tag:blogger.com,1999:blog-76162441961087760972024-03-06T00:36:06.770-08:00Eve OpportunistOpportunist - One who takes advantage of any opportunity to achieve an end, often with no regard for principles or consequences. The practice, as in one's personal affairs, of adapting actions, decisions, etc., to expediency or effectiveness regardless of the sacrifice of ethical principles.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.comBlogger207125tag:blogger.com,1999:blog-7616244196108776097.post-56786112787696280942015-06-29T09:29:00.002-07:002015-06-29T09:34:58.997-07:00Anti-missile EWAR, no brainer!-o0o-<br />
Welcome to the continuing monthly EVE Blog Banters and our 64th edition! For more details about what the blog banters are visit the Blog Banter page.<br />
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Torpedo! Torpedo! Torpedo!<br />
With the Aegis release we will see missile boats get their own version of the tracking enhancer and the tracking computer. On the forums there have been calls for new 'missile defence eWar' to counter these new modules. Is this needed? Are smartbomb 'firewalls' enough? Do defender missiles need an overhaul to make them actually worth using? Do we need the missile version of the remote tracking disruptor? Or do we go all Star Trek and have Point-Defence Phaser Banks? Banter on!<br />
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-o0o-<br />
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IRL (a poor comparison for sure), there are so many ways to defeat missile systems, that there is a constant arms race between the missiles and the missile defense systems. In Eve, the missiles have been winning this battle for the last 12 years! Let's look at a few (or more than a few) ways that missiles should be able to be distracted.<br />
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First off, we have active countermeasures, that is to say, defender missiles, or in real life terms<br />
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Make no mistake, missile on missile action is hot, but with all these fancy guns running around the universe, how is this not a thing?<br />
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Okay, maybe it's just because I have a long term love affair with anti-missile systems, but seriously, smartbombs and the terribleness that is defender missiles can't possibly be the only solutions. We need more effective highslot countermeasures. Possible avenues could be if you "target" your defender missiles on an aggressor, they engage *ANY* missile that target shoots, not just if they shoot at you. After all, current anti-missile missiles are targeted with directional radar or built in radar or IR sensors, the missiles don't need to just be headed towards you to be engaged. For that matter, how come defender missiles can't engage drones? That should totally be a thing, after all, missiles can engage other missiles and even airplanes, or other ships!<br />
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Now we need to have a quick discussion about HOW missiles work in Eve, I mean the under the hood stuff. Are missiles initially directed by a targeting lock, and have a backup radar, or final guidance package? Given how ECM works, and the inability (for any missile system except the FoF missiles) to engage unlocked targets, we can assume the missiles are target directed by the launching ship, and have minimal, if any on board guidance package. Let's say that's because the missiles use all that space for a bigger warhead, or more fuel for longer range, bigger engines for faster engagement speed. Whatever, it still goes to say that the FoF missiles, who have lower damage, is because some of that warhead space is sacrificed for internal guidance. Cool, at least now we have a jumping off point.<br />
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Right now, the only effective ECM vs missiles is making them either unable to lock (Jam cycle) or not have the range to lock (damps). Tracking disruptors are totally useless vs missile systems, and target painters enhance the signature of their targets, buffing missile damage against smaller or sig tanking targets. of course some might say that two types of ECM that's effective vs missiles is enough. So not true.<br />
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Right now there are tons of "real world" tech that's just begging to be implemented. Things like flare or chaff launchers, or passive anti-missile countermeasures, such as using tracking disruptors to fudge the attacking missiles ability to properly engage their targets. What we are missing, is the idea of depleting the missile overall swarm damage. Basically, once missiles are launched, if they hit, they are going to do some damage.<br />
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Tracking disruptors should reduce effective range of missiles, by forcing the missiles to do course corrections and confusing the guidance enough to force the missiles to expend some of their reaction mass maneuvering to the target. Additionally, they should cause some of the missile swarm to miss entirely, last second minute course corrections in space results in misses after all.<br />
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Chaff - Chaff is the current modern day equivalent of tossing a bunch of debris around or next to your ship to distract incoming fire. Mostly used to distract missiles with automatic targeting, which is much more prevalent today on Anti-ship missiles(ASM) than ASM missiles that are fly-by-wire or direct controlled by the firing ship. So this might be of limited use, because in space, it would likely be far-harder to confuse an entire ships-worth of targeting gear, than a single or group of missiles targeting, but still -<br />
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How about flares to do the same thing. Think of the amount of flare launchers that could be fit on a spaceship, and the potential for cool eve effects for spewing chaff and flares while missiles are inbound.<br />
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Ships spewing flares? YEZ PLEAZ.<br />
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Anyways, these two methods (Chaff, flares) are ways to actively distract target locks and missiles that have yet to be implemented. Utility high slot module anyone? t1 and t2 decoys? Lots of avenue for exploration here, but really just some countermeasures for the constant range and damage of missiles.<br />
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It's not about destroying missiles viability, it's about making them more vulnerable to countermeasure. And to give the countermeasures added or modified more use than they currently have. For instance, flares and chaff could countermeasure gun overall effectiveness, by messing up tracking. Defender missiles or Point defense guns, could engage drones, frigates and other "nearby" hostiles. Their low calibre shells would make them poor ship to ship weapons, but could still provide fire against smaller ships (Battleships vs frigates and dessy) or defense versus drones and missiles.<br />
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Seriously though, someone had to have thought of many better ways to counter missiles, ways we just don't see in game.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-70575531362631368902015-06-10T08:05:00.000-07:002015-06-10T08:05:00.909-07:00Unexpected return - pt2(( The following is an IC, RP based post ))<br />
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Relief flooded through Logan as she came out, relief in the form of being a smart ass.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> “Wouldn't be nice to walk away from you that far.” Usagi’s blush sent a spike of shame through his body. He knew that didn’t need to be like this with her.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">"No... no it wouldn't..." Usagi said, apparently chastened, but her reddened cheeks, and downcast gaze twisted the shame in Logan’s heart, cutting him as deeply as if he had hit her. His compliment wasn’t expected.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“You are still too attractive by half than you should be when you blush. Puts dirty thoughts in my mind.” He smiled at her, pushing away from the wall and moving down the passage, still nearly empty despite the time. Logan managed not to look back and see if she followed, he could hear her moving after him.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">They walked in silence for a few minutes, Logan’s head starting to spin from the alcohol and thoughts of Usagi as his friend, then lover, then friend. Just as he was about to stop and face her, her hand wrapped around his bicep pulling him aside in the corridor, stopping them both. “Tired of looking at my ass?” He quipped, her direct gaze, though distracted, answered honestly, sending a thrill through his body.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“No.” She said, her eyes alight with something else. She looked down and then reached up with her hands, her soft fingers brushing against his cheeks, holding his face. Her touch alone sent every nerve in his body on edge, his head instantly getting light as he looked down at her, rising on her toes. Her words a small buzz in his ears. </span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">As Logan regained focus Usagi pressed closer to him. “Do you think I'm worth this?” She said, Logan replied by instinct, the insect like humming closing in on his ears.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Worth what?” Logan answered as Usagi slid up further on her feet, pressing into his body. Everywhere she touched his body buzzed, her lips on the side of his mouth made his eyes flutter and close, his body reacting instinctively. He would remind her how much trouble kissing him was. His hands slid around her small waist, reversing their positions in an instant, pinning her against the wall with a soft, muffled, thud; his long body supporting and pushing at hers as they kissed.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan, his mind near lost in the contact, followed through by pressing her small form hard against the wall, her soft lips parting for him, before he snapped back to a brutal cold reality. She had left him like nothing, </span><span style="font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">nothing</span><span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">. Repelled, he pushed back, slipping away from her in an instant.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“What the fuck Usagi.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">His mind echoed, indeed, what the fuck. Deep down he still felt like nothing, alone, but her body pressed against his, her kiss, it rekindled something just as deep he had assumed dead. Tears formed at the corners of his eyes, dripping down his face unabashedly.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Confused and lost, Logan gave in - “Of course you are worth it.” </span><span style="font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">‘Was she?’</span><span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Her hands slid down his body, first down his chest and then to his waist. His stomach lurched as if he was jumping into a star ringed with hostiles. </span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The cynical part of his mind warned, </span><span style="font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">‘You’re on your own now buddy.” </span><span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The chance lit deep in his heart wouldn’t yield. </span><span style="font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">‘Stupid...’</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“You’re more important to me than anything,” Usagi admitted as she looked over at him. Logan thoughts twisted, unwilling to be abandoned again. Treated like so much trash.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">"You've got a hell of a way of showing it." It all came back with the way she had left him, without thought, without saying anything. That’s not how it was supposed to be, not how it could ever be again. Could he trust her again not to leave? His mind answered simply:</span></div>
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<span style="font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">‘No.’</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“I just -- like I said, I was… am… scared,” Usagi interrupted Logan’s thpoughts as she rested her head on Logan’s chest; her hair tickling the underside of his nose. “Scared you’ll lose… your…....soul. And become a shell.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Like him.” Usagi said those last two words with such careless grace that it broke over Logan like a crushing wave. All emotion drained out of him, not even anger would hold. </span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Like who?” Logan reached out to her, but she turned away ready to head down the passageway.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“It doesn’t matter. Lead on.” No other words could have cemented Logan in his spot so thoroughly.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan’s words were heavy, tired, and hung in the air, anchored, like him, to the spot. “It does matter to me.” Usagi slipped away with a sigh, looking guiltily around the station, her eyes passing over billboards and storefronts.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Vendrin.” She paused for a second. “I guess you never get over having your first love walk away from you, claiming he's lost the ability to feel... to be human.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan, having feared a far worse name, or a more recent name, laughed with relief. Vendrin was a pilot and director for Rote and Stimulus as well, but Logan and him had never gotten along fantastically. Vendrin was rather a shell of a man. “Never did like that guy. Guess it is a good thing I am not just a better fuck, but also still capable of emotion.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Perhaps it wasn't love. I did bail on APEX when they needed me." Usagi turns back to Logan, chuckling. "Perhaps the love I felt was just guilt?" She turned away again, laughing, louder, “Guilt. Me. Hilarious.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Why a problem with guilt?” Logan, still relieved from her earlier admission, was admittedly lost in her sudden guilt.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“When I was first having problems with the State. When I cared about such things... His acceptance of me into APEX. He took me in knowing I was a criminal - an outcast… He allowed me a chance for redemption.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">She giggled again, turning to lean, face forward, into the wall, her giggle becoming a laugh. “Because back then, well, I guess I needed such things.” She pushed back from the wall, turning to look at Logan. “He protected me from myself…” Her smile dropped suddenly “And I repaid him by walking away… What goes around, comes around, huh?”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan could just nod, she wasn’t really talking to him anymore, just talking to say it. Logan just mumbled what her thought made sense. “Sometimes in the worst ways possible.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Usagi turned seemingly at the sound of his voice and started closing the distance, still talking. “Yup. You know I'm broken. You know I'm barely worth the biomatter it takes to clone me. Do you really want…” She points to herself "...this?" and then between them, clearly pointing out the relationship. "This?"</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Momentarily Logan wondered how he had been so wrong about her not being interested and about them being nothing. He reconsidered, wondering if this was just her way of trying her best. He could only answer honestly. “I don't think it's quite as simple as a yes or no question like that Usagi, but I'm willing to give it a try again. Up until you run away again.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“I can’t promise that I won’t.. but…” Usagi takes Logan’s hand and places it on her cheek. “I can promise that I … will… try..,” Usagi slipped up as if getting ready to kiss Logan. Rather, she ends up running her tongue up his cheek.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The wet contact of her tongue pushed all the negative thoughts of the day from Logan, some of his former joviality coming into the mix. “Now I know it's been a while but you should remember my cheek isn't what you usually lick.” He smiled down at her, wiping the trail of her tongue off his cheek. Hoping his rough stubble had at least tickled her tongue.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Usagi’s shock was as funny as it was fake. “</span><span style="font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Sir</span><span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">, we're in a public corridor!”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Never stopped you before, last time I checked you liked all the extra attention you got while getting fucked or on your knees in a public place. Such an attention whore." He smirks at her and starts walking down the corridor. Logan turned his head, speaking over his shoulder - “Besides, we never said we would hop back into each others pants so quickly.” He could hear a muted disagreement from his body, still buzzing from her touch. His mind stood firm though.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Fair enough,” she seemingly surrendered. Logan turned back around, still walking. Something warm wrapped itself around the back of his head, straps dancing over the edge of his vision. He deftly caught her shirt while turning, his eyes dancing over her now exposed chest. </span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Usagi must have thought she was far enough from him to escape his grasp as she said - “I guess I’ll head home. For now.” She wasn’t expecting his quick movements; three strides bringing him back in arm's reach of her half naked body. His arm slid around her back, keeping her in place.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan couldn’t help but smile as he looked down at her. “Oh no, I think now’s a perfect time for a nice, long walk.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Her smirk was torture as she looked down his body. “You've got the walking stick. Lead the way.” He could feel tension he didn’t know he had been holding drift out of his body, or rather to a more specific point on his body, but he felt better than he had in days.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Judging by the way you are practically drooling, you think it's more of a lollipop. So why the rush to get back to your quarters?” Logan looked at her and then started near dragging her into a walk next to him.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“That may have been your breakfast, but I've been drinking for hours.” She smiled over to him, practically shoving her enhanced chest into his side, causing more than a little distraction.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">“Poor thing, You can leave if you want to, this shirt is my property until I see you next.” He punctuated his comment by sliding his hand down her body and grabbing her still perfect ass, smacking it sharply. He could hear the gasp down the hallway as a man, his wife and daughter came around the corner. The mother was busy trying to cover the obviously interested late years teenaged daughters eyes, while the husband was busy near tripping over himself and a nearby bench. </span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Usagi slid herself around Logan, her hand sliding over the front of his pants, tugging. “All yours. I've got plenty.” She pushed up again, kissing Logan and biting his lip, before pulling away. “I'll see you soon.”</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan could just nod, his feelings suddenly back to warring inside his chest. Usagi taking his free hand and adding “I promise.” before drifting away.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Almost to himself Logan murmurs “Hope so.” His mind taking a mental picture as Usagi began to bound away. Or maybe skip was the right word. Either way she moved quickly.</span></div>
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<span style="font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Logan’s hangar was not far away, it was time to do the other thing he was good at.</span></div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-54250630681619428022015-06-08T08:00:00.000-07:002016-07-12T08:50:21.118-07:00Unexpected Return - Pt 1<div>
((The following post is IC and refects the relationship between Logan and Usagi))</div>
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Logan’s eyes cracked up just enough for the dim light in his capsuleer quarters to guide him to the bathroom, this mornings vomit was an odd orange color, making him wonder what exactly last night had brought up. His stomach grumbled, hungry now that it was empty, even while his bile still burnt the back of this throat. Shrugging he spent a few minutes doing his usual morning routine, missing the familiar aches his body had associated with the last year of heavily training various forms of martial arts.</div>
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A quick step through the shower made him feel a bit less like the underside of a bar stool, and hopefully smell less like one, a plain black t-shirt, loose pants, and station issued boots at least let him walk out the door. The hallway lights burned the backs of his eyeballs as the door opened, making him realize he had gotten dressed entirely in the semi-darkness of his room, even having assumed all the lights were on.</div>
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His head, unnoticed before throbbed painfully from last nights activities. At least his bed had remained single occupancy he mused as he crossed the threshold to the station with a quick glance backwards.</div>
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Just a few levels down was a dive bar with some kind of mystery meat designed to cure his every ailment, or at least weeks of experimentation proved as much. His feel knew the way in any case and he found himself quickly at the door.</div>
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The bar was blessedly darker than the station hallways or common areas, hiding all kinds of sins he was sure. He slunk over to his usual corner booth, ignoring the rest of the patrons and terrible music.</div>
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A form materialized next to his table, after a few minutes. Jillian, the waitress, must be on her game today he mused. He heard her say “Logan” and was confused, never having told the waitress his name. He looked up, expecting to quickly order, but his words caught in his throat. “I-”</div>
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Wait, this was not Jillian, a red-head, impish smile, smart mouth, grey, camo shirt, he blinked for a moment, then a moment more. </div>
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“Usagi?” He reaches up with a hand, giving his eyes a quick rub to make sure he isn't seeing things, or people. "Usagi? really? What did I drink last night?" His mind raced, he hadn’t seen her in months, and before that years. </div>
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She still stood there, when his hand cleared his eyes, saying something about drinking. She indicated the seat across from him. “May I?” Logan couldn’t tell if his body tripped over itself in response while his mind flurried with questions.</div>
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"Sure, please. Be my guest." Smooth, way to be nice. His eyes betrayed him for a moment, watching her slide into the seat, appreciating the extra time she seemed to be giving it, almost as if to not spook him.</div>
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“How’s it going?” She asked as she sat. She seemed almost nonchalant, as if seeing just another alliance mate after a few months. He couldn’t think of what to say….</div>
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“I, uh, good I suppose, haven't seen you in a while, not since you came back from prison... I think it was at least?” Logan grimaced, internally. What a shit question, but out of everything running through his mind it seemed the acceptable median between grabbing her and kissing, and cursing madly at her before walking out.</div>
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Usagi handled it like a pro, filling in some details about where she had been. Logan filed away that information for later follow up, but couldn’t help but stare. Maybe his mind was finally waking up, or eyes getting used to being open, Usagi sitting across from him, just seemed so much better than he remembered.</div>
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The waitress, finally arrived, he could feel her glance over the two of them; a near instant cooling of her attitude from when she practically waited on him hand and foot, drooling over every word he uttered. Still, the hangover cure beckoned. Usagi beat him to the punch ordering two tequila shots and then turning to face him. “What would you like? On me, of course.”</div>
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It was impossible to filter the images that poured into his mind from memory and fantasy. All the unspeakable acts that innuendo brought to his mind, then that smirk brought home before she quickly, maybe a little too quickly, added “Err, I'm buying.”</div>
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Logan felt the shit eating grin split his face, but it was probably too apparent to Usagi and Logan instead quickly looked over at Jillian, though the smile was meant for Usagi it may have melted Jillian as well. “I’ll just take my usual.” Jillian nodded, and moved off.</div>
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His eyes slid traitorously (or was it gratefully?) back to Usagi. She met him with a flat stare. “Come here often?”</div>
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He wanted to say so much just then, but didn’t, taking the easy out and answering the question instead. “Every time I drink like I did last night at least.... so yeah.” Logan smiled, “Pretty often. You?” </div>
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Wow, of course she didn’t or you would have seen her given the hours you spend in here doofus….</div>
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“First time,” Logan nods, keeping his lips pressed together to block his traitorous mouth. Usagi smiled back at him, her eyes taking a far away look for a brief moment. “For some reason today I just had an urge to check this place out…”</div>
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Jillian returned with their order, carefully sliding the plate of hashbrowns and meat under his nose, a mug of still steaming coffee placed next to the plate. Usagi’s shots were more hurriedly delivered, causing Logan to cringe a bit, wary of the rage Usagi might fly into should some of the liquid be spilled.</div>
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Logan’s mouth opened, uttering “You sure it wasn’t the sign advertising two shots of tequila for the price of one?” Logan wondered what, or if he was thinking, his mind seemed to be fuzzy, almost unable to control his words, or body. His words were the problem though, could he say any more stupid shit?</div>
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Usagi just seemed to agree, “That's certainly a more logical conclusion than some kind of divine inspiration.” In Logan’s mind eye he could see himself passing judgement on the conversation, frustrating him further. Maybe if he hadn’t gotten drunk last night this would be going better? Fuck.</div>
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Logan’s eyes drifted back up to Usagi, and was once again struck by her. “You look a little different Usagi.” There was something there, something different he couldn’t quite place. Something in her eyes, or behind them…</div>
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She took the first of her shots, apparently having toyed with it enough, prompting Logan to start digging into his food as well. She looked up at him after the shot, “Oh?” Usagi self consciously ran a hand through her hair, bringing back memories of her doing the same to his hair, sending an involuntary shiver down his spine.</div>
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“I guess I have had my hair lightened…” No, it had nothing to do with her hair, or her body, though they both looked better than his memory could recall…</div>
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Logan’s hand’s idled on his coffee, twisting the mug back and forth, trying to put words to what he saw, “Can't put my finger on it though, just better than you looked in my memory I suppose.”</div>
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Usagi’s slow grin caught Logan off guard, pushing him back in his chair as if getting ready for an attack. “Ohhhhhhhhhhh.”</div>
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Logan couldn’t help but laugh, wondering what he had gotten into. “What’s that supposed to mean?” Usagi’s arms slid to her sides, pushing out her chest. Wait her chest had never been that big? Logan’s gaze locked on her chest despite his attempts not to leer.</div>
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“Best plastic surgeon in Venal. I had some work done on my butt as well, but you can't really tell with these baggy pants on.” Logan tried, hard, not to think what that all looked like, uncovered, but failed. He wasn’t immune to her no matter what torment resided in his chest. “You like?”</div>
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For once Logan’s dirty mind saved him as he thought of her suddenly bikini-clad, inspiring his comment: “Not exactly what I was referring to, though they are very nice. Better in a bikini I bet.” The wink at the end felt like overkill but the thought of her stretched out in a bikini blocked any shame he might have felt.</div>
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Usagi’s response was serious, her head cocked to the side, “Then what…?”</div>
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Her hand slid across the barren table, grabbing a small piece of his hash, and then chomping it down hungrily. He hurriedly, but carefully cut off a few pieces of the wonder meat.</div>
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Still at a loss, “Said, I couldn’t define it….” He slid the plate towards the middle of the table, the greasy meat lubricating his mind a bit more. “Why did you have work done on your ass? It was a masterpiece.” Perfectly round, muscular but not too muscular… No work needed there.</div>
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Usagi grabbed a piece of the meat, gratefully, devouring it quickly before she spoke.. “I guess having an obsession with Gallente pop idols will put weird ideas into your head…” Logan nodded, remember Usagi’s penchant for the strange music; music that had more than one time that music had led to bed, or the floor, or both.</div>
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Usagi took her second shot quickly, finishing her thought, “..about how one is 'supposed' to look.”</div>
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“Well I hope he didn't fuck it up or the universe has lost something impressive.” A mistake the alleged doctor would die for it if true.</div>
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Usagi, disinterestedly looked for the waitress, seemingly all too ready to depart, begging mentally that Jillian keep her distance for just a few moments. Then Usagi spun Logan’s world on it’s side.</div>
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“I’ve heard no complaints.” Logan’s mind raced, paused, raced again. Not even her catched comment of “Not that I've been parading it around…” Saved the thoughts. Of course Logan, of course, it’s been a while, why would she even remember, or care what you thought. She’s just sitting here with an old mate, maybe back then she cared. Now….</div>
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“Been soliciting them?” His comment came out unbidden, angry, hurt, despite the smug smile resting on his lips. Her head already turning to deny, it just wasn’t enough. “You sure about that?” Logan seethed as Jillian, of course, picked that - THAT - moment to reappear..</div>
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Logan didn’t want to wait for an answer. He found himself wishing he had brought his gun and knife to get an answer quicker by dismissing the interloper. Usagi ordered some more drinks, Iced tea, and some of the same thing Logan had in front of him. Her words still echoed in Logan’s head... </div>
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‘No complaints’</div>
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Usagi’s answer was both not believable and too hasty, “ehh… yes?” The quick answer drove Logan crazier, jealousy licking his mind. He looked back over her body, this time really taking it in, realizing the implications. Of course Usagi had taken lovers, used that body (or at least a just as remarkable facsimile) without him. A quiet voice passed through the back of his head asking if he hadn’t done the same?</div>
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“If you are trying to emulate your pop idols I am surprised you are not wearing even less. Keeping it decent around the alliance mates?” Logan’s mind writhed, caught between the petty comment and the swarm of feelings long suppressed.</div>
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“Surely it's not been so long that you'd forgotten that I have no decency?” Thoughts filled Logan’s mind of all the times shared with her and less clothes. One particular notion of her in this; a little nothing she had picked up a few hours before at the Crystal Boulevard.</div>
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Logan let out a small laugh “No just remembering the time you went shopping on the Crystal Boulevard. And the things you returned with.” No decency and certainly no end to the fun with that outfit.</div>
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“I'd say this attire is my 'go away drunken executives' outfit.” Usagi mentioned, pointedly. Logan wondered if he was in that group of executives… “Not as if there are any on these levels, but still…”</div>
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Unsteadily Logan added, amidst a laugh, and a sip of coffee, trying to delay his words. “You always did have the ability to draw attention from those management types. I think they just like the bad girl aura you have.” He saw and felt the ice form over the conversation at that instant and nearly ran from the bar. The hell was he thinking? He knew in the back of his mind the things that would turn her sour, and heedless had headed for the same.</div>
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Logan, struggling now, remembered the comment he had put away for later, hoping to turn the conversation back to better things. “How is your father doing?” This was not at all how he wanted this conversation to be going, but couldn’t really say how it was he wanted it to go in the first place.</div>
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It was small consolation when her food arrived, meanwhile his foot had finally found his stomach, the greasy faire’s near medicinal effects providing some lubrication for the rocks banging around in his head, calming his headache by each passing minute.</div>
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“Well, thanks. Sleeping on piles of ISK when I saw him last.” Usagi munched on the food, cutting a strip of the steak off and chewing on it greedily. Her quick stop, mid bite, was startling as she spat out “What the fuck is this?” Her face contorted; her expression silently, but demandingly questioning ‘what am I even tasting?’. His tongue moved through his mouth, feeling the strange, slightly slimy residue that coated the inside of his mouth.</div>
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“Supposed to be some kind of steak... I just know it clears up my hangover every time.” Logan filled his mouth with another bite of steak, munching slowly.</div>
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Usagi resumed eating as well, muttering, “I wasn't complaining, mind you. Just couldn't quite figure it out.” She laughed a bit, adding, “Guess it's been awhile since I've had quality meat.”</div>
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Logan’s eyebrows shot up at her comment, his mind wandering down a dirty path, suggestively adding "How long exactly?"</div>
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Usagi’s laugh and eye roll felt good, almost a relief to Logan after the dark thoughts of her with other men. Suddenly so much more palatable if they were shitty in bed. “A while” was her retort, soothing Logan further, making him blurt out, “Good answer.”</div>
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It was strange, almost as if the hurt left by her departure could toss words to ruin any good feeling Logan had of this conversation. “You sure you can still handle quality meat?” Logan caught himself, trying to inflect the comment as a joke, tossing a large grin over at her before chugging down the rest of his coffee.</div>
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Usagi was obviously not expecting the retort, coughing as she replied “I guess *cough* I'll not know *cough* till I find *cough* some…”</div>
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Then trying to buy time to regain her composure she adds, “So….”</div>
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Once again, Logan lost control over his mouth, or maybe said what he was really thinking. “You looking for some, or just looking to waste some time?” He felt like his words hung in the air for eternity, unable to pull his eyes off Usagi, as he waited for her to answer. Or kick him. Something.</div>
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She just avoided his gaze, slouching down in her seat as the question was finally, if poorly asked. The question that had been hanging in the air between them since she sat down. ‘Do you care, do you want me?’ </div>
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Her answer broke the eternity. “I don't fucking know what I'm looking for, to be entirely honest.” No, Logan thought, no, no no. She pushed her food away, “Every time I think I know what I want, I run off because I want something else.” Logan’s mind laughed, he was right, she had gone off seeking someone, something else, something other than him.</div>
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She cared for him as nothing more than a passing fancy. Rage bottled up inside of him, but he couldn’t turn away. He suddenly wanted to be sick again, his chest wrenching in a most humiliating way.</div>
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They had been nothing.</div>
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“Fair enough, you just never said that before, and then completely disappeared on me, had been kinda hoping there was more to us than nothing."</div>
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Usagi’s nod was just further indictment they had been nothing. Even if her soft words denied it. "I never thought we were nothing," she denied, still not looking up. Logan couldn’t handle it, had to say something, anything.</div>
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“Well that's all you made me feel like, when you decided to leave. Twice.” His heart felt on the brink of breaking for a moment before an unexplainable urge to toss her over the table overrode his senses. “The shitty thing is my body still just wants to throw you over this table and make you earn forgiveness in front of all these people.”</div>
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Logan briefly dreamt of her spread out on the table, under him, writhing, begging for forgiveness, earning it. It was a pipe dream. “I know Jillian over there would enjoy the show. But I know that's not really a solution.” No matter how much he wished it was so simple.</div>
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Usagi’s voice wasn’t audible over the twang of the music, just her lips moving for a second. Logan read her lips. “I'm not a good person, I'm not a good friend, I'm not a good lover…” She looked over at Logan, meeting his gaze, finally. “All I really deserve is to be handled for what I am…”</div>
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Her words struck a humorous chord. Them, good people, good friends? As if capsuleers could be. It made this whole conversation nearly hysterical. Two killers, two absolute terrorists, being torn apart by feelings, of all things. Logan broke into a laugh. “I don't think either of us would qualify as a good friend or a good person, But don't you ever say shit about you not being a good lover.” The last bit came out as a bit of a mutter, his mind returning to the gutter. “Or I wouldn't be comparing every woman to you.”</div>
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Usagi took a few breaths, poised to speak, but Jillian arrived just in time to forstal her, Logan making the quick decision for two shots. Usagi remained silent until Jillian moved away. Usagi murmured something; something Logan missed entirely. </div>
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"What was that Usagi?" Logan looked up, staring at Usagi.</div>
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“I’m scared.” She wiped tears from the corners of her eyes hurriedly, “I'm fucking terrified,”</div>
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Logan still didn’t follow. “Of what?”</div>
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“Of you.” What? Why?</div>
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“I--” She sighs, stopping, “Do you know what happened the last time I told someone that I loved them? They told me that they were incapable of love and walked away. That hurt like hell; I can't handle that with you. I can't -- I can't let you leave me like that…” Her features set in a hard line, staring over at him, like it was his fault. Like it was him who had left her, forced her to feel.</div>
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Logan just nodded, deflecting, “I remember, I also remember I was not that person.” He looked back at her, steel in his gaze as she compared him to another man.</div>
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She stammered, maybe from his gaze, maybe because she was searching for another excuse. “I know, I know... But you're the same as him. The same as me.”</div>
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Logan snorted, bottling his emotions again. “So instead it seemed like a good idea to walk away and make me feel like you did before I had the chance to do the same thing to you?” So you did exactly what happened to you to me, to save yourself. Logan found it impossible to keep his anger out of his eyes and instead looked away from Usagi for a moment. </div>
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"I'd rather you think of me as manipulative scum than realize I'm simply a coward."</div>
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Just then Jillian arrived with his two shots, and while his mouth opened to say something, he filled it with first one and then the other shot, downing both in an instant. The searing liquid reminding him of why he had been throwing up a few hours ago.</div>
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“I'm sorry. I-- I shouldn't be acting this way.” Usagi said, looking for some kind of absolution, but it just wasn’t there with Logan, his rage had trickled down his body, pooling in his feet, and now, now he had to move.</div>
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Logan slid out of his seat, looking at Usagi as he stood next to the booth, trying to decide if he wanted to leave her here or drag her with him. He gave her the choice. “What way should you be acting?"</div>
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Usagi’s head slid into her hands, and for a moment Logan wondered if she thought he was about to hit her, looming like this. Instead she just replied - “Like a damned adult, not some high school drama queen..."</div>
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That was a good enough answer, and Logan turned on his heel, headed for the door. “Well then come on adult Usagi, it's time to take a walk.” He slipped out the door well ahead of Usagi and started away from the bar, intending to force her to run to catch up to him. Walking away like this seemed a bit overdramatic, he realized, turning again to retrace his few steps back to the bar. Leaning on the wall next to the door, waiting for Usagi to emerge. In that brief moment, months of memories and thoughts darted through his mind.</div>
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The most dreadful was that Usagi had thought of them as nothing; they were at best, friends who fucked. Logan mused at the asshole he had been during the conversation, and wondered if Usagi would even come with him. Moments passed, and then minutes. </div>
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Maybe she wasn’t coming out. Logan stirred a bit, adjusting his clothes, preparing himself to walk away this time. Before he could move, the door sprang open, Usagi coming hurriedly out, looking the opposite way first.</div>
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((Pt 2 - Wednesday))</div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-21830334945116864172015-05-12T12:53:00.002-07:002015-05-12T12:53:55.692-07:00Structureiffic!Looks like tuesday is another productive Eve day, with a new Dev blog out about the structures getting added. Everyone can read the important bits here : http://community.eveonline.com/news/dev-blogs/shake-my-citadel/<br />
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Hey these look pretty cool! The main problem will be linked with how the stations are handled in the overall structure of the game.<br />
<br />
To me this is all about scaling proportionately and correctly. For a long time POS's have been so overblown with HP, defenses and hardeners that it's not a content generator but the exact reverse. Small and medium POS have very little importance in cost or use, but they have so much HP that it makes it hard (if not impossible) for small gangs to do anything meaningful against the structures in the short term. Of course this is barring having your cap based ship orbit a POS for 24+ hours of non-stop shooting.<br />
<br />
Anyways, the thing that will make or break this concept in my mind is pretty simple, how much HP will the structures have, as in how hard will it be to place them in a vulnerable state, how much of an offset will the structure going into a vulnerable state be, as in how long will it be re-enforced before becoming vulnerable, how will notifications of attack be sent out, and all the other small details. And secondly, how powerful will these defenses be in practice. Yes make the large and XL structures tough, but don't make the small and mediums overpowerful as well!<br />
<br />
In short, give them too much HP (even for small to mid sized) or too many abilities or option for Defense, and they become non-viable targets for small gang roaming or engagements. Go the opposite route and they will never be used because they are too vulnerable/expensive no matter what the upside. I guess we will be looking closely as they roll out how the Entosis modules interact will everything, just as much these structures as everything else.<br />
<br />
Like I said, sure making the Large and XL structures impossible for smaller gangs to attack effectively is GOOD, but doing the same with the smaller structures makes it that much harder for them to be content delivery and more to be PvP denial structures (much like current POS mechanics).<br />
<br />
More good news though, at least ships will be off the scanner when idling inside!<br />
<br />
See you in space.<br />
<br />
OTHER USEFUL, RECENT DEVBLOGS<br />
<a href="http://community.eveonline.com/news/dev-blogs/long-distance-travel-changes-inbound/" target="_blank">Sov Part 1</a><br />
<a href="http://community.eveonline.com/news/dev-blogs/politics-by-other-means/?_ga=1.20358264.1142063968.1429013334" target="_blank">Sov Part 2</a> (Includes information on the Entosis module)Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-44727331037122694432015-05-04T13:14:00.001-07:002015-05-04T13:14:26.826-07:00Eve's 12??!! No really.It's 2015 already and in eve terms that means eve is about to turn 12. So as my wife would say "I can't believe you are still playing that damn game."<br />
<br />
Also known as my mistress, and also known as the thing that I have (off and on) been playing since late 2004, and with Logan since 2005. Bottom line, it's been a long time. In fact so long that I can't remember being any other gamer tag but Logan, even though it was not my first gamertag, I find that I am just as responsive when someone says Logan as my real name!<br />
<br />
Anyways, into the meat of this post, first off, free stuff! (The real dream of Eve)<br />
<br />
First, space barbie stuff, and Logan IS looking for a new look....<br />
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He may make it look good, but Logan will make it look FABULOUS! lol<br />
<br />
Okay jokes aside, current subs will get two of these jackets, women's model looks just as good. Okay maybe a little better. So I have a weakness for the women of Eve...<br />
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Anyways we also look to get a couple of the commemorative implants... specifically:<br />
<br />
<ul>
<li>CA-3 willpower +3; Provides +1.5% ship velocity and shield capacity bonus; 30% bonus for set (CA1-4 is a set)</li>
<li>CA-4 memory +3; Provides +1.5% ship agility and armor hit points bonus; 20% bonus for set (CA1-4 is a set)</li>
</ul>
<div>
The full details can be found at this link - https://community.eveonline.com/news/news-channels/eve-online-news/eve-is-twelve/</div>
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So it's time to re-up those alts and reflect on 12 years ago...</div>
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2003- Still in the Navy actually, completing my last deployment and last few months in, I didn't even know Eve was a thing at this point, and it would be a good full year before I realized what I was missing.</div>
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I got into Eve in 2004, before I had even met my now wife (feels like a lifetime ago) but boy did I play it like a habit. I started out pretty industrial, okay I did I lot of missions and mining before I got into the first big nullsec wars in the north (The really old ones) and it was downhill from there. Logan got created as my combat only alt, and my main, who soon turned alt, was split focused. By 2006 Logan was my primary character, and a minmatar specialist.</div>
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Back in those days the whole game was different as were figuring out new and better fits, and I delighted in the metagame of coming up with the new best thing. I spent a ton of time in lowsec around here and still miss those careless nights of roaming, slaughter and death.</div>
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I can't even list without more time than I want to dedicate all the things that have changed in 12 years, but while not all were good, either in Eve or outside of it, this is one game that has had a distinct impact in my life, and I don't think there is many games that can say that for me.</div>
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In short, happy Birthday Eve, may your soon to be teenaged years help mature you further.</div>
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-Logan</div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-83594915690669039122015-02-24T08:07:00.000-08:002015-02-24T08:09:27.873-08:00An odd positionSo the other day I was talking to a long ago friend of mine who I used to play Eve with and he wanted to know if I was still active in Eve, and more importantly if he should make the transition from Aion back to Eve. His stated reason for leaving Aion was that it was getting too "blobby" but that he still wanted "Large fights."<br />
<br />
I was a little stunned, I mean, in my opinion Eve took the blob, perfected it and then used it to ruin every other game. Wait, was that Eve or human nature? Meh! Probably Eve. Anyways, wanting to leave the zerg and the blob behind but still get into large fights, they sounded pretty similar to me, so I didn't know where to go.<br />
<br />
Anywho, I talked to him about some other options, if he was looking for battles on the mid-scale, but he wanted something larger, or maybe something more persistent. So in the end we still spent an age talking about Eve, but I was careful to reminded him of all the reasons why getting a desired battle is tricky, especially for someone coming back into the game.<br />
<br />
Lots of new meta out there, like ships not showing up on Dscan, new shiptypes, new mechanics around guns and lots to learn. But most importantly, to remember to choose the battle you want to be in and deny the rest. Without that impulse, I see people come back to eve, dive into what they think is the right fight and end up hopelessly outmanned and outclassed due to continual escalation and a shift in meta they were not aware of.<br />
<br />
It also made me wonder what, and where a lower skilled pilot would go to get into PvP, and where the main recruitment pipelines were for newer PvPers. In the end it goes back to the Eve forums, but it seems like the main pipeline are the following standouts. Brave has more or less hung up it's lowsec/highsec focus, but that doesn't mean they aren't a great place to get some footing and more importantly exposed to a high number of fights and talented teachers and a strong program to bring early players onto the right track. Well what about returning combat vets? Maybe RedvBlue, or perhaps one of the many facwar locations. I ended up suggesting <a href="https://wiki.eveonline.com/en/wiki/How_To_Join_Factional_Warfare" target="_blank">Facwar</a> because, let's face it, it's a good place for most sizes of combat, with far more fights rather than utter tidi slugfests, and I'm a bit biased towards smaller or even mid-sized fights for enjoyment.<br />
<br />
I'll be the first to admit I have been favoring World of Tanks a lot more now recently than I have Eve online, but that's no excuse to forget the fun that can be had in Eve, and the challenge in eve that lots of other games just can't offer. In the end it is the shifting meta, the strange and cool new fits you stumble upon in your lifetime of flight, those battles you take and don't take, those ones you win and lose.<br />
<br />
I hope he comes back to eve and finds the kinds of fights he is looking for, I'm sure he will if he looks for them. In the meantime, back into space with me and off to find adventures of my own.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-24033515377119816592013-10-08T07:17:00.001-07:002013-10-08T07:17:57.126-07:00Warp speed accel changesThe best thing to happen to Eve in a long time.<br />
<br />
It's never made sense that to get into warp it takes a inty the same amount of time as a BS or even a BC or hell, even a cruiser. Perhaps everyone doesn't get UP to warp speed as fast, that being 75% of top speed, but once there, everyone gets into and out of the warp bubble with such a marginal difference in spool up that it's negligible in the long term of an engagement or even warp between stargates.<br />
<br />
Well NOT ANYMORE!<br />
<br />
CCP is pushing through a new change with Rubicon that is going to change the way fast tackle and forward scouting, not to mention pursuit of fleeting hostiles or BS targets will work.<br />
<br />
In this video by dkcarlos, the true speed can be brought into focus. <a href="https://www.youtube.com/watch?v=AdQRyRZur8U" target="_blank">This is of course utilizing a Stiletto, with 2 t1 warp rigs, speeding along at 14 AU/s</a>. It makes a complete 31 AU warp in roughly 10 seconds. Another video by GamingwithDaOpa, shows a side by side comparison between the new warp speed and what is currently on TQ.<br />
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Just to name a few reasons why this is going to be pretty amazing, now if a cruiser or BS slips from tackle and heads towards the nearest clestial or warp gate, before they would likely be able to escape, but now, even with a 5-10 second lead frigate class, especially the fast warping interceptors, will be able to not only catch up, but also overtake fleeing ships and fleets, able to land tackle and get kills. To offset that, greater coordination will be needed in large mixed fleets because of mixed warp times. No longer can that triple plated baddon scoot along only marginally slower than that AHAC fleet, it will no be a good 20-30 seconds behind on almost every warp.<br />
<br />
Overall we are going to see a resurgence of people who specialize in fast tackle and specialized, read t2 warp speed rigged, inty pilots who will maximize every stat to shaving time off warps. On the downside, this does impact smaller fleets ability to disengage from larger blobs with tackle able to more easily catch up and lock down one or two at a time.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com1tag:blogger.com,1999:blog-7616244196108776097.post-78078990296585810112013-09-03T10:09:00.002-07:002013-09-04T09:55:56.963-07:00Amarr HAC and CS changesOdyssey 1.1 and your changes are here. In this post I will be covering the changes to the Amarr CS and HAC's and the impact of these changes.<br />
<br />
Just as a disclaimer because I won't talk about it too much, HAC's across the board are getting a boost to their sensor strengths to bring them in line with t1 battleships in the 20-24 range it appears. Now this is a huge improvement across the board in response to EWAR so it does make a big difference, but I just don't want to have to circle around and mention it every time. They are also receiving a role bonus that provides a 50% reduction in MWD signature radius penalty (bloom). This is also quite significant, but mostly brings into question if AHAC doctrines will become MWD doctrines instead. Additionally HAC's got a bonus to their capacitor recharge rates and capacitor amounts in order to hopefully allow more cap hungry setups.<br />
<h2>
Heavy Assault Cruisers</h2>
<div>
<blockquote class="tr_bq">
<i>SACRILEGE</i><br />
<b>Role</b> <b>Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Amarr</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
5% to Heavy Assault and Heavy Missile damage (added heavy missiles)<br />
4% to all Armor Resistances<br />
<b>Heavy</b> <b>Assault</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Heavy Missile and Heavy Assault Missile velocity (was capacitor recharge time)<br />
5% bonus to Missile Launcher rate of fire<br />
<b>Slot</b> <b>layout</b>: 6H, 4M, 5L; 1 turrets(-3), 5 launchers<br />
<b>Fittings</b>: 1100 PWG(+70), 420 CPU(+20)<br />
<b>Defense</b> (shields / armor / hull) : 1100(-293) / 2250(+162) / 1690(+2)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1700(+75) / 255s (-80s) / 6.66s (+1.8)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 200(+2) / .567 / 11750000(-540000) / 9.24s(-.4)<br />
<b>Drones</b> (bandwidth / bay): 50(+35) / 50(+35)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 312 / 7<br />
<b>Sensor</b> <b>strength</b>: 22 Radar(+7)<br />
<b>Signature</b> <b>radius</b>: 135(-5)</blockquote>
</div>
<div>
The Sac is now not a dedicated HAM platform, and has gained bonuses to HML in addition to the already present HAM bonuses adding to it's utility and removing three turrets (which went unused) for the convenience.<br />
<br />
A slight nerf to shield HP is followed by a buff to armor HP, with a 2hp addition to structure, for all the good that does. THe most significant change is the loss of the capacitor recharge time, which used to allow the Sac to fit a massive active tank and have the capacitor recharge to run it even under the most adverse conditions.<br />
<br />
CCP has stated that this change was partly in response to the overall capacitor changes for HAC's, and that this bonus was mostly getting rolled into every HAC as a matter of course with this update. However the bonus would make the cap stronger than this slight change to recharge time that is in this version of the Sac. So the extra bonus, as a replacement, to heavy missiles and HAM's has changed the amount of DPS this boat can put out, and perhaps even prompt the dropping of the usual 2 BCU's in favor of more cap recharge or an even stronger active or passive tank.</div>
<div>
<br /></div>
<div>
<blockquote class="tr_bq">
<i>ZEALOT</i><br />
<b>Role</b> <b>Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Amarr</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Medium Energy Turret capacitor use<br />
5% bonus to Medium Energy Turret rate of fire<br />
<b>Heavy</b> <b>Assault</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Medium Energy Turret optimal range<br />
5% bonus to Medium Energy Turret damage<br />
<b>Slot</b> <b>layout</b>: 5H, 3M, 7L; 5 turrets, 0 launchers<br />
<b>Fittings</b>: 1180 PWG, 320 CPU<br />
<b>Defense</b> (shields / armor / hull) : 980(-4) / 2250 / 1670(-18)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1500 / 285s (-50s) / 5.26/s (+.78)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 210(+1) / .553 / 12580000 / 9.64s<br />
<b>Drones</b> (bandwidth / bay): 0 / 0<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 75km(+20km) / 306 / 6<br />
<b>Sensor</b> <b>strength</b>: 21 Radar(+8)<br />
<b>Signature</b> <b>radius</b>: 125</blockquote>
</div>
<div>
The Zealot has long been one of the most used HAC's in game because of both it's small sig radius AND large native resists and tankability. It is to the armor tanking world, what the "Fist" or AHAC doctrine was centered around. I'm not expecting any huge changes to the Zealot and unsurprisingly we see very little change here but it's the role bonus that brings up a good question. Is the MWD Zealot going to replace the AB Zealot in AHAC doctrines?<br />
<br />
With the built in 50% reduction in MWD sig penalty, the extra speed afforded by a MWD over a AB could make this already fearsome doctrine, even more aggressive, mobile and deadly. Sure the 125 sig radius will still see some bloom, but the addition of the extra speed will more than make up for the radius increase. This is a little unusual, because previous "kings of their class" ships while being left alone actually suffered quite a few nerfs, looking at the Minmatar ships that suffered a loss of usability caused by the balancing of other ships up to their level, the Zealot doesn't suffer similarly and remains in one of the strong positions in the HAC lineup.</div>
<div>
<br /></div>
<h2>
Command Ships</h2>
<div>
<blockquote class="tr_bq">
<i>Absolution</i><br />
<b>Amarr</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
4% bonus to all Armor Resistances<br />
10% bonus Medium Energy Turret capacitor use<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
5% bonus to Medium Energy Turret rate of fire<br />
10%(+5) bonus Medium Energy Turret damage<br />
3% bonus to strength of Armored Warfare and Information Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1)<br />
<b>Fittings</b>: 1500 PWG (-75), 400 CPU<br />
<b>Defense</b> (shields / armor / hull) : 2900(-463) / 5300(+695) / 4600(+276)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25)<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10)<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 3375 / 750s / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09)<br />
<b>Drones</b> (bandwidth / bay): 25 / 25<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1)<br />
<b>Sensor</b> <b>strength</b>: 21 Radar (+5)<br />
<b>Signature</b> <b>radius</b>: 265<br />
<b>Cargo</b> <b>capacity</b>: 375 (+25)</blockquote>
</div>
<div>
Laser shows are pretty and having 6 medium pulses used to be the short route to putting off an impressive display. Sadly, with the loss of One turrets, it loses he extra "cool factor." If there ever was such a thing. Truth be told the Abso never saw much in the way of combat but could always tank, actively, very well thanks to it's impressive armor profile and huge base resists. Now with a buff to it's armor resists up to the Damnation's level of resists the Abso might see a surge in use in armor gangs that the Damnation and it's three links used to long hold.<br />
<br />
Truth be told I don't see this happening as the Damnation still holds the advantage in huge tank with the bonus to HP per level, but the Abso could be a very effective and strong addition to smaller <20 gangs.="" man="" p=""><!--20--></20></div>
<div>
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<div>
<blockquote class="tr_bq">
<i>Damnation</i><br />
<b>Amarr</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
4% bonus to all Armor Resistances<br />
10% bonus to Heavy Assault Missile and Heavy Missile velocity<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
10% bonus to all Armor hitpoints<br />
10% bonus to Heavy Assault Missile and Heavy Missile damage<br />
3% bonus to strength of Armored Warfare and Information Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers<br />
<b>Fittings</b>: 1300(-290) PWG, 500(+25) CPU<br />
<b>Defense</b> (shields / armor / hull) : 3600(+137) / 4700(+95) / 4400(+76)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 3375 / 750s / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08)<br />
<b>Drones</b> (bandwidth / bay): 50 (+25) / 100 (+75)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1)<br />
<b>Sensor</b> <b>strength</b>: 22 Radar (+6)<br />
<b>Signature</b> <b>radius</b>: 265<br />
<b>Cargo</b> <b>capacity</b>: 645</blockquote>
</div>
<div>
Another ship that was king of it's class was the Damnation. Long used as a link support ship and the designated "cyno carrier" in most fleets, now the Cynonation can share that dubious honor with the Abso, but will still be mostly dominant in larger fleets mainly because of the huge 50% at level 5 bonus to armor HP that continues to make the Damnation such a huge flying brick.<br />
<br />
With it's changes to damage potential, the Damnation might actually become a much more capable combat BC than it was prior and might see use in roaming smaller gangs because of it's increased DPS output as well as a hefty tank.</div>
<div>
<br /></div>
<h2>
Recap</h2>
<div>
Overall the Amarr were the kings of both the HAC and CS tree's in the meta before Odyssey 1.1 and look to continue that trend by providing options that their t1 counterparts are unable to do. Main reliant on their t2 resists to have an improved rep profile for Logstics and large enough DPS numbers and utility to continue to be the mainstays of large armor fleets, especially the improved Damnation's damage and the Zealot's new ability to fit a MWD with just a fraction of the signature radius.</div>
<h2>
Source links</h2>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=263720" target="_blank">HAC changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264775" target="_blank">CS changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264776" target="_blank">Armor Rep Changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=267256" target="_blank">Domi Tracking bonus change</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&m=3426016" target="_blank">Gang bonus changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=260025" target="_blank">Rail/Arty Changes</a>Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com2tag:blogger.com,1999:blog-7616244196108776097.post-7878227550186139912013-09-03T09:27:00.003-07:002013-09-03T09:27:32.953-07:00Caldari HAC and CS changesOdyssey 1.1 and your continued changes, this time with the Caldari HAC and CS changes! I think this'll be a good one!<br />
<br />
Just as a disclaimer because I won't talk about it too much, HAC's across the board are getting a boost to their sensor strengths to bring them in line with t1 battleships in the 20-24 range it appears. Now this is a huge improvement across the board in response to EWAR so it does make a big difference, but I just don't want to have to circle around and mention it every time. They are also receiving a role bonus that provides a 50% reduction in MWD signature radius penalty (bloom). This is also quite significant, but mostly brings into question if AHAC doctrines will become MWD doctrines instead. Additionally HAC's got a bonus to their capacitor recharge rates and capacitor amounts in order to hopefully allow more cap hungry setups.<br />
<h2>
Heavy Assault Cruisers</h2>
<div>
<blockquote class="tr_bq">
<i>CERBERUS</i><br />
<b>Role</b> <b>Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Caldari</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
5% bonus to Kinetic Missile damage<br />
10% bonus to Missile velocity<br />
<b>Heavy</b> <b>Assault</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Missile flight time<br />
5% bonus to Missile Launcher rate of fire<br />
<b>Slot</b> <b>layout</b>: 6H, 5M, 4L; 0 turrets, 6 launchers(+1)<br />
<b>Fittings</b>: 800 PWG(+165), 520 CPU(+80)<br />
<b>Defense</b> (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1200(+137.5) / 235s (-100s) / 5.1/s (+1.93)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 220(+45) / .463 / 12720000 / 8.17s<br />
<b>Drones</b> (bandwidth / bay): 15(+15) / 15(+15)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 95km(+15km) / 282 / 6<br />
<b>Sensor</b> <b>strength</b>: 24 Gravimetric(+8)<br />
<b>Signature</b> <b>radius</b>: 135</blockquote>
</div>
<div>
Care-bear-r-us... That's pretty much all I ever thought of when I saw this ship, both in space and in fights. I know it's got some good advantages, but honestly, I just remember it back from it's days and a missile spamming PVE god. How things have changed.<br />
<br />
It's dropping it's utility high (finally) for another launcher spot, and adding a chunk of PG and cpu to be able to fit out the highs with a full loadout of HML, RLML, or HAM's with varying amounts of tank. Additionally it's finally scoring some drones to even it out vs closer brawling tackle, so now it too can fit EC-300s!<br />
<br />
The extra mobility and extra launcher slot will easily update this to be one of the better HAC's post-change.</div>
<div>
<br /></div>
<div>
<blockquote class="tr_bq">
<i>EAGLE</i><br />
<b>Role</b> <b>Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Caldari</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Medium Hybrid Turret optimal range<br />
4% bonus to shield resistances<br />
<b>Heavy</b> <b>Assault</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Medium Hybrid Turret optimal range<br />
5% bonus to Medium Hybrid Turret damage<br />
<b>Slot</b> <b>layout</b>: 5H(-1), 6M(+1), 4L; 5 turrets, 2 launchers<br />
<b>Fittings</b>: 990 PWG(+115), 440 CPU(+2)<br />
<b>Defense</b> (shields / armor / hull) : 2500(+391) / 1250(-16) / 1550(+3)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1350(-25) / 255s (-80s) / 5.29/s (+1.2)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 180(+16) / .576 / 11720000 / 9.36s<br />
<b>Drones</b> (bandwidth / bay): 0 / 0<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 90km(+20km) / 252 / 8<br />
<b>Sensor</b> <b>strength</b>: 25 Gravimetric(+7)<br />
<b>Signature</b> <b>radius</b>: 140(-10)</blockquote>
</div>
<div>
The Boa's big brother, the Beagle is getting a sort of nerf/boost with the now live changes. That is, it's losing a valuable high slot for an extra mid. Usually in a brawler HAC, with cap dependent weapons I like to see either a nos in the high to keep things running or enough mids to fit a cap booster to do the same. Now the Beagle has gone from nos to cap booster. With the rail changes it should also become a feared sniping rail platform, but I think the real bonus will be with blasters and brawling.</div>
<div>
<br /></div>
<h2>
Command Ships</h2>
<div>
<blockquote class="tr_bq">
<i>Nighthawk</i><br />
<b>Caldari</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
4% bonus to all Shield Resistances<br />
7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
7.5%(+2.5) bonus to Heavy Assault and Heavy missile launcher rate of fire<br />
5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity)<br />
3% bonus to strength of Siege Warfare and Information Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1)<br />
<b>Fittings</b>: 1000 PWG (+290), 560 CPU (+5)<br />
<b>Defense</b> (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15)<br />
<b>Drones</b> (bandwidth / bay): 25 / 25<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1)<br />
<b>Sensor</b> <b>strength</b>: 24 Gravimetric (+5)<br />
<b>Signature</b> <b>radius</b>: 285<br />
<b>Cargo</b> <b>capacity</b>: 700 </blockquote>
</div>
<div>
This is also getting the five weapon system treatment now so familiar to all the Command BC's out there. This means that the Nighthawk is gaining a RoF bonus and a damage bonus and retains it's powerful missile explosion radius bonus to boot. Now this will be doing even more damage, per missile, to smaller ships, and receiving a bonus to Siege (shield) warfare modules and the newly acquired Information Warfare links, for what I imagine will be the suddenly more popular ECM blob ships. With one of these in fleet, suddenly Blackbirds will be like falcons, but at a much greater range.</div>
<div>
<blockquote class="tr_bq">
<i>Vulture</i><br />
<b>Caldari</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
4% bonus to all Shield Resistances<br />
10% bonus to Medium Hybrid Turret optimal range<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
10% bonus to Medium Hybrid Turret optimal range<br />
10% bonus to Medium Hybrid Turret damage<br />
3% bonus to strength of Siege Warfare and Information Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3)<br />
<b>Fittings</b>: 1275 PWG, 545 CPU<br />
<b>Defense</b> (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 3000 / 667s / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8)<br />
<b>Drones</b> (bandwidth / bay): 25 / 25<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1)<br />
<b>Sensor</b> <b>strength</b>: 23 Gravimetric (+4)<br />
<b>Signature</b> <b>radius</b>: 285<br />
<b>Cargo</b> <b>capacity</b>: 400 (+55)</blockquote>
</div>
<div>
Keeping in line with the blaster Eagle, the Vulture is the "hybrid" Command BC platform. Prior to this change it was mostly seen as a floating brick tank, capable of absorbing massive amounts of damage, as well as pushing out good link status, but with relatively little DPS. Not much has changed here, the slot loadout remains the same, with the bonus to the ship across the board stating the same, just mostly the Siege warfare and Information warfare link bonus getting changed and added.</div>
<div>
<br /></div>
<h2>
Recap</h2>
<div>
Overall I think the Cerb is the clear winner out of these four ships. The added mid slot and added fitting adds a lot of versitility for what is otherwise an underused ship. Does it do enough to be better than a flight of Drakes, caracals or Tengu ball? Probably not, but does it become a more viable cruiser sized attack ship? I think definately and it may surprise some lowsec and nullsec residents when they suddenly start getting killed by kiting solo Cerbs. Not that they aren't already getting killed by solo Cynabals!</div>
<h2>
Source links</h2>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=263720" target="_blank">HAC changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264775" target="_blank">CS changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264776" target="_blank">Armor Rep Changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=267256" target="_blank">Domi Tracking bonus change</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&m=3426016" target="_blank">Gang bonus changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=260025" target="_blank">Rail/Arty Changes</a>Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-65558901352819595742013-08-27T12:26:00.000-07:002013-08-28T07:48:44.799-07:00SCL 4 Team drawings completed!<div class="separator tr_bq" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyM539JzTf_k68n-DHqr-1k0kNNONef9ySyiLyf2LJiqvA1vc5NwUwKBFYunKomYO_tjcV9-WJxSBDJSmb6FS4lfpKldGWxiL_JUZ3dn_zzzzY0sIUYaKLQZdRG_ceAulcok2C8Il7tj4/s1600/logo+(1).png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="105" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyM539JzTf_k68n-DHqr-1k0kNNONef9ySyiLyf2LJiqvA1vc5NwUwKBFYunKomYO_tjcV9-WJxSBDJSmb6FS4lfpKldGWxiL_JUZ3dn_zzzzY0sIUYaKLQZdRG_ceAulcok2C8Il7tj4/s320/logo+(1).png" width="320" /></a></div>
With the fourth SCL drawing near, the random draw for the remaining ten slots has finally been completed. Full details can be found at this <a href="https://forums.eveonline.com/default.aspx?g=posts&m=3527712" target="_blank">link</a>.<br />
<br />
Or I am just going to copy it all in here.<br />
<br />
<blockquote>
Pandemic Legion and Reputation Cartel, as top 4 finishers in SCL 3, are guaranteed spots. Insurance Fraud Inc and Warlords of the Deep did not return this round.<br />
<br />
This leaves 10 spots from the random drawing, so the first 10 teams on this list get in. I will be mailing these team captains to collect the entry fee.<br />
<br />
<b>1. Team Mincemeat</b><br />
<b>2. TEST Tourney Team Please Ignore</b><br />
<b>3. Spiritus Draconis</b><br />
<b>4. EXEceptional Otters</b><br />
<b>5. DeepWater</b><br />
<b>6. Pandemic B-Lues</b><br />
<b>7. Black Legion</b><br />
<b>8. Footwork</b><br />
<b>9. Top Three Teams from ATXI</b><br />
<b>10. Verge of Collapse</b><br />
Your Boats Don't Count<br />
RONIN<br />
xX.Shadoo.For.Queen.Xx<br />
Reputation Cartel<br />
Late Night Alliance<br />
CVA<br />
Jakkaru's Revenge<br />
Cerberus Allstars<br />
Penumbra<br />
Zulu Squad<br />
Pandemic Legion<br />
<i>No Boundaries</i><br />
Nulli Secunda<br />
AT Renegades Council (RIOT)</blockquote>
Now with all 12 teams chosen the SCL can continue down the path for what is likely the most talked about tournament so far. Mainly because of the screen time the SCL commentators received during ATXI and the still relatively high interest around the SCL and alliance tournaments.<br />
<br />
Unfortunately, my Rote Kapelle-filled team (No Boundaries) did not make the cut, but Reputation Cartel is guaranteed a spot. So no SCL for me! Maybe SCL5. In any case the SCL website remains down, but the bracket will now be filled in with actual team names.<br />
<br />
Also, thanks Poetic, who pointed out that the teams that were guaranteed spots were also in the random drawing, those being both PL and Reputation Cartel.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com2tag:blogger.com,1999:blog-7616244196108776097.post-85597097288299413272013-08-26T07:56:00.003-07:002013-08-26T07:56:44.941-07:00Gallente HAC and CS changesWith Odyssey 1.1 a host of new changes are coming online for game mechanics in general but also specific to Command Ships and HAC's. This is my breakdown post for the changes as they currently stand, Gallente edition.<br />
<br />
As I said in the Minmatar breakdown, All HAC's are getting a new role bonus to MWD signature bonus, this will reduce all MWD bloom by 50%. They are also getting an across the board buff to their sensor strengths to bring them in line with t1 BS instead of cruisers. This is in the 21-24 range of sensor strength. Additionally HAC's got a bonus to their capacitor recharge rates and capacitor amounts in order to hopefully allow more cap hungry setups.<br />
<br />
<h2>
Heavy Assault Crusiers</h2>
<div>
<blockquote class="tr_bq">
<i>DEIMOS</i><br />
<b>Role</b> <b>Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Gallente</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
5% bonus to Medium Hybrid Turret damage<br />
7.5% bonus to Armor Repair amount<br />
<b>Heavy</b> <b>Assault</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
10% bonus to Medium Hybrid Turret falloff<br />
5% Medium Hybrid Turret damage<br />
<b>Slot</b> <b>layout</b>: 5H(-1), 4M(+1), 6L; 5 turrets, 0 launchers<br />
<b>Fittings</b>: 1050 PWG(+60), 360 CPU(+10)<br />
<b>Defense</b> (shields / armor / hull) : 1200(+40) / 2100(+60) / 2550(+19)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1400(+25) / 225s (-110s) / 6.2/s (+2.1)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 230(+22) / .475(-.055) / 11460000 / 7.54s(-.875)<br />
<b>Drones</b> (bandwidth / bay): 50 / 50<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 85km(+20km) / 270 / 6<br />
<b>Sensor</b> <b>strength</b>: 22 Magnetometric(+7)<br />
<b>Signature</b> <b>radius</b>: 150(-10)</blockquote>
</div>
<div>
The Deimos or the more commonly known Diemost was popular for a while, then unpopular and then popular with the "kool kids" and then unpopular again and now might once again see the light of day in regular fleet ops. Well if everything goes according to plan that is.<br />
<br />
Like several other HAC's the Deimos keeps it's original bonuses but then gets some very beneficial changes to it's slot layout. To be exact, it's gains another mid slot at the cost of a high. With already having 6 lows it's utility high was scrapped and moved into a mid slot providing that extra slot needed for fitting full tackle AND a capacitor booster needed so badly on this ship to keep the guns and reps running throughout a fight. It's also picking up some needed PG and CPU to allow for the extra module needed in the mid slot. Extra speed has also been added, along with a touch more agility, extra lock range and better capacitor recharge.<br />
<br />
Overall the extra speed, mid slot and increase to agility will allow the Deimos to finally outlast it's long earned name.</div>
<div>
<blockquote class="tr_bq">
<i>ISHTAR</i><br />
<b>Role</b> <b>Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Gallente</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
7.5% bonus to Heavy Drone speed and tracking(was 5% bonus to Medium Hybrid Turret damage)<br />
10% bonus to Drone hitpoints and damage<br />
<b>Heavy</b> <b>Assault</b> <b>Cruiser</b> <b>Bonuses</b>:<br />
5 km bonus to Drone operation range per level<br />
7.5% bonus to Sentry Drone optimal range and tracking speed(was bonus to drone bay capacity)<br />
<b>Slot</b> <b>layout</b>: 4H(-1), 5M, 5L; 4 turrets(+1), 0 launchers<br />
<b>Fittings</b>: 780 PWG(+80), 340 CPU(+55)<br />
<b>Defense</b> (shields / armor / hull) : 1400 (-6) / 1600 (-18) / 2300 (+191)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1400 (+275) / 265s (-70s) / 5.28/s (+1.9)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 195(+4) / .52 / 11100000 / 8.43s<br />
<b>Drones</b> (bandwidth / bay): 125 / 375(+250)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 80km(+20km) / 294 / 7<br />
<b>Sensor</b> <b>strength</b>: 23 Magnetometric (+7)<br />
<b>Signature</b> <b>radius</b>: 145</blockquote>
</div>
<div>
Wow. That's it, just wow. This is a dedicated Drone ship if I've ever seen one. Not only that but this is borderline OP in so many cases. The only thing that makes it more fair is that the bonus to speed and tracking is only to heavy and sentry drones. But the 10% damage bonus is still to every type of drone it can field, which as usual is pretty scary. With the Odyssey 1.1 Dominix bonuses stacked on top of a drone operation range bonus, even more drone bay, and more lock range, this thing is a beast. The price it has to pay is one high slot. I think the trade is worth it. Drones alone, Ishtars will be doing between 600-700 DPS with close range sentries and only slightly lower with Heavy drones, without a full low rack of Drone Damage Augmenters, which can boost damages up to 700-900 DPS total. Truly this is once again a formidable opponent at range. Being cruiser sized does come with one downside, lower HP, and it retains the usual Gallente weakness to explosive damage in it's armor.<br />
<br />
The Ishtar retains it's ability to cross tank, that is be either a shield or an armor tank, and do both effectively with the shield tank being marginally weaker due to the EM resist, but then supplemented by the fact that the usually weak explosive hole is plugged in the shields. The Ishtar, once again, is going to beat out most other drone boats and be a king of the space-lanes.</div>
<h2>
Command Ships</h2>
<div>
<blockquote class="tr_bq">
<i>Astarte</i><br />
<b>Gallente</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
7.5%(+2.5) bonus to Medium Hybrid Turret damage<br />
7.5% bonus to Armor Repairer effectiveness<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
7.5% bonus to Medium Hybrid Turret rate of fire (was 5% damage)<br />
10% bonus to Medium Hybrid Turret falloff<br />
3% bonus to strength of Armored Warfare and Skirmish Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 7 H, 4 M, 6 L, 5 turrets (-2), 2 launchers (+2)<br />
<b>Fittings</b>: 1350 PWG (-100), 440 CPU<br />
<b>Defense</b> (shields / armor / hull) : 3400(-444) / 4900(+576) / 5000(+195)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 3000(+187.5) / 667s(+41.7) / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 155 / 0.7(+0.03) / 12300000 (-950000) / 11.94s (-0.34)<br />
<b>Drones</b> (bandwidth / bay): 50 / 75(+25)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 75km (+20) / 200 / 8(+1)<br />
<b>Sensor</b> <b>strength</b>: 23 Magnetometric (+5)<br />
<b>Signature</b> <b>radius</b>: 300<br />
<b>Cargo</b> <b>capacity</b>: 400</blockquote>
</div>
<div>
So if you saw the changes to the Sleipnir, you know that none of the 7 gunned beasts are safe. The Astarte has been reduced to 'just' 5 guns, but don't worry, it's got the dual damage bonus to pick it back up and give it the meaty feel of shooting 7 guns at once. Like the Sleipnir the Astarte is also receiving a alignment of it's resists to the Eos level and gaining a slight boost to it's drone bay up to 75 from the previous 50, but retains the 50m3 drone bandwidth limitations.<br />
<br />
The interesting thing here is that with the changes to rails, Railtarts become a much more viable option even if the Falloff bonus isn't a Optimal range bonus on this ship. As usual, the astarte receives a active rep bonus that could really shine with the incoming bonuses to local reps also happening in 1.1. The 7.5% bonus per level could make this an active tanked beast for smaller to mid ranged fleets and even more so for solo pilots out looking to score a kill or two before help can arrive. The Astarte loses the information warfare bonuses but in return receives bonuses for both Armored warfare and Skirmish. A more than fair trade off.<br />
<br />
Otherwise it has a decent slot layout, fine for active or passive armor tanking. For those adventurous types, it does keep it's 4 midslots, enough for a passive shield tank.</div>
<div>
<blockquote class="tr_bq">
<i>Eos</i><br />
<b>Gallente</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
7.5% bonus to Armor Repairer effectiveness<br />
10% bonus to drone damage and hitpoints (was 5% MHT damage)<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus)<br />
7.5% bonus to Medium Hybrid Turret tracking (was link bonus)<br />
3% bonus to strength of Armored Warfare and Skirmish Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 6 H (-1), 4 M, 6 L, 4 turrets (-1)<br />
<b>Fittings</b>: 1200 PWG (-225), 425 CPU (-25)<br />
<b>Defense</b> (shields / armor / hull) : 3300(-544) / 5100(+776) / 5500(+695)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 0 / 60 / 85 / 50<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 50 / 67.5 / 83.75 / 10<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 2812 / 625s / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 145 / 0.704 / 13000000(-250000) / 12.69s (-0.24)<br />
<b>Drones</b> (bandwidth / bay): 125 (+50) / 250 (+100)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 65km (+10) / 200 / 8(+1)<br />
<b>Sensor</b> <b>strength</b>: 22 Magnetometric (+4)<br />
<b>Signature</b> <b>radius</b>: 300<br />
<b>Cargo</b> <b>capacity</b>: 400</blockquote>
</div>
<div>
When the Eos was first introduced, it had the ability to field 5 heavy drones and outside of the regular combat command ships, it was one of the more used command ships in the game. Truth be told with it's great slot layout and the damage from 5 bonused Heavy drones, it was quite a beast. Then it was nerfed down to 75m3 bandwidth, quite a blow to a drone based ship if ever there was one. From there the Eos fell in popularity, only rarely seen in space or in Alliance tournament and NEO setups for it's unique information warfare bonus.<br />
<br />
Well it's time has come again. Boosted back up to 125m3 bandwidth and a large 250m3 drone bay, enough for two flights of sentries or heavies, the Eos is back! In addition to this good news the Eos has gone on a diet, lost a bit of weight, added a bit more lock range, hardened it's armor tank, and got ready to be an passive tank brawler or a very effective actively tanked dominator in small to mid gang sized fights. It got a rather sneaky bonus as well, a tracking bonus per command ships level, which incidentally boosts a rail based setup to support those ranging drone packs.</div>
<h2>
Recap</h2>
<div>
As we can see, if there are ever winners and losers in the mad race of nerfs and buffs, the Gallente definitely came out as one of the winners in this set of changes. Every ship is improved and even ones that were still good got a needed boost. In this case the HAC's do a good job of both improving on and providing the quality needed to match their increased price tags. As for the Command ships here, I think they are strong, but will have their niche uses. By that I mean the active tank bonus is still good, but in larger fleet fights, that being 20+ people, alpha is still going to be too high for the active tank to be used fully. In smaller gangs, the rep bonus will allow insane amounts of DPS sponged while they sitll put out close to or above 1k DPS.</div>
<div>
<br /></div>
<div>
<h2>
Source links</h2>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=263720" target="_blank">HAC changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264775" target="_blank">CS changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264776" target="_blank">Armor Rep Changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=267256" target="_blank">Domi Tracking bonus change</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&m=3426016" target="_blank">Gang bonus changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=260025" target="_blank">Rail/Arty Changes</a></div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-72155614568133713842013-08-23T09:10:00.000-07:002013-08-23T10:25:08.285-07:00Minmatar HAC and CS changesOdyssey 1.1 is coming out and with it a lot of rebalance and changes to the Cruiser and BC lines of t2 ships. Specifically so far the CS changes and HAC changes are in their second iteration on the forums. All rebalances and changes can be found with a bit of effort on the Eve Online Forums. Specifically under <a href="https://forums.eveonline.com/default.aspx?g=topics&f=270" target="_blank">Features and Idea Discussions</a>.<br />
<br />
Just as a disclaimer because I won't talk about it too much, HAC's across the board are getting a boost to their sensor strengths to bring them in line with t1 battleships in the 20-24 range it appears. Now this is a huge improvement across the board in response to EWAR so it does make a big difference, but I just don't want to have to circle around and mention it every time. They are also receiving a role bonus that provides a 50% reduction in MWD signature radius penalty (bloom). This is also quite significant, but mostly brings into question if AHAC doctrines will become MWD doctrines instead. Additionally HAC's got a bonus to their capacitor recharge rates and capacitor amounts in order to hopefully allow more cap hungry setups.<br />
<br />
Let's take a look at Minnie HAC changes first and then move on to their CS changes.<br />
<h2>
Heavy Assault Cruisers</h2>
<blockquote class="tr_bq">
<i>VAGABOND</i><br />
<b>Role Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Minmatar Cruiser Bonuses</b>:<br />
5% bonus to Medium Projectile Turret rate of fire<br />
7.5% bonus to shield boost amount (was 5% bonus to max velocity)<br />
<b>Heavy Assault Cruiser Bonuses</b>:<br />
10% bonus to Medium Projectile Turret falloff<br />
5% bonus to Medium Projectile Turret damage<br />
<b>Slot layout</b>: 6H, 4M, 5L; 5 turrets, 1 launchers(<b>-1</b>)<br />
<b>Fittings</b>: 900 PWG(<b>+45</b>), 400 CPU(<b>+5</b>)<br />
<b>Defense</b> (shields / armor / hull) : 1750(+97) / 1400(+63) / 980(-4)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1200(+137.5) / 245s (-90s) / 4.9/s (+1.7)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 295(+56) / .504 / 11590000 / 8.1s<br />
<b>Drones</b> (bandwidth / bay): 25 / 25<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 330 / 6(+1)<br />
<b>Sensor strength</b>: 21 Ladar(+7)<br />
<b>Signature radius</b>: 115</blockquote>
I kept hoping this ship would be made relevant again, so let's see if these changes actually take steps towards making the Vagabond a solidly better choice than either the inexpensive Stabber or the Cynabal.<br />
<br />
The Vagabond has most noticeably had it's max velocity bonus removed replaced both with a significant base speed buff, up to 295 m/s base, and the bonus replacing the velocity change is going to be a shield boost amount bonus. Overall I'm pretty underwhelmed by what is the largest change to the ship. Active shield boosting with ASB's can be very nice, and this change would be great, if the Vagabond could fit a XLASB, and dual 180mm t2 guns without having to use an ACR or fitting modules to make it happen, but as it stands, even with a solid PG boost and tiny CPU boost we still won't being seeing that configuration all too often as you will need both the usual co-pro and ACR to make it happen.<br />
<br />
The overall here is that the Vagabond is becoming less buffer-skirmish and more active-skirmish. It won't have the tank and DPS combo to go face to face with much in the way of fleets, it retains most* of it's speed so it can still be a viable heavy tackle ship, but in large, in my opinion, it fails to provide a demonstrable advantage over the cheaper stabber or the on par Cynabal. In the Stabber you are still able to do 90% of what the Vagabond is going to do, for a fraction of the cost. Other options still include flying the Vagabond without taking advantage of the active boosting bonus, and still flying via buffer tank, here the extra Power grid could make fitting 425's an easier option to increase potential range and damage both at range and up close. Bottom line is that even with the t2 resist profile and baseline EM resist common to Minmatar t2 ships, the Vagabond is still going to be squishy, lacks the capacitor to effectively run a large or XL shield tank, and even after local rep changes, I just do not see MSB or even faction Small shield boosters giving this enough tank to last in a brawler type fight.<br />
<br />
* - 5% bonus turns out ot be a little bit faster than the baseline 295 they have given the Vagabond here.<br />
<blockquote class="tr_bq">
<i>MUNINN</i><br />
<b>Role Bonus</b>: 50% reduction in MicroWarpdrive signature radius penalty<br />
<b>Minmatar Cruiser Bonuses</b>:<br />
5% bonus to Medium Projectile Turret rate of fire<br />
5% bonus to Medium Projectile Turret damage<br />
<b>Heavy Assault Cruiser Bonuses</b>:<br />
10% bonus to Medium Projectile Turret optimal range<br />
7.5% bonus to Medium Projectile Turret tracking speed<br />
<b>Slot layout</b>: 6H(-1), 3M, 6L(+1); 5 turrets, 1 launchers(-2)<br />
<b>Fittings</b>: 1160 PWG, 355 CPU<br />
<b>Defense</b> (shields / armor / hull) : 1580(-2) / 2000(-4) / 1400(-6)<br />
<b>Capacitor</b> (amount / recharge rate / cap/s) : 1300(+50) / 255s (-80s) / 5.1/s (+1.4)<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 210(+14) / .571 / 11750000 / 9.3s<br />
<b>Drones</b> (bandwidth / bay): 25 / 25<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 80km(+25km) / 294 / 6(+1)<br />
<b>Sensor strength</b>: 21 Ladar(+8)<br />
<b>Signature radius</b>: 125(-5)</blockquote>
<br />
Ahhh the <i>Muninn</i>. When I first got access to HAC's I bought a single Muninn along with about 2-3 Vagabonds. After all it's still a HAC, it can't be <b>THAT</b> bad right? Well I think everyone already knows the answer to that, except in a few niche situations, a-la Black Legion in a big enough fleet of this sexy ship fit with arty, there was never a huge demand for this t2 spanish Galleon. Has the rebalance changed this?<br />
<br />
The main changes on the Muninn appear to be the loss of one high in favor of another low. Wow, that's a seriously good change for the Muninn. Before there was always questions about what to do with the 'extra' high slots of the Muninn after you fit your 5x 720mm t2 arty. Now with the loss of that extra high and the addition of it as a low it's going to change this ship greatly for the better. The muninn still retains it's optimal range bonus, so lends itself towards arty, especially with the rail and Arty changes and the Muninn's other bonus to turret tracking could make it quite a sexy new FOTM (because I need more reasons to fly Minmatar). Further helping the Arty fit for the Muninn is a new +25km lock range bonus giving it a base range of 80km! Finally enough to not need a sebo just to use this ship in medium ranged engagements.<br />
<br />
With that extra low, the often maligned autoMuninn might just gain the extra tank needed to move it from the "not really viable but people fly the unexpected" over to the "Mainline fitting doctrine." With 6 lows the Muninn will now be a viable addition to AHAC or MWDHAC fleets and be able to stand and fight with a similar tank to a Deimos or Ishtar, if fewer of those two ships inherent upsides. The muninn also retains it's 25m3 drone bay and bandwidth.<br />
<h2>
Command Ships</h2>
<div>
Now over to the Minmatar Command ships. Previously the Claymore was another projectile based ship with the Sleipnir being the 7 gunned steed of gods. Overall their changes move them both apart from each other and distinctly enhances each.</div>
<div>
<blockquote class="tr_bq">
<i>Sleipnir</i><b>Minmatar Battlecruiser skill bonuses</b>:<br />
10% bonus to Medium Projectile Turret damage (was 5% RoF)<br />
7.5% bonus to shield boosting amount<br />
<b>Command Ships skill bonuses</b>:<br />
10%(+5) bonus to Medium Projectile Turret damage<br />
10% bonus to Medium Projectile Turret falloff<br />
3% bonus to strength of Siege Warfare and Skirmish Warfare links<br />
<b>Fixed Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot layout</b>: 7 H (-1), 5 M, 5 L, 5 turrets (-2), 2 Launchers (-1)<br />
<b>Fittings</b>: 1300 PWG (-160), 475 CPU<br />
<b>Defense</b> (shields / armor / hull) : 4500(+176) / 3600(-244) / 3500(+137)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 75(+12.5) / 60(+10) / 40 / 50<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 90(+5) / 67.5(+8.13) / 25 / 10<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 2625 / 583s / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 165 / 0.704 / 12800000(+300000) / 12.49s (+0.3)<br />
<b>Drones</b> (bandwidth / bay): 25(-15) / 25(-15)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 70km (+25) / 220 / 7(+1)<br />
<b>Sensor</b> <b>strength</b>: 20 Ladar (+4)<br />
<b>Signature</b> <b>radius</b>: 240<br />
<b>Cargo</b> <b>capacity</b>: 475</blockquote>
</div>
<div>
Right away we see that the bonuses have been changed around on the Sleipnir and then we drag our eyes down to the all important 7 guns and find them nerfed down to 5!!! OMG WORLD ENDING...</div>
<div>
<br /></div>
<div>
Oh, right back to the bonuses to figure this all out.... Look, it's not the end of the world. The Sleipnir is still the bullet spewing beast it ever was, it's just trying to save you on ammo costs! The new bonuses make up for the loss of two turrets by dramatically increasing the damage output of the remaining guns, giving 10 percent bonus to damage in both the BC skill bonus AND the Command ships Skill bonuses. Otherwise the changes show a loss of the RoF bonus (replaced with the 10% damage bonus) and a new change that gives a 3% bonus to the strength of Siege Warfare AND Skirmish Warfare links! Sweet.</div>
<div>
<br /></div>
<div>
So now Command ships aren't just giving a bonus to one type of link, they are giving a better bonus than the T3 command cruisers end up with. About time! Other changes include the loss of a single high (7h), a slight nerf to powergrid to make up for those two lost guns, but retains it's CPU... An addition to the mass of the ship, making it slower to align and get into warp, combined with a nerf down to 25m3 for the drone bay. CCP Rise and Fozzy must not like the 40m3 bandwidth ships, I keep seeing them getting knocked off one by one. Fair enough. These are offset by bonuses to Sensor Strength, longer lock range, out to 70km, and more locked targets.</div>
<div>
<br /></div>
<div>
Something of an overlooked change is the Sleipnir's Shield and armor resists have actually been increased to match the, up until now, tankier Claymore's bonuses. This is huge because it allows the Sleipnir to have even more inherent tank. More tank means more time on field and more time on the field means more rounds fired.</div>
<div>
<br /></div>
<div>
Overall, will the Sleipnir be changed? Yes, of course, it won't be the dominant Autocannon spewing machine of death that it was before, but now it will have the ability to fit Autocannons, links and a strong tank (as always) OR be able to fit a decent artillery broadside witch will be devastating at range given the bonuses to turret damage. Good changes here.</div>
<div>
<blockquote class="tr_bq">
<i>Claymore</i>:<br />
<b>Minmatar</b> <b>Battlecruiser</b> <b>skill</b> <b>bonuses</b>:<br />
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was MPT RoF)<br />
7.5% bonus to shield boosting amount<br />
<b>Command</b> <b>Ships</b> <b>skill</b> <b>bonuses</b>:<br />
5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was link bonus)<br />
5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity (was MPT tracking)<br />
3% bonus to strength of Siege Warfare and Skirmish Warfare links<br />
<b>Fixed</b> <b>Bonus</b>:<br />
Can fit up to three Warfare Link modules<br />
<b>Slot</b> <b>layout</b>: 7 H (-1), 6 M, 4 L, 2 turrets (-3), 5 Launchers (+2)<br />
<b>Fittings</b>: 1100 PWG (-290), 525 CPU (+10)<br />
<b>Defense</b> (shields / armor / hull) : 4700(+376) / 3800(-44) / 3400(+37)<br />
<b>Base</b> <b>shield</b> <b>resistances</b> (EM/Therm/Kin/Exp): 75 / 60 / 40 / 50<br />
<b>Base</b> <b>armor</b> <b>resistances</b> (EM/Therm/Kin/Exp): 90 / 67.5 / 25 / 10<br />
<b>Capacitor</b> (amount / recharge rate / average cap per second): 2625 / 583s / 4.5<br />
<b>Mobility</b> (max velocity / agility / mass / align time): 170 / 0.7(-0.004) / 12500000 / 12.13s (-0.07)<br />
<b>Drones</b> (bandwidth / bay): 50(+10) / 75(+35)<br />
<b>Targeting</b> (max targeting range / Scan Resolution / Max Locked targets): 65km (+20) / 220 / 7(+1)<br />
<b>Sensor</b> <b>strength</b>: 22 Ladar (+6)<br />
<b>Signature</b> <b>radius</b>: 240<br />
<b>Cargo</b> <b>capacity</b>: 575 (+100)</blockquote>
</div>
<div>
The Claymore has undergone some serious refactoring in this patch. Looking we can see it is now a heavy missile and HAM platform instead of another Projectile weapon based ship. It's lost two turrets, but gained 2 more launchers, bringing it up to 5 Launchers and 2 turrets. Enough to fill it's new loadout of 7 highslots with bristling weapon systems, but let's face it, those last two slots are often going to be links and the Claymore doesn't dissapoint here either, fielding the same new bonus sported by the Sleipnir, that is a 3 percent bonus to Siege Warfare and Skirmish Warfare links!</div>
<div>
<br /></div>
<div>
The Claymore's newer bonuses help those 5 new launchers become something really quite terrifying, especially if you happen to be approaching it in a smaller ship. 5% bonus to rate of fire comes from the BC skill so a automatic boost of 25% RoF will have missiles screaming out of their launchers already, and another possible 25% bonus from the Command BC skill will leave a terrifying swarm of missiles headed in your direction. Combine that with a Command BC bonus to explosion velocity and nobody's going to be safe from either the HML or HAM version of this ship.</div>
<div>
<br /></div>
<h2>
Recap</h2>
<div>
Well honestly it would be a clean sweep if only the Vagabond was able to return to it's former glory in some aspect. But overall it's making me wonder just how my wallet is going to handle all these ships I'm going to want to buy. Most market hubs have already gone crazy with speculation.<br />
<h2>
Source links</h2>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=263720" target="_blank">HAC changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264775" target="_blank">CS changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=264776" target="_blank">Armor Rep Changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=267256" target="_blank">Domi Tracking bonus change</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&m=3426016" target="_blank">Gang bonus changes</a><br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=260025" target="_blank">Rail/Arty Changes</a></div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-25954319315286824752013-08-14T08:32:00.002-07:002013-08-14T08:32:31.934-07:00SCL4 - Fourth Tournament announced.<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQG5uVFavI1OVU2B4bVP41xBukEq909GZ7ZIaDwRBzrqEQzl0KJJWiI89cMEdGM9e41_gqyKfBox-TOmJA5K3V0Ge36Db4SrTJ-HJUOhT-I2mgU_Od7KvM7qiExPvq5n5-pouVYIP-940/s1600/logo+(1).png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQG5uVFavI1OVU2B4bVP41xBukEq909GZ7ZIaDwRBzrqEQzl0KJJWiI89cMEdGM9e41_gqyKfBox-TOmJA5K3V0Ge36Db4SrTJ-HJUOhT-I2mgU_Od7KvM7qiExPvq5n5-pouVYIP-940/s1600/logo+(1).png" /></a></div>
With ATXI now in the books, it's time to get back to the excitement that is the SCL. Fourth iteration for the SCL is starting the weekend of September 14th and 15th. Full details can be found on <a href="https://forums.eveonline.com/default.aspx?g=posts&t=268705" target="_blank">the post by community rep for the SCL, Aegon Blackfire</a>, in the Eve Alliance tournament subform.<br />
<br />
A quick breakdown of the ruleset follows:<br />
<br />
<br />
<ul>
<li>Teams will be 10 players, as opposed to the 12 in ATXI, and point limit for teams will be 85 points versus the 100 for the AT.</li>
<li>Energy transfers will be limited to logistics ships to cripple the remote energy "tinker" teams that slowed much of ATXI down, and had a significant impact in SCL3.</li>
<li>Tournament prize ships cannot be used, mostly because the SCL takes place on a test server, so everyone would have access to the prize ships, making it even less realistic.</li>
<li>12 teams will compete with the top four from SCL3 being granted slots, while the other 8 slots will be picked at random, should there be more than 8 remaining entrants.</li>
<li>1b isk entry fee to be paid on TQ after teams are selected to participate, which will be rolled into the prize fund.</li>
<li>Double elimination series similar to ATXI will be employed. (hopefully with something to break up the finals so it's not one match per hour)</li>
<li>Banning rules will be in effect from the first match.</li>
</ul>
<div>
More specific details can be found on the thread but the usual website for the SCL is offline. Bracket can be found <a href="http://www.printyourbrackets.com/pdfbrackets/12teamdoubleseeded.pdf" target="_blank">here</a>.</div>
<div>
<br /></div>
<div>
When more is announced I will cover teams as well. Until then, get your applications in and your banning strategies ready.</div>
<br />
<br />Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-45410211969133426762013-08-12T08:40:00.003-07:002013-08-12T08:40:45.521-07:00BB #48 : Lore-in it up!Welcome to the continuing monthly EVE Blog Banters and our 48th edition! For more details about what the blog banters are visit the <a href="http://www.ninveah.com/p/blog-banters.html" target="_blank">Blog Banter page</a>.<br />
* * * * *<br />
<blockquote class="tr_bq">
This month's topic is a request from CCP Sisyphus who wants to know how important is Lore in EVE Online? </blockquote>
<blockquote class="tr_bq">
"How important is “fluff” in Eve online? Would eve online be the same if it were purely numbers and mechanics, or are the fictional elements important to the enjoyment of the game? Would a pure text, no reference to sci-fi or fancy names still be an engaging game? Should CCP put more or less emphasis on immersion?"</blockquote>
<br />
************<br />
<br />
From an on-again, off-again roleplayers angle, Eve online lore, for me, is sometimes very important, and other times nothing at all.<br />
<br />
Let me explain. When I start roaming the interwebs for games to play, lore built up around a game is one of the deciding factors. If the game developers can't, don't, or won't come up with a convincing or at least semi-good reason for their game universe it speaks a lot to their dedication as a company towards that title.<br />
<br />
In short, if there is no backstory, then I usually <i>won't</i> play the game. Besides, what am I going to be reading while the game downloads and installs. This goes back to the olden days for me where I would pour over every word in a game's manual, looking for insights into the game while it installed. Then I may or may not have never looked at that manual again.<br />
<br />
Once in Eve the lore becomes less important, UNLESS you end up RPing at all. Not just troll RP people. If you choose a character you have to submerge yourself in the lore for a while to get to a point where every other statement you make is either wrong or everyone ignores you.<br />
<br />
Otherwise I think that Lore pretty much falls under the "nice to have" but not required to play category.<br />
<br />
On the other hand, what would Eve lose if there was no Lore? I think it would lose a lot of the allure that attracted me to the game. But on top of that, I think it's important to have a good story. If, as some others have said, it was just "+5 damage to blasters" or something more generic in skills and descriptions of ships, well then it'd be pretty boring. I do spend time in game, almost every time a new ship is released, or new modules, like a huge nerd, reading the information about the new item. Both in game and in the wiki. It's fun to read all the quasi-science output by CCP.<br />
<br />
Additionally the sci-fi names, and fancy backstories for nearly everything in the game adds quite a lot of interest because of the sci-fi background it adds. For instance, if this was just space game one and not called Eve online, and all it was ended up being the spreadsheets in space and a combat game, do you think it would have lasted as long as it has? Would it have developed the same backstory that it has? I don't think so.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-20476942078928460242013-08-07T12:29:00.003-07:002013-08-07T12:29:35.143-07:00So long ATXIAnd thanks for all the win.<br />
<br />
Sunday saw the end to the Alliance tournament, and another win for PL after coming back from a 0-2 deficit in a best of five versus Hydra Reloaded. Quite a fight but lessened by the immense time between active matches. If one thing can be said, it would be that a third place match should have been held to fill the dead air between each match.<br />
<br />
In fact while we are at it, let's break down all the things that could be better next time.<br />
<br />
<ol>
<li>Third place matches to break up the finals. Perhaps exhibition matches scheduled between the finals matches to prevent 30-50 minute breaks between any action. Maybe even best of (so far) matches, or a look-back rebroadcast of some earlier matches to keep viewers interested.</li>
<li>More features. As in try to appeal to a bigger range of audience then just the e-sport inclined. Even though the majority of the changes that were broadcast in ATX never went live, it was still a good filler towards the end and during mid-day breaks.</li>
<li>This one is on the Eve community. More commercials for corps and alliances. Hell, even people or pvp videos, streaming channels, blogs, whatever. More player created content would be fun.</li>
<li>Repeats or even graphics outlining what exactly a tinker or remote setup is, why it's so powerful, even if in just very broad terms. Use of those graphics should be frequent and varied. Twitch chat was filled with "What is a tinker setup" and other similar questions that could have been more simply answered.</li>
</ol>
<div>
How about things that were more successful in ATXI than previous tourneys.</div>
<div>
<ol>
<li>Of course I am going to mention the commentators. But not just the Rote Alliance guys, but everyone. Dolan, for the first time, appeared better informed and more composed in front of the camera, providing good commentary even if it was not perfect, it was at least as close as he's ever gotten. I appreciated Shadoo's self-proclaimed "passion" especially during critical bits in the match. Where Brent and Bacch took the more subdued, but excited route during matches Shadoo was excited and loud. Loved it. Fozzie, Soundwave and Rise all were their normal amazing selves, especially Fozzie, who I thought was able to retain the title of most knowledgeable and best spoken of all the CCP commentators. Rise was maybe the only downside, and only for a few moments, mostly when not doing match-time commentary. He seems adverse to taking a positive happy view, one might even consider him a bit of a bittervet.</li>
<li>Graphics - Wow, finally guys, this was so needed. Lists of ships being brought, points, explantations, not to mention previous teams beaten by who and brackets. Good stuff here.</li>
<li>Replays - Usually not a huge fan of replays when they take away from the action, but giving the commentators the sometimes worthy ability to call out critical moments and maneuvers and discuss why that second or that minute was so important really helps the eve-rookie understand the intricacies of the tournament when otherwise it just looks like exploding spaceships. With the replays and the breakdowns in combat it helped me, even as a seasoned bittervet follow bits of the action I had missed before.</li>
<li>Double elimination bracket - Simply the best, makes a lot of matches mean a lot more, and for those people who are not really competing at a very high level, it lets them exit early on.</li>
<li>Bans - Should be extended to every weekend instead of giving a cheater weekend where the best setups are noticed and then banned the next week. Gotta keep on evolving this idea.</li>
</ol>
<div>
I think the overwhelmingly positive reaction to this tourney was because so many things were done right, and because, even with the drop off in tempo towards the end of the last day, it moved at a break-neck pace. Often with 5-10 minutes between matches, and often with one good match after another.</div>
</div>
<div>
<br /></div>
<div>
For me this was the best presented AT, even if AT8 is still my favorite of all time.</div>
<div>
<br /></div>
<div>
Until next year, or rather next MONTH for the SCL, thats it for my tourney coverage.</div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-48225709554283143822013-07-27T07:31:00.002-07:002013-07-27T08:11:59.808-07:00AT XI - First weekend over, start of second.<div class="p1">
<b>Second weekend of ATXI</b><br />
What a beautiful thing!</div>
<div class="p2">
<br /></div>
<div class="p1">
This year my coverage of ATXI certainly has been slower than last year. Let me recap the highlights- The first weekend went well, almost as if CCP has been practicing in the offseason. The HUD and commentary continues to impress, most notably the improvement of CCP Dolan's commentary overall, but he might need to take pointers from, SCL commentator, Seldarine for funny one liners.</div>
<div class="p2">
<br /></div>
<div class="p1">
After the advent of banning over the course of the last year, I have to say my mindset has alreayd changed to favor banning style matches, despite my last years hate against he mechanic, though many things have changed since that banning mechanic was thought of. I am already bored of the set-piece matches of the first weekend! Strange how quickly I have adapted to the banning meta-game and the extra layer of complexity it adds. Obviously strong setups will be banned by most teams now in some form or another. I expect the Dominix trio to be the hardest hit, but with other options out there for the trio of drone boats, creative alternatives including Ishtars, Gila, Navy Issue Vexors, Sin's or even Armageddon Swarms, I don't think we have seen the last of Drone heavy setups.</div>
<div class="p2">
<br /></div>
<div class="p1">
The double elimination bracket is also working well, making each match more important and actually worth watching. I'll be the first to admit that not <i>every</i> match was a joy to watch, and good teams, especially those teams that competed in the SCL are doing remarkably well. Now is it because these teams got extra practice via the SCL? Or is it because of the excellent pilots on each team? It's an interesting question, one that might never be answered fully.</div>
<div class="p1">
<h2>
***Obligatory Rote cheerleading***</h2>
</div>
<div class="p1">
As a member of Rote Kapelle I have to admit that I am looking forward to our rematch with last years champions, Verge of Collapse on Saturday. They put us out of the tourney last year as well and I get the feeling that this will be this years Rote vs Pandemic Legion moment(hopefully with the same outcome, but that's yet to be determined). So far it appears as if both Rote and Verge have been on near auto-pilot, Showcasing effective fleet comps and dismantling opponents with record speed, and minimal losses. It's a testament to the teams and captains that their fits and pilots are performing this well.<br />
<h2>
***END***</h2>
</div>
<div class="p1">
As for the second weekend, I expect to see even more disparity between teams that have dealt with banning before (SCL teams and NEO teams) vice those that have not.<br />
<br />
Here is the meta game as I see it for banning. Right now most tournament teams know the strength of the Dominix setup, or even Drone setups in general, it could be a key setup, if not the king setup for this year. Because of this, in the second weekend, I am expecting to see an early trend towards bans of Dominix due in part to their popularity in the first weekend and their obvious strengths.<br />
<br />
Here is where bans get interesting, not to mention an effort in double think. A competent team captain will recognize that a Dominix/Drone setup will likely be banned and plan another group of setups without including obvious drone ships or perhaps unexpected drone setups. Alternative ships are aplenty, as there are multiple ships that can field 5 heavy drones, and with only a two ship ban, not all the setups can be removed. Just to name a few: Gila, Ishtar, and Rattlesnake, not to forget setups that could a mix of support drones and still do respectable damage or EWAR. So then the shoe is on the other foot, as a team captain, do you waste a ban on a strong ship that might not even be a potential opponent, or do you use the ban to focus on another strong setup like cruise missile fielding ships, Sleipnir rush, Machariels… Or is there an as yet unseen "Dominix Killer" setup and then purposefully not ban Dominix just in the hopes of engaging them?</div>
<div class="p2">
<br /></div>
<div class="p1">
I think Captains new to the banning meta will tend to ban Dominix, and other drone bans, while more aggressive, maybe even brash, captains will ban other setups and try to cajole opponents to take the field in a Domi setup.</div>
<div class="p2">
<br /></div>
<div class="p1">
Some other strong setups I don't think we will see the end of are cruise missile based setups with their recent buff, as well as a continued use of the always strong Minmatar(sleipnir) rush, Vindicator, Kronos, and Machariel based teams.</div>
<div class="p2">
<br /></div>
<div class="p1">
As we have seen in previous tournaments, weapon systems with the highest native resistance to in game EWAR get the most use.</div>
<div class="p2">
<br /></div>
<div class="p1">
Drones - Immune to tracking disruptors (for the most part), highly resistant to sensor damps as drones can be aggressed by damps being active on their ship, same for ECM, and only helped by Target painters</div>
<div class="p2">
<br /></div>
<div class="p1">
Missiles - Immune to tracking disruptors (still waiting for that TD change), FOF can be used to some effect against heavy sensor damps, but strong native lock ranges of Caldari ships, and stronger sensor strength make Sensor damps less effective overall and depending on the setup can be negated by sensor boosters, and missile based platforms often have the extra mids to use 1-2 sensor boosters while retaining effectiveness. ECM can also be spoofed by FoF missiles though it remains fairly effective.</div>
<div class="p2">
<br /></div>
<div class="p1">
Blasters - Sensor damps aren't all that effective against short ranged blasters…. is what you would think if you were not thinking, but really with the scan res script loaded, damps can make and effective break, forcing bigger ships to take 30-40 or even out to a minute + before they can lock and apply DPS. Tracking disruption is devastating to blasters for obvious reasons. While ECM remains as effective as always.</div>
<div class="p2">
<br /></div>
<div class="p1">
Projectile turrets - share many of the same weaknesses of blasters in respect to Sensor damps, but add a bit of range so now range scripts effect their locks as well, preventing effective kiting from minmatar auto cannons or artillery. Tracking disruption are similarly effective against Projectile turrets, while of course ECM retains it's effectiveness.</div>
<div class="p2">
<br /></div>
<div class="p1">
Railguns - Often forgotten are effected like artillery by the various forms of ECM, With a bit more range than blasters, they are susceptible to both range and lock time scripts. Tracking disruptors can easily kill their effective DPS similar to their effect on any turret based weapon system.</div>
<div class="p2">
<br /></div>
<div class="p1">
Lasers - Also suffer from the effects of EWAR on a more level scale. That is they operate in short to mid ranges (pulse) and mid to long range (Scorch pulse, and beams). Sensor damps can limit their engagement envelopes by preventing locks in all but a close range battle or preventing timely locks. Tracking disruptors are great at removing Lasers from the fight, removing their ability to dominate at range and track in close.</div>
<div class="p2">
<br /></div>
<div class="p1">
Clearly it can be said that Missiles and drones, two weapon systems that might be slightly less used in PvP in eve proper, get the EWAR advantage in a tournament setting.</div>
<div class="p2">
<br /></div>
<div class="p1">
The stage is set for some epic battles this weekend with another quarter of the overall competition sure to be eliminated by Monday morning. As always <a href="http://www.eve-bet.com/" target="_blank">Eve-bet</a> and <a href="http://www.monoclemadness.com/?utm_source=eveopportunist&utm_medium=banner&utm_campaign=general" target="_blank">Monocle Madness</a> continue to provide outlets for those of the better persuasion, and are worth a look if you are interested. I prefer Monocle madness, but both are excellent avenues.<br />
<br />
Expect especially hard gambling around some of the following matches:<br />
<br />
Verge of Collapse vs <span style="background-color: red;">Rote Kapelle</span><br />
Late night vs <span style="background-color: cyan;">TEST</span><br />
<span style="background-color: cyan;">Hyrda </span>vs Inappropriate footwork<br />
<span style="background-color: cyan;">PL </span>vs Agony - Two tournament heavyweights here fighting it out. Should be great.<br />
<span style="background-color: cyan;">Outbreak.</span> vs CO2<br />
CVA vs <span style="background-color: cyan;">Perihelion</span><br />
Heretics vs <span style="background-color: cyan;">Pizza</span><br />
<br />
(To name just a few)</div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-76112371181553577722013-07-09T07:46:00.000-07:002013-07-09T07:46:04.081-07:00Eve Overview ImprovementsThe tide of the battle is turning. Hostile ships are crumbling, the battle is turning in your favor. It's the breaking point in the battle where a smart FC on the losing side tries to get as many ships out alive as possible, understanding defeat. Calls to spread points fly across fleet chat, secure as many kills as possible, stop those hostiles from escaping. Garbled 'I have a point on the dr---' or 'point ca--' fill fleet comms, it's utter chaos, and more than 3/4 of the remaining enemy fleet makes it to warp despite being in scramble and disruptor range from more then enough points to do a full lock-down. It's sometimes followed by muted silence and then utter amazement on how in the hell all those ships got out.<br />
<br />
'Must have all been fitting stabs' - Chuckles follow that. But the FC isn't happy, there were more kills out there, but it doesn't matter now.<br />
<h2>
"Spread points"</h2>
<div>
This is thee most ambiguous command in the Eve FC's dictionary, this basically means, put points on everything in range, top value stuff first, to secure the most expensive kills. In reality, it's left up to fleet members to look at the tactical situation and figure out what to put their point on. In reality, while the blingy t2 cruiser might always get pointed, it gets 10 points while everything else gets none.</div>
<h2>
What I mean to say is -</h2>
<div>
I guess all of this is a long route to get to the simple point. Unlike in countless other MMO's where current effects on a target are called out by status indicators under the mob or player. In Eve we only have a system where we show our modules and their effects on the target. I think the UI team should take a close look and figure out a way to indicate if a target is being jammed already, if he already has a TD on him, and more importantly, is there a point on that guy?</div>
<div>
<br /></div>
<div>
Too much detail could cause a huge amount of clutter on the UI, but just a few indicators could be important. Something like a single icon or a nested icon showing how many of each module type is active on a target would be hugely useful, not just in a "Spread Points" scenario, but also in a pitched battle where ewar teams are doing their best to spread their trade around the entire enemy fleet.</div>
<div>
<br /></div>
<div>
To implement, it would be hard to represent these items without adding a lot of clutter to the UI, but I would like to see perhaps "ghost" images of a warp scrambler icon or EWAR icon under the target if someone else is already engaging that target with EWAR or whatever. In my opinion gun icons would be ridiculous in almost any non-solo battle, but the ewar and warp scrambler icons would actually be very useful.</div>
<div>
<br /></div>
<div>
Imagine if you were able to tell at a glance what one of your targets had or didn't have points on them. Spread points would no longer end up with all but the most doomed targets escaping. Flow of pointing would be a different meta, allowing FC's undedicated the command "Tackle on primary" and instead allow the fleet members to coordinate points on their own.</div>
<div>
<br /></div>
<div>
Warp bubbles could have their own icon or just show as a warp scramble effect on targets inside the bubble. (for you 0.0 readers who don't worry about tackle unless they are in a dictor/hictor). Let's keep moving forward with a better, more intuitive, UI.</div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com2tag:blogger.com,1999:blog-7616244196108776097.post-69696501818146008392013-06-24T09:14:00.001-07:002013-06-24T09:14:14.235-07:00SCL4 postponed!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYGqnEAcVEOi9Za4qHi8ireGU7bSSjnsirV5j6wkm_hyd9sLWYqRBHgt1Np8OFodDA_wJqtL4hbn8uPRFcLRQEmCii2S127PaD65V57gfVB4Vqx_vhp_Km7-qVCvUmL5mreWfXWYphBMo/s1600/logo+(1).png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYGqnEAcVEOi9Za4qHi8ireGU7bSSjnsirV5j6wkm_hyd9sLWYqRBHgt1Np8OFodDA_wJqtL4hbn8uPRFcLRQEmCii2S127PaD65V57gfVB4Vqx_vhp_Km7-qVCvUmL5mreWfXWYphBMo/s1600/logo+(1).png" /></a></div>
SCL4 has been postponed by the organizers. Pushed off until after ATXI. Official post came from the punning Seldarine on June 20th. Should have checked there this weekend. SCL website continues to retain the information from SCL3.<br />
<br />
<blockquote class="tr_bq">
<blockquote class="tr_bq">
I am quite shocked there hasn't been an official post made to announce we are postponing the SCL4 until after Alliance Tournament XI.</blockquote>
<blockquote class="tr_bq">
So yeh, SCL 4 will be sometime after the AT. </blockquote>
<blockquote class="tr_bq">
Everyone else organising the SCL (apart from Elendar I hope cos he is terribad) is either commentating for the AT or part of a team for the AT, so it was decided democratic style to postpone.</blockquote>
<blockquote class="tr_bq">
I apologize if this is actually the first official announcement from us to this effect, and I hope you all have a great AT and come back to us after!</blockquote>
</blockquote>
So much for a training grounds! Looks like the ramp up to ATXI is officially on!Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-76331548660177253972013-06-19T18:39:00.001-07:002013-06-19T18:39:16.572-07:00ATXI Schedule releasedLooks like the silent auction winners are up and Rote made it in! Schedule for matches has also been drawn up and can be found at this link : <a href="http://community.eveonline.com/community/alliance-tournament/schedule/">http://community.eveonline.com/community/alliance-tournament/schedule/</a><br />
<br />
For those of you who don't want to go to the Eve website, I have cleaned it up a bit and pasted it below. Predictions will be incoming.<br />
<br />
<h2>
Day 1</h2>
<br />
<h3>
Saturday July 20th</h3>
<br />
13:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Circle-Of-Two vs SCUM.<br />
<br />
13:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Of Sound Mind vs YOUR VOTES DON'T COUNT<br />
<br />
14:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Curatores Veritatis Alliance vs R.E.V.O.L.U.T.I.O.N<br />
<br />
14:15<span class="Apple-tab-span" style="white-space: pre;"> </span>THE R0NIN vs CAStabouts<br />
<br />
14:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Goonswarm Federation vs Sleeper Social Club<br />
<br />
14:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Verge of Collapse vs Outbreak.<br />
<br />
15:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Wormhole Holders vs Rote Kapelle<br />
<br />
15:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Perihelion Alliance vs The Fourth District<br />
<br />
15:30<span class="Apple-tab-span" style="white-space: pre;"> </span>D3vil's Childr3n vs Late Night Alliance<br />
<br />
15:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Clockwork Pineapple vs Rainbow Dash Friends<br />
<br />
16:00<span class="Apple-tab-span" style="white-space: pre;"> </span>RAZOR Alliance vs Babylon 5..<br />
<br />
16:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Sicarius Draconis vs Test Alliance Please Ignore<br />
<br />
16:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Moist. vs Transmission Lost<br />
<br />
16:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Surely You're Joking vs Nulli Secunda<br />
<br />
17:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Exiled Ones vs Choke Point<br />
<br />
17:15<span class="Apple-tab-span" style="white-space: pre;"> </span>JIHADASQUAD vs Exodus.<br />
<br />
Break<br />
<br />
18:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Noir. Mercenary Group vs Shadow Cartel<br />
<br />
18:15<span class="Apple-tab-span" style="white-space: pre;"> </span>HUN Reloaded vs DarkSide.<br />
<br />
18:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Darkness of Despair vs Quebec United Legions<br />
<br />
18:45<span class="Apple-tab-span" style="white-space: pre;"> </span>M.I.F vs Angeli Mortis<br />
<br />
19:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Kill It With Fire vs Ministry of Inappropriate Footwork<br />
<br />
19:15<span class="Apple-tab-span" style="white-space: pre;"> </span>The G0dfathers vs Urine Alliance<br />
<br />
19:30<span class="Apple-tab-span" style="white-space: pre;"> </span>SOLAR FLEET vs HYDRA RELOADED<br />
<br />
19:45<span class="Apple-tab-span" style="white-space: pre;"> </span>End of Life vs Darkspawn.<br />
<br />
20:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Heretic Initiative vs No Holes Barred<br />
<br />
20:15<span class="Apple-tab-span" style="white-space: pre;"> </span>WHY so Seri0Us vs RvB<br />
<br />
20:30<span class="Apple-tab-span" style="white-space: pre;"> </span>W-Space vs Mildly Sober<br />
<br />
20:45<span class="Apple-tab-span" style="white-space: pre;"> </span>The Obsidian Front vs The Initiative.<br />
<br />
21:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Confederation of xXPIZZAXx vs Dead Terrorists<br />
<br />
21:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Sadistica Alliance vs Agony Empire<br />
<br />
21:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Pandemic Legion vs Synthetic Systems<br />
<br />
21:45<span class="Apple-tab-span" style="white-space: pre;"> </span>The Kadeshi vs Drunk 'n' Disorderly<br />
<br />
<br />
<h2>
Day 2</h2>
<br />
<h3>
Saturday July 20th</h3>
<br />
13:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 1 vs Winner of Series 2<br />
<br />
13:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 3 vs Winner of Series 4<br />
<br />
14:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 5 vs Winner of Series 6<br />
<br />
14:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 7 vs Winner of Series 8<br />
<br />
14:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 9 vs Winner of Series 10<br />
<br />
14:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 11 vs Winner of Series 12<br />
<br />
15:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 13 vs Winner of Series 14<br />
<br />
15:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 15 vs Winner of Series 16<br />
<br />
15:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 17 vs Winner of Series 18<br />
<br />
15:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 19 vs Winner of Series 20<br />
<br />
16:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 21 vs Winner of Series 22<br />
<br />
16:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 23 vs Winner of Series 24<br />
<br />
16:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 25 vs Winner of Series 26<br />
<br />
16:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 27 vs Winner of Series 28<br />
<br />
17:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 29 vs Winner of Series 30<br />
<br />
17:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Winner of Series 31 vs Winner of Series 32<br />
<br />
Break<br />
<br />
18:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 1 vs Loser of Series 2<br />
<br />
18:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 3 vs Loser of Series 4<br />
<br />
18:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 5 vs Loser of Series 6<br />
<br />
18:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 7 vs Loser of Series 8<br />
<br />
19:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 9 vs Loser of Series 10<br />
<br />
19:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 11 vs Loser of Series 12<br />
<br />
19:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 13 vs Loser of Series 14<br />
<br />
19:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 15 vs Loser of Series 16<br />
<br />
20:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 17 vs Loser of Series 18<br />
<br />
20:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 19 vs Loser of Series 20<br />
<br />
20:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 21 vs Loser of Series 22<br />
<br />
20:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 23 vs Loser of Series 24<br />
<br />
21:00<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 25 vs Loser of Series 26<br />
<br />
21:15<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 27 vs Loser of Series 28<br />
<br />
21:30<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 29 vs Loser of Series 30<br />
<br />
21:45<span class="Apple-tab-span" style="white-space: pre;"> </span>Loser of Series 31 vs Loser of Series 32<br />
<br />Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com1tag:blogger.com,1999:blog-7616244196108776097.post-70410061315255683802013-06-14T13:34:00.003-07:002013-06-14T13:34:55.524-07:00SCL4 aka ATXI dress rehersal!<div class="separator" style="clear: both; text-align: center;">
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As mentioned in my last post the SCL will be streaming the next in their tournaments starting on Jun 22nd and 23rd. Great news because this means the SCL will run with the full ATXI ruleset and play more like a dress rehearsal for some of the top teams, likely including PL, Hydra, as well as others.<br />
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Great news for viewers because we get even more tournament action! SCL tends towards smaller fights, running a 70 point max in comparison to the 100 point max used by CCP in AT. This will provide plenty of chances to get a handle on the new banning mechanics, well, more in-line with the CCP AT banning mechanics, as well as new ships, point values, and possible setups. Hopefully not too many turtle tanks, which are always a gambit chance in these kind of tournaments.<br />
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In any case, a good end to the month. The SCL can be found <a href="http://www.twitch.tv/syndicatecl" target="_blank">streamed on Twitch</a>, and it's <a href="http://syndicatecl.com/index.php" target="_blank">website, here</a>.<br />
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Now onto the issues I still have with the SCL.<br />
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Honestly when the SCL started they seemed to be billing as a bit of a monthly tournament with ongoing standings and results. Yet the majority of the attendee's of the monthly tournaments have been in and out of the tournament, and no apparent standings or record of previous SCL tournaments can be found on their website.<br />
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I know it would take a lot of work, but perhaps in the coming season, post ATXI, SCL can step up and do a better job of coming up with a standings bracket, and in fact I think this would go a long way in helping them get repeat teams, because after all if a team took a month or two off they would fall correspondingly behind in the rankings and would need to fight their way back to the top.<br />
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Past SCL's need to be completed for editing, allowing viewers and perspective viewers to see all the matches in each SCL. Hopefully after ATXI, the SCL will be able to make these changes and move above and beyond it's current state.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-28941082300211348942013-06-11T08:38:00.001-07:002013-06-11T08:38:16.921-07:00Catching upSo much to write about since I've been gone, well not gone, just not blogging. Had some life stuff come up, but hey, who cares!<br />
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Eve Online released Odyssey this past week, one of the better expansions in my opinion. Even if just for the small things, like the apparently never going to get old system transition animation change (which I try to watch almost every time). Not to mention the reduced load time between systems, can't even say just how cool I found the two changes. Reduction in loading screens? Yes please!<br />
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Now I bet pretty heavily in some pre-change market speculation that tier 1 BS, specifically the Geddon, Typhoon, and Scorpion would be going up in price and so far that seems to be panning out pretty well. Hopefully prices will continue to rise a bit more before I cash in everything I bought. At least I know I won't be taking a loss.<br />
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The changes to those ships have made them all effective choices for pvp, but let's face it, the BS sized weapons are the ones that got the real boost, especially on ships like the CNR, cruise missiles are scary good right now! Tinkerhell and friends swung by TXW to say hello in a small group of CNR's with long point/web support in the form of a loki and a few Arazu and damn near killed an interceptor in 3 volleys almost before he was able to dock. That alone speaks volumes not only for the changes to missiles but also to changes to CNR's in general. Explosion radius bonuses are OP!<br />
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A few other things I have noticed since the Odyssey expansion is that some PI items are going crazy, both crashing in price (robotics) or steadily climbing (Polyaramids). So if you haven't made your fortune in PI yet, now might be that time. These changes in price seem to be related to t2 production chains, as well as fuel for POS for all the new moon goo heading out onto the market. I expect to see price hikes across all t2 products, as predicted by <a href="http://eveblog.allumis.co.uk/?p=1296" target="_blank">A Scientist's life in Eve</a>.<br />
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Lots of moving parts to this expansion, so I plan on investigating a few more of them in detail.<br />
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As everyone probably knows, Rixx Javixx over at Evoganda has left the Tuskers, or been kicked, depending on how you look at it I suppose. And created a new corp in the eve-piracy scheme. They call themselves "<u><a href="http://frosty.eve-kill.net/?a=home" target="_blank">Stay Frosty</a></u>" and remain in Hevrice right next to the Tuskers. They appear to be doing well, with their current membership at around 60 or so peeps. Not bad for the first month and I wish Rixx luck!<br />
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Lei Harper has made a huge the impact with his entrance into Eve Online, his <a href="http://www.reddit.com/r/Eve/comments/1fq57d/experiences_of_a_total_n00b_barely_4_days_into/" target="_blank">Reddit post</a> near-instantly becoming an eve-internet sensation. The post reflects his first four days in Eve and has since branched out into continued writing at his newly founded Blog, that can be <a href="http://leiharper.wordpress.com/" target="_blank">found at this link</a>. The keep track of his experience as he progresses and have thus far been quite a good read.<br />
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Specifically, his attitude and excitement has translated well into his writing, and I've been quite impressed to follow his adventures so far in Eve. I wonder how long before he's running around with three to five alts! He certainly already has the cash to do so!<br />
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"Has it seriously already been a year since the last tournament?" Said my wife in great anger when I reminded her that it was tourney practice time!<br />
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While I still haven't been able to sneak on for a practice, rest assured that the rest of Rote will be making a showing in the upcoming Tourney. <a href="http://community.eveonline.com/news/dev-blogs/alliance-tournament-xi-rules-and-signups" target="_blank">The ruleset was released by CCP</a>, as well as the commentator selections (more on the ruleset later)! These include two alliance mates being added to the mix. <i>Bacchanalian</i>, who is a lead commentator for the SCL series, and who's experience there should be well tested by the AT, his appearance, nearly a twin of Goon's Mittani, should also provide a good source of laughs. As well as <i>Apathetic Brent</i>, another SCL staffer and part time SCL coordinator and commentator.<br />
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Live random drawings will take place today, <b><i>Jun 11th at 1700 UTC/GMT/Eve time</i></b>. Can be watched on Twitch if you are interested, <a href="http://community.eveonline.com/news/news-channels/eve-online-news/" target="_blank">details can be found here</a>....<br />
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SCL 4 is going to be a dress rehearsal for ATXI, using the same ruleset, if slightly smaller teams. The <a href="https://forums.eveonline.com/default.aspx?g=posts&t=243814" target="_blank">announcement post</a> has been made over on the forums, and as usual I will be very excited to see this move forward. I will also be addressing this more later.<br />
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Wow that turned quickly into a junk drawer kind of post! Well good news is that I plan on posting more to cover the SCL, as well as the run up to ATXI in my usual over-zealous fashion.Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-80418804771656299892013-04-19T07:00:00.000-07:002013-04-19T07:00:08.014-07:00SCL3 tournament Announced!<div class="separator" style="clear: both; text-align: center;">
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After another successful showing of the SCL on Apr 6, and 7th, whose match replays can be found at the <a href="http://syndicatecl.com/vod.php" target="_blank">SCL site here</a>(Will be updated with SCL2 footage shortly), the Pandemic Legion team, led by tourney champion Admiral Goberius had a thriller <a href="http://www.twitch.tv/syndicatecl/videos?kind=past_broadcasts" target="_blank">best of five Final</a>(Full stream footage linked there) against <a href="http://failheap-challenge.com/showthread.php?10995-The-Reputation-Cartel-tourney-team" target="_blank">the Reputation Cartel</a> team, a mix epic posters from the <a href="http://failheap-challenge.com/forum.php" target="_blank">Failheap-Challenge</a> forums. Well worth the watch, and a blast down to the last match.<br />
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Good news, the team behind the Syndicate Competitive League is up to their old tricks and preparing for SCL #3!<br />
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Currently scheduled for May 11th and 12th, numerous rule changes have been made from SCL #1 to SCL #2. The biggest change was going from a longer double elimination bracket with best of three matches down to a single elimination bracket with best of three matches except the final which is a best of five. In SCL 1, the double elimination, best of three matches format left some teams up well into the night and early hours of their mornings, not that it slowed down the SCL 1 Hydra team at all, who still were <a href="http://syndicatecl.com/vod.php" target="_blank">victorious against the Exodunks team in SCL 1</a>.<br />
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Back to SCL #3 aka SCL3, the rules are once again being modified by the SCL team to allow for better setups, changing meta and hopefully a bit of a shake-up to the turtle and ECM tank teams we saw in SCL2. Details post from one of the Tourney front men, Bacchanalian, is located on the <a href="https://forums.eveonline.com/default.aspx?g=posts&t=226179" target="_blank">eve-o forums here</a>.<br />
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In short they are making a few ship-point changes.... but one of the bigger changes listed isn't something obviously important to the casual fan. That is "Only one Remote Energy Transfer module may be fitted per ship. They may be fitted on any and all ships, but only ONE per ship is allowed." Unless you are familiar with the SCL or even previous alliance tournaments, this change may seem a little pointless.<br />
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However, this change was needed because as the popularity of turtle cross tanking setups rose, due to their effectiveness, there was a chance where two "turtle" teams would face each other in a stand off that would exceed the match time with no kills. Making it very difficult to score the round or to provide needed resolution. This simple change should result in more explosions and less 'invincible' Golem, Sin, Vargur and other shield spider turtle tanks.<br />
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There will be a new third place determining match, best of three that will happen just before the championship match on Sunday.<br />
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Additionally the SCL is looking for another commentator for their booth.. In their words<br />
<blockquote class="tr_bq">
Ever considered being a commentator? Think you have what it takes? The SCL staff is looking for one more voice to bring on board. Applicants need to demonstrate ample PvP experience, and a high level of past tournament participation is recommended. The ability to commit to both days of the weekend and multiple SCL dates is requested, and it is also asked that you not participate in the SCL in any way should you opt to become a commentator-we don't want active competitors "in the booth". Contact <b>Seldarine</b> for details.</blockquote>
Well beyond that, the winners of SCL1 and SCL2 have been invited to compete in SCL3, that would be the mostly Hydra team of "Warlords of the Deep" and the Pandemic Legion Team. Creates quite the match-up<br />
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Now as for improvements I think still need to be made,<br />
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<ul>
<li>If this really is meant to be a season vice just fights once a month, then some kind of points system and season needs to be considered. I think the SCL team is looking into this already, but it would be good to know it was in the works. Perhaps they just can't decide on a way to do the standings and are working that out and will apply whatever system they figure out to the past winners and participants when they do get a system in place.</li>
<li>A season would need to be defined, IE monthly fights that start to count using the above system from this month to this month next year.</li>
</ul>
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Common questions or rather, common thoughts about the SCL and why "it's not worth watching."</div>
<div>
<ol>
<li><b>It takes place on SiSi, making ship costs immaterial reducing the immersion of the SCL into the Eve universe! </b>A: my response to this is simple. The teams that are fighting in the SCL would raise the money anyways, additionally it levels the playing field for the people who would not be able to raise the money, allowing the SCL to reach out to a wider participant base at a lower cost than NEO or AT's past.</li>
<li><b>Since not as much is at risk, it seems like security measures aren't as extreme as for the NEO or AT, why is that?</b> A: This question seemed often asked, to me at least. In past AT's, most specifically AT6 through 10, there was no banning, so setups that could be thought up and tested out and worked well could be used, and thus finding out about a teams preferred setups gave insight into what your team might be facing if facing them. With the advent of banning, all setups must be more fluid and much more adaptable. Because of this, spying becomes less important as banning makes it difficult to predict exactly what fleet you might see. Teams have to train against and with far more comps than just coming up with one solid comp and sticking to it.</li>
</ol>
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In any case, I look forward to SCL3! May seems a long way off at this point, but not over the horizon, just on the other side of Fanfest.</div>
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Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-76957726647731300542013-04-18T09:00:00.000-07:002013-04-18T09:00:28.059-07:00Your True Stories for the player timeline of Eve<div class="separator" style="clear: both; text-align: center;">
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As most people know, Eve is turning the ripe age of 10 years old this year and has several events and the 10th Fanfest going on in the upcoming weeks. True Stories from the first decade is another aspect of the 10 year celebration and can be found <a href="https://truestories.eveonline.com/" target="_blank">at this link</a>. Kind of like a player led timeline of the eve experience, stories that have been entered so far range from the pirate gank to the ultra-industrialist swarm, 0.0 space battlez and everything in between.<br />
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Currently we are in the "submit a true story" phase, and that will last for another 13 days, until May 1st (GMT) and then voting will open for the best story until May 15th.<br />
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This contest isn't about the best writer or the best story but more about writing down the history of the first decade of Eve Online. From what I have read so far, some stories tell of a timeline while others cover specific events.<br />
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Here are a few examples of stories being posted, dig in and enjoy, there are plenty more out there and more being added all the time.<br />
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<a class="idea_name_link" href="https://truestories.eveonline.com/ideas/464-battle-of-c9ncc-one-of-the-biggest-capital-battles-of-the-era-before-supercapitals" style="background-color: white; color: #0099cc; font-family: 'Open sans', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 21px; outline: 0px; text-decoration: none;" target="_blank">Battle of C9N-CC - One of the biggest capital battles of the era before supercapitals</a><br />
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<a class="idea_name_link" href="https://truestories.eveonline.com/ideas/457-dday-for-diplomacy" style="background-color: white; color: #0099cc; font-family: 'Open sans', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 21px; text-decoration: none;" target="_blank">D-DAY FOR DIPLOMACY</a><br />
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<a class="idea_name_link" href="https://truestories.eveonline.com/ideas/465-scorching-light" style="background-color: white; color: #0099cc; font-family: 'Open sans', Helvetica, Arial, sans-serif; font-size: 14px; line-height: 21px; text-decoration: none;" target="_blank">Scorching Light</a><br />
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So, while we are speaking of the timeline... CCP has released a easier to follow timeline in near slide-show format of the (short) history of Eve. Well when I say history I mean the Cannon of Eve and not just player history stories and interactions. It's a wonderful, thankfully short, introduction to the sprawling backstory of Eve Online. I wish it had more crosslinks to the <a href="http://wiki.eveonline.com/en/wiki/Portal:EVE_Chronicles" target="_blank">chronicle pages in the evelopedia</a> to allow people who are interested to learn more about their favorite factions, people and events.<br />
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In any case, here is <a href="http://eve.com/" target="_blank">the link for the timeline page</a>!Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-60361614967676104092013-04-10T09:51:00.005-07:002013-04-10T10:33:30.651-07:00I don't usually post twice in a dayBut when I do, it's about spaceships, FACTION spaceships.<br />
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Fozzie has release a blog about crazy FACTION BATTLECRUISERS!<br />
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Okay Frig and cruiser faction ships changes are in there too<br />
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<a href="http://community.eveonline.com/news/dev-blogs/in-the-navy" target="_blank">Everyone should rejoice and go check it out</a>!<br />
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Back yet?<br />
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Okay! For those of you too lazy to go look, I'll break down the changes in quick Logan-ese<br />
<h3>
Frigates</h3>
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<ul>
<li><b>Firetail</b> gets a huge revamp, Higher base damage, more fitting, more HP.</li>
<li><b>Slicer</b> stays mostly the same</li>
<li><b>Comet</b> gets small buffs</li>
<li><b>Caldari</b> <b>Navy</b> <b>Hookbill</b> gets a slight mobility nerf, but increases overall HP to soften to blow.</li>
</ul>
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<a href="https://forums.eveonline.com/default.aspx?g=posts&t=214283" target="_blank">Discussion thread (details details....)</a><br />
<h3>
Cruisers</h3>
These sexy beasts have been evened out a bit for tiericied, thank you CCP!<br />
<br />
<ul>
<li><b>Augoror NI</b> : Gets a damage bonus to it's turrets, retains armor HP per level increase, also retains it's two utility highs</li>
<li><b>Omen NI</b> : Gets a optimal range bonus to make it even more like the Zealot.</li>
<li><b>Osprey NI</b> : Gets more agility and fits more like a better t1 Caracal.</li>
<li><b>Exequror NI</b> : Double hybrid damage bonus, speed and agility retained to be an even more impressive close range brawler. No tracking bonus though so it might suffer vs smaller targets... very little though, TE's should help that.</li>
<li><b>Vexor NI </b>: 125m3 Drone bandwidth(200m3 drone bay). Is that 5 heavy/Sentries drones? why yes, I think it is. Also gets it's hybrid turret bonus removed in favor of a drone velocity/tracking bonus of 5% per level.</li>
<li><b>Scythe FI</b> : True split weapon ship, gets a 10% bonus per level to projectile turret and missile launcher damage per level, this equates to two 5% bonuses and should provide for a surprising encounter every time you see one.</li>
<li><b>Stabber FI</b> : Slight change to it's mass, making it's agility take a hit. I wonder by how much.</li>
</ul>
<br />
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=219607" target="_blank">Discussion thread with more details</a><br />
<h3>
BC'S!</h3>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPC2HoGM48Gb5VP8b6Kt_g4OVh-Qnm7D-ygcFpPlY4pUiG-d5JjmKhTyjg0B0vitDKhAgykx6NaFaP88aCZKvc92JMNT-JzZJtAhZSOopjFJzakOBRx7seOq4xac-ABmjsuaWz2dFO-QU/s1600/navyships.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="237" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPC2HoGM48Gb5VP8b6Kt_g4OVh-Qnm7D-ygcFpPlY4pUiG-d5JjmKhTyjg0B0vitDKhAgykx6NaFaP88aCZKvc92JMNT-JzZJtAhZSOopjFJzakOBRx7seOq4xac-ABmjsuaWz2dFO-QU/s400/navyships.png" width="400" /></a></div>
<div>
<ul>
<li>Harby NI : 7/5/6, 6 turrets, lower drone bay, replacement of the cap reduction bonus with a 7.5% tracking increase (gonna be crazy)</li>
<li>Drake NI : 8/6/4. 8! Launchers, bonuses are 10% missile speed bonus, and 5% explosion velocity per level. And improved mobility.</li>
<li>Brutix NI : 7/4/7, 6 turrets, 50m3 drone bay/band, replaces armor rep bonus with a tracking bonus 7.5% per level. Increased speed and agility.</li>
<li>Huricane FI : Will now be known as the ficane - 8/4/6 6 turrets, More mobility, more fittings, aka the "old" hurricane is back! Fleet issue whelp is a go!</li>
</ul>
</div>
<div>
New faction BC's will be in the LP stores, the CCP post has more details on their costs...</div>
<div>
<br /></div>
<div>
Exact details are still "in the works" and will be posted in the <a href="https://forums.eveonline.com/default.aspx?g=topics&f=270" target="_blank">Features discussion subforum</a> ASAP</div>
<div>
<br /></div>
<h3>
Faction BS</h3>
<div>
Will be looked at sometime soon, not hard scheduled for release with Odyssey, but on the plan to get looked at shortly afterwards.</div>
<div>
<br /></div>
<div>
DISCLAIMER</div>
<div>
All changes are still subject to modification, this post may become out of date quickly as changes are refined. Take a look at my t1 BS posts for confirmation about that.</div>
<div>
<br /></div>
<div>
<span style="color: red;"><b>Opinion</b></span> :</div>
<div>
<br /></div>
<div>
All the changes look solid, but made me a bit curious about the place of t2 ships. looks like instead of just fixing the Tech embargo, CCP is just going to make t2 ships more and more obsolete. I'm okay with that!</div>
<div>
<br /></div>
<div>
FW LP hoarding is probably already happening!</div>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com0tag:blogger.com,1999:blog-7616244196108776097.post-73527820735960133292013-04-10T07:49:00.000-07:002013-04-10T13:21:29.566-07:00T1 BS changes revisitedIn the spirt of CCP listening to feedback, shocking I know, CCP Rise and team has made some changes to the t1 BS after the initial response from the community was somewhat mixed.<br />
<br />
<h4>
Caldari BS</h4>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=223608">https://forums.eveonline.com/default.aspx?g=posts&t=223608</a><br />
<br />
<h4>
Minmatar BS</h4>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=223611">https://forums.eveonline.com/default.aspx?g=posts&t=223611</a><br />
<br />
<h4>
Amarr BS</h4>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=223607">https://forums.eveonline.com/default.aspx?g=posts&t=223607</a><br />
<br />
<h4>
Gallente BS</h4>
<a href="https://forums.eveonline.com/default.aspx?g=posts&t=223610">https://forums.eveonline.com/default.aspx?g=posts&t=223610</a><br />
<br />
<a href="https://forums.eveonline.com/default.aspx?g=topics&f=270">Forum - Features and issues Discussion</a><br />
<br />
Now let me look back through these changes and see what has actually changed.<br />
<br />
<i>Caldari quick breakdown....</i><br />
Rohk - Unchanged since last post<br />
Raven - Unchanged since last post<br />
Scorpion - Trading in a high slot for an extra low slot.<br />
<br />
<i>Minmatar quick breakdown...</i><br />
Maelstrom - Still unchanged<br />
Tempest - Now an "Attack BS" instead of a "Combat BS" this means it will retain more of it's agility, and a lower sig, but at the cost of not getting as much HP. However, it will still have more HP than it does currently.<br />
Typhoon - Lowered sig res and gave back the turret slots, but no turret hull bonuses.<br />
<br />
<i>Amarr quick breakdown....</i><br />
<br />
<ul>
<li>Abaddon - Unchanged since last post</li>
<li>Apocalypse - Total cap increased, and a little more armor HP added.</li>
<li>Armageddon - There is a blurb from Rise acknowledging that the Armageddon is hugely changed, but he hasn't changed or rolled back any of the drone/neut nastyness. Base of this change is that there is considerable overlap between the Abaddon and the Armageddon without the changes.</li>
</ul>
<br />
<i>Gallente quick breakdown...</i><br />
<br />
<ul>
<li>Hyperion - Or should we say Hypwnion? Updated changes are.... 10% hybrid turret damage, 7h(-1h) 5m, 7L(+1L), 6 turret slots instead of 8, 125 m3 drone bandwidth! (drone bay of 175m3!).</li>
<li>Megathron - <strike>Winathon</strike>? Anyways, Now a gun dependent platform, the Mega gave up it's utility high... for ANOTHER LOW. So we are looking at 7/4/8 now, 7 turret slots, lower sig radius, no missile slots, 75m3 Drone bay and bandwidth. <i><span style="color: red;"><b>EDIT</b></span></i> : After a good conversation with Sard Caid in the comments of this post, there are a few other factors to be worried about with the Megathron change. specifically if there is any reason to fly the Mega over the Hype with these changes. The Hype will have 5 heavy/sentry drones and enough backup space to field warrior or ECM or even three backup heavy drones, in addition it will have an important utility high that can be used with heavy nuet, or smart bomb to effectively help counter smaller ships, and or drone swarms. The Mega meanwhile loses it's utility high, loses drones, already had a tracking bonus, that still didn't obsolete the need for a web, the 8/5/6 slot layout and setup does seem more appealing now, or at least, make no change and leave it as-is. I have a feeling this isn't the last of the t1 BS revamp changes and hopefully the mega will get another looking at.</li>
<li>Dominix - No changes, though there is a tantalizing bit about a sentry drone revamp upcoming, and that would be pretty sexy for anything that does or can use Sentries.</li>
</ul>
<br />
Now the <span style="color: red;"><b>opinion</b></span> part-<br />
The second brush at these changes are much "sexier" than the first brush at changes, and will make a huge difference to the way these changes are taken. I am pretty enthused about the changes now (as a whole).<br />
<br />
Every race has something to look forwards to, these are the things I like.<br />
<b>Caldari</b> - Cav Raven and the 6 lowslot Scorp (more apt to fitting an armor tank, AND more room for jamming amps.<br />
<b>Amarr</b> - Abaddon is still going to be great, but the changes to the Apoc and the Armageddon open up a whole new style of gameplay, especially the geddon, prices are going to be soaring on those things now.<br />
<b>Minmatar</b> - Not as much "Winmatar" anymore but still very good. Glad to see them have two attack and one combat type BS, seems to be more in line with their overall philosophy.<br />
<b>Gallente</b> - Biggest winners of the revamp revamp, so much here to like, Hyperion is gonna be dead sexy (if it makes it into the game as it is now)! Megathron has a role now as a "guns brawler" with that tracking bonus (7.5% per level) it's going to be <strike>debatable needing a web against most targets anymore</strike>, It will still need a web despite the tracking bonus, so it will have the standard speedmod of choice, full tackle and cap injector. The extra speed it gets from being an "Attack BS" will be largely mitigated by the armor plates it will likely be fitting in those 8 lows, even with armor honeycombing (though that will help) compared to the Hype's lighter (mass-wise) active rep platform.<br />
<i><br /></i>
Logan Fyreitehttp://www.blogger.com/profile/18020193253139376508noreply@blogger.com10