These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Alliance Tournament Discussion

 
  • Topic is locked indefinitely.
 

Important NEO II Notes for Captains [Updated March 13th]

First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2014-02-28 20:13:52 UTC  |  Edited by: CCP Bro
Hey everyone, one more thread of information for our competitors in the New Eden Open II starting tomorrow!

Firstly, I want to let everyone know that we are using the ingame channel "NEO II Tournament" to coordinate with captains during the competition days. Please make sure that a representative of your team is in the channel 45 minutes before your match begins so we can get you ready and start banning.

Secondly, I want to clarify that the following line from the rules:
Dropping cargo containers or other anchorable items is NOT allowed. Dropping regular jettison containers is allowed.
DOES apply to Mobile Structures. This means that all Mobile Structures (including the Mobile Depot and the Mobile Micro Jump Unit) are NOT allowed in the NEO II.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#2 - 2014-03-01 21:07:00 UTC
Important update for Day 2:
The schedule listed on the NEO website incorrectly does not include a break after match #24. We will be taking a 40 minute break between match 24 and match 25, which means each match in the second half of tomorrow will take place 40 minutes later than what is listed on the website.

This means that the schedule for tomorrow (March 2nd) will work exactly the same as the one today.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#3 - 2014-03-13 16:56:59 UTC
Another important update, this time regarding a bug with the Crucifier bonuses and tracking disruptor scripts that will not be fixed until after this weekend:

Currently there is a defect that causes the Crucifier to apply a 10% bonus per level to Tracking Disruptor optimal range and falloff disruption, rather than the correct 7.5% per level. This only affects the range disruption effects, not the tracking disruption.

There is also a defect that causes tracking disruptor scripts to not affect the falloff disruption values of Tracking Disruptor modules. This means that a Tracking Disruptor will always reduce target falloff by the same amount no matter what script is loaded.


The fix for these bugs will not be ready to apply to TQ until Monday, but we have decided not to change the rules regarding Crucifiers or Tracking Disruptors for the NEO II final weekend. We just want to make sure that every team is aware of these bugs so that they can adjust their tactics and setup choices for the final weekend appropriately.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie