They pushed the faction citadels to summer, boo.
How to starve null of content ccp.
Btw provi+test thanks for the awesome final fort timer battle, was pretty awesome for all sides.
Exploring Null in Delve, cuz my alliance region is in shitty drone space. Tips?
[QUOTE=Mr. N;52930525]Exploring Null in Delve, cuz my alliance region is in shitty drone space. Tips?[/QUOTE]
Make use of wormholes and check if [URL="https://www.eve-scout.com/"]Thera is anywhere nearby[/URL] for a pit-stop.
[QUOTE=scratch (nl);52930556]Make use of wormholes and check if [URL="https://www.eve-scout.com/"]Thera is anywhere nearby[/URL] for a pit-stop.[/QUOTE]
Isn't Thera gank city
[QUOTE=Mr. N;52930574]Isn't Thera gank city[/QUOTE]
Dunno how it is now, I've been fine the few times I went to it which was a few months ago.
Lost my explo ship worth 150mil and got a new one. Just want to murder people now but my alliance is so boring sitting around in null doing nothing but toasting shit and getting ganked.
Almost at interceptors and bombers, what do.
[QUOTE=Mr. N;52955015]Lost my explo ship worth 150mil and got a new one. Just want to murder people now but my alliance is so boring sitting around in null doing nothing but toasting shit and getting ganked.
Almost at interceptors and bombers, what do.[/QUOTE]
Bait and bubble.
Set up a nice juicy barge with a cloaked dictor and a combat recon or cloaky T3.
Watch the tears flow. In my case it would be a cloaked avatar with a boson fitted :v:
As for ceptors, smartbombs. Not much you can do, see fozzy sov tactics for more info regarding this.
[QUOTE=shadowboy303;52955267]Bait and bubble.
Set up a nice juicy barge with a cloaked dictor and a combat recon or cloaky T3.
Watch the tears flow. In my case it would be a cloaked avatar with a boson fitted :v:
As for ceptors, smartbombs. Not much you can do, see fozzy sov tactics for more info regarding this.[/QUOTE]
I would be overjoyed to do that, yet that all seems so far far away with my current skill queue :v: . Maybe I should just start with good ol pirating and ganking.
Bought myself a Hyperion, was worth it.
Glacial skins are now on most hulls, look rather nice on the nyx.
[img]https://vgy.me/jNYOlr.jpg[/img]
EVE proves time and again to have one of the healthiest player driven communities around.
Pod and Planet was hosted again with new incentive to trim written stories down to 750 words or less (and a new category to boot with prizes up to 2.2 bil to reflect said new incentive).
The prizes: [url]http://podandplanet.wixsite.com/podandplanet/prizes[/url]
The contenders:
[url]http://podandplanet.wixsite.com/podandplanet/contest-entries[/url]
My entry: [url]http://evewritingkatsumotomoliko.blogspot.com/2017/10/tomb-of-immortals.html?m=1[/url]
There is a whole lot of dosh being given in the prizes, as usual. Themed items this year included Astrahuses, Orcas, and Luxury Yachts, along with some Firetails, Hurricane Fleet Issues, and raw isk.
There were a lot more stories entered this year, and judging is still underway (albiet mostly done). Competition is fierce with lots of people writing multiple entries for each category (and all of them are excellent).
The entry period to be considered for prizes closed a bit ago, but afaik anyone who wants to showcase their writing skills can have their story added to the reading bank. There are other related contests that will be held throughout 2018.
Floppy wallet, been a couple of years since I had this much.
[img]https://vgy.me/n3iw8x.png[/img]
Time to burn provi boissss. And for those on the receiving end gimmie some content yo.
We just broke the world record for most people in a single system :toot:
And will still have some another 3000 people yet to pile in from both sides :v:
Still waiting for the green light to bring the third titan fleet on grid.
Shit, I saw it was big but didn't realize it's record breaking. That would explain the 11K viewers watching right now.
We managed to save the keepstar, Avatars fitted with Beam lasers shooting out to 250KM were able to track most of the sub caps with a strong drop and two tracking computers. Not too mention our super carriers running nothing but space superiority fighters non stop to keep the fighter spam at bay.
Holy shit. 7 Hours that took.
We didant even have to jump everything in. :v:
And uhh, we used a spy who also lit a cyno when they bought more supers in and 4 of them jumped to our spy's cyno. RIP them lol.
Battle report:
[url]https://br.inyour.space/?s=4059&b=7922675&e=345&t=eaqqvvuaeuvvvvvvvvvvfvvvvvvvvvvvfvvvvvvvvuvvvvvb[/url]
(it will update as the server catches up)
Edit: I told my self I would never fly a titan again 3 years ago...
And here we are post battle.
[T]https://i.imgur.com/mGDI5vK.jpg[/T]
What's the best method to make money right now? Solo is my preference. I was doing FW missions in a SB but it's been about 2 years give or take.
[QUOTE=Lone Wolf807;53103647]What's the best method to make money right now? Solo is my preference. I was doing FW missions in a SB but it's been about 2 years give or take.[/QUOTE]
The "best way" is what ever way you feel comfortable with, for me it was ratting in a super carrier for a few months. But this kinda destroys your wrists so I've since stopped and am getting ready to start rorq mining.
The most reliable forms of income are normally from crabbing in a wormhole or crabbing in nullsec space.
(For those unaware, crabbing is PvE'ing. A lot.)
Highsec incursions are also a good payout with far less work than being in nullsec, you can almost AFK just tabbing in and out to switch targets. I used to use a nightmare with TVP for high sec stuff. About 34mil every 9 mins.
Some of the hot drop fun we have been doing.
[url]https://clips.twitch.tv/ImportantTrustworthyTrollMoreCowbell[/url]
Not sure if anyone has seen this for the recent patchnotes but the jist is that assault frigates and cruisers are better, citadels are dying like flies atm due to improvements and there is some fancy ai at work.
[QUOTE]Patch Notes For February 2018 Release 1.0 Released on Tuesday, February 13th 2018
[B]
FEATURES & CHANGES[/B]
[B]
Audio:[/B]
Updated Wwise audio engine to the latest version for improved audio stability and performance.
[B]
Balancing:[/B]
This patch contains a balance pass affecting Assault Frigates and Heavy Assault Cruisers. Full details and discussion can be found in this thread.
All Assault Frigates maximum velocity increased by 18%
All Assault Frigates mass reduced by 10%
All Assault Frigates capacitor capacity increased by 30%
Ishkur: Assault Frigate bonus per skill level:
7.5% drone tracking speed (was 5m3 additional drone bay per level)
Drone bay increased to 50m3 (was 25m3)
Retribution Assault Frigate bonus per skill level:
5% bonus to Small Energy Turret rate of fire (was 7.5% bonus to Small Energy Turret tracking speed)
Power Grid increased to 62 (was 56)
Jaguar Minmatar Frigate bonus per skill level:
5% bonus to Rocket and Light Missile rate of fire (was 5% bonus to Small Projectile Turret Damage)
7.5% bonus to shield boost amount (was 7.5% bonus to Small Projectile Turret tracking speed)
Assault Frigate bonus per skill level:
5% bonus to Rocket and Light Missile damage (was 10% bonus to Small Projectile Turret optimal range)
5% bonus to Rocket and Light Missile explosion velocity (was 5% bonus to Small Projectile Turret damage)
CPU increased to 185 (was 170)
Mid Slot increased to 5 (was 4)
Low Slot reduced to 3 (was 4)
Launcher Slot increased to 3 (was 1)
Turret Slot reduced to 1 (was 3)
Drone Bandwidth increased to 10m3 (was 0)
Drone Bay increased to 20m3 (was 0)
[B]
Graphics:[/B]
Various under the hood graphics engine optimizations and refactorings to optimise for upcoming improvments and changes to the visuals of the game.
We have renovated the next set of worldobject assets found in dungeons giving them the latest V5 shader treatment.
[B]
Implants:[/B]
New implants added for the Guardian's Gala Event. Keep your loved ones close, and keep your enemies within reach of your webifiers. Inquest 'Eros' Stasis Webifier MR-80x are slot 8 implants that increase Stasis Webifier ranges by a percentage based on the strength of the implant.
[B]
Modules:[/B]
Added a set of new damage control modules called Assault Damage Controls, which can only be used by Heavy Assault Cruisers and Assault Frigates. Assault Damage Controls provide passive resists to shield, armor and structure. They can also be activated to provide extreme resistance to shield, armor and structure for a short duration. Details and discussion on Assault Damage Controls can be found in this thread.
Added following Assault Damage Control types:
Assault Damage Control I
EFFA Compact Assault Damage Control
FFR Enduring Assault Damage Control
Assault Damage Control II
Shadow Serpentis Assault Damage control
[B]Missions & NPCs:[/B]
Guardian's Gala Event runs from the 13th until the 27th of Feb.
Two sites to crash: The VIP sites may require a fleet.
Two challenges awarding points for the Agency-granted rewards.
Changes have been made to Pirate Shipyards and Forward Operating Bases:
Blood Raider and Guristas Shipyards can be found in all of Low and Null security space.
Pirate Shipyards and FOBs have a limited amount of reinforcements for their defensive fleets.
[B]Structures & Deployables:[/B]
All Upwell Structures are receiving a Firmware update (Upwell Structures 2.0) which will affect all existing structures and any structures deployed in the future. Full details have been published in this devblog.
Moon Mining has been introduced to Wormhole space and High Security systems with a security level of 0.5. The mechanics of moon mining remain unchanged and details can be found here.
All Upwell Structures are now either in "Full power" or "Low power" mode.
Upwell structures require an online Service module, of any kind, to be in "High power" mode
Upwell structures with no online Service modules will be in "Low power" mode which will incur the following effects:
-33% reduced shield and armor hitpoints
One less reinforcement cycle (jumping straight to the final reinforcement as soon as the structure shields are destroyed, skipping armor entirely)
“Low power” structures can be identified through a label on their text bracket beside the structure name
The Vulnerability and Reinforcement system that affects all Upwell Structures has been updated:
Structure owners will now choose an hour of the day and a day of the week as their structure’s reinforcement time and reinforcement day respectively.
If this time and day were not selected prior to this release, they will default to 18:00 on Saturday.
Any changes to this reinforcement day and time take 7 days to take effect from the moment the changes are queued, and if the structure is damaged or reinforced when the 7 days have elapsed the change will not take effect until the structure returns to full health.
Under this new system, the shield hitpoints of Upwell structures will be vulnerable to attack at all times.
An initial attack can now occur at any date and any time chosen by the attackers
A second attack now occurs in the timezone of the defenders, on the day chosen by the attackers (Between 22 and 50 hours after the initial attack)
A final battle now occurs in the timezone and day chosen by the defenders
Reinforcement cycle times contain a random element. Cycle lengths will not always be the same.
Final Reinforcement times are determined by when the structure enters the reinforcement, what reinforcement day the owner of the structure has chosen, and the area of space the structure is located within.
When a structure enters its final reinforcement period it looks for the next reinforcement time on the weekly reinforcement day that occurs at least X days in the future, and then randomly adds or subtracts some amount of time up to two hours in either direction. This X value depends on the location of the structure:
0.5 days for Wormhole space
2.5 days for Lowsec and Nullsec space
5.5 days for Highsec space
The Reinforcement Day and Time of a structure can be discovered by any player, through hacking the structure with either a Data or Relic Analyzer.
New Burst Projector Superweapons have now been introduced, similar to those used by supercarriers:
Standup Target Illumination Burst Projector
Standup Weapon Disruption Burst Projector
Standup ECM Jammer Burst Projector
Standup Sensor Dampening Burst Projector
Standup Stasis Webification Burst Projector
Standup Warp Disruption Burst Projector
Standup Energy Neutralization Burst Projector
New Standup Fighters, exclusive for use in Upwell Structures, have been introduced. They include variants of every fighter currently used by capsuleers, including the Shadow.
Standard fighters can no longer be used in Upwell Structures. Any standard fighters that are loaded into Upwell Structures can be removed, but cannot be launched or re-loaded
Building Standup fighters will require a standard fighter plus some additional input equal to approximately 25% more material value.
Standup fighter blueprints will be available on the market from any Upwell Consortium member station
The Standup Shadow heavy fighter BPC is available from Sansha’s Nation loyalty point stores. Building Standup Shadows requires a standard Shadow as an input material.
Standup Fighters will not require any capsuleer skills to operate, and do not receive any bonuses from pilot skills. However, their base stats result in massive bonuses to dps, hitpoints, speed, and sensor strength.
Fighters deployed from an Upwell Structure will now auto-return when the controller character drops control of the structure. This will stop them from being abandoned and lost.
Fighters bay volumes have been increased significantly on all Upwell Structures
Structure Combat Modules are being rebalanced:
T2 Standup modules have been introduced
New module categories have been introduced: standup capacitor power relays, standup capacitor batteries, standup armor reinforcers
The Standup Warp Scrambler has been changed to the Standup Focused Warp Disruptor, which can be scripted to provide the effects of a Warp Scrambler with a reduced range.
The Standup Stasis Webifier and the Standup Focused Warp Disruptor now have a reactivation delay, and their fitting is limited to one of each type per structure.
Point Defense Battery modules are now limited to one per structure and RoF has reduced slightly
Standup ASML Missile Launchers have been renamed to Standup Multirole Missile Launchers, Standup ASML-SD Missiles have renamed to Standup Light Missiles, Standup ASML-MD Missiles have renamed to Standup Heavy Missiles, and Standup ASML-LD Missiles have renamed to Standup Cruise Missiles
Standup AXL Missile Launchers have been renamed to Standup Anticapital Missile Launchers, Standup AXL-C Missiles have renamed to Standup XL Cruise Missiles, and Standup AXL-S Missiles have renamed to Standup Super-heavy Torpedoes
The damage of Standup Anticapital Missiles has been reduced significantly. With the addition of T2 launchers and damage modules Upwell Structures will now do more single-target damage to subcaps but less single-target damage to capitals
Standup AS Guided Bombs have been renamed to Standup Light Guided Bombs, and Standup AM Guided Bombs have been renamed to Standup Heavy Guided Bombs
Standup Guided Bomb Launchers have had their RoF reduced and bomb base damage increased. The explosion radius of the Standup Heavy Guided Bomb has also increased significantly
All Standup missile and bomb launchers now require 10 seconds to reload
Large and XL structures have recieved a new role bonus increasing the RoF of guided bomb launchers and standup burst projectors
The base lock range of all L and XL Upwell Structures has been increased (350km for Large and 400km for XL).
Standup Signal Amplifiers and Lock Speed rigs now also provide bonuses to structure lock ranges. Structure lock ranges are capped at a maximum of 490km no matter how many sensor modules are fitted.
The CPU, Powergrid, and Capacitor stats for numerous structures and structure modules have been rebalanced. Service modules now require vastly less CPU and Powergrid, and the fitting resources of all structures has been reduced to compensate.
Standup Void Guided Bombs have been phased out. All existing Standup Void Guided Bomb items and blueprints have been converted into items and blueprints for Standup Light Guided Bombs (formerly known as Standup AS Guided Bombs).
To improve the balance around using carriers from within tether range of structures, launching fighters is now considered an aggressive action for the tethering system. This means that any carrier or supercarrier with fighters under its control will automatically break tether and remain untethered until it either recalls or abandons the fighters (or those fighters are destroyed in combat)
The formula for calculating asset safety values will now provide a more accurate estimate of the item value, and will be much less likely to value an item at 0 ISK
A new minimum asset safety recovery cost has been set at 0.5% of item value. This cost will be required to recover items from asset safety even if the recovery takes place in the same solar system
Rigs fitted to structures can no longer be destroyed if the structure is not at 100% health.
The damage messages received when attacking structures will now properly display the amount of damage your weapons are inflicting even if that damage is being deflected by the structure damage cap. The amount deflected will also be shown.
A new icon has been added to structure brackets in the overview and space scene to indicate whether you currently have permission to dock in that structure. If several changes happen within a 3 minute time, these changes may only be shown after this 3 minute buffer has passed.
NPC corporations may now be added to access lists in the same way that player corps can be added.
Unanchoring structures will now display the progress of their unanchoring timer in the structure browser to characters with the Station Manager role
When unfitting a clone bay service module, a new popup message will inform you about how many jump clones would be destroyed by that action
It is now possible to self destruct pods inside a citadel with a cloning bay service module
Tutorial:
Added a new operation to the end of the tutorial that teaches players how to use The Agency.
[B]
User Interface:[/B]
Removed the Distance filter from the sites and signatures filters as these are restricted to current system
Autopilot can no longer be enabled while docked
Removed the DUST514 system channel
Removed the representation of DUST514 mercenaries in chat channels
Removed chat options relating to Infantry
Upwell structures are now listed with their name in the "In Space" section of corporation assets.
[B]DEFECT FIXES[/B]
[B]Gameplay:[/B]
A completion issue with the mission 'Mannar Mining Colony' has been fixed.
Resource Wars: fixed an issue where replacement Orcas could have invalid cargohold sizes.
[B]
Graphics:[/B]
Corrected an issue with missing Minmatar station icons.Adjusted the brightness levels of the warning lights during a station undock.
Adjusted collision geometry on the Low-Tech Solar Harvester.
Improved the animation on strip mining turrets.
Returned missing elements of the results for Planetary Interaction scans.The recently repaired stations throughout Amarr space have been properly painted with the colors of their owning corporations.
Fixed an issue with the coloring on Miasmos special editions.
Fixed an issue where the Domination Titan wouldn't explode on death.
Adjusted collision geometry on the Fortified Drone Structure.
Adjusted some of the textures on the Ragnarok.
Fixed an issue with strategic cruisers where killmarks could disappear after changing subsystems in space.
Fixed an issue where incompatible SKINs could appear in the preview window for strategic cruisers.
Adjusted the decals on the Raven, Golem, and Raven Navy Issue.
Fixed a texture issue that would occur on some ice asteroids.
Corrected an issue with a section of panels on the front of the Venture hull.
The visual effect for the Mobile Cynosural Inhibitor has been adjusted to correct size and scale.
[B]Market:[/B]
It no longer possible to bypass the FW market restrictions by using multibuy.
[B]
Modules:[/B]
The Arbalest Compact XL Torpedo Launcher, is now compact. (PG & CPU requirements have been reduced)
Corrected an issue that prevented the 10% survey probe speed bonus on the T2 Survey Probe Launcher from correctly applying.
The Warp Disruption Burst Projector module now correctly deploys a 10km radius bubble as its attributes indicate.
Fixed an issue that was preventing the missile velocity bonus from the Standup Missile Guidance Enhancer module from applying at full strength.
The Gravitational Transportation Field Oscillator no longer Warp Scrambles targets that it transports. Ships that are too large to be transported will still be Warp Scrambled as usual.
The missile damage bonus from Standup Ballistic Control System modules is now correctly impacted by stacking penalties.
[B]Miscellaneous:[/B]
Fixed an issue where Standup M-Set Ammunition Manufacturing Material efficiency I and II showed the wrong Tech Level.
It is no longer possible to sell empty capsules through contracts.
Several types of beacons have been made untargetable because accidentally targeting a beacon is annoying.
[B]PvE:[/B]
Fixing Neutralizer duration on Chelm Soran and Unit P-343554 NPCs.
Fixed an issue where the mission item could be destroyed in 'Cash Flow for Capsuleers 4 of 10'.
Decreased the amount of ammunition required in the 'Balancing the Books 10 of 10' mission.
Fixed a formatting issue in the 5th exploration career mission completion text.
Fixed some NPC naming and model irregularities in the ' General's best friend' mission.
Science & Industry:
Fixed an issue where the Industry window would not retain the number of job runs for the first blueprint listed.
Fixed an issue where a full researched blueprint would display as 10000 runs remaining in the Industry window.
The skill required for manufacturing Standup Anticapital Missile Launcher I modules (formerly known as Standup AXL Missile Launchers) has been changed from "Capital Ship Construction" to "Outpost Construction" to bring it in line with other similar structure modules.
[B]
Ships:[/B]
The Shadow Fighter 'True Sacrifice' ability now works against Rorquals.
Traits on Faction Titans now link to the Phenomena Generation skill instead of racial Phenomena Generators.
[B]
Structures & Deployables:[/B]
Movement shortcuts are now correctly disabled when controlling an Upwell Structure.
Players controlling Upwell Structures no longer appear in the list of pilots that can be invited to install a clone in a Clone Vat Bay.
It is now possible to delete bookmarks of Upwell Structures that have been unanchored or destroyed.
[B]
Tutorials:[/B]
Fixed issue preventing players from completing the "Complete the industry job" task if they delivered the job too soon.
Fixed the 'Purchase a blueprint' task so that it can be completed using multibuy as well.
Fixed an issue that could cause players to get stuck on the 'Load your Ammo' task.
Fixed various text, voice over, and naming issues.
Improved the Operations tutorial experience by adding checks to prevent players from getting stuck during the wreckage site loot operation in the case that survivors are retrieved before instructions are issued.
[B]User Interface:[/B]
Fixed an issue where the "Buy Now" and "Buy As Gift" options could hang out of the New Eden Store windows
Fixed an issue where it was possible to spam the "Overload State is Locked" message all over the screen.
The Incursion Info panel will no longer be removed if a Forward Operating Base is destroyed within the solar system.
Fixed an issue where Faction Warfare agents were not filtering properly in The Agency
Fixed corporations and alliances having a one-click-chat button in People&Places
A naming issue with an object inside the Core Garrison site has been fixed.
The missing gender attribute has been added to various clothing items.
Fixed an issue where some players had broken missions from an old tutorial in their journals.
Fixed an issue where the Recruitment tab would occasionally appear in the home tab of the Corporation window.
Casting a vote in a corporate vote no longer collapses all votes in the window.
The inventory window will no longer close when assuming control of an Upwell Structure.
Fixed an issue where the Fighter HUD could end up misaligned to the far left of the screen.
The name of a structure will now be correctly auto-filled in a new saved location when controlling a structure.
Fixed an issue where after switching view mode for results in the "Find Member in Role" tab of the Corporation window, the current results would disappear.
The Show Info window of a simulated ship with a modified warp speed now correctly shows that the value has been modified.
Fighter Tubes now correctly have a tooltip in the Fighter HUD.
Fixed an issue where the structure browser would retain the search term filtering while clearing the search text field upon closing and reopening.
The Shattered Ice Field now displays its information correctly in the Agency
Fixed an issue where the subsystem icons would slightly misaligned in the fitting simulation window.
Fixed an issue with importing fittings from clipboard on localized clients.
Fixed an issue with exporting fittings with invalid modules as .xml file.
Fixed grammar errors in various item info texts.
Fixed an issue where The Agency could appear broken on Suggested, Combat, and Epic Arc filters.
[B]
THIRD PARTY DEVELOPERS[/B]
[B]
CREST API:[/B]
Removed: GET /corporations/corporationIcorporationIdType/structures/
Removed: PUT /structures/structIintegerType/
See this Dev Blog for full details on these changes[/QUOTE]
ehehhe, hello smol boi.
[T]https://i.imgur.com/ia19D9V.jpg[/T]
(Totally not gate camping with 10 titans)
[B][I][U]Wake up hustlers its march madness![/U][/I][/B]
Phobe-era changes are being tweaked along with sov warfare.
[url]https://www.eveonline.com/article/p4ia05/sovereignty-warfare-and-jump-fatigue-changes-coming-in-the-march-release[/url]
[quote]Hello stalwart capsuleers and welcome to another EVE Online dev blog!
Today we are happy to be able to begin public discussion of a few significant changes that we are working on for the upcoming March release.
These changes touch two interconnected areas of the game that are heavily discussed by many veteran players: jump travel and sovereignty. We are hoping that these shakeups can help provide players with new gameplay options to explore and master in their battles across lowsec and nullsec space.
This blog will serve as a quick introduction to the proposed changes for March, and we have forum threads set up for each major change where you can find more details and join the discussion.
Jump fatigue has been one of the most discussed mechanics in EVE since it was introduced at the end of 2014. It sits in a difficult spot in EVE's metagame, as it is one of the least satisfying mechanics possible but is also universally recognized as necessary in some form.
We spent countless hours discussing this mechanic with EVE players in person at events, on podcasts and streams, through the CSM, and on the forums over the past few years. In these discussions it's clear that although there are many opinions on the direction we should take this feature, everyone agrees that it needs iteration.
For the upcoming March release, we are aiming to make a small but extremely significant change to Jump Fatigue that will hopefully reduce the pain of the feature while avoiding a return to the thoroughly dysfunctional capital meta that existed before the Phoebe release in 2014.
[B]The current proposed change for March is a 95% reduction in the cap on fatigue accumulation. We would reduce the maximum possible jump fatigue (blue timer) from the current 4 days to 5 hours and the maximum possible jump activation cooldown (orange timer) from 9.6 hours to 30 minutes.[/B]
In practice, this change would change the optimal jump pattern for long distance travel to jumping as soon as your orange timer expires. Capital ships will continue to have the ability to use stargates as well in addition to their jump capabilities.
[B]Jumping and Tethering Changes[/B]
Alongside the jump fatigue reductions above, we are also looking at making changes to another commonly discussed issue with jump travel. The introduction of Upwell Structures and tethering with the Citadel expansion opened new ways for capitals to move with extreme safety by jumping directly from one structure to another and receiving tethering at both the origin and the destination of the jump.
This is a significant increase in safety compared to the previous use of starbases and we have been hearing concerns about this mechanic from the community for the last two years.
We are currently planning a change for March that would delay tethering for a short time after a cynosural jump. This delay would not impact docking, so if a ship jumps to an Upwell Structure that is large enough for them to dock then they will still be able to dock immediately after the session change timer.
This change would mainly impact the use of medium structures as a safe travel network for combat capital ships.
[B]Sovereignty Capture and Entosis Link Changes[/B]
This upcoming March release will also include a set of tweaks to the Entosis Link module and to sov capture events. The primary goals of these changes are to shake up the sov combat metagame and give players new gameplay options to optimize and master.
We presented an earlier form of these proposed changes to the CSM at the recent winter summit and incorporated their feedback into the design below.
[B]The biggest of these changes revolve around the Entosis Link module itself. We are currently planning on the following changes to the Entosis Link:
Allow remote assistance to subcapital ships with Entosis Links running (including remote reps)
Significantly reduced max ranges: 20km for T1 and 50km for T2
Significantly reduced fitting requirements for the T2 module: 20 power grid and 5 CPU
+100% sensor strength to any ship with an active cycling Entosis Link[/B]
Combined these changes remove the largest downside of activating an Entosis Link (the remote assistance block) while also forcing the linking ships into a much closer area around their target.
Being able to remote rep the linking ship also makes it easier to run multiple redundant links which reduces the power of alpha doctrines in sov capture events.
[B]We are also looking at some tweaks to the node spawning in sov capture events:
Increase the score gained per node capture from 5% to 7%
Reduce the number of starting nodes from 5 to 4
Increase the random node spawn chance by ~14%
[/B]
These changes reduce the number of node captures required to complete an uncontested event as well as concentrating the starting locations for fights somewhat.
We are sure that a great many of you will have feedback to share on these proposed changes, and we're looking forward to discussion in the various feedback threads for each of these changes.
Thanks for taking the time to read this dev blog today and thanks in advance for your feedback in the forum threads.
These changes will be available for testing on the Singularity test server very soon and we encourage everyone to try them out there and give as much feedback as possible!
Fly safe![/quote]
Took them 3 years :v:
Ahh this summer shall be full of content.
Has anyone got any good links or tips for station trading ?
[QUOTE=Snoobles;53153796]Has anyone got any good links or tips for station trading ?[/QUOTE]
Get intel on where alliances are deployed or deploying and stock the market with items used in their doctrines, they will sell like wild fire.
Istarted mining with a rorqual yesterday, made 1.6bil already while being afk. Nerf rorqs. (Not entirely true, was droping stuff with the avatar on the other screen.)
Anyone have tips on WH sites and sigs as far as ships and fitting goes. I live in a C3 now with a bunch of industrial murderhobos and sleeper sites taunt me with my inability to do them.
My skills are mostly amarr with a chunk gallente with a bit of caldari (but very little shield/missile skills)
Patch updates are up - EVE Online
Everything is broken lol
https://www.youtube.com/watch?v=xAVIhKdspl8
Fanfest 2018 is up and running. Many neckbeards in attendance.
Next expansion is called Into The Abyss coming out May 29th.
It comes with new space called Abyssal deadspace where you can find Triglavian ships to fly and new weaponry.
Plasmids can be used to change the stats of modules. Special modules will be needed to find access to abyssal space.
PI will be updated to make it easier on the wrists.
FW will disallow wcs's at the gates, the anniversary items will give out SOE battleships. Hilmar played some eve and is now wormholing.
On June 6th outposts and npc conquerable stations will be replaced by faction citadels. POS cyno jammers and jump bridges will be
replaced later, probably the last things to replaced pos wise before pos's are retired.
Can't say I'm a huge fan of plasmids, that's a really strange one.
https://www.youtube.com/watch?v=DWj_M8jfkeM&t=22s
https://www.eveonline.com/article/p9aexk/patch-notes-for-eve-online-into-the-abyss
People losing billions in Abyssal space, beautiful - Kills (Abyssal) | zKillboard
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