Posts Tagged ‘nullsec

14
Mar
13

On stagnation in nullsec

LordsServant is a HBC member well known for bad posting but today he cut to the heart of nullsec’s stagnation, and the recent calls for wargames in nullsec.

Problem is there’s no fucking good alliance leaders anymore.

Goddamn noone gets stoned or drunk and says “Hey lets go fuck those people up tonight!”

Oh, they won’t fight us – LETS FUCKING SHOOT UP their shit or punish them by taking some source of their isk/camping them in for a week or w/e.

I’ve got great memories of leaders who went out and DID SHIT. They created content for their members, they gave us the good memories, the shit that most of us joined this game for in the beginning.

What do we have now? The so called “leader” of the biggest fucking blue coalition in the game doesn’t even play the game. He comes on once every couple months to make a speech, then goes back to writing propaganda for his fucking “Fair and Balanced” Fox news wannabe website.

If eve is still around 5 years from now, how will we remember this time?

5+ years ago, we were watching juggernauts like BoB brawling back and forth with the NC. We watched the entirety of the north burn under some of the greatest focused aggression and organized pvp in the game – D2 fell and MC burned the north. We saw an entire new section of eve open up(the drones), with all the resulting land grab and stories that it involved.

We saw PL running around all over the place shooting up w/e they want(Maru Kage anyone?), and quadruple DDing ppl whenever they started to lose(lol). I remember Evil Thug screaming like a madman in heavily accented russian/english, posting about how his alliance m8s were fucking shit because they weren’t camping a gate with him in his titan 18 hours a day.

People like x13 killed the very first mothership in losec – does anyone remember how The End and Mr Xtreme used to camp Tama with a nyx almost nonstop? What about ginger magician? Infod? Burn Eden rolling into a region and SHUTTING IT THE FUCK DOWN WHILE PEOPLE COWERED IN TERROR? This shit really doesn’t happen anymore.

They’re good memories, they were content, things happened and stuff was risked.

Now all we have are these gigantic fucking bluefests where noone does anything but bitch about whatever mechanics, bitch about how rich they are, and the people at the top don’t even fucking log in except rarely.

If they’re ever toppled, we’ll only look back on this with disgust. We’re living through the antithesis of a golden age. We should be undergoing a golden age of pvp with all the content balancing going on, new ships and modules being introduced, etc etc.

CCP isn’t to blame.

It’s us. We’re killing the game. Administrators not interested in pvp or creating content for their members beyond padding their personal/alliance wallets(is there a difference?) – ingame or out of game, it doesn’t matter, “lead” the most powerful groups in the game – power that is largely gained by blueing everything. CCP has steadily eroded(at the players request) any option to exist independently in eve or to engage and be competitive in any “serious” pvp beyond bringing the biggest blob possible. Noone is to blame but the playerbase for steadily becoming more and more complacent, and pushing down those who try to fight against this fucking hibernating oozing whiny provincial morass of a playerbase we’ve become.

CCP can’t fix this so long as the most interesting thing happening in the game is fucking ship rebalancing or RvB in nullsec.

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22
Oct
12

A vision of nullsec

Weaselior has released part two of his ‘what is fundamentally wrong with nullsec’ manifesto.

Part one was called ‘The Vision Thing‘. This part is called ‘Creation and Destruction‘.
Worth reading.

13
Apr
12

Nullsec is the Africa of Eve

Sponk has a post on Failheap in a thread discussing the logistics of transport and trade in Eve (amongst other things) that highlights the main issues surrounding the mythical ‘industrial expansion’ that always seems to be on the horizon but never gets done.

What CCP has consistently failed to do is to articulate a plan for the economic structure of nullsec.

Currently, nullsec is the Africa of Eve.

Imports: Basically everything due to no local infrastructure, but mostly weapons
Manufactures for local use: lol
Exports: valuable unprocessed materials (rare earths high-end minerals, oil moon goo, diamonds deadspace modules), corpses

A lot of people who complain about this situation would prefer nullsec to be the Stargate:Atlantis of Eve instead.

Imports: Basically everything, but in punishingly small volumes
Manufactures for local use: as much as it can
Exports: high-tech relics in punishingly small volumes

To change to this model, jump freighters have to go (or have their cargohold cut by 95%) plus jump spoolups plus nerfing mineral compression for low-ends plus make mining low-ends in null easy-mode plus a whole raft of other changes, or else you’ll find that a single nullsec fight depletes the entire region of manufacturing capability for days, just to replace the ammo, let alone the ships.

This is a major issue for a nullsec industry shakeup that hasn’t been addressed so far by CCP.

What should nullsec import, and what should nullsec export? More on this once I’ve had a think about it.

15
Dec
11

Good Post in Jita Park Shocker

Many people (myself included) have attempted to articulate the interdependence of Eve on those players that everyone loves to hate – high-sec players.

Malcanis has posted a lengthy but interesting analysis of high-sec players that I encourage you to read. It lays out the broad categories of players who would never leave high-sec and what they are looking to get out of Eve. He doesn’t preach a solution but he does propose ways to either encourage or discourage them from certain play styles.

Personally, my thoughts on how I would ‘encourage’ the various play styles are:

  • Casual players are time-poor and want instant action, be it pve or pvp. For PvE, they need faster missions. For PvE,  Red vs Blue would be great for them, but perhaps a better way would be competitive missions: two ships enter a deadspace, one ship leaves with a mission reward; one leaves in a pod.
  • Independent players should be encouraged to meet new players and hopefully find a new niche. Incursions are excellent for this.
  • Commercial players need incentives to go into low-sec and sell there, both to seed their market, encourage others to go there, and to provide exciting, high-value targets. Both carrot and stick can work here, from increased sales tax in highsec, to increased charges for high-sec manufacturing and research slots, to decreased costs and build times in low-sec. The important thing is to put a price on the safety that an industrialist has when operating in high-sec.
  • Carebears are risk-averse, so don’t force them to be. They love the grind of making isk, so provide more things for them to spend it on.

Anyway, go on, read it.

25
Oct
11

Interesting link #11: Nullsec Travel 101

Continuing the trend of posting Broski images:

21
Sep
11

The DCF and You

TEST Propagandists : best propagandists?

Update: also in Russian

07
Sep
11

Nullsec Noob Training Plan

Over the last few months, I have had a few new players ask me for some suggestions on what to train their characters for. For a new player, there are so many paths to choose, and many players are quite concerned about making the right choice. This is probably a legacy of other MMOs (and games like Diablo 2) with more restrictive (and sometimes unreversable) choices when advancing.

So, the first piece of advice I can give is : It’s not the end of the world if you make a ‘bad’ skill choice. You can recover. In fact, you may find your bad skill choice comes in useful at a later date.

Having said that, it’s easier to have a plan from the beginning. So, a few decisions need to be made first.

Multiple characters or all-in-one?

New players often put all their skill training in the same character. This is of course quite convenient at times, since your combat character is also your salvaging character, your scanning character, your hauler, trader and miner. You also don’t have to juggle the training plans or assets of two separate characters.

However, the disadvantages, while not immediately apparent, do come into play soon enough. Your corporation is at war and suddenly you lose access to the safety of high-sec space for mining or purchasing replacement ships. You become torn between multi-day stays in hostile space and the day-to-day tending of planetary installations and industry jobs back home. Indeed, you will probably find that a neural remap for combat skills blows out the training time for your industry skill plan.

The solution is to specialise with multiple characters – one dedicated to combat skills [and associated stuff like mission-running and incursions], and one dedicated to non-combat skills*. This enables more efficient neural remaps, and allows you to keep a character ‘at home’ tending the farm and selling stuff while the other character gets into fights.

* Exploration skills are a bit awkward, in that they’re easier for Int/Mem characters to train, but are really convenient to have on your main. This is probably why scan characters end up in a separate account, so you can use both at the same time.

nullsec or lowsec

Null-sec combat is different to low-sec and high-sec combat. The lack of gate guns means that smaller ships are more useful, and certain ship classes become very different in role due to unrestricted access to weapons that are forbidden in Empire space.

This guide will concentrate on a null-sec progression and leave low-sec for another post, but the short answer for new players looking for fights in low-sec is: train the Battlecruisers skill (ideally to V)  then get in one.

Initial Steps

First off, train Cybernetics and get some +3 implants (or better). Prioritise the Int and Per implants above everything else. You’re unlikely to get podded for a while, and the benefits are worth it.

At the start of your career, you’ll be lacking in two main skill trees: the Int/Mem support skills, and the Per/Wis combat skills. While it’s tempting to dive right into the combat skills, realise that it will be a long time before you’re outputting the same damage of more experienced players.

In addition, the support skills that you’re missing mean that you will move slower and be more fragile than them, so you have a double whammy.

The solution? Don’t play by the same rules they do.

Some modules are just as effective, no matter how many skill points you have trained. By concentrating on combat roles that use these modules, you can get some good pvp action even while training up the support skills to keep you alive. Then, once your support skills are ‘good enough’, you can use a neural remap and get into main line battleships or dreadnaughts or whatever you want.

Neural Remap(s)

Neural remaps save a lot of time on skills that you’re specialised for, and add time to skills you’ve specced away from. There’s about 40% difference in training speed between a specialised skill and an off-attribute skill, so that’s a pretty big jump.

When I made my character, I trained Int/Mem support skills for close to six months before losing my patience and remapping into Per/Will. If you are ok with that, then by all means do so. Just realise that you won’t be having a lot of fun for a while, and will have used up both your remaps – you’ll be training combat skills for the next 12 months whether you like it or not.

Perhaps a better choice for a new player would be a single remap to maximum Int and the rest in Perception. That way, you have a major specialisation in support skills, but combat skills won’t be completely terrible for you. Navigation skills, in particular, will be exceptionally fast, which dovetails neatly into the Minmatar combat philosophy. Plus, you get to keep a remap for later.

Milestone 1: Rifter

The majority of PvP characters can fly Minmatar ships. Most can fly other races, but generally you’ll find that the Matari ships are a good combination of tactical flexibility and solid performance. They can be flown aggressively or tentatively; they can be fit to suit armour or shield fleets; they even have a good mix of gun and missile capability.

However, as a starting character, you’ll need to pare down your options a bit. For this, I suggest sticking to:

  • Guns instead of missiles (missiles are fairly easy to train up, but they can wait)
  • Shield instead of armour tanking (both will be useful for a Matari pilot, but most of the below ships are shield tanked. Also, Tech 2 Matari ships have excellent shield resistances)

A great starting point for PvP combat is the Rifter. There’s an excellent Rifter PvP guide available at Wensley’s site, so I suggest you read it. Choose any of the shield-tanked fits and take them out on a roam with corp mates. You’ll likely lose the first half-dozen fairly fast, so it helps to have replacements already pre-built in your home station. At this stage, don’t fret if you only have tech 1 guns – they entire point of this skill plan is to have a ship that is useful in any fleet, even if you aren’t doing as much damage.

When this milestone is reached, you should have (amongst other skills):

  • Afterburner III
  • Minmatar Frigate V (long train, but unlocks all Tech 2 Minmatar frigates)
  • Evasive Maneuvering IV+
  • High Speed Maneuvering I+
  • Hull Upgrades III+
  • Propulsion Jamming II+
  • Shield Upgrades I+
  • Electronics III+
  • Engineering III+
  • Mechanic III+

Milestone 2: Stiletto

The role of the interceptor is to stop ships from escaping. They’re relatively cheap ships to lose, but essential in a fleet. Train for a Stiletto and get a warp disruptor ‘point’ on people and watch them die at the hands of your fleet mates. Gun skills aren’t essential for Stilettos but you’ll likely have some (tech 1) gunnery skills from your Rifter days.

When this milestone is reached, you should have:

  • Afterburner IV
  • Evasive Maneuvering V
  • High Speed Maneuvering IV+
  • Interceptors IV
  • Shield Upgrades IV+
  • Propulsion Jamming IV+
  • Electronics IV+
  • Engineering IV+
  • Mechanic IV+

Milestone 3: Sabre

Continuing on the theme of ‘small ships that are crucial in fleets’ is the Interdictor. A role that is only available outside of Empire space, the ‘dictor drops warp disruption bubbles that prevent escape nearby. This is practically the only way to kill pods and cloaked ships, but also has defensive uses, stopping enemy ships from warping right into the heart of your fleet. To this end, train for a cloaky sabre. For the time being, the tech 2 guns are optional but it’s a really good idea to train to fit the cloaking device. Note that Sabres often have a ‘kill me’ flag on them, so you might be able to convince you fleetmates to pay for a replacement ship if you pop.

By the end of this milestone you should have trained:

  • Cloaking I
  • Destroyers V
  • Engineering V
  • Graviton Phsyics I
  • Hull Upgrades IV+
  • Interdictors IV
  • Propulsion Jamming V
  • Science V

Milestone 4: Hurricane (optional)

By now, you’re probably antsy to have something tougher in your repertoire. The Hurricane battlecruiser is a great choice for larger engagements, as well as being useful to gain income via ratting. This shield tank fit is pretty decent, although many people prefer medium neuts or heavy launchers in the highs. BTW, read that entire article – it hammers home the fact that you do need quite good gunnery skills to fly a ‘cane effectively, so if you decide to remap to Perception/Willpower, make sure your support skills are up to scratch first. It might be an idea to look ahead and see if there’s some other ship classes that have support skills as prerequisites so you can train them up before switching.

This milestone is optional, but a recommended set of skills would be

  • Minmatar Cruiser III+
  • Battlecruiser IV+
  • Medium Autocannon Specialization III+
  • All Navigation skills at IV+
  • T2 light and medium drones
  • Energy Emission Systems IV
  • Projectile Rigging IV
  • Shield Rigging IV
  • Advanced Weapon Upgrades III+

Milestone 5: Broadsword

By this point, you probably don’t need this guide any more. However, in fleet battles, everyone loves a Hictor, and you’re very close to being able to fly one. Hictors are a very good way to tackle enemy capital and supercapital ships, and by this stage in your career, you’ve probably seen a bunch of fleets that are advertised as

Logistics > HICs > DICs > Scorpions > Battleships > rest

so it’s nice to be able to fill a needed fleet role in a tougher ship than the Sabre.

All you need to fly a Broadsword like this is:

  • Minmatar Cruiser V
  • Propulsion Jamming V
  • Heavy Interdictors III+
  • Graviton Physics IV

But, that’s a terrible progression. You obviously know nothing

There are many paths that suit different people. For instance, you could go light on the support skills and heavy on the gunnery/piloting skills. Your progress might look like so:

  1. Rifter
  2. Jaguar (like a Stiletto, but using Assault Ships skill)
  3. Rupture / Stabber
  4. Hurricane
  5. Muninn / Vagabond
  6. Sleipnir

or maybe you like the idea of covert ops, and progress like

  1. Rifter
  2. Hound
  3. Rapier / Huginn
  4. Cloaky Loki

and that’s ignoring the Logistics tree, and the fallback option of “battleships and large guns”.

However, hopefully you’ve gained an idea of how a bit of forethought will help you in your skill planning and have a skill plan you can use as a base to customise to your own needs and wants.

Enjoy.




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