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Dev blog: Size Matters: Introducing Burner Missions

First post First post First post
Author
Indahmawar Fazmarai
#341 - 2014-08-17 07:53:24 UTC
ISD Ezwal wrote:
(...)


On topic: From personal experience I can say all level 4 missions are completable in a T II fitted Assault Frigate (although some take quite some time.....).


I did that years ago in a pre-balancing Punisher, just to test whether it was doable.

I
t

w
a
s

s
l
o
o
o
w
.
.
.

...but technically doable, specially when there are few BS. "Buzz Kill" is a blast, though.
Jade Blackwind
#342 - 2014-08-17 08:04:57 UTC  |  Edited by: Jade Blackwind
Domanique Altares wrote:
Does the Dram pilot NPC decloak his Falcon alt NPC when he starts getting his **** pushed in by a player with 90% webs?
Actually, that is an interesting idea.

Say, once a Burner pirate hits hull, there could be a 50% chance of an elite Guristas cruiser spawning within 50 km.
Carniflex
StarHunt
Mordus Angels
#343 - 2014-08-17 09:39:23 UTC
Indahmawar Fazmarai wrote:
stoicfaux wrote:
epicurus ataraxia wrote:
Frigates only?What?

Since when is space restricted to frigates?



Gated deadspace pockets may (and in this case will) have hull size restrictions. Scanning the deadspace pocket will take you to the acceleration gate, which then will not allow you use it with any other hull than T1/T2/Faction frigate.


If you look at his setup you see it has 100MN MWD on it. Activation cost of that is halved in the upcoming patch. It should be doing about 5 km/s before any links or pill or pirate implant set or hardwires. Just takes a while to get up to speed.

Usually the distance the acceleration gate throws you is ~10 000 ... 15 000 km. He will be there in less than hour without taking the acceleration gate. Just have to align pretty carefully or he will miss the grid with the target NPC in it.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Indahmawar Fazmarai
#344 - 2014-08-17 10:09:13 UTC
Carniflex wrote:
Indahmawar Fazmarai wrote:
stoicfaux wrote:
epicurus ataraxia wrote:
Frigates only?What?

Since when is space restricted to frigates?



Gated deadspace pockets may (and in this case will) have hull size restrictions. Scanning the deadspace pocket will take you to the acceleration gate, which then will not allow you use it with any other hull than T1/T2/Faction frigate.


If you look at his setup you see it has 100MN MWD on it. Activation cost of that is halved in the upcoming patch. It should be doing about 5 km/s before any links or pill or pirate implant set or hardwires. Just takes a while to get up to speed.

Usually the distance the acceleration gate throws you is ~10 000 ... 15 000 km. He will be there in less than hour without taking the acceleration gate. Just have to align pretty carefully or he will miss the grid with the target NPC in it.


Point a): misaling for 1º and after 15,000 km you'd end up 265 km away from the site. Misalign for just 2º and you'd end up 523 km away...

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#345 - 2014-08-17 13:16:40 UTC
Have you considered having the gates to these missions locked, and you get one key at the start of the mission which is consumed on use of the gate.

This way you keep the PVE to a 1v1, you get one try and as there are no penalties for failure if you don't manage it you lose nothing (apart from maybe your ship :P ).

Turelus CEO Utassi Security

stoicfaux
#346 - 2014-08-17 13:18:55 UTC
Indahmawar Fazmarai wrote:

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)

Incorrect, I just did it on Sisi. You can access a mission pocket without using the acceleration gate.

Firstly, warp into mission via acceleration gate and bookmark beacon. This is done to avoid "missing" the pocket with manual flying. (We're testing whether you can enter a mission pocket, and not testing my ability to align/fly perfectly parallel to a gate.) Warp back to mission start. Right click space, select your beacon bookmark, and 'align to.' Press MWD and come back a few minutes before your ETA. You will eventually enter the mission grid (which for a 20,000km gate was an hour.)

Science!

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Indahmawar Fazmarai
#347 - 2014-08-17 13:50:38 UTC
stoicfaux wrote:
Indahmawar Fazmarai wrote:

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)

Incorrect, I just did it on Sisi. You can access a mission pocket without using the acceleration gate.

Firstly, warp into mission via acceleration gate and bookmark beacon. This is done to avoid "missing" the pocket with manual flying. (We're testing whether you can enter a mission pocket, and not testing my ability to align/fly perfectly parallel to a gate.) Warp back to mission start. Right click space, select your beacon bookmark, and 'align to.' Press MWD and come back a few minutes before your ETA. You will eventually enter the mission grid (which for a 20,000km gate was an hour.)

Science!


+1 for an amazing way to waste an hour of gameplay. Lol
Dinsdale Pirannha
Pirannha Corp
#348 - 2014-08-17 15:21:54 UTC
stoicfaux wrote:
Indahmawar Fazmarai wrote:

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)

Incorrect, I just did it on Sisi. You can access a mission pocket without using the acceleration gate.

Firstly, warp into mission via acceleration gate and bookmark beacon. This is done to avoid "missing" the pocket with manual flying. (We're testing whether you can enter a mission pocket, and not testing my ability to align/fly perfectly parallel to a gate.) Warp back to mission start. Right click space, select your beacon bookmark, and 'align to.' Press MWD and come back a few minutes before your ETA. You will eventually enter the mission grid (which for a 20,000km gate was an hour.)

Science!


I am trying to understand all you are saying.

Are you saying that a small fleet of gankers in frigs can bypass the acc gate, and land on top of on some player frigate scrammed by the NPC? A couple of them can then help the NPC kill the player, at which point Concord arrives, while the remaining gankers not Concorded then kill the NPC, and scoop the contents of the NPC and the player ship wrecks?

If that is a possible game mechanic, this whole burner mission idea is DOA.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#349 - 2014-08-17 16:14:50 UTC
Dinsdale Pirannha wrote:
stoicfaux wrote:
Indahmawar Fazmarai wrote:

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)

Incorrect, I just did it on Sisi. You can access a mission pocket without using the acceleration gate.

Firstly, warp into mission via acceleration gate and bookmark beacon. This is done to avoid "missing" the pocket with manual flying. (We're testing whether you can enter a mission pocket, and not testing my ability to align/fly perfectly parallel to a gate.) Warp back to mission start. Right click space, select your beacon bookmark, and 'align to.' Press MWD and come back a few minutes before your ETA. You will eventually enter the mission grid (which for a 20,000km gate was an hour.)

Science!


I am trying to understand all you are saying.

Are you saying that a small fleet of gankers in frigs can bypass the acc gate, and land on top of on some player frigate scrammed by the NPC? A couple of them can then help the NPC kill the player, at which point Concord arrives, while the remaining gankers not Concorded then kill the NPC, and scoop the contents of the NPC and the player ship wrecks?

If that is a possible game mechanic, this whole burner mission idea is DOA.

dinsy i bolded and underlined the relevant part of the post for you, please remember to read posts entirely
Airto TLA
Acorn's Wonder Bars
#350 - 2014-08-17 20:20:45 UTC
The big problem is the odds is they are going to be wither to difficult to do compared to rewards and hardly ever run or worth it then
"figured out" and farmed ruthlessly. It always goes that way with pve.


A suggestion though, put in a set of level three burners, basically down graded and basically worthless rewards so that the less hard core can just play around with the system.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#351 - 2014-08-17 23:27:19 UTC
Airto TLA wrote:

"figured out" and farmed ruthlessly. It always goes that way with pve.


this is what happens when things are not randomised at all, and when rats do nothing more complicated than 'I orbit the target at x kilometres and activate my modules'.
Sabriz Adoudel
Move along there is nothing here
#352 - 2014-08-18 01:11:30 UTC
Airto TLA wrote:


A suggestion though, put in a set of level three burners, basically down graded and basically worthless rewards so that the less hard core can just play around with the system.



I support this for a different reason.

L3 burner missions would be an excellent way for low SP newbies to put their small ship skills to the test in a 1v1 environment where their pod is (fairly) safe.

And they would be a really good entry point for a person with a mission background that usually flies HACs/battleships/Marauders but wants to learn frigate combat to give it a go. Hopefully a few successes will give them the confidence needed to engage player opponents.

Sensible rewards would be a few LP, low but not super-low drop rates of +3 stat implants, low-grade pirate implants (alpha/beta in high, alpha through delta in low, alpha through omega in null) and a low chance to drop anything else a DED 3/10 complex could drop.

I support the New Order and CODE. alliance. www.minerbumping.com

Sabriz Adoudel
Move along there is nothing here
#353 - 2014-08-18 01:14:01 UTC
ISD Ezwal wrote:

On topic: From personal experience I can say all level 4 missions are completable in a T II fitted Assault Frigate (although some take quite some time.....).
I am looking forward to see these missions pop up, oh yes....Big smile



Can you break the tank on the Mordus Mammoth in Mordrus Headhunters at all in an assault frigate? It is a required kill.

I support the New Order and CODE. alliance. www.minerbumping.com

Sara Tosa
School of Applied Knowledge
Caldari State
#354 - 2014-08-18 07:35:17 UTC  |  Edited by: Sara Tosa
TrouserDeagle wrote:
Airto TLA wrote:

"figured out" and farmed ruthlessly. It always goes that way with pve.


this is what happens when things are not randomised at all, and when rats do nothing more complicated than 'I orbit the target at x kilometres and activate my modules'.

completely random triggers just means that to run that mission you _HAVE_ to fit for tanking the whole room (or, in this case, a fit that can survive every possible combination so all-tank), so it gets even more stupid, slow, annoying and punishing for new players.
Dinsdale Pirannha
Pirannha Corp
#355 - 2014-08-18 14:01:11 UTC
Sabriz Adoudel wrote:
ISD Ezwal wrote:

On topic: From personal experience I can say all level 4 missions are completable in a T II fitted Assault Frigate (although some take quite some time.....).
I am looking forward to see these missions pop up, oh yes....Big smile



Can you break the tank on the Mordus Mammoth in Mordrus Headhunters at all in an assault frigate? It is a required kill.


There are a ton of missions that have specialized named NPC's that require well above the 225-250 DPS a PVE-tanked AF can do.

And of course, you are correct about the Mammoth.
Comments like this by an ISD are simply trolling.
Jenn aSide
Soul Machines
The Initiative.
#356 - 2014-08-18 14:33:24 UTC
Dinsdale Pirannha wrote:
Sabriz Adoudel wrote:
ISD Ezwal wrote:

On topic: From personal experience I can say all level 4 missions are completable in a T II fitted Assault Frigate (although some take quite some time.....).
I am looking forward to see these missions pop up, oh yes....Big smile



Can you break the tank on the Mordus Mammoth in Mordrus Headhunters at all in an assault frigate? It is a required kill.


There are a ton of missions that have specialized named NPC's that require well above the 225-250 DPS a PVE-tanked AF can do.

And of course, you are correct about the Mammoth.
Comments like this by an ISD are simply trolling.


[Ishkur, LVL4 Hero Serpentis]
Partial Power Plant Manager: Diagnostic System
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Drone Damage Amplifier II

Domination Thermic Dissipation Amplifier
Experimental 1MN Afterburner I
Gistii C-Type Small Shield Booster

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[empty high slot]

Small Hybrid Burst Aerator II
Small Capacitor Control Circuit I

Hobgoblin II x5
Hobgoblin II x4

Cap stable with everything on.

I kill frigs 1st of course, and avoid missions with Web towers, but with my hardwirings I get 400+ dps out of this. Very handy for low sec mission blitzing. Some people use crystal implants with this set up, I don't , I go for Halos, dropping the sig down low seems to help keep frigate aggro of drones for some reason.

Worms and Harpies are good too.
Rain6637
GoonWaffe
Goonswarm Federation
#357 - 2014-08-18 16:34:38 UTC  |  Edited by: Rain6637
so the burner will be shooting scourge?

...what disruptor are we talking about again?

hmm. better bring a friend.

whatev. i'm going to be bad and bring griffins. 2 griffins, 3 kestrels, Q and F1
Spc One
The Chodak
Void Alliance
#358 - 2014-08-19 01:02:07 UTC  |  Edited by: Spc One
Rain6637 wrote:
so the burner will be shooting scourge?

...what disruptor are we talking about again?

hmm. better bring a friend.

whatev. i'm going to be bad and bring griffins. 2 griffins, 3 kestrels, Q and F1

I don't think you'll need to be full faction fit for this.
100 dps should be enough for frigate vs frigate in npc fight.

All level 5 garmur with t-2 light missiles and t-2 light missile launchers does 96 dps.

So now question..
When can we test these missions on sisi ?
Xer Jin
Hedion University
Amarr Empire
#359 - 2014-08-20 01:59:59 UTC
Dinsdale Pirannha wrote:
stoicfaux wrote:
Indahmawar Fazmarai wrote:

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)

Incorrect, I just did it on Sisi. You can access a mission pocket without using the acceleration gate.

Firstly, warp into mission via acceleration gate and bookmark beacon. This is done to avoid "missing" the pocket with manual flying. (We're testing whether you can enter a mission pocket, and not testing my ability to align/fly perfectly parallel to a gate.) Warp back to mission start. Right click space, select your beacon bookmark, and 'align to.' Press MWD and come back a few minutes before your ETA. You will eventually enter the mission grid (which for a 20,000km gate was an hour.)

Science!


I am trying to understand all you are saying.

Are you saying that a small fleet of gankers in frigs can bypass the acc gate, and land on top of on some player frigate scrammed by the NPC? A couple of them can then help the NPC kill the player, at which point Concord arrives, while the remaining gankers not Concorded then kill the NPC, and scoop the contents of the NPC and the player ship wrecks?

If that is a possible game mechanic, this whole burner mission idea is DOA.


warp ceptor in to site burn off grid warp buddies to cepter then slow boat on to grid done in 2 min :)
Carniflex
StarHunt
Mordus Angels
#360 - 2014-08-20 10:59:15 UTC
Xer Jin wrote:
Dinsdale Pirannha wrote:
stoicfaux wrote:
Indahmawar Fazmarai wrote:

Point b): deadspace pockets are out of normal space and can only be accessed through the acceleration gate (they're not instanced, but their grid is not in space neither)

Incorrect, I just did it on Sisi. You can access a mission pocket without using the acceleration gate.

Firstly, warp into mission via acceleration gate and bookmark beacon. This is done to avoid "missing" the pocket with manual flying. (We're testing whether you can enter a mission pocket, and not testing my ability to align/fly perfectly parallel to a gate.) Warp back to mission start. Right click space, select your beacon bookmark, and 'align to.' Press MWD and come back a few minutes before your ETA. You will eventually enter the mission grid (which for a 20,000km gate was an hour.)

Science!


I am trying to understand all you are saying.

Are you saying that a small fleet of gankers in frigs can bypass the acc gate, and land on top of on some player frigate scrammed by the NPC? A couple of them can then help the NPC kill the player, at which point Concord arrives, while the remaining gankers not Concorded then kill the NPC, and scoop the contents of the NPC and the player ship wrecks?

If that is a possible game mechanic, this whole burner mission idea is DOA.


warp ceptor in to site burn off grid warp buddies to cepter then slow boat on to grid done in 2 min :)


That works? Intriguing - will have to try it myself. If it does its a neat way of getting larger ships behind class-locked acceleration gates. As long as these "larger ships" can do few km/s to get there in acceptable time.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.