Showing posts with label PvP. Show all posts
Showing posts with label PvP. Show all posts

Friday, November 4, 2016

FC Lessons: Jumping the Gun

Friday night, I noticed that no one had pinged for a fleet yet, so I imported some Comets and Merlins right in the middle of Black Rise and sent out a ping. 7 people showed up – honestly not bad considering no one could plan their schedules around it and NC. had fleets earlier in the day that saw a lot of people clone jump to alliance staging.

I’m sure the ship selection probably raised a few eyebrows. My initial plan was to fly only the armor Comets, but I had space in my Occator’s hold and decided to fill it with some ships I might use solo or on another fleet. The Comets were MWD fit and the Merlins were AB fit, but in most cases we were fighting on the button of FW plexes anyways, right in scram range.

This was one of those pre-planning mistakes you can make that dramatically affects the success of a fleet. I didn’t expect to go through as many ships as we did during the night, but I should have planned better for the possibility by sticking to one – either MWD or AB – in case we got into a mixed fleet situation.

Suffice to say, it wasn’t the only mistake that happened that night.

Monday, October 31, 2016

FC Lessons: My First Roam, Gallente-Strong

A few weeks ago, I ran my first full, pre-planned corp fleet with a defined doctrine. Compared to my first roam, this was a wholly different kettle of fish. In the first place, we had about three times the number of pilots, but beyond that, we weren’t doing a kitchen sink fleet.

Instead, we were flying armor Comets with Navitas logi. It took me a long time to come up with exactly the right doctrine to use. I knew I wanted to keep our options open, and a lot of our Friday night roams involved novice FW complexes. It wouldn’t due to fly anything but T1 frigates; a mixed fleet would work for nullsec, but we’d more often than not find ourselves unable to field our full strength and be easily prone to being split up.

But, my ships needed some survivability. A Comet is ideally suited to hull-tanking, but one of my corpmates shared a nice armor fit that benefited from logi. So, I quickly added a logi to the doctrine. The Navitas could field a decent tank for a T1 frigate logi. Gotta love those Gallente for survivability.

At first, I considered bringing a tackler ship as well, but quickly discarded the idea. Any T1 tackle ship I considered performed less effectively at the task than the Comets. Why overcomplicate things?

It ended up being a good decision, and a good night.

Tuesday, October 11, 2016

Jump Ranges to 7 ly, Boys!

As of a few minutes ago, CCP Larkin announced a pretty badly needed change to jump ranges that will be hitting in the November Ascension expansion. With this change, carriers will have a maximum range of 7 ly (two more than currently) and supers will be able to travel to 6 ly. While that doesn't seem like a particularly big deal to non-capital pilots, try plugging a few routes into jumpplanner and you'll see how important it is. Quite often on long routes, you can end up with the response, "No route is possible" taking only cyno jumps.

Within the post, CCP Larkin stated that the company's goals are to:

  • Reintroduce a natural path for capital combat to escalate.
  • Differentiate the power projection of Capitals and Sub-Capitals.
  • Allow alternative logistics and force projection paths into space that is currently very difficult to access.
  • Open up chokepoints and allow jump paths to be a little less predictable.

While this change will be almost universally praised by capital-capable pilots, will it achieve those goals, and are those goals even worthy?

Saturday, October 1, 2016

Propaganda: Basic Reactions

Balancing equations has never been easier, thanks to the Reddit comments of our friends in Circle of Two!

When balancing equations, don't skimp on the salt.

Enjoy the war, and study for Chem 101 at the same time.

Thursday, September 29, 2016

Random Encounters

Eve is a social game, at its core. At the most basic level, having more people allows you to accomplish bigger goals, like taking down larger targets or completing more difficult missions or sites. Some aspects of the game simply aren't possible without multiple players, like supercap production, incursions, or carrier ratting. Others aren't viable - moon mining and PI are far easier and more profitable with multiple players.

When it comes to PvP, more players always makes it easier. Sometimes, that's not a good thing, like when you're specifically trying to fight outnumbered to stretch yourself. But in some situations and against some enemies, it's prudent and useful.

While most people offer the advice to join a player-run corporation so you have a group of people to talk to in game, that advice is usually offered more to ensure long-term engagement than to occupy each play session. The simple fact is, joining a corporation isn't enough. Nor is it enough to have a certain corp size.

The real factor you should be looking for is how many mains your corp has in the same place.

Sunday, September 25, 2016

A Beautiful Thing to Behold

I remember the first time I ever saw a Titan. It was very early in my career as a Roving Guns pilot in Razor. We landed on it in our Drakes (yeah, back then!) and got ready to bridge into a fight.

This was back in the times when bumping titans was a serious problem and FCs would rage for years about knocking it out of the POS. It was in the time of the black screen of death that sometimes happened when you loaded grid. That problem was always made worse by multiple pilots jumping at once, making a titan bridge a serious concern for those of us with lower-end PCs. After any jump, you might have found yourself dropped, only to log back in all alone.

Only a few weeks after seeing that first titan, I participated in my first two Titan kills, an Avatar and an Erebus in Venal, of all places. This was back when Titans weren’t used that often. They were utterly helpless when caught by themselves, and rarely traveled, or were even used that much in combat.

In the interim, though, I’ve participated in a wide number of move ops, but until Citadels, supers and titans had to be parked in POSes, and were often moved on their own, separate from capital and subcap fleets. While I might pass an occasional titan in transit, it was infrequent.

That all changed today, and I've got the evidence to prove it.

Thursday, September 8, 2016

When the Risk is Too Much

Eve is a game about risk, of course. Every time you undock, you risk the destruction of your ship. For that reason, any good mentor will suggest that you shouldn't get too attached to your ships. Save your fits so you can recreate them when they die. Don't covet them. View them as the tools they are, not good friends.

And, try not to think about how many innocent crewmen die when your ship goes boom.

For that reason, everything we do goes into a cost/value analysis. Everyone does this, from the freshest newbro to the most grizzled, cutthroat veteran. Sure, the former may not have as much information feeding into that analysis and the veteran will tell you he flies recklessly even as he very carefully and automatically selects his fights, but they're asking themselves essentially the same question.

What are my chances?

Saturday, September 3, 2016

Fear the Battle Venture!

On Friday night, I logged in to comms not really sure what to expect. While RP runs a Friday drunk roam (don’t let the name fool you; most of us are stone-sober, and it’s really a code phrase for low-sec roaming), we haven’t done it the past couple weeks, so I wasn’t sure what was happening.

The first comment I heard was, “X up if you need a Venture.”

Oh, God… what was I getting myself into?

Monday, August 29, 2016

Boost Me Up, Bro!

Fleet boosts (links) are a challenging topic. As they stand right now, they're heavily broken because there's virtually no way a pilot can know if another ship is being linked before deciding to take a fight, nor is there any record of that fleet booster's participation in the fight. It's a largely silent mechanic.

Instead, a single ship sits alone in the depths of space, completely isolated from its fleet, providing a system-wide boost to all ships beneath it in the fleet structure. That fleet booster will never see either its fleet members or the enemy ships. Pretty much the only meaningful gameplay that ship needs to do is watch short scan for probes and incoming ships, and remaining aligned to quickly warp out to escape anyone trying to take it out. Its function is very similar to sitting at a safe and hoping you don't get probed down. For all intents and purposes, it's not playing the same game as anyone else in system. When attacking, by default you'll need a probing character with Virtue implants to be able to get a 100% lock on a halfway decent boosting fit.

And yet, links are viewed as absolutely essential to any well-run fleet. Even some individual and small-gang pilots (I use individual to refer to multiboxing individual pilots running multiple ships; they are not solo) will absolutely require links before undocking.

The demands of large fleets and small gangs are very different, and whether fleet boosts are present or absent affects each differently. In most large fleets, links help increase survivability, but not necessarily viability; they keep ships alive, but the fleet would operate similarly with or without links. In other cases - such as doctrines that rely on additional webbing range or glass cannon sniper fleets (Tornadoes, slippery pete Tengus) that need additional lock range - links are absolutely vital to effectively fly the doctrine. A slippery pete doctrine that operates within a Maelstrom fleet's lock range stands no chance, for instance.

For small gang work, links can often mean the difference between using and not using a given ship. many kiting ships, for instance, rely on a speed advantage - often coupled with implants - to maintain range, and without it, they simply wouldn't have a role. Links also provide a meaningful advantage when facing the blob; without links, the solo pilot doesn't stand a chance, so no fight happens.

It's a thorny problem. And CCP has decided to tackle it. Finally.

Friday, August 26, 2016

Lessons: It's Not About Whether You Lose…

Recently, I’ve been trying out a new roaming system that involves Valeria in a fast-warping interceptor with Talvorian in a wicked neuting Vexor Navy Issue. It requires me to multibox, something that’s definitely outside my wheelhouse. But, that’s kind of the point, to get out of my comfort zone and stretch myself.

Originally, my goal with the setup was to use it to catch ratters more efficiently. I’ve often entered system and managed to pinpoint my targets in my Stratios, only to miss them by a few seconds. I wash hoping a fast-warping interceptor might be fast enough to pin them down and survive long enough for my back-up to kill them. I really haven’t gotten that chance; though I’ve flown the setup three times, I haven’t managed to find any ratters to test it against.

That’s not to say I’ve come up empty, though. While the planned engagements haven’t done well, it has performed admirably in surprised PvP situations, particularly against blobs.

Sunday, August 21, 2016

Nothing Whatsoever Happened in SH1-6P Yesterday...

...well, unless you count the destruction of 1.4 trillion isk worth of ships, including a handful of titans. Take a look at that battle report. Then scroll down. And down, and down. Then, you might hit the end of the list of titans who participated.

And who said Eve was bereft of reasons to fight?

The interesting thing was that this fight emerged over a CSAA that had been reinforced a couple days before. In a remarkably brilliant example of "I knew there was a reason CO2 wasn't annihilated", CO2 sounded the alarm and mustered their new allies against NC. and PL. Escalation followed escalation until we had a knock-down brawl that lasted several hours and wiped out a bunch of isk. It was the very best kind of battle... an impromptu one. I doubt many expected it to escalate as far as it did. A good time was had by all.

Well, almost everyone. Within the first minute of the fight, I found myself being yellow-boxed by the entire Snuff Box Nightmare fleet. I immediately broadcasted for armor reps, but I was dead before my logi even locked me. MintyRoadkill helped escort me to staging a couple minutes later. I only managed to get on the first two kills before I went down. Sad panda. So, I can't give much more on what happened since I was out so quickly, but a good summary can be found here.

But regardless of my own kill count, it was a good night for the good guys, and NC. lost only 71 bil. A good trade any day!

Wednesday, August 17, 2016

Hangar Clean-out

I've moved around quite a bit over the past year, going from the north to Vestouve to 6VDT in Fountain to a couple locations in Pure Blind. My secondary staging moved too, out of and back to Tamo. Each time, I've loaded up my carriers or (more recently) dreads, sold off my excess ships, and moved on.

Suffice it to say, my 2016 hangar snapshot at the end of December is likely to look quite different from my 2015 version. Chiefly, it's going to have many fewer ships, as I found myself diversifying for diversity's sake. Never a good idea on the wallet. But, at a more basic level, I need to limit myself to two dreads' worth of ships now.

I tend to be very slow in giving up on a ship, a class, or a type of flying. I'll fit out a ship, and even if I don't fly it often, I'll keep it in my Tamo hangar for years. But now, I'm finally getting around to cutting the cord and removing some of these ships. Some of them are "old girlfriends" that I absolutely love. But, the meta moves on, and it doesn't do to keep the dead weight of ships eclipsed in every way by other options. There are times to fly with your heart (Friday night sink roams), but most of the time, if you want kills solo or in a small gang, you need to be smart about what you fly.

A few recently haven't made the cut, and were carted off to Jita to be sold.

Saturday, August 13, 2016

Knowledge Gaps

Eve is a game of horizons. You can play for years, skilling towards becoming the perfect pilot for a specific ship. Just when you reach that goal, you find yourself keenly aware of your limitations. So, you need to train for the next one, and the next.

For my part, I wanted to learn to be a good solo and small gang PvPer, so my first priority was to play “catch up” by topping off all the basic fitting and competency skills (shield, armor, etc.), then top off my cruiser/medium-and-below spaceship command and weapon skills. Only after that did I start working on capital skills.

Now, Talvorian is sitting pretty well, able to fly all carriers and dreads, as well as T2 siege. In fact, that’s been the case for about a year now, though I rarely fly capitals.

You see, capital warfare has always been beyond the next horizon for me. I can sit in them, I can follow commands, but I really just don’t “get” them yet. With my schedule of availability, I’m hit or miss for large capital fleets, and there were always other kinds of gameplay I needed to practice more.

Yesterday, I went on a fleet that had several of my corpmates multiboxing capitals, and it made me jealous. I wanted to do that. But, I have enough awareness to know I don’t have the “soft skills” to fly them. I completely missed the boat on the carrier changes; I read the patch notes of course, but I never previously flew carriers in combat situations, so I didn’t really take the time to understand what those changes meant.

Tuesday, August 9, 2016

Citadel Traps

I’m a big fan of gameplay that requires plays to do work to catch targets. Generally speaking, if Eve is about improving your skill and defeating a human opponent, using a cheap trick completely defeats the purpose.

That tends to be why I don’t really respect pilots who fly with boosting alts, particularly as they’re still of the off-grid variety. To me, that smacks of throwing money at a problem and pretending it’s skill. It’s certainly a viable, effective, and permitted tactic, but it’s not a very skillful one.

One of the tactics that fit into that category from the moment citadels deployed was dropping a citadel and drag bubbles in line with a gate to pop anyone who warped directly from gate to gate. From the safety of your citadel, you could kill everything with ease. It was a cheap tactic.

And, with the August patch, it’s no longer possible. Drag bubbles will now only catch ships if placed within 500 km of your warpto location (a gate, a planet, etc.)

What surprises me isn’t that Eve players chose to take advantage of this, or that CCP didn’t anticipate this application of the mechanic. It’s that it took this many months for the change to come. I mean, I can understand that it might require some development, and that citadel mechanics are new and prone to surprising effects when you change.

But in null-sec, a citadel-bubble combination is just ridiculous, and systems were lousy with them.

Regardless, it’s another one of those problems we can relegate to history and the “wow, that was really a thing?” category.

Saturday, August 6, 2016

Restocking the Pond

For the past couple years, CCP has done a great job of providing overhauls to pretty much every key PvP mechanic in the game. Stations and POSes are being converted to Citadels, new ships were launched, and null sovereignty was completely redefined. It took a lot of work, and it changed a lot about one of the key selling points of the game: sovereignty by large player groups.

At the same time, we saw a group of bankers take down a coalition of alliances that many considered to be unstoppable. Many people, including myself, argued that the CFC would only fall as a result of internal rot. While that’s certainly true – key corps and players defected as a result of a delayed boredom – the catalyst was one banker stealing from another.

That’s right, a complaint between bankers led to the complete obliteration of an empire that had stood for over five years. What a time to be alive! Granted, the CFC didn’t really fight, as much as it sought to preserve as many of its supercap assets as possible for a future rebuild. There were some good fights, but not nearly as many as you’d expect.

And yet, what was the effect? PvPers absolutely loved it, and a lot of players joined groups like Spectre Fleet to participate in such a historical event, even if they had no reason to particularly hate the CFC. Alliances that had grown fat from years of ratting were ejected, replaced by many more smaller alliances. And, as a result, the CFC – what remains of it – decided to move to Delve, hopefully creating a new PvP hotspot in the process.

That’s all wonderful as far as results go. Yet, the average logged-in users declined yet again. More people are “winning” Eve by quitting. And Citadel clearly hasn’t generated the mass influx of new blood it intended.

Why?

Wednesday, August 3, 2016

FC Lessons: Room for Improvement

Over the weekend, I ran my first small gang roam as FC with some corpmates. I've taken a few days to think it over before drawing some conclusions about how I did. While the tl;dr is that we lost two scouts, none of the main fleet (except one who did a silly thing - not taking responsibility for that one!) and killed a blue Worm who didn't stop shooting us. Not that great. But, it could have been much worse. The story behind it, though, is where the lessons lie.

NC. moved this past weekend, so there weren't many planned ops for the days immediately preceding it as folks gathered up their ships, divested what they didn't need, and prepared capitals and jump clone timing to convoy to our next home. With some help from corpmates (I heart you, Basta...) I was done a little early and wanted to have a little fun. So, I clonejumped to Tamo and started up a fleet.

After all, if the content isn't around, create the content, right?

Sparta was planning on solo roaming in the same general direction anyways, so he and four others came along. It was a good size gang, with everyone armor-tanked, an additional armor link ship, and a Cruor as a scout. I brought Talvorian in a Confessor as a second scout and Valeria in an Auguror Navy Issue to manage fleet warps and have on-field eyes for fights. With that, we headed out towards Tamo.

Saturday, July 30, 2016

Theomachy: A Litmus Test Against the Unknown

On this blog, I've talked about the value in putting yourself in unfamiliar scenarios and trying to fight your way out. True growth, after all, occurs after the unpredictable experiences. Recently, I caught a ratting VNI and found myself having to contend with reinforcements. It wasn't an ideal situation, and things didn't go as planned. But as the engagement progressed, I kept my head and carefully moved from target to target, clearing the field in the process.

That didn't happen in a vacuum.* In fact, the Talvorian Dex of two years ago would have panicked and fled. The Talvorian Dex of three years ago likely would have died. The battles that I took part in during the interim directly led to me surviving and succeeding this past week.

It can be expensive, though, learning those lessons. A quick look at my killboard shows about a trillion isk of destruction and around 41 billion in losses. Now, a sizable chunk of those losses were of fleet doctrine ships for which I received SRP reimbursement, but the cost of those lessons is still enormous.

As I learned, cost was a factor for me. I'd find myself feeling hesitant to take an engagement because of the cost of my ship. And while isk and skillpoints don't improve how you fly in and of themselves, they do unlock some possibilities that a pilot who works hard to improve can take advantage of... if you've the courage to try them.

That's why Theomachy, a player run event happening on August 27 on the Singularity test server, is the answer to all of your unspoken prayers.

Tuesday, July 26, 2016

Lessons: Try, Try Again

Universal axioms are rarely useful; in almost all cases (see what I did there...), the devil is in the details. Take, for instance, "If at first you don't succeed, try, try again." In certain cases, it just doesn't make sense to follow that advice. If you fail to kill a carrier with a single battleship, don't try again. Give up. It's foolish.  Or if, say, you aren't willing to inject, repurpose, or buy a neutral jump freighter pilot, don't fly jump freighters.

Yet, that's not to say the axiom is wholly worthless, because there are a lot of situations where slight differences in details can make a world of difference. Sometimes, victory or defeat comes down to a slight fitting change here or there, or knowing more about the habits of your target. In many cases, even the experience of losing once provides critical information you can use the next time to turn the tables.

One of those situations happened to me this weekend. In between hunting Goonswarm supercaps as they moved and killing a couple carriers that wanted to commit insurance fraud, I made two quick whaling trips to a nearby ratting system. During the first one, I tried to jump two Vexor Navy Issues, but it didn't go as planned.

The second trip ended much differently as a direct result of the lessons I learned, though.

Thursday, July 14, 2016

FC Lessons: Cool as Ice

My post discussing my desire to become a better FC has generated a lot of response, and for that, I thank you. One of my readers, the much-celebrated Jonathan Atruin, commented that one of the most critical tasks of an FC is to be heard with a calm voice at all stages of an engagement, regardless of the result.

The thinking behind this goes something like this. First, being an FC requires that your fleet members feel comfortable enough that you have a good understanding of the situation that they're willing to suspend their usual self-preservation instinct. In so doing, they do what will maximize the chances of the fleet succeeding, even if it means their own individual death. sometimes, a few more seconds of a ship remaining on grid can mean one extra volley, and one extra volley can mean a critical target explodes instead of catching reps. And if that's a critical enough target, the whole enemy fleet could unravel.

For pilots to commit that fully to a fleet, they a) need to believe that their FC has a bigger understanding of what's happening than they do, and b) have faith that this understanding will result in a better chance of success than pilots doing their own thing. When things happen in an engagement and they don't hear the FC's voice, or when the FC sounds emotional and agitated, it erodes that trust that the FC is in control.

That's hard instinct for an FC to develop - understanding when communication is needed, even if nothing is happening. It starts with the FC understanding the likely reaction and motivations of his fleet, and responding to the unspoken desires.

Let me give you an example.

Tuesday, July 12, 2016

That's Who I Want to Be

About a month ago, Repercussus left Violence of Action and joined NC. I was a little surprised. It's well known that NC. wants every player to have the ability to fly and live out of a capital. With some of RP's newer players, I wasn't sure it'd be a good fit.

But after a few weeks, I've been enjoying it so much that I've moved Talvorian back into RP. First impressions have been strong. On comms, pilots are cool and collected. The alliance flies the shiny ships that initially drew me to join TISHU last year, and has both the ability and interest in flying smaller doctrines. And when they do throw down, they do so with the support of PL and a robust capital SRP program. If I lose a dread, I can get back into the fight regardless of how much isk I have tied up. Suffice to say, I bought and fully decked out two Naglfars in the first week.

But that's honestly not what impressed me about NC. It's not the doctrines or the SRP, but rather the FC corps. These people know what they're doing.

And I've found myself increasingly wanting to be like them.