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On November 21 2012 03:25 tofucake wrote: NEO + AT will both still happen which means we can start getting past the first couple of matches of every tournament
ftfy
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United States41961 Posts
On November 21 2012 01:39 michaelthe wrote:Show nested quote +On November 20 2012 23:53 tofucake wrote:just realized monocle madness uses a certain image for our team ![[image loading]](http://i.imgur.com/JI6kG.png) according to wunder-bet we are favored over verge, and 3rd favorite in the tournament overall http://www.wunder-bet.com/ I bet on you guys in the thread contest. Don't let me down! I'll drop maybe a few mil on your next match- betting makes watching so much more enjoyable. Unrelated question: I was going to ask on Reddit, until I remembered I hate reddit. Can someone give me some actual details on FW income? Right now, I'm in a null sec alliance doing null-exploration. I play pretty casual, but VERY easily pull in like 200-300m per short play session. Mag sites are so fucking OP. I know people say FW income is broken, is that in regards primarily as to how safe it is? I read someone say 300m/7hr, but I can do 300m in way less. How AFKable is it? I am home and can semi-play a lot. How afkable is it with more accounts running? Do you have to do the duo box 1 missioner-getter 1 mission-stompper for the greater isk/hr? Any details on actual numbers would be great. When we did fw we were netting between 2b and 5b hourly. I don't think any of us do any form of PvE anymore. :S
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On November 20 2012 23:53 tofucake wrote:just realized monocle madness uses a certain image for our team ![[image loading]](http://i.imgur.com/JI6kG.png) according to wunder-bet we are favored over verge, and 3rd favorite in the tournament overall http://www.wunder-bet.com/
Yeah I got them to use that picture. I asked for the original image first but he said it was to big so he made that in like 10 minutes.
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ALARM ALARM ALARM not tawa's wormhole, nulli are not living in your wh
I decided to write a BR of a small skirmish we had instead of writing useful stuff and working on my thesis. Some fun planning with wh mechanics =)
So we were doing some wh logistics through a c5->c3->highsec route. The connection from c3 to high sec was to Perimeter which made doing logistics nice. But the c3 also had another wh that lead to Y-2ANO, a TEST station system.
TEST was also using using this connection for almost instant Jita access to haul stuff. We observed this for a while and decided going through with orca would not be a very good idea. They had a talos on dscan, sitting on the 0.0 wh. At this point we decided to bring a tempest to sit on the c3->Perimeter wh, should they bring the talos to tackle anything I could just force it off the wh, while being able to jump through to high sec myself if things started to go badly.
After a few minutes of sitting on the wh, another talos and a huginn appear on dscan. At this point my friend logs in and starts fitting a tempest and another is flying to Jita to fetch his tempest. I warp to the 0.0 wh and start shooting at the first talos. A falcon decloaks and starts jamming me, I jump through to null.
They decide not to follow and tackle me on the other side, so I warp off and make a safe close to the wh. After a few minutes of waiting and shuffling bookmarks around to allow non-corp mates to reach the c3 wh, we get ready to fight.
I warp to the 0.0 side of the c3 wh, start locking the falcon and first volley brings him to half armor. They agress me, I jump through the wormhole and they follow. While holding cloak my friends get in the c3 and warp to the 0.0 wh. By having jumped through to the c3, the TEST guys are on jump timer, thus they must fight on the c3 side, or on the 0.0 side. They can't jump back to the c3.
I break the cloak and lock up the falcon. My tempest is an armor pest with two 1600mm plates, designed to sit on the c3->high sec wh. The falcon quickly jams me while two more tempests land on the grid, forcing the taloses and huginn through. We follow knowing they are forced to fight or try to escape. Two taloses and huginn don't really stand a chance against three tempests, we split points and quickly dispose of them.
My tempest has 50% structure left from being primaried by the taloses, had they chosen the shield fit tempests they possibly might of had better chance at killing them. The bad thing is that many haulers, three battleships and 4 battlecruisers have depleted the wh badly. It only has enough mass to last one, at best two of the three of us through.
At this point TEST guys have reshipped into tempests and guardians and returned to the grid. As is customary, we have honored the tradition of bringing a fleet pest instead of normal pest without telling anyone. Our fleet pest goes through.
The wh closes.
We took a chance that two would get through, I'm forced off the grid with half structure left. My friend dies in a fire in his tempest.
Presumably the falcon is still in c3/high sec and some guys might have been cut off the fast Jita <-> null connection. We finish our orca trip back to our wh and call it a day.
http://teamliquid.killmail.org/?a=kill_related&kll_id=15261365 tl:dr: we did logistics through the same route test did, i'm stuck in fountain and fun was had, also we kill battlecruisers with battleships pro
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On November 21 2012 08:00 Zavior wrote: ALARM ALARM ALARMOur fleet pest goes through.
The wh closes.
lol nice.
What I've learned from 5 months in a null sec alliance in regards to PvP- they don't know how to do it. If you can't get 150%+ the size of the enemy fleet and tell everyone exactly what to do, they are pretty bad.
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Vov, I'm so sorry. but it looks like they've decided to nerf your profession pretty hard.
http://community.eveonline.com/devblog.asp?a=blog&nbid=73578 + Show Spoiler + " License to Kill
As before, the kill right section under your character sheet is the place to go to view your kill rights. But now this is also the place where you manage the kill rights you have.
In the kill rights view, you can now make your kill rights (the kill rights you have on other characters) available to others. You do this through the utility menu at the right of the kill right entry.
We’ve added an option for people to limit who the kill right is available to. Now when you make a kill right available, you can choose to restrict access the kill right to a specific corporation, alliance or even character. You can still make it open to anyone if you wish. When you make a kill right available, a notification is sent to the target of the kill right informing him that the kill right has been made available (and to whom if that is specified).
You can also revert your choices here and cancel the availability of your kill rights, using the same menu. Currently there are no restrictions on how fast or frequently you can cancel kill right availability or make them available again.
To be able to spot better those you have kill rights available on, we’ve added a new icon to the overview and the chat channel. You can set these to show those in your vicinity (overview) or system (local chat channel) that you can activate kill rights on. Note that there is also a bounty icon already in existence that is now more viable to show than before.
To use a kill right (your own or one that another player has made available to you), you select the target’s ship in space. In the select window you can activate the kill right (for kill rights available to you from other players this might cost you ISK to activate). This makes the target a suspect for 15 minutes. If you have more than one kill right available on the target (for instance if two characters have made it available to you), the one costing less is always chosen as default.
The Suspect flag means that anyone in the vicinity can now attack the flagged player. Running through the scenarios of what this entails make this less of an issue than at first glance. * If the kill right is made available to everyone, but at a low price, the targeted player can simply use an alt or a friend to get rid of the kill right. This is then just an extra hoop to jump through for those players frequently causing others to get kill rights on them. * If the kill right is made available to everyone, but at a high price, then there is much less of a chance of it being activated constantly and thus less of a hassle. This is especially true when considering that players will likely be wary of kill right scams and thus not keen on paying to activate a kill right with a considerable cost. * If the kill right is made available to a specific entity, then this is little different than being at war – you just need to remember whom to look out for as it is not as clearly shown as for war.
If a kill report is generated where a kill right was removed (i.e. the kill was a consequence of a kill right being activated on the victim), then the kill report shows this by stating that the victim was killed on behalf of the owner of the kill right."
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Thats not nearly as big of a deal as people make it out to be. Besides with how many nados Ive lost to ppl having killrights, the worst that can happen is what? I lose a tornado. Boo hoo how will I ever be able to recover?
Killrights are only effective for 1 kill and they then are gone until you kill someone else. This is based entirely on people knowing game mechanics (which they wont) and actually going through and doing it (which they also have a low chance of doing) without putting the killrights as 'free' (which will most likely happen) at which point my alt kills me in a noobship fight.
Likewise I can easily avoid the suspect flag on looting suicide gank kills by either using something like an impel or by first loting it with my scanner ship then jetting it and picking it up with a hauler. Its basically just adding a few extra clicks and a minor annoyance but the lack of dealing with that damned popup is totally worth it.
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Be a killmail dealer, start flying t1 haulers with wrapped packages between jita and amarr :3
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Some hilarity from new the cruisers.
[Vexor, New Setup 1] Internal Force Field Array I Magnetic Field Stabilizer II Co-Processor II Co-Processor II Drone Damage Amplifier II
X-Large Ancillary Shield Booster, Navy Cap Booster 400 Adaptive Invulnerability Field II Experimental 10MN MicroWarpdrive I Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M
Medium Processor Overclocking Unit I Medium Ancillary Current Router I Medium Ancillary Current Router I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Fits with 3% cpu implant. It boosts 95% of its shields each cycle, assuming you dont get the shield penalty on blue pill. Crystals dont actually increase your tank. In optimal with heated void (like 3.5km), it deals 764 dps.
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On November 23 2012 03:07 DiracMonopole wrote: Some hilarity from new the cruisers.
[Vexor, New Setup 1] Internal Force Field Array I Magnetic Field Stabilizer II Co-Processor II Co-Processor II Drone Damage Amplifier II
X-Large Ancillary Shield Booster, Navy Cap Booster 400 Adaptive Invulnerability Field II Experimental 10MN MicroWarpdrive I Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M
Medium Processor Overclocking Unit I Medium Ancillary Current Router I Medium Ancillary Current Router I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
Fits with 3% cpu implant. It boosts 95% of its shields each cycle, assuming you dont get the shield penalty on blue pill. Crystals dont actually increase your tank. In optimal with heated void (like 3.5km), it deals 764 dps. I would think a large shield extender fit would be better since the xl-asb gimps your fit a lot, and in the types of engagements the vexor is likely to get in the new l-asb won't get enough boosts to justify using it. Plus it is hard to bait tank when you rep all your shields in one cycle.
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themittani.com/news/ccp-devblog-new-modules-changes
Michael, someone on themittani might have actually read our posts about the MJD
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I listened to the interview on wunder-bet.com, you guys are so good at trolling.
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About 4 hours until the next xxxmity match, don't disappoint!!
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just started this game yesterday a couple of friends told me try it out and luckily they were there because during my tutorial missions some doucher did a 'can flip' when I killed a pirate and apparently if I took the 'civilian' cargo he could have blown my face off.
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Good luck Mity warriors for this evening. Stay Iron. Ill be out galavanting to my shame when u all kicking arse, hopefully will be available on a link so i can watch the mity victory wen i get in. I salute you all
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On November 25 2012 02:12 Digitalis wrote:just started this game yesterday  a couple of friends told me try it out and luckily they were there because during my tutorial missions some doucher did a 'can flip' when I killed a pirate and apparently if I took the 'civilian' cargo he could have blown my face off.
griefing new guys in the starter systems is something CCP will take action against (I doubt they do much, CCP dislikes banning players for exploiting) but you dont lose anything of particular value and when you petition he will at least get CCP bothering him.
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Is Freki an AT reward ship? First time I've ever heard about it...
How long until the TL match?
Edit: Thanks! TL Hwaiting~!
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Lalalaland34483 Posts
On November 25 2012 03:59 Kittan wrote: Is Freki an AT reward ship? First time I've ever heard about it...
How long until the TL match? Yes it is. 2-3 hours I believe.
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good luck nerds
bring something cool
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good luck I'll be watching from the in laws.
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