Abyssal Deadspace now live on Singularity for testing

I agree. But again, this is still in testing and as we have seen CCP are still doing balance work as evidenced by reduced triglavian npc battleship damage and spool up.

Cap stability seems to be key for these sites however, especially considering the prevalence of neut pressure. Have you been able to come up with a cap stable varient of this fit?

I must say i am still having reasonable success with AB fits.

Good idea, curious how it works out. Maybe if it works, CCP will add cap chain to them next.

Another option might be to use race-specific ECM instead of burst. It depends on the number of RR Veds though. If a small group, taking one out of the equation could help a lot.

Or maybe both. Try to ECM one, Neut another and go for the 3rd.

Another thing that might have to be tried is their response time. Did they pre-lock each other? How long does it take for them to reply to incoming damage?

How quick are they in changing rep targets? Could we effectively scratch one to make reps to there and punch another in the face?

Also range. The rep change bonus is of course an issue, but while doing all of the above it might be good to try any way of getting any of them away from the group, even just out of optimal.

I haven’t met them yet, sounds like a lot of fun though.

Is SISI down? I cant get on.

Looks like. In the launcher you can’t see the normal “ONLINE #### PLAYERS” line under SiSi like you can for TQ. Might be some update rolling in?

I think so. might have sleeper drone npc and rogue drone battlecruisers incoming given whats on here.

If someone of you happens to run a lot of abyssal pockets, it would be great if you could share the amount of loot you recieve from a certain amount of sites or cans of the specific tier you run, so we can get a better understanding of the droprates and possibly changes to them by CCP. Thanks!

CCP keeps changing the loot tables, they aren’t fixed atm will have to test that once they release it/when they balance it on TQ

@Dark_Engraver
since you said neutind kinda works - have you considered using the Curse?
Something like this may be:
[Curse, Curse of the Abyss]

Nanofiber Internal Structure II
Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II

50MN Y-T8 Compact Microwarpdrive
Adaptive Invulnerability Field II
Medium Capacitor Booster II, Navy Cap Booster 800
Large Ancillary Shield Booster, Cap Booster 150
Tracking Disruptor II
Explosive Deflection Field II

Medium Energy Neutralizer II
Medium Energy Neutralizer II
[Empty High slot]
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Medium Egress Port Maximizer II
Medium Ancillary Current Router II

IF neuting the abyssals really is a thing - than range will certainly help.
What concerns me about that fit is the lack of descent buffer and the need of two different type of cap charges on a 340 m3 cargo …

Any comments will be more than welcome :slight_smile:

If reloading RLML is a problem, maybe kiting with rail guns can be a solution:
[Eagle, Abyss rails]

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Assault Damage Control II

50MN Y-T8 Compact Microwarpdrive
Dark Blood Small Capacitor Booster, Navy Cap Booster 200
Large Ancillary Shield Booster, Navy Cap Booster 200
Adaptive Invulnerability Field II
Dread Guristas Explosive Deflection Field
Pith A-Type EM Ward Field

250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M
250mm Railgun II, Federation Navy Antimatter Charge M

Medium Hybrid Collision Accelerator II
Medium Auxiliary Thrusters I

Hobgoblin II x5

Mid-grade Snake Alpha
Mid-grade Snake Beta
Mid-grade Snake Gamma
Mid-grade Snake Delta
Mid-grade Snake Epsilon
Inherent Implants ‘Squire’ Power Grid Management EG-604
Eifyr and Co. ‘Rogue’ Evasive Maneuvering EM-703
Inherent Implants ‘Lancer’ Medium Energy Turret ME-803
Eifyr and Co. ‘Gunslinger’ Surgical Strike SS-903
Zainou ‘Gnome’ Weapon Upgrades WU-1003

DPS is close to 500 with all implants and other 99 comes from drones. So - almost 600. over 600 if you use faction stabilizers.
Again, I try to EFT some kiting ship, that is able to go about 2000 m/s (vedmak speed? ) cap stable and apply damage at 40-70 km .
Implants are expensive, realy needed one is EG-604. Wihout snakes ship does over 1800 m/s, with them - over 1900.
Idea was to shortly overheat MWD to get to 2500m/s (2700 with snakes) to get vedmaks to 40 km range (your guns optimal). After that you let cruisers slowly close up to their optimal (21 km ?) while killing them as they burn toward you with 0 transversal. If there will be any cruiser left - overheat MWD for one or two cycles and repeat.
After you get rid of small targets, you can try to use you high transversal speed to mitigate BS damage, orbiting them at 40 km. LASB gives you over 700 EHP omni tank (EM is a weakest, do they do EM damage at all?) for half of a minute. You can increase your optimal to 70 km, if you use thorium, but your DPS will drop below 400.
If neuting is an issue, ship is much more cap stable if you use navy cap charges 400, but you have only 550 cargo space…

I worry about the exact same thing you are worried about and I fully support your thoughts on the matter. The lack of ISK risk per rewards is just too rediculous. Therefore, there needs to be some mechanic in the game that completely and permamently deals with this.

For example: Instead of Let concord blop all pods, increase faction loss below -5 , and make the navies blop anyone with -5 or lower that undocks on site. Increase concord response time, spawns, ship numbers and DPS.

Anotherwords make it so that ISK costs in Catalysts, Thoraxes or Tornadoes, will be equal to the ISK loss of their target. Restore balance vs reward in ISK costs while increasing the risk where there is currently none. This is a win-win-win scenario.

The attackers will be happy because they crave more risky gameplay, they will be happy becayse it will be more balanced, and the victims won’t be as pissed off and won’t quit the game so much etc. cause at least they won’t be the only ones losing. Its a perfect solution.

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You could not be more wrong about abyssal deadspace. It is not riskless content. In fact, just the act of entering abyssal deadspace is a risk. Within 20 minutes your ship, your loot and your pod will be dead if you can’t finish the site. And we’re not talking about mission NPC’s here. These are nasty ships that have no problem killing the unprepared.

Further, someone in abyssal dead space has NO CHANCE to know when it may or may not be safe to exit. The people theoretically waiting outside do NOT have any ship restrictions at all. So they can be waiting in gangs of T3 Cruisers or whatever they like while deadspace runners are restricted to T2 cruisers.

Frankly, the way it’s set up right now, if ganking abyssal runners becomes a thing, the content will fail. Flat out. This content will need rewards that are unprecedented in value for PvE content for it to even be worth the risk involved.

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Getting back onto the topic of Abyssal stuff. I had some weird stuff happen in my pockets. So I will do some feedback and then describe what was happening. I understand Sisi is down right now as I write this for updates, and what I am writing here may not be applicable after it comes back up, or some parts of it may or may not be applicable.

So first of all, just like a lot of people above, I had serious issues with these sites, the biggest issue for me is the the random spawns. I have to fly a hip and fit it to account for teh weather and be able to perform somewhat reasonably.

I have to say I was unable to complete most lvl 3 sites with just a T2 fit. I got like 2-3 outta 15 or so, due to getting very lucky on the spawns. I did much better using faction / deadspace modules, but those I will never use on TQ due to the nature of these sites, and just completely forget it for the suspect time for lvl 4-5, not gonna happen.

Simply put, suspect timer = T2 or lower only with empty clone, no implants. Period. If the content is balanced for anything higher, then the content = inaccessable due to this issue.

The random spawns themselves: If I fit for battleships then the drone swarms would take too long to kill and timer runs out = dead
If I fit for drone swarms then I can’t get close enough to apply full DPS to the battleships = dead

The abyssal sites are too limitting to too many ship types. For example laser boats and blaster boats I found to have great difficulties. Lasers cause of their innate lower tracking and cap use, blasters cause of teh super short range, made it impossible to close in with battleships for a blaster fight.

Tracking requirements: Some of the tracking requirements are stupid rediculous or are bugged. I had a blaster boat with 80ish trackign + a T2 web and I was still unable to hit my targets. Had to go double web, LOL wtf ? 80tracking and a double web = no room left for tank or utility (such as cap booster or battery), and thats on weapon platform that has what 2-3k meters optimal ? How do I fight 5+ Battleships on this in the next room ? So I got an idea to make a smart bomb fit… yup. Now I had tank, didn’t need tracking and at least had some weapons. Again ,came against battleship group. GFL to me trying to take that out, can’t even get into range.

The drone killing structures … I don’t understand them, or they were compeltely bugged for me. I believe they were supposed to kill drones, all drones, so I pulled drone swarms to them, remained very close range, nothing happened. Literally nothing happened. I tohught, OK there are different ones, maybe I just picked a wrong one. So I did it several more times on different ones, same result. Nothing happened except me losing ships / pods to timer.

So unless there are some serious changes to these, I will never be doing any of these on TQ above lvl 2 unless I’m provided with free ships.

Overall I feel too many ship types and fits are excluded from being effective in these, you have to go pure 100% meta (whatever that will develop itself into) or die. Its beautiful content, but just too restrictive.

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You my friend are in serious need of L2read. And I don’t mean just what people type or misstype, I mean context as well, for example, sarcasm and cynicism…

In my experience one particular drone type: Crossfire Tessella is immune to the Automata Supressor. I don’t know if this is intentional or an oversight since the name implies “dodging fire”.

Hi,still reading,doing much thinking and theorycrafting there is no ship as far as I can see it to cover all variations and future variations of spawns-the drone bcs that should come up look like a total troll design meant to instapop players-50dmg with 20x weapon modifier extremely short range

Ideally I hoped and I’m sure many others hoped that we would have at least 1 of each faction hac capable of doing at least 1 specific tier4 and 5 that favoured it’s race and implied dmg type amarr-electric,minmatar-gamma ray etc

The spawn variations tho are too wild and altho experience alone will allow me effortless tier3 access tier4 and up become too much of a wildcard to warrant risking ships needlessly.
Our hacs are not strong enough that’s the bottom line and if anyone shoves the "use abysal mods to fine tune your fit for tier5 " o can point to costs of nearly perfect rolled abysal mods ,a perfect abysal mod ship would prob cost more than a titan.

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What really bugs me is we’re not getting any real feedback from the devs such as numbers what spawns getting the most players killed what they want more detailed feedback on as far as spawns or spawns in what sites they want feedback for.
How many people can they have testing this internally 10 or less I bet not all tier levels since 1 and 2 has to be tweaked to entry level.
I suspect they are balancing from the bottom up as far as results we see instead of from top down this way you make a good entry level but top tiers scale up too much.

If you were to start from top down you can create a grueling yet doable experience at the top then gradually reduce it for smaller tiers

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so was trying a explosive c5 one with a deimos and ugh. the 9 leshack one is barely tankable with a deimos need to get under there guns. but the kicker is you cant kill them even with my guns overheated doing 630 dps. i dont know what you need to do but that site is unrunnable in anything the only thing i can think of is bring a burst jammer and get lucky but thats kind of ridiculous that thats what you have to bring to kill this thing.

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Honestly, the difference between T3 and T4, and again to T5 are HUGE jumps in difficulty and fitting requirements to possibly succeed. Too big in my opinion. The succeed or die mechanic here in essence means that the only smart thing to do before going T4/T5 is go on Sisi. To me, that’s a problem.

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That argument is valid for all area of eve, if you want to test something without risk do it on sisi first. Some rats have scrams you could argue that this is a succeed or die mechanism. With how easy it will be to get into the pockets there needs to be some risk so were in the site.

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