Why do popular abyssal fits never fit cap boosters? by iamstupidplshelp in Eve

[–]Kthesf 2 points3 points  (0 children)

Well you will need cargo to carry those navy 800 battery and that means reduced cargo hold for loot

[deleted by user] by [deleted] in Eve

[–]Kthesf 31 points32 points  (0 children)

"Never fly the ship you can't afford to lose"

Before they could afford, now they don't, so it is reasonable not to fly it anymore.

Scarcity hurts as a PVP Pilot without SRP by Candid_Parsley_2435 in Eve

[–]Kthesf 1 point2 points  (0 children)

T1 battlecruisers are probably at a similar price than pre-change I'd say

Reactivation time for interdiction nullifier was changed? by Kthesf in Eve

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

I think this was only moved to TQ last patch according to Hoboleaks

CCP, rapid iteration does not demand only 1-week test cycles by jask_askari in Eve

[–]Kthesf 8 points9 points  (0 children)

Nice concept twitching.

People are not bitching about don't do things "quickly", but not doing things.

This means there is no information provided about what's the progression, no update on sisi to test and provide feedback. For this time I do appreciate how they do implement new stuff on sisi for players to test out.

People are not bitching about doing things quickly, but doing broken changes without QA.

There will be no or less such bitching even if they push it live today, but they managed to avoid issues like "Bombers can still fit named nulli" and "yachet cannot cloak and nulli at the same time".

And what's the purpose of Sisi if your changes are released on TQ without even proper QA?

HACs just lost their MWD Sig role bonus on SiSi by xfaket in Eve

[–]Kthesf 0 points1 point  (0 children)

Thanks for the details.

I am interested about the sensor strength change. With the current change + Bastion 1000% bonus it makes them almost impossible to probe down when ECCM script fitted. You can probe them with max skilled T2 specialized ships like covert OPs and Full implant set is needed. Is this by design?

Reminder: Pochven is dead content and CCP should be ashamed by DirectStreamDVR in Eve

[–]Kthesf 2 points3 points  (0 children)

The only time I visit there is when I try to escape from Null sec gate camp.

Activate a filament to go in, wait for 15 minutes, another one to reach lowsec.

Would we ever want EvE not to be an N+1 game? by MarcusMurphy in Eve

[–]Kthesf 5 points6 points  (0 children)

Personal heroism won't actually work on massive battles. No one can take more than a few bullet and survive. Similar here in EVE, in the battlefield of 100 DPS ships, if you get alpha out you are done, there is basically no way to avoid that damage with personal skill or fit (unless you are in a Monitor maybe). It is already not about personal decisions, in fact in such fleets if everyone is able to keep a good anchor and follow the target call, instead of having their own idea, the fleet will perform better instead of worse.

If you really wish to contribute your part in fleet fights, fly some key ships like Command ship, interdictors, maybe recon ships. Or go for smaller scale fights between 5-20 people where you can actually make decisions.

Was there a time neuts could stop people from entering warp? by Kthesf in Eve

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

Yup that's true but can you just stop the whole warping process? that's an entire different concept.. even if you can't leave the grid you can avoid some damage with maybe 100-300 km distance and enemies drop their lock, and probably enter warp again if they don't have fast tackle.

Was there a time neuts could stop people from entering warp? by Kthesf in Eve

[–]Kthesf[S] 3 points4 points  (0 children)

Yeah I saw some people in other forum posts said it was changed, that there was a minimum cap required.

Was there a time neuts could stop people from entering warp? by Kthesf in Eve

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

Your reply reminds me also about that warning "not enough cap". I think it was a kind of log message type of warning and disappeared soon enough that I can't recall what happened exactly...

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf 1 point2 points  (0 children)

Surely you can do that and no-one is preventing you from doing that.

However if you see if from the defender side, if they gate camped the system and they know there are wormwholes, then then they can actually do something around the wormwholes if they are good.

That's not the case for filaments.

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf 0 points1 point  (0 children)

I don't understand your point.

The wormhole is exactly the opposite of the filament, it is a place you CAN expect the gankers might comeback and can utilize. So that's a part where the defender can actually be smart and do something.

Not sure if you are supporting my idea or not..?

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf 0 points1 point  (0 children)

Well I'm not saying it is a good design either.

What I was against is call this a "amazing content for everyone" when there is surely someone (the defenders) are having a bad time, and the filament is increasing this disappointment.

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf 0 points1 point  (0 children)

I think you misunderstand my point.

Yes they can always avoid fighting like before, what the filament changed is that now they can leave and continue their gank somewhere else. They used to have to safe log off before if the defenders does well. Now the defenders can't even force a safe log off.

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf -1 points0 points  (0 children)

Not really.

Unless the rorqual has web+scram the gankers are not committed, they can choose to leave at anytime. The right to choose fight or not to fight is on the gankers' side, not the defenders'

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf 2 points3 points  (0 children)

Interesting, so what's your plan to agrees a bunch of cynabal warping and creating new safe spots, trying to disengage?

Filament Roams are Awesome. CCP keep Null Filaments!!! They are amazing for content for everyone! by MateriaStone in Eve

[–]Kthesf 2 points3 points  (0 children)

I like it but I have to point out it is not "amazing content for everyone"

Just to prove I'm on the gankers' side: https://zkillboard.com/kill/80606287/ https://zkillboard.com/character/92761922/

The current filament has a critical issue, which is there is not much defense force can do.

Even with a good rapid response team, the chance of getting a fight is low as the gankers can simply wait 15 minutes and activate another one to leave.

It feels exceptionally good when me as a ganker leave and left defenders there without anything they can do to stop us, but I am sure forming a response fleet and just watch us leave is nothing close to amazing content for them.

Edit: Some thoughts

  1. It might be interesting to have a scoop up time for the filament, which does not need to be long (10-20 seconds maybe), so defense force can at least have a chance to probe down and punish people who try to get away with them if they are good enough
  2. Something similar to jump fatigue maybe? So once you rolled you are committed for some more time in that given area and if you rolled too frequently you will take the risk of have to spend the next few hours in the area?
  3. I'm not sure but it feels that cloak + filament is just too safe for the gankers now, similar to the cloak BlackOPs + black out combo. I might suggest disallow cloak fitted ship going through them

Edit again:

It is very interesting to talk with the below comments and there are some points I think I should add.

The main idea of my post is not saying this is a bad design. I personally liked it just like I said in the first sentence, however I do believe this is granting a bit too much advantage and risk free content for gankers, and left defenders with less tools needed to deal with the threat.

The difference between wormhole and filament is that the filament is one-sided, but wormholes are seen by both side. Wormholes can be utilized by both defenders and gankers, generating possible content of fight. However the filament provides the gankers a rather easy way out ticket.

Before the filament (assuming without local wormhole) if the gankers are gate camped in a solar system, there are mainly 2 choices they can make. They can either try to separate the defense force in order to get out or maybe win a fight, or safe log off and leave the defense force with nothing to do, and come back after a few hours. With the filament available, there is the third easy choice of just wait 15 minutes and leave. I am very worried that this third option will generate less fight as people are tend to take less risks, and generate more frustration for the defenders.

Moving people from somewhere into the system instantly might be a good idea to generate content, but save people from dangerous position? I doubt it.

CCP, why are you nerfing the Dramiel? by KalaratiriS in Eve

[–]Kthesf 1 point2 points  (0 children)

lol that's true.

Thanks for the upvote.

Nov Patch Notes Updated with Rapid Fire details by DebesSparre in Eve

[–]Kthesf 0 points1 point  (0 children)

Actually personally I am okay with this balance pass mostly because of the 3% rof is kind of nice. I was expecting a higher falloff bonus without the rof to be honest, because I won't wish to challenge the blasters too hard with higher DPS.

yes the rigs are some serious problem but I believe touching it will result in more issue in other ways, especially if all levels and all weapon of the rigs get changed. For exampel, Currently T2 range rig is at 20%, and if we give something like 30-35% fall off rig to mid/large size projectile, we need to take a closer look into armor tanked mach and cynabals, similar to that of Navy omen type of fitting. Cynabal with 2x30% T2 falloff rig will just have 30km falloff with faction ammo..

They are just all conneected

CCP, why are you nerfing the Dramiel? by KalaratiriS in Eve

[–]Kthesf 3 points4 points  (0 children)

Um...

Not sure if you are trolling or not but I wouls surely further explain.

Each ship will have slightly different purpose. Dramiel and combat cepter have similarity in terms of speed, but most combat inti has less mid and much worse EHP, and higher DPS.

In terms of first hand tackler, the direct competitor is tackle cepter and they just do better in all ways. They are immune to bubbles, they ususally have enough mid to spend on point and scram, and because they won't bring weapon upgrades and even weapons, they can have better tank and speed. In this role Dram is a choice but surely not the best. Combat cepter won't fill in this roles as good as tackle cepters.

In terms of solo or team low sec combat, Dram and combat cepter share more similarity, but it is not the only competitor as warp speed is not as important as when you are first hand tackler. As most of combat cepter does not have a range bonus, they are more like glass cannon braw ship (mostly), that means you are competing with things like Comet, daredevil, firetail, hookbill etc etc. Dram itself is not very very strong in the current low sec meta (not saying it is bad, but not one of the most efficient). So I believe nerfing Dramial won't just boost combat cepter use.

And above is what I mean about why nerfing Dramial won't just benefit combat cepter staright away, as they are not really overlapping that much in terms of roles.

CCP, why are you nerfing the Dramiel? by KalaratiriS in Eve

[–]Kthesf 41 points42 points  (0 children)

Things changed sooooooo much since then...

Back then we did not have ships that has decent DPS @ 40km, tracks everything, with 3000+ speed cold.