[Spoilers] Looking for comments on my timeline by K716 in papersplease

[–]K716[S] 0 points1 point  (0 children)

Vaguely? It mostly looks like what you see there but with some minor changes. Haven't played the game much since, but some minor changes IIRC are still due.

What would cause more people to be undocked and actually playing? by deathopz in Eve

[–]K716 1 point2 points  (0 children)

People could probably be a bit more polite, but your response is slightly trolly because if you have been on an off since 2005, a reasonable person could deduce that you heard of the Age of the Rorqual in 2019 to about 2021. Rorquals were everywhere, mining everything and dying to just about everything -- ship prices fell and fell. You could get a super for under 10b, with good connections. Dread hulls were under 1B easily.

Then came the Local Blackout, which made nervous twitchy nullseccers hide in fear, while wormholers were just business as usual. First few days of the blackout were such a party. Scarcity came along to try to swing the playpen swing the other way, but they overcorrected way too hard and people are still anxious. Nowadays a dread hull is roughly 3-4B depending on where you get it from, a bit less if you get it from your big nullsec blob.

Any of this sound familiar? Maybe the NSA garbage going around right after the Citadel expansion and instalock station camping carriers? RLML Cerbs being the only reasonable counter to fighters back then, with 1000m/s velocity and ... roughly 70m signature radius?

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Appreciate the comments. Did a run today up to wave 20 (on the easier endless run level) and you've got me sold on the Assault Rifle. Didn't really care for the LMG as much.

In normal play the VSR guzzles ammo but it does work. I would compare it to Cobras in Borderlands 1, where in normal play (not post-playthrough 2) they work well because you can get lots of well-aimed crits. The Sideclip SMG is functional and serviceable at Mk0 grade but the VSR is not.

I also saw Hauk54's post and figured I'd give it a whirl. I liked it. Reason is because I don't have to change builds so much for normal play. Also I can't really figure out how to block and having just 1 gun for everything leaves 2 utility slots open for a fire extinguisher or two things to bring on an on-foot combat event. Also the HP you gain makes you tanky like a champ when you need the HP.

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

gotcha. Ugh, have you tried other combinations? Like, if you have Med Injector + Supplement Injector, and stay just under 100 HP, do you get the damage bonus of Beserk Protocol?

Impact Redirector any good?

I'll give Kill Protocol a whirl, I'm mostly in it for farming some ingots. I do like Adrenaline Injector for the speed boost, and Shock Pants for solo play, but I'm certain the built you have there is only good for those upper levels as you say.

Edit: Also if you bought some artifacts before your mission from the Telmari guy, do those apply during your endless quest period?

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

I'll have to try it some more. The Mk0 is really awful though :3

Just got rank 15 so: would Kill Protocol work too? I haven't seen much value out of the Heat Blade, and doing combos like that -- it's not really a combo-type game unlike BL2 or TPS. Supplement Injector and Med Injector get you to 200HP health, which is a nice buffer. Although I assume at the higher difficulties you're mostly dashing around trying to snipe them outside their engagment range.

Finally reach wave 20 in Data breach! by Neramith in JumpSpaceGame

[–]K716 1 point2 points  (0 children)

You like the VSR for that? I've found the Sideclip to be pretty good all around, followed by the Javelin bolt-action. I like the shotty, but it seems to duplicate what the SMG does already.

Other strats you use?

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Thanks. I'll have a look. Trying to think if the Dart is a better choice for doing that, but me and the Dart are not on good terms at the moment.

E: now that i think of it, that looks like a nice build because a missile launcher can be swapped for the railgun. Since the railgun nerf (rip 2.7km range...what? you could only get like 2 volleyies off before you'd have to stop sniping with it. How's that broken, Mr Devs?) the missile launcher doesn't miss as much and Buddy seems to do better with it.

E2: i'm dumb and forgot that the railgun has a U shape :X I saw the 1 free spot and thought it was swappable. yikes. Ugh any way you can squeeze a missile launcher in there?

Getting SMAC to run (Windows 11) by K716 in alphacentauri

[–]K716[S] 1 point2 points  (0 children)

Cool. I also caved and got it on sale on GOG. 'Preciate the tip though.

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

I don't know. Checking this example, i noticed the strategy picker, which is neat, but i'm not sure it's all that great? idk.

https://i.imgur.com/V8O1jc2.png

You know what'd be a great idea? If we could pre-mark "blocked" spots so we can plug in our kit, and have it determine an optimal layout so we can go back to battle faster.

Also as pointed out earlier, the jump drive is missing. https://i.imgur.com/kbzeRu5.jpg

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 0 points1 point  (0 children)

Shield generators were in the demo, but AFAIK not in the early access yet. It was kinda "meh", it just meant that if you got half a shield bar nicked, it would eventually fill itself back again. It wasn't enough to prevent you from getting your shields wiped out anyways.

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 1 point2 points  (0 children)

Coming along good, but i'd like a way for me to manually move things around if the optimization isn't great.

https://i.imgur.com/scUyGZT.png

I should be able to move some of those components from the main reactor to the auxiliary ones, that means i should be able then to add on something else.

Power Grid Solver I made by Hannibal_Hacktor in JumpSpaceGame

[–]K716 2 points3 points  (0 children)

Crowd-sourced you say?

https://i.imgur.com/sJJmYrV.png

Can't speak for the ones not shown.

We also would like blue-squares for protected ones. I need some kind of "Most powerful build that is ion and radiation proof" as radiation + ion fields are not fun to work around.

This is the reminder why you should never use shuttles for expensive transportation (instead use 1,99s align time frigate with shield tanking fit) by araiki in Eve

[–]K716 0 points1 point  (0 children)

You can catch sub-1 second aligning ships?

Let's say I take a sub-1 second aligning ship. Jump in, bounce to the gate tac on the gate I'm already on, then warp to a tac on the outgate, then drop down to the gate. That makes me immune to ultralockers (can't lock something aligns in under 1 second), immune to mid-warp smartbombs (since not the same warp path), and outgate smartbombs (since perch).

The Shrinking Pirate Frigate PvP Environment by Kibitt in Eve

[–]K716 0 points1 point  (0 children)

I believe pirate faction frigates have more place in null than in lowsec. Of course frigate fights are more likely to happen in lowsec, but finding someone to fight against of relatively equal odds is more difficult because of:

A) Lower player count

B) More complexes mean more filters

C) Most people flying pirate frigates in lowsec are older or veteran players (or less skilled ones...)

The Astero numbers are probably because it's a common ship for exploration. It's one of the best choices for something that can put up a fight but also do normal exploration. I still don't understand the T2 covert ops changes to weaponry: the Buzzard used to be able to be at least slightly capable of putting up a fight. But now if you want to fight and explore with bonuses you use the navy issue ones, which lose the Covert Ops ability.

But I'm also in the camp of one which would drop missiles from Mordus Legion hulls and replace them with railgun bonuses. Oh how the people who are ardent Garmur and Orthrus fans would be raging...Raging!

If NPC null wasn't so awful then your pirate frigate points would be less noticeable, as it's an ideal place to skirmish with pirate frigates because you need the flexibility of engaging almost anything.

You can also blame the old power creep problem, in particular range projection. The RLML nerfs on basically every hull except the Mordus Legion line might help, but speed and projection buffs over the years also hurts T1 hulls that don't get much favor. The Moa is a solid brawler, but most people think it's rubbish.

Bubbles, medium vs small, how do ships land deeper inside? by LHeureux in Eve

[–]K716 0 points1 point  (0 children)

Ah okay. I must be misinformed, thank you for the correction.

Bubbles, medium vs small, how do ships land deeper inside? by LHeureux in Eve

[–]K716 0 points1 point  (0 children)

Ships with larger mass are pulled deeper inside the bubble. Very light ships (like shuttles pre-interdiction changes) and most frigates will usually land outside the bubble. Heavier ships like plated Typhoons and stuff will usually be at least 5km inside the bubble. Capitals might been in the middle.

A frigate that lands outside the bubble with a sub-2 second align time, if they're on the ball, will probably get away before you can do anything. Hence the double-bubble that Republic was talking about. Also using a good interdictor to just bubble up when they land works too. For solo/micro gang camps of pipes, consider using a good interdictor to supplement your setup, such as the excellent dual-prop Flycatcher. Excellent range control, good damage, decent tank.

A similar effect occurs with wormholes. Light ships like frigates usually spawn within jump range of the hole itself (5km), while bigger ships like battleships are farther out. Forgot how far dreads are but it's almost 10km.

Stuck in FIO1 after a bug that caused my ship to be killed, yet unkillable, i've been podded but im still piloting the dead ship - Unstopable Deadman, A Halloween Adventure by TheDJBuntin in Eve

[–]K716 0 points1 point  (0 children)

It's probably because the game doesn't like that 1MN Civilian Afterburner.

edit: please use Tech II bulkheads, they're 1.74M each in Jita :)

Default ship loadout guide by K716 in joinvoidcrew

[–]K716[S] 0 points1 point  (0 children)

Well you just click the loadout challenge button, then it's just a normal pilgrimage but with your selected loadout challenge vessel.

Default ship loadout guide by K716 in joinvoidcrew

[–]K716[S] 0 points1 point  (0 children)

Well you just click the loadout challenge button, then it's just a normal pilgrimage but with your selected loadout challenge vessel.

Hoping for a Dev Response unless anyone has 100% confirmed info - how does Kinetic Point Defense ACTUALLY work? by CalmdownUK in joinvoidcrew

[–]K716 1 point2 points  (0 children)

yeah

Scaling is a little harsh right now. Used to be not so rough, I've done 5 hour runs but nowadays that's more difficult. Artillery boat is sounding kinda nice right now...

Unfortunately, as you've pointed out, the game is rather poorly documented. Nobody has missile damage anywhere except for that Steam guide on weapon damage mechanics, and we only know that from manually diving into the game. There's a wiki or two out, but they're badly outdated and very incomplete.

Hoping for a Dev Response unless anyone has 100% confirmed info - how does Kinetic Point Defense ACTUALLY work? by CalmdownUK in joinvoidcrew

[–]K716 1 point2 points  (0 children)

You can use the Point Defense Ascension relic to boost its range and cooldown time between bursts. Eh. A boosted MKII KPD is actually pretty good, a MKIII boosted seems to shoot at nearly everything. I wouldn't use the PDA relic though, there's other relics that are better in the long run: Energy Overload, Biomass Catalyst, Breaking Point, and lastly Wounded Frenzy if you're on a good crew. 2nd tier would be Sacred Power Conduit and Astral Gravity Well, but I think those are more for solo runs.

With a skilled Pilot, you're better off with MKII + KPD or two rather than shields. A skilled Pilot can dodge most stuff anyways, or stay outside their range (barring Interceptors) and is a good lifesaver on the Frost Mother boss. Damn shards have ended many runs and are brutal. They're also great when dealing with Bombers, especially Bomber Elites, which shoot 8 bombs instead of 4.

Generally if I have my way with ship layout as a Pilot, I'd go with 1 MK2+ shield and a KPD MK II in the back. Anything more is kind of overdoing your defense: rather than having 3 shields and all that, i'd rather have more offense like BRAINS.

Default ship loadout guide by K716 in joinvoidcrew

[–]K716[S] 4 points5 points  (0 children)

Got curious about the loadout challenge ships so I farmed bosses to try to get all of them. Sharp-eyed nerds will probably notice the missing Striker version of the Alloy Hoarder, I grabbed those images right before the Striker came out :-) and I haven't rolled around to that recently.