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  • Date of Birth: 2008-05-22 01:32
  • First Forum Visit: 2013-03-17 05:16
  • Number of Posts: 33
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Rockstara

Security Status -2.4
  • Blackwater USA Inc. Member since
  • Pandemic Legion Member since

Last 20 Posts

  • [March] Warp Disruptor and Scrambler Tiericide in EVE Technology and Research Center

    The heavy versions are a bit underwhelming considering the massive PG fitting cost. With that fitting they'll only be able to be used on ships without a range bonus so they're pretty meh.

    Like that the worst officer disruptors will now be better than faction. So Pirate

  • New Player looking for Scout/interceptor fit in EVE Gameplay Center

    [Stiletto, scout]
    Inertial Stabilizers II
    Inertial Stabilizers II
    Micro Auxiliary Power Core I

    Medium Shield Extender II
    5MN Cold-Gas Enduring Microwarpdrive
    Warp Disruptor II
    J5b Phased Prototype Warp Scrambler I

    Prototype Cloaking Device I
    150mm Light AutoCannon II, Republic Fleet EMP S
    150mm Light AutoCannon II, Republic Fleet EMP S

    Small Low Friction Nozzle Joints II
    Small Polycarbon Engine Housing II


    An interceptor is a great choice for a scout ship since it is immune to bubbles and aligns and warps fast. Ideal scout ship is often different than ideal tackle ship - scout should try to be able to move faster at the expense of EHP and extra tackle modules. Other races work well too.

  • [December] Module Tiericide - Neutralizers and Nosferatu in EVE Technology and Research Center

    for neuts - deadspace power level seems pretty high relative to officer versions. It'd be nice to have a broader range of options between the officer versions maybe some really long falloff but low base range or really really compact fittings in the meta 11-5 range instead of C/B-type range with 8% stronger effect.

    Actually all X-type modules are easily available and cheap. Most are sub 100M isk.

  • [Focus Group] Capital Ships Signup in EVE Technology and Research Center

    Hello Selector(s),

    I am at your service to provide feedback on the new capital game design, I can comment on how players will view or make use of features or how fun I think they will be. It's clear from this thread that you have many qualified players to select from and I'm sure the design will be improved by good feedback from whomever you do select. I'm looking forward to playing with the final design.

    I have extensive experience with capitals in their current iteration. I have made use of capitals as an FC of small and medium scale gangs for both combat and structure warfare. I've flown in large super capital and slowcat gangs as a pilot. I've died in my slowcat, repeatedly. I've tanked the brave hordes in a triage archon. My triage chimera has yet to see intense combat ... I guess I still have a few months.

    I was at Eve Vegas and enjoyed the presentations. I appreciated the opportunity to ask questions - I put forward two. The first on capital SMA sizes and the second on tactical positioning in the new larger grids.


    Some of my more memorable moments as an FC:


    • In 2008 having a carrier supported gang let me cloak a dictor 30 km from them and continue doing their thing for the 15 minutes it took to move a gang into position
    • In 2013 Coming within an inch of saving a poco sieging dread (not the best idea) from wormhole ahacs using suicide ecm (it died though)
    • In 2013 joining an operation to surprise drop a PL tower grind - we killed a nag before the unlimited archon reinforcements arrived.
    • In 2015 (now with PL) finding the edge of glory when my three dreads killed a small tower before being overrun by 90 ishtars (2 dreads escaped after 15 tense minutes of cycling safes)



    Reflecting on these moments it is interesting that half of them I "lost." The isk loss certainly stung - yet these brief moments of sheer terror ended up being some of the most fun play sessions I've had. Having real options and real risk - knowing that the end result could go either way - is fun!

    thank you for the consideration.

  • Cargoholds, Ships, and Capital SMAs in EVE Technology and Research Center

    This point was brought up at the capital round table, but it is not fun to attempt to pack a carrier (and soon my dread too Big smile) ship maintenance array (SMA) only to have to click through every individual ships' cargohold to remove the non-ammunition I've packed it with. There are a bunch of items I want in my cargohold when I fly my ship.
    1. Liquid ozone
    2. Drugs
    3. Mobile depots
    4. Alternative modules. Such as cloak, specific damage type hardeners, points, webs, etc.

    I don't want to take them out to move the ship by carrier. Ships placed into capital SMAs should be allowed to have anything in their cargo.


    There is some history to the current situation. A long time ago carriers were allowed to put ships full of cargo in the SMA. While awesome for most people a few used that to transport industrials filled with T1 modules. These modules were a way to move low end minerals for super and titan production in a minimum amount of cargo space. Uncompressed a titan would take about 100 jump freighter loads, the reduction in trips was more than a factor of 10. This was kind of ridiculous as carriers were cheaper and could jump further than jump freighters that were designed for moving cargo by jump drive. So that ability disappeared in one release cycle:
    In revelations II (June 2007, http://community.eveonline.com/news/patch-notes/revelations-ii-patch-notes-features-fixes-and-improvements-1)

    Quote:
    Players can now store ships with items in the cargohold in ship maintenance bays/arrays
    You can no longer be able to store ships in ship maintenance bays when there are assembled containers inside them

    Trinity (Dec 2007, http://community.eveonline.com/news/patch-notes/eve-trinity-changes-and-fixes-1)
    Quote:
    Capital and Capital Industrial class ships (Carriers, Motherships, Titans and Rorquals) will need to have ships removed from their ship maintenance arrays before the deployment of EVE: Trinity. Leaving anything other than ammunition or cap booster charges in the array may result in the ship not being able to move, warp or jump.

    But that didn’t actually stop carriers being used to move low end minerals? No, the super builders switched to ammunition and packed haulers full of it until the 2014 reprocessing changes (http://community.eveonline.com/news/dev-blogs/reprocess-all-the-things/) Meanwhile I’ve been stuck loading and unloading my cargobays. Now that reprocessing maxes out at 55% there is little risk of loaded cargobays allowing easy transport of minerals


    There is a gotcha with drugs and contraband - the hi sec SMAs of nestors and orcas should still be fined.

  • Notice: Investgation and Prize Item Freeze for Teams in ATXIII in EVE Communication Center

    queue the organ music

  • Alliance Tournament Ships in EVE Communication Center

    this thread could use some lime, then we could have some good margaritas.

  • [Aegis] More balance! - Ishtars, DDAs and the Tempest in EVE Technology and Research Center

    fit any HAC to do damage at 70 km. It's tough to get decent dps on such ships at that range. Except for the ishtar, it is ~100% better in terms of damage than the next best option.

    you don't need 5% tweaks, you need a big axe

  • REMOVE ALL Cargo restrictions for ships in SMB in EVE Technology and Research Center

    As a player in this game I would like to be able to drag my fit ships and drop them into my SMA. It is pretty straightforward. Some fit ships keep liquid ozone in the cargohold, some ships keep drugs even hi sec safe drugs like quafe, and some keep a moble depot and a few spare mods. I don't care if industrials don't enjoy this freedom. This is a little thing that would make the game less tedious.

    It seems the arguments against this don't focus on solving this extremely annoying requirement in the game and instead focusing on how industrial ships could be packed with all manner of things. So my question to those making this agruments, if it was allowed for all non-hauler ships is that unbalanced?

  • X-type MWD price trend in EVE Gameplay Center

    Caimi Nulang wrote:
    It's like a big water slide. It's all fun and games and then, BAM! Somebody is floating face down in the pool and the lifeguard is still staring at the **** on that girl that did the keg stand last night. Glub glub. And so now the poor sob is just floating there staring at the bottom of the pool and thinking "I guess this is it." And then he sees something. It's blurry and difficult to make out but it's coming towards him. Vision is beginning to narrow but it looks like a person swimming towards up towards him. He's saved someone has come to rescue him! As the figure gets closer our drowning victim starts to notice the square jaw and aged hair style of his savior. That dead eye stares at him and he hears this phase. "I pledge 20B".


    drugs are bad? Lay off the quafe ultra for a while.

  • X-type MWD price trend in EVE Gameplay Center

    Nope, doesn't seem like demand, it looks like it is probably an increase in supply. A number of other x-type items show large downward trends since the middle of November. Very interesting.

  • X-type MWD price trend in EVE Gameplay Center

    Just a set of interesting price charts showing a large longterm downward trend.
    http://imgur.com/a/78ZwA

    Has the demand changed?


    A little background, both of the x-type MWDs have a 0% capacitor penalty. The Gist x-type is slightly better than the Core despite the fact that both are meta 14 in terms of signature radius 400% to 411% respectively.

  • Xander Phoena for CSM X in Council of Stellar Management

    Xander has demonstrated that he is a great communicator which is an ideal trait for a member of the CSM as they are charged with communicating between the devs and the players.

    He is exactly the guy I want the devs to come to when they are trying to decipher the rationale behind our (the players) opinions of game design changes.

    He has my vote.

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

    Either the fatigue or the reduced jump range would be a large nerf with emergent effects on there own that reduce power projection.

    The problem is combat power projection is interwoven with logistics projection. I know local markets seem like they would be awesome, but you're taking away a super highway and substituting a camel caravan silk road in nerfing logistics projection. Psychologically your players aren't going to be happy with that substitution. You should consider starting with one of the two and going from there. Fatigue hits large groups of combat caps harder than reducing range (large groups could have tons of cynos) so I would start with just range. A decrease in range hits pretty hard because the number of systems in range is a function of range^2.

    Also capitals jumping gates is ridiculous and shows how silly the reduced range is that they need gates to cross some regions: cynojammers no longer matter?

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

    CCP Logibro, CCP Fozzie, CCP Greyscale

    Hope these changes work out.

    Though I suspect a primary emergent effect will be a lot of canceled alt accounts. I'm certainly considering it.

  • Blackwater USA Academy [SMASH]- Low / Null - Pure PVP in EVE Corporations, Alliances and Organizations Center

    this is an awesome corp. Many kills (along with losses) will come from it - but I am looking forward most to the sniggwaffe ones.

  • [Kronos] Blockade Runner Rebalance in EVE Technology and Research Center

    this looks good

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

    wow.

    This is a terrible balance. I expect better from fozzie.

  • Major JSilva for CSM9 in Council of Stellar Management

    I endorse Major JSilva


    I like the platform and I like the person.

  • 100+ Days for Logistics Skilling (is that right)? in EVE Gameplay Center

    first off - you should fly the t1 logistics. There will be no better way to gain experience which is for the most part more important and more important than the raw stats.


    That being said t2 logi is much more powerful and in a small gang I'd put you in a different role if you weren't t2 and lvl 5. The whole small gang could literally live or die based on you running out of capacitor (or more likely flying the wrong way and into the waiting neuts of a domi or some bullshit). Anyone that is flying t1 logi in small gangs has isk problems and should probably go make some isk first.