Grappling Hook module for Abyss

TL; DR

After having tried your technique, I still feel the proposed module would offer the best speed experience. I also have some observations but they need to be broken down:

  • The ‘parabellum’ technique is for very advanced players
  • Multi-tasking and information overload
  • Satisfaction of a ‘Perfect Run’
  • Large Abyssal assets

Due to these, and that the module is not a ‘necessity’, I would propose it as a convenience mod, much like the plain tractor beam is just really for convenience.


The Parabellum Technique

This is a very cool technique, and again, thanks for sharing it. I tried it in conjunction with the tractor beam and occasionally got some stunning results. But unfortunately with the speeds I am working with, I figure there is at best 3 seconds to get your two commands of ‘open container’ and ‘loot all’. And maybe the reason it can be sketchy is cause of the server ticks within such a short time frame. I can see this technique being made into a racing loot catching sub-game in EVE, and with a lot of practice would be awesome. But then again, maybe there is already such a game and it’s called ‘criminal activity’, of which I may try to practice for… :joy:

Multi-tasking and information overload

Personally, I am horrible at multi-tasking, I am a very focused person. The Abyss already has enough activity going on, like watching enemy, your direction, your stats, managing multiple weapons, and targets, and then adding a maneuver that requires micro-managing is overloading the experience for me. In fact, because of the information overload I nearly missed an amazing visual which I will share at the end.

Satisfaction of the ‘Perfect Run’

After all that practice, it got me to thinking of the concept of what exactly is a ‘Perfect’ speed run? In my opinion, it would be as I have mentioned. Speeding to each node, grapple the node wreck, make the turn to the next target, reel in and loot, then repeat until flying into the gate. However the optimal range tolerance for the proposed module should be tight enough that it requires some timing and piloting skills and result in some misses. That way a ‘Perfect’ run for all three rooms in Abyss should feel like an achievement, but not so many misses that it’s frustrating. I’ll update that concept in OP.

Large Abyssal assets

In the past, I was running afterburner fits and I had never paid much attention to asteroids and other assets in the Abyss cause I never really had to interact with them when I could just pull in the node wrecks with a tractor beam. But now I realize that all the bonus nodes are always at least attached to a small/medium asteroid, and occasionally a large asteroid that the parabellum maneuver likely would not be able to handle. Not sure if these large asteroids are associated with certain types of Abyss, but I did come across one in all three rooms in a row of an Electrical.

And in another instance, due to micro-managing of the maneuver, I almost didn’t get to appreciate an amazing sight. I ran into a ‘forest’ of asteroid pillars, the first time I ever came across it. I bumped into a pillar, which snapped me out of my zone, and realized I needed to actively fly through the ‘forest’ to get to the node. That was friggin awesome! That asset needs to appear more often! And that’s where the suggested module would still be useful. Flying through asteroid fields and still be able to turn and burn and grapple node. That would be such a great immersive experience!


  • P.S. If somehow the CCP artists and level designers get through that wall of text to this… Thank you!!
    I didn’t really appreciate it much before, but since I’ve recently started flying to and through the artwork all the time now in the Abyss, it is absolutely amazing! Keep up the great work, and I hope to see more!