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  • Date of Birth: 2014-08-06 11:57
  • First Forum Visit: 2014-08-06 21:47
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Mephiztopheleze

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  • Laphroaig Inc. Member since

Last 20 Posts

  • PI 102 in EVE Gameplay Center

    Duck Troland wrote:
    EDIT. Also, one more question as I'd very much like to plan my PI stuff while being payed by my employer (ie: at work) and not get fired in the process: how long do cycles last? It is my understanding that the P0 extraction cycle time (meaning: the time it takes for one ECU with X heads to complete a batch, not the whole cycle timer that you get to choose) depends on the total cycle time and is a multiple of 15 mins: for example, if I recall correctly, it should be 15 mins when the total timer is set to an hour, and in the 30 mins when the timer is set to 1-2 days. A batch of P1 production would take 30 mins, and a batch of P2/P3 1 hour, is that correct? How about P4? Sorry to ask here, but I can't seem to find the relevant information anywhere.


    My extraction planets run on 2d1h30m programs. with two launchpads to fill up, i only need to actually visit the POCO once a week'ish. My factory planets all run for around two days with full hoppers, you can use the POCO itself for additional storage, stretching out the time between visits.

    Build up a decent'ish buffer of P1 inputs and you'll (mostly) keep the factories turning over. Taking some time to plan things out so you minimise time spent in an Epithal is A Good Thing(tm).

  • I Need Help with Bubbles in EVE Gameplay Center

    bubbles only pull/stop a maximum of 500km from the desto, if it's inline with their warp path.

    so, warp from the Gate to the Ore Anomaly at 100km, anchor your bubble, repeat for all gates in the system. you now have 100km Stop Bubbles that will catch non-nullified ships.

    personally, i'd be using Large bubbles for this.

  • PI 102 in EVE Gameplay Center

    my standard PI copypasta.....

    Quote:
    http://imgur.com/a/nzmjR
    The top one is a six P1 input -> P3 factory planet (Gel Matrix Biopaste in this instance). Put ~13k of each required P1 into launchpads in pairs. Route out and back for P2, then the centre three factories make the P3. Can run for two days with full hoppers.
    The bottom two are P1-P2 factories. These run for about a day before needing feeding again.

    http://imgur.com/a/8d4Zs
    This is a four P1 input -> P3 factory planet.
    The Red and Yellow sections draw from the launchpads to produce a P2, which routes back evenly to the launchpads. The blue factories down the centre draw P2 and spit out P3. Runs for two days.

    With all of these, build from the centre out. They require CCU V.

    http://imgur.com/a/qOgq0
    Extraction -> P1 facility, can be built with CCU IV.


    Two other tips:
    1: Always route to and from a buffer.
    2: Try to minimise time spent gamboling around in an Epithal.

  • How do massive wars start in EVE Communication Center

    ergherhdfgh wrote:
    As far as how players actually get to the battle location you can looking into things like:

    Cynosural Field Generators
    Covert Cynosural Field Generators
    Titan Bridging
    Jump Bridging
    Hot Dropping

    The above are all variation on the same basic concept which involves instantly teleporting players and their ships to systems up to 5 lightyears away.

    https://wiki.eveuniversity.org/Jump_drives


    also: wormholes.

  • Does in-process research time decrease when new skill level achieved? in EVE Gameplay Center

    i would very highly doubt it. the time required is calculated when the job is installed.

  • Cool It With the ISK Sinks in EVE Communication Center

    Nardos Tatio wrote:
    Unwilling and unaccepted PVP is not part of a modern mmog.....it was 14 years ago but we have 2017......


    You explicitly and willingly consent to pvp engagements when you click 'undock'.

    Why do people not understand this one, small, simple thing.

  • Higgs Rigs and WH Polarisation....... in EVE Technology and Research Center

    Cade Windstalker wrote:
    Oh and lets not forget that T3Cs are going to get the ability to swap rigs, so we could see a return of the lovely days of jumping back through holes to escape, except this time the other side can't follow because they're still polarized... yay!


    what has THAT got to do with anything? they'll still need a mobile depot, etc. that is a pretty ridiculous argument to be putting forward tbh.

  • Higgs Rigs and WH Polarisation....... in EVE Technology and Research Center

    Cade Windstalker wrote:
    Mephiztopheleze wrote:
    Higgs rigged rolling battleships top out at around 170m/s and are incredibly easy to bump off a hole, so they are already at a disadvantage when anything not Higgs rigged shows up to shoot at them. Fine and dandy says I.

    It's more a factor of waiting out the timer on each jump. If the Higgs lowered that time, it means more rolled holes in the same period of time which means more content. A 30%-50% reduction would be great. By the time you've burned back, you're almost ready to jump again.


    Except that the main way that a rolling ship gets caught is waiting on the hole and the general time it takes to roll a hole.

    This isn't a "buff to content" which is a BS concept, it's a buff to hole control for the people trying to close a hole. There's zero reason to do this, it's not needed, the WH community already has hole rolling down to a pretty exact science.


    actually, no.

    the most dangerous part is the final pass when you have to burn ~10km back to the hole to collapse it. this is when jump dessies or bumpers tend to do the most damage. you have a crit hole and jumping combat ships in to save a rolling battleship is a very dicey proposition.

    the 'waiting out the timer' part is a matter of cloaking up, and waiting. i've never yet been jumped during this phase.

  • Higgs Rigs and WH Polarisation....... in EVE Technology and Research Center

    Cade Windstalker wrote:
    Why would CCP take a rig that already makes rolling a WH faster and then make it even better at doing that thing?

    Never mind reducing or removing the timer they specifically introduced to make it harder to escape back through a WH or roll them quickly.

    Why would either of these be really desirable from a gameplay perspective?


    Higgs rigged rolling battleships top out at around 170m/s and are incredibly easy to bump off a hole, so they are already at a disadvantage when anything not Higgs rigged shows up to shoot at them. Fine and dandy says I.

    It's more a factor of waiting out the timer on each jump. If the Higgs lowered that time, it means more rolled holes in the same period of time which means more content. A 30%-50% reduction would be great. By the time you've burned back, you're almost ready to jump again.

  • Higgs Rigs and WH Polarisation....... in EVE Technology and Research Center

    Any possibility of changing Higgs RIgs so they ignore (or speed up) WH Polarisation timers?

  • Advanced ratting ship in EVE Gameplay Center

    Sophs Monster wrote:
    Are most people ratting in the Vextor Navy Issue? I assumed that was a starting ship and that those people making big money ratting were using a better ship?


    The true glory of the 100MN passive shield VNI is that it offers, hands down, the best ISK:RISK Ratio in the game.

    Sure, there are other ships that will make with much danker ticks, but then there's a lot of extra risk you're taking. You can rat up the cost of a new VNI in a couple of hours (in a VNI at that). It would take far longer to rat up the cost of a ratting carrier, even with the higher ISK/hour.

    My personal favourite ratting ship was a polarized Vindicator. Sadly, recent AI changes have made that unfeasable :(

  • Planetary Interaction Factory Planets in EVE Communication Center

    herewith my $0.02 PI copypasta.

    Mephiztopheleze wrote:
    http://imgur.com/a/nzmjR
    The top one is a six P1 input -> P3 factory planet (Gel Matrix Biopaste in this instance). Put ~13k of each required P1 into launchpads in pairs. Route out and back for P2, then the centre three factories make the P3. Can run for two days with full hoppers.
    The bottom two are P1-P2 factories. These run for about a day before needing feeding again.

    http://imgur.com/a/8d4Zs
    This is a four P1 input -> P3 factory planet.
    The Red and Yellow sections draw from the launchpads to produce a P2, which routes back evenly to the launchpads. The blue factories down the centre draw P2 and spit out P3. Runs for two days.

    With all of these, build from the centre out. They require CCU V.

    http://imgur.com/a/qOgq0
    Extraction -> P1 facility, can be built with CCU IV.


    Two other tips:
    1: Always route to and from a buffer.
    2: Try to minimise time spent gamboling around in an Epithal.

  • Want to move to wh with few alts - need advice in EVE Gameplay Center

    Marauders in Wormholes is a singularly terribad idea. Those bastion modules WILL get you killed. Stick with remote cap transfer rattlesnakes and forget about the Drifter in a dualbox setup.

  • WH Spawning Mechanics update in EVE Gameplay Center

    Zarek Kree wrote:
    I used to have a real problem with people who kept PI alts in my hole scanning down the static and warping their products out when I thought I had the hole closed. It's a good reminder to never stop D-scanning just because you think you're isolated. You never know who might have logged off in your hole or when they might log back on.


    Then you need to talk to these folk and lay down the law of the land. Successful wormhole living is all about communicating with each other.

  • Can they get you at destination gate? low sec cloak trick thru camps in EVE Communication Center

    Ageanal Olerie wrote:
    Not really sure what the maximum amount of damage they could conceivably do with smart bombs, but it seems I've never been hit with more than maybe 1500 hp, when I encounter them at a destination gate.


    how much damage they dish would depend on how many smartbombers are waiting for you.

    A single smartbombing battleship with eight highslots can pump out around 2,400 raw damage with a full volley using YF-12 meta smartbombs. These will shred Shuttles, Pods and untanked Frigates.

    For larger, tankier targets, simply add more smartbombing battleships, a la Rooks and Kings.

  • [[ critical intel ]] solo combat sites in [ C6 ] with a paladin ? in EVE Gameplay Center

    Marauders in wormholes are simply loot pinatas begging to be busted open. That Bastion module WILL get you killed.

  • Solo PVP in wormholes - Weapon of choice, fitting and methods? in EVE Gameplay Center

    an well skilled alt in a combat probing buzzard is my #1 must have weapon of choice.

  • Fast Ship in EVE Gameplay Center

    50MN MWD Punisher.

  • C4 SOLO ratlersnake question. in EVE Gameplay Center

    Zanar Skwigelf wrote:
    needs more stacking penalties

    psst: passive shield regen mods don't suffer stacking penalties.

  • WH Paladin in EVE Gameplay Center

    my advise: don't.

    Bastion locks you in place for a minute. This is A Bad Thing(tm) that will get you killed sooner or later.

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Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura