondering how I could have avoided it. I jumped into system so I had no chance to dscan them before landing on grid, they instalocked me (they locked so fast I doubt it is possible for even an instawarping or cov ops ship to escape), there were far too many scrams for wcs to have helped, and they one shot me.

    So is my only choice to grind up to 2.5 standings with all pirate factions or is there another way to prevent this?

    also here is the kill mail for those interested: https://zkillboard.com/kill/92785507/

    submitted by /u/lich_ff
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    One Night With Brave

    Posted: 13 May 2021 04:43 PM PDT

    Peak miner?

    Posted: 13 May 2021 11:35 PM PDT

    I heard this was good rock, i sent 3/4 off to corp to sell but decided to take some to jita... well then...

    https://preview.redd.it/76y92jsm61z61.png?width=843&format=png&auto=webp&s=b16f7c4fd16fded10d3aeffe5a56dc87eb252e71

    submitted by /u/Ceyella
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    Minmatar security corps

    Posted: 13 May 2021 11:19 PM PDT

    Hi, I am about to start running security missions for Minmatar, there's a lot of corps and I'm not sure if there's a "best" one or if they just live in different areas. Also, from what I've read and been told in noob chat I should fit explosive and kinetic resist modules to my ship, is this correct? Do you sometimes fight other empires or pirate factions?

    I was also looking into Faction Warfare, I think they do missions as well as the whole "complex" thing?

    submitted by /u/BillZeBurg
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    Ha Ha Azbel wood chipper go BRRR! plus bonus pics of Goons Sacrilege ADM fleet

    Posted: 13 May 2021 03:47 PM PDT

    PlanetSide Transit [OC]

    Posted: 13 May 2021 10:08 AM PDT

    Packaged for safe travel

    Posted: 13 May 2021 09:07 PM PDT

    New Fleet Interceptor Bonuses

    Posted: 13 May 2021 01:48 PM PDT

    What is the value of the extended duration? The module deactivates mid cycle when you warp or jump a gate, and it only matters if it is 'live' so to speak at the moment that you enter warp - so are fleet interceptors and other nullified ships expecting to take more than 12-15 seconds to align? Or to fire the module and then just cruise around for a while and then warp?

    What's the point?

    submitted by /u/ClippingWings
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    My screenshots album from The Anger Games Tournament!

    Posted: 13 May 2021 11:14 AM PDT

    Sci-Fi Radio Chatter while Patrol Flight Over the Space Station Jita 4.4

    Posted: 13 May 2021 04:54 PM PDT

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