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  • Date of Birth: 2009-04-20 01:49
  • First Forum Visit: 2011-04-07 21:12
  • Number of Posts: 8,045
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ShahFluffers

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  • Ice Fire Warriors Member since
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Last 20 Posts

  • LF pvp fit cuiser(s) suggestions in EVE Communication Center

    Papageno Imperium wrote:
    you didnt explained further about giving an exemple of ECM modules/drones. no problem at all. But now i know that it is for breaking a target lock :)

    The gist of ECM is this...

    - All ships have a stat called "Sensor Strength"
    - ECM modules also have a stat along the same lines

    Both will determine the probability that you will break a ship's target lock and prevent them from locking up anything for 30 seconds.

    Generally speaking...
    - the higher a ship's "Sensor Strength" the lower the probability that you will jam them.
    - the higher an ECM modules strength is, the higher the probability that you will jam them.

    It is Random Number Generator mechanics. So even under extremely ideal circumstances, there is always a chance the jam will fail.

  • What do pirates fear? in EVE Communication Center

    Franscious Bugaro wrote:
    Darth Terona wrote:
    On a serious note,

    Worms and garmurs are probably the least engagable Frigates for pirates.

    Aside from that most other stuff will only attract an apropriatly overkill response

    Worms and garms just aren't worth the hassle for the 90% afterburning, scram range fighting pirates out there

    Don't expect there to be no exception to the rule though


    Thanks - appreciate the direct answer. Is that mostly due to the Drone damage boost on the Worm? Have to admit, that is pretty attractive...

    Worms can use 2 "super" drones (see: the drones are heavily bonused, making them hard hitting and hard to kill) out 50km and can be fitted to fly really fast.

    Garmurs can use missiles (which have a pretty sizable range), can be fitted to be VERY fast, and have a bonus to warp scrambling/disruption range.


    These traits makes both ships quite lethal to slower ships and give them ability to GTFO when things go "wrong."

    But both are far from "the scariest" ships out there.
    If a person can...

    - pin either ship down with a warp scrambler and/or stasis webifier...
    - hit them at long range with high-damage weapons...

    ... they will melt like the rest.

  • What do pirates fear? in EVE Communication Center

    I think you are going about this wrong.

    No ship class per se is going to give an outlaw / pirate "pause."

    What really matters is "can that ship potentially be fitted to destroy me?" and "how fast can I take down that ship?"


    Some examples:

    - Regardless of the ship type I am in, if I see a person in a corvette (see: rookie ship) I will nuke it on sight.
    Corvettes have minimal ability to tank and can easily be caught. There is minimal effort in it.

    - I see another ship around... I will immediately do a "threat assessment."
    ------ What kind of ship is it?
    ------ What fits can it potentially make use of?
    ------ Is my ship geared for fighting that kind of ship and the possible fits it may have?
    ------ Are there station / gate guns and can I kill quicker than they can kill me?
    ------ How many people are in local chat and are the people in local related to this guy?
    ------ Do I have an exit strategy or am I going balls deep?

    - If I see a capital or supercapital ship flying around in space... I will not care what ship I am flying. I will try to keep it pinned for as long as possible while screaming in corporation / alliance / allied chatrooms to mobilize and assist.
    I will most likely die... but the glory man... the GLORY!!


    Essentially... there is no way to truly "surprise" an outlaw / pirate (unless you have friends that are ready to hotdrop support on you via a cynosaural field).

    You kind of have to adopt a "hunter-killer" attitude and operate under the guidelines of "kill what you think you can kill, run from what you know can't, die for what may be an awesome kill."


    My recommendation is to join a PvP corporation (preferably one in low-sec) and learn from them.
    Knowing how hunter-killers operate will help you better defend yourself and your assets.

  • Suggestion for new module Point-defence System in EVE Technology and Research Center

    So you want a smartbomb.

    And all the benefits it provides.

    Minus the potential repercussions.

    Yeah. No.

  • LF pvp fit cuiser(s) suggestions in EVE Communication Center

    Papageno Imperium wrote:
    Good infos, as for ECM, im a complete ignorant mf... How would you describe using ECM on a caracal, which skills and modules/drones are in use for this?

    Hoo boy... ummm...

    Okay. Let's take this slow. Smile


    First: I would highly recommend that you talk with a PvP player (or several) in your corp/alliance (or an ally) and try to get some mentoring.

    There is so much about PvP that is it kinda hard to cram all the information you need in a single forum post.
    And even if one could, you would still need hands-on training and experience (because there are HUGE differences between theory, anecdotes, and practical reality).

    One thing I often tell newbies is to be a PvPer first... even if they don't exactly care for it and/or have a clear income stream
    The reason for this is that PvP is pretty much a constant aspect of the game that cannot be entirely avoided.
    In learning how to effectively hunt and destroy other players (see: being a hunter-killer), one also learns how to protect their assets and themselves from other players.

    In your particular case, you are looking to assist other players that have been accosted by hunter-killers. This means time is of the essence.
    Ergo, you will need to learn and focus on how to be faster and hit harder than your opponents.
    And this kind of tactical approach is more in line with "ganking."


    Second: There are several type of Electronic Warfare (Ewar) in the game;
    - Tracking Disruption (reduces range / tracking speed of turrets)
    - Energy Neutralizing/Vampire ("destroys" / syphons capacitor energy)
    - Remote Sensor Dampening (reduces targeting range / speed)
    - Warp Disruption/Scrambling (prevents a target from warping and/or using Microwarpdrives / Microjumpdrives)
    - Target Painting (increases target sensor footprint, making it easier to target and apply damage to)
    - Stasis Webification (reduces target max speed)
    - ECM (uses a Random Number Generator mechanic to potentially break all target locks and prevent any from being made for 30 seconds)

    All of these...
    - utilize medium power slots
    - require that you have a target lock and are in range
    - need to be activated on the target ship
    - have skills that can be found in the Electronics skill tab


    Third: The Caracal is a straight combat ship. Fit for speed, damage, and "pinning" a target yourself (because if the target escapes, they will simply come back... you want to kill the target ASAP).

    If you want a ship that works well with ECM, I suggest you look into the Griffin or Blackbird.

    Now... you CAN throw an ECM module on a Caracal, but the odds that the jam will be successful are significantly lower.
    Always look at the bonuses of the ships you are flying and fit accordingly.

  • Cross-Corporation Fleets, Wardec, and being CONCORD'ed in EVE Communication Center

    The answer is no to all of the above.


    The only way any member of Corporation 3 can engage Corporation 2 is if they have joined as official allies of Corporation 1 (in other words, Corp 3 has to join the war dec).

    Exception: If a member of Corporation 3 provides remote assistance to a member of Corporation 1, they will be flagged as "suspect status" and can be engaged by anyone in the game.

    If anyone shoots a person with "suspect status" then said person can engage back (but no one else).

  • NOOB Omega upgrade question in EVE Communication Center

    Going "Omega" affects all character slots on the account.

  • LF pvp fit cuiser(s) suggestions in EVE Communication Center

    Memphis Baas wrote:
    You won't be able to "scare off" tacklers; by definition tacklers have the mentality of "I'll be a hero and die a glorious death, and maybe hold that ship pinned long enough for my buddies to get it killed, but even if I don't, chicks dig tacklers, so it's glorious anyway." No way you can posture to "scare off" against that kind of crazy.

    +1 to Memphis for the accurately colorful description. Lol


    And confirming... tacklers have a "semi-suicidal" mentality.

    I say "semi-suicidal" because it is not ideal to die on long roams or play "catch up" from the other side of the map.
    Plus they want to score as many kills as possible.

    This means when they see that there is a good chance they may blow up, they will typically pull range and/or warp out... and then return and employ slightly different tactics.


    All that said... the best ways to deal with tacklers is...

    - ECM: tackling ships utterly HATE ships that employ ECM. If you can jam out a tackler (or multiple tacklers), the victim can often escape. Now whether you survive is a different story as you will probably be primaried and the tacklers will try to nuke you ASAP.

    - Drones: small drones will eat frigates alive... especially if they are not moving particularly fast.

    - Missiles: Light Missiles (and especially Light Missiles in Rapid Light Launchers) can potentially chew apart frigates. Be careful of Assault Frigates and Tech 3 Destroyers though. Certain setups on those ships can potentially tank the damage.
    Oh... and some interceptors are fast enough to "outrun" missiles.


    Basically; disrupt or kill the tacklers should be your goal. That means either having good jamming skills or good damage application.

  • New module: Standup Jump Drive, only for the Upwell Palatine Keepstar in EVE Technology and Research Center

    And?

    An 80 billion ISK Titan costs about 80,000 Tech 1 Frigates.

    That doesn't mean a Titan gets to be the end-all-be-all ship of the game.


    And being able to go to any system (sans high-sec) in the game with no fatigue or reasonable limitation (5 minute cyno and only within certain time periods is definitely not enough to offset the massive amount of power projection that would come from this idea) is laughably overpowered.

  • Asking for help in EVE Communication Center

    Alternatively, you can...

    - Negotiate with the current group/alliance so that you can pop in, get your stuff and get out.
    --------- Be sociable, friendly, and pop in a joke or two if you can (even if the people you are talking with are not).
    --------- You may have to pay, but be wary and don't give anything "up front").

    - Join the group/alliance in question so you have access.
    --------- Be sociable, friendly, and pop in a joke or two if you can (even if the people you are talking with are not).
    --------- You should not have to pay anything or give anything for this, but instead run through some tests and "interviews."

    - Join a group/alliance that is at odds with the group in question. Your interests and goals may be the same and you can bond over that.

    - Hire someone to help: This does not necessarily mean "hire an army." It can also mean that you find someone who can assist in sneaking in and sneaking out.

  • Gnosis Combat Scanner in EVE Communication Center

    Your fit will suffice, yes.

    Don't be afraid to make modifications to it as you go.


    Regarding the Gnosis;
    - it is a "catch all" ship that doesn't really have a specialty per se.
    - combat-wise, it is good, but not always ideal.
    - for an Alpha player, it is the largest ship that you fly and probably the best bonused. But do go back and review the previous two points.
    - it is technically a "special edition" ship. There is a limited supply of them in the game, so expect the price of one to increase with time (see: don't rely on it well into the future, they may run out eventually).
    - it is used primarily as a mission-running ship




    Also... since what you would like to do falls a little outside of my expertise...


    I ask that someone else take over and flesh out what options the nubbin has in the realm of probing and salvaging/hacking/analyzing.

  • Dividing High Sec borders with Low Sec in EVE Technology and Research Center

    Very, very old topic that is being brought up here.

    To give a brief rehash of the previous threadanaught on this subject (yes, it was a threadanought);


    - support was mixed
    ------ some REALLY hated the idea
    ------ some REALLY liked the idea
    ------ some were in the middle

    - those that hated the idea argued that it would...
    ------ effectively remove the ability for groups (especially small groups) to operate in all areas of high-sec
    ------ it would be too high of a "barrier"/"risk" for traders whose gameplay depends on access to all trade hubs
    ------ certain areas that have certain skillbooks, BPOs, and/or LP items would effectively be "stuck" in certain areas of high-sec
    ------ there would be too many gatecamps and/or it would encourage more gatecamping
    ------ it would be a problem for newbies to get around
    ------ Freighters could never survive such a journey

    - those that liked the idea argued that it would...
    ------ create **real** variances between goods at different trade hubs
    ------ create ** real** value in certain items (especially faction items)
    ------ it would give low-sec an actual "thing" that it can call its own (besides Faction Warfare)
    ------ more points of entry and more reasons to transverse through low-sec means more potential for conflict
    ------ it would potentially create "professions" and/or revive the merc market because there would be an actual reason to move Freighters through low-sec


    - those that were in the middle argued that...
    ------ they would like to see more (A LOT MORE) connections and "pipes" be made between high-sec and low-sec... so there are less chokepoints and thus more room to "maneuver" around
    ------ gate guns on high-sec gates should be powerful... very powerful... so that it would be impossible to maintain a gatecamp for an extended period of time. Within low-sec itself, anything goes
    ------ Jump Freighters and Blockade Runners would be mandatory and no one would use anything else... something else would have to be given to other hauling ships to make them more "palatable" for low-sec use

  • Gnosis Combat Scanner in EVE Communication Center

    Ummm... if you are planning on going to Low-sec then I suggest you stick with the Heron.


    A big, slow, beefy ship like the Gnosis can be easily pinned down and chewed apart by a half competent hunter-killer in a Frigate.

    Understand; larger ships, while more powerful stat-wise, also gain more than a few weaknesses that pretty much necessitate that they be flown in groups and/or operated by a highly skilled person (character and player-wise).


    What you are looking for are Covert-Ops ships and, potentially, Sisters of EVE (SoE) ships.
    But both of those require that you have an active subscription.

  • Stealth Coating - Low Power Module and/or Rig in EVE Technology and Research Center

    Not exactly.

    For smaller ships, their tank is dependant more on Sig Radius and mobility than straight resistances and tank.

  • Stealth Coating - Low Power Module and/or Rig in EVE Technology and Research Center

    Marcus Binchiette wrote:
    At present we have no way of reducing ship signature radius.

    - Drugs
    - Fleet boosts
    - (I am sure there is one more but I can't remember it off the top of my head)


    Honestly though, I would argue that there is a reason Sig Radius has limited options to modify/manipulate.

    It is a very powerful stat that affects a whole bunch of mechanics.

    At the moment:
    - you can build an Assault Frigate or Interceptor with a Sig Radius smaller than a light drone. Coupled with an Afterburner, this makes such ships quite strong (bordering on "unreasonably") against larger ships.

    - Heavy Assault Cruisers using Afterburners are currently a strong "meta" due in large part to their relatively small Sig Radius. This only increases their strength and would make them even more desireable versus larger ships.



    Marcus Binchiette wrote:
    The fitting options in this game are excellent and truly allows us to customise ships for almost any purpose one could think. There are however some things we can't seem to do - and this is particularly evident with alpha clone limitations

    Sorry, but... I don't see this as a particularly strong argument.

    Alphas are supposed to be "unlimited trials." And they are already quite effective for the money a person pays (see: they pay $0 a month).

  • Special Edition Ships need insurance fixed in EVE Technology and Research Center

    A few things;

    - no ship has insurance based on market value.
    Why? End-product market value can be manipulated too easily. Plus, insurance is not supposed to take the pain out losing a ship... merely soften it.

    - ship insurance is based on average market mineral value (non-moon materials).
    Why? Mineral value moves MUCH more slowly relative to end-products. And again, the insurance system is not supposed to reimburse the full cost of your ship BY DESIGN.

    - Tech 2, Tech 3, Faction, and Pirate ships do not get full insurance because their value based on factors other than minerals.
    Why? A balancing factor behind more expensive ships is that you pay out of the ass for that performance increase. That also means you will not recoup if/when it dies.
    Why? Bcause the insurance system was designed to assist relative newbies and poorer players to become involved in PvP. If you are buying "special" ships, you are neither a newbie, nor poor.

    - I would put "Special Edition Ships" in the same category as T2/T3/Faction/Pirate.
    They are "special." You should be treating them as such. Not expecting reimbursements because you did a "dumb."


    Now I am going to go on a limb and assume that your focus is more specifically on the Sunries and Gnosis.
    While these ships are relatively "newbie friendly" compared to some other ships... they are, for all intents and purposes, **special** ships and are not an intergal part of the EVE ecosystem.



    A better idea (which would require a separate topic) would be to petition that the Sunres and Gnosis be made into actual, producable ships.
    This way they would be treated like every other Tech 1 ship in terms of insurance.

  • Loki fitting in EVE Communication Center

    1. This does not seem like a newbie question.

    2. There is a rebalance effort with T3 ships in general.
    Look in the Features and Ideas forum subsection below.

  • Jump freighters in EVE Technology and Research Center

    Why?

    Is cynoing from station to station in low-sec not already safe enough?
    Or are you simply too lazy to slowboat from lowsec to high-sec?

    Not even Black Ops and covert cynos (which bypass normal cynos jamming) can be done in high-sec.

  • Medium Energy Turret wont train beyond 2.5 in EVE Communication Center

    Are you a paid subscriber to the game (Omega status) or doing the Free to Play thing (Alpha status)?

    If you are the latter, that is the paywall you are running into (see: you can't train some skills past a certain point).
    Essentially, Alpha status is an "unlimited free trial" more than an actual "free to play" thing.


    If you are the former, file a support ticket. There may be something buggy with your user interface.
    Alternatively, check to see if you are trying to add the skill in question "in front" of a pre-requisite skill (i.e. Medium Turret II ).

  • How to fix plex and isk balancing in EVE Technology and Research Center

    FYI; PLEX does not create, generate, or summon any amount of in-game currency.

    It has worked like this (since it's creation):

    - player A buys PLEX
    - player A sells PLEX on the in-game market
    - player B buys PLEX on the in-game market (removing in-game currency from the game due to taxes and fees)
    - player B can now use PLEX for game time or whatever
    - player A now has in-game currency

    Tldr; Player A paid for someone else's game time in exchange for in-game currency.


    The reason PLEX is good is because it is designed to combat Real Money Trading.
    And it has been so successful at that some other games are emulating PLEX to combat RMT.


    The rest of the OP I am pretty much ambivilent about... mostly bcause it is based on a false premise.

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