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  • Date of Birth: 2005-08-09 15:00
  • First Forum Visit: 2011-09-21 17:33
  • Number of Posts: 37
  • Bounty: 10,000 ISK
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Enthes goldhart

Security Status -4.6
  • Icendus Corux Member since
  • Quam'Nocent Member since

Last 20 Posts

  • Thats no Moon! in EVE Communication Center

    So there I was, minding my own business trying not to die while shooting sleeper rats scanning the pynekastoh stargate inside oinasiken.

    When I realised there is a random moon to the right of Caroline’s Star.

    Has this always been there?

    Or is it even a moon?


    Thats no Moon!

  • Dev Blog: Long-Distance Travel Changes Inbound in EVE Information Center

    It’s an odd way to fix a problem, it may solve power projection, it may not.

    The biggest unintended problem is this:
    Harder for people to change careers so they don’t and leave.

    Quote:
    Little Bobby Tables is sitting in his Archon in UJY-HE in at the top of Deklein, just after the Oceanus release. He wants to travel to Atioth, at the bottom of Geminate, which is around 50 LY as the space-crow flies. He consults a popular jump planning service, which gives him a route of four jumps and 53 LY. He’s travel fit and has max skills, so his jump range is 14.625 LY and he’s expecting to be limited primarily by the session change timer. The journey takes him around two minutes.

    A month or so later, he’s back in UJY-HE, and Phoebe has just shipped. His Archon’s jump range is now 5 LY. He consults his jump planner, and finds that his route is now 12 jumps and 54 LY. He hasn’t jumped anywhere since the release, so he has no jump fatigue.


    Little Bobby Tables is a nasty low sec pirate who has been playing less and less, his current home region is Khannid. It has become very quiet recently with no content and his poor corp is becoming more and more inactive.

    He decided to make a change, Little Bobby Table is going to shake things up a bit and get back into EVE! He joins a FW corp. He then goes about planning how he is going to move all of the ships he has built up over the past year.

    He could sell them? but the region is very quiet so would end up having to take huge losses. He would also just end up buying them again in his new home.

    Little Bobby Tables looks at his ship hanger, puts a few on the market and decides it’s going to require 3 carrier trips to move everything he wants, so in total but this is lowsec to lowsec so it’s only 2 mid points so in total its 15 separate jumps and a hell of allot of logging on/off/moving with cyno alts. It takes Little Bobby Tables 4 hours to move everything with all the problems of moving. (cyno's getting killed, items left in a ship’s cargo hold not enough fuel and having to redock to buy more).

    Little Bobby Tables ends the night Tired but happy. He is about to start something new in his EVE Career.

    Now imagine this after the patch. 15 Jumps turns into 60 carrier jumps combine this with the new cool down and Little Bobby Tables has to spend the next week moving to his new home.

    Little Bobby Tables never relocates to his new corp, he left most of his stuff behind. Little Bobby tables is kicked for not relocating and slowly stops playing EVE.

    EVE has lasted so long because it’s about new starts, you do something for a while get bored come back and try something new, I know pilots who have left because they were too lazy to move to a more exciting place because it was so much effort before this patch.

    After this patch my fear is that there is a steady stream of players who leave and never come back because it is too hard to relocate and do something new.
    What’s even scarier is that it won’t be something that CCP will notice as it will be a trickle, but a steady trickle where we will not see players return.

    The only way to solve this problem while still hurting power projection would be to have stations to ship Ships to new stations, you could put a week delay on the contract or something or some kind of once a month thing. Would make moving home to try new things much easier, and I bet the null guys preparing for war would love you.

  • Clarion Call 4 in EVE Communication Center

    Amazing.

  • [video] Eve Online: beliEVE in EVE Communication Center

    Love it Big smile

  • [Kronos] Freighters and Jump Freighters Rebalance [Updated] in EVE Technology and Research Center

    I like the changes!

    But it would be nice to have a low slot.

  • [Rubicon] Renaming some autocannons to actually be called autocannons in EVE Technology and Research Center

    I saw the thread name and laughed, its about time Big smile

  • [Rubicon] Electronic Attack Ships in EVE Technology and Research Center

    Because EAF's dont **** me off enough when running solo.....

  • Adding Pirate Faction Warfare to Faction Warfare in EVE Technology and Research Center

    NO

  • [Video] Black Legion Megadunks 8 PL Dreads (or how to lose 30 supers) in EVE Communication Center

    Beautiful.

  • Suggestion for a new form of hybrid PvE/PvP content: Distress Calls in EVE Technology and Research Center

    I support this idea.

  • [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance in EVE Technology and Research Center

    CCP Rise wrote:
    So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit.


    I can understand blasters needed tracking enhancers as they are designed for short range surely rails should be usable without TE's or TC's like missles.

    This means that you have nerfed tracking but then assumes that people are going to fit 2 mods which each increase tracking by 9.5%

    (Thorax and Talos also have tracking bonus whereas the Deimos doesn’t which kind of makes this comparison a bit odd)

    This graph showing tracking is all well and good but it is not a real situation when both targets are moving with high transversal trying to move out of point range which makes rail deimos’s tracking go to **** (yes I own a rail deimos don’t judge). So unless your view is that they should only be used at 40km+ they really don’t need a tracking nerf.


    Also why would you pick a talwar? The destroyer with the smallest sig, I tried your graph with a catalyst and the talos starts hitting better at 20KM, vs a thorax it hits better at 7km onwards…

    CCP Rise wrote:
    It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos.


    That is all relative to the signature radius, it’s not a fixed 19% it’s a graph, Talwar sig with mwd on is 135, a catalyst’s sig is 408, a thorax is 720… so unless you are fighting a fleet of 100mn ships you are better off in a Talos.

  • [Odyssey 1.1] Heavy Assault Cruisers - round two in EVE Technology and Research Center

    I love most of these changes, especially the sensor strength increase.
    I feel the deimos still needs its utility high for nos so it can brawl without its guns getting turned off.

  • [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance in EVE Technology and Research Center

    Serenity Zipher wrote:
    I am all for a buff to medium rails/beams, but CCP is failing to see what they direly need the most, increased optimal/falloff range!!!


    yep, this is also going to make HML's even more pointless.

  • [Odyssey 1.1] Heavy Assault Cruisers in EVE Technology and Research Center

    TrouserDeagle wrote:
    Enthes goldhart wrote:
    For the Deimos PLEASE DONT TAKE MY 6TH HIGH SLOT! It desperately needs this for NOS due to the amount of neuts in the game. You did this for the Megathron and it worked as Megathrons always have cap boosters fitted due to the MWD, however with the cap bonus to the MWD the Deimos doesn’t need a cap booster taking away that high slot forces it to have one or risk being shutdown. This would really hurt the passive Deimos setups.


    The rest of the changes look good mostly though i feel they might not have gone far enough compared to their T1 and navy counterparts. (I would have liked to see and increase to sensor strength to stop those pesky ecm drones)
    ooster taking away that high slot forces it to have one or risk being shutdown


    A medium nos is only an effective counter to 1 small neut, and it uses up pretty much all of your powergrid. Utility highslots are going to continue to be worse than mids/lows for the forseeable future.


    I run a small nos and it works perfectly. If it can cycle twice (3 second cycle timer compared to med neut's 12) it allows you to fire all your guns allowing you to stay in a fight and keep something tackled. This is one of the few ships a Utility highslot is valuable as a brawler.

  • [Odyssey 1.1] Heavy Assault Cruisers in EVE Technology and Research Center

    For the Deimos PLEASE DONT TAKE MY 6TH HIGH SLOT! It desperately needs this for NOS due to the amount of neuts in the game. You did this for the Megathron and it worked as Megathrons always have cap boosters fitted due to the MWD, however with the cap bonus to the MWD the Deimos doesn’t need a cap booster taking away that high slot forces it to have one or risk being shutdown. This would really hurt the passive Deimos setups.


    The rest of the changes look good mostly though I feel they might not have gone far enough compared to their T1 and navy counterparts especially the speed difference. (I would have liked to see and increase to sensor strength to stop those pesky ecm drones)

  • [Odyssey 1.1] Skill group name changes in EVE Technology and Research Center

    If it aint broke don’t fix it.

    Some of these changed make sense and will make it simpler for new players but for everyone else (your current player base) it’s just a pain in the ass having to re-learn things.


    Just seems like a waste of resources to me, I’d rather you put in a second undock button (where it used to be) and made it change colour when your undocking.

  • [Odyssey] Tech 1 Battleships - Build Costs in EVE Technology and Research Center

    you are shitting on mission runners with this price change, mainly new players.

  • Gravity well (for heavy interdictors) in EVE Technology and Research Center

    I think ships in POS's should be safe (just kill the pos, or use a spy if you want those ships)

    I do like the idea of a tug boat pulling ships out of RR range though.

    I don't think an AOE version would work, some idiot would just end up pulling the whole RR group towards you, would be fun for blaster boats though.... or geting your own dreads back into range...

  • ECM, how to turn the love/hate relationship into love/love in EVE Technology and Research Center

    Alvatore DiMarco wrote:
    Under your proposed changes, ECM would become worthless against drone boats.
    In fact, any ship at all that has drones would become immune to ECM - and that's a lot of ships. So your proposed "counter" to ECM would render it basically worthless. Ignore the ECM ship, put your drones on the tackler and warp away. Good job, ECM ship! You did an amazing job of keeping that target locked down and unable to fight back.


    So drone boats could kill ECM boats?

    Cap boosters kill Neutralizers.
    Missiles and drones kill tracking disruption.
    Speed kills damps.

    Drones can already scare off ECM if the player is quick/lucky but that’s all they can do scare them off.
    They will still be jammed and that time spent trying to kill the ECM is dps lost on other ships.
    If you are in a sabre falcon camp, would you rather the drones went for your sabre of falcon? Atm is 50/50 I can’t imagine being able to choose would change it that much anyway.

    Alvatore DiMarco wrote:
    Scripts to "split the anger"? Does it wound your heart somehow that your target is frustrated at their forced powerlessness? If you're going to jam a target, then jam them. Do it completely or don't bother.. ..and when you do it, make sure to use boysenberry.


    Whilst I do love the tears of someone unable to do anything, trapped like a fly in a spiders web.

    The problem is that people who see ECM are far more put off of a fight than when they see any other kind of recon.

    How many rooks do you see in small gang warfare? Everybody love using ECM but it stops people wanting to attack it.
    That’s why it needs fixing.



    Alvatore DiMarco wrote:
    Overall your "fix" to ECM sounds like an enormous nerf. So to this I have to say... No. Absolutely not.


    There is a risk this would become a nerf, but I believe if they increase the strength of ECM this would counter the penalties and make ECM more viable on non-specialised ships and more fun to fight against.

    Rovinia wrote:

    In the last months, ECM was nerfed several times allready.

    - Range was nerfed
    - Sensor strenght of most ships has been increased in the Tiericide of the ships.
    - Introducing a new skillset that let you boost your Sensorstrenght by 20%! (on Level 5)

    The "real" ECM-Boats (Griffin, Kitsune, Blackbird, Falcon, Rook and Scorpions) have strong ECM, but are pretty vulnerable ships in general. The ECM is the Tank of these ships and even a small amount of damage like 1-2 flights of drones can be a problem for you (except scorpion).


    While I do like the range nerf and would see it increased, but only on non-specialised ECM boats.

    There has been far too much nerfing because of all the tears just to make it weaker, rather than changing the way it works.

    The biggest problem for an ECM boats Tank is that they lose their low slots to Signal Distortion Amplifier’s just to stay effective due to the different nerfs over the years. Or they have to carry a huge mix of different jammers that stops them shield tanking.

  • ECM, how to turn the love/hate relationship into love/love in EVE Technology and Research Center

    TLDR Summery – How to fix ECM and make it fun

    ECM now works like a Warp scrambler turning off specific modules rather than causing loss of target.

    Drones now act as a counter to ECM

    ECM has 2 scripts

    Script 1: turns off all high slot target based modules (turrets, launchers, neuts, Nos, RR, ect)

    Script 2: turns off all medium slot target based modules (scrams, webs, ECM, target painters, damps ect)

    Bonus to ECM strength to help non specialised ships use 1 or 2 mods (maybe consider a limit like ECM burst)

    Reduction in ECM optimal range for no specialist ships similar to warp scram range optimal 10KM and warp disrupter falloff another 10km

    ECM drones have two options to stop them annoying people either

    Slight increase in strength but only Interrupt lock like current ECM bursts

    Or ECM drones Reduce target sensor strength allowing targets to be jammed more easily (great for breaking those logi chains)