EVE Online

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Re: EVE Online

Postby Spambot5546 » Mon Oct 10, 2011 4:20 pm UTC

Edited my post to fix a fat fingering error, which sounds kind of kinky now.

Also, would a Ragnarok then be the best titan? don't arties have the best alpha?
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Re: EVE Online

Postby Izawwlgood » Mon Oct 10, 2011 4:55 pm UTC

You got uppity with me first, don't think this exchange got testy because of me.

Right, so again, you're assuming that you're dropped directly on your targets and that they aren't moving, and pointed (in the BS killmail you linked, there's a Nemesis on as well, which I assume is also flinging a painter and a web, which is a question I asked you about earlier). Furthermore, the Armageddon listed has an EHP of 132k at equivalent lvl5s, meaning the pilot probably had shitty skills (Adaptive Nano Plating?). Also, they're MWDing.

Which isn't to say that Titans can't 1shot some stuff, and still put out the highest damage in game to non-capital targets (and capital targets too, assuming DDs).
Mishrak wrote:48k volley every 8 seconds. So 32 seconds = 192,000 damage. That's the heaviest tanked battleships right there. Anything less will die faster. An MWDing battleship is screwed. Also don't forget that EHP is an estimate. It factors in resists and isn't always that accurate. The reality is things die taking much less damage than EFT says they should be able to tank.

Right, which is why again, I said stuff not MWDing, which is exactly what the BS you linked is doing. The only point I was originally making in my contention is that it seems a waste of an incredibly expensive ship to use it to pop BSs, but that said, it seems this discussion, like everything else in Eve, has gotten to the point where I have to recognize the utility of the ship in some circumstances (close range fit MWDing BSs). I suppose at this point in the game, Titan ownership isn't all that outlandish, and fielding multiple on the same grid means a lot of BS killmails. Even though the RoF for capital weapons means any BS with a decent repping tank (which isn't something most are going to have, I recognize) or Logi backed fleet is going to be able to keep afloat.
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Re: EVE Online

Postby Mishrak » Mon Oct 10, 2011 5:05 pm UTC

I have a tendancy to get uppity when someone who tries to talk about something they know nothing about as though they know everything about it based on EFT numbers, despite being told how and why they're incorrect by someone who's been there and done that. I still didn't sling personal attacks though.

@ SPambot: Rag is pretty sexy but I think the RoF is the huge drawback behind Artillery alpha. Plus the tanking set up on it is suspect compared to the Avatar/Erebus, which makes them superior. It seems to be a lot like the Nyx/Aeon comparison. It's a tradeoff between HP and Damage, but both are sexy. Then the Hel and Wyvern fall behind it because of their tanks, despite doing a solid amount of damage. There's also differences in gang bonuses but I'm not super familiar with those comparisons.

@Izawwlgood: If you're dropping titans, i'm assuming you a have a proper cyno who positions you within a correct range on the enemy fleet. Often times that is right at zero or within 10km. Yes this is how it's done a lot of the time. - Half the time it's a HIC or a Damnation that cynos you in actually.

The bomber had nothing to do with the kill dying the way it did. It was some lucky tracking on the guns. It was also in a fleet battle and with a km-whoring titan, not a random hotdrop on a lone Omen Navy Issue. Whether it had a painter or not is insignificant, it wouldn't make the sig radius of an ahac so much larger to make a difference. Also, a web on a stealth bomber? Really? That bomber probably bombed the Omen awhile prior to it dying and had the damage repped. There's no way to know how that bomber got on the mail.

Also lets say those battleships aren't MWDing. Then they're moving at 120m/s. That's not really moving at all when you're factoring in the tracking on guns.

The only point I was originally making in my contention is that it seems a waste of an incredibly expensive ship to use it to pop BSs, but that said, it seems this discussion, like everything else in Eve, has gotten to the point where I have to recognize the utility of the ship in some circumstances (close range fit MWDing BSs).


When you drop Titans at their optimals they annhilate everything within that range. That's the whole point. So I'm not talking about leroying around a single titan for lulz. I'm talking about decisively clearing the field of your enemies, and when you drop 20 titans and a bunch of supers along with several hundred subcaps, you do that every time.

You still never answered my question: What would you put in those high slots that would be better than 48k or 60k alpha and 7-8k dps?
Last edited by Mishrak on Mon Oct 10, 2011 5:35 pm UTC, edited 2 times in total.
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Re: EVE Online

Postby halbarad » Mon Oct 10, 2011 5:19 pm UTC

Cap changes

Pretty interesting, lots of people already crying that supercarriers are useless now. Should be fun for those of us who don't fly them.
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Re: EVE Online

Postby Mishrak » Mon Oct 10, 2011 5:34 pm UTC

Nice changes tbh. The huge array of drones was a big problem. I do think, though that supers should be able to at least carry 20 fbs and 20 fighters at any given time in their dronebays. I think they went a little bit too low in that respect.
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Re: EVE Online

Postby Izawwlgood » Mon Oct 10, 2011 5:52 pm UTC

Mishrak wrote:I have a tendancy to get uppity when someone who tries to talk about something they know nothing about as though they know everything about it based on EFT numbers, despite being told how and why they're incorrect by someone who's been there and done that.

Yeah mean when someone poses questions that directly address the unsubstantiated claims you're making, and then dismiss their questions because 'they haven't been there or done that'? Yeah, I can see that.

Mishrak wrote: If you're dropping titans, i'm assuming you a have a proper cyno who positions you within a correct range on the enemy fleet. Often times that is right at zero or within 10km. Yes this is how it's done a lot of the time. - Half the time it's a HIC or a Damnation that cynos you in actually.

And this doesn't address what happens if a fleet is using sniping BSs or hot drops a range of stuff outside of the 30-40km range your Titan is.
Mishrak wrote:Also lets say those battleships aren't MWDing. Then they're moving at 120m/s. That's not really moving at all when you're factoring in the tracking on guns.

I don't have a transversal calculator, but the tracking on capital weapons is .005, which is very, very slow. Depending on the distances involved, a BS moving at 120m/s may in fact be seeing a damage reduction from out tracking those guns.
Mishrak wrote: Also, a web on a stealth bomber? Really?

Uh, yes, really. They shoot Torps, which have a rather slow explosion velocity. What else do you propose putting in the mids after point, MWD and a TP?
Mishrak wrote:You still never answered my question: What would you put in those high slots that would be better than 48k or 60k alpha and 7-8k dps?

I mentioned a few times that the high slot utility of a Titan isn't to be underestimated; gang links. Obviously if you're bringing multiple Titans, or have multiple Command ships already, you suddenly have a glut of available high slots. Which is why fitting guns doesn't seem like a total waste to me anymore, but I'm not convinced a 50bn ginormo target is the best anti-BS ship out there, circumstances where it is, aside.
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Re: EVE Online

Postby Mishrak » Mon Oct 10, 2011 5:56 pm UTC

Alright, I'm really done now. You have no experience in nullsec pvp and it shows with everything you post. This will clearly go on forever so I'm done with this conversation, for real. I can't tell if you're trolling me or not anymore, so o/.
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Re: EVE Online

Postby SecondTalon » Mon Oct 10, 2011 6:07 pm UTC

For fuck's sake, can I not even go to lunch anymore?
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Re: EVE Online

Postby Izawwlgood » Mon Oct 10, 2011 8:35 pm UTC

Ah, in hindsight, a web on an SB is terri-dumb. I retract that statement in it's entirety.
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Re: EVE Online

Postby Mishrak » Mon Oct 10, 2011 8:49 pm UTC

What probably happened in that situation was the bomber launched a bomb while the fleet was sitting on a gate waiting for the fight to start. Happens all the time. That bomber will get on a ton of kms doing that and maybe pop some tackle. Then once the blob fight starts and supercapitals come in and kill everything, BAM they show up on the killmail. Either that or he dropped a bomb midfight to try and hit some stuff.

In fact now that I look at it, that's exactly what happened, and I know that because the bomber is in an alliance that is hostile to the titan pilot there. So in actuality the bomber probably had almost nothing to do with the Omen loss. It can be misleading to tell sometimes if you're just looking at the km and aren't necessarily familiar with everyone involved.
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Re: EVE Online

Postby Swivelguy » Thu Oct 13, 2011 12:33 am UTC

Alright, I saw this linked on FHC. Can someone explain to me just what he was planning to do with that thanny?

http://eve-kill.net/?a=kill_detail&kll_id=3143670
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Re: EVE Online

Postby Spambot5546 » Thu Oct 13, 2011 12:37 am UTC

Damage having been done almost exclusively by a POS it looks like it was part of a siege gone wrong.
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Re: EVE Online

Postby Mishrak » Thu Oct 13, 2011 12:47 am UTC

Maybe he dc'd and didn't let his fleet know or logged off at a bad spot and ended up getting tackled by the POS. Pretty funny though.
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Re: EVE Online

Postby Alasseo » Mon Oct 31, 2011 1:05 pm UTC

So after 5 years, the new BCs have finally convinced me to train BCs (and large weapons). This is going to put me way behind on my "train ERRYTHING" plan, unfortunately (I'm missing maxed missile skills and warfare link skills for my personal completionist plan). Between BC V, large proj V, AC/Arty V and (since I'll have BC V) CS V, I'm going to be pushed back like a year on my training plan. But after that, I might finally train Gallente. The tier 3 gallente BC looks to be almost as much fun as the Tornado, and flying a Vigilant can't be wrong.

At any rate, people's thoughts on what limited data we have so far for the new BCs? Early pastebin of datadump off of chaos from about two weeks ago is here.
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Re: EVE Online

Postby Mishrak » Mon Oct 31, 2011 1:42 pm UTC

Hybrid changes are waaaay past due and are very welcome. I personally think that once the new tier of BCs hits SISI, they'll take a bit of a preliminary nerf bat. I'm also guessing they'll each lose a hard point across the board, making the max guns/launchers they can fit to be 7.

I just hope they hit SISI soon so we can have a clearer picture of how the ships are gonna be.
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Re: EVE Online

Postby BlackSails » Mon Oct 31, 2011 1:49 pm UTC

The naga looks to be quite bad. It doesnt have the EHP to sit their and brawl with torps, and its damage output with hybrids is just lackluster. So you cant brawl with it, cant kite with it. I guess it will be ok for bashing structures and stuff.

The oracle however is incredibly OP. With scorch loaded, its looking at something like 25% more dps, 200% more range, 80% better tracking and 30% more speed than an artycane. If you dont fit a point on it, you can shield tank it and it has nearly the tank of a cane too.

The talos can get a 1600mm plate and still be faster than a nanocane.
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Re: EVE Online

Postby Mishrak » Mon Oct 31, 2011 2:11 pm UTC

Early fits on the Talos have it doing Vindicator dps. Ridiculous!

Edit:

Yay 500 posts ~.~
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Re: EVE Online

Postby Alasseo » Mon Oct 31, 2011 2:50 pm UTC

I'd like tot ake this time to point out how terrible the tier system is. We already have tier 1 BCs that are upstaged by the tier 2s almost across the board (billion isk HG crystal cyclones need not apply). Why do we need to obsolete tier 2 Bcs too? Not to mention the laughable state of T1 frigates...

That all said, if they want to obsolete some hulls, that's fine. I think it would be awesome to pull hulls from the game, as time goes by. But just adding bigger and better stuff without removing the old just leads to clutter. I think removing say, the breacher and the probe from the game for a few expansions, and then adding in something that's new that would otherwise partially overlap with one or both of them would be pretty cool. Or say, for these new ships, if they had stopped seeding the market with blueprints for brutix and so on, and then added these instead, that's be awesome. A very common T1 ship would become a collectors item (after some time). It wouldn't ever go away completely, and anyone who had one would still have it, but it'd be like owning a classic car: you'd fly it more for the love of the ship than for any other reason.
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Re: EVE Online

Postby BlackSails » Mon Oct 31, 2011 3:06 pm UTC

The cyclone is a legit battlecruiser, as is the brutix. The prophecy and fexor suffer from the no damage bonuses.
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Re: EVE Online

Postby Alasseo » Mon Oct 31, 2011 3:45 pm UTC

New dev blog: http://www.eveonline.com/devblog.asp?a=blog&nbid=3012

For those of us at work:

Hybrid turrets have fallen out of grace. Maybe they weren't that amazing to begin with, but things have gotten somewhat worse in recent years. The speed change made it more difficult for blaster ships to get in close. The webifier change meant that blaster tracking suddenly wasn't good enough. The projectile boost made hybrids worse by comparison. Whatever it was that broke the camel's back, this is where we are now; Hybrid turrets do not compare favorably to the other turret systems.

How we go about fixing this is the big question. Not everyone agrees on the direction we should take. Some feel that the ships themselves are at fault. Others point out the inherent incompatibility of armor tanking and close range combat.

I agree that those issues need to be taken into account, but I don't think they are the best place to start when we rebalance hybrid turrets. Before we start looking at armor tanking issues or individual ships, Hybrid weapons as a whole need to be boosted up to a level where using them becomes desirable. The goal is to make them better at what they already do, not to change their roles. Blasters should do high damage at short range. Railguns should do average damage at long range. Now let's dive right into the details.

Hybrid Turrets

Reduce CPU usage:

Code: Select all
XL Turrets: -5 CPU
L Turrets: -3 CPU
M Turrets: -2 CPU
S Turrets: -1 CPU

** Exception: 75mm Railguns (they already have very low CPU requirements.)

Reduce Powergrid usage:

Code: Select all
All hybrid turrets: -12% Powergrid usage. Rounded to nearest whole number.

** Exceptions: Light Electron Blasters, Light Ion Blasters, 125mm Railguns, 75mm Railguns (they already have very low Powergrid requirements.)

Blasters

Tracking Speed Increase:

Code: Select all
All blaster turrets: +20% to Tracking speed

** Exception: XL turrets (they already have good tracking when compared to other XL turrets)

Railguns

Damage Increase:

Code: Select all
All railgun turrets: +10% to Damage modifier

** Exception: XL turrets (they already have good damage when compared to other XL turrets)

Hybrid turret ships

While I am hesitant to boost individual ships right now, I do think that a small speed boost to hybrid turret ships in general is needed. You will notice that a few hybrid turret ships are not mentioned here. The ones that are not listed are either fast enough already or they have range bonuses to hybrid turrets, which means that they are meant for longer range combat and as such should not need a velocity boost as much as other hybrid turret ships.

Max Velocity +10 on the following ships:

Arazu, Astarte, Brutix, Catalyst, Deimos, Dominix, Dominix Navy Issue, Enyo, Eos, Falcon, Guardian-Vexor, Helios, Incursus, Ishtar, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant

Max Velocity +5 on the following ships: Cormorant, Federation Navy Comet, Hyperion, Kronos, Sin, Vindicator

Inertia Modifier -5% on the following ships:

Adrestia, Arazu, Ares, Astarte, Atron, Brutix, Catalyst, Celestis, Cormorant, Daredevil, Deimos, Dominix, Dominix Navy Issue, Eagle, Enyo, Eos, Eris, Exequror Navy Issue, Falcon, Federation Navy Comet, Ferox, Guardian-Vexor, Harpy, Helios, Hyperion, Incursus, Ishkur, Ishtar, Kronos, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Merlin, Moa, Phobos, Raptor, Rokh, Sin, Taranis, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant, Vindicator, Vulture

Tech II Ammo

I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.

Code: Select all
Javelin (all sizes): Removed cap penalty
Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus
Hail (all sizes): Removed falloff penalty


Feedback

If you have issues with this balancing plan, please post your feedback in the comment thread. We are listening.


[EDIT]Oh, and that is in fact a boost to agility, in case anyone is unfamiliar with how inertia/agility in Eve works. Also, reduction in capacitor usage of 30% across the board. I'm at work myself (lifting this from another place), so I can't check the post, but it should be here: https://forums.eveonline.com/default.as ... post285220 [/EDIT]
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Re: EVE Online

Postby Alasseo » Mon Oct 31, 2011 3:54 pm UTC

(double posting so as to keep the blog seperate)
BlackSails wrote:The cyclone is a legit battlecruiser, as is the brutix. The prophecy and fexor suffer from the no damage bonuses.


Brutix and Cyclone are not legit BCs. They cannot compete, on any level, with the tier 2 BCs. You can sometime get away with the billion isk Cyclone with deadspace boosters and HG Crystals, and suicide Brutix, but that's it. However, prior to the introduction of the tier 2 BCs, this was NOT the case. Ferox, Brutix, Cyclone and even the Prophecy were all respected ships prior to the Hurricane and friends (well, the Proph had the old lasers problems, but that wasn't the hull's fault..). You can directly point to the Drake et al. being introduced as when the old BCs became relegated to niche or nonexistant roles.

I suspect that (perhaps to a somewhat lesser extent) this is what will happen, yet again, and I find it silly.
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Re: EVE Online

Postby Mishrak » Mon Oct 31, 2011 4:05 pm UTC

The Brutix isn't a legit BC because Blasters are fail currently. However, with the changes, I think the Brutix will come back to form. The biggest issue with the Brutix is that you can't fit it very well because Blasters are so freaking hard to fit right now.

Having said that, you're right in the sense that there's very little room for these ships in modern fleet doctrines. You either have nano BC's for roaming which are generally Drakes, Hurricanes or the odd Harbinger, whelp fleet Hurricanes, or Drakes for large nullsec engagements. Brutix *might* be able to work in a nano BC gang after the changes. There's not much practical use for armor battlecruisers right now in nullsec.


I don't think the new tier3 BC's will change that though. They're going to be glass cannons with very low ehp, so they'll fill niche roles and maybe someone will work out a crazy long range fit for them. I'm more worried about a bunch of 1400 arty BC's that alpha crap from 60km while moving faster than a Vagabond than I am about these 1400 dps Talos fits.
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Re: EVE Online

Postby Alasseo » Mon Oct 31, 2011 4:26 pm UTC

Mishrak wrote:The Brutix isn't a legit BC because Blasters are fail currently. However, with the changes, I think the Brutix will come back to form. The biggest issue with the Brutix is that you can't fit it very well because Blasters are so freaking hard to fit right now.

Having said that, you're right in the sense that there's very little room for these ships in modern fleet doctrines. You either have nano BC's for roaming which are generally Drakes, Hurricanes or the odd Harbinger, whelp fleet Hurricanes, or Drakes for large nullsec engagements. Brutix *might* be able to work in a nano BC gang after the changes. There's not much practical use for armor battlecruisers right now in nullsec.


I don't think the new tier3 BC's will change that though. They're going to be glass cannons with very low ehp, so they'll fill niche roles and maybe someone will work out a crazy long range fit for them. I'm more worried about a bunch of 1400 arty BC's that alpha crap from 60km while moving faster than a Vagabond than I am about these 1400 dps Talos fits.


I'd argue that they're not useful anywhere, not just in modern fleets. You need a very skilled pilot to take on a tier 2 BC with a teir 1 BC anywhere. When I run small gangs in lowsec, I'll take a Hurricane over a Ferox any day, or a Drake over a Brutix.

Going by the datadump, none of them will be able to fit a full rack of 1400s... but you will see 8 800s on the Tornado, still able to pull a 35-40k ehp tank. With the webs on the Talos, they're going to be murder in medium-smallish-sized gangs (say, 25-75). The other two are less impressive right now, but there's two weeks+ of balance changes we haven't seen. I wouldn't invest too much in theorycrafting until they're at least on Sisi and flyable.

Edited the blog post with more blaster info.
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Re: EVE Online

Postby BlackSails » Tue Nov 22, 2011 3:32 pm UTC

Reposted from teamliquid

Yesterday I concluded another scam.

I read this thread: https://forums.eveonline.com/default.as ... ts&t=23217

tl;dr, someone got suicide ganked in an untanked t1 hauler and dropped 4B worth of plex in jita. This person put a 4B bounty on the guy who SGed him.

Now, its easy to fake killmails, Ive done it before, but the contractor demanded API verification! What to do, what to do. Aha! We run our own killboard! After asking the admin, he agreed to flag whatever kills I wanted as API verified.

So I then contacted the mark, and negotiated him into paying out the entire worth of the ship, instead of only isk destroyed. He agreed. I also told him that Galen Oskold (the "target") does ninjaing, and I would use this to bait him. I then got him to probe down my highsec macha pilot, who killed him. http://hatchery.me/kills/?a=kill_detail&kll_id=1953

Except that alt has absolutely nothing trained.

The mark was very pleased with my kill, and after looking at the mail, asked me to verify it on battleclinic. Oh no, I am undone!

Or the mark is a very special kind of stupid. I made up a conspiracy theory.
I am really not comfortable giving my API to battleclinic. The site is run by people who play the game, and there have been issues with them using their website to their advantage.

The killboard I linked is a standard killboard package, same as what PL and most major alliances use, and it interfaces with the API just as well (or better) than battleclinic. Afaik, it doesnt even have any options to modify the mails - if its verified by the API, there isnt much to do to change that.


He accepted this argument and paid me 1.5B

A few weeks later, I went and made another killmail. This one I fucked up a few times, since the T3s are a bit more complicated, but the killboard admin deleted my first attempts.

http://hatchery.me/kills/?a=kill_detail&kll_id=2413

I mailed the mark again, and after a bit of a delay, he sent me 3 plexes as payment. The delay was because I had told him there were tears, which he wanted, so I had to fake them. The contract against the suicide ganker is now completed, with me taking about 3.7B of the 4B total.

Spoiler:
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Re: EVE Online

Postby Izawwlgood » Tue Nov 22, 2011 3:37 pm UTC

I don't get it; there's a bounty system in game, why would this guy do anything off game mechanics?
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Re: EVE Online

Postby Spambot5546 » Tue Nov 22, 2011 3:48 pm UTC

You put a 4 billion isk bounty on someone in game and he's just going to have a corpmate pod him for it.
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Re: EVE Online

Postby Izawwlgood » Tue Nov 22, 2011 3:48 pm UTC

I thought corp or alliance mates couldn't collect bounties?
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Re: EVE Online

Postby BlackSails » Tue Nov 22, 2011 3:59 pm UTC

Izawwlgood wrote:I thought corp or alliance mates couldn't collect bounties?


They can, and even if they couldnt, its easy to pod yourself with an alt.

Putting a bounty on someone in game is pretty much just giving them money (unless he has so many sp that the bounty is less than his clone upgrade price)
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Re: EVE Online

Postby Izawwlgood » Tue Nov 22, 2011 4:00 pm UTC

Huh never though of that.
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Re: EVE Online

Postby Alasseo » Wed Nov 23, 2011 12:55 am UTC

BlackSails wrote:
Izawwlgood wrote:I thought corp or alliance mates couldn't collect bounties?


They can, and even if they couldnt, its easy to pod yourself with an alt.

Putting a bounty on someone in game is pretty much just giving them money (unless he has so many sp that the bounty is less than his clone upgrade price)


Which (if it happened) just means that's a pretty weak bounty. When they made clones cheaper, the pretty much ensured that would never be the case for any decent sized bounty. There have been a number of proposals over the years to make bounties actually useful, but right now they're only good for writing 8008135 on your buddy's portrait.

Also, so many things for Crucible. Seriously, so many things. The Tier 3s have had some minor nerfs/tweaks. Naga is a pure-hybrid platform now. Blasters got a bit more damage. Tornado can indeed fit 1400s, but you get somwhere around a 25k tank. Which is what was promised, so hey. The Oracle is the best all-round platform, the Tornado will be new king of suicide gank, and the Naga and the Talos, like every other blaster boat that's not a Taranis, are still useless in fights that involve more than two people. Total.

Hail's getting a slight buff, as are some other T2 ammos. The stacking penalties (ie cap penalties, speed penalties) for T2 missiles are going away according to one post I read, but I haven't seen that confirmed. Gallente and Caldari skins have been updated/changed. Gogo digi-camo (which the US Army doesn't use any more).

Also, CCP Devs are roaming around Eve killin people. On TQ. I would pay a good 10B to be able to log in and play right now..
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Re: EVE Online

Postby Mishrak » Fri Nov 25, 2011 10:48 pm UTC

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Re: EVE Online

Postby Spambot5546 » Sat Nov 26, 2011 12:46 am UTC

Thank god they're finally adding a feature that most people are just going to turn off to save framerate anyway. I joke, according to the dev blog it may actually improve FPS.

Also, I like how it reminds me of "Homeworld".
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Re: EVE Online

Postby Alasseo » Sat Nov 26, 2011 8:34 pm UTC



#1 feature of the patch. #1 feature of like, the last two years, actually.

Spambot5546 wrote:Thank god they're finally adding a feature that most people are just going to turn off to save framerate anyway. I joke, according to the dev blog it may actually improve FPS.

Also, I like how it reminds me of "Homeworld".


Do not blaspheme the engine trails.

That said, as I understood it, it's not going to improve overall FPS, it's that old engine trails hurt FPS greatly on the new engine. Now they just won't greatly affect FPS. I will be greatly disappointed if there is not a seperate checkbox for engine trails, though. No sound, no turret effects, no explosions.. just engine trails. Everywhere.

Always.

Forever.
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Re: EVE Online

Postby Spambot5546 » Mon Dec 05, 2011 1:22 pm UTC

BlackSails wrote:
Izawwlgood wrote:I thought corp or alliance mates couldn't collect bounties?


They can, and even if they couldnt, its easy to pod yourself with an alt.

Putting a bounty on someone in game is pretty much just giving them money (unless he has so many sp that the bounty is less than his clone upgrade price)

I don't know why this three week old conversation popped into my head his morning, but it did and I ended up thinking of a way in game bounties could be fixed. Instead of setting an amount that will be paid in full for a destroyed pod you set three values, a min to payout, a payout weight, and a max payout.

The min payout is the amount of damage that has to be done to collect a portion of the bounty.
The payout weight is how much isk you'll pay in relation to how much damage is incurred.
The max payout is the amount that actually leaves your wallet, and the total amount of bounty that will be paid either now or until enough damage has been incurred.

So, for example, let's say I place a bounty on Izzawlgood with a minimum payout of 100m, a weight of .85, and a max of 300m. If Mishrak then blows up Izzawlgood while Izzawlgood is flying an interceptor (typically worth about 40m) he gets nothing because he hasn't triggered the minimum payout. However if Allesseo later catches Izzawlgood in his Rokh (worth 150m at least) and destroys it he'll collect .85(150m) or 127.5m leaving 172.5m still on the bounty. Now let's say SecondTalon finds Izzawlgood flying a billion isk faction fitted nightmare and destroys it. He only collects the remaining max on the bounty, 172.5m.
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Re: EVE Online

Postby Izawwlgood » Mon Dec 05, 2011 2:17 pm UTC

I thought bounties only occurred if the pod is destroyed? People can still eject from valuable ships to prevent the bounties from occurring in this example.
-I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.
-We can't go back. But I suppose we can go wherever we please.
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Re: EVE Online

Postby Spambot5546 » Mon Dec 05, 2011 3:03 pm UTC

Well I wanted to avoid putting the bounty on a pod because pods are fairly worthless. Being able to avoid collecting bounties by ejecting is a fair point, but not really a huge one. It's often possible to kill people before they eject. That's why the loss of SP for getting killed in a T3 is still relevant despite the option of ejecting.
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Re: EVE Online

Postby Izawwlgood » Mon Dec 05, 2011 3:11 pm UTC

Implants?
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Re: EVE Online

Postby Spambot5546 » Mon Dec 05, 2011 3:43 pm UTC

I thought about that, and I figured that since the value of implants don't show up in killmails CCP has some reason people shouldn't know how much a pod is worth when they kill it.
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Re: EVE Online

Postby Mishrak » Mon Dec 05, 2011 5:14 pm UTC

They show up now, as of this most recent patch.
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Re: EVE Online

Postby Izawwlgood » Mon Dec 05, 2011 5:46 pm UTC

I do like the idea of payout on bounty being governed by how much they lose.
-I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.
-We can't go back. But I suppose we can go wherever we please.
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