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How do you lose to a merlin in a thrasher? =[ other then that looks like you where having fun
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buffer wolf is indeeed much much better then repping
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yay harbs
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Lol, i love it body, Harb for life!
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There's alot of poor choices in that fleet set up. Unless those aren't moas and are all gilas or some crap. Harb could solo em all. *nods*
I approve of the Golems/ravens though.
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Clearly all Onyx so that when each of them runs out of cap/dies/self-destructs when it remembers it's a goddamn Onyx you still have point on the primary.
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What are these kills doing in Oddelulf! Did you guys find a wormhole back or something?
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http://www.eveonline.com/devblog.asp?a=blog&bid=946
+ Show Spoiler +Intel
Reward time, localism, thought, investment, teamwork Time - gathering intelligence should not be quick. People who take the time to really do their homework should be rewarded. Localism - there should be a clear advantage to specializing in a particular area, allowing players to build up local knowledge and use it against their enemies. Thought - intel-gathering should not be a rote activity, it should require people to make plans and then adjust them as they go. Investment - those who are willing to make investments in intel-gathering, either in static or mobile tools, should be rewarded, as this further encourages specialization. Teamwork - working together should be more efficient than working separately, because getting people to interact always brings value of one sort or another. Pervasive concern Intel should not be a thing that you think about occasionally, or that can be worked on a bit and then checked off on a list as "done". Decision-makers should always be thinking about their intel and how up-to-date it is. This ensures that intel-gathering is a useful specialization, and further implies that there are lots of decisions that other players could be making that will disrupt your plans. A game that requires constantly updating intelligence for optimal gameplay is a game where there's a lot going on and a lot of interesting decisions to be made. Strong tools for collecting and sharing To support the other goals here, tools should be available for collecting and sharing intel that minimize the amount of rote work, particularly documentation, that players need to engage in. This frees up their attention for collaboration, analysis and decision-making. Moving target New information should become old information on the shortest delay sensible for a given thing. This serves to make intel an ongoing concern and a regular occupation, gives people space to take action before their opponents are ready for it, and adds an edge of urgency to decision-making. People should not be asking if their intel is up-to-date, they should be asking how out-of-date it is. Active components Intelligence-gathering should not be a purely passive occupation. There should be plenty of opportunities for gatherers to take a more active stance, either to take shortcuts in gathering the intel, or to act on it right away and sabotage or otherwise mess with the enemy's stuff. There should though always be the risk of getting caught, and having your patrol cut short on top of the usual drawbacks of eg getting shot. This serves to make intel-gathering a little more interesting and engaging. I hope this means removing local. Please do this ccp.
Edit: Also WTS Tengu w/2x T2 cc rigs attached to it for just market cost of hull+subs. You can have the rigs for free.
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Lalalaland34483 Posts
On August 17 2011 12:54 Pufftrees wrote: What are these kills doing in Oddelulf! Did you guys find a wormhole back or something? Nah they roamed and died in a fire apparently.
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+ Show Spoiler +On August 17 2011 13:10 pahndah wrote:http://www.eveonline.com/devblog.asp?a=blog&bid=946+ Show Spoiler +Intel
Reward time, localism, thought, investment, teamwork Time - gathering intelligence should not be quick. People who take the time to really do their homework should be rewarded. Localism - there should be a clear advantage to specializing in a particular area, allowing players to build up local knowledge and use it against their enemies. Thought - intel-gathering should not be a rote activity, it should require people to make plans and then adjust them as they go. Investment - those who are willing to make investments in intel-gathering, either in static or mobile tools, should be rewarded, as this further encourages specialization. Teamwork - working together should be more efficient than working separately, because getting people to interact always brings value of one sort or another. Pervasive concern Intel should not be a thing that you think about occasionally, or that can be worked on a bit and then checked off on a list as "done". Decision-makers should always be thinking about their intel and how up-to-date it is. This ensures that intel-gathering is a useful specialization, and further implies that there are lots of decisions that other players could be making that will disrupt your plans. A game that requires constantly updating intelligence for optimal gameplay is a game where there's a lot going on and a lot of interesting decisions to be made. Strong tools for collecting and sharing To support the other goals here, tools should be available for collecting and sharing intel that minimize the amount of rote work, particularly documentation, that players need to engage in. This frees up their attention for collaboration, analysis and decision-making. Moving target New information should become old information on the shortest delay sensible for a given thing. This serves to make intel an ongoing concern and a regular occupation, gives people space to take action before their opponents are ready for it, and adds an edge of urgency to decision-making. People should not be asking if their intel is up-to-date, they should be asking how out-of-date it is. Active components Intelligence-gathering should not be a purely passive occupation. There should be plenty of opportunities for gatherers to take a more active stance, either to take shortcuts in gathering the intel, or to act on it right away and sabotage or otherwise mess with the enemy's stuff. There should though always be the risk of getting caught, and having your patrol cut short on top of the usual drawbacks of eg getting shot. This serves to make intel-gathering a little more interesting and engaging. I hope this means removing local. Please do this ccp. Edit: Also WTS Tengu w/2x T2 cc rigs attached to it for just market cost of hull+subs. You can have the rigs for free.
lol no local would make things exciting. gank fest
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On August 17 2011 13:51 Golgotha wrote:+ Show Spoiler +On August 17 2011 13:10 pahndah wrote:http://www.eveonline.com/devblog.asp?a=blog&bid=946+ Show Spoiler +Intel
Reward time, localism, thought, investment, teamwork Time - gathering intelligence should not be quick. People who take the time to really do their homework should be rewarded. Localism - there should be a clear advantage to specializing in a particular area, allowing players to build up local knowledge and use it against their enemies. Thought - intel-gathering should not be a rote activity, it should require people to make plans and then adjust them as they go. Investment - those who are willing to make investments in intel-gathering, either in static or mobile tools, should be rewarded, as this further encourages specialization. Teamwork - working together should be more efficient than working separately, because getting people to interact always brings value of one sort or another. Pervasive concern Intel should not be a thing that you think about occasionally, or that can be worked on a bit and then checked off on a list as "done". Decision-makers should always be thinking about their intel and how up-to-date it is. This ensures that intel-gathering is a useful specialization, and further implies that there are lots of decisions that other players could be making that will disrupt your plans. A game that requires constantly updating intelligence for optimal gameplay is a game where there's a lot going on and a lot of interesting decisions to be made. Strong tools for collecting and sharing To support the other goals here, tools should be available for collecting and sharing intel that minimize the amount of rote work, particularly documentation, that players need to engage in. This frees up their attention for collaboration, analysis and decision-making. Moving target New information should become old information on the shortest delay sensible for a given thing. This serves to make intel an ongoing concern and a regular occupation, gives people space to take action before their opponents are ready for it, and adds an edge of urgency to decision-making. People should not be asking if their intel is up-to-date, they should be asking how out-of-date it is. Active components Intelligence-gathering should not be a purely passive occupation. There should be plenty of opportunities for gatherers to take a more active stance, either to take shortcuts in gathering the intel, or to act on it right away and sabotage or otherwise mess with the enemy's stuff. There should though always be the risk of getting caught, and having your patrol cut short on top of the usual drawbacks of eg getting shot. This serves to make intel-gathering a little more interesting and engaging. I hope this means removing local. Please do this ccp. Edit: Also WTS Tengu w/2x T2 cc rigs attached to it for just market cost of hull+subs. You can have the rigs for free. lol no local would make things exciting. gank fest
And everyone will rejoice. Only reason you need local is to say oh crap, my pve jam session just got interrupted.
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On August 17 2011 13:54 pahndah wrote:Show nested quote +On August 17 2011 13:51 Golgotha wrote:+ Show Spoiler +On August 17 2011 13:10 pahndah wrote:http://www.eveonline.com/devblog.asp?a=blog&bid=946+ Show Spoiler +Intel
Reward time, localism, thought, investment, teamwork Time - gathering intelligence should not be quick. People who take the time to really do their homework should be rewarded. Localism - there should be a clear advantage to specializing in a particular area, allowing players to build up local knowledge and use it against their enemies. Thought - intel-gathering should not be a rote activity, it should require people to make plans and then adjust them as they go. Investment - those who are willing to make investments in intel-gathering, either in static or mobile tools, should be rewarded, as this further encourages specialization. Teamwork - working together should be more efficient than working separately, because getting people to interact always brings value of one sort or another. Pervasive concern Intel should not be a thing that you think about occasionally, or that can be worked on a bit and then checked off on a list as "done". Decision-makers should always be thinking about their intel and how up-to-date it is. This ensures that intel-gathering is a useful specialization, and further implies that there are lots of decisions that other players could be making that will disrupt your plans. A game that requires constantly updating intelligence for optimal gameplay is a game where there's a lot going on and a lot of interesting decisions to be made. Strong tools for collecting and sharing To support the other goals here, tools should be available for collecting and sharing intel that minimize the amount of rote work, particularly documentation, that players need to engage in. This frees up their attention for collaboration, analysis and decision-making. Moving target New information should become old information on the shortest delay sensible for a given thing. This serves to make intel an ongoing concern and a regular occupation, gives people space to take action before their opponents are ready for it, and adds an edge of urgency to decision-making. People should not be asking if their intel is up-to-date, they should be asking how out-of-date it is. Active components Intelligence-gathering should not be a purely passive occupation. There should be plenty of opportunities for gatherers to take a more active stance, either to take shortcuts in gathering the intel, or to act on it right away and sabotage or otherwise mess with the enemy's stuff. There should though always be the risk of getting caught, and having your patrol cut short on top of the usual drawbacks of eg getting shot. This serves to make intel-gathering a little more interesting and engaging. I hope this means removing local. Please do this ccp. Edit: Also WTS Tengu w/2x T2 cc rigs attached to it for just market cost of hull+subs. You can have the rigs for free. lol no local would make things exciting. gank fest And everyone will rejoice. Only reason you need local is to say oh crap, my pve jam session just got interrupted.
"Time - gathering intelligence should not be quick. People who take the time to really do their homework should be rewarded."
yeah but no local would open up pvp so much. it would be a harsher environment but local makes it stupidly easy for a gang or ship to simply dock up immediately and ruin the overall effort of others. If CCP wants more PvP, they should remove local in low and null. But I doubt this will happen...
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Hyrule18969 Posts
On August 17 2011 13:42 Firebolt145 wrote:Show nested quote +On August 17 2011 12:54 Pufftrees wrote: What are these kills doing in Oddelulf! Did you guys find a wormhole back or something? Nah they roamed and died in a fire apparently. Actually that's not it. Aeth found a WH in Tartoken. Inside the WH was a WH to Atlar. He called it on comms and we were like "fuck you MH!" Aeth assured us that both wormholes were stable and had plenty of time.
He was horribly wrong.
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Joined the Hatch about 4 weeks ago, just thought I'd share some of my experience so far, for all of the people who read this thread and are hesitant to give it a try. First of all I have 2 accounts paid for with in game money, if you put in the time, Eve is free. You can pay your monthly fee with in game money. I am now earning enough money to pay for a month of game time in less than 2 days. (BIG THANKS CHRIS and MANDINI! for all your help!) I have also had the joy of being a part of a few kills on people who've been playing the game much longer than me. Unfortunately, I've thrown away a few ships (blackbird's should not take on a fleet of battleships at point blank range lol!) but I've learned a lot. I enjoy the complexity of the game, it's depth is incomparable to anything I've played. However, this is a double edged sword. It's a steep learning curve and you can play the game for years and still be learning things you had never known about. Almost every combat situation is unique, there are so many ships with so many capabilities that I constantly find myself confused with what course of action is the best. But I keep pushing, learning, asking questions and nothing is more satisfying than destroying a player who has been playing the game for almost a year or more while I'm in my first few weeks!
There are so many occupations you can do, missions, mining, PvP (which I enjoy a lot more than Starcraft2 pvp lol!), trading, scamming, pozzi scheme banking ( someone just pulled a 1 trillion isk poz scheme off, took them 8 months. To put that in perspective they now can buy 3000 1 month game time cards!) exploration, providing services to corps or alliances like shipping or mercenary work and many, many more.
Many will enter few will win, and that's only due to their own level of dedication and perseverance. But Eve truly is a whole new world to experience. It takes a lot of patience and an open mind but if you want to play a game with unparalleled depth and freedom, you should definitely read the OP thoroughly and give it a shot.
One more thing to throw in for new people is an in depth rifter guide I've found very helpful to refer to http://dl.eve-files.com/media/corp/wensley/The_Rifter_Guide_Solo_PvP.pdf
If you do join the hatchery you will probably spend a good bit of time flying this ship until your skills lvl up to fly the "Big boy ships" (Drake life is pretty sweet from what I'm told
Good Luck and Good fights!
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Lalalaland34483 Posts
^ I found this post a little funny considering that just before this we were trolling him for hours on teamspeak about how he lost his blackbird :D
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So glad my investment in bear infrastructure has paid off for a second generation of hatchery newbies.
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