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  • Date of Birth: 2008-03-07 02:42
  • First Forum Visit: 2011-04-07 21:53
  • Number of Posts: 207
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Buoytender Bob

Security Status 5.0
  • Ronin Exploration Mission and Mining Member since

Last 20 Posts

  • ❤️️💖💛💔💙💗💜💓 CCP Loves Trolls 💚💕💖🖤💞💘💝❣️💋 in EVE Communication Center

    Apparently the middle schools are out for summer.

  • Quick question on blitzing Dread Pirate Scarlett in EVE Gameplay Center

    If your talking about the room where Scarlet can actually be killed (the first room allows her to shrug off any attempt), then I burn toward her with mwd and either Scourge (if Paladin) or faction AM (if Kronos). Usually I can kill her before she jumps, which allows the dropping of the 8m+ implant and completion of the mission. You can always stay and go through the entire missions for bounties and loot, but if you want to blitz it you need something that can apply instant damage (ie, not drones or missiles). So, your answer is, once you jump through the acceleration gate, burn at her with your mwd as you start to target and have already hit your guns to fire on lock.

  • EVE Survival in EVE Gameplay Center

    I've been trying to tell my kids of one of the Family's mottos for years: No good deed gets unpunished. Perfect example. At least the domain owner has been offered free hosting site by reddit poster; we can only hope he takes them up on the offer.

  • angle 10/10 in EVE Gameplay Center

    Is this some type of geometry problem?........

  • It's time to add a new kind of PVE missions (With smart AI) in EVE Gameplay Center

    stoicfaux wrote:
    This is EVE. The NPCs need to be controlled by players.

    Let's call it a Player Controlled NPC or PCNPC for short.

    The PCNPC is presented with an anonymized interface (no location info, no mission runner names, no local, etc.) and control of either an uber-ish NPC (think burners,) or general control of a swam of NPCs, think RTS like interface.

    The PCNPC would be rewarded with LP (e.g. pirate faction LP) for winning, whereas the PvE runner would get enhanced standard rewards for winning.

    Something like this could scale up with gangs and could encourage PvE players to taste PvP since the PvE player would have better control (i.e. risk management) going into it, i.e. it minimizes a discouraging instant-WTFBBQPWND-one-jump-into-low/null-sec encounter.

    The PCNPC could loot a PvE player wreck if the PvE player deliberately chooses a more difficult risk/reward PCNPC encounter (e.g. PCNPC Level 5 mission.)

    It could also be turned into a faction warfare thing, where the success of PCNPCs advance a pirate faction.

    Finally, if you still have doubts out PCNPCs, imagine if Sansha invasions were controlled by PCNPCs...

    Unfortunately, this would be highly gamed by large corps and alliances using alts to "throw the match" and allow higher pilot rewards for fellow members. I like the idea of random opponents each match and with a player not learning who they are until they use the first gate (which then locks for 1 hour if someone leaves the mission area). Eliminates tanking/weapon damage specialization , mission blitzing in specialized ship, and the same old mission memorization (ala EVE survival). Use some version of Battle Value (like BattleTech) to calculate NPC opponents, add a randomness in difficulty (Chance: 20% easier,60%normal, 20% tougher), and throw in more variety missions (escort a supply ship and protect from pirates or hostile environment by either force or shield/armor repair or perhaps attack a complex, then hack some cans to find a blueprint, and finally build the item)

    The new AI will be useful in the future, but all the current PvE needs is a program to generate random missions with random rewards (based on BV fought) against random NPCs. This should be based on solo play, but I do like the idea of being able to ramp a mission up the more players you add. As Jenn mentioned, you turn level 4 missions to being a group activity only and EVE will lose a surprising amount of players.

  • What to expect when doing lvl4 combat missions? in EVE Gameplay Center

    Using cap booster and charges in PvE seems a waste: 1) the added cost and hassle to use decrease profit/mission and 2) the cargo bay on a 'snake is pitiful; those cap 400/800 eat up a ton of space if you plan to loot and that lowers profit/mission. A well designed passive tanked Rattlesnake doesn't have to worry about cap or shield boosting., maximizes cargo space with no need for booster charges or mobile depot, and is well tanked for all factions. I know that the OP doesn't have the skills atm, but this fit gives him one form of the Rattlesnake that is (over) well-tanked and gives him 1200+ damage:

    Cruise Missile Launcher II
    Cruise Missile Launcher II
    Cruise Missile Launcher II
    Cruise Missile Launcher II
    Cruise Missile Launcher II
    Drone Range Augmentor II

    Pithum -C Adaptive Invulnerability Field
    Pithum- C Adaptive Invulnerability Field
    LSE II
    Pithum -B EM Shield
    Pithum -B Therm Shield
    Large MJD
    Omnidirectional Tracking Link II (script)

    Shield Power relay II
    Federation Navy Drone Damage Augmentor
    Federation Navy Drone Damage Augmentor
    Ballistic Control System II
    Ballistic Control System II
    Damage Control II

    3x Large Core Defense Field Purger II

    Now I know it both falls somewhat along the lines of both guigui lechat's build/suggestion, as well as needing way too much in skill needs and build costs for the OP. RHML IIs add 100 more dps, but shorten range. I tend to waver between both weapon systems. The resistances for me are 85/88/84/87 with over 183k EHP. Yes, way over tanked and blingy; only used in HS However, I've fallen asleep too often doing missions and woke up a bit later to see a full cleared room. Using either Kinetic or Thermal (or in the case of a Gecko/omni), I am always both correctly tanked and weaponed and don't have to worry about either cap ,shield boosting in mission, or forgetting to switch hardeners between mission. Being cap stable (short of BR mission neuts) means that the cargo bay can be used for ammo and whatever loot he can cram in per mission. I do agree with Chainsaw that the Rattlesnake just has too many flaws to be used on a regular mission basis for me; I prefer either a Paladin or Kronos for rapid NPC reduction and full looting for each mission (the Golem is also used, but Caldari LP for faction ammo is tighter for me). I'm also too lazy to multibox/account, so my Marauders do the heavy lifting. Any build for PvE that keeps management simple and costs down greatly increase the chance of profit and minimizes risk. Whatever choices you make, try to remember to keep any build simple for PvE.

  • Full clears: Marauder > Noctis? in EVE Gameplay Center

    The Larold wrote:
    Tanuki Kittybeta wrote:
    i just kill everything in my golem and mtu stuff in, i dont even salvage much anymore :(

    "someday when I have time" (20 years), I've been wanting to keep a simple table containing the size of wreck I have killed, the loot value it contains, and the salvage value it drops. If I can determine that salvage value is like less than X% of the overall mission value once turned in, I could probably turn off the full-clear OCD switch. I think X would need to be somewhere less than 10 but maybe above 5.

    Well, a quick check of my main mission hub hanger shows over 5 Billion isk worth of Contaminated Lorentz Fluid and 3 Billion isk of Burned Logic Circuits sitting around. That's after lots of industry use and selling. Add the Billions more in other salvaged odds and sods and you have some idea about what it takes to start considering yourself OCD P Let me know if you arrive at a practical formula.

  • Few questions from returning player in EVE Communication Center

    "Recon" is a specific security mission in 3 parts. Each part is a quick go there and report mission; 2-4 minutes to complete. Parts one and two have combat if you so choose, but most people just grind the three as fast as possible.

  • The Ultimate Guide to Defeating CODE in EVE Gameplay Center

    This thread is going to go places..........

    Seriously, though, wouldn't this be better up in the New Citizen Q and A area? Anyone who has been in this game for more than 30 days should be both well aware of CODE and all the myriad ways to either avoid or reduce their chances on being ganked. Not saying the OP doesn't have useful info for the newbros, but this discussion/info has been covered ad nauseum in GD for years.

  • Full clears: Marauder > Noctis? in EVE Gameplay Center

    I agree with hmskrecik, dropping MTUs in each room is just ringing a dinner bell for those pilots who love to kill "abandoned" MTUs. In fact, in my area of EVE, we have several industrialist who make a living going around and destroying mission MTUs and then selling replacement ones. Those slow and scrunchy Haulers are also targeted all the time by those looking for an easy and perhaps profitable kill.

    I prefer either a Paladin or Kronos Marauder and drop a MTU as soon as I enter a room. Bastion up,release a wing of salvage drones, and destroy everything. As I munch through the NPCs, I tractor all Loot filled wrecks as well as the choice large wrecks and use my ship's salvager to target the hardest/most valuable wrecks. By the time the last enemy ship drops, my drones have plowed through the majority of the lesser wrecks, loot and re-ship the MTU as I get out of bastion, and move to the next room. If someone scans me down in my mission, I just ignore them and wait to see if they are dumb enough to go suspect in my presence (after I check local and d-scan, of course).

    Both of the above Marauders have large enough cargo bays that only a few missions like "Going Berzerk" or "The Mordus Headhunters" exceed its capacity (and even then, not by much). I always pack a wing or two of lights for those pesky elite frigates if I screw up the distance when bastioning up. Dropping MTUs in each room may work in your area of EVE, but it would become crazy expensive to mission run in mine. Sure my way may take some actual concentration and effort to do, but if I wanted to completely veg out I would either mine or ship spin in station.

  • Marauder quick positioning for Gone Berzerk? in EVE Gameplay Center

    If I remember correctly, you warp in at around 70-90km. If that is correct, then I see no problem with MJDing to 10-30km (ie.going past them) and setting up shop. My blaster Kronus does this every time and it has no problem with full aggro and rapid full clear. Remember that it is only the last wave (Death Lords) that will try to extend distance from you; everything else comes right at you. A MWD is an ok alternative fit, especially if you fail to nail the Death Lords early and they head out in three separate directions at range and you have to chase them down. Like you mentioned, I think the use of a MWD to get into position adds maybe 30-45 seconds to the mission's running time; I wouldn't sweat the extra time you spend by using a MWD instead of a MJD.

  • Call to Arms! in EVE Communication Center

    Bringing RPG to EVE Forum?.... What could go wrong?



  • Death by my own stupidity, help me understand it. in EVE Gameplay Center

    Interesting! Thanks for posting a followup explanation; something I'll have to keep in mind for the future.

  • Death by my own stupidity, help me understand it. in EVE Gameplay Center

    Pardon me being dense, but I want to make sure on what happened to you. Did you make the 100km BM while IN the site or before you entered the site? If it was in the site, I understand what happened better. Although the site beacon was no longer present, the other players kept the site active as you originally warped out to your safe spot. When you attempted to warp to your 100km from the gate location (located IN deadspace), the game placed you at the entrance to the still active deadspace because, as per the standard game mechanics that all deadspace sites have, you appeared at the closest normal space entrance to the deadspace area since you cannot warp directly into a gated deadspace area.

    If you placed the 100km BM outside the initial generator location/gate in normal space, I have no idea on this game mechanic.

  • Death by my own stupidity, help me understand it. in EVE Gameplay Center

    Good question, since I would be like you and not have known about the default to site gate if what you said is true. If not, I suspect that in the excitement of avoiding the initial gank/encounter caused you to err and select the wrong bookmark to warp back to, i.e., the gate/site itself. I know that I have to be extra careful when I have multiple BMs in a system and I'm excited/stressed about active hostiles trying to find me. Please let us know what you find out.

  • shiny floaty Nyx - delayed until Q3/4 2017 in EVE Communication Center

    ......and here I thought that CCP alone had Soon trademarked.

  • Why are there Only Two Genders in The New Eden Cluster? in EVE Communication Center

    Well, at least he didn't ask to play as a pony......not that there's anything wrong with that.Roll

  • Warp scrambled by npc lvl 4 mission - triple warp core stab did not help in EVE Gameplay Center

    Perhaps all 4 scrammed at first attempt to warp,damage started accumulating, only 1 succeeded during additional attempts done later at time of ship's destruction?

  • What to expect when doing lvl4 combat missions? in EVE Gameplay Center

    Fit a MJD; it will probably save your ship sometime in the first month. Your concept with a Rattler is good, jump for distance and let the cruise missiles/sentries deal with the NPCs. Always have a flight of light drones available for those pesky elite frigates. Always have EVE survival up and the specific mission well read/triggers learned BEFORE the mission. Depending on fit, fit for faction faced as well a proper drones to use.

    Remember the Rattle turns and moves like an fully loaded oil tanker; it is better to jump early or reposition faster as you begin level 4s. Since I usually clear sweep a mission, I find a Marauder does it better. That being said, not much is going to out dps a well fitted Rattlesnake and it tanks wonderfully.

  • The CSM – Council of Sov. Management. in EVE Communication Center

    I wouldn't care who ran and won if they had the best interests of EVE and the community as a whole as their main focus. Throw in genial participation with the other Council members and a good work ethic and I could accept just about anyone in the role, no matter how different their EVE life is from mine. What I find disheartening is that we re-elect someone with a 15% attendance for meetings, people with open hostility and disdain for other types of gameplay/areas, and a general attitude that as long as my group of people in my alliance get what they want, everything is fair and balanced. Yes, we do have some good people on the new CSM, but we could have elected a better representing CSM.

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To buck the popular trend, I began to Rage Start instead of Rage Quit.

...and every time I get another piece of Carbon, I know exactly what CCP is getting this Christmas.