Here we go again. Last week we were fixing to go out on a winter deployment to cloud ring, but it was canceled just hours before we were to ship out. The story, apparently, is that we got solid intel that the russians were planning an attack and decided to pre-empt them. So far it doesn't look like a full coalition effort, but multiple NC alliances are involved including rzr and MM. Somebody has apparently already taken an RA station in drone regions.
Since the russians have one of the largest supercap fleet in the game, and since we won't have all the coalition capitals available, there's the possibility of things going very wrong. Could be interesting.
At the same time IT has just announced a campaign in the immediate future. The timing makes me speculate they may be planning to coordinate with the russians, either in the east to stack supercapitals or in the west to split our forces. On the other hand, IT haven't gone after any difficult targets since max 2; maybe it's still too soon.
Saturday, October 16, 2010
Friday, October 15, 2010
New ship: Thanatos
Ew
I'll start by saying it: Gallente ships are the ugliest damn things in space. Amarr ships look okay, caldari are nice in the right light and I love the minmatar design aesthetic, but except for the nyx gallente is all shit, all the time. I've said that I can't tell the front of a moros from the back because the entire thing looks like ass.
The thanatos, in addition to being ugly, is a shitty carrier. The damage bonus is worthless for a carrier's role, amarr has a better tank and minmatar get a remote rep bonus. The thanatos' damage bonus makes it good at one thing though, which is carebearing.
I've been using a chimera for pve. By comparison the thanatos does 25% more damage, locks faster and is cap stable. As an armor tank it's also better against the EM torpedo in DG fleet staging, although amusingly the first fit I tried had trouble tanking the normal ships in the site when fit for the torpedo. Capital armor reppers are incredibly slow.
Fitting for guristas it's a little weaker than the chimera - 5k dps tank instead of 7k - but this probably is not a big deal.
You might note the smartbomb and neut in these fits. All PVE fits should have these: Some plex spawn large numbers of close-range tacklers which the smartbomb can kill quickly should a neutral show up, the neut will save you from getting tackled by a single interceptor like an idiot, and nobody should waste time training advanced drone interfacing past level 3 since it's only used for carebearing.
Tuesday, October 12, 2010
A brief discussion of carrier functionality, with a focus on minmatar
EDIT 2012-8-19: This guide is out of date and does not reflect modern fitting strategies and tactics.
Fitting:
Although carriers have a little damage in the form of drones they are very much support ships, sporting a hard-to-manage combination of neuts, smartbombs, tackle and both local and remote repair. Their primary function is repairing things, usually structures but also each other, supercapitals or even subcapitals on rare occasions. There are two primary fittings for carriers, one for general combat and one which is cap stable in triage mode for rapid repair.
An interesting feature of the carrier is the reconfiguration capability, which works thusly: When the pilot of a carrier enables reconfiguration mode, and when there are fewer than 10 ships within 5000 metres of the carrier, those ships within 5000 metres can change their fittings just as though they were docked in a station (except that T3 ships cannot switch subsystems). Reconfiguration mode is disabled by docking or jumping, so a carrier pilot must re-enable it each time. This is accomplished by right clicking the capacitor, selecting configure ship and checking the box.
The carrier's corporate hangar gives the pilot 10,000 m^3 of extra storage space, which is enough to carry as many as two spare capital modules (4000 m^3 each). Between this and the reconfiguration capability, a carrier is able to swap between its' roles while in the field. In my opinion the combat fit my alliance uses for the nidhoggur is faulty: If one swaps a neutralizer for the triage module, one can carry both a shield and an armor repper in the corporate hangar, allowing the pilot to reconfigure to full armor or shield rep as needed while still being able to triage.
Generally one will prefer to fit for combat, then reconfigure to triage when needed. Refitting from the combat to the triage fits pictured above means carrying the following unfitted modules:
1x Energized Adaptive Nano Membrane II
3x Capacitor Power Relay II
2x Cap Recharger II
1x Triage Module I (unless you take my advice and keep it fitted)
Faction modules:
Since a fully fitted carrier will run around a billion isk, you may as well look into faction module variations. In particular, faction EANM (energized adaptive nano membrane) will give you a handy resist bonus for around 30 million each. My alliance also recommends domination or true sansha warp disruptors, but these cost 100m which I don't think is worth it. Smartbomb range can also be increased with T2 or faction variants, but this doesn't appear to increase their utility in a meaningful way.
Fuel:
The carrier's fuel bay holds 20,000 units of fuel, and if you carry 2 capital modules in the corporate hangars the remaining space will hold 13,333 units, which together will be enough for most ops. I can't use triage mode, but if you can it would be good to carry a fairly large number of strontium cycles, probably 10 or more. At that point it would probably only be possible to carry one capital module in the corporate hangar. If you use my idea of keeping the triage module on the combat fit, the one capital module in the corporate hangar should be a shield rep, if repping towers, or an armor rep for combat or for repairing a station -- most capitals and supercapitals are armor tanked, and station shields only need to be repped to 50% before it will go back into reinforced mode if attacked, whereas armor does not recharge and should be repped fully.
Note that only the nidhoggur and thanatos have range bonuses to both shield and armor repair. The chimera and archon will probably just carry two of the same type of repair module. They also have an energy transfer range bonus, but refitting to be cap stable would probably be easier than trying to sort out a cap chain.
Triage mode:
I am not personally familiar with triage mode, having never trained logistics 5. Triage mode halves the cycle time of capital remote repair modules and doubles the rep amount, for a total of 4x the repping ability. It also gives a massive scan res bonus, removing the need for a sensor booster. Triage mode lasts 5 minutes, and at level 4 should burn 150 strontium per cycle. Carriers in triage mode cannot use drones, and I am unclear as to whether they can use other offensive modules such as neuts and smartbombs.
Fighters:
Most of a carrier's damage comes from fighters. A decently skilled carrier will do upward of 1000 dps, which would be decent for turrets but fighters are slow, and unreliable in lag. You will most likely want to use minmatar fighters as they have the highest speed.
Drones:
A carrier's drone bay is generally large enough to carry around 16-20 fighters, which are 5000 m^3 each. You'll want to leave out one fighter in order to carry normal drones in addition. It's tempting to try and carry multiple flights of each damage type and category of drone in both T1 and T2 but this quickly gets ridiculous and expensive, and you rarely use them anyway. A barebones drone selection is as follows:
Boosters:
Most boosters aren't relevant to carriers, but blue drop and exile increase local shield and armor repair amount respectively. You can see my previous post for a discussion of booster side effects; the short version is that they carry a small chance of reducing your maximum shield or armor hitpoints respectively, so you may want to consider waiting until your shield or armor is below the amount of HP the side effect would reduce you to, which is different depending on the strength of the booster.
Insurance:
As mentioned in my previous post, platinum capital insurance isn't worth it. Unless you're planning to suicide-triage or otherwise have a very good reason to believe you will die, I recommend basic insurance. Half a carrier's value is in fighters and modules anyway, so even platinum will only return about 50% of the value.
Fitting:
Although carriers have a little damage in the form of drones they are very much support ships, sporting a hard-to-manage combination of neuts, smartbombs, tackle and both local and remote repair. Their primary function is repairing things, usually structures but also each other, supercapitals or even subcapitals on rare occasions. There are two primary fittings for carriers, one for general combat and one which is cap stable in triage mode for rapid repair.
An interesting feature of the carrier is the reconfiguration capability, which works thusly: When the pilot of a carrier enables reconfiguration mode, and when there are fewer than 10 ships within 5000 metres of the carrier, those ships within 5000 metres can change their fittings just as though they were docked in a station (except that T3 ships cannot switch subsystems). Reconfiguration mode is disabled by docking or jumping, so a carrier pilot must re-enable it each time. This is accomplished by right clicking the capacitor, selecting configure ship and checking the box.
The carrier's corporate hangar gives the pilot 10,000 m^3 of extra storage space, which is enough to carry as many as two spare capital modules (4000 m^3 each). Between this and the reconfiguration capability, a carrier is able to swap between its' roles while in the field. In my opinion the combat fit my alliance uses for the nidhoggur is faulty: If one swaps a neutralizer for the triage module, one can carry both a shield and an armor repper in the corporate hangar, allowing the pilot to reconfigure to full armor or shield rep as needed while still being able to triage.
Generally one will prefer to fit for combat, then reconfigure to triage when needed. Refitting from the combat to the triage fits pictured above means carrying the following unfitted modules:
1x Energized Adaptive Nano Membrane II
3x Capacitor Power Relay II
2x Cap Recharger II
1x Triage Module I (unless you take my advice and keep it fitted)
Faction modules:
Since a fully fitted carrier will run around a billion isk, you may as well look into faction module variations. In particular, faction EANM (energized adaptive nano membrane) will give you a handy resist bonus for around 30 million each. My alliance also recommends domination or true sansha warp disruptors, but these cost 100m which I don't think is worth it. Smartbomb range can also be increased with T2 or faction variants, but this doesn't appear to increase their utility in a meaningful way.
Fuel:
The carrier's fuel bay holds 20,000 units of fuel, and if you carry 2 capital modules in the corporate hangars the remaining space will hold 13,333 units, which together will be enough for most ops. I can't use triage mode, but if you can it would be good to carry a fairly large number of strontium cycles, probably 10 or more. At that point it would probably only be possible to carry one capital module in the corporate hangar. If you use my idea of keeping the triage module on the combat fit, the one capital module in the corporate hangar should be a shield rep, if repping towers, or an armor rep for combat or for repairing a station -- most capitals and supercapitals are armor tanked, and station shields only need to be repped to 50% before it will go back into reinforced mode if attacked, whereas armor does not recharge and should be repped fully.
Note that only the nidhoggur and thanatos have range bonuses to both shield and armor repair. The chimera and archon will probably just carry two of the same type of repair module. They also have an energy transfer range bonus, but refitting to be cap stable would probably be easier than trying to sort out a cap chain.
Triage mode:
I am not personally familiar with triage mode, having never trained logistics 5. Triage mode halves the cycle time of capital remote repair modules and doubles the rep amount, for a total of 4x the repping ability. It also gives a massive scan res bonus, removing the need for a sensor booster. Triage mode lasts 5 minutes, and at level 4 should burn 150 strontium per cycle. Carriers in triage mode cannot use drones, and I am unclear as to whether they can use other offensive modules such as neuts and smartbombs.
Fighters:
Most of a carrier's damage comes from fighters. A decently skilled carrier will do upward of 1000 dps, which would be decent for turrets but fighters are slow, and unreliable in lag. You will most likely want to use minmatar fighters as they have the highest speed.
Drones:
A carrier's drone bay is generally large enough to carry around 16-20 fighters, which are 5000 m^3 each. You'll want to leave out one fighter in order to carry normal drones in addition. It's tempting to try and carry multiple flights of each damage type and category of drone in both T1 and T2 but this quickly gets ridiculous and expensive, and you rarely use them anyway. A barebones drone selection is as follows:
- Multiple flights of T2 light drones (warrior are fastest)
- At least one set of T2 sentries of each type (sentry drones have different ranges and carriers have a drone control range bonus which allows you to use even the longest-range sentries out to their falloff distance)
- Heavy shield and armor repair drones
- Heavy ECM drones (wasp EC-900 I believe)
Boosters:
Most boosters aren't relevant to carriers, but blue drop and exile increase local shield and armor repair amount respectively. You can see my previous post for a discussion of booster side effects; the short version is that they carry a small chance of reducing your maximum shield or armor hitpoints respectively, so you may want to consider waiting until your shield or armor is below the amount of HP the side effect would reduce you to, which is different depending on the strength of the booster.
Insurance:
As mentioned in my previous post, platinum capital insurance isn't worth it. Unless you're planning to suicide-triage or otherwise have a very good reason to believe you will die, I recommend basic insurance. Half a carrier's value is in fighters and modules anyway, so even platinum will only return about 50% of the value.
Monday, October 4, 2010
A very brief note on preparing the naglfar for combat
EDIT 2012-8-19: This guide is out of date and does not reflect modern fitting strategies and tactics.
As the most expensive ship most players would ever consider flying, and the sub-supercapital the combat abilities of which are most affected by the contents of the cargo, dreadnaughts are uniquely worth fine-tuning. I've been tooling around in one for a couple years now, and having finally found a cargo loadout I'm happy with thought it was time to impart some wisdom. This was originally going to be about dreadnaught cargo in general but turned into a detailed naglfar guide because it's more complicated than the rest.
Dreads use long range weapons, period. Theoretically there could be a place for gank-dreads, but really? No. Jump a decent capital fleet to a cyno and the bump will spread your fleet over a diameter of a hundred k.
EDIT 4/7/2011: This is no longer true. Today, supers are the only thing worth flying and dreads are disposable. Gank (close-range) dreads may be used for nyncing, ninja sieging and suicide ganks on e.g. enemy supers which are being tackled.
There are two points on which I don't really agree with my alliance fitting.
First, the capacitor power relays. Flux coils have faster recharge for fast jumping, and also don't reduce shield boost. I think they use relays because the cap lasts longer, but realistically you will never cap out. Lag often means the booster doesn't cycle, and in any real fight incoming damage will kill you long before the two minutes it would take to cap out anyway.
The second point is the dual sensor boosters. A single SB will give you a targeting range of 185 km, and I have only once been further than that from enemy capitals -- which were specifically sniper fit, and we waited for the siege cycle to end and warped to 0 on them. This fit has a serious resist hole in EM, and swapping an invuln for a thermal mod wouldn't hurt either. Most people fly rev and moros, so it's bad to have low resists in em/therm.
Insurance:
Unless you have good reason to believe that you will lose your dread, get basic insurance. Basic runs around 50 mil while platinum is 280, and a capital is a fairly durable investment. I've spent a lot more on insurance than I have on replacing them, maybe even more than I've spent on hulls, and recently switched to basic insurance. Any decent 0.0 alliance should have a capital replacement program, so replacing a capital shouldn't be a major financial burden.
Fuel:
Although fuel requirements will vary depending on what sort of range you deploy to, dreadnaughts can never have enough fuel or strontium. Containers, which have more storage space then their volume, give you a little more cargo space to work with. The nag can fit a giant and a medium container, which I keep extra fuel in.
Generally you want to carry a minimum of 5 cycles of strontium. Six is better, and with the fuel requirements in our fleets 7 means having a cycle left when almost everybody else is out. Ops staging out of tribute typically call for between 20k and 30k isotopes. I like to carry 6 cycles of strontium, which gives me 33k fuel; although I could fit 7 cycles for most ops, I find that having extra isotopes is useful as proof against minor fuel requirement mistakes, plus the spare can be given to the inevitable person who finds out he's a little short for the return trip.
Ammo (combat):
720 rounds (18 reloads) of faction artillery ammo is enough to fire continuously unlagged for almost 1.7 hours. Ammo is chosen for damage types -- carbonized lead (long range) and depleted uranium (medium range) spread damage types the most in their ranges, while at close range EMP and fusion allow us to choose damage types for shield and armor tankers respectively. Although this gives us twice as much short range than medium range ammo, and althogh capital fights usually occur at medium range, 720 rounds is far more than I anticipate ever using in a fight.
Combat missiles have the same damage type considerations, so I have selected thunar (EMP) and catastrophe (explosive) for shield and armor tankers. 360 missiles will last slightly longer than the 720 rounds of artillery ammo. Missiles have only one range and there are no faction citadel cruise missiles, so our missile selection is simple compared to projectile ammo.
Ammo (loaded):
Faction explosive ammo is loaded at all times when not actually bashing a structure. You do NOT want to try to reload after jumping or undocking into a laggy fight.
Ammo (structure bashing):
This always happens at close range, and it's not worth switching ammo types to try and find the resists. Because I spend a lot more ammo on a typical structure shooting op than in a typical capital fight, I carry twice as much non-faction close range ammo as I carry of each type of combat ammo. This number is used because it is more than will ever be needed, plus it makes balancing pos bashing missiles easy. I don't actually anticipate structure bashing at long or medium range, but carry a few units of medium and long range non-faction ammo anyway because we have a little discretionary space for unexpected situations.
With missiles, I use thermal or kinetic. This is so that I don't use combat ammo to shoot a pos and find myself out of the correct damage type during a fight. Like projectile ammo, twice as many pos bashing missiles are carried as each type of combat missile.
Boosters:
A word on side effects -- standard boosters have a 20% chance of causing one of their four possible side effects. With nanite control 4 this decreases to a 16% chance. At most one of the side effects per booster will be meaningfully detrimental (i.e. decrease maximum hit points) so you actually have a 4% chance of getting a bad side effect.
Blue pill: Increases shield boost amount. One of the side effects is reduction in maximum shield capacity; however, one suspects this would work like a gang booster leaving, so if you have more than 20% shield damage it would not remove any existing shield HP.
Drop: Increases tracking speed. Has a chance of reducing shield capacity, so it should ONLY be used when you are confident there are not enough enemy capitals around to kill you. Generally this will be used for shooting subcapitals.
Frentix: Increases optimal range. This has a side effect of shield BOOST penalty, which between lag and the high incoming damage will rarely significant in a capital fight.
Drones (not pictured):
I carry one flight of sentries, one of light ewar drones for idiot-proofing and the rest light combat drones. The nag has 225 m^3 of drone space, so unfortunately a spare flight of sentries is impossible. Drone control range is around 60 km with decent skills, and enemy capitals are rarely under this range, so I recommend using sentries with an optimal around 50 km.
Best practices:
Make it a habit to refuel and reload immediately after returning from an op. Check all your storage spaces - fuel, cargo, containers, drone bay - to make sure that nothing is missing. And for the love of god, make sure that your siege module is set to auto-repeat OFF. The truly cautious will split their strontium into stacks of less than one cycle so the module fails when accidentally triggered. I don't do this because I'm lazy.
As the most expensive ship most players would ever consider flying, and the sub-supercapital the combat abilities of which are most affected by the contents of the cargo, dreadnaughts are uniquely worth fine-tuning. I've been tooling around in one for a couple years now, and having finally found a cargo loadout I'm happy with thought it was time to impart some wisdom. This was originally going to be about dreadnaught cargo in general but turned into a detailed naglfar guide because it's more complicated than the rest.
Dreads use long range weapons, period. Theoretically there could be a place for gank-dreads, but really? No. Jump a decent capital fleet to a cyno and the bump will spread your fleet over a diameter of a hundred k.
EDIT 4/7/2011: This is no longer true. Today, supers are the only thing worth flying and dreads are disposable. Gank (close-range) dreads may be used for nyncing, ninja sieging and suicide ganks on e.g. enemy supers which are being tackled.
There are two points on which I don't really agree with my alliance fitting.
First, the capacitor power relays. Flux coils have faster recharge for fast jumping, and also don't reduce shield boost. I think they use relays because the cap lasts longer, but realistically you will never cap out. Lag often means the booster doesn't cycle, and in any real fight incoming damage will kill you long before the two minutes it would take to cap out anyway.
The second point is the dual sensor boosters. A single SB will give you a targeting range of 185 km, and I have only once been further than that from enemy capitals -- which were specifically sniper fit, and we waited for the siege cycle to end and warped to 0 on them. This fit has a serious resist hole in EM, and swapping an invuln for a thermal mod wouldn't hurt either. Most people fly rev and moros, so it's bad to have low resists in em/therm.
Insurance:
Unless you have good reason to believe that you will lose your dread, get basic insurance. Basic runs around 50 mil while platinum is 280, and a capital is a fairly durable investment. I've spent a lot more on insurance than I have on replacing them, maybe even more than I've spent on hulls, and recently switched to basic insurance. Any decent 0.0 alliance should have a capital replacement program, so replacing a capital shouldn't be a major financial burden.
Fuel:
Although fuel requirements will vary depending on what sort of range you deploy to, dreadnaughts can never have enough fuel or strontium. Containers, which have more storage space then their volume, give you a little more cargo space to work with. The nag can fit a giant and a medium container, which I keep extra fuel in.
Generally you want to carry a minimum of 5 cycles of strontium. Six is better, and with the fuel requirements in our fleets 7 means having a cycle left when almost everybody else is out. Ops staging out of tribute typically call for between 20k and 30k isotopes. I like to carry 6 cycles of strontium, which gives me 33k fuel; although I could fit 7 cycles for most ops, I find that having extra isotopes is useful as proof against minor fuel requirement mistakes, plus the spare can be given to the inevitable person who finds out he's a little short for the return trip.
Ammo (combat):
720 rounds (18 reloads) of faction artillery ammo is enough to fire continuously unlagged for almost 1.7 hours. Ammo is chosen for damage types -- carbonized lead (long range) and depleted uranium (medium range) spread damage types the most in their ranges, while at close range EMP and fusion allow us to choose damage types for shield and armor tankers respectively. Although this gives us twice as much short range than medium range ammo, and althogh capital fights usually occur at medium range, 720 rounds is far more than I anticipate ever using in a fight.
Combat missiles have the same damage type considerations, so I have selected thunar (EMP) and catastrophe (explosive) for shield and armor tankers. 360 missiles will last slightly longer than the 720 rounds of artillery ammo. Missiles have only one range and there are no faction citadel cruise missiles, so our missile selection is simple compared to projectile ammo.
Ammo (loaded):
Faction explosive ammo is loaded at all times when not actually bashing a structure. You do NOT want to try to reload after jumping or undocking into a laggy fight.
Ammo (structure bashing):
This always happens at close range, and it's not worth switching ammo types to try and find the resists. Because I spend a lot more ammo on a typical structure shooting op than in a typical capital fight, I carry twice as much non-faction close range ammo as I carry of each type of combat ammo. This number is used because it is more than will ever be needed, plus it makes balancing pos bashing missiles easy. I don't actually anticipate structure bashing at long or medium range, but carry a few units of medium and long range non-faction ammo anyway because we have a little discretionary space for unexpected situations.
With missiles, I use thermal or kinetic. This is so that I don't use combat ammo to shoot a pos and find myself out of the correct damage type during a fight. Like projectile ammo, twice as many pos bashing missiles are carried as each type of combat missile.
Boosters:
A word on side effects -- standard boosters have a 20% chance of causing one of their four possible side effects. With nanite control 4 this decreases to a 16% chance. At most one of the side effects per booster will be meaningfully detrimental (i.e. decrease maximum hit points) so you actually have a 4% chance of getting a bad side effect.
Blue pill: Increases shield boost amount. One of the side effects is reduction in maximum shield capacity; however, one suspects this would work like a gang booster leaving, so if you have more than 20% shield damage it would not remove any existing shield HP.
Drop: Increases tracking speed. Has a chance of reducing shield capacity, so it should ONLY be used when you are confident there are not enough enemy capitals around to kill you. Generally this will be used for shooting subcapitals.
Frentix: Increases optimal range. This has a side effect of shield BOOST penalty, which between lag and the high incoming damage will rarely significant in a capital fight.
Drones (not pictured):
I carry one flight of sentries, one of light ewar drones for idiot-proofing and the rest light combat drones. The nag has 225 m^3 of drone space, so unfortunately a spare flight of sentries is impossible. Drone control range is around 60 km with decent skills, and enemy capitals are rarely under this range, so I recommend using sentries with an optimal around 50 km.
Best practices:
Make it a habit to refuel and reload immediately after returning from an op. Check all your storage spaces - fuel, cargo, containers, drone bay - to make sure that nothing is missing. And for the love of god, make sure that your siege module is set to auto-repeat OFF. The truly cautious will split their strontium into stacks of less than one cycle so the module fails when accidentally triggered. I don't do this because I'm lazy.
Sunday, September 26, 2010
Two solar fleet titans, one nyx down in geminate
The story starts a month or so ago, when RAGE, ME, Rebellion Alliance and various others started a campaign to retake geminate. This proceeded quietly until about a week ago when solar fleet, their campaign against atlas more or less over, started fighting back.
Solar have a lot of supercapitals, but apparently not a lot of experience using them. Four of their supercarriers were caught and killed about a week ago. A fifth was killed a few days later.
Today I was out west in Mostly Harmless space, in a fight with ev0ke over some tower, when the TDE station in geminate came out of reinforced and a fight developed between the eastern NC alliances and solar fleet. We got word that solar fleet supercapitals were tackled and every capital pilot in the coalition rushed to get there. I podded myself back to tribute (burning a set of +4s, grumble) and started jumping toward the fight.
Waiting for capacitor recharge is painful in these situations. Our capitals and supercapitals were strung out across about 5 cyno beacons starting somewhere out west and leading to just out of titan jump range from the fight. The first wave of capitals jumped in well before I was in position, and things went bad; we didn't have enough people on the field and titans couldn't get in. We were ordered to stop jumping in and the capitals in TDE went siege red and tried to escape. Everybody jumped to a midpoint within titan range of TDE, one nyx escaping in 15% armor.
Our capitals and supers assembled at the midpoint for a few minutes and we jumped back in.
Primary was an erebus, and it melted. We switched to a leviathan; it went down slowly, but died after a few minutes. I unfortunately crashed while it was in high shield and didn't manage to get a screenshot. We tried to kill a second leviathan, but it was leaking armor when it managed to jump out from inside a bubble. Blame lag, I guess.
With downtime minutes away our final target was a nyx. Things were very close, but when the server shuts down a highly populated system it doesn't drop everybody at once. I was one of the first to drop, and the last I saw the nyx was in structure. Half a minute later it was reported at 50% structure, then 10%, then "everything red" by the last person to be disconnected. Experienced players said the nyx would be killed by drones or by missiles already in flight, and they were right. The timestamp on the nyx kill is one minute after downtime.
After downtime the hostiles didn't log in and the fight was over. We lost a total of 18 capitals, which I figure to be a pretty good trade.
Solar have a lot of supercapitals, but apparently not a lot of experience using them. Four of their supercarriers were caught and killed about a week ago. A fifth was killed a few days later.
Today I was out west in Mostly Harmless space, in a fight with ev0ke over some tower, when the TDE station in geminate came out of reinforced and a fight developed between the eastern NC alliances and solar fleet. We got word that solar fleet supercapitals were tackled and every capital pilot in the coalition rushed to get there. I podded myself back to tribute (burning a set of +4s, grumble) and started jumping toward the fight.
Waiting for capacitor recharge is painful in these situations. Our capitals and supercapitals were strung out across about 5 cyno beacons starting somewhere out west and leading to just out of titan jump range from the fight. The first wave of capitals jumped in well before I was in position, and things went bad; we didn't have enough people on the field and titans couldn't get in. We were ordered to stop jumping in and the capitals in TDE went siege red and tried to escape. Everybody jumped to a midpoint within titan range of TDE, one nyx escaping in 15% armor.
Our capitals and supers assembled at the midpoint for a few minutes and we jumped back in.
Primary was an erebus, and it melted. We switched to a leviathan; it went down slowly, but died after a few minutes. I unfortunately crashed while it was in high shield and didn't manage to get a screenshot. We tried to kill a second leviathan, but it was leaking armor when it managed to jump out from inside a bubble. Blame lag, I guess.
With downtime minutes away our final target was a nyx. Things were very close, but when the server shuts down a highly populated system it doesn't drop everybody at once. I was one of the first to drop, and the last I saw the nyx was in structure. Half a minute later it was reported at 50% structure, then 10%, then "everything red" by the last person to be disconnected. Experienced players said the nyx would be killed by drones or by missiles already in flight, and they were right. The timestamp on the nyx kill is one minute after downtime.
After downtime the hostiles didn't log in and the fight was over. We lost a total of 18 capitals, which I figure to be a pretty good trade.
Thursday, September 23, 2010
Titan or nyx: The answer
I have now posted a more general comparison of supercarriers and titans.
"Nyx."
See you tomorrow!
Okay though, it's like this: Titans are expensive, it would take a long time to get in one and the NC is desparately short on supercarriers should we be attacked by a coalition of the russians and our various longtime enemies. Then I finally found a builder who can deliver a nyx in a reasonable timeframe and for a reasonable price. I had enough isk on hand for the hull and part of the fitting, so I spent a few days carebearing it up to get the rest. Now I'm just waiting on skills and the hull.
"Nyx."
See you tomorrow!
Okay though, it's like this: Titans are expensive, it would take a long time to get in one and the NC is desparately short on supercarriers should we be attacked by a coalition of the russians and our various longtime enemies. Then I finally found a builder who can deliver a nyx in a reasonable timeframe and for a reasonable price. I had enough isk on hand for the hull and part of the fitting, so I spent a few days carebearing it up to get the rest. Now I'm just waiting on skills and the hull.
Tuesday, September 21, 2010
On supercapital inflation
A post over at wotlankor got me thinking about supercap inflation. It's something everyone has noticed over the last few couple years but not an issue I have a particular position on. For one thing, I want a titan; for another, the NC has the largest capital fleet in the game so it doesn't affect me.
Supercapital inflation refers to the increasing prevalance of supercapitals in our internet spaceship game. Back in the day, major wars were started over the rumor that somebody was building a titan. Today it's not uncommon to see dozens of supercapitals on one grid.
So what caused this? Moon gold production hasn't changed. Mineral and T1 ship prices have been dead stable since the post-apocrypha deflation period. My theory is that while the amount of isk items cost has remained steady the actual value of isk has declined as the money supply increased. Isk floods into the game from rat bounties and mission rewards while it never leaves the economy in meaningful amounts. We can find evidence for this by going back 5 years to the famous GHSC heist, at which time 30 billion isk was valued at $16,500. Today 30 billion is worth almost exactly $1,650 and is chump change to any major alliance. My suspicion is that with the money supply increasing but mineral prices remaining stable, it becomes trivial for high earners - moon gold empires, T2 blueprint owners, savvy traders, manufacturers, even high-rolling carebears like myself - to accrue enough money for supercapitals.
Assuming that we want to fix supercapital inflation, one option would be to stabilize the amount of isk in the game. New, must-have NPC commodities could remove isk from the economy but would be against the eve philosophy of a player-run economy. Removal of rat bounties would stop isk from entering the game, but since most players depend on this for income the economy would collapse overnight.
Another option would be to change the price of supercapitals. A one-time increase in build cost would have the same problems as the current system, but - assuming I'm on the right track - if build cost became a dynamic value based on the current isk supply divided by the isk supply when the first titans were built, supercapital construction could be made permanently challenging even for large alliances.
It's a ridiculous idea of course; most likely supers will just become so common that people stop caring, like happened with capitals. But it would work to stop supercap inflation. It could even be applied to normal capitals, taking us back to a time when a few dozen capitals would be an important strategic resource.
Supercapital inflation refers to the increasing prevalance of supercapitals in our internet spaceship game. Back in the day, major wars were started over the rumor that somebody was building a titan. Today it's not uncommon to see dozens of supercapitals on one grid.
So what caused this? Moon gold production hasn't changed. Mineral and T1 ship prices have been dead stable since the post-apocrypha deflation period. My theory is that while the amount of isk items cost has remained steady the actual value of isk has declined as the money supply increased. Isk floods into the game from rat bounties and mission rewards while it never leaves the economy in meaningful amounts. We can find evidence for this by going back 5 years to the famous GHSC heist, at which time 30 billion isk was valued at $16,500. Today 30 billion is worth almost exactly $1,650 and is chump change to any major alliance. My suspicion is that with the money supply increasing but mineral prices remaining stable, it becomes trivial for high earners - moon gold empires, T2 blueprint owners, savvy traders, manufacturers, even high-rolling carebears like myself - to accrue enough money for supercapitals.
Assuming that we want to fix supercapital inflation, one option would be to stabilize the amount of isk in the game. New, must-have NPC commodities could remove isk from the economy but would be against the eve philosophy of a player-run economy. Removal of rat bounties would stop isk from entering the game, but since most players depend on this for income the economy would collapse overnight.
Another option would be to change the price of supercapitals. A one-time increase in build cost would have the same problems as the current system, but - assuming I'm on the right track - if build cost became a dynamic value based on the current isk supply divided by the isk supply when the first titans were built, supercapital construction could be made permanently challenging even for large alliances.
It's a ridiculous idea of course; most likely supers will just become so common that people stop caring, like happened with capitals. But it would work to stop supercap inflation. It could even be applied to normal capitals, taking us back to a time when a few dozen capitals would be an important strategic resource.
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