Category Archives: PvP
Thanks to some considerable success at work I’ll soon be coming into a good chunk of money, part of which I plan on using to buy plex. BTW thanks PL for dropping the value of PLEX. I hope you will consider my need to make isk before you whelp your next fleet of Titans.
Seriously though, I should have about as much isk as I have ever had, finally giving in and briefly being a wallet warrior. There’s quite a few things I plan on buying, and I’d like to throw out the list to see what suggestions I can get from the peanut gallery. So here we go
- Naglfar – Always been my favorite dread just for the aesthetics. The fact that it’s total FOTM adds considerably to my desire to pull the trigger
- Black Ops BS – Leaning towards the Panther, but entertaining the thought of a Sin. Anyone care to advise me on which hangar queen is most desirable?
- Fittings for 1 and 2. Honestly I’ve been looking at a lot of Nag fits and it almost seems like you want 2 or 3 full sets of fittings depending on what you are doing, is that correct or am I just seeing the most fail killmails.
- A solid warchest of money to engage in arbitrage. I have never really figured out a good income stream for EvE, but this seems like something I can do before work, and that I can do more or less on my own. I’ve tried missions, incursions, and while I can do them, it just doesn’t seem that good. I know there’s not a lot of great routes still out there but it seems like eve-central can make even humble old me do a decent job on trading.
- ALL THE T1 CRUISERS. Seriously I’m about ready to fit up 10 from each race, load them into a carrier and jump them into lowsec. Even if I lose them in job lots I can just start over if I’m making a decent amount of money on #4.
- The alliance shopping list. Every alliance has one, I figure as long as I’m hitting the candy aisle I can pick up the veggies.
I’m mainly looking for opinions on 1-4. I could in theory drop into any dread but the Phoenix because… fuck the Phoenix. I *like* the nag, it’s powerful, versatile, and most importantly: Vertical. I could be sold on the Rev (I figure being the toughest guy in a small gang has its advantages) and ditto on the Moros (still versatile, and who doesn’t like stupidly large damage numbers) but I’m leaning nag.
For BLOPS, there seem to be a lot of choices. The Panther has the Minmatar advantages of speed, and a total lack of Cap dependency, The Sin gives you a swiss army knife if you go gunless in the highs, or a solid beatstick if you shield tank it, and throw down with guns and damage mods, The redeemer has the tank and I always love firin’ mah lazors. Ripard’s Widow fit looks like the FOTM and a good one at that.
Obviously fittings are important. Both of the above ships will be the first I’ve had in their respective categories. I’m trying to avoid my tradition of losing the first ship in any given category within a week, which has held true for everything except carriers and command ships. Seriously. I need to not be losing these.
Finally money making. I am terribad at this. It’s embarrassing. The most success I ever had was manufacturing T3s. This required a lot of moving parts, and while I was quite good at it, and made boatloads of money, a lot of my profit came because I was freeloading on someone else’s POS for R&D and manufacturing. Not really an option at the moment. I also had a couple embarrassments when it came to transportation. Most of these were “You left the epoxy in Jitamart asshat” but one of them was of the “Hey the gankers figured out your schedule asshat” variety. I actually own a researched Archon BPO, and I could probably be doing copies of that just on the side, but without the component BPCs I’m not hardly making a lot of money on that end, even with them I’m not sure about the profitability of the beast these days.
So I throw it to you long-suffering readers. I should have a good load of isk. What to do with it?
So I go to bed having decided to work with JIHADASQUAD in Khanid, and wake up with a new neighbor over in Delve. TEST Alliance. Which more and more seems to be determined to turn into Dreddit and pals. I think it’s safe to say nearly anyone paying any attention expected TEST to git while the gittin’s good. I don’t think Aridia was that high on anyone’s list. The constellation they have chosen is traditionally infested with Russians. There will probably be some skirmishing and bickering with them and the other Aridia locals.
And by that I mean these guys will take every chance to beat up on the sick and feeble parts of TEST. TEST can roam the area and probably put out multiple fleets the locals can’t handle. But can they be everywhere? Can they save themselves from their more moronic members running around like… well… morons and getting themselves killed. Possibly in shiny caps and whatnot.
So on to Khanid, and welcome to our new neighbors. You might want to dig in a bit.
So for those of us living insulated lives in Empire, or even the less interested parts of Nullsec, there’s a lot of Schadenfreude regarding Z9PP. There’s lots of facts, there’s lots of conjecture, and there’s lots of butthurt. I want to talk about what this means for the war. Moreover I want to talk about what it COULD have meant.
Over 100 carriers and some Blap Dreads were trapped on the field, apparently more or less doomed “Eventually” to an ugly death. I doubt that even skating to downtime would have saved them depending on when the last bubbles dropped and how fast CFC logged back in.
Reinforcements were apparently almost entirely in CFC’s favor. This is an ugly situation for Test to be in. CFC had the ability to slowly start eliminating Test carriers and once that got started the snowball likely would have been fast. Test was in trouble and they knew it.
At this point the bit of blind screaming luck that can change the course of empires shows up. Namely the hand of a CCP engineer. We’ll call him CCP Johnny
Johnny is in a hurry, and rather than moving other systems off the server in question, he moves the IMPORTANT system. Johnny is probably related to Tuxford but that’s not important now. The result is the system goes down long enough that the carriers get to log off, and stay off long enough to GTFO. Test got out of a major crisis with very little actual harm. Here’s how I see things happening with 4 paths of outcomes.
First off let’s assume that somehow Test manages to get away somehow. Coasting to DT, PL coming up with something amazing even for PL (Yes I can read Kugu, I’ve read the AAR there, it’s good) CFC completely falling apart, whatever. HUGE morale boost for Test. MASSIVE. Getting their balls into the bear trap then pulling them out even remotely intact would give them something to chestbeat about for a while. Seriously, it would be an amazing bit of leadership for them. The odds of this are REALLY low I’d think, but possible.
Second let’s go the other way. Test’s fleet is utterly whelped and the CFC turns out to be completely right, the fleet turns out to be the skyscraper that breaks the camel’s back, neck, legs and spleen. Morale crashes through the floor so fast the floor doesn’t even notice and Test is thrown WAY back in the campaign even as Goons morale soars. Goons get to move the line in Fountain, moons, stations, whatever they want, as far as they can and start to build Sov time towards expanding the all-important jump bridge network. The war isn’t over, but the momentum would be entirely in Goon’s hands.
Next we’ll look at a Test whelp that is mostly handled by the SRP fund. Test manages to handle most of the critical losses, and keeps their fleet in the field. This is rather more likely, even if I think it would be a huge strain on their resources. Goons morale still soars, but without the catastrophic crash to Test morale CFC cannot grab the momentum with both hands and seize control of the warzone.
Now we’ll look at Test getting beaten, but not whelped. This would require Test to lose a significant number of ships, yet still hold together well enough to GTFO even as their losses begin to cascade as fewer and fewer reps are available to land on any remaining ships. Once the carriers started popping the popping was going to keep going. Accelerating and finally outright snowballing. This would have been bad, but far less of a strain than being crushed and even if the SRP fund is marginal it should be able to absorb the loss. This also would have given Test a “Bloody but unbroken” chance to wave the banner.
What we have instead is a thoroughly unsatisfying disaster. CFC has been robbed of the chance to really dig their claws into an utter victory. They most likely would have finished it off, but even if they had failed they’d know for sure what happened. They wouldn’t be left with this frustrating, infuriating sense of being robbed. Test on the other hand has scored a “victory” that they cannot trumpet, that they cannot celebrate, that they can only acknowledge (but probably not humbly) The glass is half full (of carriers actually) but it is ungarnished, simple and stark. They got their carriers, but they also have no answers. They cannot prove their SRP is healthy, they cannot chestbeat about their impossible victory, or even snatching a draw from the teeth of a crushing defeat. They cannot commiserate about a tough loss against long odds. They can only sprint back to safety and marvel at their stunning escape.
Goons will be mad. They will continue to strike. They will attempt to hammer Test again, and try to draw their slowcats into another fight where they can hit them again like they did this time. Test will attempt to come up with a better method of extracting this fleet, and of defending it. Test morale will be down, but more “funky” than depressed. They know their best fleet got beaten, and only the invisible hand of fate saved it. CFC morale will be up, edgy and angry knowing that a deserved victory was snatched from them, and possibly a victory far beyond merely what was on the field.
Delivering Damage is huge in games these days. EvE, your theme park of choice, Warmahordes, Warhammer (40k) you can have the most unbelievably killy bits on the field, but if you can’t deliver them to a range at which they can do damage… you are sucking.
I’m going to talk about a few examples. The old Megathron was a good example of poor damage delivery. It could be built into a true monster, but all too often it could be kited and picked apart because it was soooo sluggish and soooo hard to handle for the average pilot. Not to say you couldn’t accomplish awesome with it, but it was hard. Harder than it needed to be IMNSHO.
Melee DPS in The Secret World. One of the most fun Theme Parks out there, Melee DPS was completely useless in endgame because you could barely keep up with the boss, and godforbid you actually caught him because he’d nuke you the fuck down in two seconds. PAINFUL. Bad Gameplay design too.
Warmahordes is all about damage delivery. You have to figure out the perfect way to get troops into the fight intact as many of the attacks are nearly impossible to live through and the game is designed to be incredibly lethal. Figuring out the perfect way to deliver your melee monsters across the field was the be-all end-all of the game. Makes for some very interesting strategies.
Warhammer Fantasy focuses on how to deliver damage as well, however things are a bit different in Fantasy. The field tends to be much more crowded, and the targets are less distinct. The goal then becomes getting your damage intact, through your screens and the enemy’s screens without it getting crippled or destroyed. All this on a field replete with Chariots, Artillery, Mages, and Mayhem. One of the reasons I really love Fantasy is the complexity of the situation.
EvE has made damage delivery quite an art itself. You want to be as close as possible to make sure the target is tackled hard and in optimal, BUT if you get too close you lose tracking and can’t hit at all. Range control becomes a huge issue, getting to set up the target the way you want it, whether it be sensor damps, webs, tracking disruptors, you name it. Fleets handle things differently, depending on warpins and maneuvering to achieve the range the fleet comp is set up for, but whichever side gets to dictate range to allow them to deliver damage their way has a crushing advantage.
So after a calamitous day at work I needed to unwind. First we set up a very unwieldy gank operation in Niarja that yielded…. Bupkis. Then, more and more corp members kept logging in. I realized we had enough for a fleet so I started getting guys moving to our staging system, picking up our kitchen sink ships and getting organized. Then I saw Thryson of Bondage Goat Zombie hop on.
We have a bit of a history with BGZ. Amazingly it’s even a friendly one. When Fancy Hats were in S I L E N T. we had friends in BGZ who would come along and cause trouble with us, or pick fights and invite us in for the fun. It worked pretty well up until S I L E N T. fell apart. I recently noticed BGZ tooling around Ami so I have been talking with BGZ. I convoed him last night about our upcoming roam: BOOM doubled our fleet size. Formup took a while as we wanted to be mostly T1 with a Rapier and a Onieros as support. Even getting into AMI was fun. A catalyst, an Ashimmu and a Stabber were all popped very quickly as the fleet started to coalesce.
The fleet finally got moving rather later than I’d hoped. I wanted to ‘splode more ships so I hung on as long as I could. Heading to Antem we found nothing other than an Omen Navy Issue that had the bad luck to land in our fleet and jump through without even forcing us to split our fleet. We set ourselves up to head for Old Man Star for more blood. The way down proved somewhat fruitful. We tagged an Itty V that was in the wrong place at the wrong time, then lucked into a Tengu that just wasn’t paying attention and tore him apart.
Nearing Old Man Star we found a hostile T3 BC fleet with a Scimi and some fast stuff. We jumped through them into OMS and let them jump in. Sadly I managed to NOT have my overview showing attack battlecruisers somehow. Sigh. We nailed the firetail, but couldn’t get anything else and we lost the Onieros, a Cane, a Blackbird and an Incursus. I’m sure we’d have nabbed one of the T3s if I’d, ya know… seen it and been able to call it primary, still our fleet was a pretty healthy success, especially for Fancy Hats which ended up down a Hurricane and a Blackbird. Somehow I managed to get on a Rapier killmail even though I’m almost certain I was out of the system by the time it popped, and don’t remember shooting a Rapier in the first place….
It was a nice, fun impromptu fleet. We got to blow things up, work with new people, and most importantly: Blow things up.
A recent “Feature” of changes discovered by some intrepid explorers and confirmed by numerous POS bashers and gankers is that SMAs, and large containers are simply not dropping big cargo. Fozzie says (and I quote)
I think I can clarify a few things.
When it changed to its current behavior that change was made intentionally for performance reasons. Therefore it is not a “bug”, but that doesn’t mean it will always stay the way it is now either.
When something is considered “working as intended” that doesn’t mean we’re happy with every aspect of the design, but it does mean that there is a reason for the status quo.
We are aware of the significant downsides to the current mechanic and we’re not married to the current design for SMA destruction but we can’t promise anything specific about it at this time.
The GMs were not mistaken in their communication on this issue.
So let me take a look to see how this is playing out economically. Traditionally, successful POS bashes could offer a wealth of loot to the victor, ditto for big freighter ganks. Wealth was destroyed, but it was also redistributed. Now I’m not talking about wealth redistribution in a political sense, but in a military sense, that is, to the victors go the spoils. This keeps a large amount of goods in circulation and, while there is upward pressure on prices due to increased demand to replace destroyed goods, it is somewhat counteracted by the spoils of war being collected. Pretty good for players not currently having POS towers blown up.
Now the victors get the parking place on the moon, some loot from the small end of the table, and not a lot else. No shiny ships, no big packages of items, just… siftings of the debris. Not exactly inspiring loot to be honest. So what is happening? Goods are being destroyed. That is: removed from the economy. Permanently. Even as the demand increases a bit because both sides will have expended ships, POS modules, and munitions in the destruction of the towers. This increases prices, and does so at a sharper rate. This means more rewards for people mining, manufacturing, and trading.
Fozzie has said this isn’t the end-state. He sees tweaking happening, but I don’t think we will end up back where we started. I think CCP wants to see how much they can limit the loot drop without completely removing the incentive part of WH clearance for fun and profit. He wants things to be destroyed more. He wants there to be less reward for the shooters, and more for the miners, manufacturers and traders. He wants them to play more, to profit more, and to create more (and, incidentally, to plant more sticks to get blown up.) THIS, however requires people to want to blow the sticks up, so there will be some adjustments made to see just how little candy the piñatas can drop before people stop whacking them with sticks. I suspect loot will drop a little more, and little more, until he sees a better mix of people bashing, and third parties profiting and playing more. I’m not sure how they will measure this, but I clearly see CCPs profit motive in reducing the profitability to the players of bashing POS towers and ganking freighters.
So ratting in Lowsec has proven to be a decent bit of isk with an indecent amount of risk. The new tags are highly lucrative. I’m dropping off about 100 mill for a couple hours of work as I type this. It is definitely not for the faint of heart. You HAVE to go into lowsec, the rats you fight against are quite tough, and the toughest of them not only take a while to kill but tackle you and do quite respectable damage on their own. While you are in lowsec. That’s a fun thought.
It offers plenty of opportunities. If you know what you are doing and build the right ship you can make a great amount of isk pretty fast. It also offers new life to what I like to call Proxy mining. You can tool around for long hours, hunting these rats, killing them, or you can find something suitably cloaky, find an area where OTHER people hunt rats, wait till they are well and truly engaged (ideally with something that tackles them itself) and wallop them. Thus you can avoid the hazard of killing rats, and go straight to collecting the tags from some poor sap who probably isn’t quite up to handling the rat AND you.
This method of money making doesn’t have a ton of appeal, but it is fun. It leads to a fair amount of cash, as well as some chances at a fight. It’s actually amazingly good at repairing your sec status as the rats themselves offer a HUGE boost to sec. It also encourages people to seek out new space. The best places to do this kind of ratting are nearly deserted, as you will be trolling asteroid belts anyone can head to. Many of the rats can be killed by a straight forward Cruiser or BC, The toughest ones will require something a little beefier to kill. Personally I like my pilgrim for where I rat. Being cloaky helps a lot, being tough helps a lot. Being something people generally don’t want to catch too bad helps too.
Fly dangerous, score kills.