EVE Online: Invasion - General Feedback

"Sieera_Starwhisper,"
Also while you are at it please add a checkbox in the audio options to disable d-scan gong. It will drive me insane.

And if we could have a checkbox to disable the auto-match between my wallet orders and the market screen, that would also be helpful. The constant bouncing when I’m checking several things is unnecessarily annoying.

I appreciate features, but I don’t appreciate forced attention distractions.

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Only means something is wrong with your “recalling”.

Just noticed something important: I am not a fan of the new undock button. Why? Because it has no countdown in the animated icon anymore. Another very useful thing that CCP mindlessly removed.

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Are rookie systems excluded from invasion? I just started new toon and there is invasion next to career agents system. If they become invaded they will murder like ducks poor rookies…

And we have it:
pobrane

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At least it will be a fun way for them to die.

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This is important enough to flag @CCP_Falcon - it appears that the Invasions are in close proximity to starter systems. Can you confirm? Is this intentional or will it be addressed?

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Hahaha there are salvaging fleets now.

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There was never the role bonus to all the ships.

Only remote armour repair, smartbomb and nuet/necro bonuses .

Hate to say this is incorrect.

Specialization only allows you access to T2 weapons ammo, the damage bonus is to all weapons of that type.

Eg. Small energy lvl5 give access to allow non-t2 turrets and ammo, gives a +25% damage bonus.
Small energy specialization lvl1 allows access to t2 turrets and ammo, but adds 2% to all small energy turrets.
With lvl5 in both the base skill and specialization you can get +35% (25% + 10%) damage bonus to all small energy turrets.

The invasion has been in lowsec systems.

The specialization skill is needed for access to T2 ammo; however, modules which do not require the specialization skill (ie. the faction variants) do not receive the damage bonus from the skill (this can be confirmed via in-game descriptions and also fitting managers like Pyfa). Only T2 weapons require these skills (again, can be confirmed via the “required by” tab of the skill in question). The damage bonus of faction weapons over T2 weapons is “built in” via a combination of damage multiplier, rate of fire, capacity, etc bonuses.

I believe it is safe to say, then, that if you only want to use faction weapons then there is no benefit to training the specialization skills past L1 for access to T2 ammo. Of course, the cost-effectiveness and ubiquity of T2 weapons would still make them desirable, as would the fact that polarized weapons are T2 and they’re popular. If you want to max the damage potential of T2 (and only T2) weapons, you need to train the specialization skills.

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So true, factional has always been better, just lower damage due to lack of t2 ammo use3. But now they really shine .
Office turrets tend to have high damage mods, but less range and tracking than factional in turrets, and launchers have better rof and mounting requirements.

The npc ai has been improved for the trigs, they act more like players would.

All trig loot items.

But be warned the trig engineering skill needs to be trained first, its not listed as so, but i found this out the hard way.

I’m beginning to wonder what the point is of training any of the specialisation skills to 5 now. I am a Torpedo specialist and now I can load Tech 2 Ammo into my Caldari Navy and my Officer Launchers, I don’t think I will ever train Torp Spec 5 at all. Those Launchers just have so much advantage over Tech 2 Launchers, such as Clip size, Fitting requirements, RoF etc. A Navy Torp Launcher fits 46 Torps instead of Tech 2 40 (+15%), while a Navy HAM Launcher fits 75 Hams instead of Tech 2 66 (+15%).

With this expansion, expect faction+ weapon module prices to skyrocket permanently, so T2 weapons will be more of necessity going forward.

Otherwise… the biggest advantage would be to use polarized weapons. Off the top of my head I’m not sure if they’re available for all weapon types and sizes/subsizes, but hopefully you’ll find polarized torpedo launchers available. Slap those onto a Platinum-Insured Raven or Typhoon and help ruin someone’s day

Most of the Officer Launchers have easier powergrid requirements, but very high CPU requirements, to the point where it’s impossible to fit Vepas/Estamel’s Torp Launchers to a Barghest and have space to complete your fit, even with maxed out fitting skills.

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You really should do a simple test before you say incorrect things :] you are very wrong:

I guess the other option is CCP’s math is bad xD

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As an observation CCP, I think you need to turn up the volume in these systems that have Trig invasions. It should be chaos with these things everywhere challenging all who enter. At the moment folks are running around in fleets trying to find anything to shoot. It should be more like the trailer you released with those 3 frigs and just one gets out only to see a big wave of Trig ships rock up. Don’t have to make them tougher just increase numbers as that will force players to group together more and test everyone. Flood the systems with Trig ships and not have people competing for a small fleet kill … should be more like the Alamo.