-o0o-
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.
Torpedo! Torpedo! Torpedo!
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!
-o0o-
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.
First off, we have active countermeasures, that is to say, defender missiles, or in real life terms
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?
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!
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.
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.
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.
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.
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 -
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.
Ships spewing flares? YEZ PLEAZ.
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.
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.
Seriously though, someone had to have thought of many better ways to counter missiles, ways we just don't see in game.
Opportunist - 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.
Showing posts with label Eve Online. Show all posts
Showing posts with label Eve Online. Show all posts
Monday, June 29, 2015
Tuesday, May 12, 2015
Structureiffic!
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/
Hey these look pretty cool! The main problem will be linked with how the stations are handled in the overall structure of the game.
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.
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!
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.
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).
More good news though, at least ships will be off the scanner when idling inside!
See you in space.
OTHER USEFUL, RECENT DEVBLOGS
Sov Part 1
Sov Part 2 (Includes information on the Entosis module)
Hey these look pretty cool! The main problem will be linked with how the stations are handled in the overall structure of the game.
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.
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!
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.
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).
More good news though, at least ships will be off the scanner when idling inside!
See you in space.
OTHER USEFUL, RECENT DEVBLOGS
Sov Part 1
Sov Part 2 (Includes information on the Entosis module)
Monday, May 4, 2015
Eve'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."
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!
Anyways, into the meat of this post, first off, free stuff! (The real dream of Eve)
First, space barbie stuff, and Logan IS looking for a new look....
He may make it look good, but Logan will make it look FABULOUS! lol
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...
Anyways we also look to get a couple of the commemorative implants... specifically:
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!
Anyways, into the meat of this post, first off, free stuff! (The real dream of Eve)
First, space barbie stuff, and Logan IS looking for a new look....
He may make it look good, but Logan will make it look FABULOUS! lol
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...
Anyways we also look to get a couple of the commemorative implants... specifically:
- CA-3 willpower +3; Provides +1.5% ship velocity and shield capacity bonus; 30% bonus for set (CA1-4 is a set)
- CA-4 memory +3; Provides +1.5% ship agility and armor hit points bonus; 20% bonus for set (CA1-4 is a set)
The full details can be found at this link - https://community.eveonline.com/news/news-channels/eve-online-news/eve-is-twelve/
So it's time to re-up those alts and reflect on 12 years ago...
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.
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.
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.
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.
In short, happy Birthday Eve, may your soon to be teenaged years help mature you further.
-Logan
Tuesday, October 8, 2013
Warp speed accel changes
The best thing to happen to Eve in a long time.
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.
Well NOT ANYMORE!
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.
In this video by dkcarlos, the true speed can be brought into focus. This is of course utilizing a Stiletto, with 2 t1 warp rigs, speeding along at 14 AU/s. 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.
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.
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.
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.
Well NOT ANYMORE!
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.
In this video by dkcarlos, the true speed can be brought into focus. This is of course utilizing a Stiletto, with 2 t1 warp rigs, speeding along at 14 AU/s. 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.
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.
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.
Friday, September 28, 2012
Unable to contain a smile here but:
CCP Games and Ow3d tv are sponsoring a Eve Online tourney in December, the details are out in a new dev blog
http://community.eveonline.com/devblog.asp?a=blog&nbid=73428
Of course as your tourney-centric blog of ATX I will provide coverage and more details as soon as I get a chance to read the whole post.
http://community.eveonline.com/devblog.asp?a=blog&nbid=73428
Of course as your tourney-centric blog of ATX I will provide coverage and more details as soon as I get a chance to read the whole post.
Tuesday, May 24, 2011
AT9 Week 1 predictions
Thankfully after the initial blip of the banning rule, since outlawed, rules from last year have been largely unchanged, the main addition being the new qualifying rounds of 5v5 instead of 10v10. It will be interesting to see how many copycat setups from last year we will see come 10v10 time. First it's time for the new 5v5 rounds. 50 total points and a max of 5 pilots per side should speed things up and change the mechanics of each fight significantly.
Another interesting thing to note is the addition of pilots who flew with each other last year now being a part of different teams. GENOS spent some time in PL before breaking off in time to rejoin Hydra Reloaded and form a team there. PL will of course be fielding it's team from years past. Meanwhile, some members of GENOS left to join Goons and Rens911 to field their team.
The main contention will be if setups with don't use the 12 point Logistics cruiser in 5v5 will be outclassed by the ones who do. One on hand the Logi can deal out impressive reps, keeping things alive under all kind of DPS especially t2 ships, but using that 12 points elsewhere can significantly increase the punch of the ice ships you do have by allowing the addition of another DPS ship. T3's also seem, to me, to be very powerful here with their mix of EHP and DPS, and inherent strengths vs ewar offered in a smaller engagement. How many t3 setups will we be seeing, and of those how many will be anything other than the boring Tengu setups that I expect?
Only time will tell. Match pairings for the first weekend have been posted, and there are some oldies to the tourney as well as some newcomers, even some alt based alliances. It will be an interesting ride. Good luck to all.
Saturday 28th
15:00 White Noise. vs. Majesta Empire - White Noise wasn't in AT8, but I have high hopes for them this time. Majesta Empire did better than I expected last year, getting into the round of 32, before being put out of the tourney by The Wrong Alliance. They fielded solid setups, so it will be a tough call. I think White Noise. loses a close one here.
15:20 Outbreak vs. RvB - Blue Republic - Blue Republic is another newcomer but as a PvP focused and high-sec war focused Alliance I think they have a pretty strong group of pilots to pull from, I wonder if they will be able to show their skills here against a very good Outbreak team. Outbreak nor Blue were in at8, but Outbreak is a classy, solid, pvp organization. Their experience and sp will pull through here.
15:40 The R0NIN vs. Ushra'Khan - Both teams did well in at8, R0NIN advanced to the round of 16, Ushra dropped at the round of 32. It'll be a tough matchup, so we will go to the fittings and team setups they used from last year. Both teams fielded a Bhaal in their final match and lost. I can't argue with those kinds of risks, The R0NIN will edge out a win here.
16:00 GoonSwarm vs. Wildly Inappropriate - With Goons under new tourney management, I imagine, I'm betting they will be much improved, well able to handle WI. An easy choice.
16:20 Paisti Syndicate vs. Transmission Lost - LOST is a newcomer and look like a combination lowsec, 0.0 and WH alliance. They will be facing off against tourney regulars, the Paisti Syndicate. Last year the Paisti Syndicate lost to eventual AT winners PL in the round of 16, their minmatar-heavy setup failing to do any damage to the strong PL setup. That being said, they offed a few good teams on their route to that loss and will provide stiff to overwhelming competition for LOST.
16:40 Get Off My Lawn vs. Raiden. - LAWN, man I love these guys. They did let me down a few times last year, losing to The R0NIN and then being put out of the tourney by Dystopia alliance. Geeze! Raiden. wasn't an alliance last tourney, formed of some of the better ex-Bobbits, so I have high hopes for them this year. It'll be close but I'm going to root for LAWN!
17:00 Northern Coalition. vs. Bacon Fortress Gaming Syndicate - NCdot, Bacon, I just, don't, know, wtf, fail.
17:20 The G0dfathers vs. United Front Alliance - G0dfathers lost to CVA in the round of 32 last year, and have to still feel bad about that! Dirty role-players. United didn't participate last year, but are a large, Sov-holding NC alliance. I'll try not to hold that against either of them. G0d's is my guess.
18:20 Electric Monkey Overlords vs. Reverberation Project - I've never heard of Reverberation Project before, but looking at their KB, I'm honestly not impressed, at all, come on guys, they do have a good logo though. EMO has a great name and I went with them last year, so EMO again this year. I hope Mannar, Elarel, and Schoor are still treating them well.
18:40 Babylon 5.. vs. SOLAR FLEET - Bab wasn't in it last year, But SOLAR was, making it into the round of 32 before being put out by the Panda Team. They had a solid showing up until that point, and I will take them in this match.
19:00 B A N E vs. Corcoran State - I think the Corcoran state is a pretty solid lock for a loss here, just like when they lost their space in Geminate, oh snap! B A N E, minus all the spaces, are solid, low-sec pirates last time I bothered to look. In any case they should have little trouble with Corcoran.
19:20 Test Alliance Please Ignore vs. BricK sQuAD. - TEST vs "alliance veterans" BricK. It's a tough call here, Brick did well last year, but failed to make it into the final week after Cry Havoc easily crushed their Minmatar heavy setup with a Mach heavy setup. They won their first match handily, using a Tengu based setup to out spam the opposition. TEST has a chance to surprise early, but it will be against tough opposition. My money will rest with Brick in this early matchup.
19:40 Lack of Imagination vs. Atlas. - Lack seemed the poster-child of an alt alliance when I saw it's some 29 members and 3 corps, but I did some further investigation, and they do include the more or less active hellsrejects, so perhaps they will have some combat pilots. It's going to take a lot for them to be able to fight against the talent that Atlas can bring to bear.
20:00 Rote Kapelle vs. Black Legion - I privately envy their Muninn based fleets in 0.0, almost worth giving a copy-fleet a chance! Maybe sometime after we win! GL Black Legion, love your killboard.
20:20 POWER OF TWO vs. Smacked Alliance - Smacked Alliance seems to be mostly lowest and WH space, but look pretty good, some of their members filing up 60+ kills a week. POWER on the other hand is a solid Russian based corp, I believe they have some good pilots but I am not sure. It's a tough call. I'm not sure who will win this one but I'll go with Smacked Alliance.
20:40 Unaffiliated vs. Legion of the Damned - Unaffiliated, long time residents and irritants in Syndicate are solid PvPers, but that hasn't translated into success in the AT's. I predict more of the same for the poor folks of U, with the newcomers, Legion of the Damned taking the win to close out day 1.
Sunday 29th
15:00 RvB - Red Federation vs. Perihelion Alliance - The other half of red vs blue, the red fed show up here. Similar detractors and to the blue fed. They face tough opposition in Perihelion alliance. They stood out to me last year, facing touch competition in AAA and MM. Though they lost to both, their matches came down to the very close end. They fielded solid setups both times and had poor luck against what they faced. Experience will be key here.
15:20 The Obsidian Front vs. Capital Punishment - Looks like these guys have met in space before. Though only briefly and more of a gank than a fight. My money is begrudgingly on Cap Punishment, especially if they have Maraner as one of their FC's.
15:40 Negative Ten vs. The SPACE POLICE - Another tough fight to predict. Both were in at8 and had some rough opponents, all pre-requirements to doing better this year. This will definitely be a test of wills, I'll say Negative Ten, they didn't field any Drakes or Tengu's last year though their cane, rupture setup didn't quite get them through.
16:00 Curatores Veritatis Alliance vs. The Conglomeration of Ill Advised Ideas - Ill Advised Idea's. Hmmmm, I haven't heard of them before, and by the look of their 6 sub 10 member corps, they are either another alt alliance OR a small group who doesn't PvP much. I'll say alt alliance. CVA should walk through this one.
16:20 Mos Vape Heavy Industries vs. The Kadeshi - The Kadeshi split their matches last year, not quite qualifying for the finals. Mos Vape on the other hand chose to send one of their members off in style their second match, deploying hull tanking Mega Navy Issues. Mos also lost their first match, though it was closer than their second. My vote is with the Kadeshi for this match.
16:40 The Star Fraction vs. Intrepid Crossing - While -SF- might at one point have won this matchup, or at least be expected to put on a good show, after last years disappointing, to say the least, performance, I just can't back them. Intrepid Crossing on the other hand, made good their first round loss last year with a solid second round victory mainly focused around Tengu/Drake and rook setups, both times. That's the problem with ECM setups, sometimes you win with ease, and others not so much!
17:00 Morsus Mihi vs. Vanguard Imperium - The Khanid role-players have a tough matchup in the first round vs Morsus Mihi who have managed to do very well in the past. Vanguard is part of the NC I believe and have fought hard for their space, but I doubt that will do much to stop MM. It will be a close fight.
17:20 Ishuk-Raata Enforcement Directive vs. Nulli Secunda - I-RED moved out to Syndicate a bit ago, but I haven't had any direct experience with them so far. This HAS to mean they fail at PvP! I-RED's new to the tourney this year. Matching up favorably against them is nulli, 0.0 sov holders around delve, also tourney newcomers this year. I have to lean towards Nulli given some of I-RED's losses.
18:20 Aggravated Assault vs. Sev3rance - Aggravated must be unhappy that CCP decided to spell their name wrong, for that slight I think they have the power to sever Sev. All things being equal, Aggravated Assault are relatively small, but operate in 0.0 with 126 members. Sev lives in Vale and PB, with about 821 members. Neither of them were in last years tourney, so I will go with the unknown here. Aggravated Assault all the way!
18:40 RAZOR Alliance vs. Clockwork Pineapple - I'd love to see Clockwork work over RAZOR here but both are very competent so it will be a close fight. GROON wasn't the last at, but RAZOR was. It's a tough choice because the RAZOR team was rather, err sharp, in it's matches. My vote is with my Syndicate brethren, Clockwork Pineapple!
19:00 Adeptus Arbetus vs. Against All Authorities - AAA without a doubt on this one, still remember our epic battle with them last year, unless those people have moved on, I actually have no idea. Some Adeptus research, they weren't in at8, and seem to be a steadily growing alliance looking to solidify their name in AT9, after some trouble with -SF- and their freestation in Providence. It will be a tough match for their entry into AT9, I think AAA will be up to the task.
19:20 Important Internet Spaceship League vs. Chain of Chaos - IISL made it to the round of 32 last year before being put out by Atlas alliance. Their setups were solid, if a little light on numbers, all the way through their final loss coming after dispatching the 14 billion isk Flagship Bhaalgorn of Atlas. Chain aka NAWTI is a stead pirate alliance in and around Eve's lowsec, facing up against IISL will be a challenge though they have met in the past, distant past. NAWTI has a well deserved reputation as fighters and will look to extend that reputation on IISL. It will be a close match, but I think IISL has the slight edge heading in.
19:40 Ignore This. vs. Dead on Arrival - Ignore This. is a newcomer to the AT, their alliance centered around a single corp but their kill-board looks above average, so there might be some home for them. They have been operating in Fountain with G0d's against TEST and IISL, killing more than a few caps last week alone. I'm not sure what that has to do with the tourney, but there you have it. Dead on arrival on the other hand looks to be a WH corp that goes around and kills people, in the face. Oh wait, they just want to kill people, but don't actually get that many kills? Their killboard leaders have about 47 kills... I'm not sure they are going to have what it takes to face off against the pilots of Ignore This. but test server time could prove me wrong.
20:00 Wild Boars vs. Controlled Chaos - Man, I don't know about this one. Both of their killboards look pretty good, Controlled Chaos is a sov holding alliance, in Pure Blind and Tribute, while Wild Boars look to be a 0.0 PvP alliance basing out of Tribute. It'll be a close fight for sure, but I think Controlled Chaos will come out on top.
20:20 Waterboard vs. Circle-of-Two - Circle of Two put in some great fights last year, winning their first three matches and making it to the round of 16. I'm happy to see them in again this year, their matches were well executed with strong setups. Oh, did I mention they flew Freki's in the last tourney? Yeah, and lost 2 of them in their match against Voltron that put them out of the tourney. Now that takes some balls. I hope to see more of the same this year. Waterboard on the other hand, seem to operate out of NC space, holding a small pocket of sov up there. I just don't see Circle being slowed down here.
20:40 The Initiative vs. Dark Taboo - Well anyone who password protect their killboard have to be bitches, see CVA. Taboo claim to have sov, but Dotlan says they don't so my guess is renters somewhere either North or South, they also claim to be "the balance between being too big and too small." Their recruitment, or rather intro page is more like a litany of bad cliche's. 700ish members and 30+ corps, doesn't look that good. Thus The initiative look even better than usual in this matchup. Init boasts some strong corps like Evol as well as DRUCKWELLE Evolution. Last at nither of them too part, because of that the match will be closer than it should be but Init will still walk through this one.
Another interesting thing to note is the addition of pilots who flew with each other last year now being a part of different teams. GENOS spent some time in PL before breaking off in time to rejoin Hydra Reloaded and form a team there. PL will of course be fielding it's team from years past. Meanwhile, some members of GENOS left to join Goons and Rens911 to field their team.
The main contention will be if setups with don't use the 12 point Logistics cruiser in 5v5 will be outclassed by the ones who do. One on hand the Logi can deal out impressive reps, keeping things alive under all kind of DPS especially t2 ships, but using that 12 points elsewhere can significantly increase the punch of the ice ships you do have by allowing the addition of another DPS ship. T3's also seem, to me, to be very powerful here with their mix of EHP and DPS, and inherent strengths vs ewar offered in a smaller engagement. How many t3 setups will we be seeing, and of those how many will be anything other than the boring Tengu setups that I expect?
Only time will tell. Match pairings for the first weekend have been posted, and there are some oldies to the tourney as well as some newcomers, even some alt based alliances. It will be an interesting ride. Good luck to all.
Saturday 28th
15:00 White Noise. vs. Majesta Empire - White Noise wasn't in AT8, but I have high hopes for them this time. Majesta Empire did better than I expected last year, getting into the round of 32, before being put out of the tourney by The Wrong Alliance. They fielded solid setups, so it will be a tough call. I think White Noise. loses a close one here.
15:20 Outbreak vs. RvB - Blue Republic - Blue Republic is another newcomer but as a PvP focused and high-sec war focused Alliance I think they have a pretty strong group of pilots to pull from, I wonder if they will be able to show their skills here against a very good Outbreak team. Outbreak nor Blue were in at8, but Outbreak is a classy, solid, pvp organization. Their experience and sp will pull through here.
15:40 The R0NIN vs. Ushra'Khan - Both teams did well in at8, R0NIN advanced to the round of 16, Ushra dropped at the round of 32. It'll be a tough matchup, so we will go to the fittings and team setups they used from last year. Both teams fielded a Bhaal in their final match and lost. I can't argue with those kinds of risks, The R0NIN will edge out a win here.
16:00 GoonSwarm vs. Wildly Inappropriate - With Goons under new tourney management, I imagine, I'm betting they will be much improved, well able to handle WI. An easy choice.
16:20 Paisti Syndicate vs. Transmission Lost - LOST is a newcomer and look like a combination lowsec, 0.0 and WH alliance. They will be facing off against tourney regulars, the Paisti Syndicate. Last year the Paisti Syndicate lost to eventual AT winners PL in the round of 16, their minmatar-heavy setup failing to do any damage to the strong PL setup. That being said, they offed a few good teams on their route to that loss and will provide stiff to overwhelming competition for LOST.
16:40 Get Off My Lawn vs. Raiden. - LAWN, man I love these guys. They did let me down a few times last year, losing to The R0NIN and then being put out of the tourney by Dystopia alliance. Geeze! Raiden. wasn't an alliance last tourney, formed of some of the better ex-Bobbits, so I have high hopes for them this year. It'll be close but I'm going to root for LAWN!
17:00 Northern Coalition. vs. Bacon Fortress Gaming Syndicate - NCdot, Bacon, I just, don't, know, wtf, fail.
17:20 The G0dfathers vs. United Front Alliance - G0dfathers lost to CVA in the round of 32 last year, and have to still feel bad about that! Dirty role-players. United didn't participate last year, but are a large, Sov-holding NC alliance. I'll try not to hold that against either of them. G0d's is my guess.
18:20 Electric Monkey Overlords vs. Reverberation Project - I've never heard of Reverberation Project before, but looking at their KB, I'm honestly not impressed, at all, come on guys, they do have a good logo though. EMO has a great name and I went with them last year, so EMO again this year. I hope Mannar, Elarel, and Schoor are still treating them well.
18:40 Babylon 5.. vs. SOLAR FLEET - Bab wasn't in it last year, But SOLAR was, making it into the round of 32 before being put out by the Panda Team. They had a solid showing up until that point, and I will take them in this match.
19:00 B A N E vs. Corcoran State - I think the Corcoran state is a pretty solid lock for a loss here, just like when they lost their space in Geminate, oh snap! B A N E, minus all the spaces, are solid, low-sec pirates last time I bothered to look. In any case they should have little trouble with Corcoran.
19:20 Test Alliance Please Ignore vs. BricK sQuAD. - TEST vs "alliance veterans" BricK. It's a tough call here, Brick did well last year, but failed to make it into the final week after Cry Havoc easily crushed their Minmatar heavy setup with a Mach heavy setup. They won their first match handily, using a Tengu based setup to out spam the opposition. TEST has a chance to surprise early, but it will be against tough opposition. My money will rest with Brick in this early matchup.
19:40 Lack of Imagination vs. Atlas. - Lack seemed the poster-child of an alt alliance when I saw it's some 29 members and 3 corps, but I did some further investigation, and they do include the more or less active hellsrejects, so perhaps they will have some combat pilots. It's going to take a lot for them to be able to fight against the talent that Atlas can bring to bear.
20:00 Rote Kapelle vs. Black Legion - I privately envy their Muninn based fleets in 0.0, almost worth giving a copy-fleet a chance! Maybe sometime after we win! GL Black Legion, love your killboard.
20:20 POWER OF TWO vs. Smacked Alliance - Smacked Alliance seems to be mostly lowest and WH space, but look pretty good, some of their members filing up 60+ kills a week. POWER on the other hand is a solid Russian based corp, I believe they have some good pilots but I am not sure. It's a tough call. I'm not sure who will win this one but I'll go with Smacked Alliance.
20:40 Unaffiliated vs. Legion of the Damned - Unaffiliated, long time residents and irritants in Syndicate are solid PvPers, but that hasn't translated into success in the AT's. I predict more of the same for the poor folks of U, with the newcomers, Legion of the Damned taking the win to close out day 1.
Sunday 29th
15:00 RvB - Red Federation vs. Perihelion Alliance - The other half of red vs blue, the red fed show up here. Similar detractors and to the blue fed. They face tough opposition in Perihelion alliance. They stood out to me last year, facing touch competition in AAA and MM. Though they lost to both, their matches came down to the very close end. They fielded solid setups both times and had poor luck against what they faced. Experience will be key here.
15:20 The Obsidian Front vs. Capital Punishment - Looks like these guys have met in space before. Though only briefly and more of a gank than a fight. My money is begrudgingly on Cap Punishment, especially if they have Maraner as one of their FC's.
15:40 Negative Ten vs. The SPACE POLICE - Another tough fight to predict. Both were in at8 and had some rough opponents, all pre-requirements to doing better this year. This will definitely be a test of wills, I'll say Negative Ten, they didn't field any Drakes or Tengu's last year though their cane, rupture setup didn't quite get them through.
16:00 Curatores Veritatis Alliance vs. The Conglomeration of Ill Advised Ideas - Ill Advised Idea's. Hmmmm, I haven't heard of them before, and by the look of their 6 sub 10 member corps, they are either another alt alliance OR a small group who doesn't PvP much. I'll say alt alliance. CVA should walk through this one.
16:20 Mos Vape Heavy Industries vs. The Kadeshi - The Kadeshi split their matches last year, not quite qualifying for the finals. Mos Vape on the other hand chose to send one of their members off in style their second match, deploying hull tanking Mega Navy Issues. Mos also lost their first match, though it was closer than their second. My vote is with the Kadeshi for this match.
16:40 The Star Fraction vs. Intrepid Crossing - While -SF- might at one point have won this matchup, or at least be expected to put on a good show, after last years disappointing, to say the least, performance, I just can't back them. Intrepid Crossing on the other hand, made good their first round loss last year with a solid second round victory mainly focused around Tengu/Drake and rook setups, both times. That's the problem with ECM setups, sometimes you win with ease, and others not so much!
17:00 Morsus Mihi vs. Vanguard Imperium - The Khanid role-players have a tough matchup in the first round vs Morsus Mihi who have managed to do very well in the past. Vanguard is part of the NC I believe and have fought hard for their space, but I doubt that will do much to stop MM. It will be a close fight.
17:20 Ishuk-Raata Enforcement Directive vs. Nulli Secunda - I-RED moved out to Syndicate a bit ago, but I haven't had any direct experience with them so far. This HAS to mean they fail at PvP! I-RED's new to the tourney this year. Matching up favorably against them is nulli, 0.0 sov holders around delve, also tourney newcomers this year. I have to lean towards Nulli given some of I-RED's losses.
18:20 Aggravated Assault vs. Sev3rance - Aggravated must be unhappy that CCP decided to spell their name wrong, for that slight I think they have the power to sever Sev. All things being equal, Aggravated Assault are relatively small, but operate in 0.0 with 126 members. Sev lives in Vale and PB, with about 821 members. Neither of them were in last years tourney, so I will go with the unknown here. Aggravated Assault all the way!
18:40 RAZOR Alliance vs. Clockwork Pineapple - I'd love to see Clockwork work over RAZOR here but both are very competent so it will be a close fight. GROON wasn't the last at, but RAZOR was. It's a tough choice because the RAZOR team was rather, err sharp, in it's matches. My vote is with my Syndicate brethren, Clockwork Pineapple!
19:00 Adeptus Arbetus vs. Against All Authorities - AAA without a doubt on this one, still remember our epic battle with them last year, unless those people have moved on, I actually have no idea. Some Adeptus research, they weren't in at8, and seem to be a steadily growing alliance looking to solidify their name in AT9, after some trouble with -SF- and their freestation in Providence. It will be a tough match for their entry into AT9, I think AAA will be up to the task.
19:20 Important Internet Spaceship League vs. Chain of Chaos - IISL made it to the round of 32 last year before being put out by Atlas alliance. Their setups were solid, if a little light on numbers, all the way through their final loss coming after dispatching the 14 billion isk Flagship Bhaalgorn of Atlas. Chain aka NAWTI is a stead pirate alliance in and around Eve's lowsec, facing up against IISL will be a challenge though they have met in the past, distant past. NAWTI has a well deserved reputation as fighters and will look to extend that reputation on IISL. It will be a close match, but I think IISL has the slight edge heading in.
19:40 Ignore This. vs. Dead on Arrival - Ignore This. is a newcomer to the AT, their alliance centered around a single corp but their kill-board looks above average, so there might be some home for them. They have been operating in Fountain with G0d's against TEST and IISL, killing more than a few caps last week alone. I'm not sure what that has to do with the tourney, but there you have it. Dead on arrival on the other hand looks to be a WH corp that goes around and kills people, in the face. Oh wait, they just want to kill people, but don't actually get that many kills? Their killboard leaders have about 47 kills... I'm not sure they are going to have what it takes to face off against the pilots of Ignore This. but test server time could prove me wrong.
20:00 Wild Boars vs. Controlled Chaos - Man, I don't know about this one. Both of their killboards look pretty good, Controlled Chaos is a sov holding alliance, in Pure Blind and Tribute, while Wild Boars look to be a 0.0 PvP alliance basing out of Tribute. It'll be a close fight for sure, but I think Controlled Chaos will come out on top.
20:20 Waterboard vs. Circle-of-Two - Circle of Two put in some great fights last year, winning their first three matches and making it to the round of 16. I'm happy to see them in again this year, their matches were well executed with strong setups. Oh, did I mention they flew Freki's in the last tourney? Yeah, and lost 2 of them in their match against Voltron that put them out of the tourney. Now that takes some balls. I hope to see more of the same this year. Waterboard on the other hand, seem to operate out of NC space, holding a small pocket of sov up there. I just don't see Circle being slowed down here.
20:40 The Initiative vs. Dark Taboo - Well anyone who password protect their killboard have to be bitches, see CVA. Taboo claim to have sov, but Dotlan says they don't so my guess is renters somewhere either North or South, they also claim to be "the balance between being too big and too small." Their recruitment, or rather intro page is more like a litany of bad cliche's. 700ish members and 30+ corps, doesn't look that good. Thus The initiative look even better than usual in this matchup. Init boasts some strong corps like Evol as well as DRUCKWELLE Evolution. Last at nither of them too part, because of that the match will be closer than it should be but Init will still walk through this one.
Tuesday, January 25, 2011
Eve + eve = Super eve?
One of those things I have long thought of is how to make eve a better, specifically, larger, place. Essentially, barring K-Space, Drone regions, and Black Rise, eve's about the same size now as when I joined. Okay I guess looking at those spaces makes me think it is indeed much bigger, BUT the problem still stands that more % wise players have joined the game than those expanses of system additions can make up for. To reflect this, when I joined the PCU record was 11k users, and perhaps 60k total subscribers. Now it's somewhere to the tune of 4-5 times that amount, somewhere near 64k concurrent and who knows how many active accounts!
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To me this plays into a lot of the problems I have with eve. Now maybe this isn't the most fully thought out idea, but eve needs to be at least two times bigger. two times is a pretty arbitrary number so let me clarify a bit.
High sec could likely be kept about the same size, perhaps each race could get one more Lonetrek sized region complete with highsec, stations, level 1-5 agents, ore, etc. Spread out the massive clumps of similar quality L4 agents out a bit and drive separation of missioners to other area's. This would help to spread out the majority of clumps of people in highsec, and let's face it, the industrialists new and old, would love to get the chance to find new places, markets and people to profit from. The simple re-distribution of players from highsec alone would make tremendous sense.
Extend this expansion to Lowsec as well, and especially Lowsec. Right now risk is high because most of the well-known lowsec area's are quite honestly over-hunted, this doesn't mean there aren't fights to be had, but more fights between pirates than between people interested in defeating the pirates, there isn't any area for them to expand either. Too many Hyena's and not enough calfs. Doubling (or more) the space available to expand into and with less hunters the calfs could have a chance to multiply and perhaps dig in, providing more viable infrastructure and combat against pirates.
Nullsec suffers from similar problems. Large alliance conglomerates hold at least 80% (that's an official Logan guesstimate) of the current 0.0 sov space, and there are really only 5 NPC controlled area's fo people who want to fight in 0.0 without being in sov space, (Curse, Syndicate, Parts of Venal, Great Wildlands, and Stain?) Anyways, adding more space would allow alliances currently hanging onto the coat-tails of the NC or the Russians to expand out and find new space, and settle it. Sure they would need to fight for it but make this space outside of jump range for Titans or supercaps and force them to build their own infrastructure for a bit before connecting it back into that type of warfare. Anyways, this would make new power-blocks, and expand the eve shard.
As for WH Space, damn if I know CRAP about that. Every time I have been there it's been to kill something or other, so double the space there would be pretty sexy too (amirite?).
As for WH Space, damn if I know CRAP about that. Every time I have been there it's been to kill something or other, so double the space there would be pretty sexy too (amirite?).
The bottom line here is that even though Eve as a game has expanded by leaps and bounds; it has been outdone by the expansion of the player base. Keeping the galaxy so, well to put it in easy to understand but inaccurate terms, small, is contributing to the criminal over-crowding in comparison to the sparse, bleak expanse it used to be(and should be).
TLDR;
TLDR;
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| Eve |
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| + More eve |
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| Super Eve (Well okay, it's Eve Laurence, but we needed something sexy here) |
Wednesday, October 13, 2010
FENDing off the last few weeks
So I suppose I have been slacking and not really coming up with anything creative to post here! Meanwhile in eve Rote Kapelle has been having a great time back in Syndicate.
We'd love to take the credit for pushing Primary. (the recent additions to TXW) into inactivity, but really it seems that World of Tanks and a lack of will to play the game has gutted the attempt to re-form and re inspire the Primary. Alliance. A bit of a shame as we were looking forward to some good fights in TXW for a change. Over the last few weeks their activity has really trailed off leaving us searching for more targets, and finding them.
We engaged in a CONCORD sanctioned war against "The Fendahlian collective" and their friends "Sacra Cupola." The fights were fun, but mostly consisted of station games in either Stacmon or Dastryns, but that fit me just fine as we were able to score some good kills and the FEND gents were good or rather nice enough to continue to fight, bringing out numerous ships and hulls. Didn't matter to me, got to fly in my Abaddon of sheer tankyness for a while, haven't been in that beast in ages! Repairing in station costs way to much isk btw!
I am impressed with Ushwi Hobak who was apparently quad boxing against us. he got on so many kills because he brought out a well tanked Maelstrom, plus scimitar basilisk and usually at least one other DPS ships. We kept trying to kill him, but no luck, or at least no luck very often as he was able to tank and redock at will. Such is the fun of station games! In any case, props to the quad box, pretty impressive. He wasn't so successful at keeping his fleetmates alive, so we ate them up pretty well. Including these couple engagements, Stacmon Slaughter. That Vagabond pilot should read my guide btw, was inside scram range from the undock of the station, paid the price. While they were at it they provided a few lolzy killmails, like the Rapier without a Web.
Most memorable moment goes to the pilot "losingsleep." We had just forced their camp in stacmon to dock and killed his Raven while doing so, he left in a shuttle and returned in a Cyclone. Johnny Cruz mentioned on vent that he was travel fitting that thing with stabs, I, still fit for station games, had two scramblers on the Abaddon, ready to pin him down. He warps into the station again, apparently trying to either salvage or tease us with his invincibleness due to over-stabbing. I'm pretty sure his smile dropped when my four points and Johnny's two points landed on him. Suddenly forced to stick around landing us with a very funny killmail.
Anyways, war was soooo last week. This week we have joined the intrepid pilots of Reaper Industries, our long-time friends, into the Rote Kapelle fold, providing a much needed boost to our EU TZ. It's great to have them around, and RK gangs now tend to roll out of TXW on a near 23/7 basis.
In other internal news, voting for our alliance Logo has finally been completed. I have to say that I am sad, my personal favorite, "looking up, no RK" failed to make it into the last rounds. Though I am happy that all the back-and-forth over the logo will hopefully now be over. I was put in charge of organizing a fair vote and getting a final result and was amazed to have it finished before Christmas 2020.
To the left here is a sample of the winner, well close enough! Now that the vote is over my responsibility for dealing with it also ends, horray!
So that mostly covers the last two weeks, until next time, here is looking up, no RK! Thanks for the work Rixx Javix, very impressive!
We'd love to take the credit for pushing Primary. (the recent additions to TXW) into inactivity, but really it seems that World of Tanks and a lack of will to play the game has gutted the attempt to re-form and re inspire the Primary. Alliance. A bit of a shame as we were looking forward to some good fights in TXW for a change. Over the last few weeks their activity has really trailed off leaving us searching for more targets, and finding them.
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| Heh, Rote Kaput. Good one! |
I am impressed with Ushwi Hobak who was apparently quad boxing against us. he got on so many kills because he brought out a well tanked Maelstrom, plus scimitar basilisk and usually at least one other DPS ships. We kept trying to kill him, but no luck, or at least no luck very often as he was able to tank and redock at will. Such is the fun of station games! In any case, props to the quad box, pretty impressive. He wasn't so successful at keeping his fleetmates alive, so we ate them up pretty well. Including these couple engagements, Stacmon Slaughter. That Vagabond pilot should read my guide btw, was inside scram range from the undock of the station, paid the price. While they were at it they provided a few lolzy killmails, like the Rapier without a Web.
Most memorable moment goes to the pilot "losingsleep." We had just forced their camp in stacmon to dock and killed his Raven while doing so, he left in a shuttle and returned in a Cyclone. Johnny Cruz mentioned on vent that he was travel fitting that thing with stabs, I, still fit for station games, had two scramblers on the Abaddon, ready to pin him down. He warps into the station again, apparently trying to either salvage or tease us with his invincibleness due to over-stabbing. I'm pretty sure his smile dropped when my four points and Johnny's two points landed on him. Suddenly forced to stick around landing us with a very funny killmail.
Anyways, war was soooo last week. This week we have joined the intrepid pilots of Reaper Industries, our long-time friends, into the Rote Kapelle fold, providing a much needed boost to our EU TZ. It's great to have them around, and RK gangs now tend to roll out of TXW on a near 23/7 basis.
In other internal news, voting for our alliance Logo has finally been completed. I have to say that I am sad, my personal favorite, "looking up, no RK" failed to make it into the last rounds. Though I am happy that all the back-and-forth over the logo will hopefully now be over. I was put in charge of organizing a fair vote and getting a final result and was amazed to have it finished before Christmas 2020.
To the left here is a sample of the winner, well close enough! Now that the vote is over my responsibility for dealing with it also ends, horray!
So that mostly covers the last two weeks, until next time, here is looking up, no RK! Thanks for the work Rixx Javix, very impressive!
Monday, September 13, 2010
Pewed right in the face!(again)
| We like to eat CSAA |
When our friends in Asset Liberation called for our help in defending a POS with said CSAA's we had a chance to chow up but mostly it all just ended up in failure. Call us out of practice, or blame the evil lag monster, the POS wasn't long for this world. During the crushing of the CSAA located in KPB, we had some rather bad blows against us, as Alpha and passwords lent PL some easy kills.
In any case, with that part over leadership made the decision to head back to Syndicate and our old system of TXW.... "soon." For now we just moved everything out of KPB and have started staging for the move back. In the meantime all our trouble makers are setting out to go find some of their own trouble! I immediately headed for Ivar where I had been setting up a place to Ninja-kill missioners and otherwise harass people.
I had specially outfit a Navy Issue Omen to be my go-to people killer after they aggressed me because I needed to find SOMETHING to use that bloody ship for! Not too long into my playstint this sunday I tracked down a Vargur just finishing a deadspace mission. I popped in to say hello there in my salvage fit vigil. First I salvaged a large wreck and then stole a little lootzies to see if I could get a bite. Yellow box.... and bam, into structure! Holy crap, praying for a fast align I headed back to the station, making it out in 56% structure in one shot, close one!
I jumped into my ONI, heading back to the Vargur hoping they were still there. Indeed they were but a painful 35km from my warp in point... I pushed the AB up to full speed and started taking a near-immediate pounding. Let's just say the ONI wasn't up to the task but at least it made it out alive, no embarrassing ship loss to post on the alliance kill boards.
I endured the laughter of my target in local, wishing I had brought that Abaddon down from Rens already, having it already fit and ready to go, but I had left it behind shipping other ninja essentials instead. Oh well.
I logged for a bit and by the time I came back there was no more bear activity in my chosen system, leaving me bored and itching for a fight. I was just three jumps from Rens and a further 3 from Amamake, a piratey plan formed in my head. Suicide time!
Well, ok, that's what I call flying into the top belt of Amamake. I fit a Rifter of the 400mm plate version in Rens quick, insuring it and leaving off the rigs. Flew straight down to Ama, and on the jump in I barely avoided being squished by the resident's gatecamp.
I warped into the top belt expecting some action but found none, not even after minutes of loitering. Top belt dissapoints again!
10 minutes of warping around looking for targets revealed a xxxxxXXXXXDeathXXXXXXxxxxxx rifter moving between the belts. I waited for him in the top belt, about 100-150km off the warp in, Close enough for my AB Rifter to close quickly but far enough away that help warping into the other rifter wouldn't be close enough to matter for a bit.
So the Rifter landed shortly after that and pretty much from the start my plan went downhill. I zoomed in, noting his 2k+ speed and pegged him for a MWD user. My web and J5b warp scrambler would take care of that. As soon as I got into range I knew he was bait and my hunch was correct as a Arazu and Cane landed at the warp in, some 70-80 km from me and this other rifter.
Now the smart thing to do would have been to scramble the other rifter, push range on him, and spank the warp out button, before the Razu and cane closed enough distance to kill me, but who said this was a smart fight? I wanted to kill that Rifter, so I kept to my fight, eating through his shields and armor as the Cane drew inside range, pelting me with 425mm rounds from about 40-50km eating up my shields and parts of my armor with near hits. The Arazu landed points on me just as the hostile Rifter popped, and despite my attempts to escape, I was shortly dispatched, my pod speeding free of the encounter.
Hey at least I was able to kill a fully t1 fit rifter before I died! Anyways, back to Rens and a 15 minute timer later I was back into the area with another Rifter. Now sadly all the fight seemed to be gone from the system and short of two faction warfare blobs declining to engage each other in the nearby system of Auga there was nothing going on.
I parked my Rifter nearby and intend to re-visit shortly. That is if I can log in at all this week!
Wednesday, September 1, 2010
Providence is for Pew!
With the conclusion of our Pure Blind bike ride, the gentle fellows at Rote Kapelle have decided to extend our little field trip and make asses of ourselves in Providence, neatly avoiding the IT blobbing of Syndicate, but hopefully not scaring off any new targets there!
So, off to Providence!
Wait no, not that Providence! It being the preferred freighter to kill during out PB road trip.
Instead we find ourselves deep in one of the arms of Provi, meeting up with our long-time friends in Reaper Industries and their Alliance, Asset Liberation Front.
Our logistics move was done Friday, Rote Flexing it's Logistics/capital backbone hard to get it done in a single day, with the final movements completed on Saturday. I was lucky enough to have my stuff moved Friday and be able to move my clone into the new habitat for STIMmyness in QBL, Reapers Junkyard.
As a hello to our new Providence neighbors we departed soon after in a joint fleet of RK/Asset nanoHAC swarm intent on finding some kills.
We steamrolled a bit, starting with this poor Vagabond pilot, who buzzed the station right as the fleet was forming and undocking. Poor timing and good tackle proved his vaga wasn't long for this world.
Following that we moved out to G7 catching a Rapier, part of the Vagabond's fleet, on the gate out of QBL, turning him into dust just as quick as we could uncloak him. DACO was thought to be camping along FSW to MH9C area, I had just flown a Cov ops through the area but had been able to sneak past. However we turned and burned for the bottom pipe, looking to catch the rest of the En Garde fleet, managing only to catch them once they had caught up with a blue fleet... who they were also blue to, damn standings. HAHAHAHA just kidding, we killed a Drake, then put another deep into armor before it jumped out and nearly got a Drake for our trouble. Suddenly we were joined by a carrier on the gate, the blues were cross repping the Geddon left on the gate, trying to deny us a rightful kill! Fairly it was a good attempt, but near 200k damage, a few good bumps, the carrier reps were overcome.
This time we headed back up to pay DACO a visit but they had intel on us by then and had moved out of the way. We plowed on, heading for R3- on the way back to QBL.... well the round about way back. En Garde wasn't happy thanks to our previous kills and were happy to provide a response fleet once we jumped into their smallish gang in 1-1I. We claimed first blood, knocking down a Phantasm, Harbinger, and a fleeing Drake, followed by a brief lul as most of the rest of the En Garde gang warped off. We looted and pulled range, and they warped back in with support on the other side, they were able to catch Cassius, eventually killing him. We were still able to skirmish, darting down to score 2 more BC's and a cruiser kill before they had all were able to warp out from our split tackle.
While looting we mostly re-approached gate, just in time for their fleet to come back and neatly split us between N8XA and 1-1I. I was stuck in 1-1I having moved to range as they started to warp in. Kakizaki made a costly mistake, staying in one position too, outside of 150km from the gate,a cov ops was able to probe him down, and have the rest of the hostile fleet warp on top of him. The TS chatter made him realize too late, and his Huginn was downed quickly. Meanwhile, the half gang on the other side killed a Harbinger and Vexor. Using a moment their gang left the gate, the rest of our gang moved by and we were all able to depart to QBL with no further kills or losses. End result was 10 kills to 2 losses in a fun, skirmish engagement, quite the warm welcome to Provi! I look forward to more fights of the same as the rest of the weekend was uneventful for me.
I flew a Scimitar later in the weekend, but was mostly un-needed as our tanks didn't face a significant threat while I was on the field. (even though we engaged a Ashimmu gang, well before they ran like hell...)
![]() | |
| Not the provi you are looking for |
Wait no, not that Providence! It being the preferred freighter to kill during out PB road trip.
Instead we find ourselves deep in one of the arms of Provi, meeting up with our long-time friends in Reaper Industries and their Alliance, Asset Liberation Front.
![]() | |
| Yep, that's the one. |
As a hello to our new Providence neighbors we departed soon after in a joint fleet of RK/Asset nanoHAC swarm intent on finding some kills.
We steamrolled a bit, starting with this poor Vagabond pilot, who buzzed the station right as the fleet was forming and undocking. Poor timing and good tackle proved his vaga wasn't long for this world.
Following that we moved out to G7 catching a Rapier, part of the Vagabond's fleet, on the gate out of QBL, turning him into dust just as quick as we could uncloak him. DACO was thought to be camping along FSW to MH9C area, I had just flown a Cov ops through the area but had been able to sneak past. However we turned and burned for the bottom pipe, looking to catch the rest of the En Garde fleet, managing only to catch them once they had caught up with a blue fleet... who they were also blue to, damn standings. HAHAHAHA just kidding, we killed a Drake, then put another deep into armor before it jumped out and nearly got a Drake for our trouble. Suddenly we were joined by a carrier on the gate, the blues were cross repping the Geddon left on the gate, trying to deny us a rightful kill! Fairly it was a good attempt, but near 200k damage, a few good bumps, the carrier reps were overcome.
This time we headed back up to pay DACO a visit but they had intel on us by then and had moved out of the way. We plowed on, heading for R3- on the way back to QBL.... well the round about way back. En Garde wasn't happy thanks to our previous kills and were happy to provide a response fleet once we jumped into their smallish gang in 1-1I. We claimed first blood, knocking down a Phantasm, Harbinger, and a fleeing Drake, followed by a brief lul as most of the rest of the En Garde gang warped off. We looted and pulled range, and they warped back in with support on the other side, they were able to catch Cassius, eventually killing him. We were still able to skirmish, darting down to score 2 more BC's and a cruiser kill before they had all were able to warp out from our split tackle.
While looting we mostly re-approached gate, just in time for their fleet to come back and neatly split us between N8XA and 1-1I. I was stuck in 1-1I having moved to range as they started to warp in. Kakizaki made a costly mistake, staying in one position too, outside of 150km from the gate,a cov ops was able to probe him down, and have the rest of the hostile fleet warp on top of him. The TS chatter made him realize too late, and his Huginn was downed quickly. Meanwhile, the half gang on the other side killed a Harbinger and Vexor. Using a moment their gang left the gate, the rest of our gang moved by and we were all able to depart to QBL with no further kills or losses. End result was 10 kills to 2 losses in a fun, skirmish engagement, quite the warm welcome to Provi! I look forward to more fights of the same as the rest of the weekend was uneventful for me.
I flew a Scimitar later in the weekend, but was mostly un-needed as our tanks didn't face a significant threat while I was on the field. (even though we engaged a Ashimmu gang, well before they ran like hell...)
Hell in a cell, eve-style!
EVE SOB comes up with a great idea, check it out.
Basically the rules are as follows,
More details will be posted as they come, hopefully this will have another impressive turnout, and more kills this time! Die once, come back as a spoiler later.
Basically the rules are as follows,
- 5M to enter with all ISK going to the Last Frigate flying in fleet (minus fleet referee)Although I am a bit dissapointed I will be unable to find and kill him within the rules of the match, but trust I'll find a way into killing him anyways, better keep an eye out Mr Zombie.
- T1 non faction frigates only with any fittings.
- All entrants join a single fleet and fighting begins when they enter the “CAGE” system
- If you leave the “CAGE” system you are removed from the fleet.
- If you dock in anything in the “CAGE” system you are removed from the fleet.
- If you are in your pod you are removed from the fleet.
- Once removed from the fleet you are out of the fight and no ISK for you.
- Gate crashing the system is allowed and expected.
- No restrictions on implants or boosters.
- Faction/T2 frigates or above are not allowed unless a gate crasher. :)
Fittings are unlimited as warping to fleet member will be allowed and should take care of the cloakers and folks who safe up. The “CAGE” system region will be in LowSec and easy to reach from Null or Empire space. The region will be announced to entrants a week before and the CAGE system 1 hour before the bell.
More details will be posted as they come, hopefully this will have another impressive turnout, and more kills this time! Die once, come back as a spoiler later.
Tuesday, August 24, 2010
Ze Death Race!
Rewind to Sunday, 1745 eve time, me logging in, hoping the start of the race isn't too far away. You see I had guessed wrong, thinking Misaba would be the start of the race, when it turned out it's not-so close brother Assah was indeed the start. I left my station in a hurry, forgetting to swap from my ever-present Vagabond to my dual prop, speed fit Stiletto with points. I only realized it one jump out but time being what it was and being 11 jumps from Assah left me to jump jump jump with no time to turn around and change ships. Besides it seemed that everyone else was going to be flying frigates, not at all a bad opponent for my vagabond, if I had just managed to catch up.
Fleet chat was quite funny, blood pumping, people quoting music, hoping for the start of the race. Mike's Party boat and the disco phoon for sure drawing the attention of many. Time ticked down slowly as I sped through space, hoping to make it in time. 1800 ticked over and I was a single jump out, but already I knew I was too late. First way point was T-R. Sticking with my mantra of "you pay your money and you takez your chances!" I plunged through the G-5 gate, expecting to see some combat on the other side. Instead I found empty space with the trail of gang mates in the race leaving the system before I even jumped in. The second jump, 9-F, had a cane, with the support of the thrasher and Sabre on the gate, bubble up, hoping to catch some unwary pilots. They were the first on my plate. I uncloaked and headed for the outgate, locking the Sabre, and unleashing rounds into his shield, my Barrage M doing a decent job of hitting the fast moving Destroyer. He missed his scram tackle and fell behind. I warped out as my D-scanner picked up a few more fast tackle, I, not wanting to risk it, headed to the next gate.
I emerged on the far side of the gate, 4B-N local sitting at around 25 pilots, almost all Agony. I entered warp, nosing towards the planet closest to my outgate, or so I thought. Turns out I warped to the gate, not the planet (skillful I know). I ended up trapped in a well place Agony push bubble, somewhere close to 70km from the gate. Not thinking I moved towards the gate, MWD on, locking my guns first on a nearby Ishkur and then on a further Sabre, engaging my 220mm guns as I tried to make for the gate, breaking one of my own Vagabond rules as I did. I should have pushed for range, swinging around later to make it to the gate there would have been a good chance I would have survived, hell even killed the pesky small tackle that wished to scram my Vagabond. Instead, my death course was already set, the Vagabond Death Knell was quickly scrambled by the skillful Agony gang, reducing my momentum to a slow crawl. I luckily pushed out the side of the bubble, allowing just enough of my Vaga to be outside of the bubble that when my pod dropped from the shattered HAC I was able to warp out to a nearby Moon before being crushed. Other racers were meeting similar fates and I headed back to Assah to re-ship and try again. I made my way carefully, the previous Sabre and cane camp had left to join their compatriots in 4B-N. My pod made it all the way back to Assah, only to hear through the gang that Persephone Astrid had already crossed the finish line. Yeah so what if I gave up at that point!
I shook my head and headed back to pickup my now useless Stiletto, taking it back over to Rens. Shoulders slumped in defeat, I later found out that the Sabre I had been shooting at was eventually killed by a well placed bomb.
In any case it was all great fun, I just wish I had been able to make it to the start line sooner, would have been a blast to give Persephone a run for her money, or at least attempt to kill her. Alternatively I wish I had stationed a smartbombing BS in R3- to catch those pesky, no guns fit, speed setups and teach em what the death race is all about. Maybe next time.
Looking forward to it Rixx, great work, and I can only imagine it was a lot of work! I'll be around for the next one.
Look to the below links e for a list of winners and the first 14 Participants, I even netted a cool 20m for first kill! I rock like that!
Results link
Top 14
Keep watching the Death Race blog for the next event!
And of course the amazing EVEOGANDA Blog
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| To your cars Mentelgen! |
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| Damn Traps! |
I shook my head and headed back to pickup my now useless Stiletto, taking it back over to Rens. Shoulders slumped in defeat, I later found out that the Sabre I had been shooting at was eventually killed by a well placed bomb.
In any case it was all great fun, I just wish I had been able to make it to the start line sooner, would have been a blast to give Persephone a run for her money, or at least attempt to kill her. Alternatively I wish I had stationed a smartbombing BS in R3- to catch those pesky, no guns fit, speed setups and teach em what the death race is all about. Maybe next time.
Looking forward to it Rixx, great work, and I can only imagine it was a lot of work! I'll be around for the next one.
Look to the below links e for a list of winners and the first 14 Participants, I even netted a cool 20m for first kill! I rock like that!
Results link
Top 14
Keep watching the Death Race blog for the next event!
And of course the amazing EVEOGANDA Blog
Wednesday, August 11, 2010
The Rapier who thought he had a Vaga.
Rote has taken a vacation from Syndicate for a bit, and moved up close to Pure Blind, operating out of Saranen. Recently our activity has been way down, but that is very usual for our alliance as a whole since it is after all summer.
In any case RK has declared war on a few entities down there, currently we are at war with Mostly Harmless. Up until yesterday I hadn't had enough time or much luck finding any war targets in or around the lowsec area and I was never around for any of our recent gangs, so I headed out to highsec to see what I could find.
One of our members was being "camped" into the top torrinos station by a Rapier, since I was already in Nonni I started heading up that way post-haste, even though I thought for sure the Rapier would be gone by the time my Vagabond made the 6 or 8 jumps out there.
10 minutes later I appeared in Torrinos Local to find the Rapier was still sitting outside the top station and my corp mate, was actually in a travel fit Condor (not much help). Oh, and there were 7 WT's in local not just the Rapier, a fact that was omitted prior.
I warped to the top station at zero, expecting to have to dock quickly because the rapier was bound to have friends nearby. As with all Caldari Stations, the dock radius is absolutely MASSIVE, like bump proof, you can't kill me massive. I decided to stick close to the station while assessing the situation.
Moments after I landed and laid eyes on the Rapier, at a cool 76km from my Rapier a second WT warped back into the station, in a Ishtar. Now let's just say I have had a few bad piloting experiences ending in near death of my Vagabond regarding Ishtars and leave it at that. I'm not a fan when someone else is flying them, although as targets go they are far from as deadly as say a properly fit Curse is. In fact, now I think I could likely take one in a 1 v 1 fight, but with the Rapier there, usually webs + points + sentry drones is going to equal me leaving if I can dock OR a dead Vagabond.
I paced the station wearily, dodging around to the side of the station, putting the Ishtar at a place where it would have to fly around a portion of the station before having a clear shot at me, and placing undocking ships also unable to run right at me. Using the Station as a blocker can be very useful.
In any case, some of you must be wondering, or not but I am going to tell you anyways, why in a Vagabond, IE a nano boat, I am not afraid of a Rapier. It's simple, I know two things, 1. Solo there is no way a Rapier can tackle and kill me unless I just don't fire on him. 2. I haven't agressed, this is high-sec and we are at a station, he gets me in a sticky spot with backup, and I just undock, and warp away, as I said undock was on the other side of the station.
It must have been right around then that two WT Dominix undock from the station. My heart rate jumped up a little and then a little more as the range on the Rapier steadily dropped as he approached me. I returned his lock once he was in range (damn you terrible lock range on the Vaga). I also decided to open fire, so I aligned out towards another planet, minimizing my transversal to him, while keeping it high between myself and the two Domi.
My barrage M was making short work of his shields and just then he webbed me, at 50km! Well he must have at least one Faction Web then, crap! Oh well I guess I was already in this, just as the Domi's both stop moving and drop... Curators.
Why Curators? Well if I was not a Vaga and just some random shield based ship, yes Curators at their range (around 75-85km) would have been a good call, but against a Vagabond? Base shield resist of 70% em? Outside of the curators optimal range... The Rapier closed in, But I was the one smelling blood.
My point went active at 28km, and he was already in armor. I thought for sure he would try to burn away, try to disengage, but he just approached closer, shooting past me, 1km/s at less than 500m from my ship. Carelessly he must have thought getting closer would hamper the tracking of my 220mm guns. No such luck, his flyby setup his loot perfectly in front of me. When he popped, I looted as I passed and warped off, coming back seconds later for all I had missed. I guess he had missed the memo that the trap was being sprung on him. Sadly neither of his faction webs dropped... but at least I got another chunk of nanite paste!
His mates in the domi's scooped drones and warped off and then back to the station, and I was left, briefly, alone.
Shortly thereafter another Vaga, belonging to the Rapier's CEO arrived and started toying with me, revealing to be a HML version, while I was flying the Medium Neut version. His Fury Scorge missiles hurt at times, but mostly we just played a mutual game of cat and mouse. Him, unwilling to leave the protective envelope around the two domi's that had once again undocked, Me unwilling to go into the envelope of dominess!
Here are a few sweet tips kids. You can warp to sentry guns around high and low-sec stations, at varying ranges. Same goes for cans in space, anchored or not. Just have to be outside the 150km range of the gun or can you want to warp to. Using this and a bit of math you can give people hell but not give them time to properly respond before you are already gone. Torrinos top station has a few cans strewn about it, and a veritable cloud of sentry guns around it. Using these guns as a reference and the cans as warp out points, never landing at zero mind you, let you get caught for being stupid, I stayed alive, although dipping into low shields numerous times, forcing me to remove myself from the field, still in one piece.
It turned slowly into a fun, but ultimately futile standoff as the Vaga and Domi tried to trick me into range or tackle me to kill me, but were rather unable to do either. I'll blame pilot skill for that one ;)
I've made sure to save time to go see them again sometime soon.
Now can anyone tell me why that's a terribly fit Rapier? I look forward to it!
In any case RK has declared war on a few entities down there, currently we are at war with Mostly Harmless. Up until yesterday I hadn't had enough time or much luck finding any war targets in or around the lowsec area and I was never around for any of our recent gangs, so I headed out to highsec to see what I could find.
One of our members was being "camped" into the top torrinos station by a Rapier, since I was already in Nonni I started heading up that way post-haste, even though I thought for sure the Rapier would be gone by the time my Vagabond made the 6 or 8 jumps out there.
10 minutes later I appeared in Torrinos Local to find the Rapier was still sitting outside the top station and my corp mate, was actually in a travel fit Condor (not much help). Oh, and there were 7 WT's in local not just the Rapier, a fact that was omitted prior.
I warped to the top station at zero, expecting to have to dock quickly because the rapier was bound to have friends nearby. As with all Caldari Stations, the dock radius is absolutely MASSIVE, like bump proof, you can't kill me massive. I decided to stick close to the station while assessing the situation.
Moments after I landed and laid eyes on the Rapier, at a cool 76km from my Rapier a second WT warped back into the station, in a Ishtar. Now let's just say I have had a few bad piloting experiences ending in near death of my Vagabond regarding Ishtars and leave it at that. I'm not a fan when someone else is flying them, although as targets go they are far from as deadly as say a properly fit Curse is. In fact, now I think I could likely take one in a 1 v 1 fight, but with the Rapier there, usually webs + points + sentry drones is going to equal me leaving if I can dock OR a dead Vagabond.
I paced the station wearily, dodging around to the side of the station, putting the Ishtar at a place where it would have to fly around a portion of the station before having a clear shot at me, and placing undocking ships also unable to run right at me. Using the Station as a blocker can be very useful.
In any case, some of you must be wondering, or not but I am going to tell you anyways, why in a Vagabond, IE a nano boat, I am not afraid of a Rapier. It's simple, I know two things, 1. Solo there is no way a Rapier can tackle and kill me unless I just don't fire on him. 2. I haven't agressed, this is high-sec and we are at a station, he gets me in a sticky spot with backup, and I just undock, and warp away, as I said undock was on the other side of the station.
It must have been right around then that two WT Dominix undock from the station. My heart rate jumped up a little and then a little more as the range on the Rapier steadily dropped as he approached me. I returned his lock once he was in range (damn you terrible lock range on the Vaga). I also decided to open fire, so I aligned out towards another planet, minimizing my transversal to him, while keeping it high between myself and the two Domi.
My barrage M was making short work of his shields and just then he webbed me, at 50km! Well he must have at least one Faction Web then, crap! Oh well I guess I was already in this, just as the Domi's both stop moving and drop... Curators.
Why Curators? Well if I was not a Vaga and just some random shield based ship, yes Curators at their range (around 75-85km) would have been a good call, but against a Vagabond? Base shield resist of 70% em? Outside of the curators optimal range... The Rapier closed in, But I was the one smelling blood.
My point went active at 28km, and he was already in armor. I thought for sure he would try to burn away, try to disengage, but he just approached closer, shooting past me, 1km/s at less than 500m from my ship. Carelessly he must have thought getting closer would hamper the tracking of my 220mm guns. No such luck, his flyby setup his loot perfectly in front of me. When he popped, I looted as I passed and warped off, coming back seconds later for all I had missed. I guess he had missed the memo that the trap was being sprung on him. Sadly neither of his faction webs dropped... but at least I got another chunk of nanite paste!
His mates in the domi's scooped drones and warped off and then back to the station, and I was left, briefly, alone.
Shortly thereafter another Vaga, belonging to the Rapier's CEO arrived and started toying with me, revealing to be a HML version, while I was flying the Medium Neut version. His Fury Scorge missiles hurt at times, but mostly we just played a mutual game of cat and mouse. Him, unwilling to leave the protective envelope around the two domi's that had once again undocked, Me unwilling to go into the envelope of dominess!
Here are a few sweet tips kids. You can warp to sentry guns around high and low-sec stations, at varying ranges. Same goes for cans in space, anchored or not. Just have to be outside the 150km range of the gun or can you want to warp to. Using this and a bit of math you can give people hell but not give them time to properly respond before you are already gone. Torrinos top station has a few cans strewn about it, and a veritable cloud of sentry guns around it. Using these guns as a reference and the cans as warp out points, never landing at zero mind you, let you get caught for being stupid, I stayed alive, although dipping into low shields numerous times, forcing me to remove myself from the field, still in one piece.
It turned slowly into a fun, but ultimately futile standoff as the Vaga and Domi tried to trick me into range or tackle me to kill me, but were rather unable to do either. I'll blame pilot skill for that one ;)
I've made sure to save time to go see them again sometime soon.
Now can anyone tell me why that's a terribly fit Rapier? I look forward to it!
Tuesday, August 3, 2010
A bittervet pill to swallow
Man, I don't blog for a week and look what happens. Apparently Eve's on the Verge of falling apart! (again)
Yeah, that recent patch, you know the big one, the one that changes a bunch of things... yeah like last week. What do you mean there hasn't been one? Look, with this level of bitching there has to have been one. Haven't seen tears like this since... well, the Nano Nerf!
Look, I'm not kidding. It's not like CCP suddenly and drastically changed eve by any stretch of the imagination. Problems that people are on about today are the same problems they were on about when I first started playing. Swallow this pill carefully.
Sure, there's Lag, it's a problem that just won't be solved for so many reasons I can't and won't even take the time to point them all out here.
Sure there are blobs, no encouragement to do small gangs, no tactics > bringing more people (for the most part). Lowsec is a mess. Seriously!
Seriously NOW all this crap is suddenly game breaking? It's not mattered up until right damn now. Right when CCP's working on two other major projects people were CRYING about... Boohooo why can't we get Incarna now, we've been promised that for YEARS.
I blame blogging for the band-wagon negativity, I blame the CSM for trying and succeeding to publicize them not getting their way; and honestly I blame the poor souls who spend their time bitching about it. It's those who add to this fire. More power to them, they are expressing their views, but are they going to make me all EMO and mad at a game that's still fun? ummmm, nope!
I'm a skeptic about change in general, and always have been, did I think that the NanoNerf was going to suck, yes! Did it end eve for me? No. Eve's a simulation of real life, learn to adapt and overcome. It's like all the fun's gone from eve, it's not, damn it's still there, just like it was last week and the week before. Did lag stop those delicious tears of Hulkageddon 3 Helicity? Is lowsec suddenly that much worse because they aren't patching it tomorrow?
Oh wait, more ships killed than ever you say? That can't be! HG3 a smashing success, piracy on the rise? FW bringing people into lowsec even if it is for lame blobs? People loving PI and writing constant (and irritating since I don't PI) blogs about them? More blogs every week, video's released for eve action?
Right now activity in eve seems low, but hey! It is summer. Every summer I have played eve things get slow, real slow, down from 50 man gangs to 3 man gangs slow. This summer it's even worse than usual! Thanks 2:
SC2 just releasing, there are a variety of other good games out there right now pulling from the eve player base, like Red Dead Redemption, NCAA 2011, soon Madden, plus older games that are still good, like Dawn of War 2 : Chaos Rising. Those are just the games I can think of from the US.
If you are going to leave and you are an alliance leader, the guys who support EFT, or any other out of game mod, Corp CEO's etc. Then I am sorry to see you go, but it is your choice. If it's not fun, go find something fun. Don't leave eve because some noteables say it's terrible, leave when you stop having fun.
It is almost as if some people think that Eve was a desolate wasteland before THEY got there, so when they leave it's gonna return to it's ugly state. Eve's no more broken than it was 6-9 months ago. No less, but by god you would think it was the worst game ever the way some are going on about it! To further burst that bubble, when you leave I'm sure no less than 5 people will want your job, begrudgingly maybe, but they are there too.
This all reminds me of when I had the most fun in eve... When there was 14k concurrent users. Why? Because you could still solo and find more soloers, you could engage in fights and be sure not to see a 60 man blob land to kill your 5 man gang, sure 10 or 30 might show up and do the same, but not 60+. Otherwise everything was the same, we still had lag, we still had bad mechanics, we still had all the problems we have now. I lived with them then, I'm sure as hell gonna live with them now. Maybe as drop in subscribers returns us to that era, I for one can only hope. In short; my Eve is still fun. When the 30 factors needed combine for a good fight, or a good roam, it's the same game to me it was 2 weeks ago or even 3 years ago.
Here's to seeing a wasteland! Yes that is CCP HQ
Sorry to see you go, leave your keys on the way out so someone else can pickup where you left off if they like. I'll still be here.
For other great posts on the HTFU subject check out
EVEOGANDA
EVE SOB
Letrage's EvE Blog
Yeah, that recent patch, you know the big one, the one that changes a bunch of things... yeah like last week. What do you mean there hasn't been one? Look, with this level of bitching there has to have been one. Haven't seen tears like this since... well, the Nano Nerf!
Look, I'm not kidding. It's not like CCP suddenly and drastically changed eve by any stretch of the imagination. Problems that people are on about today are the same problems they were on about when I first started playing. Swallow this pill carefully.
Sure, there's Lag, it's a problem that just won't be solved for so many reasons I can't and won't even take the time to point them all out here.
Sure there are blobs, no encouragement to do small gangs, no tactics > bringing more people (for the most part). Lowsec is a mess. Seriously!
Seriously NOW all this crap is suddenly game breaking? It's not mattered up until right damn now. Right when CCP's working on two other major projects people were CRYING about... Boohooo why can't we get Incarna now, we've been promised that for YEARS.
I blame blogging for the band-wagon negativity, I blame the CSM for trying and succeeding to publicize them not getting their way; and honestly I blame the poor souls who spend their time bitching about it. It's those who add to this fire. More power to them, they are expressing their views, but are they going to make me all EMO and mad at a game that's still fun? ummmm, nope!
I'm a skeptic about change in general, and always have been, did I think that the NanoNerf was going to suck, yes! Did it end eve for me? No. Eve's a simulation of real life, learn to adapt and overcome. It's like all the fun's gone from eve, it's not, damn it's still there, just like it was last week and the week before. Did lag stop those delicious tears of Hulkageddon 3 Helicity? Is lowsec suddenly that much worse because they aren't patching it tomorrow?
Oh wait, more ships killed than ever you say? That can't be! HG3 a smashing success, piracy on the rise? FW bringing people into lowsec even if it is for lame blobs? People loving PI and writing constant (and irritating since I don't PI) blogs about them? More blogs every week, video's released for eve action?
Right now activity in eve seems low, but hey! It is summer. Every summer I have played eve things get slow, real slow, down from 50 man gangs to 3 man gangs slow. This summer it's even worse than usual! Thanks 2:
SC2 just releasing, there are a variety of other good games out there right now pulling from the eve player base, like Red Dead Redemption, NCAA 2011, soon Madden, plus older games that are still good, like Dawn of War 2 : Chaos Rising. Those are just the games I can think of from the US.
If you are going to leave and you are an alliance leader, the guys who support EFT, or any other out of game mod, Corp CEO's etc. Then I am sorry to see you go, but it is your choice. If it's not fun, go find something fun. Don't leave eve because some noteables say it's terrible, leave when you stop having fun.
It is almost as if some people think that Eve was a desolate wasteland before THEY got there, so when they leave it's gonna return to it's ugly state. Eve's no more broken than it was 6-9 months ago. No less, but by god you would think it was the worst game ever the way some are going on about it! To further burst that bubble, when you leave I'm sure no less than 5 people will want your job, begrudgingly maybe, but they are there too.
This all reminds me of when I had the most fun in eve... When there was 14k concurrent users. Why? Because you could still solo and find more soloers, you could engage in fights and be sure not to see a 60 man blob land to kill your 5 man gang, sure 10 or 30 might show up and do the same, but not 60+. Otherwise everything was the same, we still had lag, we still had bad mechanics, we still had all the problems we have now. I lived with them then, I'm sure as hell gonna live with them now. Maybe as drop in subscribers returns us to that era, I for one can only hope. In short; my Eve is still fun. When the 30 factors needed combine for a good fight, or a good roam, it's the same game to me it was 2 weeks ago or even 3 years ago.
Here's to seeing a wasteland! Yes that is CCP HQ
Sorry to see you go, leave your keys on the way out so someone else can pickup where you left off if they like. I'll still be here.
For other great posts on the HTFU subject check out
EVEOGANDA
EVE SOB
Letrage's EvE Blog
Thursday, July 1, 2010
The Art of the Vagabond (The Art of Part 2)
Sections:
1. Overview
2. How to fit your Vagabond/Suggested fits.
3. Implants
4. Target Selection
5. Tactics
6. Boosters
7. Relevant skills
8. Useful links
First let me link the notably worse off Vagabond threads in comparison to the Rifter threads for EVE through the wiki and and eve-o forums.
Vagabond (Guide)
Vagabond (Fitting)
Now you know why we need this post!
VAGABOND
Hull: Stabber Class
Role: Heavy Assault Ship
The fastest cruiser invented to date, this vessel is ideal for hit-and-run ops where both speed and firepower are required. Its on-board power core may not be strong enough to handle some of the larger weapons out there, but when it comes to guerrilla work, the Vagabond can't be beat.
Developer: Thukker Mix
Improving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies. Honoring their tradition of building the fastest vessels to ply the space lanes, they count the Vagabond as one of their crowning achievements.
Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to max velocity per level
Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret falloff range and 5% bonus to Medium Projectile Turret damage per level
2. HOW TO FIT YOUR VAGABOND
The slot layout of 6 (5 turret, 2 missile) highs, 4 mids and 5 lows would seem to indicate that the Vaga would be a better armor tanker, but looking at resists and the intended use of the ship as a skirmisher makes that idea unfeasible for this hull. Vagabond's excel with a shield tank, usually two t2 Large Shield Extender(LSE) or 1 T2 LSE and one best named.
Passive buffer vs Active booster
The Vagabond's cap is one of it's weakpoints, and the buffer given by two Large Shield Extenders(LSE), t2 or otherwise, combines with their lack of cap use fits better with the skirmishing idea of flying the Vagabond. Traditional fits have two LSE, a 10mn MicroWarp Drive(MWD) and a Warp Disruptor in the mids.
Less "traditional" variations have one LSE dropped in favor of either a warp scrambler or a Stasis webbifier (web). The less traditional variations tend to be much less sturdy than a dual LSE tanked Vagabond, but can be useful to operate as heavy tackle of fast and elusive targets like other Vagabond's, slowing them down enough to allow the rest of your fleet to catch up. Be warned that you are giving up half of your buffer tank to give this added utility and usually if not always that is a bad idea. Specifically it places your Vagabond at a significant disadvantage both in fleet in terms of survivability and solo against other fast ships, leaving you with not enough tank to be able to handle the incoming damage long enough to fetch you kills.
To re-emphasize, Dual LSE Vagabond setups are the golden standard of this ship for PvP.
Propulsion Mods
The decision to make between a Vaga with a MWD and one with a AB is not a very difficult one. Unless you are fitting specifically to operate in an area where MWD's do not function, IE missions or a complex, always fit a MWD. Best named is usually your best bet, the Y-T8 module. Since the speed changes the better MWD, like faction, t2 etc, does not mean an increase in speed just a change in cap use and MWD capacitor penalty.
Pulsing your MWD blooms your sig radius while the MWD is active, leaving you vulnerable to being properly tracked and hit by the DPS you are trying to avoid, and causes increased missile damage. Only use it to close distance, establish tackle or dodge incoming missiles swarms and drones, or, and most importantly, to maintain range. Leaving it on will not only drain your cap completely but also increase the incoming DPS beyond what the Vagabond's buffer can sustain.
Missiles vs Energy Neutralizers and Nosferatu
Some Vaga pilots live and die by Heavy missile launchers, Heavy Assault missile launchers, or even standard missile launchers. Others prefer fitting Medium Neuts, and almost none fit Medium NOS(anymore).
Missiles can be useful for solo work, adding DPS, being able to target and inflict damage at range, while not having to worry about tracking. Also known as the usual upsides for missiles. A t2 launcher should be fit if using a Heavy Missile launcher and precision missiles and rage ammo should be kept on hand to boost your DPS when needed or provide extra damage against smaller targets as they will be your primary concern while flying the Vaga. Otherwise Faction missiles will do well for overall DPS.
Medium Neut's add utility against your primary enemy in a Vaga, that being tackle frigates with Scrams or webs to slow you down or disable the MWD. Neut's can remove the ability for light tackle to hold on to your Vaga long enough for their gang to finish you off, by draining their cap while staying out of both web range and scram range. The best named or t2 neuts can reach out to 12km. A single cycle, properly timed, can disable intys and t1 frigs as they close on you, giving your guns enough time to remove them from the field before they can disable your MWD or disable their points to allow you to regain distance and/or warp out. Without cap they can't tackle or MWD, giving you a window to get out or kill them if you are aligned or lucky enough. Overuse can cause problems with the already cap-unstable Vaga, but used in bursts when needed it can be the game changer to break tackle and get out of danger or kill the threat.
Medium Nosferatu modules fit as well, but once inside medium NOS range you are likely about to give up your speed and get inside of tackle range, having full cap will not help against close range DPS. The NOS module does not provide any useful benefit, and gives up some of both the missiles and neut's utilities.
Drones
The Vagabond has a 25m3 drone bay with a corresponding 25m3 drone bandwidth. 5 Light drones fit perfectly but there are a few different idea's on how to fill that space.
Combat drones are very popular. Warrior's give you extra speedy drones that excel at removing hostile tackle from your overview by either chasing them off or killing them. They also add a decent amount of DPS to your tally, allowing you to kill faster and more efficiently. Hobgoblins give the best DPS of all light drones but do thermal damage vs the warrior's explosive damage, many of the tackle frigates out there armor tank limiting the actual DPS increase given by the Hobgoblins. Hobgoblins also suffer from being slower than the nimble Warrior drones and tend to be outrun easier by fast tackle inties and some t1 frigates, the exact same people that will or should be drawing the attention of your drones most often. I fly with Warrior II's when using combat drones.
5 Light Hornet EC-300 Drones can be a real life saver, working to jam the lock of a tackler releasing you from his scramblers grasp. Due to the low cost of EC drones, leaving them behind is a very good trade off vs losing the Vagabond. Though their jam strength is low and they do not add any DPS, they can break tackle of frigates and sometimes cruisers when you get lucky. Increasing your survivability vs tackle's weak sensor strengths.
Tracking Enhancers, Gyrostabilizers, Nanos, Damage controls and the fight for your Lowslots
With 5 lows, the Vagabond is a tough balancing act of getting everything you want to fit in the slots provided.
Gyrostabilizers increase DPS and rate of fire, while Tracking Enhancers (TE) give you better falloff and tracking, the various nano modules increase your speed or agility, Damage Control units (DCU/DC) help buffer your fit and shields. But what to fit?
Damage controls units seem like a good idea, but usually the extra HP they yield is either lost by use of nano modules and rigs, or misused, leaving you thinking you have more time to get out than you really do. Once shields are down, it is rare to see a vagabond leave the field in one piece unless they are already moving to leave the fight. The extra armor and hull HP granted by the resists given by the DCU rarely makes a difference at that point, in fact most Vagabonds have around 900-1200 hull HP so doubling that and the extra shield resists doesn't help that much. For solo operations, it can add enough HP to survive the blob long enough to make an escape or allow you to kill tougher more advanced targets.
Gyro's and TE add much more to the Vagabond than a DCU in almost every case. The increased tracking and DPS will allow you to down targets at a much faster rate, and the extra falloff granted by TE gives you a much longer engagement distance with auto-cannons, especially with barrage, allowing you to engage easily outside of Heavy Neut range, conventional point range, as well as Web or Scrambler ranges on unbonused ships. Extra falloff on a Vaga is a great thing. Even when webbed by a Rapier the extra DPS given by Gyro's and the extra falloff given by the Tracking Enhancers usually allows you, in a 1 v 1 situation, to drive off or kill the Rapier before they can kill you or before their backup arrives, just remember their shields have a kinetic hole just as big as yours!
"Nano" modules come in three forms, Ineria Stabilizers, Nanofiber internal structure or Overdrives.
Inertia Stabilizers (I-stabs) can significantly increase your agility, at the expense of your signature radius. Part of the Vaga's tank is being too small without the MWD active for larger weapons to hit properly at range, but the extra agility can get you into warp faster at gates and hot on the heels of your target, while the larger sig raidus makes you easier to gain a lock on before warping.
Nanofiber Internal Structures (nanofibers) Increase your agility and your speed at the cost of hull hitpoints. Like I said in the section regarding Damage Controls, once in hull you are most likely dead anyways, so the drawback is mostly mitigated by the intended flying style of the ship in the first place, making these great additions to the Vaga as well.
Overdrive injector systems (overdrives) Increase your speed while not increasing your agility, at the cost of Cargo space. While the drawback is trivial for a Vaga pilot who mostly carries ammo and loot in their hold, the speed boost without agility is largely just straight line speed and can actually feel like it's decreasing the overall agility, thanks to the time it takes to slow down and turn even while giving you a boost in overall speed.
Faction Warp Disruptor or Tech 2?
Usually here would be the argument for Scrambler vs Disruptor, but if you are fitting or thinking of fitting a scrambler on your Vaga for anything but specialized work like killing another Vaga and then putting the warp disruptor back on your Vaga then you are doing something very wrong.
Faction Warp Disruptors have smaller fitting requirements and more importantly longer range to place your points out on targets. With the Domination and Republic Fleet having ranges out to 30km, 28km for True Sansha and Dark Blood, 26 for Shadow Serpentis, and then Khanid, Dread Guristas, and Caldari Navy all match the t2 range of 24km with better overheating stats and fitting. So what does that faction name get you besides an increased price tab? Being able to engage outside of heavy neut range of 25.2km, and hold a target down long enough to kill them while being able to turn and run if needed without having to worry about cap warfare.
Tech 2 have a bit less fitting requirements if you are not willing to spend the extra 50-150 million isk on a faction warp disruptor they can work. Overheated t2 can reach beyond heavy neut range, so can still sustain tackle on things that would otherwise dead-cap and kill you or drive you off. Much lower price tag is the real difference though and can be worth it when money is tight.
Example Fittings
Stolen shamelessly from BattleClinic, we have the two highest rated fits for the Vagabond.
First and highest rates is the "Mighty Gabe fit." Notice the dual LSE in the mids as well as the Neut fit in the highs. Here Gabe went for more tank and lost very little speed over the Polycarb rigged version because of the addition of a single Nanofiber in the lows. This fit has a good mix of speed, survivability and damage output. One note is that as shown, you must fly with e PG implant, called the Hardwiring - Inherant Impants 'Squire' PG series, or for short PG2(1% power grid boost), PG4(3% power grid boost) and PG8(5% power grid boost). That takes implant slot 6, so if you plan on flying with snakes and the Omega or using the CY-/MY- Series of speed implants you will be unable to do so. However by downgrading one of the LSE to a best named Large F-S9 Regolith Shield inductor you can make it work without the need of a fitting implant. Though this will, of course, lower your EHP. Faction LSE use the same Power grid (grid) and CPU as a T2 LSE so no help there.
The so-called Pirate fit is designed to emphasize DPS and speed, while putting less of a premium on EHP. With the Nanofiber of the above fit replaced with another Gyrostab, this fit pushes roughly 50 DPS more with just the guns than the above. To fit the Dual t2 LSE's here you will also need the same powergrid impants as above.
These fits can both benefit from the addition of a set of Snakes or speed/agility increasing implants, moving their already impressive speed closer to the 5km/s overheated mark. At that speed you tend to be fast enough to get out of dodge quickly when things go wrong, giving you the elusive striking power the Vagabond is known for.
A few Non-Traditional Fits for those who care...
The TD-Bond can be useful if you are planning on running in a gang and need to add a little ewar. Very limited use though as you can only TD one target and if you are engaging a swarm of targets you might miss your second LSE more than wanting that TD. If you are flying this solo good luck, and when you lose it expect to be laughed at on some level so be prepared to defend your fit.
With a Large cap battery in the place of the second LSE, the perma MWD Vagabond can do just that, run it's MWD without fail forever, however once you activate your Disruptor, your cap stability will be just under 9 minutes before you cap out. This suffers from very low EHP and requires either the PG4 or PG8 implants to fit, or reduction to a best named shield extender will cost you yet more EHP but allow you to fit the PG2 implant.
3. Implants
The Vagabond gains tons from various implants. Most notably Snakes and some hardwirings.
Snakes have a velocity modifier, giving you a increase in base speed of roughly 15% with low grade snakes and high grade snakes giving you a boost of roughly 22% in speed, both of these numbers include the Omega implant. This boost can increase your ability to kite damage without the MWD active as well as increasing your MWDing speed allowing you to avoid tackle and other unsightly ends. Many great Vagabond pilots owe much of their success to their snake sets and swear by them when flying the speedy Heavy Assault Cruiser. Pirate implants use slots 1-6 with the Omega taking slot 6 and usually being the most expensive part of the set. The LG Snake Omega is around 350-450m Isk. HG Snake Omega aka Snake Omega is around 3+ times that last time I looked.
Other pirate implants can be useful, but none so much as the Snakes, look at the full list here to determine your flavor. (Get Snakes or on the outside Halo implants)
As for Hardwirings, Navigation hardwiring and Medium Projectile Hardwiring are the focus for the Vagabond pilot.
Navigation
Most of the highly useful Navigation impants are also in slot 6. The CY-2 gives you a 5% bonus to ship velocity, the MY-2 gives a 5% bonus to MWD and AB speed increase. Both of these are slot 6 implants, however the cost of them is dramatically less than a low-grade snake Omega. So if you are looking for a replacement for the LG snake Omega the CY-2 averages around 150m to 200 mil isk and gives you slightly more benifit than the MY-2 that costs between 75m and 125m isk.
The AY series gives a bonus to ship agility, and fits in Slot 7. The cost for the AY-2 (5% bonus) is around 125m to 175m isk.
Slot 9 holds the last relevant implant, the GY series. The GY-2 gives a reduction of MWD cap use of 5% at a cost of about 125m isk.
Gunnery
Slot 6 gunnery implants are for small turrets so don't are not used on the Vagabond. Good news so you can fit the Navigation links you want or the Omega of your choice.
Slot 7 gunnery implants - 'Gunslinger' AX- implants add tracking, 'Deadeye' ZG- implants add falloff. The 'Lancer' beta series implants reduce cap use of firing weapons so we are thankfully free from that constraint.
Slot 8 gunnery implants - Improve medium turret damages per race. The 'Gunsliger' MX- Series are for medium projectile damage increase. Since it does not share a used slot with the above navigation implants it makes a solid choice.
Slot 9 gunnery implants - 'Gunslinger' CX- implants increase turret damage of all types, while the 'Lancer' Delta increases all Turrets rate of fire, and lastly the 'Deadeye' ZGA increases all turrets optimal range and is useless mostly since the Vagabond fights in falloff and not in optimal.
Slot 10 Gunnery Implants most gunnery implants here are for Large turret damage and thus do not fit with the Vagabond, however one 'Gnome' Implant rears it's head here, the 'Gnome' KZA series reduces turret CPU need. Useful for some fits of the Vagabond.
Note about Implants
No implants are required to fly the Vagabond and there are many more un-implanted vagabond pilots than implanted ones. The utility you get from putting on even the 3% implants is well worth the isk investment in most cases. Just remember to remain outside the bubbles so you can get your expensive pod out. Suicide bumps are costly in bubbles.
4. Target Selection
Vagabond fit selected, check, rigs and MWD online, Check. guns loaded? t2? Barrage M loaded? Check check check. Now it's time to fight and die in the Vagabond. Become the nano people hate and the dashing murderer they wish they could be. But what to shoot first?
Top Targets
The Vagabond is lucky to have the speed of many a Frigate so it's survivability is without question, aka ability to get out when threatened. However choosing the correct targets can still be a difficult, and dangerous task until you get used to the type of fight you should be engaging in your Vagabond.
You - Solo, Them - Any
With the tracking enhancer changes your engagement envelope is wide open, anywhere from 10 to 35km. In one on one situations, you have a wide path of targets. Feel safe engaging nearly any solo battleship without utility Highs(or just stay out of Heavy Neut range to keep your cap and with it your ability to leave when things go south), battle cruisers(mostly depending on pilot age, Drakes and Harbingers can be very tricky), Cruiser(other HAC's included, though Ishtars and Zealots will be tough), or Frigate hulls.
If range is maintained between 19-30km depending on your point, you can be untouchable, or rather unkillable, while being able to push DPS and avoid large turrets while out-ranging most medium ones. The range buffer should allow you to engage at will. Tougher targets like Drakes who get a nice damage bonus to kinetic and usually field a tough tank can still be engaged. In all cases, if you maintain range and you start taking too much damage or look to be about to be pounced by backup, your superior speed should allow you to disengage and escape. Use this ability often and wisely.
Notable exceptions to this rule are most Recon Ships, who all seem to be designed to kill Vagabonds or at least make life difficult. Curse's in particular should be avoided! Neuts from these can disable your MWD, cap you out and make you a sitting duck for their drones to kill. Focused DPS on them might save you but their bonus to tracking disruption and ability to Neut out to ~37km can leave your cap dry in an instant and guns ineffective, unable to track, or reach the curse.
The main thing to remember ALWAYS is keeping proper skirmish distance from your opponent. Any ship can carry a warp scrambler and once you lose your MWD/mobility, it's gonna either end in a lost Vagabond or a very close call.
You - in a fleet, Them - Fleet
During a fleet battle the two main uses for the Vagabond are heavy tackle, or mid-DPS. Ideally piloted, the Vagabond should keep 20+km range, staying around the outside of the fight, helping to kill small, fast targets before they can land tackle on anything, skirmishing in and out of range to mitigate damage taken while providing tackle and secondary DPS after hostile tackle is off the field.
The main thing you should be worried about at that range are most Recons and Battleships. Falcons and Rooks can be dealt with if you can clear or manage to miss their ECM attention long enough to get a lock and kill them, Arazu's can scramble out to 21-27KM, allowing them to disable your MWD for long enough for something else to tackle you, namely the 20+ Bombers they usually carry around in their back pocket. Curse should be avoided/primary as well in this situation, as you will be one of their primary neut targets and easy meat for tracking disruption. Rapiers are special cases as when solo you can usually crumple their shield tanks before they can get through yours, but in a fleet fight, webs will effectively do the same thing as a scram, killing your speed, allowing you to be tackled by others and killed.
Advanced Solo Targets
Harbingers, Drakes, Hurricanes, Cyclones, Myrmidon, Rapier, Huginn, Zealot, Ishtar, Cerberus, HAM Sacrilege or any BS with one free high slot are more advanced targets, especially difficult would be Tempests at range, Dominix and Armageddons. While still not impossible, extra attention has to be made to watch your shields, capacitor, speed and range from target. Watch what modules they are or are not using. In the case of an Armageddon, sometimes they only fit a long range point and no web, allowing you to close inside their tracking and kill them before they can kill you. Show info on the target, if you know who the pilot is, it can give you enough Intel to identify if the pilot is likely to have the support skills in place or a good fit in place that could pin you. The Rapier and Huginn are tough targets because they are one of a few craft that can dictate range in the engagement, however your DPS is likely going to be higher than theirs (at pretty much every range) allowing you to usually drive them off in solo situations, sometimes fast enough to let you escape before their friends can get secondary tackle on you.
Ships to avoid
Not this time Mr. Curseypoo!
Curse, Vagabonds, Dramiel, Cynabals, Bhaalgorns, Machariels, Arazu and Lachesis. For most they are deadly because they can limit your ability to leave when the fight isn't going your way. Curse are especially deadly (if it seems I can't stress this enough, it's because I can't) thanks to an arsenal of bonused Tracking disruptors, Neut's and a multi-use drone bay. In addition, avoid any ship that can do what you do, only better. This means other skirmish ships, like the Dramiel, as they can easily out speed you, tank you long enough to get under your guns, and then proceed to slowly and painfully kill your ship. A medium neut serves best as do small ECM or warrior drones to help you escape. Cynabals are just as fast as a Vaga, or faster. Usually pushing a bit more DPS and once again showing the ability to catch and tackle. Other Vagabonds can be avoided as well, or kited if you are sure you are faster, unless you are sure that they are solo, in that case enjoy the 1v1! Faction BS should be left alone in general unless you are sure of their fittings. Bhaalgorns and Machariels you should be very careful with(read "run away from"). Both can engage and hit at range with the Bhaal having the nasty ability to remove all your cap in one cycle then close in and web you down from 20+km(and that's just the t2/best named numbers).
It's important to remember that leaving the field and returning soon after is easy and recommended in the Vagabond. Creating and using bookmarks to drop pounce/retreat spots near gates or a fight are always a good idea. These nearby spots can allow a quick warpout and warp back into the fight, disrupting enemy DPS and locks on your ship.
General Engagements
Often times solo you will only engage targets that you know you can kill easily and avoid those tougher targets. Since the missile and need for speed changes the Vaga's signature radius has become more of a problem, requiring even more precise and careful movement to avoid return fire. The Vaga remains one of the premier skirmish ships.
Though the Vagabond is a expensive HAC, if warped in at range and flown properly, one can escape from the fight before being killed. It's thanks to this reputation that you should not hesitate to go in harms way, just keep your escape plan handy, transversal high, and never stop moving. Watch your capacitor levels, it's important to understand just how much cap is needed for that one last burst from your MWD. Keep yourself above that level to provide just one quick burst of speed to get out if possible.
5. Tactics
The Vagabond's role is most basically to get out to range or warp in outside of scram range, orbit at 19-27km depending on your point and throw damage downrange. You pulse the MWD to keep range on the target and keep and eye out for any fancy tricks to get you close enough to scram, web, or Neut. Some examples being; your target flying into the rock fields in belts to try to snag you on one of the roids, MWDing away from you to break your point or turn around and catch you pulsing your MWD to catch up, resulting in a dangerously close range and or tackle.
Orbit
Usually orbit is set to just below your point's maximum range. With a t2 warp disruptor that means just under 24km, around 20-23 KM from your target. Usually this leaves you with a get out of dodge buffer if things turn sour. Faction pointed, the Vagabond stays further out, 24-29 KM from target, to avoid any chance of a tackle that they can't escape, as well as out of Heavy neut range from the target. Best named heavy Neuts can reach to 25.2 KM, so with a t2 warp disruptor even orbitting at your max range to hold a point is still inside neut range, so always keep an eye on your cap. If you do not need to place point on the target, if they are in a bubble or already tackled, venturing closer to increase DPS can be useful against high damage targets as can staying outside of neut range in smaller battles or fluctuating situations where you never know what will be next on the field. Set your default orbit to your best range and then manage orbiting closer with the right click menu on the target and orbit -> options, say at 10km, 15km or 20km. If trying to keep a good distance, you can also use the same options to set orbit at current range.
Keep At Range/Approach
Both of these tactics can cause a lot of problems for the Vagabond pilot. Since they both minimize your transversal, they allow your opponents to place effective hits on the shielding of the Vagabond. Unless supported by a gang and going to try to uncloak a target approach should not be used. Keep at range can move you back inside of a range of a target but since it can allow you to be hit more effectively, basically limiting your transversal, orbit is a much better option if you are going to use the buttons.
Manual piloting
Once familiar with orbiting at range, most vagabond pilots try to achieve the same kind of orbit using manual piloting. With a manual piloting you can keep your range where you want it and also react more smoothly to any changes in velocity and direction your target might make. Orbitting to remain abreast of your target instead of directly behind or in front of them is the best bet for manual piloting. Keeping in these area's reduces your DPS slightly due to transversal but also prevents your targets from being able to MWD towards you quickly and catch you inside web/Neut or scram range, and also prevents them from easily MWDing away from you to break your point, or spin around and catch you as you try to catch up.
Anti-Drone combat
I'm just going to add a link to the Rifter drone combat section since though the Vaga is vastly more resilient to drone damage thanks to more EHP they can still be a threat and knowing the basics of removing them from the field is important. So without further ado.... Linkie
6. Boosters
Upon Id's suggestion below, I will expand a bit on this part of flying a Vaga. While not required, boosters can help extend your range, tracking and DPS. Boosters like Sooth Sayer, that modifies Falloff, Drop modifying tracking speed are the best used on the Vagabond. Both can help increase your effective DPS by preventing misses (better tracking) or allowing more actual DPS on target by extending your falloff a bit more (Sooth Sayer). Situationally, another good choice could be X-Instinct, to help reduce incoming missile damage by shrinking your sig radius some and making you a harder target given that your MWD is not blooming your sig radius to that of a small moon. I have added a link for combat boosters from the eve online wiki to the bottom of this post.
7. Relevant Skills
The Vagabond, like most HAC class ships requires a heavy skillpoint investment. However the Vaga shines through when more than just the base skillpoints are invested into it. Sadly that leaves a rather long list here that I will break down into two groups. The first are the requirements to fly the ship, and the second the skills that most directly effect the fitting, flying and abilities of the Vagabond.
Primary Skills
Those skills are all well and good, but to get the most out of your vaga you are going to need a whole lot more! Most of these skills should be trained up to at least 3-4 anyways, pushing them to 5 will give you a strong advantage.
8. Useful links
1. Overview
2. How to fit your Vagabond/Suggested fits.
3. Implants
4. Target Selection
5. Tactics
6. Boosters
7. Relevant skills
8. Useful links
First let me link the notably worse off Vagabond threads in comparison to the Rifter threads for EVE through the wiki and and eve-o forums.
Vagabond (Guide)
Vagabond (Fitting)
Now you know why we need this post!
VAGABOND
Hull: Stabber Class
Role: Heavy Assault Ship
The fastest cruiser invented to date, this vessel is ideal for hit-and-run ops where both speed and firepower are required. Its on-board power core may not be strong enough to handle some of the larger weapons out there, but when it comes to guerrilla work, the Vagabond can't be beat.
Developer: Thukker Mix
Improving on the original Stabber design, Thukker Mix created the Vagabond as a cruiser-sized skirmish vessel equally suited to defending mobile installations and executing lightning strikes at their enemies. Honoring their tradition of building the fastest vessels to ply the space lanes, they count the Vagabond as one of their crowning achievements.
Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to max velocity per level
Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret falloff range and 5% bonus to Medium Projectile Turret damage per level
2. HOW TO FIT YOUR VAGABOND
The slot layout of 6 (5 turret, 2 missile) highs, 4 mids and 5 lows would seem to indicate that the Vaga would be a better armor tanker, but looking at resists and the intended use of the ship as a skirmisher makes that idea unfeasible for this hull. Vagabond's excel with a shield tank, usually two t2 Large Shield Extender(LSE) or 1 T2 LSE and one best named.
Passive buffer vs Active booster
The Vagabond's cap is one of it's weakpoints, and the buffer given by two Large Shield Extenders(LSE), t2 or otherwise, combines with their lack of cap use fits better with the skirmishing idea of flying the Vagabond. Traditional fits have two LSE, a 10mn MicroWarp Drive(MWD) and a Warp Disruptor in the mids.
Less "traditional" variations have one LSE dropped in favor of either a warp scrambler or a Stasis webbifier (web). The less traditional variations tend to be much less sturdy than a dual LSE tanked Vagabond, but can be useful to operate as heavy tackle of fast and elusive targets like other Vagabond's, slowing them down enough to allow the rest of your fleet to catch up. Be warned that you are giving up half of your buffer tank to give this added utility and usually if not always that is a bad idea. Specifically it places your Vagabond at a significant disadvantage both in fleet in terms of survivability and solo against other fast ships, leaving you with not enough tank to be able to handle the incoming damage long enough to fetch you kills.
To re-emphasize, Dual LSE Vagabond setups are the golden standard of this ship for PvP.
Propulsion Mods
The decision to make between a Vaga with a MWD and one with a AB is not a very difficult one. Unless you are fitting specifically to operate in an area where MWD's do not function, IE missions or a complex, always fit a MWD. Best named is usually your best bet, the Y-T8 module. Since the speed changes the better MWD, like faction, t2 etc, does not mean an increase in speed just a change in cap use and MWD capacitor penalty.
Pulsing your MWD blooms your sig radius while the MWD is active, leaving you vulnerable to being properly tracked and hit by the DPS you are trying to avoid, and causes increased missile damage. Only use it to close distance, establish tackle or dodge incoming missiles swarms and drones, or, and most importantly, to maintain range. Leaving it on will not only drain your cap completely but also increase the incoming DPS beyond what the Vagabond's buffer can sustain.
Missiles vs Energy Neutralizers and Nosferatu
Some Vaga pilots live and die by Heavy missile launchers, Heavy Assault missile launchers, or even standard missile launchers. Others prefer fitting Medium Neuts, and almost none fit Medium NOS(anymore).
Missiles can be useful for solo work, adding DPS, being able to target and inflict damage at range, while not having to worry about tracking. Also known as the usual upsides for missiles. A t2 launcher should be fit if using a Heavy Missile launcher and precision missiles and rage ammo should be kept on hand to boost your DPS when needed or provide extra damage against smaller targets as they will be your primary concern while flying the Vaga. Otherwise Faction missiles will do well for overall DPS.
Medium Neut's add utility against your primary enemy in a Vaga, that being tackle frigates with Scrams or webs to slow you down or disable the MWD. Neut's can remove the ability for light tackle to hold on to your Vaga long enough for their gang to finish you off, by draining their cap while staying out of both web range and scram range. The best named or t2 neuts can reach out to 12km. A single cycle, properly timed, can disable intys and t1 frigs as they close on you, giving your guns enough time to remove them from the field before they can disable your MWD or disable their points to allow you to regain distance and/or warp out. Without cap they can't tackle or MWD, giving you a window to get out or kill them if you are aligned or lucky enough. Overuse can cause problems with the already cap-unstable Vaga, but used in bursts when needed it can be the game changer to break tackle and get out of danger or kill the threat.
Medium Nosferatu modules fit as well, but once inside medium NOS range you are likely about to give up your speed and get inside of tackle range, having full cap will not help against close range DPS. The NOS module does not provide any useful benefit, and gives up some of both the missiles and neut's utilities.
Drones
The Vagabond has a 25m3 drone bay with a corresponding 25m3 drone bandwidth. 5 Light drones fit perfectly but there are a few different idea's on how to fill that space.
Combat drones are very popular. Warrior's give you extra speedy drones that excel at removing hostile tackle from your overview by either chasing them off or killing them. They also add a decent amount of DPS to your tally, allowing you to kill faster and more efficiently. Hobgoblins give the best DPS of all light drones but do thermal damage vs the warrior's explosive damage, many of the tackle frigates out there armor tank limiting the actual DPS increase given by the Hobgoblins. Hobgoblins also suffer from being slower than the nimble Warrior drones and tend to be outrun easier by fast tackle inties and some t1 frigates, the exact same people that will or should be drawing the attention of your drones most often. I fly with Warrior II's when using combat drones.
5 Light Hornet EC-300 Drones can be a real life saver, working to jam the lock of a tackler releasing you from his scramblers grasp. Due to the low cost of EC drones, leaving them behind is a very good trade off vs losing the Vagabond. Though their jam strength is low and they do not add any DPS, they can break tackle of frigates and sometimes cruisers when you get lucky. Increasing your survivability vs tackle's weak sensor strengths.
Tracking Enhancers, Gyrostabilizers, Nanos, Damage controls and the fight for your Lowslots
With 5 lows, the Vagabond is a tough balancing act of getting everything you want to fit in the slots provided.
Gyrostabilizers increase DPS and rate of fire, while Tracking Enhancers (TE) give you better falloff and tracking, the various nano modules increase your speed or agility, Damage Control units (DCU/DC) help buffer your fit and shields. But what to fit?
Damage controls units seem like a good idea, but usually the extra HP they yield is either lost by use of nano modules and rigs, or misused, leaving you thinking you have more time to get out than you really do. Once shields are down, it is rare to see a vagabond leave the field in one piece unless they are already moving to leave the fight. The extra armor and hull HP granted by the resists given by the DCU rarely makes a difference at that point, in fact most Vagabonds have around 900-1200 hull HP so doubling that and the extra shield resists doesn't help that much. For solo operations, it can add enough HP to survive the blob long enough to make an escape or allow you to kill tougher more advanced targets.
Gyro's and TE add much more to the Vagabond than a DCU in almost every case. The increased tracking and DPS will allow you to down targets at a much faster rate, and the extra falloff granted by TE gives you a much longer engagement distance with auto-cannons, especially with barrage, allowing you to engage easily outside of Heavy Neut range, conventional point range, as well as Web or Scrambler ranges on unbonused ships. Extra falloff on a Vaga is a great thing. Even when webbed by a Rapier the extra DPS given by Gyro's and the extra falloff given by the Tracking Enhancers usually allows you, in a 1 v 1 situation, to drive off or kill the Rapier before they can kill you or before their backup arrives, just remember their shields have a kinetic hole just as big as yours!
"Nano" modules come in three forms, Ineria Stabilizers, Nanofiber internal structure or Overdrives.
Inertia Stabilizers (I-stabs) can significantly increase your agility, at the expense of your signature radius. Part of the Vaga's tank is being too small without the MWD active for larger weapons to hit properly at range, but the extra agility can get you into warp faster at gates and hot on the heels of your target, while the larger sig raidus makes you easier to gain a lock on before warping.
Nanofiber Internal Structures (nanofibers) Increase your agility and your speed at the cost of hull hitpoints. Like I said in the section regarding Damage Controls, once in hull you are most likely dead anyways, so the drawback is mostly mitigated by the intended flying style of the ship in the first place, making these great additions to the Vaga as well.
Overdrive injector systems (overdrives) Increase your speed while not increasing your agility, at the cost of Cargo space. While the drawback is trivial for a Vaga pilot who mostly carries ammo and loot in their hold, the speed boost without agility is largely just straight line speed and can actually feel like it's decreasing the overall agility, thanks to the time it takes to slow down and turn even while giving you a boost in overall speed.
Faction Warp Disruptor or Tech 2?
Usually here would be the argument for Scrambler vs Disruptor, but if you are fitting or thinking of fitting a scrambler on your Vaga for anything but specialized work like killing another Vaga and then putting the warp disruptor back on your Vaga then you are doing something very wrong.
Tech 2 have a bit less fitting requirements if you are not willing to spend the extra 50-150 million isk on a faction warp disruptor they can work. Overheated t2 can reach beyond heavy neut range, so can still sustain tackle on things that would otherwise dead-cap and kill you or drive you off. Much lower price tag is the real difference though and can be worth it when money is tight.
Example Fittings
Stolen shamelessly from BattleClinic, we have the two highest rated fits for the Vagabond.
First and highest rates is the "Mighty Gabe fit." Notice the dual LSE in the mids as well as the Neut fit in the highs. Here Gabe went for more tank and lost very little speed over the Polycarb rigged version because of the addition of a single Nanofiber in the lows. This fit has a good mix of speed, survivability and damage output. One note is that as shown, you must fly with e PG implant, called the Hardwiring - Inherant Impants 'Squire' PG series, or for short PG2(1% power grid boost), PG4(3% power grid boost) and PG8(5% power grid boost). That takes implant slot 6, so if you plan on flying with snakes and the Omega or using the CY-/MY- Series of speed implants you will be unable to do so. However by downgrading one of the LSE to a best named Large F-S9 Regolith Shield inductor you can make it work without the need of a fitting implant. Though this will, of course, lower your EHP. Faction LSE use the same Power grid (grid) and CPU as a T2 LSE so no help there.
The so-called Pirate fit is designed to emphasize DPS and speed, while putting less of a premium on EHP. With the Nanofiber of the above fit replaced with another Gyrostab, this fit pushes roughly 50 DPS more with just the guns than the above. To fit the Dual t2 LSE's here you will also need the same powergrid impants as above.
These fits can both benefit from the addition of a set of Snakes or speed/agility increasing implants, moving their already impressive speed closer to the 5km/s overheated mark. At that speed you tend to be fast enough to get out of dodge quickly when things go wrong, giving you the elusive striking power the Vagabond is known for.
A few Non-Traditional Fits for those who care...
The TD-Bond can be useful if you are planning on running in a gang and need to add a little ewar. Very limited use though as you can only TD one target and if you are engaging a swarm of targets you might miss your second LSE more than wanting that TD. If you are flying this solo good luck, and when you lose it expect to be laughed at on some level so be prepared to defend your fit.
With a Large cap battery in the place of the second LSE, the perma MWD Vagabond can do just that, run it's MWD without fail forever, however once you activate your Disruptor, your cap stability will be just under 9 minutes before you cap out. This suffers from very low EHP and requires either the PG4 or PG8 implants to fit, or reduction to a best named shield extender will cost you yet more EHP but allow you to fit the PG2 implant.
3. Implants
The Vagabond gains tons from various implants. Most notably Snakes and some hardwirings.
Snakes have a velocity modifier, giving you a increase in base speed of roughly 15% with low grade snakes and high grade snakes giving you a boost of roughly 22% in speed, both of these numbers include the Omega implant. This boost can increase your ability to kite damage without the MWD active as well as increasing your MWDing speed allowing you to avoid tackle and other unsightly ends. Many great Vagabond pilots owe much of their success to their snake sets and swear by them when flying the speedy Heavy Assault Cruiser. Pirate implants use slots 1-6 with the Omega taking slot 6 and usually being the most expensive part of the set. The LG Snake Omega is around 350-450m Isk. HG Snake Omega aka Snake Omega is around 3+ times that last time I looked.
Other pirate implants can be useful, but none so much as the Snakes, look at the full list here to determine your flavor. (Get Snakes or on the outside Halo implants)
As for Hardwirings, Navigation hardwiring and Medium Projectile Hardwiring are the focus for the Vagabond pilot.
Navigation
Most of the highly useful Navigation impants are also in slot 6. The CY-2 gives you a 5% bonus to ship velocity, the MY-2 gives a 5% bonus to MWD and AB speed increase. Both of these are slot 6 implants, however the cost of them is dramatically less than a low-grade snake Omega. So if you are looking for a replacement for the LG snake Omega the CY-2 averages around 150m to 200 mil isk and gives you slightly more benifit than the MY-2 that costs between 75m and 125m isk.
The AY series gives a bonus to ship agility, and fits in Slot 7. The cost for the AY-2 (5% bonus) is around 125m to 175m isk.
Slot 9 holds the last relevant implant, the GY series. The GY-2 gives a reduction of MWD cap use of 5% at a cost of about 125m isk.
Gunnery
Slot 6 gunnery implants are for small turrets so don't are not used on the Vagabond. Good news so you can fit the Navigation links you want or the Omega of your choice.
Slot 7 gunnery implants - 'Gunslinger' AX- implants add tracking, 'Deadeye' ZG- implants add falloff. The 'Lancer' beta series implants reduce cap use of firing weapons so we are thankfully free from that constraint.
Slot 8 gunnery implants - Improve medium turret damages per race. The 'Gunsliger' MX- Series are for medium projectile damage increase. Since it does not share a used slot with the above navigation implants it makes a solid choice.
Slot 9 gunnery implants - 'Gunslinger' CX- implants increase turret damage of all types, while the 'Lancer' Delta increases all Turrets rate of fire, and lastly the 'Deadeye' ZGA increases all turrets optimal range and is useless mostly since the Vagabond fights in falloff and not in optimal.
Slot 10 Gunnery Implants most gunnery implants here are for Large turret damage and thus do not fit with the Vagabond, however one 'Gnome' Implant rears it's head here, the 'Gnome' KZA series reduces turret CPU need. Useful for some fits of the Vagabond.
Note about Implants
No implants are required to fly the Vagabond and there are many more un-implanted vagabond pilots than implanted ones. The utility you get from putting on even the 3% implants is well worth the isk investment in most cases. Just remember to remain outside the bubbles so you can get your expensive pod out. Suicide bumps are costly in bubbles.
4. Target Selection
Vagabond fit selected, check, rigs and MWD online, Check. guns loaded? t2? Barrage M loaded? Check check check. Now it's time to fight and die in the Vagabond. Become the nano people hate and the dashing murderer they wish they could be. But what to shoot first?
Top Targets
The Vagabond is lucky to have the speed of many a Frigate so it's survivability is without question, aka ability to get out when threatened. However choosing the correct targets can still be a difficult, and dangerous task until you get used to the type of fight you should be engaging in your Vagabond.
You - Solo, Them - Any
With the tracking enhancer changes your engagement envelope is wide open, anywhere from 10 to 35km. In one on one situations, you have a wide path of targets. Feel safe engaging nearly any solo battleship without utility Highs(or just stay out of Heavy Neut range to keep your cap and with it your ability to leave when things go south), battle cruisers(mostly depending on pilot age, Drakes and Harbingers can be very tricky), Cruiser(other HAC's included, though Ishtars and Zealots will be tough), or Frigate hulls.
If range is maintained between 19-30km depending on your point, you can be untouchable, or rather unkillable, while being able to push DPS and avoid large turrets while out-ranging most medium ones. The range buffer should allow you to engage at will. Tougher targets like Drakes who get a nice damage bonus to kinetic and usually field a tough tank can still be engaged. In all cases, if you maintain range and you start taking too much damage or look to be about to be pounced by backup, your superior speed should allow you to disengage and escape. Use this ability often and wisely.
Notable exceptions to this rule are most Recon Ships, who all seem to be designed to kill Vagabonds or at least make life difficult. Curse's in particular should be avoided! Neuts from these can disable your MWD, cap you out and make you a sitting duck for their drones to kill. Focused DPS on them might save you but their bonus to tracking disruption and ability to Neut out to ~37km can leave your cap dry in an instant and guns ineffective, unable to track, or reach the curse.
The main thing to remember ALWAYS is keeping proper skirmish distance from your opponent. Any ship can carry a warp scrambler and once you lose your MWD/mobility, it's gonna either end in a lost Vagabond or a very close call.
You - in a fleet, Them - Fleet
During a fleet battle the two main uses for the Vagabond are heavy tackle, or mid-DPS. Ideally piloted, the Vagabond should keep 20+km range, staying around the outside of the fight, helping to kill small, fast targets before they can land tackle on anything, skirmishing in and out of range to mitigate damage taken while providing tackle and secondary DPS after hostile tackle is off the field.
The main thing you should be worried about at that range are most Recons and Battleships. Falcons and Rooks can be dealt with if you can clear or manage to miss their ECM attention long enough to get a lock and kill them, Arazu's can scramble out to 21-27KM, allowing them to disable your MWD for long enough for something else to tackle you, namely the 20+ Bombers they usually carry around in their back pocket. Curse should be avoided/primary as well in this situation, as you will be one of their primary neut targets and easy meat for tracking disruption. Rapiers are special cases as when solo you can usually crumple their shield tanks before they can get through yours, but in a fleet fight, webs will effectively do the same thing as a scram, killing your speed, allowing you to be tackled by others and killed.
Advanced Solo Targets
Harbingers, Drakes, Hurricanes, Cyclones, Myrmidon, Rapier, Huginn, Zealot, Ishtar, Cerberus, HAM Sacrilege or any BS with one free high slot are more advanced targets, especially difficult would be Tempests at range, Dominix and Armageddons. While still not impossible, extra attention has to be made to watch your shields, capacitor, speed and range from target. Watch what modules they are or are not using. In the case of an Armageddon, sometimes they only fit a long range point and no web, allowing you to close inside their tracking and kill them before they can kill you. Show info on the target, if you know who the pilot is, it can give you enough Intel to identify if the pilot is likely to have the support skills in place or a good fit in place that could pin you. The Rapier and Huginn are tough targets because they are one of a few craft that can dictate range in the engagement, however your DPS is likely going to be higher than theirs (at pretty much every range) allowing you to usually drive them off in solo situations, sometimes fast enough to let you escape before their friends can get secondary tackle on you.
Ships to avoid
Not this time Mr. Curseypoo!
Curse, Vagabonds, Dramiel, Cynabals, Bhaalgorns, Machariels, Arazu and Lachesis. For most they are deadly because they can limit your ability to leave when the fight isn't going your way. Curse are especially deadly (if it seems I can't stress this enough, it's because I can't) thanks to an arsenal of bonused Tracking disruptors, Neut's and a multi-use drone bay. In addition, avoid any ship that can do what you do, only better. This means other skirmish ships, like the Dramiel, as they can easily out speed you, tank you long enough to get under your guns, and then proceed to slowly and painfully kill your ship. A medium neut serves best as do small ECM or warrior drones to help you escape. Cynabals are just as fast as a Vaga, or faster. Usually pushing a bit more DPS and once again showing the ability to catch and tackle. Other Vagabonds can be avoided as well, or kited if you are sure you are faster, unless you are sure that they are solo, in that case enjoy the 1v1! Faction BS should be left alone in general unless you are sure of their fittings. Bhaalgorns and Machariels you should be very careful with(read "run away from"). Both can engage and hit at range with the Bhaal having the nasty ability to remove all your cap in one cycle then close in and web you down from 20+km(and that's just the t2/best named numbers).
It's important to remember that leaving the field and returning soon after is easy and recommended in the Vagabond. Creating and using bookmarks to drop pounce/retreat spots near gates or a fight are always a good idea. These nearby spots can allow a quick warpout and warp back into the fight, disrupting enemy DPS and locks on your ship.
General Engagements
Often times solo you will only engage targets that you know you can kill easily and avoid those tougher targets. Since the missile and need for speed changes the Vaga's signature radius has become more of a problem, requiring even more precise and careful movement to avoid return fire. The Vaga remains one of the premier skirmish ships.
Though the Vagabond is a expensive HAC, if warped in at range and flown properly, one can escape from the fight before being killed. It's thanks to this reputation that you should not hesitate to go in harms way, just keep your escape plan handy, transversal high, and never stop moving. Watch your capacitor levels, it's important to understand just how much cap is needed for that one last burst from your MWD. Keep yourself above that level to provide just one quick burst of speed to get out if possible.
5. Tactics
The Vagabond's role is most basically to get out to range or warp in outside of scram range, orbit at 19-27km depending on your point and throw damage downrange. You pulse the MWD to keep range on the target and keep and eye out for any fancy tricks to get you close enough to scram, web, or Neut. Some examples being; your target flying into the rock fields in belts to try to snag you on one of the roids, MWDing away from you to break your point or turn around and catch you pulsing your MWD to catch up, resulting in a dangerously close range and or tackle.
Orbit
Usually orbit is set to just below your point's maximum range. With a t2 warp disruptor that means just under 24km, around 20-23 KM from your target. Usually this leaves you with a get out of dodge buffer if things turn sour. Faction pointed, the Vagabond stays further out, 24-29 KM from target, to avoid any chance of a tackle that they can't escape, as well as out of Heavy neut range from the target. Best named heavy Neuts can reach to 25.2 KM, so with a t2 warp disruptor even orbitting at your max range to hold a point is still inside neut range, so always keep an eye on your cap. If you do not need to place point on the target, if they are in a bubble or already tackled, venturing closer to increase DPS can be useful against high damage targets as can staying outside of neut range in smaller battles or fluctuating situations where you never know what will be next on the field. Set your default orbit to your best range and then manage orbiting closer with the right click menu on the target and orbit -> options, say at 10km, 15km or 20km. If trying to keep a good distance, you can also use the same options to set orbit at current range.
Keep At Range/Approach
Both of these tactics can cause a lot of problems for the Vagabond pilot. Since they both minimize your transversal, they allow your opponents to place effective hits on the shielding of the Vagabond. Unless supported by a gang and going to try to uncloak a target approach should not be used. Keep at range can move you back inside of a range of a target but since it can allow you to be hit more effectively, basically limiting your transversal, orbit is a much better option if you are going to use the buttons.
Manual piloting
Once familiar with orbiting at range, most vagabond pilots try to achieve the same kind of orbit using manual piloting. With a manual piloting you can keep your range where you want it and also react more smoothly to any changes in velocity and direction your target might make. Orbitting to remain abreast of your target instead of directly behind or in front of them is the best bet for manual piloting. Keeping in these area's reduces your DPS slightly due to transversal but also prevents your targets from being able to MWD towards you quickly and catch you inside web/Neut or scram range, and also prevents them from easily MWDing away from you to break your point, or spin around and catch you as you try to catch up.
Anti-Drone combat
I'm just going to add a link to the Rifter drone combat section since though the Vaga is vastly more resilient to drone damage thanks to more EHP they can still be a threat and knowing the basics of removing them from the field is important. So without further ado.... Linkie
6. Boosters
Upon Id's suggestion below, I will expand a bit on this part of flying a Vaga. While not required, boosters can help extend your range, tracking and DPS. Boosters like Sooth Sayer, that modifies Falloff, Drop modifying tracking speed are the best used on the Vagabond. Both can help increase your effective DPS by preventing misses (better tracking) or allowing more actual DPS on target by extending your falloff a bit more (Sooth Sayer). Situationally, another good choice could be X-Instinct, to help reduce incoming missile damage by shrinking your sig radius some and making you a harder target given that your MWD is not blooming your sig radius to that of a small moon. I have added a link for combat boosters from the eve online wiki to the bottom of this post.
7. Relevant Skills
The Vagabond, like most HAC class ships requires a heavy skillpoint investment. However the Vaga shines through when more than just the base skillpoints are invested into it. Sadly that leaves a rather long list here that I will break down into two groups. The first are the requirements to fly the ship, and the second the skills that most directly effect the fitting, flying and abilities of the Vagabond.
Primary Skills
- Minmatar Cruiser level 5, rank 5 - Needed of course to get in the ship at all.
- Heavy Assault Ships level 4, rank 6 - See above
- Assault Ships level 4, rank 4 - a requirement for HAC(Heavy assault ships, aka Heavy assault cruisers)
- Engineering level 5, rank 1 - a requirement for AF (Assault ships, aka Assault frigs)
- Mechanic level 5, rank 1 - a requirement for AF (Assault ships, aka Assault frigs)
- Weapon Upgrades level 5, rank 2 - HAC requirement
- Gunnery level 4, rank 1 - HAC requirement
- Small Projectile turret level 5, rank 1 - Needed for t2 medium projectile turrets
- Small autocannon spec level 4, rank 3 - Needed for t2 medium projectile turrets
- Motion Prediction level 4, rank 2 - Needed for t2 medium projectile turrets, increases tracking on all guns.
- Medium Projectile turret level 5, rank 3 - requirement for t2 Projectile turrets
- Medium Autocannon spec 4, rank 5 - Spec skill for medium autocannon turrets, 2% bonus Rate of fire per level (RoF)
- Trajectory Analysis level 4, rank 5 - Works in concert with the falloff bonus of the Vagabond, allowing you to extend falloff range a bit longer.
- Advanced Weapon Upgrades level 4, rank 6 - Going to need all your Powergrid and CPU to fit a Vaga properly, this will help.
- Shield Upgrades level 4, rank 2 - Frees up a bit more Powergrid from those Large shield extenders, drop to best named if t2's don't fit to free up some more grid.
- High Speed Maneuvering level 1 rank 5 - This skill allows for the use of t1 and best named Micro Warp Drives (MWD's). The one skill that will change your eve life forever.
- Navigation level 3 rank 1 - Required to use MWD's, but it also increases your base speed, speed is life, level 3 is a minimum.
- Afterburner level 3 rank 1 - Required to use MWD's
- Acceleration control level 4 rank 4 - increases the speed pushed by your MWD and afterburners at a rate of 5% per level. Only rank four to level this one up before High Speed Maneuvering for a faster speed gain.
- Evasive maneuvering level 4 rank 2 - this skill increases ships agility, making you turn faster and get in and out safer.
- Cybernetics 4 rank 3 - enables use of learning implants up to +4's and also a host of the 3% skill hardwiring implants to make you faster, hit harder and live.
- Science level 4 rank 1 - Enabling skill to train Thermodynamics!
- Thermodynamics level 4 rank 3 - Allows you to overheat your modules for a short amount of time, boosting DPS, speed, range of your warp disruptor and neut cycle time. All this can help you move faster, point at longer ranges and maintain point, get faster kills and neut out tackle quicker keeping your bacon raw. You can use Nanite repair paste to repair the damaged modules in space. Always carry some.
- Nanite interfacing level 3 rank 3- 20% increase in repaired amount on a damaged module per second.
- Nanite Operation level 3 rank 2 - 5% per level reduction in consumption of nanite repair paste to repair modules.
Those skills are all well and good, but to get the most out of your vaga you are going to need a whole lot more! Most of these skills should be trained up to at least 3-4 anyways, pushing them to 5 will give you a strong advantage.
- Heavy Assault Ship level 5, rank 6 - This gives you the extra edge, adding even more falloff and damage to your hull, it is a long train but worth it in the end.
- Advanced Weapon Upgrades 5, rank 6 - Another long train but the bonus PG it gives is a lifesaver for any ship fitting, not just for the Vagabond, likely get this before HAC 5.
- All gunnery support skills to 4 or 5. They are in the order you should get them : Motion Prediction rank 2, 5% bonus to tracking per level. Rapid Fire rank 2, 4% rate of fire bonus per level. Surgical Strike rank 3, 3% damage bonus per level. Trajectory Analysis rank 5, 5% falloff bonus per level. Sharpshooter rank 2, 5% optimal bonus per level (doesn't help that much as you fight in falloff). Controlled Bursts don't effect projectiles since they use no cap!
- Navigation skills are a MUST for this ship to be at it's best. Every extra m/s counts in the equation of dead Vaga vs escaping Vagabond. This means almost every Navigation skill to five, minus Afterburner, Fuel conservation and any and all capital jump skills.
- Shield upgrades 5 rank 2 - gives you that touch more PG to make everything fit and is required even with a PG implant to make two t2 Large shield extenders fit properly, or you can drop to one t2 and one best named for a slight drop in EHP.
- Cybernetics 5 rank 3 - if you plan on flying with the best implants in your head, namely HG snakes or any of the 5% speed implants/Omega implant for the snake set.
- Capacitor skills - Energy Management level 5 rank 3, gives you 5% more cap per level. Energy systems Operation level 5 rank 1, this will give your cap faster recharge, helping to keep your cap alive for a bit longer to power that MWD! 5% recharge per level.
- Shield recharge skills - Gotta have those shields up for as long as possible! Shield Management level 5 rank 3, gives 5% bonus capacity per level while Shield Operation level 5 rank 1, gives 5% per level faster recharge. Both are very important skills to have.
- Energy Emission level 4 rank 2, 5% per level reduction in cap use of Neutralizer modules, well okay any energy emission module but the Neut is what is important here!
- Medium Autocannon spec level 5 rank 5 - it's pushing the ends of the skill plan but the extra damage can't hurt if you have time.
- Thermodynamics level 5 rank 3 - Like above, but this time level 5 for a bit more time overheated.
- Nanite Interfacing level 4-5 rank 3- 20% increase in repaired amount on a damaged module per second.
- Nanite Operation level 4-5 rank 2 - 5% per level reduction in consumption of nanite repair paste to repair modules. Make repairs much faster with these two skills for less use of the repair paste, especially now that price for the paste is increasing, thanks PI.
- Biology level 4 rank 1 - for use of boosters
- Neurotoxin Recovery level 4 rank 5, cost of around 300 mil isk right now since it is not seeded, but reduces the side effects duration of using combat boosters.
- Nanite Control level 4 rank 2, gives less a chance of the side effects happening, making your boosters that much better to use.
8. Useful links
- A Comprehensive New Player Guide to Tanking
- An introduction to Boosters in Eve Online
- Anti-drone tactics
- Battleclinic Loadout Browser
- Eve Wiki Boosters
- Defeating the Slingshot
- Jester's Trek : Fit of the Week : Various Vagabonds
- The Altruist : know your enemy
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