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https://discord.gg/c8jHgQpMSY

mity hat tree discord if you care
Invol2ver
Profile Joined September 2010
United States330 Posts
March 13 2012 17:03 GMT
#20241
Pencil in another rifter kill for amok.

They got us good.
Losing money is less good than making it, confirm?
NathanEO
Profile Joined May 2008
Germany254 Posts
March 13 2012 17:05 GMT
#20242
Totally FA related

Warri
Profile Joined May 2010
Germany3208 Posts
March 13 2012 17:25 GMT
#20243
On March 14 2012 00:18 Body_Shield wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=80374

Show nested quote +
XL turret tracking halved, siege module tracking penalty removed
This should generally make titan performance against small targets significantly worse, without seriously impacting their effectiveness against larger targets, or negatively impacting dreadnaughts in their common use-case (ie, in siege mode).


This is a massive dreadnaught buff, Siege Mods currently reduce tracking and torp explosion velocity by 92.5%
So instead of tracking velocity being 7.5% of normal in siege, it’s 50% of normal all the time, this is a 567% increase in tracking in Siege mode (we’re using real math here, not CCP retarded math). They aren’t removing the explosion velocity modifier, Pheonix can suck it, Nag can half suck it.

Moros and Revelation are now the new battleship killers.

Capital missile systems are so shit, they should make them do area of effect damage like some sort of smartbomb.

Show nested quote +
Titans reduced to 3 maximum locked targets, and base scan resolution reduced to 5
This should make trying to engage smaller targets very inefficient, due to long lock-times and an inability to queue many targets at once. This reinforces the titan's MO as a slow-acting but hard-hitting platform (in line with the doomsday's huge damage and 10 minute RoF). The scan res number is balanced around multiple Cormack's sensor boosters, on the assumption that money is not a limiting factor for titan pilots, and therefore that people will shell out for officer SBs if that lets them continue do this kind of thing. Our understanding is that this isn't standard practice right now, but we have to balance for expected behavior after the change, and for worst-case scenarios.


This is the most retarded thing I have ever seen

actually siege mods only reduce the tracking by 50% and missile explosion velocity by 60%. So nothing has changed for both of them
Otolia
Profile Blog Joined July 2011
France5805 Posts
March 13 2012 18:09 GMT
#20244
So the FA deal didn't last long. I'm glad the hatch didn't let the rifter die without an appropriate response. Sometimes reading the thread and listening to TS could make someone believe the hatch is a congregation of selfish douche-bags. Now if I had a proper internet connection I could learn from you without having to fear a impromptu drop from my wifi. Maybe I should join RvB in the mean time.
Riedell VII
Profile Joined February 2012
United States12 Posts
March 13 2012 18:41 GMT
#20245
Wrathful Penguins > hathcery life
Wrathful Penguins > step 1, kick beehive
Wrathful Penguins > step 2, run like hell

you so prescient.
Jarvyx
Profile Joined August 2010
United States33 Posts
March 13 2012 18:53 GMT
#20246
So last night I had my first real solo PvP encounter. Since I have virtually no prior PvP experience, except for flying with a few rifter gangs, I suffer from a severe lack of experience in how to handle high-pressure PvP situations. I decided for fun to write a nice, concise summary of what happened for your enjoyment:

I burned out my MWD shortly into the fight. GG.

...ok, maybe I should write a little more detail than that.

+ Show Spoiler +
First off: http://spawningpool.killmail.org/?a=kill_detail&kll_id=12729021

Basically I decided for a change of pace, to see what exploration was like in the Heimatar region. I was flying around with Cheetah Drake, just kinda ratting a few belts and looking to see how busy the area was, I was way too tired at the time to be arsed with actually scanning anything down. After having my look around, I decided it was time to head back to hi-sec, dock up, and log off. On my way back, I spotted a lone Hurricane, and figured why not, let's sniff around and see what happens.

Sure enough, cane agresses, and I immediately start burning away to get some range. I decided to go ahead and overheat my MWD for a couple pulses to pull range quickly, but then a Legion jumps in and I figure I might be in some trouble now, since as stated, I have no idea what I'm doing and 1v2 aren't the sort of odds I like, especially when one of those ships cost EASILY 10x my own. I continue overheating my MWD, hoping to outrun the cane's point before the legion can catch up, so I can GTFO. However, being the completely terrible pilot that I was, I hadn't actually aligned to anything when I started burning away, and the gate that I would have preferred to warp through was at about a 90 degree angle to my current direction.

Obviously I should have aligned to something before burning away, but I was panicked and wanted to put a little distance between myself and the cane NOW. The next best thing would have been to look in the direction I was going, and hope that maybe there was a celestial in that approximate direction I could warp to, and from there warp to my gate. Or thirdly, I could have just kept on burning with my overheated MWD to pull enough distance that I could afford to stop and pull my 90 degree turn to the gate before the cane caught up. I of course did none of these, cane repointed me, I attempted to continue burning, and I thought my MWD still had a little more HP left than it did, but alas, it was reduced to a pile of molten goo, with my ship to soon follow. An Arazu joined in the fight, and the Legion scram-webbed me, further compounding the impossibility of my escape. They were also joined by an SFI and Falcon. I fought bravely (ok, maybe I silently cried to myself while continuing to spew missiles at them, but close enough), and managed to force both the cane and arazu off the field before my eventual demise


TL;DR after whelping my drake, it became clear that many more whelpings are going to follow in order for me to gain the experience needed to stop whelping things.
Banelings are like duct tape. If they don't fix your problem, either you're stupid, or you didn't use enough
tofucake
Profile Blog Joined October 2009
Hyrule19203 Posts
March 13 2012 19:29 GMT
#20247
Cane is faster than Drake, and the web drake isn't really ideal for lowsec.

Also lol eifer
Liquipediaasante sana squash banana
Targma
Profile Joined January 2011
Slovenia16 Posts
March 13 2012 19:40 GMT
#20248
I played EvE once trail 14 days did learn some basic but my question is how long do you need to play to be able to afford plex every month ? So you can make in game money and only buy game time with in-game money. Send PM.
TY
Body_Shield
Profile Blog Joined February 2011
Canada3368 Posts
March 13 2012 20:13 GMT
#20249
On March 14 2012 02:25 Warri wrote:
Show nested quote +
On March 14 2012 00:18 Body_Shield wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=80374

XL turret tracking halved, siege module tracking penalty removed
This should generally make titan performance against small targets significantly worse, without seriously impacting their effectiveness against larger targets, or negatively impacting dreadnaughts in their common use-case (ie, in siege mode).


This is a massive dreadnaught buff, Siege Mods currently reduce tracking and torp explosion velocity by 92.5%
So instead of tracking velocity being 7.5% of normal in siege, it’s 50% of normal all the time, this is a 567% increase in tracking in Siege mode (we’re using real math here, not CCP retarded math). They aren’t removing the explosion velocity modifier, Pheonix can suck it, Nag can half suck it.

Moros and Revelation are now the new battleship killers.

Capital missile systems are so shit, they should make them do area of effect damage like some sort of smartbomb.

Titans reduced to 3 maximum locked targets, and base scan resolution reduced to 5
This should make trying to engage smaller targets very inefficient, due to long lock-times and an inability to queue many targets at once. This reinforces the titan's MO as a slow-acting but hard-hitting platform (in line with the doomsday's huge damage and 10 minute RoF). The scan res number is balanced around multiple Cormack's sensor boosters, on the assumption that money is not a limiting factor for titan pilots, and therefore that people will shell out for officer SBs if that lets them continue do this kind of thing. Our understanding is that this isn't standard practice right now, but we have to balance for expected behavior after the change, and for worst-case scenarios.


This is the most retarded thing I have ever seen

actually siege mods only reduce the tracking by 50% and missile explosion velocity by 60%. So nothing has changed for both of them


Yeah, turns out eve-wiki is wrong
So, five-card stud, nothing wild... and the sky's the limit
Viceorvirtue
Profile Joined July 2010
United States273 Posts
March 13 2012 20:43 GMT
#20250
Interestingly enough, if you properly support your titans with bonused webs and target painters, the tracking nerf doesnt really do anything. Put enough webs on an mwding drake and a sieged dread will hit it, so a titan should be able to do the same after the change.

The number of locked targets can be increased using the auto targeter module in a highslot, which grants a bonus to max targets. Unless they change this to specifically not work on titans, I dont see that specific change as a problem for the titanfleet.

The huge thing is the lowered scan res, forcing you to use officer sensor boosters to actually lock anything in a decent amount of time. Remember that a drake with mwd, lses, and extender rigs, as well as target painters on it will have a signature size similar to a carrier, and titans are supposedly focused to target and destroy enemy capital ships.

I do think that killing subcaps with titans will be slower, allowing the opposing fleet more time to kill your support ships, but this is only based on the scan resolution, everything else can be circumvented by having a decent support fleet. Anyone who is panic selling their titan now should only be doing so because it is not going to be nearly as good to farm sanctums with, but for actual blob pvp, its use remains the same.

It will still be able to kill subcaps, only at a slower rate than it does now.
DiracMonopole
Profile Joined May 2010
United States1555 Posts
March 13 2012 21:29 GMT
#20251
A vastly slower rate.

With no sensor boosters (say, a shield titan like the levi which already blows), it takes seventy three seconds to lock another titan.

With 5 of the highest officer sebos, scripted for scan res (this is the most an avatar can fit), it takes 13 seconds to target another titan. Lets say you want to use a titan to gank a carrier playing station games. It will take 44 seconds to lock a typical cruiser, say, a hictor. It takes nearly 30s to lock up battleships, again with every one of your mids dedicated to locking things. That means no tracking computers, no cap rechargers, etc
Antoine
Profile Blog Joined May 2010
United States7481 Posts
March 13 2012 21:30 GMT
#20252
can't you use remote sebos on titans from your supers or something
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
DiracMonopole
Profile Joined May 2010
United States1555 Posts
March 13 2012 21:38 GMT
#20253
No, they made the titan's ewar immunity apply to helpful ewar a couple patches ago.

Mittani has seriously outplayed his enemies here.
419
Profile Blog Joined December 2010
Russian Federation3631 Posts
March 13 2012 21:47 GMT
#20254
On March 14 2012 04:29 tofucake wrote:
Cane is faster than Drake, and the web drake isn't really ideal for lowsec.

Also lol eifer

nah, dual web drake is fine.

however, you should really consider t2 fitting the point and actually using CN/fury missiles of differing damage types.
?
MadChem
Profile Blog Joined January 2011
Germany218 Posts
Last Edited: 2012-03-13 22:05:20
March 13 2012 21:54 GMT
#20255
hi guys,
I m alega in game ;-)

I will fit a Omen for PvP training and will go for a Harb after...


yeah, I heard i'm not in the first 1k post :-D
"I am become death, the destroyer of worlds." - Oppenheimer
Otolia
Profile Blog Joined July 2011
France5805 Posts
March 14 2012 01:50 GMT
#20256
Does someone have the skills to manufacture Tengu subsystems ?

Because there is this guy on the bulk trade mailing list who is really trying to sell his 20-run BPC at 30M/u :

Tengu Defensive - Warfare Processor Blueprint x 31 - 371M profit per BPC

Tengu Defensive - Supplemental Screening Blueprint x 21 - 227 M

Tengu Defensive - Adaptive Shielding Blueprint x 15 - 140M.

Average unit sold per day in Jita : ~100 for each.

I wish I was rich ...
Jarvyx
Profile Joined August 2010
United States33 Posts
March 14 2012 03:11 GMT
#20257
On March 14 2012 06:47 419 wrote:
Show nested quote +
On March 14 2012 04:29 tofucake wrote:
Cane is faster than Drake, and the web drake isn't really ideal for lowsec.

Also lol eifer

nah, dual web drake is fine.

however, you should really consider t2 fitting the point and actually using CN/fury missiles of differing damage types.


don't have skills for t2 point yet, will likely swap web for something else. I'm not specifically going out looking for fights with this, its more for exploration, I just want something that's PvP viable for when a situation comes up.

Acquired a nice stack of trauma fury missiles, will look into acquiring other damage types. Obviously I don't want to use kinetic against Gallente T2, but besides that, how often is it worthwhile to shoot another damage type at the expense of the ship bonus?
Banelings are like duct tape. If they don't fix your problem, either you're stupid, or you didn't use enough
Byzantium
Profile Blog Joined August 2010
United States423 Posts
March 14 2012 03:31 GMT
#20258
At the risk of being obvious, whenever the ship's resist profile is expected to have a hole in a non-kinetic resist more than your kinetic damage bonus.
MSL 2052
Antoine
Profile Blog Joined May 2010
United States7481 Posts
March 14 2012 03:33 GMT
#20259
here's a pro tip the true elite pvpers will never tell you about because they keep it to themselves:
keep your guns ungrouped and load 1 of each damage type. watch your combat log to see which does the most damage, then load that missile in all your launchers and go to down. it's worth the minor load time to make sure you're firing the right damage type, and it's better than guessing based off unmodded or expected profiles in case of funky fits made out to trick you
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
419
Profile Blog Joined December 2010
Russian Federation3631 Posts
Last Edited: 2012-03-14 03:36:13
March 14 2012 03:35 GMT
#20260
On March 14 2012 12:11 Jarvyx wrote:
Show nested quote +
On March 14 2012 06:47 419 wrote:
On March 14 2012 04:29 tofucake wrote:
Cane is faster than Drake, and the web drake isn't really ideal for lowsec.

Also lol eifer

nah, dual web drake is fine.

however, you should really consider t2 fitting the point and actually using CN/fury missiles of differing damage types.


don't have skills for t2 point yet, will likely swap web for something else. I'm not specifically going out looking for fights with this, its more for exploration, I just want something that's PvP viable for when a situation comes up.

Acquired a nice stack of trauma fury missiles, will look into acquiring other damage types. Obviously I don't want to use kinetic against Gallente T2, but besides that, how often is it worthwhile to shoot another damage type at the expense of the ship bonus?

EM vs Caldari T2/T3
EM/therm vs some amarr T2/T3 (Curse)

in general EM / kin is workable for most situations, as most things which are explosive vulnerable (gallente armor t2) will generally fill the explosive hole

also CN >>>> fury vs frigates
?
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