What’s In Your Hangar?

I’m following the trend that Rixx Javix started and posting my goods. As mainly a trader and researcher, I don’t feel like I have a large fleet of PVP ships as I try to maintain a lean operation. ISK goes back into trading and manufacturing operations instead of sitting as a rusting Minmatar hull in a hangar.

I’ve blanked out the majority of my ship name but I’ll let you know that I name them all after Babylon 5 ship classes.

Trade Alt

This character sits in Jita 4-4 and moves and/or ships items around. I think of this guy as the holding account.

(396) Various capital part BPCs left over from copying capital part BPOs for passive income
(293) Various Tech1 BPCs left over when I used to do Invention
(14) Invented Tech2 module BPCs
(5) Invented Anshar (ME -1) BPCs for JF building
Ishtar, Onyx, Phobos, Pilgrim Invented BPCs

(1) Freighter
(2) Jump Freighter
(1) Orca
(5) Iteron Mark V

Long-term Storage

Research Alt

This character is working with around 290 BPOs worth around 13.59 B. I’ve always wanted to be able to produce anything in the game so I bought up the majority of the common module, frigate, and cruiser prints. The only Battlecruiser prints that I own is a set of the Tier3 ones.  I have no intention to ever produce Drakes/Hurricanes due to their small profit margin. I also don’t own any Battleship prints as I like to fly T1/T2 cruiser hulls.

Awaiting ME/PE research

Getting things done

Research alt junk drawer

Capital Bittervet Pilot

Capitals in lowsec and random Bombers

Random PVP ships

Random PVP gear

Subcapital Pilot

I’m training this character to fly all four racial Interceptors, Recons, Logistics, and standard BCs. I also have him trained for the standard T2 Alpha Maelstrom because it is such a common request in nullsec fleets.

Nullsec PVP ships

Random PVP gear

Other Posts

Rixx Javix
Ardent Defender
Jester’s Trek
Kirith Kodachi
reddit.com/r/eve post


Inferno Bomb Animations

The art department did an amazing job with the new bomb animations. Each bomb has a very unique explosion and these screenshots barely do them justice. Time to dust off the old, er — new Nemesis. The new Bomber models also give the bombing experience a fresh feel.

[update] Video below!


Inferno Module Additions

This is a list of items that have been published to the test server as of build 370878.

1. Extrinsic Damage Amplifier II

+12% Drone Damage? Looks like a display bug.

Volume 5 m3
Mass 1 kg
Tech 2
Structure HP 40
Meta 5
Slot Low
CPU 40 tf
Powergrid 1 MW

I’m looking into upping this module in power. I mostly have the CPU and damage to work with, because of the way the technical backend is, I can’t affect the RoF of drones. But we should be able to adjust the rest of the stats to make up for that somewhat. The goal is definitely to make this module be on par with the other damage amplifier mods.
CCP SoniClover link

2. Ancillary Shield Booster (S/M/L/X-Large)

Large:

Slot Medium
CPU 100 tf
Powergrid 150 MW

Regarding the fueled shield booster – I doubled the effect, the cap use and the capacity. So you can carry more, each charge will be much more effective, but running the module without charges is crippling. But IMO it needs to be that way because doubling the shield boosting effect makes it so much better stat wise to normal shield boosters and the intention is absolutely not to obsolete them in any way. I’m sure more tweaking is needed, but let’s see how this plays out. From the testing I’ve done on the internal servers it looks promising, but as always the real test is when it’s on Sisi and in the hands of you players, you with your uncanny abilities to break everything good and decent *runs away crying*
CCP SoniClover link

3. Armor Adaptive Hardener I

It’s an active module with a 10 sec cycle, every cycle it checks the damage received in the cycle and adjust the resistance bonus the module gives based on that. It takes the top two damage types and increases the resistance against them while reducing the other two by the same amount (if you have received only a single damage type, it adjust only that one). It’s a zero-sum system, meaning for instance that if the resistance bonus for a damage type is at 0, it can’t be reduced further and the one’s to be increased don’t increase as much.
CCP SoniClover link

The resist is calculated for the module itself, but when it’s applied to the ship it goes through the normal channels. So, in the hypothetical scenario where you have no other resistance bonuses, then the max resist you could get from this module is 60% (the other three would then be at 0). But if you have other resistance bonuses, then your actual resist is calculated as usual.
CCP SoniClover link

We’d love to make a T2 version also before Inferno, we only have this one version now because we’re still tweaking it, but once we’re happy with it as a T1 version we should be able to do a T2 version also (no promise though Smile) But we’re not making faction versions for Inferno (hopefully later).
CCP SoniClover link

Slot Low
CPU 24 tf
Powergrid 1 MW

4. Micro Jump Drive

This has been confirmed, but has not hit the test server yet.

5. Processor Overclocking Unit I

6. MagSheath Target Breaker

7. Capacitor Battery Reflect Adjustment


T2 Alpha Maelstrom Cherry

Out of the spreadsheets and into the fire! I have always been interested in the ebbs and flows of power in nullsec and as such, I have a subcapital character in TEST for participation in the pony giggles.

I saw a Jabber announcement go out for a fleet that worked perfectly for me — after US dinner, before bed.

A lot of firsts happened on this fleet. It was my first official non-kitchen sink/random home defense subcapital fleet, the maiden voyage of my T2 Alpha Maelstrom (finally have Large Projectile Turret V), first time using optimized overview settings, and my first nullsec final blow.

(don’t laugh all you PVP’ers — I’m going to try to do a battle report)

Alpha > Scimitar > Huginn formup in Fountain. 140 in fleet mainly consisting of a Maelstromball with fast tackle support that headed into Delve. We encountered and played catch-up/evade/backtrack with a Nulli Secunda AHAC/T3/Dictor gang of about 100. Now blue’d Pandemic Legion joined us on a few jumps as we played around with the Nulli Secunda gang.

Three major encounters resulted in us blapping their ships as they came through gates while being tailed.

Once we jumped through, our Alpha Maelstroms pulsed MWDs and sat at optimal using Depleted Uranium L (1.2x tracking) ammo while fast tackle stayed on gate to lock down targets.

After a few T3s, some Guardians, and all their Dictor were down, they retreated home while we reinforced a few structures with the help of PL.

This was also my first time using Liberty Prime’s UI Generator settings and I have to say, their standard theme is quite nice.

I was easily able to flip between friendly/hostile/warp points and the color highlighting really helped when identifying targets. I recommend trying this theme out if you have any issues with your current Overview setup.

So watch out, this industrialist is growing teeth!


Inferno Change List

Test builds are being deployed. I will attempt to keep a master list here so bookmark and refresh this post.

Patch Notes [link]
Patch Size: ~1.04 GB

Game of Drones:

Revamped the Inventory:
This affects:
– Managing corporation items in a station
– All item management from POS structures done in space on grid
– All Inventory management in space (wrecks, opening other ship locations, etc)
– All Inventory management in stations (items, ships)
– This change does NOT affect the ASSETS window

Revamped FW:
– LP for kills
– Bunkers are now infrastructure hubs
– LP for all FW actions (capturing complexes, capturing infrastructures hubs, etc)
– New FW front page
– Consequences for capturing systems/regions (benefits for you, grief for your enemy)
– Capturing FW system affect SOV ownership
– Map filters for FW have been revamped

TriLambda:

• New missile launchers and launch effects
• New missiles, trails and explosions
• New Stealth Bombers
o Manticore
o Nemesis
o Purifier
o Hound
• Amarr V3
o All sub capital Amarr ships, excluding T3 cruisers.

Avatar:

“14 different skintypes have been added to the Character Creator. This allows all bloodlines to have a wide range of skincolors.
These skintypes replace the previous skintones that allowed players to modify their skincolor a little bit.
A character can keep his/her current skintone, but as soon as a skintype has been applied and the character saved, one of the new skintypes has to be used.

The skintypes can only be applied with full recustomization, that is when you also have the option to resculpt your character, but the plan is to give everyone an optional full recustomization when this goes on TQ.”

Super Friends:

• Updated Kill Reports (aka Kill Mails)
• Different war cost
• Corp CEO/Director declares wars, no voting required
• Alliance wars transfer to corps leaving
• No automatic war retraction by aggressor
• Wars last for week by default
• Either side can offer surrender in a war
• The defending side can get allies to help
• There is a place for people to find prospective allies/clients
• Players can now more easily track the war in the War Report
• All corps have publicly viewable war history
• Drone Damage module (Extrinsic Damage Amplifier)
• CPU Rigs (Small/Medium/Large Processor Overclocking Unit)
• Fueled Shield booster (Small/Medium/Large Ancillary Shield Booster), using Cap Boosters as charges
• Light and Medium Web drones
• Resistance shifting armor hardener (Armor Adaptive Hardener)
link

Confirmed

1. Frigate Rebalance [link]
Tormentor, Punisher, Merlin, Incursus, and Rifter changes.

2. New Modules
From Soundwave’s presentation at Fanfest, it sounded like the following modules are going to be included in Inferno. So far we only have this slide from FanFest and a long forum posts. [44:24]

Micro Jump Drive — Perhaps soon:

This list isn’t feature complete – more will come with time!
CCP Goliath link

Drone Damage module (Extrinsic Damage Amplifier)
CPU Rigs (Small/Medium/Large Processor Overclocking Unit)
Fueled Shield booster (Small/Medium/Large Ancillary Shield Booster), using Cap Boosters as charges
Light and Medium Web drones
Resistance shifting armor hardener (Armor Adaptive Hardener)

3. Missile Effects [link]
Youtube video starting at 3:30.

4. Missile Launchers [link]

5. Updated Kill Reports and War Reports
[initial concept devblog]
[updated devblog]

For a while, we’ve been talking about global killboards and all the awesome stuff that comes with it (leaderboards, weekly contests etc). Linking killmails in chat to other players means that you’ll effectively have access to that data, making our global killboard project slightly problematic. That, coupled with some security concerns means that we’ll have to withdraw linking killmails ingame.

Just to make it clear, we’re not pulling this feature because we don’t want you linking killmails, we’re pulling it because we have concerns about the impact on our global killboard project and making this massive amount of data available in a more graceful manner in terms of security etc.

It makes me sadface, but hopefully the tradeoff will be a better system down the road.
CCP Soundwave link

We fixed everything. You can now link killmails in chat! Thank Tuxford and Punkturis.
CCP Soundwave link

6. Unified Inventory UI [devblog]

7. Amarr v3 Ship Updates [preview youtube]

 

8. Updated Ship Models
Stealth Bombers
[unofficial renders on youtube]

9. Overview Fading [link] Included in Escalation

10. War Mechanic Updates [devblog]

11. FW Changes [devblog]

Without going into exhaustive detail:
1. Cannot dock in stations that are in systems controlled by an enemy
– Example: Minmatar cannot dock in stations in a FW system controlled by the Amarr/Caldari
– You also cannot use station services if you docked before system flipped
– Ninja Edit: This does not affect neutrals

2. There are 5 levels of discounts for a number of different things – if you own the system and have upgraded it
– Medical clone discounts (from 10% in increments of 10 up to 50% discount)
– Number of assembly lines increases by 1 for every level
– All broker fees discounted (from 10% in increments of 10 up to 50%)
– NOTE: You only get these discounts in the FW system
– ADDENDUM: These discounts apply to neutrals not in FW

3. Militia store LP prices are affected by faction wide performance (discounts in increments of 10%)
– Note that Datacores have been split and moved in FW LP stores
– Pending implementation, LP gain increase for all ways in which LP can be gained in FW – FW Kills, FW Missions, Complexs etc

I do believe these are the most prominent consequences implemented/pending.
CCP RubberBAND link

12. War Costs

SoniClover stated earlier in this thread that the war cost formula on Sisi now is really old, we’ve updated it since internally and the new version should be on Sisi soon.
CCP Punkturis link

Unconfirmed/Tinfoil

1. Drake Rebalance

2. Titan Rebalance

3. Technetium Rebalance

Pushed Back

1. Destroyer and Battlecruiser Skill Rebalance

There will be no skill change for Inferno. Your destroyer and battlecruiser skills are safe for now. Battlecruisers will have to wait until we have rebalanced frigates and destroyers to have something clean to compare them with.
CCP Ytterbium link

2. Armor and Shield Rig Rebalance [link]

In conclusion, this is just too much controversial / poorly thought to be a first step to anything, we need to take a step back, breathe, and have a look at the whole passive versus active tanking situation through modules and ships as well as changing rigs before committing to more changes.
CCP Ytterbium link