Archive for the CCP Category

Thukk You, Frill Me: The Vagabond Protest

Posted in Capers, CCP, Come On! on July 1, 2012 by khalia

In an update to my previous report of the Vagabond’s now-missing “frill”, and a call to CCP to return it, an offical protest event has been organized:

Thukk You, Frill Me

This July 15th, 1900 EVE time in-game event will bring together those who demand the return of the distinguishing feature of the Vagabond. Rally starts in Jita, and then heads to the nullsec Thukker Mix Factory headquarters station (makers of the Vagabond). Expect explosions. Fly a Vagabond.

IN ADDITION, I am supporting this with my own event to raise awareness. One hour before the offical protest – that’s 1800 EVE time on July 15th – I will be holding a raffle by suicide gank. >:-D

I will be flying a Vagabond in Jatate (three jumps from Jita), at a moon to be specified. At the appointed time, anyone who gets on the killmail for this Vagabond will be entered into a raffle to win:

1 x Vagabond
2 x Stabber Fleet Issue
1 x Stabber BPO

Only pilots flying a Stabber-hull will be considered! Getting on the killmail with a Stabber Fleet Issue will get you 5 entries in the raffle, and getting on the killmail with a Vagabond will mean 10 entries in the raffle.

Come explode your ship, protest the Vagabond change, and get a chance to win some stuff! A later update will give more details, and I’ll certainly be covering the winner in a later blog post.

Bad Ship Changes: The Vagabond loses the “frill”

Posted in CCP, Come On! on June 28, 2012 by khalia

As you may have read on EVOGANDA, the recently introduced Minmatar V3 ship models removed the distinguishing feature from the player-favorite Vagabond – the lizard-like frill just after the head of the vehicle.



I really can’t figure out why CCP would remove this nifty-looking part. This distinguishes the ship apart from Stabbers and Stabber Fleet Issue; now the only real difference is in color.

EVOGANDA has “announced” a “benefit concert” to fix this, which you can read about here. Click the link, the poster is hilarious.

CCP, fix this shit!

The Faction Warfare “Stupid ISK For Little Work” HOWTO

Posted in CCP, Come On!, The More You Know on June 23, 2012 by khalia

Now that the cat is out of the bag about making a ton of loyalty points with faction warfare for little work – WITHOUT EXPLOITS – I’ll provide the real details on how to do this yourself.

Why am I doing this? Because as Paul said in his previous post, the current behavior is highly unbalanced and needs attention so that CCP will fix it. And we figure we already made all the money we can make. šŸ˜‰


You make or reuse an alt that will join Minmatar factional warfare. You’ll fit him in a cheap frigate with a low-cost clone, fly to contested Caldari space, and capture factional warfare complexes. These will yield a lot of LP, which you can translate into items or ships, which you sell for cash.


First an explanation of how factional warfare “tier”s and LP works: As your faction controls more systems, and upgrades them (with LP), your “tier” value increases, every 20% gain. 0-19% is tier 1; 20-39% is tier 2; 40-59% is tier 3; 60-79% is tier 4; and 80-100% is tier 5.

The rewards you get from completing factional warfare sites (also called plexes) increase with each tier, by 5% per tier after tier 1. At tier 3 a small size complex gives 11k LP. Tier 4 is 11.5k LP, and tier 5 is 12k. More importantly the cost in both ISK and LP for items in the LP shop are decreased by 50% for EACH TIER.

Let’s say you want to invest in some Republic Fleet ammunition. At tier 3, one purchase of 5000 units of Republic Fleet EMP M will cost you 1600 LP and 1.6m ISK. At tier 4, it will cost 800 LP and 800k ISK. At tier 5, it’s a shockingly low 400 LP and 400k ISK.

Here’s an example using the same Republic Fleet EMP M ammo:

Tier 3
Cost to buy 5000 units of EMP M: 380,000 ISK
LP Store ISK cost: 1,600,000 ISK
Sell value of 5000 units of Republic Fleet EMP M: 3,420,000 ISK
Total profit: 1,440,000 ISK
LP cost: 1600
ISK per LP: 900

Tier 4
Cost to buy 5000 units of EMP M : 380,000 ISK
LP Store ISK cost: 800,000 ISK
Sell value of 5000 units of Republic Fleet EMP M: 3,420,000 ISK
Total profit: 2,240,000 ISK
LP cost: 800
ISK per LP: 2800

Tier 5
Cost to buy 5000 units of EMP M: 380,000 ISK
LP Store ISK cost: 400,000 ISK
Sell value of 5000 units of Republic Fleet EMP M: 3,420,000 ISK
Total profit: 2,640,000 ISK
LP cost: 400
ISK per LP: 6600

When running missions for LP, a conversion ratio of about 2000 ISK/LP is usually considered about standard. Heavily traded items will sell for less, and infrequent items for more. At tier 4 this is above average money, and at tier 5 it is *insane* money.

Pressing The Button

So here’s what you need:

1) An alt that can join Minmatar factional warfare. Only Minmatar is even close to tier 4 right now; Amarr is stuck in tier 1, the Caldari are just into tier 2, and the Gallente are also down in tier 1. At tier 1 and 2 prices, it’s not even worth trying; you should go mission or run Incursions instead.

In order to join the Minmatar milita, you need positive Minmatar faction standings. An easy way to do this is to run the 10-part tutorial mission series “Cashflow for Capsuleers” which you can get from an agent in Hadaugago. It takes about 40 minutes to run all 10 if you bash through it quickly.

2) Your alt needs to fly a tanky frigate. We’re looking for 100 dps or better with kinetic and thermal resists of 75%. Currently the best way to do this is with the new Incursus. With a 10% bonus to armor repair amount per Gallente Frigate level, it has a superior tank advantage over all the other frigates. I’ve seen people do this in Rifters, or Punishers; but the properly fit Incursus can even tank the Major faction sites that give close to 30k LP on completion.

Here’s your target Incursus fit:

[Incursus, FW]

1MN Afterburner II
2x Cap Recharger II

Small Armor Repairer II
2x Armor Kinetic Hardener II
Armor Thermic Hardener II

Small Auxiliary Nano Pump I
2x Small Capacitor Control Circuit I

You will need the following skills for this:
* Gallente Frigate IV
* Repair Systems IV
* Energy Systems Operation IV
* Energy Management IV
* Hull Upgrades V
* Afterburner IV
* Energy Grid Upgrades III
* Armor Rigging I

With these skills, you’ll be cap-stable, flying at least 900m/s, and should tank around 138 dps. This can tank the Minor and the Medium complexes. Since I know some of these skills take a while (Hull Upgrades V for example), swap to T1 resists while waiting, and a T1 afterburner before you get Afterburner IV.

With T1 resists and a T1 afterburner you should still be doing at least 850m/s and tanking about 120 dps against our target damage profile, which is Caldari’s kinetic and thermal. This will handle Minor complexes but may give you problems with Medium size complexes.

If you max out the Gallente Frigate and Repair Systems skills, you’ll tank almost 160 dps. You’ll be able to run Major sites which have the best LP per time. You can also drop a CCC for another Aux Nano Pump, but you’ll need both Energy Systems Operation V and Energy Management V to make this be cap-stable, or implants. The 2x Nano Pump Incursus has a stupid 178 dps tank.

Receive Bacon

You’ve got your guy and your ship. Now set sail for the Black Rise region, where the Caldari are battling the Gallente. Wait, aren’t you Minmatar, shouldn’t you be fighting the Amarr? Well see, the Minmatar and Gallente are allies; you can complete Caldari complexes for LP. The Amarr FW space is also much more busy, and you don’t want busy. You want as quiet as you can get. Black Rise is quiet.

When you get to Black Rise, fly around until you find a system owned by the Caldari – you want to see “Factional Warfare System: Caldari” on your screen. Running Gallente sites will make those guys angry at you and give you no LP. When you’ve found a system, fire off your system scanner (no probes needed). You’ll find sites like these:

Minor Caldari Outpost
Caldari Stronghold
Major Caldari Installation

“Medium” size sites have no label, they just appear as the faction and the type. The particular type does not really matter to you; except for Majors, you should have no trouble tanking each type. Pick a Minor, and warp to it. You’ll notice a beacon will appear on overview; *everyone* can now see that you are running this site.

You arrive on a gate. Minor gates only allow T1 (including faction) frigates and destroyers. Medium sites also allow T2 frigates, and T1 cruisers. Major sites allow T2 cruisers and T1 battlecruisers.

Enter the site. You will see an item on overview that looks like a bunch of circles, about 50-60km away. This is the capture point. You’ll also find a number of NPCs. You now need to fly in-range of the point and continue to stay in range until the timer on the counter finishes.

Range on sites: Minor is 10km, Medium is 20km, Major is 30km
Times on sites: Minor are 10 min, Medium are 15 min, Major are 20 min

Orbit the site, turn on your repper, and wait out the timer. When it finishes, you get the LP. Horray! Repeat a zillion times.

You Damn Dirty Pirate

So what can go wrong here? A number of things:

1) The Caldari militia and local pirates take notice when you start doing these sites. Sometimes. If you pick an empty system or one with harmless looking people you can pretty much AFK while doing this. If you have possible hostiles in local, set your directional scanner to 100,000 km and zap it every so often. If you see anyone, warp away. Since these guys have to hit a gate AND start off at 50km or more away, you have plenty of time to GTFO.

Though if this happens, you might just want to move on to another system.

2) Don’t forget to turn your armor repper on. Yes, I lost at least one ship that way. Derp.

3) Don’t bring a buddy. Your reward is split if both of you are in range of the site timer when it ends.

4) Sites take a little while to respawn; when you run out in system A, go to B and run a few, then return.

Counting My Eggs

Let us pretend that you are doing Minor sites, at tier 3, and getting 11k LP per site. You pick quiet systems and manage to get an average of 5 done per hour as these sites only take 10 minutes.

At tier 3: 5 sites x 11k LP = 55k LP x 900 ISK/LP => 55M ISK per hour – this isn’t bad, it’s at least as good as most missions.

At tier 4: 5 sites x 11.5k LP = 57.5k LP x 2800 ISK/LP => 161M ISK per hour – This is *great* money.

At tier 5: 5 sites x 12k LP = 60k LP x 6600 ISK/LP => 396M ISK per hour – You may actually have trouble liquidating all your LP at this level, but you can see the insane ISK it represents.

Final Words

So to wrap this up, you can right now make about 55M ISK/hour with a totally new alt and a few days training. If tier 4 returns, you can make as much as 161M ISK per hour. Risk exists, but if you get popped and poded, you lose a T1 frigate with some T2 fittings and a cheap clone. Worth it? Entirely.

Can you do this hour after hour after hour? Not really. Eventually someone will come gunning for you and you’ll need to safe up or move systems for a while. Still worth it? Yep.

Is this unbalanced? Jesus H Christ, yes. The main problems are the ability to tank a complex and win it without killing a SINGLE rat, and the huge imbalance each level of tier gives out. 50% is just so big of a bonus for each tier that it puts everything out of proportion. The poor other militias at tiers 1 and 2 are getting totally shafted, their LP is barely worth anything.

I would solve this issue by requiring that a certain number of NPCs had to be killed in order to capture a site. I would also change the tier levels to be closer to a 20% difference between levels, and making tier 2 be as good as regular missions are right now in terms of LP required for similar rewards. Members of factional warfare could still make some ISK, and upper tiers would still be worth fighting for, but not massive firehoses of ISK.

It Was Old Man Goon All Along!

Posted in Capers, CCP, Delicious Tears on June 21, 2012 by paul

Or, How Paul and Khalia Unintentionally Rode The Coattails of Goonswarm to Almost-Riches

So Khalia and I recently sort of came back to Eve. I wanted to try the ninja baiting thing again, but quickly once more fell into discomfort with the lack of lulz/hour it offered. Khalia came back as well and erected a little tower in NPC nullsec from which we repeatedly shot Angels in the face. That was mildly amusing.

Two weeks ago, Khalia got tipped off to an opportunity. It seemed that CCP had tweaked LP store payouts for Factional Warfare, making it much more profitable than before. Furthermore, one could effectively run small and medium FW complexes with week-old toons in frigates. These frigs didn’t even have to fit guns, since the sites were completed by proximity to the capture point. Go to lowsec, scan FW plexes, orbit with afterburner on, and ignore the NPCs. You had to keep an eye out for fast attack frigates from opposing faction pilots, but for the most part it was press button, receive bacon.

The LP store prices for FW are set depending on how successful your faction has been against the enemy. Ā At Tier 3, it’s meh money. At T4, it’s good money. At T5, it’s stupid amounts of money.

I don’t have any knowledge of the history of FW, nor do I want to have such knowledge. But when we got into it a couple weeks ago, Minmatar was absolutely dominating Amarr, riding at T4 rewards most of the time and sometimes peaking into T5 for a few hours.

Khalia did the math, moved a new alt out to Caldari FW space to test the waters, then told me that I’d be a moron not to get out there. Before long we were running five pilots between the two of us in the early morning hours during the week, when most of the opposition was in bed. We thought that it was just a horrifyingly unbalanced system, and that as word got out about how good the money was, prices on LP store items would either crash or CCP would take action to make the activity less profitable.

To give you some idea, we were making somewhere between 200M and 500M per hour orbiting frigates piloted by 2M SP toons. It couldn’t last, so we kept our mouths shut and made hay while the sun shone.

This morning, Khalia sent me this link:Ā

The TLDR version is that Goonswarm discovered that the mechanic by which CCP awarded LP for killing enemy pilots was hilariously broken. They took advantage of this by filling the holds of haulers belonging to “enemy” alts and blowing them up. The output of the items blown up in this way was greater than the LP used to create them, thus creating for the Goons an endless stream of Minmatar LP. They used this to buy obscene numbers of faction blueprints, high-end implants, and datacores. Because they had such large amounts of LP to play with, they maximized their payout by using the LP to upgrade Minmatar iHubs, thus leaning against enemy FW pilots with unlimited weight. Any time the Amarr thought they were turning the tide, the Goons simply tossed a bit more of their LP at the problem.

By doing this they gained an immense number of tremendously valuable items in-game, and flooded the market for those items, murdering the worth of LP rewards for every mission-runner in the game.

CCP has now fixed the LP spigot, and is stating clearly that things were not working as intended. What will happen to the Goons involved? If taken at traditional market prices, the LP items they’ve gained are worth… I don’t know how much, and the “hundreds of trillions” numbers that people are throwing around may be pure speculation. I haven’t seen any sort of reliable confirmed numbers from the source, but an image of one of the T5 cash-outs posted in the thread suggests that at the very least, the number is in the tens of trillions.

The good news is that none of that money was printed by the game. It wasn’t that kind of exploit. The only thing created out of thin air was LP points, which were in turn used to create LP store items. This means that if CCP takes no action beyond preventing further abuse (which is certainly a possibility), the market for anything you could have bought at the Minmatar LP store is nuked for theĀ foreseeableĀ future, but the economy as a whole won’t be hit by yet more inflation. The biggest losers in this are holders and LP store creators of implants and datacores.

CCP may move to yoink large stockpiles of such items that have been created this way, but much of the damage has already been done.

What’s next for us? Well, I’m sitting on about 600,000 LP and Khalia has about 800,000. We’re keeping an eye on the Minmatar FW rewards status, which is currently at Tier 3. The question seems to be: How many others were doing what we were doing, and do any of them hold sufficiently large LP stockpiles to be interested in giving Minmatar FW that one last push to cash out at T4?

One thing’s for certain: Whether you were part of the abuse of the game mechanics for obscene amounts of money, or just a freerider taking advantage of what you thought was just an unbalanced FW patch for serious LP, the flow of free ice cream has ceased. But Khalia and I did have fun playing in lowsec for a while. šŸ™‚

(Cue FW apologists saying that the Goons weren’t the reason for Minmatar domination in three, two…)

While You’re At It, CCP

Posted in CCP on June 19, 2012 by khalia

CCP’s gotten on the ball and updated a number of things to be less annoying:

* POS Tower Fuel blocks – Because individual fuel was a massive pain in the ass.
* Unified Inventory – Some people dislike this, but it’s got a lot going for it.
* Module Name changes – the Limited/Updated/Experimental changes go a long way to knowing what is better than what.
* EVE bar – Customize your interface all you like! Win.

Now I’ve got a few suggestions for CCP in the category of fixing headaches that don’t need to be headaches.

* POS force field password – Is there really a reason we need to reset it EVERY TIME we change a ship? No, there isn’t. Just let us set and forget.

* Pausing/restarting skill training when you change implants or jump clone – Why is this even needed? If you get podded and lose implants you don’t need to stop/restart training, it Just Works. Surely the same code can get used here.

* Accepting corporation members from different races requires training Ethnic Relations – This requirement, and skill, needs to die. Since race/background combinations for skill points no longer exist, the *only* reason for picking a particular race is starting skills and what your character looks like. You can easily be from Caldari background and go fight for Gallente factional warfare, for goodness sakes; racial background is essentially meaningless these days. Dump the Ethnic Relations skill, reinburse players the skill points, and let anyone join a corporation from any background.

Anyone else got “this just needs to die” changes to suggest?

Modules, Oh My

Posted in CCP on May 21, 2012 by khalia

Some other fun things from the Inferno patch notes are the new modules:

Armor Adaptive Hardener I – Low slot. Armor Hardener that adjusts its resistance based on the damage received. Only one can be fitted. Just the tech I version now, but others will follow if this turns out well.

Extrinsic Damage Amplifier I & II – Low slot. A damage amplifier module for drones.

Small/Medium/Large/X-Large Ancillary Shield Booster I. Mid slot. A shield booster that gives a good boost, but has a very high capacitor need. Can use Cap Boosters as charge to negate the severe capacitor need. Only tech I version for now.

MagSheath Target Breaker I – Mid slot. A module that has a chance of breaking the lock of ships targeting you, the chance increases the more ships target you at one time. Also breaks your locks. Reduces scan resolution significantly as a downside. Only one can be fitted at a time and the can not be fitted to capital ships.

Small/Medium/Large Overclocking Processor Unit I & II – A rig that increases the CPU output of your ship, at a cost of reduced shield recharge rate.

Light & Medium Web Drones – Light and medium versions of stasis webifying drones.

Capacitor Battery edits – All capacitor batteries now also provide a defense against Energy Vampires (Nos) and Energy Neutralizer (Neut) effects. A portion of the effect is reflected back on the aggressor.

My thoughts:

The Armor Adaptive Hardener had better give much less of a resistance boost than a Tech II single-resistance armor hardener, which is currently 55%. If it’s more than 25% to any single armor resistance, I’ll be pretty ticked off. This looks to be useful MORE for PvP than for PvE, because in PvE you already know the damage you’re going to receive. This kind of an adaptive advantage needs to be significantly under-powered compared to existing modules or everyone will use one.

Extrinsic Damage Amplifier is going to do all sorts of crazy things for Gallente ships. If the bonus is reasonably good, the Ishtar, Dominix and even Ishkur are going to be a lot more popular in a hurry.

Ancillary Shield Booster allows active-shield users to make a space/tank trade by carrying a bunch of capacitor booster charges around. I see this as being mainly used in PvP to give you a significant but short lived boost to survivability. Decent idea.

MagSheath Target Breaker I – Jester has discussed this to death and I agree with him that this module will have almost no impact on blobbing, which it seems to have been intended to help against.

Overclocking Processor Unit I (rigs) are a nice addition, I guess? For anyone who isn’t passive shield tanking and needs more CPU, it’s a free bonus. I’m not sure how often CPU is a problem in ships, so I can’t tell what problems this solves.

Light & Medium Web Drones – Sweet! This will be great for frigate-sized drone carriers (Ishkur, Incursus) to act as additional tackle for fleet mates, or even in frigate-frigate combat.

Capacitor Battery edits – Depending on the size of the effect, this could be very interesting. If neut effect is reflected back onto the user, he may end up running out of cap before you do; or just by keeping it on all the time may break his own cap stability. I’m assuming reflection of NOS means both of you lose some cap and gain some cap back, depending on percentages… if it flips the percentage into your favor, the NOS will be essentially useless. Time to fit up cap batteries in PvP?

Conclusion: It looks like a good time to be a drone user. The other additions have potential, except for the dead-on-arrival Target Breaker.

War Mechanics Update: CCP Still Missing the Boat

Posted in CCP, War on May 21, 2012 by khalia

The patch notes for Inferno are out.

As I mentioned in my previous post, the overhaul to the War Mechanics systems addressed a number of issues, but not the issue of everyone dropping to alt-corps. Included in the patch notes is a small – but no where near complete – item to address the issue of dropping from corps at war:

If you leave a corporation while the war is on, you cannot re-join until the war is over or 7 days have passed. This does not apply to mutual wars.

This is… something? It still doesn’t prevent the corp members dropping en-mass to a second corp and forcing the aggressors to dec the new corp; repeat ad nauseam. The only real effect the change has is to have people drop from the corp to avoid getting shot at while they move their expensive stuff from place to place. That’s a good change, but still misses a huge problem.

As I suggested in my previous post, the changes I’d like to see are:

  • Players can not leave a corporation that is at war
  • War costs double each week the war is continued

I understand that not being able to leave a corporation at war bothers some people. From my point of view, if you joined a corporation, you agreed to be a war target. There are also some other approaches to preventing alt-corp hopping:

  1. Players can only join one player corporation per 7 days; you can drop to an NPC corp, but not join another player corp for 7 days
  2. Dropping from a corp does not ignore you as a war target; the war follows THE CHARACTER for 7 days or until the original war ends

Either of these would be a useful solution to prevent alt-corp hopping.

War Dec Updates: Better, but missing an obvious issue

Posted in CCP, War on May 12, 2012 by khalia

So I’ve been reading (and watching the videos) for the Inferno updates. The updates for the War Deceleration system are particularly interesting for what they don’t include.

A brief synopsis of the changes:

  • Wars cost more to start (base 20 mil), and cost more for each player in the defending corp
  • Attackers can set a ‘surrender’ condition for ISK
  • When a war has been surrendered, you can’t redeclare war on them for 7 days
  • Defending corps can call in ‘allies’ who join the defending side, possibly for ISK
  • War-shielding and War-shedding tricks have been eliminated
  • Contracts for mercenaries (attacking and defending) have been added
  • Leaving a corp at war will be noted on your character sheet

All of these are good improvements, and I thank CCP for making these changes. However, one of the most problematical issues was not changed: Alt-corp hopping. CCP has not addressed the problem of players changing to an alternate corporation when they have been wardec’d. The last item on the list mentions getting a note on your character sheet if you leave a corporation at war. To be honest, most corporations don’t give a damn – and they don’t have too! If you can just keep alt-corp hopping.

CCP, you need to step up your game. The following changes are necessary:

  • Players can not leave a corporation that is at war
  • War costs double each week the war is continued

These two changes would first prevent alt corp hopping. For the issue of griefing a corporation by keeping wars going to prevent people leaving the corp, we add a penalty of doubling the war cost weekly, which will eventually make the war so expensive that the attacker will be forced to drop it – giving the defending corp time to drop members, etc.

  • Do We Need Tier-3 Battlecruisers?

    Posted in CCP on October 25, 2011 by khalia

    So Jester has written about the new Tier-3 battlecruiser information that has been leaked. They look great…. but here’s the thing: Will anyone ever use a Tier-1 battlecruiser any more? Does anyone even use them at all? Should we have been balancing ships that exist before we add new ones?

    Some one will eventually make the “Tier-1 battlecruisers cost less than Tier-2” argument. If you can afford the 20-30m ISK for a Tier-1 BC, you can afford the 30-40m ISK for a Tier-2 BC. It’s really not much difference for what is a substantially better class of ship.

    Let’s take a quick look at the Tier-1 battlecruisers.

    Prophecy: The Amarr tier-1 BC has a big tank as you’d expect from an Amarr ship. On the other hand, it’s slow, it does poor damage, and only fits six guns. The Tier-2 Harbringer can do significantly more DPS due to bonus and 7 gun slots, has the same speed, more power grid, and better base armor and shield HPs.

    The only time I’ve seen a Prophecy seriously used is as a bait ship. With Battlecruiser V, a bunch of plates, and some resist mods, it can sport a lot of EHP for a BC hull. Just don’t expect to do any useful damage with it.

    Ferox: The Ferox has the same bonus to shield resists as the Drake, but it has one less mid slot – key for shield tanks – and less base shield EHP. With a bonus to hybrid optimal range, it manages to make blaster suck less, but that isn’t saying much. On top of this, it’s even slower than the Prophecy! Good luck getting in range for blasters. With only six gun slots verus the Drake’s seven missile slots, you won’t be doing much damage either.

    I don’t know of anyone seriously using the Ferox, but if you’ve got a reason, post it up. I have heard of some odd fits with autocannons, but these are the stuff of comedy.

    Brutix: The Brutix is perhaps the best of the Tier-1 battlecruisers. With seven gun slots, a damage bonus, and an armor repair bonus, the Brutix is able to do a lot of DPS and a lot of tanking. The weakness of the Brutix is the weakness of Gallente ships in general: Hybrids aren’t that good. If they get fixed as rumors say, the Brutix may get a lot more popular. The other weakness is that you need a lot of speed to get into range for blasters; a microwarpdrive plus blasters plus armor repair is a lot of capacitor.

    The most common role lately for the Brutix is that of a suicide gank ship. Is anyone using them in PvP, and if so, how?

    Cyclone: The Cyclone has all the weaknesses of Minmatar ships and not much to help it out. Eight high slots will let you fit five guns and three launchers, but only the guns are damaged bonused, and for ROF instead of pure damage. The lack of powergrid compared to the Hurricane increases the difficulty in working around the issues. The shield boosting bonus looks good on paper, but the Cyclone’s shield resists work against this – the EM hole in particular.

    I don’t see much reason for using a Cyclone when a speed-fit Hurricane will run circles around the other guy and do a ton more damage at the same time.

    Comments? What would you do about the Tier-1 battlecruisers? Do they have a role besides “slightly cheaper”?

    That’s a lot of stuff to promise

    Posted in CCP on October 21, 2011 by khalia

    I’m really liking the turn-around we’ve seen in the last month with CCP. Hilmar has fallen on his sword to make nice with the EVE community following the Incarna PR disaster, and then we’re promised a whole bunch of nice stuff for the winter expansion.

    Then player owned custom offices, and then new tier-3 battlecruisers, and then implants on killmails, and then engine trails and new backgrounds.

    I am in no way faulting CCP for thinking big and awesome. I am slightly concerned about if they can actually deliver all of this by the winter expansion. Assuming “winter” is pushed out to mean “February”, that’s only 4 months. It’s a big list of stuff to make in just a few months. Particularly since they just axed 20% of their workforce; this always causes some people to start looking for other jobs, and lowers morale.

    The worst disaster they could have would be another Incarna-release which didn’t meet player expectation at all. I think we all would have been OK with “this stuff for winter, all these other things between winter and next summer”.