I’ve used this too, but my understanding is that you must be at 75% (or more) of max speed while aligned for instant warp. If you go more slowly, you will need some time to build up speed.
Yea, this is wrong.
The only thing that crawling at a slow speed while mining does is cut down the time it takes for the ship to spin into that aligned direction to warp to. The bigger the ship, the more time it takes.
This is correct.
It is only “wrong” if one doesn’t know the technique.
You rig your Exhumer with an Higgs Anchor and fit 2 Webifiers.
Each higgs-rigged Exhumer webs another higgs-Exhumer. In the end, all ships make like 12m/sec max Speed, reduce that to 75% and they crawl with 10m/sec while fully aligned.
At this speed, you can stay within Mining Laser Range, Boost Range and Compression Range for a VERY long time. And once you get out of range, just turn around and align elsewhere.
A fleet set up this way can basically warp away at the click of a button. All you need in the system is a Deepsave to warp to (so the weapons timer expires while you warp there and then to an Upwell Citadel for tethering) or a POS in the system (you can enter the Forcefield even with an active weapons timer).
Well of course, using webs is an ista warp. However though, ill admit that i didnt know that specific technique with the rigs. Good to know.
Yeah, but this still isn’t crawling by dint of using the manual speed control - it’s crawling by dint of using the Higgs Anchor and the webs. The manual control only drops the speed by 25%…
It doesn’t matter what your definition of “crawling” is. For me (and probably most players), 10m/s ready2warp-speed pretty much is crawling compared what the usual ship speed in EVE is. And it allows the ship to do what it needs to do (mining) for a very long time while being able to warp out in a single server tick. Which ensures absolutely nothing can tackle you if you aren’t asleep.
So, we’ve given a ton of feedback already, without even being able to use the HUD in practice. When is CCP going to follow up with the next static picture version of the HUD that incorporates the feedback?
My guess is an “Beta” opt-in with the September expansion.
FC JUNISON
via discord
Hey everyone, just wanted to check in again. I’ve caught up on the conversation since my last reply. There continues to be a really useful discussions and points raised here, so thank you for that. Again we are noticing your feedback around the proportional HP, active tanking and more precise speed controls. We have also noted the questions around the capacitor indicator and booster slots. Great seeing the colorblind accessibility feedback as well. Thanks again for keeping the discussion going. We’re reading it all, even if we can’t respond to every message.
I absolutely agree. I wasn’t disagreeing with anything you said, but simply pointing out (in response to another post) that this benefit comes mostly from the webs and Higgs Anchor.
The Higgs Anchor (75% speed reduction) is a 4x multiplier on the mining time before realignment.
Each web (50+% speed reduction) is at least a 2x multiplier.
The manual speed reduction (to 75% speed) is a 1.33x multiplier. Not to be sniffed at, but pretty minor by comparison.
One small but meaningful visual change I’d love to see in the new UI is clear, visible kill marks on targeted ships.
Right now, kill marks are so subtle that many players, especially newer ones, barely notice them or don’t understand what they mean. They end up as a cosmetic detail instead of a useful piece of information.
Proposal:
When a ship is targeted, show its kill marks as small tick marks around the outside edge of the ship model or target bracket. Keep them subtle and clean so they don’t clutter the screen, but make them obvious enough that:
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You can instantly see how many kills a ship has.
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New players can actually notice and learn what kill marks represent.
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The information is consistent across all ship types and angles.
This keeps the spirit of kill marks as a prestige and history indicator, but finally makes them functionally visible in combat instead of hidden in the texture work.
Thanks for listening, and I’m happy to test any opt‑in builds that experiment with this.
Hello Fenris, make examples or templates how it is now for HUD vs suggested new HUD design , and do not rush with implementation , seen some pictures in September feed, almost puked from it
I think the shield, armor, and hull health should be seperated, instead of all in one circle. Should be their own seperate circles or bars or something. Uploaded a picture a few days ago in this thread, going to try and share it again.
If they are seperated, they are way easier to see and be like, okay, this is my shield or armor or structure bar, and i am shield tanked, or armor tanked, or whatever.
Then you can focus just on the bar that matches which tank you are, like watching the shield health bar if you are shield tanked, and if that gets low, you see, hey, its low, and you get out.
In the circle its all kind of mixed together and hard to see.
But if seperated into their own bars or circles, way easier to focus on looking at the one that mattters, like shield for shield tank, armor for armor tanked, etc
no this sucks man. Like I’m not just trying to be mean, but simple bars are so lifeless. They are generic and minimilastic. I like to see the vacuum tube style lights that indicate ticks on both my capacitor and hp bar. It feels like those status displays are connected to my ship in an analog way, and I get to observe the status of my ship as though I’m inside it.
A neat mockup by @Nohus_Bluxome (at least i hope its theirs)
My personal opinion, i like the two on the far right..
i like the old medalian’s light bulb like lights rather than all that flat mobile game style UI
But hopefully not the ones with the partial gauges with the small bars. This would make it look like you are always at armor and hull damage.
The separator lines in the proportional field bars are a nice idea in principle, but they only work well on wide bars. On narrow bars they look cramped and improper and make it harder to see actual stats changes.
The capacitor indicator in the middle is bad in all of these mockups. It lacks character, granularity, clarity.
Personal favorites for me: Middle row, 2nd from right and last from right.
I have learned from experience, and watching other people who operated in lowsec, the concepts of align/crawl/ warp when someone shows up on the grid.
Now this technique will not really work on nullsec…usually. Because of Interdictors. But against players who are awake…you are not going to catch them easily.
Now personally I prefer positionally placing myself away from the beacons…so players tend to decloak. But if you do that…you need to align/crawl away from the rocks so you don’t get hung up by the rock interaction zone.
But, yes manual speed does have some advantages in some situations. But that might raise some questions on what speed limits…base speed of hulls, Afterburner MWD.
They posted it on r/EVE as a video…which showed how the system would work. I think the two line ones worked the best. With the ones with actual icons in the bar making sense as well.
So you get to visualize quite a variety of ideas at once. The Dynamics are interesting…but I think too busy…and potentially could be misinterpretated at a key moment.
Soon they are going to make some new PI materials: Duct tape, and goo-be-gone, duct tape to put modules on capital ships, and goo-be-gone to take them off the capital ships with the way Fenris is going.


