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    Thursday, May 13, 2021

    Eve Online Weekly Recruitment Thread

    Eve Online Weekly Recruitment Thread


    Weekly Recruitment Thread

    Posted: 12 May 2021 05:00 AM PDT

    o7

    Once a week we provide an additional space for Corps/Alliance to post recruitment, and for people looking for a Corp to sell themselves.

    Please consider in your post to include;

    • Area of space (NPC/Sov Null/ Wormhole/ Low/High sec)
    • Type of Corp (Indy/Small gang/F1 blob)
    • Main and active timezones
    • Any requirements of SP/Alts etc
    • Any external discord/website links

    You can also post your recruitment on /r/evejobs which is open for recruitment all week - however keep in mind you can only post a fresh thread there once your previous post is 7 days old.

    **Comments are in contest mode and so are not influenced by vote count**

    submitted by /u/AutoModerator
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    Weekly /r/Eve No Question is Stupid Thread - May 13, 2021

    Posted: 12 May 2021 09:00 PM PDT

    Thread comments will be sorted by "New" by default so the newest questions are at the top.

    Newbies / Returning players please visit our newbie-help channel on the /r/eve discord: https://discord.gg/uHpxFaA

    Alternatively check out reddit.com/r/evenewbies

    Useful Links:

    submitted by /u/AutoModerator
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    Dear Nullsec FC's

    Posted: 12 May 2021 08:15 PM PDT

    Please consider calling targets from Z to A every once in a while.

    Thank you.

    Sincerely,

    • Andre Acharte
    submitted by /u/Hentaionlyplox2
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    Imperium Reddit SIG Confirmed

    Posted: 12 May 2021 09:00 PM PDT

    Nullification Changes - Feedback

    Posted: 12 May 2021 01:53 PM PDT

    I'm not going to go into how obtuse these changes are or why they were needed (WCS i get), but i'm going to assume these are coming and theres nothing thats going to stop that. There is a lot of areas this change will affect that don't need further nerfs or buffs, to list a few:

    -Fleet ceptors tackling for small gang

    -Armor interceptors/ships being punished for no other reason than being armor

    -Nearly uncatchable relic bots (1 WCS+1 nulli module)

    -Interdicted Pirate Frigates (succubus/dram/astero etc) aka, how to never lose your HG pods in a battleship again

    -Long cooldown makes jumping a gate against an interdictor pointless

    -Nullified bombers

    There are a couple others (Like shield inties not having fitting and losing speed/tank) but i'll leave those as the primary concerns here.

    The Nullification Module Should be a High Slot

    To start, the interdiction module should not be a low slot module but a high slot module. This way armor/shield ships are only punished through fitting/cap usage but not through the availability of their modules/tank/utility. The zero point entangler is also a high slot module, which also affects stats of a ship (mass), so its not like this isn't already a thing.

    This would alleviate at least some issues relating to the fleet interceptors since a malediction/ares can at least use all its lows as intended, but just needs to compensate with fitting/cap.

    Long Cooldown Defeats its Purpose

    If you're trying to tackle something to start a fight and need to go through a bubbled ratting pocket, you're going to need to use it more than once. Alternatively, if you're an industrial trying to escape a sabre, the sabre/interdictor doesn't get aggression with bubble and can bubble both sides of the gate.

    I get wanting to limit it to some extent, but in its current iteration, it can't even do what it says on the box.

    As an alternative, make it charge based and limit it to 2 charges then give it the long cooldown to reload the charges. So you have 2 uses to get past bubble camps or interdictors

    T1/Navy/Pirate Frigates

    Just.. why? Why do we need interdicted frigates that aren't specialized for it? Why do T1/Navy/Pirate frigates get this and not cruisers/battleships? There is no consistency here.

    To add onto this, this will inevitably open a can of worms for things like WH's evictions (10mn succubus with WCS+Nulli coming to a frig hole near you), nearly uncatchable HG pod chariots on battleships and relic bots (asteros) that will be even harder to catch (Venal bots rejoice).

    Don't make them apply to T1/Navy/Pirate, there is no reason or need for it. Inevitably the playerbase will find more ways to abuse this and we'll be complaining about it in the future, so just cut it out now.

    Nullified Bombers

    CCP you just started making headway into making battleships potentially more usable in fleet fights. What do you think is going to happen when you have nullified bombers? Bombers can warp to their desired ranges, regardless of bubbles, lob some bombs (which aren't penalized by the nullification module) and warp out. The new battleship signature module won't mean anything (not that it meant much anyway). If bombers can't be caught and executed or at least have some tactics to prevent or reduce bombing runs then battleships are back at the bottom of the barrel (not even talking about their current pricing).

    Anyway, thats just off the top of my head, i'm sure we'll see more issues crop up as time goes a long. This isn't a well thought out change.

    submitted by /u/Stitch_K
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    BLESS CCP FOR THIS OMG

    Posted: 12 May 2021 08:38 AM PDT

    Stainguy, they followed through. If you hath any honor, you must repent.

    Posted: 12 May 2021 03:22 PM PDT

    "They Shall Take our Bubbles! But they will never take.... OUR PI !!!!" --Epithal Wallace, 2021

    Posted: 12 May 2021 08:22 PM PDT

    i Beast for CSM 16

    Posted: 12 May 2021 07:27 AM PDT

    https://forums.eveonline.com/t/i-beast-for-csm-16/310789

    https://preview.redd.it/c8hz78c98py61.png?width=1920&format=png&auto=webp&s=b6386d4d04137f13b4afbd8567244c7704ee6389

    0/ Dear EVE Online community,

    I am i Beast or Lussy Lou or Worst Player Ever.
    My YT: https://www.youtube.com/c/worstplayerever

    I love this game, solo PvP and streaming. At the moment I am one of the biggest streamers in EVE Online. My main idea for streaming is to show how playing EVE is fun.

    I show the audience how different ships work, I tell how to start playing the game, so that it is interesting, how to earn your starting capital (ISK), what game updates came out,

    I fly solo and in small fleets, on frigates or even dreadnoughts and just do a huge number of very different things in order to show how interesting this game is! I show why I love this game.

    I play EVE Online more than 5 hours every day on two different servers (TQ and Serenity), I also visited the recently launched mobile game EVE Echoes.

    One of the main reasons why I do this is to try to understand how patches affect the in-game community. How do they affect the larger community, how do they affect the less developed economy in the game, and what all this leads to.
    Over the past year, I have been trying to understand why the server has significantly less low activity, such as solo pvp or small fleets.

    Solo pvp here does not mean those rare people who fly on expensive ships and know everything, I mean exactly the ability of any player to undock alone and get a portion of entertainment or do it with a couple of friends.
    Playing in a small fleet (group) makes you put in more efforts, but in exchange it gives you more knowledge, the more the player trains in a complex game, the more the game opens up to him.
    I am not saying that everyone should fly solo or in small fleets, I am saying that everyone should have the opportunity to do it in a fun way, without a negative experience. In my opinion, this is very important for the project.

    After all, no one comes into the game already being part of the alliance, and not everyone joins major alliances in their first month of the game.

    I came to a lot of conclusions, I have a lot of ideas, the last year was not in vain, and for this reason I am here.
    I began to understand that streams were not enough for me and I wanted to try to become a part of the CSM team. Make a difference. To try to do more for this game, more than I am doing right now.

    How can I be useful for the players, CCP Games and CSM?
    First of all, I keep in touch with most of the Russian speaking community in EVE Online. They are players who live in Hi sec space, Low sec space, 0.0 space, W-space and Pochven.

    In addition, I keep in touch with an equally important group of players, with those who left the project. Yes, on my streams I meet a lot of players who have left our world.
    The reasons why people leave the game are often not what we hear in the open spaces of reddit, for example, "my anomalies do not bring me money", more often they are those with more complex reasons stretching from the depths of this game.

    My first reason, why I would like to get into the CSM, is the opportunity to try and solve the problems that have accumulated in the game over the years, those problems that are voiced by those who are still playing and those who left the project a long time ago, but still follow it, in the hope of a change for the better.

    I have a connection with these people and I can become a voice for the Russian speaking community in the CSM16.

    I will give you more clarifications so that you can understand what I am talking about.
    Recently, quick content has disappeared in the game. Yes, the players got the Abyss and slightly soulless arenas, but that's not what makes this game interesting and fun for all players.

    Many players want to go into the game after work and get a portion of interesting content, and now there are problems with that.
    Most of the PvP in the game is large fleets that require a fleet commander, a timer, tactical tasks, certain agreements, and other complex elements.
    It's not bad, but there should be more spontaneous small fleets in the game that have something to do, much like it did in 2011 or 2016.

    I would like more simple activity, since exactly that trains regular players, they start to play better and become less dependent on having a fleet commander available.

    A player who knows how to play a game always gets more pleasure from the process and pleasure leads to positive emotions.
    In simple terms, I would like that for those who want to go into the game after work and plunge into active gameplay, they could afford it without any problems.

    Changing Faction Wars is a good example, but my ideas don't stop there.

    Why are Factional Wars So Good?

    1. It is very attractive to new players and fresh blood is the key to the success of the game.
    2. It is quite simple, and you can go into the game and instantly do something without serious preparation.

    Factional wars are not the main idea, they are just a great example.
    In my opinion, major battles are far from being always interesting, very often, due to the large amount of time before the battle, the conflicting parties can call on their comrades-in-arms, eventually having an advantage on one of the sides.
    I want the game to have content that is different from this. It would be a great idea if spontaneous triggers would appear in the deserted part of Low sec that will force people to quickly gather fleets and play the game. This will revive the community who are not interested in 0.0 and fill huge areas of completely empty low-sec, as well as provide more spontaneous content that won't allow players have the time to get ready, you would have to act here and now.

    The second reason, that I would like to share with you, is the unknown corners of space in EVE Online.
    The game develops very quickly, Drifter's wormholes are replaced by the Invasion, and then Pochven.
    For several years we saw how the great Thera appeared, and after that everyone forgot about her, since PVP filaments appeared in the game.

    I remember each of these updates coming out and trying all the new content as I love playing EVE Online and my sessions are 5+ hours every day.
    Most of the ideas were really cool and I am very grateful to the creators for the opportunity to try it all.

    Have you ever gone on a great expedition to the Drifter's Wormholes? Do you know the uniqueness of these wormholes and why they appeared?

    All these ideas were really cool, but I think they all need some work.
    Why not make the Drifter Wormholes even more interesting and attract players there? Would you like to visit them not to look at the beautiful landscapes, but to take a chance and get a reward?
    All this is very simple to achieve and I have ideas.
    Did you know that Pochven has its own problems that no one hears about, since Pochven's community is very small?

    I am perfectly aware of these problems, since some were discovered by my team and I would very much like to become a part of the CSM, to be closer to the developers, to draw their attention to problems that are not highlighted so vividly, because the game has corners of space where huge alliances do not live.
    Unique corners of space in EVE Online allow everyone to find their favorite pastime, they must not be forgotten, problems must be solved, the balance must be observed.

    The third very important point for me is the in-game balance.
    Over the past years, we have seen many patches that have affected the economy, mining, production.
    Is this good for you and me? Omega is worth 1.2 billion and it seems to me that everything is fine. Factional battleships began to cost good money and are now associated with strong ships, and Supers and Titans were no longer used by those who came into the game a month ago. This is the right vector.

    Against the background of these changes, smaller moments were lost. Using all the ships that are in this game, I can assure you that not everything is balanced and works well.

    Literally in a short period of time, cruise missiles lost their purpose compared to torpedoes, we only meet carriers when defending citadels, and EDENCOM's ships never showed themselves in this game, although they are a very interesting idea that requires improvements precisely from the point of view of good knowledge in the in-game balance.

    All these little problems can be talked about for hours.
    I have flown a lot of various Dreadnoughts in small fleets, I tested the new Zirnitra, I mourn the old logi carriers that have changed due to major battles, I disagree with the changes to HACs, since they were carried out against the use in large battles and now they have lost their uniqueness and turned into the notoriously ordinary cruisers.

    I have something to say and I would really like to stop changing ships only for major battles (large engagements).
    If the ship is too strong in the scope of large battles, it must be changed and balanced out in a complex manner, that takes into account other uses and for this reason I am here.

    At this point I will end my statement, but I will not end my thoughts and love for this game. I could spend hours talking with you on this subject, but not in the context of this CSM campaign.

    My main ideas:
    ⦁ More spontaneous and simple content for small fleets/groups.
    ⦁ More active content for those who play the game for several hours in the evening.
    ⦁ More favorable environment for the emergence of small corporations.
    ⦁ Less empty space in the game.
    ⦁ More interesting content for newcomers to the game (fresh blood is the key to success, a fresh look is the key to moving forward).
    ⦁ Development of unique corners of space like Pochven, Thera, Drifter's WH.
    ⦁ More complex balance changes in the game.
    ⦁ More thorough rebalancing of weapons and ships.

    Thank you for your attention!
    Make EVE Great Again!

    submitted by /u/i_beast
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    How i started EVE and why i chose to join KarmaFleet as a new player.

    Posted: 12 May 2021 10:03 PM PDT

    Hello everyone in the eve community, i would like to share my experience as a new player who started streaming EVE for fun to decide and join one of the biggest corporations in the game.

    To begin with i wanted to start playing EVE back in the days when i was reading news and reports about the battles Asakai and the famous B-R5RB bloodbath but i never got really into starting playing the game because from an outsider it felt really overwhelming,you had people with spreadsheets,multiple monitors and browsers to multiple accounts which made the game really intimidating for a new player despite how cool it looked so i just never got into it despite reading a lot about it.

    In 2021 I've finally decided not only to play EVE but stream my starting experience as a new player and see how it goes. Surprisingly the game was much easier than i anticipated and the tutorial actually explained a lot of the basic functions of the game and how to get started to doing all the first missions and to try out different playstyles.

    The first pleasant surprise in my journey was how helpful the community was, from the first day in the game people either explained me stuff in detail in rookie channel to having people in twitch stream guiding me through my struggles and even donating me isk and items to help me out. Those moments were the one that solidified my love for the game so shutout to our awesome community.

    After about 20 days in the game i was starting to feel lost in how im suppose to approach the game and progress further so i decided that it was the time for me to join a corporation.This decision was big for me because once i joined one im willing to be fully committed to that corp for as long i play the game or at least that's the mentality that i approach it with.During those days i had a lot of people telling me to join Pandemic Horde or one of their affiliates,from people in game to twitch viewers but there were few people who recommended me to join KarmaFleet which led me to do some research about the war and the whole situation in EVE.

    After many hours of research and getting overwhelmed how much crazy EVE gets with all the war,drama,betrayals and how big of a sandbox it is i decided to push the button and apply to KarmaFleet.

    There were couple of very important reasons that led me to make such decision and one of them was the amazing ASCEE (Ascendance) member's who was every day on my stream helping me over and over and explaining stuff about the game and its events and the history overall so shutout to Sanakan Soryu for being an amazing person and making my starting experience great!

    Second reason were the propaganda songs i found about eve and especially by Srsli which really hooked me to not only how well done they were but how the whole approach for the game they had looked very similar to what i look for in a game.

    Last but not least was how that one corporation and their alliance were fighting and holding against an overwhelming force which accompanied the vast majority of the game and the idea of fighting on the defending side against all odds really sounded interesting to me.

    After i finally joined KarmaFleet i was blown out once more how much more EVE has to provide as a game that i could never probably learn and experience in Highsec .Experiencing your first time joining a fleet as a new player is an amazing feeling,especially when you had no clue 80% of what was going and yet people didn't exclude you from the fun of the battle but instead try to help you out.They helped me out daily by answering questions after questions about anything i could imagine about the game and not only they never got tired of it but instead they encouraged me to ask more and try different stuff in the game while providing me ships after ships to blow or blueprints to craft to getting drunk during SaturdayNightSwarm and blowing up ships for fun and laughing on mumble/discord.

    This is why i also recommend any new player who wants to join the war no matter the side they pick to not be afraid, nullsec isn't that scary place that will intimidate you to quit the game instead it provides you with a way to play the game you couldn't otherwise find anywhere else.

    Now here i am, a newbee in the nullsec defending 1DQ1-A,talking smack to my enemies to praising my allies in the fields of battles and losing my sleep over a game i never thought il ever even play.

    Joining KarmaFleet was one of the best decisions i made and i feel like im part of a family and i love every moment of it.

    I wanted and could write more about my experience but i decided to keep it short.

    Hope il see you guys in the game , either as friend or foe or a fellow explorer trying to get that juicy can,chilling miners in their orcas to the crazy industry guys who always amaze me with their riches.

    Leraine de Tylmarande.

    submitted by /u/LivingHitokiri
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    CCPlease Fix the Bomb Deployment skill.

    Posted: 12 May 2021 03:05 PM PDT

    CCP, pretty please, fix the Bomb Deployment skill.

    Bomb Deployment: Basic operation of bomb delivery systems. 10% reduction of Bomb Launcher reactivation delay per skill level.

    This text was taken from the description of the skill itself. It should reduce the reactivation delay (cooldown) of the Bomb Launcher by 10% per level, so 50% at level 5.

    This should apply to the BASE stats of the Bomb Launcher I and II modules.

    Bomb Launcher I has a Reactivation Delay of 160s. With a 50% reduction the Delay should be 80s, right? Yet it does not. A Character with Bomb Deployment 5 has the EXACT same Delay as a Character with Bomb Deployment 1: 144s.

    -Note that 10% of 160 is 16 seconds, and 160-16=144. So the Bomb Deployment skill is applying ONCE total rather than once PER LEVEL.

    Looking at Bomb Deployment II, despite REQUIRING Bomb Deployment 5 it still applies the 10% reduction ONCE total. 135s BASE vs 121.5s APPLIED. Like Bomb Launcher I, 10% of 135 is 13.5, and 135-13.5=121.5 This is not how the skill should be applying.

    Since there have been a number of bombing changes lately, and Covert Ops as a whole has been a significant point of discussion recently.. CCP, please apply the Bomb Deployment skill correctly.

    submitted by /u/Sekku2213
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    [SISI] Warp Core stabs now have a passive drone bandwith debuff

    Posted: 12 May 2021 08:36 AM PDT

    Angry Mustache for CSM 16 - It's the economy stupid : AMA

    Posted: 12 May 2021 08:35 AM PDT

    campaign post

    My EVE Story

    I started playing EVE in 2012, starting in highsec with E-uni. After a few months, I left E-uni for Goonswarm Federation, where I have stayed since. I was able to participate in a number of the big events and wars in that time period, such as Asakai, the Fountain war, the Halloween war and the battle of B-R, mostly as a line pilot. In 2016 I took a multi year break due to my poor financial situation at the time.

    The more relevant part of my eve career started during the blackout period of 2019. I returned to eve after finishing school and with a few years of data-analytics work experience. I quickly grew bored with nullsec PvE after finding that nothing had really changed, and decided to focus on industry for personal income. This drove me down a rabbit hole of spreadsheets and large volume data processing that kick started my second major interest in EVE, which is macroeconomics and looking at how the different systems in EVE interact with each other. I started posting my public analyses, and having people say that they were helpful/interesting kept me at it.

    Examples

    Initial feedback on mineral rebalance.

    Examining the Consumer Price Index Metric on the MER

    My two cents on how to implement mineral redistribution

    My Goal on the CSM

    My primary goal on the CSM would be to provide feedback and data analysis that would help CCP on the right path out of the period of scarcity. While I agree that the EVE economy 2016-early 2019 was excessive, CCP's heavy handed approach to rebalance the economy leaves much to be desired and many players unhappy that their preferred activity was upended with no notice, or that they couldn't afford to fly the same ships they could before. However, the new systems that CCP has implemented also show promise of enabling better fine-tweaking of the economy, provided they know which way to turn the knobs.

    On a more personal side, the content of one of the posts I linked above was dismissed by CCP on the ground that "it is hard to lend gravitas to someone called Angry Mustache". I would very much like to prove that players with silly names can make serious contributions.

    Why should I vote for you

    With the game economy coming to a turning point, it's important to have someone who understands the game economy on the CSM to provide feedback. How CCP implements the new economy could make or break the game once the COVID lockdowns end. It is my belief that of the candidates for CSM16, I have among the best macro knowledge of the game economy and the best ability to provide CCP with useful feedback on that matter. Feel free to ask anything in the comment section.

    Example positions

    These a sample of changes that I think would be beneficial to the game, and arguments for them.

    Reduce Sales Tax and Broker Fees in NPC stations to "previous levels": In 2020, Sales Tax and Broker Fees were sharply raised in both NPC stations and player owned markets. While the reason for raising the Sales Tax and Broker Fees were understandable (the game needed more faucets at the time), increasing transaction costs is a poor way to do so. Transaction fees affects everyone in the game equally, and high transaction fees pushes out newer players who lack the capital for vertical integration by making selling "intermediates" less profitable. If CCP wants players to be able to specialize in intermediate production without selling the finished good, reducing transaction fees is an important step. With isk faucets lower than 2020 levels, the original reason for raising fees no longer exists.

    Reintroduce "Credit", through either reintroduction of Margin Trading or another mechanic: In 2020, Margin Trading was removed as a skill because of the ability for certain people to "Margin Scam" new players. What this also did was remove the only reliable source of Credit in EVE, which allowed player to leverage their liquid isk. This greatly lowered velocity of money, which is generally a measure for a healthy economy, as well as made it harder to grow as a trader/industrialist as you needed much more startup capital. While the ability to margin scam was problematic for newbie retention, these sort of second order effects from changes need to be considered. Having access to limited credit through a game mechanic would be a positive addition.

    Introduce advanced gas harvesting ships/modules and gas compression: The recent industry rework has made gas a critical part of production, yet the actual ships to harvest gas starts at the venture and end at the prospect. This put a high manpower bottleneck on harvesting gas which could make the whole rework moot. At the same time, gas can not be compressed, so it takes a whole jump freighter of gas and 20 man-hours in a max yield prospect to make a single capital ship. For gas to become a core part of eve industry, it needs the supporting attributes like other core raw materials (ice, ore).

    AMA in the comments, if you have any questions about what I think the eve economy should be like and current issues with it, ask away.

    submitted by /u/angry-mustache
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    Mass (attempted) recruitment of fresh players, scummy?

    Posted: 13 May 2021 01:26 AM PDT

    Hey guys.

    I rarely ever post here but I thought I would share this, Perhaps I am making a bigger deal of this that necessary but I will see what you guys think.

    Recently I have created some new PI alts and about 6 characters in total all of various races and schools because why not.And every single one has received the following mail https://imgur.com/a/sIxtiHi, Clearly a bot and the sender is not in system so is using what I would assume is a few characters to watch all the rookie systems.
    Is it just me or is this a bit scummy? I just don't feel alright with this.

    A google translate translation as follows.

    Galactic Empire Co LTD, referred to as GECL, is affiliated to Fraternity, the largest Chinese alliance in the EVE world. The Legion was established in November 2017.
    At the beginning of its establishment, it has fully joined the alliance's founding battle---Blue Sweet In the Donut War; in 2019, more than 30,000 people from the Legacy Alliance, the second strongest in the universe, launched a sovereign war against the newly established Chinese Alliance.
    The Legion fought bloody battles in this half-year-long War of Dete to protect the Alliance. Multiple front-line constellations, and have repeatedly ranked first in the alliance's monthly attendance, becoming a strong shield to protect the sovereignty of the alliance.After the war, the Legion moved with the Alliance into the UAV area to recuperate and set up a star city in the Peligenfur Star Territory.
    In 2020, the Legion participated in the full-server siege of the strongest imperium alliance group, and in 2021, it responded to the alliance's call to go to the Silent Valley star field and embarked on a new journey.

    Legion features

    1. The fully functional company official website allows you to see all the tutorials and various company welfare systems at a glance;
    2. Generous rewards for newcomers, allowing you to start quickly;
    3. Subsidies for growth skills planning, allowing you to practice skills and rewards;
    4. High amount of war damage supply, so you have no worries about fighting;
    5. Get a percentage of valuation rewards for kills, allowing you to fight as a meal;
    6. The unique DPK system allows your contributions to the company and alliances to be turned into real rewards.

    Alliance Features

    1. The largest Chinese alliance in the world, +8 time zone prime time online 1200+
    2. Owns the sovereignty of more than 230 galaxies in four star regions, and currently ranks first in all servers, with a vast land and abundant resources, and abundant resources
    3. The alliance has a strong IT department, a complete industrial system and a complete government system, as well as the most powerful super flagship umbrella in +8 time zone
    4. The alliance is currently stationed in the Silent Valley Star Territory, with an extremely convenient transportation system, and is the 00 major alliance closest to the Universe Trade Center Guitar in all servers.

    Company official website: http://www.gecleve.com
    Newbie Encyclopedia: http://baike.gecleve.com
    Newcomer Q&A Group: 600751971

    Galaxy Empire CEO Mavericks

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

    [Hoboleaks] New stargate routes confirmed - Including Stain

    Posted: 12 May 2021 08:49 AM PDT

    On Bombing and Core Stabilizers

    Posted: 12 May 2021 02:43 PM PDT

    Apparently there is a discussion about removing Warp Core Stabilizers from Stealth Bombers, particularly after converting the module to an active one. I think this is a terrible idea and will make it so bombing in fleet engagements isn't possible. Some may think this is a good thing, but I think it is overkill. This may come across as a lot of crying, and will be a long wall of text, but I feel this needs to be said. TLDR: Bombs have been nerfed by many recent changes. Removing Warp Core Stabilizing is excessive and will break bombing to the point of uselessness.

    My name is Sieku and I, along with Saberskunk and our excellent leadership team, run Predditors, the Covert Ops and Bombing group for TEST. We run bombing fleets for many of the fights during WWB2. I have been leading Predditors and bombers in general for over five years, and I feel I have a decent grasp on stealth bombers. In my opinion, bombs have been nerfed enough lately. Do we really need more? Generally speaking, I'm okay with the way bombers are now. It's a challenge, and arguably one that does not justify the risk versus reward, but I still love it. If I could make one change it would be to fix the Bomb Deployment Skill as it does NOT apply the skill bonus despite it being a skill in game, and one that is REQUIRED to even USE the Bomb Launcher T1 and T2 modules. Not nerfing bombers even more by removing a critical mechanic.

    But why would nerfing Stabs kill bombing? Basically, without the ability to be stabbed bombers will die. Every run. In order to do an effective bomb run you need to put your bombers within 45k of your target. Usually you are about 35k or so away. This means we are Warp Disruptable, but cannot easily be hit with a Warp Scramble. Without that Stab any bomber that gets pointed will die. So any fast locking ship with an overheated point can tackle a bomber and kill it, likely before the bomb goes off. Yes, you can align and warp quickly, but with a fast locking tackle you'll still lose multiple bombers each run. Not only can the bombs be easily (too easily) countered through defender launchers, but I now have to accept the likelihood that a few bombers will die each run? I usually bring about 12-15 bombers for most large fights, and losing 15% of my fleet every run isn't sustainable. And it is excessive, particularly when viewed with a number of other recent nerfs in mind.

    Defender Launcher: I like this change, and this module. Or rather, I WOULD like it if it wasn't so mindless. As it is the module functions as "see bomb, f2." I know some do squads of defenders to mitigate staggered runs.. But that is still just assigning a squad and calling numbers each time bombers decloak. Easy. What if the Defender Cooldown was slightly MORE than a bomb launcher? Say, 15 seconds more. Not a lot, but enough that a highly skilled bomber fc could set up a run and just barely get a run before the Defender cooldown is up. But the vast majority wouldn't be able to reset in time. A high skill cap, which is how the bomber cat and mouse game SHOULD work, in my opinion. As it is, Defender Launchers are intended to be a bomber counter, as they should be. BUT it should take a bit of skill and coordination to effectively negate a bombing runs rather than having the launcher available every time.

    Fleet Formations: Warping fleets in formations look cool, but primarily it is a tool to avoid bombers, in my opinion. Is there a reason to split your fleet over a 100k sphere apart from avoiding bombs? What about a large wall? Most fleets anchor during a fight, which negates the benefit of warping at range, apart from avoiding bombs. Again, I think that fleet formations is an interesting change and looks good. But I think it is also a nerf to bombers.

    Storms: Interesting mechanic, and one that isn't always around. But when you are fighting under a decloaking storm you can't bomb.

    Now, allow me to bring up a little issue I mentioned earlier. Bomb Deployment as a skill does not apply benefits. The skill should reduce the cooldown on Bomb Launcher by 10% per level. It does not. Now, I understand that many will feel that skill is too strong. As it is now, a T2 Bomb Launcher has a 135s reactivation. Bomb Deployment does apply to the first level, just nothing else. So a properly applied Bomb Deployment skill would reduce the cooldown to just over a minute. Overpowered? Possibly, but let's not forget… THIS SKILL IS IN THE GAME. It simply does not apply as the skill reads. And it has been broken for YEARS. But let's set that aside, and focus on recent changes.

    Overall, I think that removing Core Stablizers from Bombers is a change that will permanently break the mechanic and make it so bombers are simply not usable in fleet fights. And given the recent changes, I don't think bombers need additional nerfs. Also, CCP, please fix Bomb Deployment.

    submitted by /u/Sekku2213
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    Nullification and WCS Updates – testing has begun! | EVE Online

    Posted: 12 May 2021 08:07 AM PDT

    Chuggi: It's been a year since PAPI formed. It's time to update coalitionsin.space

    Posted: 12 May 2021 01:14 PM PDT

    PAPI, despite being a year-old coalition, has never been reflected on the coalition map. PAPI is currently split up between PanFam, PanFam Affiliates, PanFam Renters (why does PanFam need three coalitions anyway), WinterCo, WinterCo Renters, Legacy, Legacy Affiliates, and FI.RE.

    Perhaps a new level of organization is required. I'm not sure what you'd call it. A super-coalition?

    Additionally, all these different colours are very confusing on the map and it would be nice to see the true situation reflected accurately. Since Legacy is blue, and FI.RE is a blue-ish shade already, I suggest just unifying PAPI under some sort of blue shade. It seems appropriate anyway.

    Thanks for you contributions to the community.

    http://coalitionsin.space/#/graph

    submitted by /u/oodell
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    New Player's POV: first month as cannon fodder in the War (Joined April 2021)

    Posted: 12 May 2021 11:50 PM PDT

    I see a lot of folks posting about the war with much investment on one side or another. I'm new, and I'm writing this because I wish there was a narrative written about new players that are curious about EVE because of the news about this war, just so new players know what to expect if they decide to join the brawl or to come sight see like I did. I included some lessons that I learned that is probably obvious to the veterans here, but was news to me then. Questions for veteran players at the end. Newer players please also feel free to comment your own experiences!

    Positionality Statement:I journeyed into New Eden when alpha clones first came out; I progressed to doing level 2 missions in a destroyer and tried nullsec for a month, but real life pulled me away from beautiful, cruel New Eden. I enjoyed my first couple of months spent in EVE, just like how I enjoy doing math in grad school --- I love the pain and the grueling grind.

    Fast forwards a few years, I read on the news about the largest war in EVE ever, shattering world records. With COVID sending everyone indoors, I decided to fire up stop winning EVE again, to explore the large scale space war. I decided to treat myself on an epic journey as a visiting battlefield journalist.

    • Week 1: Joining a Side:
      • I was no longer in a player corp after 6 years inactive, so I started by asking around to see what's going on with the war in the NPC corp chat. Quickly discover that if I show up not on anyone's team, I would be blown to bits. So I then knew that I must join a side. I asked around in the new players channel who to talk to if I wanna see the war. Then I figured out the two sides and looked them up...
        • I was impressed by the Imperium's PR team, they sound so disciplined and intimidating! Sincerely and honestly I was 100% intimidated by their application site --- if I apply once and get rejected I don't get to apply again? Their group clearly command respect and the salt that comes with being elites, and they're not afraid to show it. Reminds me of Ivy League schools tbh, and I think how you feel about elitism will directly reflect how you feel about the imperium's approach.
        • I decided to join Pandemic Horde since I remember them when I tried the game long ago they were the only people that were in null that would take new players on back when I was an alpha trying the game. They're fairly friendly and basically would accept anyone. Friendly bunch of folks, and the website + guides are all really helpful.
      • Learned what a death clone is and moved to T5Z-I, then died a bunch before figuring out that 1DQ-I was a dangerous place. I was like... why are there so many bubbles all the time? At least the NBI ships were free and herons apparently could survive if you are lucky to cloak fast enough and are willing to burn at 95% reduced speed to crawl away. Good fun, now I know where the big siege is actually happening.
      • LESSON: Pick a side, and figure out where not to go before undocking once you get to the danger zone.
    • Week 2:
      • Got brought along to some fleets and figured out what is a pink pen, that it seems everyone likes logi players, and it fits my personality well so I decide to train skills towards that.
      • Seeing giant keepstars blow up was fun, and hearing everyone's reaction as bombers hit the fleet was quite interesting - I learned that there can be gunners that aim for drones in the structures, and that if you're in a frigate and you get too close to a structure you die really really fast. FC's from PanFam are polite to new players and aren't harsh when we make silly mistakes like this. +1 to friendliness
      • Learned what anchoring is and how to set up watchlist and read broadcasts. Also learned that tackle and logi frigates basically are the first to die always.
      • Got ganked any time I'm not in fleet, whether trying to salvage or do anomalies.
      • At one point I saw some goon fleets and noted how organized they were, even with fewer numbers. The way they were warping to pings showed that they had meticulous planning to set many bookmarks. +1 to respect
      • At one point I saw a group of 2-3 goon pilots running laps around everyone in T5Z and people on mumble talking about how those were tournament winners. +1 to respect again
      • LESSON: Near war front undock only if you're in a group or know what you're doing. If you're new like me you're basically just gonna be content for the pros.
    • Week 3:
      • Figured out that if I wish to krab, I should head away from the warfront and at minimum not do it near T5Z-I because the Imperium will mercilessly hunt any PvE activity in Delve.
      • Set up a jumpclone at "home" region to do some mining and less intensive stuff
      • Learned that mining is often done with multiboxing in fleets
      • Tried solo mining and got ganked by INIT & Odin's Call a bunch but also learned newbean miners are *also cannon fodder* --- ended up losing a few barges and the cost was about all that I mined in that week xD (Good fun learned how to read DOTLAN maps to figure out intel faster.)
      • LESSON: Gonna get ganked everywhere, not just warfront, and being in a big alliance isn't protection from being a big scrub. New players are cannon fodder in every place, not just the warfront. Unless you're in a capital, standing fleet isn't coming to save you.
    • Week 4:
      • Figured out PI is kind of lucrative, if you take time to set it up, so I do this. Set up like 3 planets, while reading about how people have 70 planets somehow.
      • Come back to the war front and there's lots of opportunities for big fleets, and at the same time I'm itching for possibly learning whether there are small gang roams, so I can avoid it better if I just knew how people do this as a ganker instead of just receiving the ganks. I wonder if it's possible to learn how to do this in the big alliances at war. (Not sure if this only applies to pandemic horde) small gang style stuff is very limited and does not seem to be incentivized.
      • (No lesson here).

    =====----=====----=====----=====----=====

    Questions for the experienced players near the front here:

    1. Why do FC's always say the same thing like 20 times like "jump jump jump jump jump (x4)"?
    2. If I want to learn all aspects of the game, including more PvE/Lore stuff, is staying in this war good for that?
    3. How many accounts do people have in general? Like whoa the miners rly go ham in null.
    4. If I want to experience the war on the other side, is that possible?
    5. Do people outside of these two big alliances benefit in some way from this war? (War => chaos => profit/opportunity?)
    6. I want to learn about wormholes, are there roles in this war that leverage exploration in a significant way?
    7. What is the difference between renting and pirates in low sec asking people to pay for licenses to rat/mine?

    tl;dr condensed version: Figure out where not to go before undocking once you get to the danger zone. Near war front undock only if you're in a group or know what you're doing. If you're new like me you're basically just gonna be content for the pros. Gonna get ganked everywhere, not just at the warfront, and being in a big alliance isn't protection from being a big scrub. New players are cannon fodder in every place, not just the warfront. Unless you're in a capital, standing fleet isn't coming to save you.

    Hope this documenting of the learning process can serve both as a narrative for newer / alpha players curious about the war, and perhaps even help the directors of newbro corps decide if this experience is helpful for nurturing their newer members. o7 fly safe.

    submitted by /u/Hobgoblin_II
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    Give out station containers like corvettes

    Posted: 12 May 2021 07:33 AM PDT

    Station containers are the best and worst things ever. They're the best because they're super handy for organizing my hangars, but they're damn near impossible to move around without dedicated ships, and super cheap, so making a hauling contract for them is kind of silly.

    Can we get station containers delivered to us on demand, or just sold en-masse at every station? Obviously, they would require a few changes to prevent people from just sticking unlimited station containers into a blender and collecting infinite minerals, but I feel like this would be a small QoL thing that would be super handy.

    submitted by /u/Inglonias
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    Can we all just agree now to fight for solitude to stay solitude?

    Posted: 12 May 2021 01:16 PM PDT

    CCP left this up to the players, we will fight for or against the gate. Nobody who lives in solitude wants this gate so we can all just agree now to let them remain in solitude and either boycot this part of the event or actively fight against it?

    submitted by /u/DirectStreamDVR
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    Sell at Amarr or Jita?

    Posted: 12 May 2021 10:23 PM PDT

    Basically, title.

    I'm in the middle of my process of centralizing all my junk, and will do a massive sell-off to liquidate pretty much anything that isn't a ship I want to keep (since most are rigged up) and set up near Jita. Now, most of this stuff is near Amarr (my old Corp HQ), and since Amarr is between my old home and Jita, I figured it might be a good place to consolidate almost everything at the Amarr trading hub. The only things I have in Jita right now is a Drake and a shuttle (with the Drake definitely being a keeper).

    So... is it worth it to haul everything through 20+ jumps to Jita to sell, or should I just sell it all at Amarr and save myself a few trips in my freight ship?

    submitted by /u/Second-Creative
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    Warp Core Stab Changes from A Logistics Guy

    Posted: 12 May 2021 09:23 AM PDT

    Hello eve, a few of you may know me for being an annoying and toxic r/Eve degenerate. While I usually just post brain dead shit, today I have something different.

    With today's announcement on nullification and WCS changes, I felt millions of logistic people cry out all at once and then suddenly silenced.

    To preface this post, I do logistics for my alliance and will only be talking about the WCS change, I could care less about the nullification change.

    Anyways, on to the topic at hand. My initial, visceral, reaction to the WCS change was: "What in the god damn fuck CCP". I use WCS a lot. I have a special fit for my Occator that gives it that sweet +6 warp strength that makes it more slippery than a twink at a gay orgy. I use this fit for hauling stuff around, typically stuff that is too small to justify a JF but too big for a T1 hauler. It has saved me and my logistics friends many of times. However, with this recent change, that all goes out the window.

    I understand the need to address them, as I get it, bots use them during ratting to get away. However, I saw xtrasquishy point out, that can be addressed by having a drone bandwidth nerf. All the nerfs associated with the new WCS is reasonable, as I only use them for logistics, not PvP or PvE. However, limiting them to only one per ship AND taking away the DSTs natural +2 warp strength? Are you trying to make my PTSD even worse, CCP?

    Like for fucks sake, you don't even consider all the ways they are used. You do whatever is the least amount of effort to make a change, not considering how it might affect people. I am sure other logistics people feel the same way, that we are left and forgotten in this change (well, most CCP changes are like that).

    Would you consider allowing industrials to have more WCS than other ship classes? You could even keep it an active module for all I care. I just want to keep my slippery +6 Occator so I don't kill myself.

    Anyways, always open to here what r/Eve has to say about my plight.

    Inb4 "git gud", "adapt or die", etc.

    EDIT: Apparently they didn't take away the natural +2 for DSTs, but it is still only a max of +5 as opposed to my +6 and up to +8.

    submitted by /u/Schwartzkof_Family
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    Update 4, Week 18 2021: Analysis of the active participants involved in player vs player activities in Eve Online

    Posted: 12 May 2021 09:35 AM PDT

    Nullification updates and T3C

    Posted: 12 May 2021 10:59 AM PDT

    CCP, please tell me that there won't be an additional module that you have to fit onto an already shitty nullification subsystem in order to be nullified. If this is the case, then give us the subsystem slot back and let us have something else to choose from as this is absolutely a massive nerf to hunting.

    submitted by /u/GreyIgnis
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    Capsuleer Day Noise-18 'Needlejack' Filament

    Posted: 12 May 2021 11:29 PM PDT

    What do? Where does it go?

    submitted by /u/Famout
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