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Thread: Rookie Ship Buffs

  1. #51
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
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    Quote Originally Posted by Don Peyote View Post
    What did Skiffs use to do? Mercoxit mining?
    Yeah, but this was a virtually pointless role as drone poo was also a decent source of Morphite. After the Drone nerf Morphite spiked hard before coming back down. I'm not sure whether people actually unironically mine Morphite. In fact, I'm not really sure what's supposed to specialize in 'deep core' mining with these changes.

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    Quote Originally Posted by Hilmar Keller View Post
    Yeah, but this was a virtually pointless role as drone poo was also a decent source of Morphite. After the Drone nerf Morphite spiked hard before coming back down. I'm not sure whether people actually unironically mine Morphite. In fact, I'm not really sure what's supposed to specialize in 'deep core' mining with these changes.

    i'm no miner but i always thought morphite came from repro'ing tech 2 lewt...
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    Quote Originally Posted by blind guy View Post
    deadspace fitting one gets it up to 190K, 256.9K ehp with heat.

    but the end result is that you better bring an alpha fleet to gank any shield hardenered skiffs, because anything else will just die

    edit: they buffed its drone bay to 50m3, so it can run 5 meds now. brb running lvl4s in my skiff. This thing has to be treated like a super; neuts, neuts, and more neuts or its not going to die.
    I was wondering about that supposedly being the solo miner and having no drone bay. Good change.

    Did they nerf the covetor bay and buff the proc?

  4. #54
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    They buffed mining barges too, apparently they're all now similarly good at ice mining.

    Also, from what I understand CCP is implementing 'mining rigs' including one that enables better use of the Mercoxit miners. I don't know the specifics because I've always considered Mercoxit to be the worst possible use of your time in EVE.

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    Yea that's what they are doing.

    Creating 3 lines of ships. Fleet miner, Solo miner, Supertank miner, You can then apply the ice or mercoxite specialisation as a rig.

    A guy on Redit did a nice comparison post. He could do with some realistic fits rather than the 100% tank with bulkheads ones he used for his max tank examples however.

    http://www.reddit.com/r/Eve/comments...ils_from_sisi/

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    I checked again this morning. A new update went into sisi and my procurer bay is now 25m. The skiff is nor (i think) 50m. I didn't check fitting or tank because I had to leave for work. Any word if these have been left as they were?

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    Quote Originally Posted by Teth View Post
    Yea that's what they are doing.

    Creating 3 lines of ships. Fleet miner, Solo miner, Supertank miner, You can then apply the ice or mercoxite specialisation as a rig.

    A guy on Redit did a nice comparison post. He could do with some realistic fits rather than the 100% tank with bulkheads ones he used for his max tank examples however.

    http://www.reddit.com/r/Eve/comments...ils_from_sisi/
    His max tank fits are pretty bad. I haven't done any work on tanking the other 2 exhumers, but he is dual tanking, and focusing too much on buffer and not on resists. If you compare his max tanked fit to my MLU fit skiff earlier, his tank is 18K lower. He also isn't mentioning the 37.5% resist bonus that the skiff gets.

    Skiff is still the same.

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    Unrelated to rookie ships, but not worthy of a new thread:

    For the Inferno 1.2 release, we’ve modified the self-destruct mechanics a little. These changes are now live on the Singularity test server. You can go and try them for yourself, and leave feedback in this thread.

    Loot Drops
    Ships that self-destruct will now drop loot in their wreck. This follows the regular chance-based loot-drop mechanics for items fitted to the ship and carried in the cargo hold.

    Kill Reports
    Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final-blow will be awarded to the eligible attacker who inflicted the most damage.

    Self-destructs that do not involve player aggression will not generate a kill-report
    By the way, you may have seen reports of the occasional self-destruct kill-report on Tranquility recently. These were caused by an unrelated defect, and were not intentional. Typically the items list of such mails is incomplete. I’m stating this in-advance, as no doubt someone would have asked about it.

    - CCP Masterplan
    https://forums.eveonline.com/default...60#post1707260


    Honestly, I'm not feeling the dropping of loot. Generating a KM is long overdue and I'm fine with the cargo/fittings showing up on the KM as usual but I think the option to self destruct and put a middle-finger to your attackers should still be available.
    I've noticed that there's a pretty big disconnect between the general consensus of kugu and what's actually happening. It seems enough people have said it in this thread that people are taking it as fact.

  9. #59
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
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    Quote Originally Posted by Phey Onat View Post
    Unrelated to rookie ships, but not worthy of a new thread:



    https://forums.eveonline.com/default...60#post1707260


    Honestly, I'm not feeling the dropping of loot. Generating a KM is long overdue and I'm fine with the cargo/fittings showing up on the KM as usual but I think the option to self destruct and put a middle-finger to your attackers should still be available.
    It still is a middle finger (seeing as, I'm guessing, nobody gets the 'final blow') but it favors the attacker, which is honestly the way it should be because SD mechanics have been fucked for a really long time.

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    Quote Originally Posted by Hilmar Keller View Post
    It still is a middle finger (seeing as, I'm guessing, nobody gets the 'final blow') but it favors the attacker, which is honestly the way it should be because SD mechanics have been fucked for a really long time.
    I think top damage also gets the final blow.

  11. #61
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    Quote Originally Posted by Manfred Hideous View Post
    I think top damage also gets the final blow.
    I believe it actually said this.

  12. #62
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    Quote Originally Posted by Hilmar Keller View Post
    It still is a middle finger (seeing as, I'm guessing, nobody gets the 'final blow') but it favors the attacker, which is honestly the way it should be because SD mechanics have been fucked for a really long time.
    SD should not drop any items.

    A well-time SD is a great middle-finger and it is justifiable lore-wise that you could have it done in such a way as to destroy fucking everything. Killmails for SDs are way overdue though.
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    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
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    Quote Originally Posted by X420X 5M0K3 W33D X420X View Post
    SD should not drop any items.
    This doesn't make sense to me, but then again, I don't smoke weed every day.

  14. #64
    Don't try to solve serious matters in the middle of the night Raketefrau's Avatar
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    Quote Originally Posted by Hilmar Keller View Post
    This doesn't make sense to me, but then again, I don't smoke weed every day.
    Totally agree. SD is a lamo move meant to rob people of killmails.

    You want to give the middle finger? Survive.

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    Quote Originally Posted by Raketefrau View Post
    Totally agree. SD is a lamo move meant to rob people of killmails.

    You want to give the middle finger? Survive.
    That's a little difficult when someone brings 100-200 people to kill you a la your average cap kill. Hitting SD and carefully managing your tank is the best you can do, and that should not drop items (but should gen a killmail). Also, it would put onus on the attacking fleet to time their overload properly in order to secure the kill. Having SD be different mechanically from a normal kill adds to the skill involved on both sides.

    Whether no items is correct or not is debatable. The alternative is to have an actual explosion on a successful self-destruct. You know, with damage. Make it scale in damage and radius with ship size or some such. Not a massive amount, even for a carrier. Perhaps enough to instapop your average gank-fit tech 1 cruiser.
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    Quote Originally Posted by X420X 5M0K3 W33D X420X View Post
    That's a little difficult when someone brings 100-200 people to kill you a la your average cap kill. Hitting SD and carefully managing your tank is the best you can do, and that should not drop items (but should gen a killmail). Also, it would put onus on the attacking fleet to time their overload properly in order to secure the kill. Having SD be different mechanically from a normal kill adds to the skill involved on both sides.

    Whether no items is correct or not is debatable. The alternative is to have an actual explosion on a successful self-destruct. You know, with damage. Make it scale in damage and radius with ship size or some such. Not a massive amount, even for a carrier. Perhaps enough to instapop your average gank-fit tech 1 cruiser.
    I bolded the parts that are relevant to my reply.

    First off, you still haven't justified why SD shouldn't drop loot. But it seems to me that your logic is in reverse: Parties that kill you before SD deserve the loot while parties that can't don't. That's rather retarded, IMHO, because if you're moronic enough to get your cap ship tackled, no matter by how many dudes, they deserve some loot. I don't see what depriving them of loot accomplishes. SD should only function to prevent 'hostage-taking' (in other words, if you couldn't SD, you could conceivably be pointed and webbed until you gave up some sort of ransom, whether it be your ship via pod ejecting or ISK) and should not be used to deny killmails or loot to those actively engaged in killing you.

    The second thing, about an AOE self-destruct, is just pointless. You throw out these ideas but you don't give us a legitimate reason why.

  17. #67
    In the closet Fix Lag's Avatar
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    AOE self-destructs were ruled out ages ago as being prone to horrible abuse.

    Still would be sweet though

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    Quote Originally Posted by X420X 5M0K3 W33D X420X View Post
    That's a little difficult when someone brings 100-200 people to kill you a la your average cap kill. Hitting SD and carefully managing your tank is the best you can do, and that should not drop items (but should gen a killmail). Also, it would put onus on the attacking fleet to time their overload properly in order to secure the kill. Having SD be different mechanically from a normal kill adds to the skill involved on both sides.

    Whether no items is correct or not is debatable. The alternative is to have an actual explosion on a successful self-destruct. You know, with damage. Make it scale in damage and radius with ship size or some such. Not a massive amount, even for a carrier. Perhaps enough to instapop your average gank-fit tech 1 cruiser.
    Sounds to me you lose caps a bit, maybe if you didn't suck so much and took precautions this might not happen to you.

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    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
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    Quote Originally Posted by DrunkRussian View Post
    Sounds to me you lose caps a bit, maybe if you didn't suck so much and took precautions this might not happen to you.
    Kinda what I was thinking, like Whitehound suggesting freighters and JFs get +2 warp strength because (SPOILER ALERT) he lost one to a solo Vaga in highsec.

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    Quote Originally Posted by Hilmar Keller View Post
    I bolded the parts that are relevant to my reply.

    First off, you still haven't justified why SD shouldn't drop loot. But it seems to me that your logic is in reverse: Parties that kill you before SD deserve the loot while parties that can't don't. That's rather retarded, IMHO, because if you're moronic enough to get your cap ship tackled, no matter by how many dudes, they deserve some loot. I don't see what depriving them of loot accomplishes. SD should only function to prevent 'hostage-taking' (in other words, if you couldn't SD, you could conceivably be pointed and webbed until you gave up some sort of ransom, whether it be your ship via pod ejecting or ISK) and should not be used to deny killmails or loot to those actively engaged in killing you.

    The second thing, about an AOE self-destruct, is just pointless. You throw out these ideas but you don't give us a legitimate reason why.
    I don't SD and have never lost a cap and I think it should drop no loot and that AOE damage would be sweet too, no matter how abusable. The reasons being that if you self destruct, you are doing so to scuttle the ship and everything in it, plus you are doing so with a lot of explosives.

    Your reasoning makes no more sense than his. One could say that you have probably been self-destructed on a lot and are bitter because of lost loot and killmails. It is a simple matter of opinion and neither is more valid. The "no SD" side has been crying about it for years and now with the mechanics changed it is time for the other side to shine.

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    So your reasoning is realism, that if you SD you are realistically destroying your ship and everything in it. Like guns and missiles wouldn't do this in reality either.

    And yeah, I've had Supers SD on me enough times that I can conclude only in huge fleet action does a Super ever need to die the conventional way.

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    Quote Originally Posted by Hilmar Keller View Post
    So your reasoning is realism
    Which is a horrible reason as to put forward a suggested game change. Where do you draw the line with "this is realistic"? This is a game set in a fictional universe, tens of thousands of years in a future setting where players are immortal beings cloned on death and a bunch of other shit that just screams we threw realism out the window way back.

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    Quote Originally Posted by Hilmar Keller View Post
    So your reasoning is realism
    It's not realistic anyway. It's not like the damned things sink into the mariana trench. The hulks are sitting there (or moving forward because of inertia). When ships are "destroyed" there's plenty left for salvage *if* you can access the wreck.

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    Quote Originally Posted by Hilmar Keller View Post
    So your reasoning is realism
    No, my reasoning is that destruction should mean just that, for all things involved. In fact, throw in the pod too. Realism is never a factor in EVE and shouldn't be used in any argument. I'm talking about a game mechanic that, imho, would make more sense. You disagree, I get that, but your logic is no more valid in this case.

    Your reasoning appears to be that the tacklers deserve some of the loot. I am of the opinion that nothing is deserved in this game. You get what you take, preferably from the cold dead hands of the previous owner, but you have to work for it. If they decide to thumb their nose at you in a last act of desperation, fair game.

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