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EVE Corporation - Page 286

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https://discord.gg/c8jHgQpMSY

mity hat tree discord if you care
Arhkangel
Profile Joined August 2007
Argentina769 Posts
January 18 2011 03:06 GMT
#5701
I just noticed Kwarks blond porn-stache HAHAHAHAHA! Gotta love this HD portraits.
Part Time Ninja
Viceorvirtue
Profile Joined July 2010
United States273 Posts
January 18 2011 03:07 GMT
#5702
Could someone also get mine? Im currently a bit busy at the moment and I doubt I'd remember to get it before downtime hits. Thanks.
pahndah
Profile Joined August 2009
1193 Posts
January 18 2011 03:07 GMT
#5703
+ Show Spoiler +
On January 18 2011 11:08 Arhkangel wrote:
I'm sorry but my characters are by far the best looking ones in the land.
[image loading]
[image loading]

Look at that manliness. JESUS CHRIST! I'm growing hair on my chest looking at those pictures. You just know they are hulltankers, no questions asked.


Ark, your first one looks generic enough to have come from a random clone tank (probably because you died so much in Eve) The 2nd one looks like a starved homeless guy...

Cideem: Most valuable pilot in the Hatchery amirite?
+ Show Spoiler +
[image loading]


IMO people should spoiler their pictures to avoid clutter.
Belgo
Profile Joined September 2009
United States721 Posts
January 18 2011 04:18 GMT
#5704
On January 18 2011 12:07 Viceorvirtue wrote:
Could someone also get mine? Im currently a bit busy at the moment and I doubt I'd remember to get it before downtime hits. Thanks.


+ Show Spoiler +
[image loading]




On January 18 2011 11:47 Valenius wrote:
Could anyone grab mine? My internet's going haywire.

+ Show Spoiler +
[image loading]


12 gateways being thrown down, which is standard transition after the two observatory opening
motbob
Profile Blog Joined July 2008
United States12546 Posts
January 18 2011 06:00 GMT
#5705
A face you can trust.

+ Show Spoiler +
[image loading]
ModeratorGood content always wins.
TurpinOS
Profile Joined February 2010
Canada1223 Posts
January 18 2011 06:02 GMT
#5706
Could someone tell me if Motmobs portrait is male or female ?

(im serious, i really cant figure it out)
http://eve.znaor.hr/pimpmydomi/
abominare
Profile Joined March 2010
United States1216 Posts
January 18 2011 06:20 GMT
#5707
Thank god i get to redo my character tomorrow.
kef
Profile Joined September 2010
283 Posts
January 18 2011 06:50 GMT
#5708
As excited as I am tomorrow about making a new character tomorrow... I probably won't be able to log in at all. Probably not even until thursday night or friday... I just moved into an apartment and do not have a computer that can run eve (stupid fucking macbooks with their retarded video cards T_T) so I have to go back to my parents to play (where I had been staying ever since I transferred schools until last week)...

But thank god I don't have to see my old portrait ever again
There are two kinds of people in this world: people who say there are two kinds of people in the world and people who know the first group of people are full of shit.
Niji87
Profile Joined September 2008
United States112 Posts
Last Edited: 2011-01-18 08:01:14
January 18 2011 07:18 GMT
#5709
For those of you who want to know what the char creator and stuff are like and didn't get a chance to see it yet, I have a video of me playing around with it on Singularity (Test Server). I was broadcasting the editor for some friends of mine who wanted to see it early and decided to go ahead and save the video.

Be warned, it's a long video. Feel free to skip parts of it and such. After 45min marker it's just me goofing off in the tutorial. I was experiencing a bit of nostalgia, haha. Ignore that and the occasional AFK periods in the vid!

You do not get to change your gender/race/bloodline/etc. I am making a new char in the SiSi editor, so that's why you see me choosing race and such. It's pretty fun! Enjoy and hope to see you all with your new looks soon.

=3

Video Link: Boobs Are Here
I am not very good at playing StarCraft.
recline
Profile Joined December 2010
United States76 Posts
January 18 2011 07:32 GMT
#5710
Downtime is the worst thing ever =(
motbob
Profile Blog Joined July 2008
United States12546 Posts
January 18 2011 07:41 GMT
#5711
Patch notes.

+ Show Spoiler +
FEATURES

Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!

The new Character Creator is now live on Tranquility, and your character would very much like to be beautified.

- Various improvements have been made to EVE Gate, including EVE Voice Beta!
- Extended changes and improvements to the Contracts system have been done.
- A number of graphics improvements and updates have been added to the game.
- The API has received numerous improvements.
- The keyboard shortcut system in EVE has been completely revamped. There is a new layout including organized tabs, additional combat commands and new modifiers. CTRL + ALT + SHIFT + Mouse 4/5/6 are all new modifiers.
- Upgrades to the EVE Client make it so CPUs that do not support the SSE2 instruction set will no longer be able to run EVE Online. You can see this blog for more information.



Incursions

- There are 40 new empire storyline encounter missions. Now with more space-shooty-fun-times!
- Quitable level 4 empire epic arcs: When quitting a mission in one of the four empire epic arcs, you will now quit the arc itself, as intended. The "Blood-Stained Stars" arc, however, remains unchanged.
- CONCORD has set up a new LP store to reward players participating in Incursion.
- New implants and capital weapons relating to Incursions are available.
- More details on the Incursion feature and when you can expect Incursion to be enabled can be found in this blog.


Contracts

- Details about improvements to the contracts system can be found in this dev blog by CCP Atlas.
- You can now "copy" a contract that you have created from the contract details context menu. This will open up the "Create Contract" wizard with parameters from the copied contract prefilled in.
- Insured ships that are put into a Courier contract will no longer have their insurance voided.
- When you log in, you will now be notified if there are any contracts assigned to you. You can now easily jump into the contract in question.
- Item Exchange Contracts are now the default contract type when you create a contract. They also have a new (repurposed) icon.
- A new "Volume" column in the "Select Items" step of the Create Contract Wizard has been added. Additionally, when creating a Courier contract, the volume of selected items is summed when they are selected.
- Damaged items can now be put into all contracts. If an item is damaged, it will be noted in the Contract Details window.
- Contract details will now show the security level of the system(s) in question. It will also show if any system en route to the system is a different security level than the current system.
- Contract details will now show if a station is player owned and therefore potentially unreachable.
- Contract details will now show if a system is unreachable with your current autopilot settings.
- Added a "Find Contracts" context menu option for plastic wrap containers to allow you to bring up the contract which the container belongs to.
- Added a "show info" context menu option for search results containing one item.
- Added a link to preview an item in the contract details window.
- Loan contracts are no longer supported in the contracts system.
- When you contract a ship with loaded charges, the charges will be removed and are placed into the ship's cargo hold instead of the hangar. If there is insufficient space in the cargo hold, the charges will placed in the hangar instead.
- Contracts with ships in them show a "fitted" tag on each item if it is fitted on the ship rather than located in a cargo hold.
- The create contract wizard has been simplified a bit.
- The ignored issuers list limit has been raised from 80 to 1000. It is filtered on the client instead of the server.
- The number of top level items in a contract has been raised from 100 to 200.
- The contracts start page now includes the count of all contracts assigned to your corporation for all members of the corp. The corporation and your private assigned-to list counts are split up into item exchange/auction and courier, each with relevant links.
- Labels on contracts details now show the text "You will pay" and "You will get" instead of "price," "money offered" and "offered items."
- Want to Buy contracts now always show the requested items in a list even if there is only one item.



Graphics Improvements

God-rays were added to Incursion-infested systems. These can best be seen by orienting the camera so that the player's ship occludes the sun in infested systems.
Ship booster lensflares use the new depth buffer. This means that boosters don't cut through solid geometry any more.
Changes to the way suns are rendered have been made to improve performance.
Changes to the way the Tactical Overlay is rendered have been made to improve performance.
Sansha's-infested systems now have a greenish hue.
Depth effects were added. This was needed to make effects such as god-rays possible.
Fixed windowed mode in the Windows client. This makes the client appear to be in full-screen mode while staying in windowed mode. This change frees up a bit of screen real estate for users.
The detail shader on Sansha's capital ships has been improved, resulting in better looking capital ships.
"Out of memory" errors are now handled more gracefully, and more "out of memory" error messages have been added to the client.
A number of graphics-related memory leaks have been plugged.



Wormholes

Sleeper NPCs will now properly use their energy draining effects on players, which increases the difficulty of Sleeper sites in wormhole space.



EVE Gate

We have introduced EVE Voice integration into EVE Gate, which is in a beta state for now.
All of EVE Gate was localized into German and Russian, which can be switched in the Account Settings.
The editor for emails, biography and the like has been replaced with one less prone to making erroneous markup, making EVE mail more reliable.
You can now view profiles without logging in. You can show off your new fancy avatar to your friends without logging into EVE Gate.
The contact limit has been increased to 1024.
Contact labels were added to EVE Gate.
In place of the old contact folders, we have introduced contact labels that work just like mail labels.
EVE Gate will now remain up for downtime.
The following features will now be up and running during downtime:
Login and character selection
Profile settings
Broadcasts, both on Home and profile pages
Character, corporation and alliance profile pages. Certain features, however, are disabled when you click them. For example, trying to add a new contact during downtime will give you an error.
Read-only standings shown on profile pages.
The following are disabled during downtime/VIP:
Mail
Calendar
Contacts
EVE Voice
New mail/contacts/calendar counters on both the Home and character selection pages
Upcoming Events on the Home page
Add/Edit/Delete Standings on char/corp/alliance profile pages
"Send a Message" on char/corp/alliance profile pages
PLEX tab on Character Sheet
You can now view the status of your subscription from your character sheet
You can go directly to the market or the PLEX website from the character sheet and purchase PLEX



API

Fixed an issue with YAML parser causing some player wallet journal requests to error.
New Wallet Journal API:
No longer rate limiting but will rather return cached results from the earlier call.
Same call, /char/WalletJournal and /corp/WalletJournal
Requires full API key
Optional inputs rowCount (to control the number of mail headers displayed) and fromID (the non-inclusive messageID to read FROM into past mails).
Functions much like the new mail API.
Calendar API
No longer rate limiting
Modified /char/UpcomingCalendarEvents
Returns next 50 upcoming events from characters, your corporation or alliance.
Requires FULL API Key
Cached for 57 minutes
Modified /char/CalendarEventAttendees
Returns the attendee status of events
Requires FULL API Key and a comma separated list of eventIDs (also supports ids as that variable name)
Requires proper roles for corporation/alliance events.
Notification Header API
No longer rate limiting but will rather return cached results from the earlier call.
Adding char/NotificationTexts
Returns the body text of notifications
Requires FULL API Key and a comma separated list of notificationIDs as the variable ids.



Character Creator

A new character creation interface has been added, and Race, Bloodline and Gender are now selected using a new interface.
Both old and new players will be able to use the reworked EVE character customization system to create a new Avatar and Portrait.
We are adding support for an optional third name during the new character creation process. This is being done in order to expand the amount of available names in the EVE database and avoid having to purge older names. When you create a new character, you will put in your first two names in one box with a space between the names, and then use the second box for your third name.
New Characters can have a selection of education options to choose from; this dictates their starting location.
Current characters will have a grace period before having to commit to a new character avatar and portrait. During this grace period you can take your time before finalizing your new avatar and portrait to suit your tastes. Once this grace period is over all characters will be forced to create a new and updated character portrait and avatar during the login process. A final date for the end of this grace period will be announced. Stay tuned to the MOTD and news on www.eveonline.com for more information.



Macintosh

Antialiasing is now disabled for Leopard users. This should help avoid reported client startup problems.
You can now switch between windowed and full screen mode via the ESC menu.
Users can now choose to disable Multithreaded OpenGL via ESC menu settings. This option affects CPU load and graphics performance.
Running EVE in the background should no longer severely slow down other applications.



Planetary Interaction

Players can now upgrade command centers from basic all the way up to elite without replacing their colonies.
Only basic command centers will be seeded on the market now; larger centers will now be purchased as upgrades via the upgrade window.
Extractor control units (ECUs) have been introduced on all planets. The ECUs can be built from the build menu, replacing extractors.
Extraction is now done by extractor heads that are installable via the ECUs.
ECUs also allow installation of extraction programs. Players can now create extraction programs that run up to 14 days. These automated extraction programs will harvest resources based on the settings in program creation.
Prior to installing an extraction program, placed extractor heads can be moved by clicking the button at the center of the extraction head. Extraction heads can be moved via drag and drop to resource hot-spots for a greater extraction amount.
You can set the area that your extractor heads will extract from, which will affect the length of the extraction program and amount of extraction.
Overlapping extractor heads from different ECU's will cause a reduction in extraction amount from each extractor head.
Pinned UI windows are now affected by the global window transparency settings.
The new ECU window will display a colored graph to indicate the deposit of each cycle.
The output per cycle of ECUs diminishes over time. The output is, however, variable in a way that even though it generally decreases, local "hotspots" can still occur.
Sounds have now been added to cover changing resource intensity and interference from other extractor heads.
Routing materials is now more intelligent. Processors are prioritized based on how close their hopper is to being filled. Storage pins are routed in equal amounts.



FIXES
EVE Gate

When editing a calendar event, the character counter for the description field is now correct when you open the window.
Inbox, corporation, and alliance labels are now auto added to the appropriate mails, and can be removed just like in the EVE client.
EVE mail recipients now display correctly when composing mail using IE8.
Scroll bars have been tamed, and there are no more unsightly scroll bars when selecting contacts to invite to events.
You no longer get a CSPA charge when trying to create an event without a name.
You now receive more informative messages when restoring EVE mails from the trash.
Calendar events are now sorted sequentially in month view.
Clicking cancel in "edit calendar event" popup no longer resets scroll position.
When cancelling an action on a mail/contact label, the drop-down menu now closes correctly.
You can no longer create calendar events in the past.
The corporation "Add contact" link from the broadcast page now works as intended.
On creating a new event in a future month, the calendar retains the view rather than resetting to the current month.
When creating a label by pasting text, the "Create New" button now gets enabled.
Long titles no longer break page alignment; they are truncated instead.
You can now view corporations with two subsequent dots in their name.
When deleting a mail label, it no longer keeps the counter from the old label when creating a new one.
You will no longer get an error if you have a broadcast from a deleted character.
The tab-order when logging in now goes to the "Keep Me Logged In" checkbox before the login button.
"Faction" is now translated in both Russian and German.
When you click abort after clicking remove broadcast, the remove link now stays usable without reloading the page.
Colored mail labels no longer break the label.
You can now search for characters with apostrophes, dashes and dots in their name.



Player Owned Structures, Outposts and Stations

Jump bridges can now be successfully probed down.
An incorrect message that displayed when dropping large quantities into assembly arrays has been fixed.
Office rental at Outposts can no longer be 0 ISK.



Science and Industry


Rorqual manufacturing jobs now default to "my cargo" for job input/output.
The quantity of Pyerite in Compressed Pure Jaspet and Compressed Pristine Jaspet was switched around in the refining message window. This has been fixed.
You can now build Electronic Attack Ships and Heavy Interdictors in Tier 2/3 Amarr Factory Outposts.



Skills

A "Message not found" dialog would appear in certain cases when training skills. A proper error message has now been added to describe the error.



Ships

The Widow Black Ops bonus will now correctly affect ECM burst modules.
The Tengu Gravitational Capacitor subsystem will now correctly affect warp capacitor need.
CPU and Powergrid now rounds correctly to two decimal places.
Nidhoggur's "Shield and Armor" description text has been updated to reflect its Capital status.
Fixed an infrequent issue with shield recharging while undocking from a station.
The Noctis now has the Primae as a variation and vice versa.
Sensor strength of T3 ships fitted with Dissolution Sequencer subsystems are now correctly calculated when racial sensor strength implants are present.



Market & Contracts

An issue with contract message spam has been resolved.
You can now correctly search for journal entries by date.
Price warning pop-ups text for market orders has been improved to include orders being edited.
Fixed an issue with moving items mid contract creation.



Modules

Modules returned through ship repackaging will now correctly fit to another ship.
Microwarpdrives will now work after undocking after being warp scrambled prior to docking.
Fixed an issue with Tractor beams occasionally not working.



Boosters and Implants

Low-Grade Grail Omega radar sensor strength bonus is now calculated correctly.
Using Mining Foreman Links in fleets caused the mining lasers cycle timer to go out of sync. This has been fixed.



Weapons & Ammunition

The group "Ammo" is now called "Projectile Ammo."



Exploration & Deadspace

The exploration site Drifting Cask has been anchored and can now be properly discoverable.
The "warning sign" in 8R-RTB was improperly placed and has been removed.



NPCs

Fixed an issue with Sleepers that were not properly draining cap from player ships.



Corporation & Alliance

You can now use HTTPS in corporation/alliance links.
Corporations that own outposts will no longer show as having an office there if they don't actually use an office slot.
Fixed an issue where a notification was not sent out to the personnel manager when a pod pilot applied to the corporation.
Attempting to add a bulletin to an alliance after having left now fails gracefully.



Agents & Missions

"The Maze" now has less cluttered acceleration gates.
Changed mission expiration counter to be "...mission expires at" rather than "...mission expires in" to please the hamsters.
Issues with missions being offered by agent Nakkito Ihadechi have been resolved.
The warning message for declining missions will no longer read, "...within the next less than a minute..." It will now display the actual number of seconds left.
Fixed a minor issue where starting research with a research agent could sometimes cause the research to begin at a negative value of some decimal points.
Mission: Making Mountains of Molehills (5 of 10) should no longer send some pilots through Low-sec space.
An agent's conversation window would sometimes have duplicate entries if you were in a fleet. This has been fixed as they are tired of repeating themselves.
The "Terrorist at Large (2 of 4)" completion item now drops from the correct NPC.
Level 5 missions should no longer send you to high-sec .
Exploration site, "The Line", should no longer randomly change scenery.
The mission "Giving Shelter" now gives the correct drop-off location in the agent briefing.
The mission "Beefing Up" now has the correct item destination listed in its description.
The site "Sansha Hub" will no longer prematurely end if you shoot the wrong thing.
The missions "Cleaning House" and "Sansha on the Horizon" now have visual differences.
For the mission "Nidupadian Yorak Eggs (1 of 2)," Keren's head now only drops once.
Fixed issues with the four Empire's epic arc's quit behavior.
Exploration site "Blood Raider Base" now has more sane travel distances.
High-end ores have been removed from several sites and missions.
Several mission briefings were not displaying properly in the journal, this has now been fixed.
Friendly NPCs in mission "Clearing a Path" will no longer show as enemies.



Miscellaneous

Dark Blood Colonel drops a Bhaalgorn BPC instead of the ship itself.
You can no longer zoom infinitely into Spacial Phenomenons, which had caused a graphical glitch.
Shooting with grouped weapons resulted in an inconsistency with damage messages if the simple damage notification setting was enabled. Both "hit" and "hits" were used. This has been fixed.
The calculator now accepts numbers that have been copied via the clipboard.



EVE Voice, Mail & Chat

In some rare cases there were discrepancies in how read mails were counted; this has been fixed.
Chat channel names created using special characters will now create logs normally.



Drones

Fixed an issue where a player could sometimes lose control of Fighter Bombers after they had been launched.
"Augmented" drones are now properly classified as Faction rather than Tech II.



User Interface

A character that has been kicked from a corporation no longer shows up in the corporation chat member list until they relog. They are now immediately removed.
The overview now updates correctly when a war deceleration becomes active or goes inactive.
The fitting window now updates the amount of CPU left when a module goes offline for any reason.
The "Selected Item" window now updates when a selected drone is scooped.
Planets and moons can no longer be targets of "look at" since they didn't really play nice with the camera drone.
When viewing a route on the map, if the cursor was placed over any solar system, the route line disappeared. This has been fixed.
Fixed an issue where right-clicking a probe's scan sphere made the resize graphic appear.
The "Show Composition" window now shows the correct standings for a corporation.
Extremely long lists of cyno arrays will now open in a separate window.
Fixed the date search function within the audit log of secure containers. If you have the date selected and you press Enter you now get lines from that date.
You can now unblock and allow a character in a chat channel without any issues if done at the same time.
Energy Neutralizer range now shows up on the Tactical Overview.
Adding multiple skills that resulted in the skill training queue to go over 24 hours resulted in an empty completion bar. You will now get an error message instead.
When you press ALT + Enter after having clicked on account management on the login screen, it will no longer open the account management page.
The notification tab will now correctly stop blinking after all notifications have been deleted.
Fixed a defect which displayed "you are here" twice instead of once when you opened the star map.
Fixed an issue which reversed the zoom mechanics when in planet mode.
Skill points are no longer referred to as "Skillpoints".
The "Sell this item" menu option is no longer shown for blueprints that have been used before.
The Jukebox now handles playlist files differently. There may be some fallout for users who bypassed the client user interface when adding playlists. If you are having issues with playlists, you will need to remove them and add them using the Jukebox's UI.
Fleet broadcast history no longer truncates text.
Attempting to cancel a trade session that has already been completed now displays a notification: "Trade could not be canceled."
You can no longer export fittings if you have no fittings saved.
Fixed an issue that let you bookmark contracted ore.
Deleted Fleet adverts no longer have the option to be deleted again.
A spelling-mistake was corrected in the "Display and Graphics" tab.
Newly created Jukebox playlists can no longer be named the same as the EVE default playlist title.
Changing settings in the Market window with keyboard will now retain focus as expected.
NPC bounty prize transaction description no longer lists location as "None" when you are in unknown space.
The "Group of Cattle" description has been fixed.
The sensor strength icon in the fitting window now updates correctly when ship is changed while the window is open.
The Loyalty Point Store now has a welcome page.
Accented characters can be used for label names (in both mail and contacts).
Wreck windows will now retain position and stack correctly.
Standings icon in the show info window now displays correctly for the full range available.
Bookmarks in the In-game Browser now have a vertical scroll bar for multiple entries.
Ship names with an ampersand will now display correctly in the character selection screen.
The Planetary Launchpad user interface will now behave correctly when attempting to launch commodities while cloaked.
The right-click menu is now available for characters in the mailing list management window.
When opening the help window, the initial focus will now be on the search field.
Fixed a small issue that could cause line spacing to go awry on the character selection screen.
Fixed an issue where the Flatten/Un-Flatten buttons did not behave correctly on the map.
Bookmark folders can now share a name with another item in the context menu without affecting the order of the menu items.
Category columns now handle secondary sorting alphabetically when sorting items.
Made small text fixes in regards to localization of in-space objects.
Meta level sorting now counts no meta level as lower than 1. Also changed so that 0 meta level shows as empty.
The Assets window now displays "Volume" in the correct column.
Fixed a small issue that could cause the open contracts slot counter not to update itself.
Fixed a minor issue regarding the "Export Overview" window.
Slight polish in the "Browse Fittings" section has been applied.
Minimizing and Maximizing a chat window will no longer clear its contents.



World Shaping

J140524 has moons labeled correctly now.



Localized Clients

The Russian description of Gunslinger AX-1 has been changed to reflect actual attributes.
The Russian description of the Nighthawk's rate of fire bonus has been fixed from 10% to 5%.
The "kopieren" option in a blueprint context menu has been moved to the right place.
Minor grammar fixes in the ship "show info" screen have been done for the German client.
Updated the Nidhoggur description in the Russian client.
Updated the description on the Sleipnir for the Russian client.
The Cruise Missiles market group is now translated in Russian.
Fixed the Russian description of the "Dysfunctional Solar Harvester."



API

Certificates will no longer refer to erroneous iconIDs in the static data dump.
Error "This Yaml implementation does not support Dictionaries as Dictionary keys" no longer given for wallet reftype 10 or 37 (player input).
The FacWarStats.xml.aspx API now returns the correct data.



Graphics General

Textures on certain ships (such as the Utu and Adrestia) were turning green when graphic quality was set too low. These were remade and no longer turn green when a player zooms out.
Dustfield particles have now been decreased in size, giving them less of a shard appearance while traveling in a fast ship.
You are no longer prompted to reboot when turning shadows off or on.
A memory leak that involved mining drones has now been plugged.



CHANGES
API

The CharacterSheet.xml.aspx page now also contains Date of Birth and Security Status.
The Research.xml.aspx API is no longer rate-limited, and will thus always return a result.



Player Owned Structures, Outposts and Stations

It is no longer possible to use Electronic Warfare effects against starbase structures.
Starbase structures should now be approximately as difficult to probe down as a T1 cruiser.
You can now anchor a POS in a 0.4 system without faction standing.



Mac

The windowed/full screen mode setting is now accessible from the escape menu again.


Corporation & Alliance

You can now hide rejected alliance applications.
Corporate wallet management a bit less confusing!

Trader, junior accountant, accountant and divisional account access were changed regarding their corporate wallet access.
Divisional Roles give you access to take from the corporate wallet (which includes buying stuff) as well as seeing the balance of the division when it is selected.

Junior accountant:
Can view bills but cannot pay them.
Can view wallet divisions' balance.
Does not imply he has access to those divisions.
Can view shares.

Accountant:
Everything above plus:
Can pay the bills.
Able to view journal and transaction logs.

Trader:
Can view transaction logs.
Requires divisional access to do any actual trading.


User Interface

Base attributes are no longer remappable.
You can now easily access PLEX purchases from your character sheet.
A confirmation message is now displayed when cancelling a market order and it can be suppressed like most warning messages.



EVE Gate

An "All Mail" tag for EVE mail will now provide a count of unread messages.
EVE Gate contacts labels now have a count of members like the in-game client.
Removing a broadcast with comments now needs confirmation.



GENERAL
Miscellaneous

People and Places bookmarks can no longer be placed into other players' jettisoned cargo containers.
The Krusual Tribe's name has been capitalized correctly.
The criminal icon is now removed from local chat after the criminal aggression timer is elapsed.
Now you can retry loading an ammo type you failed to load because you were cloaked.
Boarding another ship does not result losing booster effects anymore.
Hacking mini-profession naming inconsistencies have been fixed.
It is no longer possible to activate siege-style modules while jumping.
Career agents' window now plays nice even if the autopilot cannot find a route to the agents.
When selling something to a NPC on behalf of your corporation, the entry is now colored correctly as you would expect from a corporation entry.
When attempting to send a contact notification to a character that is set to not be contactable by anybody, you now get an appropriate error message.
In some rare cases the ship was not removed correctly from space after logging off. This has been fixed.
You can no longer attempt to cloak if you are not 2000 meters from the edge of a ship, rather than 2000 meters from the center of a ship.
Character -> Alliance relationships are now correctly displayed in the Standings tab of the Alliance information window.
When filtering recipients for mail, the paging is now consistent.
The redundant "Capacity" attribute has been removed from drones.
The volume slider no longer snaps to zero level on left-click.
Capacitor drain effects will now correctly be displayed on the overview next to the origin of the effect.
Spelling has been corrected in Combat Log Fleet messaging.
Spelling has been corrected for Cynosural Suppression Strategic upgrade.
Traffic advisory messages will no longer appear on autopilot routes.
ModeratorGood content always wins.
pahndah
Profile Joined August 2009
1193 Posts
January 18 2011 08:22 GMT
#5712
"You can no longer attempt to cloak if you are not 2000 meters from the edge of a ship, rather than 2000 meters from the center of a ship."

Decloaking just got a little bit easier.
disformation
Profile Joined July 2009
Germany8352 Posts
January 18 2011 08:48 GMT
#5713
On January 18 2011 16:18 Niji87 wrote:
Video Link: Boobs Are Here


Bah, I want to play eve again even more now.
Problems is that I have exams in two weeks, so I either lose time to learn or waste my eve trial. Probably a bit of both. xD
Though, I could train skills until my exams are over and start playing actively after that.
Also I pretty much plan on joining you guys, since your corp seems to be epic.

Hmm... honestly, 3 weeks worth of sp don't sound that bad. Any thoughts/recommendations?
Firebolt145
Profile Blog Joined May 2010
Lalalaland34491 Posts
Last Edited: 2011-01-18 10:26:08
January 18 2011 10:25 GMT
#5714
Errrrrr start now if you're 100% sure you're going to sub. 3 weeks of SP is definitely nice, although even after that you'll be stuck in a Frigate for a while until Kwark's confident you're competent enough to fly a bigger/more expensive ship. You'll be still following the usual path but you'll only be restricted by your knowledge and a little less restricted by SP, if that makes sense.
Moderator
pahndah
Profile Joined August 2009
1193 Posts
January 18 2011 10:29 GMT
#5715
On January 18 2011 15:00 motbob wrote:
A face you can trust.

+ Show Spoiler +
[image loading]


Oh god, that picture makes you look so sleazy. A face you can trust indeed.
Antha
Profile Joined January 2011
Germany42 Posts
January 18 2011 11:56 GMT
#5716
Good thing that one can remodel the picture. I kinda rushed through the whole process, my char looks really generic because of it. Especially compared to the posted ones.
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 18 2011 12:19 GMT
#5717
On January 17 2011 10:22 Ramsing wrote:
Show nested quote +
On January 17 2011 03:40 r.Evo wrote:
419, KB link? I sometimes feel as if I could be inactive for more than a few years and still have more experience FCing and more kills than some of the people who try to criticise some of the solid analysis in this thread so far.

Anyway, most of the stuff I'm typing here (sup kwark?) is general advice on FCing / fleetfights and applies to pretty much any fleet concept around.

For the shiptypes you guys just suggested you could do some variations of the DS theme. For around 10 people you just lack the DPS required if you implement all the recons and that kind of shit.

You can basicly use hurricanes as mini-vagabonds. I'd form a fleet around drake/nanopest/scimitar. Engagementrange of about 30-50km.

Make the pests/drakes use scram/web for brawls. Add hurricanes with 3 nanos (yes, 3) and use them with 24km points as antitackle and heavy tackle (similar to a vagabond basicly). A dual webbing minmatar recon and/or a scram/dis lachesis would be kick ass.

It all bows down, as gordon already pointed out, to understanding how fleet concepts work and implementing that understanding with what you actually have flying around.


e.g. if you have a high rifter count I'd rather use more nanopests than canes if possible. Keep in mind that the disruptor canes need a medium neut. Of course you could use scrams on those canes as well, but that helps the fleet less than disruptors in that specific case.


General thingy for numbers/suggested shiptypes:
2-3: Combatceptor or an Arazu + high dps works great. Vagabonds/Cynas/Canes shine.
4-5: You might think about adding force multipliers, preferably those which add dps. e.g. ECM is crap here. Logistics or Curse shines most.
5-10. Now you can slowly start adding stuff like e.g. a rook or a huginn/lachesis. At e.g. 10 people you should still have 6-7 people who are pure DPS. The other slots can be filled with scout (tackleceptor for survivability) + scimi > curse > rook > 2nd scimi > lachesis/huginn. Get rid of 1 of the pure dps ships for real anti-tackle like a vaga or cynabal if possible.
10-15: Use all the force multipliers named above.
15-25: Start adding 2nd and 3rd scimitar, use all force multipliers and have people specialized as good as possible. (e.g. falcon > rook here)

At low numbers it is key that those who perform key roles know what they are doing. Stuff like a scimitar/curse/vagabond in a fleet of 10 people has to kick ass on its own for the fleet to do well. If that person dies or puts the fleet in unreasonable danger you've got a problem.


I'm just wondering what your logic on the curse is especially in 4-5 and 5-10 situations? Also, what kind of fit would you expect to use on said curse and what would be its specific role in the gang (for example the zealot is to zap any tackle that comes close)?

We've been trying out DS with some decent success, but it seems like scimi>curse imo although tbh idk which would be better.

Links to what we did today:
http://kb.aquilaeve.com/?a=kill_related&kll_id=5833
(Missing 4 carriers, and the armor bc gang+t3s+1 oneiros)

The camp on the other side of the gate, which 1/2 their gang didn't make it out to because of the bubbles on the side we initially engaged on (lots of stuff missing on the related kills but w/e):

http://kb.aquilaeve.com/?a=kill_related&kll_id=5830


Basicly force multipliers can do the following things:
a) Take hostiles out of the fight for a certain period of time until they get chased down (ECM)
b) Tackle over large distance/slow down over large distance (Gallente/Minnie recons)
c) Keep your own dudes alive and kicking in the fight (Logistics)
d) Neut the shit out of someone over quite some distance (Curse)
e) Provide additional dps.

e) is the reason why Rook > Falcon in small gangs. It's also the reason why curse > minnie/gallente recons (drones bitch, drones!)

The MOST dangerous thing that can happen in really small gangs is that someone gets tackled and you can't get the light tackle off before the heavy tackle gets close/killed. In larger gangs you can get a BC off someone who is about to loldie pretty easy, in a small gang getting tackled by a BC with a scram means certain death.

Basicly that means that light tackle (ceptors/frigates) are much more dangerous when you have very small numbers. A lachesis/arazu in the hostile fleet might be the only reason why you don't take a fight you'd otherwise take on easily.

Curse is the single best frigate "deactivator" in the game within it's neutrange. A neuted frigate is a dead frigate once just some people add dps on it.

(Sidenote: The role of a zealot is to snipe tacklers that are far away. Just saying. A nonretarded ceptor can approach a zealot without problems without sacrificing much of the speed it does that at.)

The Curse job in those fleets is to.
a) Provide additional DPS on the primary (drones/HMLs)
b) To zap any tacklers coming close and let anti-tackle do its job in terms of raping the shit out of it. In worst case scenarios where your own antitackle is drunk, afk or dead you might think about switching to hobgoblins and kill the tackle on your own.
c) If there is no dangerous tackle on the field or you finished it all off already proceed to neut stuff "which makes sense"

Some examples: Neuting the primary is usually retarded, unless your fleet fails to scram at it very hard. e.g. a primaried hurricane who got too far in front of their blob and is about to burn back into their formation and is barely tackled by friendly canes/vagas/lachesis with a disruptor makes a great neuting target. Bottom line: Don't neut a primary that is about to die anyway.

Neuting the secondaries makes sense sometimes, especially when hostiles are in retreat. Don't bother with it if they are persuing you usually.

GREAT neuting targets are ships which have capproblems anyway. All amarrboats with lasers are great. A hostile curse/pilgrim should get zapped. Hostile recons should get neuted when other methods to deal with them (killing them usually just works if they suck or you outrange their fleet heavily, ECM is usually easiest vs minnie/gallente recons. Caldari needs to be dealt with neuting cause of its sensorstrength).

Active tanked boats (battleships, commandships) are great neuting targets as well. Make sure to cycle your neuts to get their maximum efficiency vs capboosters.

Make sure to learn how many cycles you need to instakill a specific ships cap within one cycle (assume 70-80% of their full cap for most ships).

Ships who will instadie if their MWD shuts of while in range of your fleet are great, too. Vagabonds, Cynabals, any frigate.


Basicly a well piloted curse in gang means that
a) no hostile frigate can keep point on any of your guys
b) any cruiser hull (HACs/Recons have horrible cap) and below has to die in a horrible fire when neuted and quickly tackled if it got too cocky, too close.
c) You get 200ish dps on the primary. That's really your last job. If you fail here assign drones to your FC and focus on doing your job.

For fits I don't have EFT around atm, pretty sure vil or yulwei can pull a few decent fits out of their ass. Think 3 Neuts, HML, mwd/disruptor(you MIGHT fly without one, depending on your fleet for more tank),buffertank/DCU,nano it up) If you can't fit HMLs fit salvagers kizustyle. =P


A fleet which wins by range or speed (nano/Darksidestyle/Sniperhacs) instead of superior tank (Armor HACs) or pure ISK efficient brawling (Shield BCs) relies on maneuverability AND NOT GETTING FUCKING SCRAMMED. A curse, similar to a lachesis/huginn combo gives superiority within 20-50km against anything that can pin your friendlies down. The advantage of the curse lies in it's ability to get rid of up to 3 light tacklers at once to let the friendly warp out, also it needs just one pilot to rape and not two (+fleet dps) to coordinate.

Curses just rock. =)
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 18 2011 12:21 GMT
#5718
On January 18 2011 17:22 pahndah wrote:
"You can no longer attempt to cloak if you are not 2000 meters from the edge of a ship, rather than 2000 meters from the center of a ship."

Decloaking just got a little bit easier.


I smell horrible issues with their collusion code coming up. Wouldn't be the first time. =D
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
disformation
Profile Joined July 2009
Germany8352 Posts
January 18 2011 13:06 GMT
#5719
On January 18 2011 19:25 Firebolt145 wrote:
Errrrrr start now if you're 100% sure you're going to sub. 3 weeks of SP is definitely nice, although even after that you'll be stuck in a Frigate for a while until Kwark's confident you're competent enough to fly a bigger/more expensive ship. You'll be still following the usual path but you'll only be restricted by your knowledge and a little less restricted by SP, if that makes sense.


Well, yeah actually makes a lot of sense. I can fly and fit my frigate a little bit better (depending on what I train), but don't know what exactly what to do with it.
So I probably will dl the client later and start the trial, when I have some time on my hands. Maybe I'll do the tutorial missions this weekend and drop by in SCBW.
Oh and you won't have to post the procedure again. 1) goto SCBW 2) get 21 day trial from a member of the hatchery. 3) pm Kwark with ig name 4) apply to the hatchery ig 5) ??? 6) profit.

Oh and since all races can fly all ships: Should I go for minmatar, caldari or amarr ships in the beginning? I won't fly gallente, because their ships are really ugly. =p
And while I am at it: can I clog this thread with newb questions or should I go to SCBW for that stuff?

Also, thanks for the fast reply.
Belgo
Profile Joined September 2009
United States721 Posts
Last Edited: 2011-01-18 13:07:46
January 18 2011 13:07 GMT
#5720
On January 18 2011 17:48 disformation wrote:
Show nested quote +
On January 18 2011 16:18 Niji87 wrote:
Video Link: Boobs Are Here


Bah, I want to play eve again even more now.
Problems is that I have exams in two weeks, so I either lose time to learn or waste my eve trial. Probably a bit of both. xD
Though, I could train skills until my exams are over and start playing actively after that.
Also I pretty much plan on joining you guys, since your corp seems to be epic.

Hmm... honestly, 3 weeks worth of sp don't sound that bad. Any thoughts/recommendations?



Everyone trains in rifter, and regardless of what race your going to want to be, still a good idea to be able to fly the corp fitting

Minmatar Frigate III
Small Projectile Turret I
Afterburner III
High Speed Maneuvering I
Shield Upgrades I
Propulsion Jamming I
Energy Management II
Hull Upgrades I
Energy Emission Systems I
Repair Systems I
Hull Upgrades II

After that, its a bit hard, since you don't know what ships are what. I'd suggest you read http://www.eve-wiki.net/index.php?title=Ships

Other than that, training some of the fitting/drone skills is a good use of time. Need Engineering V and Electronics V in the long run, along with Drone V, Light Scout Drone V and Drone Interfacing III.

And no, scbw for questions (or look them up yourself : DDDDD )
12 gateways being thrown down, which is standard transition after the two observatory opening
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