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Thursday, April 30, 2009

Choices

Eve Blog Banter #7

Welcome to the seventh installment of the EVE Blog Banter , the monthly EVE Online blogging extravaganza created by CrazyKinux . The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here . Check out other EVE Blog Banter articles at the bottom of this post!

This month's topic comes to us from CrazyKinux, and he asks: "What 3 things haven't you done in EVE and why? Would you be willing to try one day? Why so? Why not?"

1) Scamming - While I accept that the game allows it I find it hard to subvert my own personality to take advantage of people in scams. Along the same line, Corp theft, even from truly horrible corps and CEOs, is something I can't see myself doing unless it was part of a dedicated operation to infiltrate and take down an enemy.

2) Command Ships - Although in Eve for over 2.5 years only now am I training for this class of ships. I skipped them for several reasons: expensive, role mostly covered by other vessels, and training Battlecruisers V is a dead end (besides command ships) while training Battleships V opened up a variety of ships such as Black Ops, Marauders, and Capital ships.

3) Moon mining - I've always wanted to try moon mining but the opportunity has never provided itself in a steady framework where I had the time and resources to dedicate to it. I've always been tied up with invention and manufacturing. Perhaps someday I'll find the time to set up a POS at a moon with something worth mining.
Latest list of participants:

Wednesday, April 29, 2009

If I Controlled Eve...

This is just a few things I would change if I controlled Eve's development. Not much thought has been put into some of these, its more of an off-the-cuff post.

1. Delayed Local in 0.0 - I think w-space has demonstrated that the delayed local and new probing system combine to make the game fresh and interesting with a good dose of paranoia. Let intelligence on enemy movements come from actually detecting the enemy, it will make systems feel larger and give some value to both extremely compact and extremely expansive systems.

2. A Method to defend low sec space - In a protracted conflict, you can war dec. If they are hardcore low sec pirates like The Bastards, you can engage freely. But there is no defending low sec space against roaming hostiles that are above -5 sec status if you don't want to destroy your own sec status. And hence people give up on low sec space and leave it to the desperate and foolish. I know, you can try to bait them to get them to shoot first, but I think there should be some way a corporation can apply for authority to defend a low sec system or constellation from the controlling empire. Of course, this has a lot of hazards as the space becomes divided between major powers and guarded like 0.0 and poor solo people find the routes closed and the meager low sec resources farmed by the locals. Maybe you can buy from the empire some sort of pass that allows you passage but if you engage in any illegal activity its revoked and your standing with that faction destroyed.

3. Individual player housing - some type of structure cheaper than a small POS and easier to maintain but anchorable anywhere, perhaps with a small ship maintenance hanger and array and a small cargo space. And of course, the ability to anchor some small weapons to defend it, maybe a module to make it harder to scan down, or a cloaking module that only activates once you are so many km from it.

4. Tech II versions of the tier 2 battlecruisers (Drake, etc) and tier 3 battleships (Rokh, etc) as well as tech II carriers and dreadnoughts. I'd like to see some more non-combat-focused ships like a scientific explorer or a ship dedicated to managing the battlefield of multiple fleets or a ship specialized for salvaging.

5. Smarter and more powerful NPCs - The Sleepers were a good start: fewer NPCs, but harder hitting and smarter to a degree. Let's make more missions and complexes and belt rats that require thoughts of transversals, threat profiles, spider tanking, range, etc.

6. Captial NPCs - Let's see some spawns of NPC carriers, dreadnoughts. While we're at it, let's get some NPC drone action going.

7. Better in game map. Ombey's 2d-maps, Eve Strategic map book, Dotlan maps... they all demonstrate that the Eve client itself is horribly lacking in functionality for looking at a region in one glance.

That's all for now.

Uber Cool Nerd King

Eat your heart out.

NerdTests.com says I'm an Uber Cool Nerd King.  Click here to take the Nerd Test, get geeky images and jokes, and write on the nerd forum!

Grounded

On the weekend we had the twins 1 year birthday party and subsequent cleanup. Since then they have been going through head colds so have been miserable and hard to put to bed, hence my lack of activity.

This morning before heading to work I did manage to get two more invention tries for Covert Ops cloaks in the lab, and I plan to pick up a whack of datacores for invulnerability field invention soon. But until I can log in and do more stuff, I'm left with thinking about Eve, specifically what to do in my free time between wars.

I have ideas. I have LOTS of ideas. Problem is they all require fairly regular play time and my life just is not giving that to me right now. Exploration (both regular and wormhole space), missions, pvp roams, hell even mining; they all require at least an hour at a time to make progress. Its very frustrating.

So I'm amassing a fortune from my industry activities and writing for the Tribune and no time to go out and lose ships. I need to stimulate the local economy dammit!

Gah.

Math Problem Reposted

If my article in today's Eve Tribune looks familiar, its because they were feeling short on material on the weekend and I sent this in as filler.

Tuesday, April 28, 2009

Black Hole Drive By

Jita is a black hole even still with its upgraded node and improved code base. Sure, 825 people in local and no noticeable lag is a grand achievement compared to back in '06 when I started and it was virtually unplayable at 200 people, but the increase in population has only increased the noise to signal ratio in local chat.

ISK sellers are bad enough, but the new spate of moronic scams listing items for 199,999,999 ISK and advertising them as "almost 200K ISK" is so tiresome. Every second one or two people advertise these contracts that catch people with the too-many-numbers-to-count trick, something that almost got me when they first started in Amarr.

I know Eve is a dog-eat-dog world of competition where scams are allowed, but this stupid one should be stamped out with a quick fix to contracts: round the amount in the main contract body with the details showing the exact amount. So if you enter 199,999,999 the contract displays prominently ~200 million.

Anyways, this rant was prompted by my visit to Jita to pick up the Nightmare BPC and transport it quickly back to base for construction. I bought the minerals for it and just need to pick them up.

In other industry news, the last 40 Invulnerability Field IIs sold on the weekend and I just put up the 20 Covert Ops Cloaks for sale. Once I get the Nightmare construction under way I plan to do some more inventing of cloaks, invul fields, and maybe some ships.

Monday, April 27, 2009

Thoughts On Battlecruisers

Training Battlecruisers IV and now V has led me to think more upon these vessels.

For the new and the unknowing, battlecruisers are essentially a step between the flexible cruisers and the hard hitting battleships. A top end cruiser might set up back about 5-7 million ISK, a low end battleship costs around 50-60 million, but a battlecruiser splits the difference at around 20-30 million. Performance-wise the tier 2 battlecruisers provide better speed and agility than battleships and better tanking and damage than cruisers. Plus they are the only tech I combat class to be able to use warfare links, and often overlooked ability.

With good skills the tier 2 battlecruisers can take on some high end PvE content but still struggle compared to battleships. Its also worth noting that Tech II Heavy Assault Cruisers can match the tank and gank of a battlecruiser while maintaining cruiser agility and speed but cost two to three times more.

Battlecruisers require the Racial cruiser skill to III and the Battlecruiser skill to pilot. This means that it is very easy to step into another race's battlecruisers with minimal ship training (although the tanking and weapon skills may be very different). Every race has two battlecruisers, a tier 1 version and a superior tier 2 version.

(Click to embiggen)

The Ferox I pretty much abandoned since the need for a sniping battlecruiser is not very high when you have a Rokh and an Eagle sitting in the hanger. I have a couple Drakes for different purposes and they do me well (and will do better now with a couple more levels in Battlecruisers... I should have done that a long time ago). The Brutix has been a favourite for pure gank purposes but I don't have one going right now, and I have a Myrmidon serving as a remote sensor boosting platform although I did use one for 0.0 ratting in Fountain a while back.

Now I am looking at the Amarr battlecruisers and I'm tempted to give a Harbinger a try. It looks like it can pump out the DPS while maintaining a good solid tank.

Thoughts, comments, opinions from the readers?

Beaten To The Punch

Friday night I logged in full of piss and vinegar ready to fight in our current war. But alas, the war ended prematurely to our alliance's satisfaction and all the fighting was done. Crap!

Thwarted, I looked to see what I could do. I was tempted to do some exploration but a friend and corpmate was online running missions three jumps away and allowed me to join him. Remember the motto: Do Things With People.

I outfitted the wormhole exploration Dominix Hudson with a slightly changed fit for missions (no tackle, MWD for AB, etc) and head to join him. As I was arriving he said mysteriously "You're gonna be jealous..."

"Jealous?" I thought, "jealous of what?" As the warp bubble collapsed I was presented with some NPCs, wrecks, and my buddy in his brand new Nightmare battleship.

GAH! That was my idea!

Impressed by the performance of his Phantasm (and possibly tales of the Nightmare from my blog) he decided to lay out the ISK to get his own. Curses, beaten to the punch! Truthfully my only regret is that I didn't have my Nightmare ready too for a double dose of Faction Battleship goodness.

I got some revenge however as the five Ogre IIs made him envious and we proceeded to run a few missions. The Dominx proved acceptable if not stellar, and one time I got major aggro from a few tough battleships and ran through 20 cap booster charges to keep the Large Armour Repper going the whole time before we cut down the incoming DPS. Minor note: gawd, Ogres are slow!

I earned over ten million ISK in bounties and mission rewards and my buddy got through a few missions faster. Not the most productive night ever but it was good to unwind and see how the Dominix handled under some duress.

By next weekend I'll have the Nightmare up and ready to go.

Friday, April 24, 2009

A Problem With Math

According to the Eve Ship Chart the length of a Hyperion is 1700 meters which seems reasonable in a game where a Rifter frigate is reportedly the size of a 747 jumbo jet (58 meters on the chart). The Hyperion is a big ship.

According to the Eve item database the mass of the Hyperion is 100,200,000 kg and its volume is 513,000 m3. That means its average density is 195 kg per m3 which seems reasonable.

The problems arise when you compare length to volume.

Volume is simply length times width times height and we know the length is 1700 meters. That means the rough width times height of the Hyperion is about 301 meters squared. That number seem low to you? It should.

Basically if the Hyperion was a rectangular block 1700 meters long and a volume of 513,000 m3 then it would be about 30 meters wide and 10 meters high. In essence, a Hyperion would look like this:
That is a profile of a rectangle 30m x 10m x 1700m. More like a rod I'd say. Let's review what a Hyperion actually looks like, shall we?

Its immediately obvious that a Hyperion is vastly more than 30 meters wide and 10 meters high even at its thinnest. So either the length is wrong or the volume is wrong. Since the volume comes from Eve itself, we must question the length. What if the length was half as much, merely 850 meters? Then the profile would jump to 30 meters by 20 meters! Look at that picture again... you think it being 20 meters high is a likely possibility?

No, in order for the proportion of the Hyperion to match the volume, I'm thinking that if the length is A then the average height is about one fifth the length and I'll go with the same for width, treating it like a square. So solve for A:

A x A/5 x A/5 = 513,000

A^3/25 = 513,000

A^3 = 12,825,000

A = ~234 meters

Length of 234 meters, width of 46.8 meters, height of 46.8 meters. Roughly. Ok, maybe that is the right length then, right?

Only one problem. If the Hyperion, one of the largest battleships in the game, is 236 meters than the Rifter is correspondingly 8 meters long, the size of a fighter jet. With a Eve db volume of 27,289 m3, the length of 8 meters means its height times width value is in the range of 3411 m2 which if you think of it another way... a Rifter would be 8 meters long, 34 meters high, and 100 meters wide. Obviously that will just not work.

The point I'm trying to make is that the volumes are completely off for ships, drones, modules, ... and carrier ship maintenance arrays.

A typical carrier has a Ship Maintenance array capacity of 1,000,000 m3 which sounds big... until you realize that if you assume its 1000 meters long than its about 100 meters wide and 10 meters high. Its the Hyperion-rod all over again! Drop it down to only 500 meters long and you can bump the height up to 20 meters. And that's ignoring the fact that the model for the Hyperion would not fit in a Nyx much less a Thanatos.

Volumes for everything in Eve have practically no actual relation to reality by any stretch of the imagination. Better to call it Eve-Size-Factor and measure it in Hooligans cubed rather than meters. I know that comparing anything in a game to reality is chocked full of disaster but the simple mathematics of volume to dimensions should not be that hard manage. Simply start with a stated fact like "a Rifter is 60 meters long" and go from there to calculate the dimensions of all ships based on how many Rifter-length they are, and then CALCULATE the volumes from the approximate dimensions. Its not even a complicated calculation. Then adjust ship maintenance array capacities to match the corrected volumes.

While the Hyperion would still look like it would never fit in a mothership, at least the math would match up.

Thursday, April 23, 2009

Patience Was Never My Strong Suit

I went Nightmare shopping and found myself facing two options. Either I could buy the ship outright for 930 million or buy a 1 run blueprint for 800 million.

I plugged the mineral quantities into a spreadsheet and updated the mineral prices to current Amarr values:
Isogen 130,371 57.25 7,463,739.75
Megacyte 2,479 4,114.90 10,200,837.10
Mexallon 522,143 29.15 15,220,468.45
Nocxium 32,555 79.12 2,575,751.60
Pyreite 2,084,282 4.22 8,795,670.04
Tritanium 8,335,395 4.25 35,425,428.75
Zydrine 7,766 1,862.88 14,467,126.08



94,149,021.77

So buying the BPC and the minerals straight off the market would be about 35 million less than the current best contract. SOLD!

I now and the proud owner of a blueprint that I need to transport back to base and manufacture. I'll probably wait until after the weekend to do that.

Selling Like Hotcakes

The first 100 Invulnerability Fields sold within 24 hours and now the second 100 Invulnerability Fields have sold within 24 hours too. The last 40 are not even ready yet but should be late tomorrow. The Covert Ops Cloaks just went in the factories last night and they take over 4 days to build, perfect for early next week sales.

Right now the wallet is at 973 million and the ~84 million from the Invul Fields and the ~200 million from the cloaks should put me in around 1.25 billion ISK, more than enough to start Nightmare shopping. I'm going to have to see if I can get a deal on one with rigs installed or not, or if there are any cheap blueprints hanging around.

Wednesday, April 22, 2009

Wednesday Evening Random Couch Thoughts

Ah the joys of a laptop... blogging while sitting on the couch pretending to watch TV with SWMBO.

During a discussion with Darren of the Common Sense Gamer (and awesome co-host of Shut Up We're Talking podcast) I got to reminiscing of the old days when I first started out. While we were discussing my early industry days (making Tech I Heavy Missile Launchers in low sec Placid region is how I started out... that project was a bust BTW) I got to thinking about my progression in combat ships and how I am at the point now where I can fly the battleships of three races decently.

I started out like many Caldari pilots, stopping at the Merlin where you learn the pains of dual weapon systems, then onto the Glass Cannon Caracal where I learned about transversal tanking. After getting the hang of that ship I jumped to the Ferox (this was just before the Drake) and enjoyed the feel of power under my fingertips.

At this point, just before jumping into Battleships, that I diverged from the normal Caldari progression. The new ships were annouced at this point in my Career and I immediately fell in love with the Rokh. Couple that love with a desire to be different than the typical Caldari pilot I decided to train Hybrids instead of Cruise missiles and went for the Rokh instead of the Raven.

That off the cuff had massive ramifications down the road that still can be seen today in my skill plan. Because I went for the long and torturous turret path instead of the seemingly easier missile path I found that after I had gained control of the Rokh and worked up to Tech II shield tanking and decent gunnery skills I now had a good overlay of skills to jump into Gallente ships.

After the first failure of Strife I wanted to do some solo work and as anyone can tell you, Caladari Tech I ships do not shine in that area. But Gallente are better at it and my Hybrid gun skills carried over nicely to blasters on the Thorax and Brutix. Had I carried on the missile route, such a crossover would not have been feasible.

After I had the Gallenete lineup to Battlecruiser sizes at my disposal, I went heavy into Tech II Caldari for the Hybrid ships and specialized ships available there: Heron Covert Ops, Harpy, Raptor. And since a lot of the Tech II Caldari ships needed missiles, especially the Onyx Heavy Interdictor, I went back and trained up some missile skills for Tech II Heavy and Heavy Assault missiles. That opened up using the Drake, Cerberus, and Onyx with good weapon skills.

Then I spent a year training for the Chimera Carrier. I've gone on enough about that task so let's skip that saga.

The great thing about the early dedication to gunnery skills is that it makes is easy to crosstrain to Gallente, Amarr, and eventually Minmatar battleships. Excepting the Typhoon, all those faction's ships use turret weapons and as my quick training plan for the Nightmare demonstrated it is quick and easy to become competant in those Laser and Projectile weapons with all the support skills trained up.

So after the Carrier I got Gallente Battleships for the Dominix; now I have Amarr battleships for the Nightmare but the Armageddon and Abaddon both look very apetizing, as well as the Apocalyse for remote repping circumstances. With another couple weeks of effort I could sit in a Minmatar Maelstrom battleship and fire 1400mm artillery with ease. Had I done extensive Cruise and Torpedo training my battleship class weapons skills would not be so transferable.

So now I'm back to Caldari Tech II ships, Nighthawk command ship, maybe Logistics cruisers and then the Vulture after that. But you know, training for Tech II Gallente, Amarr, and Minmatar frigates and cruisers is not that hard...

Congrats to Winterblink

My E-ON mag arrived last night and I finally found out that I did not win Writer of the Year for 2008 in the E-On Awards. Fellow Canadian Winterblink got the honour so congratulations to him.

Now, to find out where he lives so I can break in and steal his cool trophy...

Black Ops Buff

New article for the Eve Tribune on the Black Ops changes in Apocrypha 1.1 released last week.

Tuesday, April 21, 2009

Eve Master Class - Missiles

EDIT: I've been working on this one for a couple months here and there. If any mistakes are spotted please let me know ASAP so I can correct them.

EDIT 2: Corrected mistake in terminology and added comments from Karox Lominax right into the post, clarified lack of knowledge on tech II missiles in the damage formula, and fixed wide tables which I got from Google Docs where I wrote the article oringally.

Missiles are one of the major weapon types in Eve and every faction makes some use of them with Caldari ships being the largest users and Amarr Khanid ships being the second. This post will look in depth into missiles and their mechanics.

Types of Missiles

There are two broad categories.

Regular missiles is the largest and accounts for 99% of the missiles used in the game. They are simply missiles that require an active lock and will chase the target they are fired at until they run out of fuel or are destroyed.

Friend or Foe missiles are the second type and do not require target locks to fire and will sort-of-randomly attack nearby targets in range and see some usage by pilots expecting to be target jammed. There are also Defender missiles that are only used to target incoming missiles an an attempt to destroy them before impact. They are rarely if ever used due to the fact that incoming fire usually overwhelms any defender defence and using defenders takes away from your own offence.

More on Defenders from Karox Lominax:
It might be worthwhile explaining why defenders are rarely used - specifically that they all target the closest missile if multiple launchers are fired (although in some cases, i.e. torpedoes and their tech 2 counterparts or grouped missile launchers, you may need multiple defenders to do the job), and they need to be manually activated whilst there is an enemy missile physically in space, which makes them very tricky to get the timing right.

Missiles can be divided into four sub-categories determined by their size, and each sub-category (with one exception) has short ranged (aka unguided in Eve terminology) and longer ranged missile type (aka guided). (Karox Lominx: "Technically Citadel Torpedoes are Unguided as well, just because of the terminology that they aren't affected by the Guided Missile Precision skill.") The trade off for the short range - long range missiles is that shorter ranged do more DPS.

Size
Short Ranged Missiles
Long Ranged Missiles
Frigate / Destroyer
Rockets
Light Missiles
Cruiser / Battlecruiser
Heavy Assault Missiles
Heavy Missiles
Battleship
Torpedoes
Cruise Missiles
Capital

Citadel Torpedoes

Each missile type has its own launcher and cannot be used in any other launcher with the exception of the special Cruiser / Battlecruiser missile launcher called the Assault Launcher which fits Light Missiles. Its a weapon with a faster rate of fire and more capacity than the frigate classed Standard Launcher and allows cruisers and battlecruisers to engage frigates with size-appropriate weaponry than their own heavy and heavy assault missiles. This will make more sense when we discuss damage calculations.

Karox Lominax:
Also 'each missile type has its own launcher' except for Defender missiles, which can fit into any launcher type, but the main determining factor is capacity or rate of fire - generally its thought that a fast ROF of a rocket launcher is best even if you need to reload them a lot more often.
Base Damage
Some of the best advantages of missiles compared to turret based weapons is that they always hit (assuming range and target is not faster than missile) and every missile type comes in four versions, one for each damage type. The latter point means that missile ships can choose the damage type to use against particular targets.

Furthermore, with the exception of Citadel Torpedoes every missile has two tech II versions, one for greater precision and one for improved damage. For example, there are 12 different rockets you can load in your rocket launchers: four tech I versions, four Tech II precisions versions, and four Tech II improved damage versions.

Let's look at the base damage per missile:
Size
Short Ranged Missiles
Long Ranged Missiles
Frigate / Destroyer
Rockets = 25 HPs
Light Missiles = 75 HPs
Cruiser / Battlecruiser
Heavy Assault Missiles = 100 HPsHeavy Missiles = 150 HPs
Battleship
Torpedoes = 450 HPsCruise Missiles = 300 HPs
Capital

Citadel Torpedoes = 1800 HPs

You may at first be confused by the short ranged rockets and heavy assault missiles having less base damage than their longer ranged counterparts. However, each launcher has a rate of fire (Tech I versions for demonstrative purposes):
Size
Short Ranged Missiles
Long Ranged Missiles
Frigate / Destroyer
Rocket Launchers = 4 sec
Standard Launchers = 15 sec
Cruiser / Battlecruiser
Heavy Assault Launchers = 8 sec
Heavy Launchers = 15 sec
Battleship
Seige Launchers = 18 sec
Cruise Missiles = 22 sec
Capital

Citadel Torpedoes = 48 sec

Dividing the rate of fire into the base damage we get the base damage per second, aka DPS:
Size
Short Ranged Missiles
Long Ranged Missiles
Frigate / Destroyer
Rockets = 6.25 HPs/sec
Light Missiles = 5 HPs/sec
Cruiser / Battlecruiser
Heavy Assault Missiles = 12.5 HPs/secHeavy Missiles = 10 HPs/sec
Battleship
Torpedoes = 25 HPs/secCruise Missiles = 13.6 HPs/sec
Capital

Citadel Torpedoes = 37.5 HPs/sec

Thus you can see that short ranged missiles do more damage per second to their long ranged siblings.

Base Range
When you look at a missile's statistics you do not see range as an attribute. Instead you see attributes for Max Flight Time and Max Velocity. The maximum straight line range of a missile is calculated by multiplying those two values.
Size
Short Ranged Missiles
Long Ranged Missiles
Frigate / Destroyer
Rockets = 4.5 km
Light Missiles = 18.75 km
Cruiser / Battlecruiser
Heavy Assault Missiles = 9 km
Heavy Missiles = 37.5 km
Battleship
Torpedoes = 9 km
Cruise Missiles = 75 km
Capital

Citadel Torpedoes = 67.5 km

Once more, Karox Lominax:
On base range its important to note that the range never quite reaches the full calculated amount due to the fact that the missiles need to accelerate when they leave the launcher, they dont leave at max speed, which cuts about half a second from the overall flight time. In addition to that, because missiles need to 'chase' their target, the range between you and your opponent can vary during the missiles flight time, possibly overextending the range.


Skills
All of the above numbers were done with Tech I basic equipment. I reality, there are a lot of factors that improve on those base values:
- Tech II equipment with better starting statistics
- Ship bonuses
- Ship modules and rigs
- Implants and boosters
- Player Skill Levels

I will quickly review the skill set that can improve missile performance.
Skill(s)
Effect
Rockets,
Standard Missiles,
Heavy Assault Missiles,
Heavy Missiles,
Torpedoes,
Cruise Missiles,
Citadel Torpedoes
The basic skill for operation of the weapons, each one adds 5% damage per level to their respective missile type.
Rocket Specialization
Standard Missile Specialization
Heavy Assault Missile Specialization
Heavy Missiles Specialization
Torpedo Specialization
Cruise Missile Specialization
The skill required for the Tech II launchers and missiles, each one adds 2% bonus to rate of fire of the respective Tech II launcher type.
Guided Missile Precision
5% per level decreased factor of target signature radius for damage calculation (next section). Affects only Light, Heavy, and Cruise missiles.
Missile Bombardment
10% per level bonus to maximum flight time.
Missile Launcher Operation
2% per level bonus to rate of fire.
Missile Projection
10% per level bonus to maximum velocity.
Rapid Launch
3% per level bonus to rate of fire.
Target Navigation Prediction
10% per level decreased factor of target velocity for damage calculation (next section).
Warhead Upgrades
2% per level bonus to missile damage.

Missile Damage Formula

Essentially the missile damage you will inflict on an enemy ship is the base damage of the missile increased by relevant skill levels you have, and then decreased by factors such as their signature size and velocity compared to the missile's explosion radius and explosion velocity (which I have not listed in this article) as affected by the skills Guided Missile Precision and Target navigation Prediction.

I've done some searching for the exact Quantum Rise era formula and this post by Stafen from Nov 2008 Eve Online forums appears to be the most accurate. If someone knows of a place listing a more accurate current formula, please contact me!

Damage = Base_Damage * MIN( MIN( sig/Er, 1) , (Ev/Er * sig/vel)^c )

where:
Base_Damage is the base damage of the missile as modified by your relevant skills
sig is the signature of the target
Er is the explosion radius of the missile as modified by your levels of the Guided Missile Precision skill, i.e. Er = base explosion radius * (1 - (level of GMP) * 0.05)
Ev is the explosion velocity of the missile as modified by your levels of Target navigation prediction skill, i.e. Ev = base explosion velocity * (1 + (level of TNP) * 0.1)
vel is the velocity of the target
c is a constant value depending on the missile type, i.e. c = 0.586 * ln(drf) where ln means natural logarithm and drf is damage reduction factor of:
- 2.8 for light missiles
- 3.0 for rockets
- 3.2 for heavy missiles
- 4.5 for heavy assault missiles and cruise missiles
- 5.0 for torpedoes

(Note: I have not found any indication that these numbers are the same or different for Tech II versions. If anyone knows, please let me know so I can update the post.)

In non mathematical terms, it means that your raw damage is reduced by either the effect of your target's signature being far smaller then the explosion radius of the missile OR the effect of the ratio of the target's signature to velocity multiplied by the ratio of the missile's explosion velocity to its explosion radius multiplied by a missile size factor, whichever is smaller.

Got that? No? Ok, try this:

To reduce damage as much as possible, a target should try and go as fast as possible with the smallest signature radius possible. Conversely, to try an get the most damage out of his launchers as possible at small targets an attacker should use missiles with a smaller explosion radius and faster explosion velocity. This is why cruise missiles are no good against regular frigates: the frigates have small signatures and the cruise missiles have large explosion radii.

For example, a Merlin with signature of 40m being hit with a cruise missile that has an explosion radius of 300m sees a damage reduction on the base damage of 87% rounded even when sitting still, which means about 39 damage per missile. However, hit that stationary Merlin with a light missile with explosion radius of 50m and the damage reduction is only 20% which means about 60 damage per missile (ignoringskills for damage and bonuses to explosion radius).

One final note: target painters and webbers help with missiles because the former increases the apparent signature of the target while the latter decreases its velocity. Micro Warp Drives may vastly increase velocity but since they increase the signature by the same amount it has no beneficial effect other than simply outrunning missiles for a while.

Derranna's Winter Plan Is Complete

Back in February I embarked Derranna on a ship piloting improvement plan for the winter which had the goal of at the end being "able to use most Tech II propulsion, shield, armour, and repair modules and have a few more shield, armour, and energy points to work with."

Today Hull Upgraded V finishes and I've put off the construction skills in favour for a new plan: Logistics ship training. We'll get her able to fly and Scythe tech II cruiser and provide shield support which will be invaluable for missions, possibly wormhole complexes, and even PvP situations.

The first step is to get her targeting skills up to par so she can target farther and faster.
Targeting I-V
Long Range Targeting I-V
Signature Analysis I-V

Then I need the skills to fly the ship properly.
Minmatar Cruiser I-V
Logistics I-IV

Of course, a Logistics cruiser is useless with support modules, in this case tracking links and shield transfer arrays.
Sensor Linking I-IV
Shield Emission Systems I-IV

Finally, I need Tech II logistic drones to fill up the 45 m3 drone bay (weird size by the way).
Repair Drone Operation V

Its a decently long skill plan of just under 70 days and introducing 7 new skills to my alt, moving her closer to becoming an actual combat pilot. I'm considering once this is done at the end of June of starting to train her gunnery and projectiles skills.

Insert Benny Hill Music Here

Last night I tried to log in but my Eve client was being difficult. It would not display the log in screen and every effort I made to produce the window failed horribly.

I ended up deleting the cache manually and then was able to produce a login screen. Of course, all my channels, overview settings, and defaults were gone. So there was 15 minutes of configuring involved before I felt I was safe to undock.

A couple corp and alliance mates were tangling with a Thorax and Curse in a belt in Teshkat so I jumped into a Falcon to run and help them, but by the time I got there the action had passed (no kills on either side) and two pilots were done for the night. The third decided he wanted an Abaddon battleship to do some station fighting with a couple Zealots causing trouble in system and since the Falcon is useless near sentry guns now I followed him back to base to grab my Dominix brawler.

While warping to the Teshkat gate in Anjedin my buddy asks "Do you have a remote rep on that thing?"

I respond, "No, do you want one?"

"It'd be nice."

So, I turn around as soon as I come out of warp to go back to base, a shudderingly long warp in Anjedin which is a very wide system.

I get back to station and look in my modules container for my Remote Large Armour Repairer II... and can't find it. Where is my remote reppers? After five minutes of searching I finally found it in my other Dominix's cargo hold. That's when I remember I put it in there for later fitting during an abortive plan to join some corp mates in a wormhole complex clearing operation where spider tanking would have been used.

Ok, got the mod, fit it on the pvp Dominix, undock, head back to Anjedin, make the long warp across system again, jump into Teshkat... and the hostiles are all gone.

DAMN!

I spent a few minutes with my buddy in his Abaddon and a couple other friendlies watching the gate but my hour of game time is up and while I could push another hour out if something exciting was going on I decide to head to bed and save my late night for later, especially since we have dclared war on a new enemy that starts today and I really want to get in on some action there.

Monday, April 20, 2009

Non-Eve Web Games

For a distraction I play some free web games. Chess on gameknot.com was my first one I joined and still enjoy despite regular thrashings from better and more attentive players. I did some games of Go on Yourturnmyturn.com for a while but that game is very hard to master and I prefer playing it in person with a faster pace than the day long turns on internet pay.

Another site is Conquer Club that I've been playing for a year but lately have grown tired of. Its essentially online Risk with tons of different maps and rule sets and I really enjoy it but I'm getting tired of the idiots who either 1) fail to understand its a game, or 2) attack me and act surprised when I retaliate, or 3) fail to attack the stronger player to their own detriment, or 4) be in a good game and then suddenly lose when someone cashes in a bonus set and romps all over. The last one I can accept cause sometimes you are the sudden winner but it starts to get old after a while, not being able to respond.

Thus my replacement for Conquer Club is called Weewars which I am really enjoying and considering subscribing to for a pro account. Like the former it has tons of different maps, is turned based, and some random element to it, but is different in that the games have a more positional and leisurely pace to the movement allowing you time to formulate a strategy for counterattacks. I only join games with turns set to 24 hours so I can check it once or twice a day to make my moves.

We'll see if in a few months I find something to annoy me about that game.

Where Have All The Podcasts Gone?

Warp Drive Active? Feb 25th.

The Drone Bay? Jan 30th.

Micro Warp Cast? Nov 1st, 2008.

Fly Reckless at least has come back with a new host but I haven't given it a try yet.

The recent lack of dedicated Eve podcasts has made me very annoyed. While I enjoy listening to other podcasts about MMOs in general, I asked for and got the IPod for Christmas explicitly to listen to the 'casts listed above. I want them back dammit. Who do I write to so I can complain?

Darn free user-generated content.

Dry Weekend

Not much to report as I was away for the weekend. Sunday when I got back I got the first 100 Invulnerability Field IIs out of the factories and put the next batch in. Then I checked my 2 cloaking invention jobs and saw I had two successes which was nice. I'll start to build those in a couple days.

Amarr Battleship IV finishes late tonight, and I've decided to work on training for the Nighthawk command ship next, a 45 day skill training plan which is tiny compared to my carrier plan last year. Of the 45 days, 26 of it is for Battlecruisers V skill level.

Battlecruisers IV - 4.5 days
Battlecruisers V - 26.5 days
Warfare Link Specialist I - 48 minutes
Warfare Link Specialist II - 3 hours, 46 minutes
Warfare Link Specialist III - 21 hours, 22 minutes
Warfare Link Specialist IV - 6 days
Command Ships I - 1 hour
Command Ships II - 4 hours, 42 minutes
Command Ships III - 1 day
Command Ships IV - 6.25 days

Friday, April 17, 2009

BPC Backlog

The component builds for the 240 Invul IIs completed during the patch so it wasn't until I got home last night I could complete the jobs and put the first 100 mods in to be built. They should be ready to go on the market Sunday.

A while ago I decided to step up invulnerability field production by buying two more BPOs for staggered copying using public lab slots but I got a gift of 100 BPCs from a friend and I sort of ignored industry there for a while. The end result is that my BPC backlog is reaching epic proportions of around 150. I need to buy a lot of datacores after I get the Nightmare purchased and fitted and just rip through them like mad.

One of my cloaking BPOs finished copying last night so I put the two resulting BPCs in for invention to see if I can get some Covert Ops cloaks. No point in going for Improved Cloaks it seems anymore with Stealth Bombers going covert now. More demand means higher prices! BOO YA.

Hmmm, maybe try some Manitcore invention. Remind me to check to see if I made any Kestrel copies.

Check In With Carebear Brigade


(Click to Embiggen)

... and they are not afraid to use them!

Thursday, April 16, 2009

Stealth Bombers Redux

At the end of March I talked about Stealth Bombers in the new patch being installed today. The proposed rules at that time appear to have made it into the patch notes:
  • Stealth Bombers now gain a bonus to fitting siege missile launchers instead of cruise missile launchers.
  • Stealth Bombers can fit and use a covert ops cloak allowing them to warp whilst cloaked.
  • Stealth Bombers now have a 15% bonus to damage for racial torpedoes per covert ops skill.
  • Stealth Bombers now have a flight time and velocity bonus to torpedoes. The power grid and cpu fitting attributes have been adjusted for all Stealth Bombers.
  • The base velocity of Stealth Bombers has been increased.
  • Bomb launchers can now be fitted to any high slot on the bomber.
I have debated with many people that this lateral change is worse than the current cruise missile implementation because torpedoes, even with the explosion velocity bonus, will be ineffective against anything smaller than battlecruisers. The upshot to that is that battlecruisers and battleships are not particularly vulnerable to Stealth Bombers any more than they would be to any other class of ship.

As DPS in frig gangs, Assault Ships do an adequate job and can tackle and survive better.

As sneaky cloaked-warping attacker of industrials and lone ships, Force Recons do it much better (including the new Falcon now).

Someone pointed out that a cruiser that was webbed and target painted would go down really fast to torpedoes. Well, since Stealth Bombers do not have the durability and mid slots to web and paint on their own, I'm thinking that any gang of two or more ships would be the death of most cruisers. Stealth Bombers are not exploiting an untapped niche here.

There are only two situations I can see Stealth Bombers shining now:
1) Bombing - with the price of bombs dropped by 6 times the previous mineral cost, and the bomb launcher not gimping the missile hardpoints, and covert ops cloak, we might see more bombs used combat. If only they allowed them in low sec :(

2) Covert Ops Gangs - You can get around the fragility of Stealth Bombers by ensuring anything you attack cannot attack back either by the use of EWAR (ECM or RSDs) or by one shotting the target with enough torps.

The question is on the second scenario can the Bombers provide enough incentive to not just bring all Force Recons in the first place? It remains to be seen...

P.S. I've heard reports of Stealth Bombers going for 50-100 million on the market right now. Insane, the ship is nowhere near that expensive to build.

P.P.S. ALLOW BOMBS IN LOW SEC! AND GIVE THE ROKH A BIGGER DRONE BAY!

The Quest: Premptive End

So I logged in last night, got in my sleek Harpy, undocked, and as I aligned to start the journey to Khanid Prime I noticed... nothing. No warning message, no faction police, no shield-melting salvos.

Turns out that Faction Policing is affected by the standings after Diplomacy bonus is applied but it required a downtime for the new standing to get emailed to all the police stations.

So I am spared from having to run 15+ level 1 missions, and this blog post series comes to a sudden end.

Wednesday, April 15, 2009

The Quest: Part 2

So Dpilomacy IV finished training and I eagerly logged in to see what that would do to my effective agent-talking-to level for Amarr and Khanid Kingdom. I was still below -2.7 for Amarr, but at -1.62 for Khanid Kingdom! I checked Eve-Agents.com and found some low level 1 agents to start working towards a storyline.


Shes Saal (sea shells by the sea shore) I'll be coming to see you as soon as I can. Probably with my rail Harpy for level 1 missions.

ECM Patch Annouced for Tomorrow(!)

I guess CCP was closer to releasing the new ECM changes than I expected. I thought there was at least another few weeks of tweaking and discussion.

Last week I talked about the possible evil I could get into with the proposed Falcon in solo encounters. Let's see how the official version compares.

* The Falcon has gained one addition turret slot.
* A 10m3 drone bay / 10 mbit drone bandwidth has been added to the Falcon.

* ECM Modules have had their base optimal and falloff ranges adjusted, the optimal range has been decreased whilst the falloff range has increased.
* Signal Distortion Amplifiers have been changed to provide a bonus to both ECM strength and optimal range and their bonuses adjusted accordingly.

In other words, 3 less light drones and no Hybrid damage bonus. All told a DPS around 200 instead of over 320. Still better than current by a little bit and I will definitely give it a good try to see how it shapes up.

EDIT: As Az pointed out in the comments, the patch notes actually say:
  • The ECM strength bonus has been increased to 30% per recon ships skill level for the Falcon.
  • The ECM Optimal range bonus has been switched to a 5% Hybrid Damage bonus on the Falcon.
Which I swear I could not find this morning. Must have been before my morning caffeine fix. This means the DPS is around 265 which is pretty darn good.

In other ECM ship news, the Rook got overhauled:

* The ECM Optimal Range bonus has been swapped for a 5% Rate of Fire bonus to Heavy and Heavy Assault launchers per Caldari cruiser skill level for the Rook.
* The ECM strength bonus has been increased to 30% per level on the Rook.
* A 25m3 drone bay / 25 mbit drone bandwidth has been added to the Rook.
* 100 base hit points have been added to the shield of the Rook.

A Cerberus has a 25% bonus to kinetic damage to heavy and heavy assault missiles and 5% bonus to rate of fire per level.
A Rook now has 25% bonus to rate of fire and a 5% bonus to kinetic damage to heavy and light missiles (mistake on the light there?) per level... plus a flight of light drones.

In other words, with the tech II ship skills at level four I think the Rook will out-damage a Cerberus. The Cerberus will still have vastly superior range and better shield defenses though, but I still find it surprising.

The Scorpion will basically be fighting more in falloff than before, and get less strength due to the changes to Signal Distortion Amps (unless the range boost from SDAs now make up for the change to ECM mods):

* The ECM optimal bonus has been switched to 20% ECM optimal and falloff range bonus per level for the Scorpion.

The Widow on the other hand gets boost:

* The ECM strength bonus has been changed to 30% per level for the Widow

Combined with the boost from SDAs the Widow should be able to get high strength ECM going, albeit at much shorter range.

The patch notes have a lot more on changes to Stealth Bombers (which I totally disagree with) and to Black Ops Battleships (which I'm writing an article for the Tribune on) so I'll stop here. Suffice to say a brave new world in ECM ships is coming tomorrow.

Tuesday, April 14, 2009

The Quest: Part 1

As the implications of my run in with Amarr Customs Agents fully sinks in, I began to realize just how screwed I am.

When I was Kill On Sight (aka KOS) to Ammatar Mandate, it meant difficulties for me going through one region's high sec space, Derelik. Out of 23 empire regions it was not a big deal especially since we operated no where near there.

But now I'm KOS in Amarr proper space. That's 8 more regions including the biggest Region in the game, Domain, making me person non grata in almost 40% of empire space. the only Amarr aligned region I can travel in safely is Khanid Kingdom.

For those who have not experienced the joys of faction police before, allow me to explain. When you jump into a system where you are KOS, after a few second Faction Police will spawn, for example, one frigate, 2 cruisers, and a battleship. They immediate target you and will web and EWAR your ass (but fortunately no warp scramble). Anywhere you go in that system you will have a spawn on you in seconds. You can't cloak, safe spots are not safe, and they hit damn hard.

You can still warp away and dock at stations, but running missions or auto piloting or sitting at a gate are impossible. Should we get a contract that requires us to fight in Amarr space, I'm essentially useless to the rest of the corp.

So I have to fix my standing.

There are several ways to increase faction standing.
1) Storyline missions from Amarr Agents.
2) Storyline missions from allied agents (Caldari, Khanid, Ammatar).
3) Data Centre pirate tag redemption.
4) COSMOS missions.

Unforunately you need -2.0 standing at least to access the worst of agents and the only one I have that is with Caldari corporations which give the least amount of Amarr faction increase.

Fortunately, there is hope. The skill Diplomacy increases standing for hostile agents so that you might speak with them, and its a nice rank 1 skill so I'm taking a 1 day break from Amarr Battleships IV to train four levels of that skills.

The hope is that I can get my Khanid Kingdom rating to -2.0 so I can use Khanid agents to begin the reconstruction of my overall Amarr standings. It doesn't have to be high, just above KOS level.

Here goes nothing.

Intel Failure

After having the Crow destroyed by my own foolishness, I was hungry for blood. I jumped into the Onyx and headed towards Sukanan to hook up with some corp mates and hunt a reported hostile in the area.

We formed up with my Onyx and a Pilgrim and Deimos, with a Remote Sensor Boosting Mrymidon joining us a bit later. We found the Hostile warping around looking for targets in a Phantasm... wait what? Phantasm you say? The 180 million ISK Sansha faction cruiser? That would be the one.

Rubbing our hands in glee we tried to catch this guy but he was ready to avoid a fight, with a cloak fitted and apparently a bit of a speed tank as he was reported going 1.4 km/sec at one point. We couldn't get him tackled out of gate jumping range despite a couple close tries.

After he ran off and docked a neutral Harbinger battlecruisers warped to the gate we were watching from 150 km away. Hmmm.... he suspuciously did not continue on his way but watched us for a minute. Just as he warped out we got word he was a known pirate and KOS to us. Well, maybe the night wasn't a bust after all.

Our Pilgrim pilot had switched out for a Sacrilege HAC so remained at the gate as bait while the rest of us got into position elsewhere in the system. The enemy battlecruiser warped back in at 100 km to the gate and moved out to try and lure the Sacrilege into gate gun range (we had global due to engaging the Phantasm unsuccessfully). Now, we should have been more suspicious as the enemy knew we had more ships in local yet he was flying agressively, but our blood lust was up and there was only one other neutral in local in another corp, surely we were not in danger?

Our Deimos pilot warped in and got a tackle, I warped in and put my point on him, and then the second neutral in the system uncloaked 100 km away in a Falcon and started jamming our three ships.

Ah crap.

Cruisers, even Tech II ones, are very vulnerable to a good Falcon pilot and this was no exception. I was jammed so I decided to warp out and try to warp back at 100 km to land on the Falcon and give him something to think about, but the battle was over before I got turned around.

Had we known that the Falcon pilot was working with the Harbinger we might have avoided this debacle, or at least been prepared for it. Ah well, the sword cuts both ways, right?

Fighting Spacecraft: Apocalypse

Fear the might of the Amarr Empire!

Monday, April 13, 2009

Me = Idiot

I decided to move some old miscellaneous stuff from my years in new Eden to my new base, I mere three jumps through high sec. I didn't think anything of it really; we're not at war and I wasn't going through populated territory and it was nothing of tremendous value.

But it was illegal stuff.

And the border patrol got me:


And I got fined:


To make matters worse, I suffered a standings hit, just enough to drop my precarious Amarr Faction standing below the "We Hate You And We Shoot On Sight" level:


Which results in this wonderful message everywhere in Amarr space:


And to top it all off, to put the fracking cherry on the cake, I went and lost my Crow while trying to take a screenshot for this post of the faction navy ships that spawned to kill me. Like an idiot I went in for a good shot with the MWD on but when I went to orbit the Navy Maller my transversal dropped, I got webbed, and with my big signature I got PWNED. How embarrasing.

Sigh.

Moving Day

Last Thursday night I logged in to find some corpmates trying to find a way out of their wormhole system into high sec, but instead always finding portals to deep 0.0 space. Last I heard yesterday they were still stuck.

Since I couldn't join them, I decided to give the dual client on the graphics card a workout and move my stuff from Ordat in low sec to a new high sec base of operations. I'm doing this for two reasons:

1) Early morning adventures are hampered by the presence of Mugen Industries in Teshkat, and
2) We are becoming a mercenary alliance and will be spending more time in Empire hunting targets than defending Sukanan, and in between contracts we have decided that running high sec level four missions is good enough.

So the upshot is that I wanted to consolidate my stuff in a convenient location. So with Derranna using the Blockade runner to move modules and charges and Kirith running the ships, I moved out. The Battleships were the biggest worry being slower and only the Dominixs set up for a solo encounter, but no one was watching the gates and I had no problems getting them and the Rokhs out. Next the cruisers such as the Eagle, Onyx, and Falcon along with the Drake and Mrymidon battlecruisers. Lastly the Frigates (Kitsune, Buzzard, Raptor, Crow, Harpies) and all that was left was the Chimera which pretty much had to stay behind being a low sec ship and all.

It took a good while and I chatted and plotted with the guys on Teamspeak, day-dreamed about the Nightmare, and generally relaxed.

Now the move is done, the unpacking and sorting can begin.

How To Be A Smuggler

Shuttler of Limited Edition fame (whose Podcast I listen to for the record) said this on a recent post by pjharvey:

I’ve kitted out an incursion with basic stuff for now as I want to run missions to build up some capital. I know nothing about what skills I need next.

I think from an enjoyment point of view I want to be a trader or indeed a smuggler if you can be such a thing?

I want to buy and sell, but no idea what skills, ships or equipment I need for such a career.

So much to take in with this game.

I was going to respond there but decided to make a full post out of it and just link back to it here.

As for what skills you need next, check the certificates of the Incursus (which is the ship I think you mean) and see what they reccomend. For early ships and skills the certificates are usually bang on. From my long-removed-from-beginner position I'd say concentrate on Small Hybrid weapons and associated gunnery skills to increase range, rate of fire, tracking, and damage. Also, for defence you want skills in the Mechanic area for armour plates, hardeners, energized plating, and repair systems, and finally skills from Navigation for speed, agility, and Afterburners.

I was a trader once. While there is not a specific career called "smuggler" there are several options for high stakes high rewards trading. In low sec, you can run NPC goods from sell order to buy order making healthy profit while trying to avoid gate camps and random pirates. I had some really good trade routes in the Placid Region doing this and only lost a ship once. Alternatively you can be bigger and do cross region trading of NPC trade goods or player modules/ships/ammo. Harder to find the good items as you need to see two markets at once but some people make vast fortunes doign this... but its not anywhere near smuggling.

Another option is 0.0 smuggling. Basically you buy modules/ammo/ships in cheap high sec hubs and transport them to dockable stations in null sec space. Its the biggest risk but also the highest rewards. Once I had space in a load going to fountain so I bought 200 Warp Core Stabilizers for 10K each and sold them for 200K each in Fountain region; you do the math. Another time I transported loads of large antimatter charges to Syndicate and sold at twice the price. Of course there is a reason for the profit margins: anyone and everyone will shoot at you so you run the risk of losing your shirt, but with the right ship and pilot experience it could be very lucrative.

The skills you need to be a good trader? Check out this webpage by Grismar, its old but the mechanics have not changed in that area at all since then and its very concise and clear.

One last thing: if simple market trading appeals to you, simply buying low and selling high in a market hub like Jita, Amarr, or Rens can net tidy profits with little effort, although you need a lot of input capital to make the big bucks.

Sunday, April 12, 2009

Oh Ferrogel, How I Love/Hate You...

Last Monday I noticed the price of Ferrogel jumped from it recent 46K / unit to 52K / unit and decided to wait and see if the price came back down or it prices of Invulnerability Field IIs would increase to match. Well, as the week went by the price of Ferrogel did not go down, in fact it increased sharply to 59K and higher.


This is a problem because the Ferrogel makes up about 66% of the price of an invulnerability field all by itself and every increase hurts profit margins a lot. Especially when the trend for the module continues in a downward direction:



However, there is good news for me. At the current prices there is still some decent profit to be made and Ferrogel seems to have begun its stabilization so everything should iron out soon.

Thursday, April 09, 2009

Long Weekend

I've got a cold, my throat is bitching sore, I was drained last night so didn't get online, and Lukas spent two hours up last night exhausting whatever reserves I had left. I would have stayed home but today is Shwarama day.

No posts tomorrow as its a long weekend, I'll be back Monday as per usual. Fly safe.

Wednesday, April 08, 2009

Skill Stats

From In Eve.net:
Skills Trained: 196 (50.65%) of a total 387 available skills, 413 including skills not released.
Skills Cost: 1,416,796,154 ISK
Skillpoint Ranking: 9782nd place (of characters submitted to In Eve.net)

This is why Eve rocks in terms of progression: 2.5 years in and I've learned about half of the skills in the game (ignoring the fact Derranna has learned a good portion of the rest).

Levels Trained:
Level 0 : 1 (0.51%)
Level 1 : 15 (7.65%)
Level 2 : 12 (6.12%)
Level 3 : 38 (19.39%)
Level 4 : 82 (41.84%)
Level 5 : 48 (24.49%)

Glad to see most of my skills are level IV and V.

Ships I can fly: 102 (44.16%) of a total 231 available ships. (Amarr Battleship IV will add 8 ships to that count)

Eve Master Class - Tracking Speed

Suffer Knot of 500 kills (dude, post moar!) asked in a comment of the last post:
I was wondering if you could explain the formula on how to figure tracking speed?
Well I sure can!

Tracking speed is measured in Radians / second instead of meters per second because the number of meters depends on the size of radius. ... I'm going to need a picture, aren't I? Ok, give me a sec.

The angle of that triangle can be measured in degrees, but the math to figure out tracking speed in meters per second is more involved than if you measure it using the length of the arc it describes as portion of the radius. Why? Because, and this is the important part, the actual length of the arc is a fixed ratio to the size of the radius. In other words, regardless of the size of the circle the ratio of radius to arc length will always be the same for the same angle.

Fine, but what does it all mean?

If your tracking speed is X radians / second and your target is Y meters / radian away, then multiplying the two factors gives you the speed your gun can move on the arc of the circle , which is XY meters/second.

In layman terms, multiplying the tracking speed times the distance to the target will give you the speed your gun can keep up with. For example, a tracking speed of 0.05 shooting at something 5000 meters away can hit it as long as the transversal is 250 meters/second or less.

The upshot of this is that as the target gets closer the size of the maximum transversal you can hit decreases proportionately, and vice versa. This is why optimal range is named thus: its considered optimal because the farther something is away from your ship, the easier guns can track it, but any farther and the accuracy of guns starts to come into play.

Beams or Pulse

Amarr Cruiser IV finishes today and Amarr Battleship I is queued up, at which point I'll be able to fly and fit the Nightmare battleship I cannot afford... yet.

The question came up when I was planning this beast whether to go with Mega Pulse lasers or Tachyon Beam lasers. Since I'm very new to the laser weapon tree I spent some time looking at the pros and cons and eventually decided on Pulse lasers. This post is to explain why (and to provide content for today since I didn't log in last night at all).

To see the differences, lets take a quick look in EveMON at the basic Mega Pulse Laser I versus the Tachyon Beam Laser I:


Quick math of dividing the damage multiplier by the rate of fire shows that the pulse laser has a bigger DPS and twice as good tracking at the expense of optimal range and falloff. Not to mention Beams are a lot more energy hungry and require more CPU and powergrid to operate.

Now let's look at actual numbers from EFT when fitted to my Nightmare with my gunnery skills and Amarr Battleship IV:


Pulses Beam
Multifrequency Optimal 15 km 33 km

Tracking 0.05484 0.02262

DPS 199 188

Energy / sec 5.3 7.9
Standard Optimal 30 km 66 km

Tracking 0.05484 0.02262

DPS 133 125

Energy / sec 2.9 4.3
Radio Optimal 48 km 105.6 km

Tracking 0.05484 0.02262

DPS 83 78

Energy / sec 4.5 6.7

The first impression is that Beams are superior due to getting more DPS at similar ranges, for example 188 at 33 km compared to 133 for Pulses at 30 km. But this ignores the extra strain on the capacitor and the fact that the tracking is quite worse. Assuming a target at 30, the pulses can track and hit something moving over 1600 m/s while the Beams are only good up to 675 m/s. Drop down to targets at 10 km, and the Beams are outpaced by something moving 226+ m/s while the pulses are still good up to 548 m/s which is the difference between hitting cruisers and battlecruisers and constantly missing.

I know battleships have drone bays for the close in targets. I lived in a mission running Rail Rokh for a year and am quite aware of how to deal with orbiting ships, but in combination with the extra energy usage and slightly less overall DPS, I'm going go with Pulses for now with the option of switching to Beams later on open to me.

Tuesday, April 07, 2009

Graphics Card Update

Update on the graphics card I purchased recently:

I turned the settings down a tad, turning off a couple of the more intensive features such as Bloom and Shadows but leaving textures and shader quality at High. It still looks gorgeous but how does it handle lots of objects on the grid?

Well, Friday night's mission showed virtually no client side lag and my FPS remained high the whole time even when there were 30 rats and multiple objects. And running two clients windowed also showed no lag and switching between them was practically seamless.

I'm more than pleased, I'm ecstatic! This was well worth the investment.

Carry on.

Gangway!

In follow-up to the last post, my plans for a solo expedition with the Orca into wormhole space have been scuttled. I'd much rather join my corp and work with them in occupying a system now that they have come fully around to my point of view that w-space is awesome substitute for 0.0 space.

Just one problem: all my wormhole stuff was in the Orca 7 jumps away from my base and Derranna was embroiled in a war. Allow my to explain.

My alts are in a corp called Insisto Armamentarium (INSAR) which I use to run my invention and manufacturing. It was war decc'd by a corp called Kirith Kodachi's Fan Club (KKFC) which I've discussed in the past and no need to review here. To avoid having my expensive industrial ships killed in the war, I've had Derranna sitting in an NPC corp for a while.

But the war ran out. So after a couple weeks I moved Derranna back in so she could anchor a tower in w-space. I moved the Orca to a quiet high sec system where I planned to look for my wormhole entrance. But then the KKFC restarted the war (probably as soon as they realized Derranna was back in the corp). So now I want to bring my Orca back to base but not lose it to war targets.

KKFC used to be populated by just the one alt, but when I checked its attributes lately I saw two members as the count. The alt CEO is probably next to useless in combat, but the second unknown member could be very deadly indeed and the Orca, while big and well defended, is still very vulnerable.

So I had two options:
1) Drop Derranna into an NPC corp again, or
2) Fly Reckless.

I picked option two. I reasoned as such: if I fly in the early morning before downtime and scout with Kirith, I should be able to safely make the 7 jumps without issue. I suspected my opponents were Western North American time zones so 6 am my time would be 4am their time, probably safe. Last night I got Derranna and Kirith in position and this morning I ran the gauntlet, checking every red in local for the unknown KKFC pilot. But there was no sign of him and I docked safely.

Next up, getting into w-space with my corp.

Flux

Blackwater Alliance in in a bit of Flux at the moment.

Ever since the pirates Mugen Industries moved into Sukanan constellation, we've been frustrated trying to deal with them due to time zone issues. Being a Japanese corp they are strong in the time around downtime while we are strong exactly 12 hours from that. It means we can't put pressure to force them out but they can still send their probers into the constellation, find the unaware ratter/missioner/complex runner and take them out in a sudden strike. We've lost a couple ships like this, our neighbours many more. Not to mention the morning gate camps making getting into the constellation a bit of a pain.

As such we have moved our casual operations out of the area. What I mean by that is our downtime mission running that we do when our latest war is finished and our next one has not started. On top of that, a lot of the corp is doing wormholes in long term stays. The upshot is that our presence in the low sec pocket has dropped considerably, enough to the point where we are questioning if its time to consider our options in terms of where to live.

And to further muddy the waters, a couple of the inactive / low participation corps in our alliance have left recently to find their own path. So there is some existenial soul searching going on at the top levels of the alliance. On the plus side, m3 is still strong and getting stronger with an effort afoot to get more people into a claimed wormhole system for group activities (which I'm a big fan of).

Time will tell. I'm confident that everything will work out for the best and the corp with its strong core leadership will prevail.

Monday, April 06, 2009

More Indepth Look At ECM Changes

For this week's Eve Tribune article, I took an expanded look at the ECM proposed changes on the table as of now.

Rubbing Hands In Evil Glee

Long time readers of this blog might remember my ongoing experiment in the Gank Falcon, but for those who are not familiar with the concept let me quickly review.

Last year, jealous of pirates hunting me in Arazus, Rapiers, and Pilgrims I tried to emulate them in my Falcon with this out of the box setup:


That's right; a Falcon with tackle and damage mods. Its piss poor damage and lack of any tank whatsoever (and weak ECM abilities) meant I could not take on multiple targets but I was fairly confident I could tackle a cruiser or smaller and shut it down long enough to wear it down and kill it. Got myself a Rifter and Arbitrator in my solo days in this ship and more recently helped surprise a Phobos that didn't expect a tackle as well as jamming.

This ship is one reason the new ECM ship changes intrigue me. The Signal Distortion Amplifier drops in strength from 20% bonus to 10% bonus, but the Falcon itself gets a bigger bonus to its ECM strength. It also gets a third turret hardpoint so I can put three Heavy Neutron Blasters on it boosting the DPS by about 34. And its rumoured to get a Hybrid weapon damage bonus of 5% per level... taking the current DPS of 167 to somewhere in the neighbourhood of 240. Then add the 93 DPS from 5 light drones.

To summarize: twice as much DPS to over 320 and effectively stronger ECM (enough to lock down one ship with near certainty).

Suddenly my Gank Falcon is looking very damn nice...

Pew Pew And Such

Friday night rolled around and I logged in to find most of the corp off in a wormhole fighting the Sleepers. I debated trying to see if I could join them but instead went a few jumps to help my director with some level four missions for a bit of cash and relaxation.

I didn't have a battleship for level four missions available so I went with my mission Drake instead. With afterburner, passive shield tank, and 7 Heavy Missile Launcher IIs it was more than capable in helping out my director's Raven. I have four battleships in the hanger, but they are all setup for non-mission purposes: one blaster Rokh, one fleet Rokh, one PvP buffer Dominix, and one Wormhole Explorer that could probably suffice but I didn't see any real need.

While helping out in the missions, I worked on my recruitment responsibilities by chatting up a couple of old Strife members that had expressed interest in joining the corporation. It got a little hairy at one point when my director had to warp out from full room aggro, I had him on Teamspeak, another guy in Eve Voice, and another guy in a chat window. Fortunately, the tank on the Drake was more than enough to hold until the Raven came back.

* * * * *

In other news, the second batch of 70 invulnerability fields sold over the weekend, and the invention tries on the 50 BPCs produced 24 successes which I was pleased with. I was about to start buying parts to make them but realized someone bought up all the Ferrogel in Amarr and relisted at a higher price. I decided to wait a few days and let the market adjust first to see if it comes down again. Ferrogel makes up the lion's share of the production costs so every ISK saved on the price of that material is important.

Friday, April 03, 2009

Lots of Changes Coming in Apocrypha 1.1

A huge boat load of changes coming soon.

ECM Nerf - As previously discussed.

Stealth Bomber Change - As previously discussed.

Black Ops Buff - Improvements to make the unused tech II battleship class a little more attractive, including the ability to jump into cyno-jammed systems.

More subsystems for the Tech III ships
- includes systems to get a bonus to exploration, covert ops cloaking, infinity warp stabilizer, and much more.

Agility Changes - some things become slower at aligning to warp.

* * * * *

Also rumoured on Scrapheap Challenge forums:

Exploration improvements - to assist in scanning down things in wormholes with buckets of gravimetric sites.

Inventory Search Utility - unsure if this is personal inventory or game item database searching.

New Warp Effect - I like the current one tbh.

Fitting Screen Improvements - Like a cap stable measurement.

* * * * *
It promises to be an exciting summer!

Warhammer 40K MMO Set for 2012

News from Massively.com:
THQ just unveiled some release dates for their major game titles over the next few years and if you were getting excited for the Warhammer 40k MMO, you might feel a bit deflated after reading this. The above slide shows that WH40K is slated for a 2012 expected release date, which of course is subject to change.
At least its not cancelled.

Just Short

So I calculated from my 70 Invulnerability Field IIs I put up on market a retail of about 200 million give our take a few. Combined with my current wallet balance of 640 million it meant I was well short of the 900 million or so I needed to buy the Nightmare, much less outfit it. I had hoped for a bit of a boost from this week's Eve Tribune April Fool issue where I wrote a guide for putting together a mission running Scorpion, but alas the editor was inundated with high quality joke articles and my piece was rejected. I can't be an award nominated writer all the time people! ;)

So with the stark reality facing me I invested in more datacores to turn some of the 120 Invul Field BPCs I had into tech II versions. I'm going to run 50 invention jobs and see how many successes I get. I thought about doing some ship invention but the turn around for building and selling ships is much longer than the mods take, and I'm in a hurry. I want my Nightmare!

Note: I would have had enough cash had I not invested in the four faction lasers for the ship, but since I needed to get them anyways it all comes out in the wash.

In other news, I finished consolidating all ships back at base since the war ended. I hope to get online tonight, maybe use Derranna to search for some exploration content to clear.

Thursday, April 02, 2009

Testing Weewar

As a distraction at lunch and evenings, I've tried out Weewar.com. Click the image below to check it out under the referral program.
weewar.com

Its free (although you can upgrade) and so far has seemed like fun. Its a turn based strategy and you can setup games or join games where you get a day or more to take your turns.

Totally Agree

Ah, the benefit of hindsight.

Defeating the Grind

Darren over at Common Sense Gamer had this to say about his current time in Eve:
I’m now very close to the 100 million ISK goal that I have in my head, which should get me closer to that Raven that I want to make level 3 missions that much easier. Sure, the Drake handles them fine, but it would be nice to have that big, fat, Raven. I’m going to try to start actually producing stuff in order to get a constant stream of revenue in. Missions are fine, but it would be really nice to make money while I’m not in game.
Man, that takes me back to early '07 when I was in a similar position, grinding out every last cent of ISK in order to afford my new Rokh battleship and the 8 best named 425mm rail guns that were 16 million ISK each at the time. Then I lost it in a mission due to crappy skills. I bought a Raven for 0.0 ratting and lost it in a gate camp on the way out. At that point I was down to enough ISK to barely afford a Ferox battlecruiser and this was before I had my industry properly setup to rake in the cash, and I wasn't working at the Tribune yet either.

Nothing worse than the grind for ISK for the next ship when all you have is level 3 missions. I feel for you Darren.

So, overcome with a wave of generousity, I figured I wanted to do something nice for the guy. Give him a pail of ISK? Too impersonal. Give him a Raven? Good idea but I don't have one on hand... except I do: my Navy Raven Memento Mori.

The Memento Mori has seen no action in weeks. I just don't run missions very often and when I do plan to in the future, I hope to have the Nightmare online. So the Navy Raven is surplus.

So I gave it to Darren, mods and all. I told him to use it with extreme prejudice, killing all rats left, right, and centre. He'll be the envy of the group I'm sure.

Wednesday, April 01, 2009

March In Review

March was another record breaker in terms of visit as the Apocrypha expansion continued to drive people to hunt for information about it before its release this month.

MonthPage LoadsUnique VisitorsFirst Time VisitorsReturning Visitors
Mar 2009 14,452 8,957 5,733 3,224
Feb 2009 8,997 5,678 3,488 2,190
Jan 2009 5,772 4,013 2,597 1,416

Busiest day was Thursday March 26th with 846 page loads followed closely by March 11th with 830 page loads. Popular posts have been the Wormhole Classification and Eve Masterclass on Probe Strength.

It was an exciting month as I spent a lot of time on the test server and learned about probing and the Sleepers, had a big Geek Weekend with lots of Eve, Dawn of War, and some Twilight Imperium board games, I got to be a guest on the Shut Up We're Talking podcast, and then spent the rest of the month with sick twins that sucked up all my free time and forced me to cut back my gaming time to bare minimum. Our successfully executed a short war against the Initiative alliance and I did participate a bit but not enough. Here's to hoping next month sees more actual in game time.

Coming up in April we shall see me purchase a bling boat in the form of a Nightmare battleship for missioning, and hopefully some more adventures in wormhole space.

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