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minerbump Concord Manipulation THE 50% BONUS In an earlier post, I demonstrated how deliberately spawning multiple Concord squads at a random planet in Kamio increased our gank squad's attack potential by 50%. Unless you happen to have a lot of extra people in your fleet, the 50% will make the difference between success and failure. Here's the quick summary, in case you missed it: If there's no Concord in system, Concord will spawn next to the ganker. In a 0.7 system like Kamio, that takes about 12 seconds. If Concord is already in system (for example, at an asteroid belt), Concord will warp to the ganker. That takes about 18 seconds. For those of you who get chased by faction police, it still benefits you if Concord's already in system, since faction police takes longer than 12 seconds to respond. Lesson One: Before going on a ganking run, get Concord to spawn. Don't be lazy! If you're willing to spend training time and isk to increase your DPS by various percentages, surely spawning Concord is worth the 50% bonus you get. Each Concord squad can only attack one ganker at a time. If multiple gankers shoot a Mackinaw simultaneously, additional Concord squads will either spawn in or move from elsewhere in the system. So if there are two Concord squads in the system and your fleet has five gankers, two gankers will get stopped in 18 seconds, and the other three gankers will get stopped in 12 seconds. Lesson Two: Spawn as many Concord squads as you have gankers in your fleet. That way, your whole fleet gets the 50% bonus. Spawning Concord is easy, and they generally stay in system until the next downtime. Get your fleet into rookie ships (or any cheap ship with a gun) and have them fire on a secure container or something else that doesn't belong to them. Do it simultaneously, and you'll have a Concord squad spawned in for each of you. This will also draw away any Concord that may be loitering in the ice field.
Brains! NOM NOM! What are we doing: Hey guys, CCP FoxFour from team Five 0 here with some news about NPC's and their brains. As it stands right now on Tranquility we have 3 classes of AI. The most common is the normal one you find on all mission rats, belt rats, and the like. Secondly, we have what we internally call Level One AI which is on sleeper and incursion NPC. The final AI is the one on Concord. One of the nice advantages with the Level One AI is we can create different AI templates from it. This is why the sleepers and incursion NPC are so different. We are going to do the same thing again; creating a third template from the Level One AI. We will only be activating specific parts of the new AI for this third template and it will not change how much damage the NPC do, how much damage they take, or generally how strong they are. So with that all in mind: We plan on applying the Level One AI, with a new custom template, to almost all NPC in the game. We will not be touching Concord, the current sleepers, or the current incursion NPC. Other than that, all the NPC in the belts, missions, complex, navies, pirate faction, empire faction, and any others I can find will get the newer Level One AI.Why are we doing this: There are plenty of reasons for doing this. Trying to bring everything up to date, to stop maintaining old code, to give us new options for what we can do in missions, to try and close some exploits, to attempt to make the PvE more engaging, and more.How are we doing this: We are going to do this with a lot of little baby steps and public testing. We have also taken steps to make sure that if come release time if we don't like where this is at we can easily revert it all and put it off for a release to try a difference approach. Internally we started with just changing all of the Gallente and Guristas NPC. This allowed us to run missions for the Caldari and go up against the new AI. After the first round of testing we made some tweaks to the attributes on the NPC, specifically making them hate drones less, and got some of our QA and Bug Hunters to hammer through missions. So far the feedback from this has been really good and we are confident with moving on to the next step.We are still working out the dates for it but at some point in the coming weeks we want to get these changes onto a test server and invite the community out to run some missions and provide feedback. As I said earlier this is something we are doing very carefully so getting it into your hands as soon as possible is of high priority for us. We are just sorting out when we can get access to one of the test servers. Edit: Turns our the changes got published to Duality recently. So if you get on Duality now you can see and test the changes. If you have any feedback please post it in this following threadF.A.Q. Q) Will the NPC's switch targets now? A) Yes, yes they will. Q) Will the NPC's choose a targets of the same size, so npc frigates will first target player frigs. A) Yes, the NPC will try and pick targets matching their own size. Q) Will NPC's kill my drones? A) Yes, but they don't hate them nearly as much as sleepers. I ran 9 level 4 missions and lost 2 drones. It does mean you need to pay more attention though. We can adjust their hatred of drones though which is why we are asking for feedback when this hits a test server. Q) Will NPCs do any new ewar? A) No. Their actual weapons and effects will not be changing. Q) Does this change things like spawns or range activation? A) No. When the NPC decide to start hating you is still based on the individual mission. Q) Does this also cover DED sites, exploration sites, belt NPC, faction navies, and hauler NPC? A) Yes. It covers everything except CONCORD.Final Words: A short dev blog, but hopefully one that is clear and to the point. CCP Bettik and I look forward to discussing this with you more as we move forward. CCP FoxFour p.s. I have reports that the police on Duality are shooting everyone in High Sec... and that when they do you get GCC. So yea, we have given everyone what they wanted: A less safe High Sec. ENJOY!
ship balancing winter update Things have been going well on the ship balancing front as we ramp up to our winter expansion in the coming months. We began earlier this year with rebalancing combat frigates for Inferno, and then delivered improved mining barges through CCP Tallest. We also gave you attack frigates and rookie ship changes despite summer vacations taking many staff away. That’s a total of 19 ships, which is not too shabby to start with, considering it’s a little less than 10% of all available EVE Online vessels. Adding CCP Fozzie to our team has been a great aid in getting things moving along, a bit like hiring an extra half-naked loud hairy vocalist to a heavy metal band. Plus, he doesn't eat much (a few peanuts we launch at him in the morning do the trick), and usually he sleeps in a dark corner somewhere and works 22 hours a day. Not a bad deal. Despite being happy with our first round of balancing changes, work has barely started and we really want to ramp things up for the next expansion. So, let’s check what you are getting for winter.David versus Goliath (16 ships) Frigates have the highest balancing priority so far, and the experience gained with Inferno is definitely going to be put into good use here. Here is the updated list which has changed a little since Fanfest 2012. Remaining combat frigates: Kestrel, Tristan and Breacher. Previously expected to become missile ships, we decided to keep their role in the same category as the Tormentor, Punisher, Merlin, Incursus and Rifter for consistency and simplicity purposes. The Kestrel will now have a new long range bonus. The Tristan is being overhauled into a true drone boat, while the Breacher becomes a resilient close range missile platform thanks to its shield boost amount per level. Exploration / scanning frigates: Magnate, Heron, Imicus, Probe. All of these ships are now properly focused by having mini-profession bonuses, increased probe scan strength and far better slot layouts in general. Disruption frigates: Crucifier, Griffin, Maulus, Vigil. The Crucifier is now fully dedicated to tracking disruption. The Griffin bonus remains unchanged, but has a better slot layout. The Maulus loses the hybrid damage bonus and specializes in sensor dampening with drone support, while the Vigil will no longer have a speed bonus and will focus on target painting. Support frigates: Inquisitor, Bantam, Navitas, Burst. A mix of formerly known missile and mining frigates that have been revamped to have logistics capabilities mounted on small, mobile hulls. Combined with a small remote armor repairer and shield transfer overhaul, it means new pilots or people interested in logistics support will now have a proper upgrade path all the way to the famously known Tech 2 logistic cruisers. Such a change will also dramatically shake up combat due to introducing repairing capabilities on small scale frigate fleets. ORE frigate: Unable to mount Strip Miners, it will neither have the yield, ore hold or resilience of the Mining Barges. Instead, it will focus on mobility for ore retrieval in hostile space (read ninja mining), as well as acting as a stepping stone for new pilots.
因与果 有人说,你在你踏上复仇之路前,有必要做好牺牲自己的准备。这在现实世界或许是对的。但在EVE这个宇宙里,你可以从容的实施你的复仇计划。 你可能就开着这条船,成为了一场残酷伏击的牺牲品。这些袭击者来自一个恶明远扬的联盟。你被他们引入圈套,然后爆船身亡。 但是,在EVE里,死亡只不过意味着一个全新的开始。你获得了重生后,决定复仇。 你清楚的知道,信任是一个联盟赖以生存的基础。摧毁这信任,你就摧毁了整个联盟! 那帮海盗只不过是在同一个联盟旗号下的数十个军团之一,这个联盟总共有数千人之众。你此你和一个成员套上了近乎,然后,你也和其他人混熟了。 很快,他们邀请你加入他们的军团。之前那帮恶棍,全然不知道你已经混进了他们的队伍。接着你在军团中不断获得提拔,掌握了高层机密,能够动用整个联盟的战争资源。他们开始依赖你的领导,开始信任你…… 是时候作个了断了。你大可以继续你的权力之路,或者将你的复仇计划付诸行动。整个帝国的命运,取决于你。 这一刻,你,占尽先机! 你决定报仇 洗劫他们所有的资产,盗走他们所有的武器装备。甚至包括他们所有的领土。 这是一场完美的复仇。不费一枪一弹,你就将一个庞大帝国彻底摧毁。 几天后,他败给了敌对联盟。你的决定改变了整个宇宙版图。也改变了数千人的命运。 你旅途中的每一步,都充满了变数和不确定性。因为在EVE中你的道路不是经过设定的。而是由你自己决定的。这些决定,将会给宇宙带来真正的影响。拥有这样强大的力量,你会做些什么呢? 加入游戏你自己来决定吧! 欢迎加入EVE-ONLINE,这宇宙,属于你!
A Backwards, Yet Lucrative Strategy One of the strangest strategies I’ve seen crop up in Faction War, is allowing an enemy to take a system in order to benefit from the lucrativeness of eventually taking it back. This rather backwards approach to taking sovereignty stems from the fact that the primary worth of a FW system is in taking it –not in owning it. For example, take System A. System A is currently owned by the Amarr. To plex it from 0 to 100% contestation, the Minmatar will do an average of 150 base plexes. However, the Amarr will defend it, if only to get pvp, so the Minmatar will need to do more like 300 plexes over time to get it to 100%. At the current Minmatar LP to ISK ratio (based on current Stabber Fleet prices), factoring in some modest pvp, and applying current warzone control payout bonuses, the Minmatar will net a low estimate of 16.3 billion isk for taking the system. This could easily reach upwards of 20 billion isk, depending on what lengths the Amarr go to to defend it. Once the system is owned, we can upgrade it for a variety of bonuses—extra station slots that are rarely used, a few ISK taken off various sell order taxes, as well as the opportunity to save a few million on your medical clone, should you happen to lose your pod. We should probably mention that these are not privileged bonuses even, but those shared with any neutral in system. Once you own a FW system, it essentially becomes worthless in and of itself. Ownership primarily becomes a question of numbers for warzone control purposes. So long as the Minmatar maintain a certain number of systems, it is of more monetary benefit for them to allow the Amarr to take a few systems (since defending them is of no profit) and simply taking them or other systems back for the purpose of farming the LP. It is also important to note that when the Amarr take a system, using the same scenario in the example above but using their own LP to ISK ratio and lack of warzone control payout bonuses, they will net 4-5 billion ISK in taking a system. Therefore, for every system the Minmatar takes back that the Amarr took from them Post-Inferno, we net more than 3 times as much profit. Just an interesting thought for a Monday afternoon.
Know Your Enemy - Tier 3 Battlecruisers In many ways, the new tier 3 battlecruisers are a class of their own. Where tier 1 and tier 2 battlecruisers were essentially tougher, slower, more powerful cruisers, the tier 3 battlecruisers simply take the hull of a t1 cruiser and attach to it the armament of a battleship. This gives them incredible offensive power against larger targets, at the expense of the durability and flexibility offered by their lower tier counterparts.As a class, the tier 3 battlecruisers share a number of common attributes. They are all turret ships, able to fit 8 large (battleship sized) turrets apiece with no utility highs, no launcher hardpoints, and no drones (with the exception of the talos, which gets a small drone complement). This combined with the poor tracking of battleship sized guns makes tier 3 battlecruisers vulnerable when engaged by smaller ships at close range. The speed, agility and tanking capability of these ships are very close to those of the more offensively-oriented t1 cruisers such as the rupture or thorax (in fact, the tier 3 battlecruisers are all slightly faster than the tier 3 cruisers of their respective race). The signature radii of the tier 3 BCs are higher than that of a cruiser, but closer to a cruiser than a battlecruiser (for example the talos has a sig of 200m, compared to 140m for the thorax and 300m for the brutix).* These attributes combine to make a ship which is very effective for small gang warfare, in particular when kiting or operating at mid to long range. They are especially useful for engaging larger targets which are not able to respond at battleship ranges (for example, regular battlecruisers). Due to their relative inflexibility and vulnerability to lighter ships, the tier 3 BCs are generally less popular for solo use than their lower tier cousins. Of course, there are exceptions. *Note that not all attributes follow these patterns. The sensor strength, capacitor size and regen, and cargohold all scale as you would expect from a higher tier battlecruiser. Scan resolution, like signature radius, falls somewhere between cruisers and battlecruiers.
Fleet Navigation in 0.0 Summary of This Article Make sure to add fleet scouts and fleet commander to your watch list. Watch the Broadcast window for new destination broadcasts. Do not go through gates without hearing your FC say "jump jump" first. Do not independently warp anywhere without an order from FC. Do not independently engage anything without order from FC. Never say "jump" on Vent - only FC can use this word. Use Broadcasts to request remote repairs. Enable bombs on your overview. One bomb will not kill a frigate, but if you see more or if you are already damaged warp out or go through the gate or you may go pop. When you see a bomb flying towards you, never activate a mwd. The default order when holding on a gate is to orbit it at 500-1000 meters, making sure you keep within 2,500 meter activation perimeter. After activating gate, hold cloak until you hear further orders on the other side. If no orders have been given and your cloak has dropped, re-approach gate and start orbiting it at 500-1000 meters. If you have accidentally activated a gate which is on grid with the fleet, say "friendly out" on Vent. Alternatively listen to others saying "friendly out" to determine whether the gate activation you just saw is friendly or if it is a target that just came into system and needs to be shot at. If you have disconnected say so on Vent. Indicate what ship people should not be shooting at (i.e. "<your name> has disconnected, please do not shoot at the Kestrel"). Optional: print out maps to follow fleet movements. That's it. Good luck! And as the saying goes in Amarr: may you never lack targets for as long as you live and your life be as long as that of the Emperor.
对于PVP的客户端安装 Introduction Rule number 1 for life in 0.0 and PvP combat is that lag kills. Your graphics settings might look cool, but if these settings cause your client to lag when 10 hostiles land on grid and a battle starts, you are dead. The last thing you want is a slide show when you're in a 50 pilot gang going against another 50 pilots. For this reason, before engaging in combat in EVE you must take time to set up your client properly. To reduce lag, 0.0 and other PvP pilots turn off several game effects. With the Apocrypha update to EVE Online on March 10th 2009 CCP has done away with the classic client. Now players can run only Premium and Premium Light clients. All the bells and whistles of premium client look great, but these additional features can drop your frame rate through the floor, especially when there is a large number of ships on grid (example: a PVP-Basic class). To reduce the chances of this happening, explore the options you get when hitting "Esc" key to bring up settings menu. Across the top you will see a row of tabs. In this article we will only be dealing with three of these tabs: Display & Graphics, Audio & Chat, and General Settings. Then we will move on to EVE Mail settings. Configuring Client Settings Display & GraphicsDisplay Setup: Find a check box named "Advanced Settings" and check it to expand display settings. You must decide whether you want to run EVE in windowed or fullscreen mode. Fullscreen mode will lighten the CPU load, but makes it more difficult to tab between different windows. For Mac Os users the shortcut to switch between fullscreen and windowed client is Apple+Return. Resolution/Window Size: One thing you will discover very fast with EVE is that you need to utilize the entire screen and the higher the resolution you can support the more room you will have. Run your client at the highest resolution possible, but keep in mind that you also want a good frame rate. This can be a tricky balancing act. You can press Ctrl+F to see your frame per second (FPS) count in game, or use FRAPS to measure it. Generally you want to keep your FPS count between 30 and 60. The most important setting in this panel is Present Interval. Here you want to select “Interval One”. This will limit your FPS to 60. When sitting in a station your client can have very high FPS count (up to and over 200). This will put a great deal of strain on your video card, which has been reported to lead to overheating and your system shutting down or worse. Effects: Turn off "Turret Effects", "Effects", "Missile Effects", "Camera Shake", "Ship Explosions", and "Drone Models". For large scale fleets it is best to have these effects" turned off, however, in small scale fights leaving them on can be beneficial. It will allow you to visually distinguish between different electronic warfare effects, such as when your ship is being webified or warp disrupted, as well as let you to see remote repair and neutralizer/nosferatu effects. Turn off “Sun Is Occluded by Ships” and turn on "Use LOD". LOD stands for "Level of Detail. Turning it on means that EVE client will use simplified 3d models to show things that are far away from the camera. Enabling LOD can result in smoother graphics.
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