Posts Tagged ‘retribution

17
Dec
12

Fitting a Tengu with HAMs

In a previous post, I detailed a few Tengu fits I have owned or flown.

Since the Retribution patch, it’s worth revisiting some of these fits to see if they hold up, or whether a heavy assault missile (HAM) fit would be better.

6-Launcher DPS Fit

The old fit output 658DPS @ 110km with heavy missiles (factoring in reload time); this has since been reduced to 624 DPS @ 70.7km.

An alternative would be this HAM fit:

[Tengu, pve slightly ganky HAM]

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II
Ballistic Control System II

Republic Fleet 10MN Afterburner
Caldari Navy Kinetic Deflection Field
Gistii B-Type Small Shield Booster
Phased Weapon Navigation Array Generation Extron
Federation Navy Stasis Webifier
Gistii B-Type Small Shield Booster

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile

Medium Rocket Fuel Cache Partition II
Medium Hydraulic Bay Thrusters II
Medium Warhead Rigor Catalyst I

Tengu Offensive – Accelerated Ejection Bay
Tengu Propulsion – Fuel Catalyst
Tengu Defensive – Amplification Node
Tengu Electronics – Dissolution Sequencer
Tengu Engineering – Augmented Capacitor Reservoir

which has a respectable 911DPS @ 36.3km. If range is still an issue for you, replacing the afterburner with a 10mn microwarp drive would bump your speed up to 1250m/s, requiring a medium ancillary current router rig. It will be barely cap stable, so it’s best to faction or deadspace it.

5 launcher tank fit

The old fit was 518DPS @ 110km with heavy missiles; now only 491dps @ 70.7km. That’s still pretty reasonable for long-ranged combat without a propulsion module, but there might be some benefits to using HAMs instead.

[Tengu, pve cheap tank HAM]

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II
Capacitor Flux Coil II
Damage Control II

Domination Large Shield Booster
Domination Shield Boost Amplifier
10MN Afterburner II
Kinetic Deflection Field II
Large Peroxide Capacitor Power Cell
Caldari Navy Thermic Dissipation Field

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile

Medium Warhead Rigor Catalyst II
Medium Hydraulic Bay Thrusters II
Medium Warhead Flare Catalyst II

Tengu Defensive – Amplification Node
Tengu Electronics – CPU Efficiency Gate
Tengu Engineering – Capacitor Regeneration Matrix
Tengu Offensive – Accelerated Ejection Bay
Tengu Propulsion – Gravitational Capacitor

678DPS @ 30.3km is reasonable (452 @ 54.7km with javelin)

A propulsion module is required to ensure that you’re in range, cutting the tank by a fair margin (again, a 10mn MWD fits with an ACR but sacrifices cap stability unless it’s deadspace) It’s still way over 1000 permatanked Serpentis dps though, which should be fine for all your afk answering-the-doorbell needs.

I’m not sure whether this is an improvement. Sure, it deals a fair bit more damage, but 5-launcher Tengus aren’t really in it for the DPS; they’re used because it’s easy-mode. To that end, I think the 5-launcher fit is probably best with heavy missiles unless you’re willing to spend the effort getting into range. Having said that, the difference between Scourge Fury heavy missiles and Scourge Javelin assault missiles is fairly small, so that’s an option as well.

12
Dec
12

A tip for Retribution

People in high sec only need to care about kill rights.

People in low sec only need to care about bounties.

05
Dec
12

Retribution: Corax Pve Fits

New Caldari players who love missiles will also love flying around in a Corax, having cut their teeth on the Kestrel.

Some example fits for very-low skill point players:

[Corax, newbro rocket brawler]

Ballistic Control System I
Ballistic Control System I

Experimental 1MN Afterburner I
Small Ancillary Shield Booster, Cap Booster 25
Small Shield Booster I
‘Langour’ Drive Disruptor I

‘Malkuth’ Rocket Launcher I, Scourge Rocket
‘Malkuth’ Rocket Launcher I, Scourge Rocket
‘Malkuth’ Rocket Launcher I, Scourge Rocket
‘Malkuth’ Rocket Launcher I, Scourge Rocket
‘Malkuth’ Rocket Launcher I, Scourge Rocket
‘Malkuth’ Rocket Launcher I, Scourge Rocket
‘Malkuth’ Rocket Launcher I, Scourge Rocket

Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
[Empty Rig slot]

Small Shield Booster repairs 11.5hp/second for 60 seconds (i.e. when you run out of capacitor)
Ancillary Shield Booster repairs 26hp/second for 15 seconds with a one minute reload delay

This fit will work even with the absolute minimum skill points required to fit the modules, although if you have low Electronics skills (less than III) you may need to offline a Ballistic Control System. This fit has an effective engagement range of 6-15km depending on skills, so expect to take more damage than long-range fits. The ASB is for emergencies – you’re free to replace it with shield hardeners, or even a medium shield extender if your skills are near-perfect.

[Corax, newbro missile bombardment]

Ballistic Control System I
Micro Auxiliary Power Core I

Experimental 1MN Afterburner I
Small Shield Booster I
Cap Recharger I
Cap Recharger I

Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile
Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile
Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile
Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile
Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile
Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile
Upgraded ‘Malkuth’ Light Missile Launcher, Scourge Light Missile

Small Anti-Thermal Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
[Empty Rig slot]

Small Shield Booster repairs 11.5hp/second for 60 seconds (i.e. when you run out of capacitor)

This fit is a bight tighter, and requires some skill levels in Electronics, or else the shield booster goes offline. The Micro Auxiliary Power Core provides enough power grid to fit the resource-hungry Light Missile Launchers, allowing you to comfortably shoot things out to 30-60km, depending on skills.

And for someone with higher skills who wants an example PvP fit:

[Corax, PVP]
Ballistic Control System II
Damage Control II

Limited 1MN Microwarpdrive I
Medium F-S9 Regolith Shield Induction
Fleeting Propulsion Inhibitor I
Faint Warp Disruptor I

Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket

Small Ancillary Current Router I
Small Core Defense Field Extender I
Small Core Defense Field Extender I

Scourge Javelin Rocket x350
Caldari Navy Mjolnir Rocket x700
Caldari Navy Nova Rocket x350
Nanite Repair Paste x50

The Corax is pretty slow, so light missile launcher kiting is probably not going to work, unlike a Talwar, so this is a midrange/brawler fit.

03
Dec
12

Awkward moments

I have a bunch of stuff yet to build before Retribution hits, and appear to have run out of Isogen. Awkward. This has also put a damper on my aim to build a bunch of new destroyers when they’re released. Perhaps I’ll just roll off a dozen of each then put the blueprints into research instead.

Still, whelp.

27
Nov
12

Preparing for Retribution

I don’t know about you, but I’m building a few hundred million isk worth of <stuff> for Retribution. How bout you?

13
Nov
12

Afterburner changes in Retribution?

As discovered by Sarmatiko:

[*] Afterburner
  [+|n] accerationControlSkillBoostCapNeedBonus
  [+|y] fuelConservationCapNeedBonusPostPercentCapacitorNeedLocationShipModulesRequiringAfterburner
  [*] durationBonus: 10.0 => -5.0
  [+] capNeedBonus: -10.0

i.e. the Afterburner skill changes from +10% duration per level, to -10% cap usage and -5% duration per level.

This keeps the same overall cap usage bonus (-33% at level V) but stops the afterburner cycle being so excruciatingly long. This is good for getting up to warp speed, and for dual-propulsion ships, but bad news for overheating.

Hopefully this will make Eve Hermit’s Orca fit work better 🙂

12
Nov
12

Running the numbers on fleet boosts

Continuing from my last post on this subject, I reiterate my position that the bonus mindlinks provide to fleet boosts make it irrelevant which actual ship you use to boost from. For those who arrived late, here’s the argument in graph form.

This is a fairly bad situation to be in, from a game design perspective; Fozzie is attempting to bring in 2%/level link bonuses for strategic cruisers, but even at max level, 10% is just noise compared to +50% from a mindlink.

Hypothetically Speaking

What would happen if mindlinks were nerfed, and ship bonuses were buffed to compensate?

Hypothetically, let’s nerf mindlinks to +10% bonus to a particular type. This gives it a clear boost, but you don’t feel like a suboptimal player if you fit off-racial links. Frankly, this is the minimum nerf that would be effective for our purpose; if mindlinks were, e.g. +25% I’d still run all-racials. I can see an argument for nerfing them all the way down to +5%, sad as that would make players.

To compensate, the current 3% and 5% bonuses would need to be buffed. This has two effects:

  1. What constitutes ‘off-racial’ links are now based on the ship, not an implant
  2. Which racial links your ship has a bonus for, actually matters now

Point 2 means that Fozzie’s change to have command ships offer bonuses to multiple racial links actually matters.

What would the boosts look like? Well, a little like this:

  • ‘TQ’ is a mindlinked command ship currently on the production Eve server.
  • ‘10% ship’ is the same setup, with mindlinks nerfed to 10% but the ship bonus buffed to 10% per level.
  • ‘7.5% ship’ follows this trend
  • ‘5% ship’ also follows logically

notbad.jpg

As can be seen, boosting the command ship bonus to 10% per level will almost reach the same power level (although it must be noted that this 10% per level will apply to all racial links, so potentially two races)

Boosting to +7.5% per level is a slight haircut, but also serves to lower the spread between unbonused (purple) and ship-bonused links a bit.

Boosting up to 5% per level is a further nerf to overall power, but this may be desired from a game design perspective anyway.

I think this idea has merit, and look forward to what Fozzie comes up with.

09
Nov
12

Fozzie on Mindlinks

Following on from the previous discussion:

Tsubutai wrote:

Interesting ideas. When you rebalance CS and leadership mechanics/offgrid boosting, will you be adjusting the way mindlinks interact with leadership skills? As it stands, mindlinks more or less double the strength of the corresponding ganglinks, making it much more important to have the mindlink plugged in than it is to max out the Command Ships skill or the appropriate T3 subsystem. Are there any plans to shift the emphasis such that mindlinks become less of a must-have for pilots with leadership skills?

Also, will T1 BCs retain the ability to fit gang links, or will fleet boosting become a CS/T3-only affair?

Shifting parts of the bonuses from the ganglinks to the other skills and bonuses is an option we have been considering but we have not made a decision there yet. It’s likely that the gang link stuff will not all show up in one patch.

And we have no plans to remove the gang link cpu reduction bonus from the Combat Battlecruisers (formerly known as tier 1 and 2).

(source)

So about mindlinks..

  • The fact that they are such a huge portion of the effectiveness of a booster isn’t something we like
  • The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn’t something we like
  • The fact that they make the use of multiple gang link types at once so much worse isn’t something we like
  • The exact way to deal with these problems isn’t something we have hammered out yet, but we’ll keep you updated

And since questions keep coming up I’ll clarify some skill stuff again:

Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level.

And we don’t have a date to give you on the skill changes but here’s what I can say:

  • It won’t happen in Retribution
  • It won’t happen until we release the BC and BS changes
  • We can’t commit to exactly when those changes will release yet
  • But I have an internal estimate about when we’ll get it done, and that estimate makes me smug out
  • So if you’re choosing between training those skills either sooner or later, choose sooner

Sinzor Aumer wrote:
Why?

Normal implants give a small enough bonus that you may be incentivized to use the right clone with the right ship but you’re not crippled if you don’t. We don’t want committing to a jumpclone to lock you out of 3/4 of your role options for the duration.

So mindlinks providing a modest bonus would be fine, but the bonus is too big a part of the overall picture at the moment, we’d like to move some of that bonus elsewhere.

(source)
For reference, the link boost breakdown looks like this at the moment:


The graph is a bit misleading due to multiplicative bonuses, but I sorted the effects from the most common to the least common, but it’s clear that the ship bonuses don’t matter nearly as much as the mindlink…

08
Nov
12

Jester’s Cap: Battlecruiser Rebalancing

Jester is so far quiet on this, so I’m putting on my Jester’s Cap and having a stab at it.

So, CCP Fozzie and Ytterbium have a new dev blog. In it, they explain their plan for re balancing battlecruisers and battleships over the coming months.

The TLDR is

  • most tier 2 battlecruisers will lose a slot
  • most tier 1 battlecruisers will gain a slot
  • a few bonuses will be changed
  • battleships will also be slot normalised
  • command ships are getting comprehensively overhauled

Battlecruisers

The role changes are fairly self-explanatory, even though I disagree with the Ferox. In my opinion, the most likely changes in slots will be:

  • Harbinger loses mid slot (most Amarr ships have a utility high)
  • Prophecy gets +1 high slot
  • Ferox gets +1 mid
  • Brutix gains +1 low (+1 mid implies impressive shield tank)
  • Drake loses mid slot (losing high slot won’t affect anything)
  • Hurricane loses high slot (could also be low slot, but high slot stops the dual neut setups and leaves powergrid for a more viable armor tank)

You can see the current slot layout of the battlecruiser line here.

It will be interesting to see whether my predictions bear up. I’m not exactly the Nate Silver of Eve Predictions.

Battleships

Too early to say yet. However, there’s some isk to be made by speculating…

Command Ships

The most contentious part of the post was the bit about command ships. I have reproduced the intro:

  • Tech 3 ships to be able to carry more gang links at once than Command Ships, but with less effect
  • Tech 3 ships to be able to carry some gang links while still maintaining some combat capability
  • Command Ships to carry fewer types of gang links than Tech 3, but with stronger effects (specialization over generalization) – if fitted with gang links, they have less combat capability than Tech3 hulls.
  • All Command Ships to have a combat role on the field on top of having the possibility to be fit for a pure fleet commanding platform.

See infographic here:

The truth is that command ships (and link T3 cruisers) are inextricably linked to the warfare links they use for their arguably primary function, fleet boosting, and the skills that provide them.

I can understand Fozzie’s intense dislike of +5%/level bonuses – they make too large of a distinction between tech 1 and tech 2 ships in the same role (very few t2 ships are 25% better than their tech 1 counterpart), which is exacerbated by being able to fit multiple links without needing Command Processors (which I also suspect may be leaving the game soon)

However, the bulk of the bonuses provided by a fleet boost character is due to mind links, which provide a whopping +50% bonus to all boosts for a single racial set. Compare this to practically any other ship stat you can think of, where you need an entire pirate implant set to get a bonus that large.

This massive difference makes it utter stupidity to mix racial link types on the same ship until you hit your third or more likely fourth link, which makes Fozzie’s “small bonus to multiple types of link” idea dead on arrival.

I can see some real potential in Fozzie’s changes to command ships for flexibility and metagaming (selection of links, tank vs gank etc), as well as a resurgence of command ships having enough grunt to be worth fielding on-grid, but mindlinks need serious changes first.