Morning Discussion
Things were busy yesterday in news it seems. Sony consoles have a new firmware available with flashy things and features to play with, and decent images on the next batch of Square games showing up. Possibly the coolest though? Full team play for NBA Live 08. I couldn't care a whit about the game of basketball, but even I would like to try that.
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The New Official NOT WoW, but Eve Online thread!
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You ship is seriously sexy.
http://www.eveonlineships.com/eve-online-ship.php?navicrip=YW1hcnItY29tbWFuZC1zaGlwLWFic29sdXRpb24tMy5qcGc=
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http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=660539
Makes me not want a Black ops anymore. :(-
It seems like completely useless "black ops" type ships is a standard for sci fi MMOs. When I was playing Earth and Beyond, there was a ship like this you could use. Had a cloaking device, was incredibly fast, and could jump from system to system without the use of warp gates (much nicer to jump from point A to point X without having to travel through B...W to get there).
So you assume the standard shit with ships of this type: Crap weapons, and crap armor/shields. No problem, since they aren't for fighting. The main use for a ship like this was 1) taking small loads of cargo great distances quickly to get high profits, 2) mining in dangerous areas (so you can then sell the rare commodities to people), so you can cloak if a strong enemy gets near, and 3) smuggling.
But what else do they do? They make it so that anytime you jump, everything in your cargo hold decreases in quality by 50%, meaning that a) anything you've mined will not be purchased by anyone because you need 100% stuff for crafting, and b) anything you buy can then not be sold for a profit.-
Nope, the main use for a ship like this is bringing in Other ships with the jump portal generator. But as those in the thread point out, the fuel requirements, and the jump range suck. So hopefully a future patch will un-nerf them (haha ya right).
Also everything in your cargo hold decreases in quality by 50% wut? Was this specific to EaB? cause I don't get how this would apply to EvE.-
Specific to EaB. Items could range in quality from 0% to 200%. Anything you bought from an NPC was at 100%. The quality came into play mostly when discussing ship upgrades, as items would decrease in quality over time when used. However, the prices that NPCs paid for standard cargo items was based on an assumption of 100% quality. So you'd pick a few things up to fill your small cargo hold on one side of the galaxy, and then warp to the other side of the galaxy to sell for maximum profit.
It wasn't necessarily any better than doing a standard cargo run in a big ship. But then they made it so that warping decreased everything in your hold from 100% to 50% quality, meaning you lost money if you tried to sell it.-
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http://www.enb-emulator.com/ for reference
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Mega are pretty much the standard for fleet combat... I only trained for one to use as a sniper BS. It has a great layout for multiple damage and tracking mods, and does great damage (for a long range ship).
They're also pretty sick for extreme close range... Few things can out damage a Blasterthron w/ a full load of heavy drones.-
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For "hard drone rape," yes. For sniping, eh. Some people (used to?) actually fill their Dominix's hislots with Heavy Nos, although I'm not sure if that's still a good setup post-nos nerf.
With very good drone skills and high Gallente BS skill, you stack up a lot of multipliers to your heavies' damage. Drone Interfacing V + Heavy Drones V + <race> Drone Specialization IV + Gallente Battleships V (Dominix Bonus) = 100% + 25% + 8% + 50% = 183% extra drone damage!-
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That math makes no sense, though. If they stack multiplicatively, then shouldn't it be calculated like this:
effective = base * b1 * b2 * ... * bn
effective = base * 2.0 * 1.25 * 1.08 * 1.5 = base * 4.05
Otherwise the math isn't commutative and you have to arbitrarily choose a "first" bonus to apply.-
no, multiplication doesn't care your order of operations. Im not sure directly how the equation sits in their code, but they take each seperate multiplier and multiply them together..
so 1.25 * 1.08 * 15 = 2.025
the they multiply the base damage by that multiplier, making the damage total be 202.5% of the original damage
is the 2.0 a missing multiplier stat?
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case-in-point:
During the Northern Campaign (in which Mercenary Coalition led a multi-alliance initiative to completely remove the northern powers at the time (and fucking rolled them over)), I was flying around in my Pilgrim between two of Freelancer Alliance's hub systems, basically on a well-travelled route. I was doing this for a few days, mostly observing, but also looking for limp-looking targets. I had managed to kill a few industrials and some small stuff (frigates, T1 cruisers).
One afternoon I found a lone BlackBird (Caldari T1 ewar cruiser) sitting about 15km off a gate, so I slowly moved into position, then uncloaked and began my attack. As soon as I had him locked down and set my drones on him, the gate went hot, and in game a Sabre (Interdictor), a Taranis (Interceptor) and a Zealot (Heavy Assault Ship). The next few adrenaline-filled minutes were fast paced, with me turning on mods, switching targets, throwing drones on people, and trying to get away. About a minute in, after the BlackBird went poof, the Zealot had me down into about half armor until I got my tracking disruptors on him, at which point he could no longer hit me. I quickly focused my nosferatus, webber, and warp scrambler on him and held him in place while I popped the Sabre and Taranis. Then I sat for 2 or 3 painful minutes while my medium drones slowly chipped away at his armor.
After the fight, I kind of sat there in awe of what just happened. The sense of impending doom in this game gets the adrenaline going like nothing I've experienced in any game before. Your heart rate goes up and you start sweating. Seconds feel like minutes, minutes feel like hours. I had to smoke a cigarette and grab a beer to calm myself down.
God damn I love this game :-D
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Command ships are used mostly as a fleet support ship. There are two types:
Fleet Command
Field Command
Fleet Command ships are known for having uber-hard tanks (up to 95% resists across the board) with a generally low damage output (less than most Heavy Assault Ships). Their made to run Gang Support Mods (known as Warfare Links) that give boosts to specific attributes across a squad, wing, or entire fleet, depending on skills. These bonuses can affect a number of attributes, from ship speed to max damage, and even shield and armor resistances.
Field Command ships are best for smaller sized fleets, and have a much higher damage output than Fleet Command ships, but have a weaker tank (though still really strong). They are also capable of running gang mods, but are less effective with them than the Fleet Command ships. These ships are great for small-scale PvP, for mission running, or for general NPCing.-
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"tank" means your resists to the four damage types + your ability to repair damage. You can get really crazy with the number crunching if you're into that sort of thing.
For example, say someone is shooting you with hybrids, doing 50 kinetic + 50 thermal damage per second. Your armor resists are 40% kinetic, 60% thermal. That's50 * .4 = 20 kinetic
50 * .6 = 30 thermal
50 total damage per second after resists
Let's just pull some numbers out of our asses and say your armor repairer can repair 30 points per second, and you have 1000 total armor.50 - 30 = 20 net damage per second
1000 armor / 20 dps = 50 seconds
Assuming you can run your repairer indefinitely (you won't run out of capacitor), you have about 50 seconds before your armor is depleted. Better kill your enemy quickly!
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You mean jump in? (Not warp.)
No.
When you log out, your ship warps off a set distance (?) in a random direction. Depending on whether you have participated in combat in the past 15 minutes, it then either disappears or hangs in space for 15 more minutes.
If there is a bubble (Mobile Warp Disruptor or Interdiction Sphere) on the gate, your ship will not be able to warp away, and it will be a sitting duck. Boom.
If there is not a bubble, I think your ship still has to warp away normally (i.e. accelerate to 80% speed), so the campers will have time to try to lock and fire. If they shoot at you but you still warp out before being warp scrambled, you will be combat flagged, so your ship will stay in space for 15 minutes, giving them time to potentially scan probe you and kill you anyway. -
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True. When i got to the point to train my skill in the tutorial, I was like. Oh shit, what do i pick? Everything sounded awesome but I have no idea what the hell I am doing. I hear talk of this 0.0 space but have no idea where I am at haha. Anyways, I am going to keep doing these silly bounty hunter missions and mining random asteroids.
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"oh shit, what do i pick?" excellent question to ask fellow shackers!
though very boring, the safest bet to start with are skills that will reduce the time it takes you to learn other skills. the universally approved order for this is as follows:
Instant Recall - Level 1 (memory attribute)
Analytical Mind - Level 1 (intelligence attribute)
Learning - Level 1 (skill learning speeder-upper skill)
Instant Recall - Level 2
Analytical Mind - Level 2
Learning - Level 2
... and so on to Level 4 in this order. the sole function of attributes in this game are to reduce the time it takes to learn skills based off those attributes. So in this case, the "Learning" skill is based off of Memory and Intelligence, and, crazily enough, so are those Memory and Intelligence skills.
Now that I've said that, don't freak out. There's some really cool programs out there (Evemon) to help you plan this shit out in the future. For right now, thats pointless because you're still figuring out what is what in the game, so dont worry about it!
Side note: you may have some of these skills "grayed out" with a green checkmark next to them, or they might not be visible, depending on what you have in the "settings" tab. Don't panic! Some starting characters don't have Analytical Mind or Instant Recall available by default (mine didnt). To make them available, I bought the two Skill Book items from the starting station and used the item.
Training these skills up will take a few days if you stick with just them. I found that I broke out of that "learning skill learning" path midway to train a few other skills i discovered i needed for some piece of gear i wanted to fit on my ship for the hell of it. There's no sin in this, diverging from the holy path of skills while starting out wont "cost" you more than a few hours of time, and quite honestly I'd encourage it, the world won't end and you'll have more fun. ...I'm only just now working on Learning 4 but i'm piloting a cruiser >_> wee! -
The above and other good stuff: http://www.kylania.com/eve/skills.php?p=learning
You can check that in the ingame browser :)
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I have a question about the new electronics warfare ship options that opened up.
Sadly, because they are new, I have yet to find much in the way of comprehensive information about them. For example, what kind of starting skills should I go for, and what should I focus on when it comes to skills needed to pilot them?
I am also unsure of how they function in a fight at this point. Will I be acting like an "enchanter" of sorts, knocking out targeting systems, disabling ships, and generally wreaking havoc on an opponent's ability to fight, or will I act as a variant on the command ships, buffing the rest of my gang?
Any clarifications and starting advice on EW would be very appreciated. Thanks!-
while I cant speak directly to the new ships since I havent played since the new patch, EW in general is used to disable enemy ships from doing as much or any damage at all. This can happen in many different forms, including blocking their ability to lock targets, decreasing the ability of turrets to hit targets, decreasing locking time and distance to a crippling degree
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First, these ships are for PvP. If that's what you're after, then read on. I'm honestly not very familiar with EW, but I know the basics.
ECM: these prevent a ship from acquiring target locks for a certain amount of time, effectively preventing them from doing any damage (there are exceptions, e.g. Friend-or-Foe missiles or drones)
Remote Sensor Dampeners: reduce a ship's targetting range, forcing them to get closer before they can shoot at you
Tracking Disruptors: reduce a ship's turret tracking speeds, making it harder for them to hit moving ships
Other stuff? -
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Thank you all for the advice. I am definitely interested in going for PvP in 0.0 space, since that's where all the gripping action takes place.
It seems that the best bet is to follow the basic creation guidelines and branch out from there towards the EW skills. I'll have to learn the rest as I go with some help from the channel, which is fine.
Thanks again.
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You should read a creation guide, because later on you will be pissed if you chose bad stats to start.
http://wiki.goonfleet.com/index.php?title=Recommended_Base_Stat_Builds
http://arsclan.net/forum/showthread.php?t=13218 "How to roll a character that doesn't suck"
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mmm...Vindicator....so sexy...mmmm.....
http://nitrus.googlepages.com/2007.12.18.07.09.57.JPG
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