Sojourn: The Abyss

Okay, so, the SoE (!) is now apparently officially encouraging us to go delving into the Abyss. Apparently everybody found a Calm filament waiting for them as a present today.

As a general rule, I didn’t think they liked us very much, precisely because we tend to kill a lot of people.

Considering the SoE was asking for access to the crew of that Triglavian cruiser the other day, should we now assume they got it? And were alarmed in some way by what they learned? Or is this just the SoE being generally pro- “expansion of knowledge”?

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SoE would rather see all capsuleers die they hate us the whole free token filament is obviously a trap.

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Maybe the SoE further wants to reduce the incfluence of CONCORD in Abyssal space by making more capsuleers explore the space? After all we were previously reliant on stealing the Filaments from pirate factions whom stole it from CONCORD.

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It’s also possible to find them in the Abyss pretty frequently, or buy them from people who did. Actually, I’m not sure you can find anything but Calm filments outside of it.

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SoE are literally Witches, and that is the key to understanding their motivations.

Mr. Nauplius … you’ve said in the past that you don’t understand science stuff. You also seem to badly want to learn occult secrets.

The Achura are deep into science stuff, and you think they hold keys to occult power.

The SoE is deep into science stuff, and you’re now identifying them as (presumably occult) “Witches.”

Has it occurred to you that maybe the occult stuff you’re looking for has another name? I mean, if it did or does exist, wouldn’t the arcane be basically just a kind of science? Teasing out the secrets of the universe and making tools from them, sort of thing?

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I don’t understand science stuff. I don’t much understand philosophy stuff either, except that it is all very heretical and vile. And so I don’t much understand “philosophy of science” much either.

But once I heard people talking about philosophy of science stuff, and they kept using this word “falsifiable”. I’m not entirely sure why that’s important, but it seemed to have something do with why science stuff and occult stuff isn’t the same thing, even though everyone loves that “indistinguishable from magic” quote so much.

“Ancillary Reps”

Don’t do it, pilots.

They’re pretty attractive in certain ways; their in-the-moment repair rate is pretty impressive. But, then they run out of charges, and you’re still looking at something horrible that’s got fast-intensifying particle streams focused on you, the damage is as intense with two survivng sources as it was with four at the start, and you’re in serious trouble.

I can now report that in addition to the normal cross-repping Triglavian ships like to do, there’s a “Restoring,” I think was the word, Leshak. If you meet it in combination with a company of other Leshaks, take it seriously, especially if they all still have a bunch of armor. I encountered that in a Fierce Firerstorm, accompanied by a squad of weapon-suppressing drones.

Zealot down, with all hands.

In other news, for some reason the Dark’s become way less dangerous this week; I’m not sure whether there’s some kind of cycle in play (Firestorm felt way more dangerous), but resistance has become … anemic. It’s not my imagination, I don’t think. My average time to complete and margin for error has improved a huge amount. It feels like artifact finds there have fallen off as well, though. That might just be luck.

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Ancillary Reps are for burst repping, yes. When you don’t have the mids to spare for cap injection, or as a support/emergency rep, or when you know the fight will be determined in a short period of time. For non-capsuleer fights, they’re very rarely the appropriate choice.

When facing other capsuleers though, they will often out-perform their normal active cousins in most situations.

If you feel you need capacitor warfare proof repairs against non-capsuleer targets, double down on them at least so you can cycle between them during reloads. I’d still rely more on capacitor injection myself, I suspect. edit: Which I see you already have. Are you certain that you needed that to be ancillary, and are the fights short enough or with large enough breaks to make the Assault DC the best choice there? It doesn’t take very long for a normal DCU to deflect more incoming damage than the Assault DCU does. If an ancillary rep needs to reload, the Assault Damage Control will also be overall lower damage mitigation over such a timespan.

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I will assume it was armor repair module if your ship was a Zealot. And I didn’t get what exactly did happen, did it shut down for reload, or you kept running it on lowered efficiency?

If you’ve stopped it and the first case happened - well, you’re very much done for. To prevent it I usually turn off manual reload, so turning repair on and off is way more safer without worry it will go into that long reload process during the fight.

If it kept working? Well, it is still comparable with tech one armor repairer by its efficiency without the nanite paste, it is just very efficient when loaded, but running without it? It is really not terrible.

We can see that ancil repair graph starts high and drops down with time, while Triglavian DPS starts low and grows up.

But instead of going categorical “DON’T”, I can offer you to try just a different approach to it - how I operate them on my dualrep ships. Your goal would be - to maximize armor repaired per cycle of nanite paste before it goes down to running without paste. Let your secondary repair module (tech two, or better-faction) run all the time. For the ancillary rep you turn off both auto-repeat and auto-reload, that way you can run only one cycle per time. And you overload it before each cycle, and do cycle only when you lose more armor, than your t2 and anc repairers together can restore. When you run out of repair paste, you turn on auto-repeat (not auto-reload, that might cost you a ship), and turn your empty ancillary repair module run indifinitely. And if you need to burst your repair amount, you pulse-overload your secondary repair module - it still should be running and be undamaged from the heat of your ancillary module, if you put them at a distance on your low power module rack.

Well, good luck!

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The Firestorm pockets have felt more dangerous this week, but I don’t know if that’s mostly confirmation bias speaking after the loss of LabRat to Too Many Starving Trigs™.

How deep in were you when your MAAR ran out of charges?

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Tier 3, third pocket. Four Leshaks, three Striking, one Restoring (I think was the word-- I was a little busy to be taking notes), plus a squadron of weapon-suppression rogue drones. I didn’t actually run out of nanite repair paste in cargo; I just couldn’t stop running the repair unit to reload because the damage coming off the Leshaks was nibbling structure and I’d already fired my assault damage control unit.

It was going to be a close thing regardless; I was nearly out of time. As it was, the Zealot fell with two Leshaks still on the field. I’d managed to get close enough that they were missing a lot, but I was still taking fire from the escorts and the disintegrators were really smarting when they did get a beam on me.

Boom.

Sigh.

Oh! Important thing: all four Leshaks started with about 30% armor, which rapidly got worse (or better, if you were a Triglavian) because of the cross-repping. I admit I might have panicked a little when I saw that.

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If there wasn’t any light then there wouldn’t be any heat correct?

Form - configuration of something.

Heat is part of the configuration of light even at the quantum level.

Therefore light is a form of heat.

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I’ve noticed that’s fairly common—they start off with half armor or less, 2/3 structure, and 2/3 shields, and then start recovering.

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Dark Matter - (in some cosmological theories) nonluminous material that is postulated to exist in space and that could take any of several forms including weakly interacting particles ( cold dark matter ) or high-energy randomly moving particles created soon after the Big Bang ( hot dark matter ).

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Incorrect. Heat is energy transfer. You can have (for example) friction, even in the dark.

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Infrared.

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Nope. You can have friction without emission. You just have to go slow, use tiny amounts, and be real cold when you do it.

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For a while all I was seeing were Leshaks without shields or armor and weak structure, but cross-repping fast. These ones didn’t have shields-- not that that’s all that meaningful; Triglavians seem to subscribe to a strongly armor-based defensive doctrine so their shields usually evaporate immediately.

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I think you’re describing a process that is low emission, not no emission. And I think you know it.

It’s okay to not be 100% right 100% of the time.

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