Showing posts with label protest. Show all posts
Showing posts with label protest. Show all posts

23 July 2013

Industrial Rebalance

I have been pretty stumped by the thinking behind the recent changes to industrial ships. First there was the changes to the skill requirements which basically destroyed any progression through small to large haulers by making 'Racial Industrial I' enough to fly all indy ships for that race. Although it was a long time ago I can still remember the pleasure at progressing to increasingly larger Iterons, something that new pilots will no longer experience.

CCP then followed the skill mangling with the more recent proposals to almost completely overhaul the various indy ships to pigeon-hole them into particular roles. On the face of it this could have been really good. ORE have been making inroads to their niche industrial category. For a long time now we have been familiar with the various mining barges, the Orca, and most recently we were introduced to the mining frigate. This would have been the prefect time to give ORE some hauling ships. What mining operation doesn't have haulers doing the heavy lifting while the mining captains drink themselves silly?

Unfortunately it appears there was no budget for art changes to the industrial ships. CCP should have changed the ships dramatically leaving one or two indy ships per race and creating a whole new range of ORE haulers. Instead we got an mix of fast and tanky or slow and capacious for all races plus the races with inconvenient extra hauler tiers got forced into the roles that ORE ships would have better dealt with. This meant we were left with very familiar ships filling some vastly changed roles and leading to much player rage. A new range of ships and retirement of the inconvenient existing ships could have avoided that. And no, changing the names doesn't really make much difference.

Rage

I was totally taken aback by the level of rage the players vented on the forums about the changes to the industrial ships. Even in my own alliance's jabber server there were heated debates on the changes, somewhat fuelled by my own inability to understand what the big deal was. A long time ago I trained Gallente Industrial I. I chose that because I am Gallente, not because ship fitting guides told me this was the biggest ship. I trained through all the tiers to get to the Itty V because it was the largest for my race. If I was Caldari I would have probably done the same with the Badger. It appears I am alone in this dirty-role-player frame of mind. The unhappiness I encountered was around CCP removing a choice someone once made to train Gallente Industrial V instead some other race because that would get them in the biggest hauler. A similar problem encountered when CCP remove Deep Space Probes rendering Astromentrics V less useful due to the decreased value of having level V in that skill. Both these changes have affected skills I had chosen to train and I have had very little of the annoyance exhibited by people against both these changes.

My opinion on the whole thing is people need to stop being so tied to absolute numbers and look at the bigger picture overall. In the real world competing products move their relative strengths and weaknesses against each other all the time. If you are using product A and suddenly product B becomes better at what you want to do then you switch loyalties. It's hard to replicate this in a game without eternal stat inflation. This means buffs to some ships have to come as debuffs to other ships in the same class. This was seen in the combat ship rebalancing but is somewhat diluted by the greater number of variables that can be tweaked in combat ships. We still saw great upset as people whined that their outstanding Drake and Tengus were nerfed to being more average. Making the game more balanced, by definition will see all ships in a given bracket become more like each other. The increased variation in viable ships is better than having world+dog in boring Drakes. Haulers had only agility and capacity to mess with largely removing any possibility for meaningful variation between races given there is more than one hauler per race. The second iteration of the rebalance addressed that by creating specialist roles for the spare ships but still means there is no real variation between races. This is where the ORE ships should have come in, or maybe some other large company making specialised haulers - Interbus? The Miasmos will forever be the Iteron IV no matter what you call it. People are also still most likely to train Gallente as that gives access to the largest number of specialised haulers.

Perspective

Is it really worth getting so worked up about this change? Adapting to a changing environment keeps life interesting. In EVE the environment includes not only the solar systems we fly through but also how all the ships themselves are best put to use. Changes to offensive and defensive module fitting requirements result in changes to the current in vogue fleet doctrines. This has a knock-on effect to the skills needed by the pilots flying these doctrines. The people building and doing invention jobs also need the right skills for the right ships. Why shouldn't there also be a flux in which ships are the best for hauling requiring indy pilots to keep their skillset current?

16 July 2012

Thukk You, Frill Me! - Aftermath

I've just found my way back to Jita after the 'Thukk You, Frill Me!' Protest run and subsequent RvB Ganked roam. This turned out to be a somewhat slow-burning event with a successful, die-in-a-fire ending. So, on that basis, I am quite happy. The fleet peaked out at almost 200 members which is apparently not a record for a Ganked night, but was up there quite high.

The fun began in Jita with a flashy Armageddon undocking and redocking as he was shot and ran out of shields. We decided this wasn't acceptable and headed over to unleash 100+ Stabbers on him. He died and we set off for Akora, the first lowsec system where we met up with our fellow fleet members with poor sec status. From there we headed to the Thukker head office of M-MD3B via N-RAEL. There were a few potential fights on the way but the only thing that actually materialised was a poor Thrasher that wandered into our path. Funnily enough when local spikes but something close to 200 people the tendency of the locals is to dock up.
Purple Stabber ball

Just before M-MD3B we had a sniff of a battle. Due to some cunning randomness on the EVE autopilot's behalf our fleet had split into two groups and was about to land on a gatecamp in a fantastic pincer movement. As I was in the smaller fleet we were ordered in first. We jumped in to find, well, nothing. Disappointed by this turn of events we headed to the Thukker Mix station to protest. It appears the Thukker Mix CEO had heard of Seismic Stan as the protest organiser as, when Stan and a few others opened fire on the station, it was only Stan who got popped.

Now the protest was out of the way, I stuck with the RvB Ganked fleet for the journey down to find some more fights. We headed down to Utopia in Curse and ran around a little trying to find someone to fight. People were getting a bit frustrated at this point and ended up chasing some non-flashy ships into Sendaya. As Sendaya is lowsec, the gate-guns took offence at this and started shooting. Eventually the offending Megathron died, but by then I was with the main body of the fleet heading for Catch.

Planet ahoy
We were told to set our destination for GE-8JV and we were never to make it past there. A couple of jumps out we received word of an Against ALL Authorities fleet in GE-8JV. We had been on the go for five hours or so and it was time to die. We jumped into the system and immediately re-approached the gate to see what the -A- guys would do. Obligingly they came to us at zero and we all jumped back into V-3YG7. I don't believe I've ever seen so many battleships in one place, nevermind ones that would like to blow me up. We aligned away from the gate to see what was going to happen and as -A- came through they bubbled up and the fight was on. Our FC started calling primaries and I actually managed to get myself sorted and shooting at the right things. First we took down a Phobos before switching to a Navy Armageddon. We couldn't break through the reps on the 'geddon so we switched targets and killed a Curse and then a 1.2 billion ISK Loki.

By this point the twenty or so Armageddons' smart bombs were taking their toll and I found myself in my pod. After a worrying minute where I thought nobody was going to pod me back to hisec I found myself in Hek. Hmm, why is my clone in Hek? Oh well, home to Jita. I had great fun. I went out to die and I managed that quite successfully. I also managed to help destroy almost 2 billion ISK worth of stuff so I died happy.


Oh, yeah, and bring back the Frill.

13 July 2012

Thukk You, Frill Me! - Reminder

Just thought I'd post a quick reminder about Sunday's protest against CCP's butchering of the : Thukk You, Frill Me! I posted the what's and why's last week so you have no excuse for not showing up. In case you didn't check back I updated the timetable to include the final evening's endeavour of taking any and all survivors from M-MD3B and heading on to Delve for good times and parties.

I've already got myself three Stabbers fitted up for Geo. One is sitting in Jatate for the suicide gank raffle, the other two are in Jita for the main event. Hopefully I'll need them all!

See you in Jita.

9 July 2012

Fitting Ships

As anyone who knows me can tell you I am about as far away from being an EFT-warrior as is possible. I don't know if there is an official term for it, but I am a 100% fitting leach. Given access to a new ship I am more likely to wander around Battleclinic or FHC looking at the suggestions for ships there than actually fire up EFT to see what I can design for myself.

With the Thukk You, Frill Me! protest coming up I have been training Geo with the appropriate skills to fit and fly a Stabber. My first instinct was to disappear onto the web to find a suitable fit to guide his training and I came up with something on FHC. I plugged this into EFT and then EVEMon and, lo and behold, I had a skill plan.

Today I decided I wasn't satisfied with this approach and that it's maybe about time I learned how to fit my own damn ships. Given I can't for the life me remember the Stabber fit I found on FHC I decided that would be a good place to start. Firing up EFT and importing Geo's skills was the easy part. Loading up a new fit for the Stabber was also easy. From there I was presented with a blank canvas with the words "fit it to its bonuses".

Stabber: 5% bonus to Medium Projectile Turret firing speed per level and 5% bonux to max. velocity per level.

"Well, at least that's the guns picked for me" I think fitting four 425mm Medium 'Scout' Autocannon I's. This leaves me two high slots to either fit missile launchers or some utility modules which I'll come back to later when I know what powergrid and CPU I have left. So, shield or armour tanked? This being a Minmatar ship I have an equal number of mid and low slots so there is no obvious hint
which way to go first. As I'll be in a fleet I might as well try a shield fit first with some damage mods in the lows. In my mids I put a Large Shield Extender, a scram and a web. In the lows I put two Gyrostabilizers and a Shield Power Relay. Still having plenty of PG, CPU and Cap available I revisit the remaining high slots and stick in more damage dealing in the form of a couple of Assault Launchers. At this point I realise my resists are pretty terrible so I stick in two EM and one thermal shield rigs.

I'm not over the moon with this fitting. Although I'm not used to actually working out my own fittings so have no idea if my feelings are justified. My thought are that the resists and EHP are too low. So, let's try an armour version. After ripping out the Large Shield Extender, the rigs and the lows I add a 400mm plate, an armour repairer and an explosive resist mod. To give me back some speed I put a 10MN afterburner in my now spare mid slot. My resists are again a bit poor so I put a kinetic and thermic rig in and then add a trimark pump to give me a bit more buffer.

This looks more like I've read to expect a PvP fit ship to look like. I'm almost maxed out on powergrid and I am not cap stable. What about the rest of the stats? First off I notice I've lost about 1000 EHP and 70 DPS. Not a great start. I have gone up about 10% in my resists though which should help with the armour rep but I have no idea how to judge the effectiveness of this.

To my unskilled eyes I get the general impression my shield fit is the better of the pair, but how does this compare with what I found on FHC? The first thing I noticed from the two fits on FHC is they are both shield fit, which is what I figured was best. The second thing I notice is I totally forgot that Damage Control modules exist. While tempted to go back and rework the above fits to include a DCII I decided to go through with this little experiment.

I noticed that both FHC fits have about 25% more EFT than I do, but almost all of that is from the forgotten DCII so I don't feel too bad. Other than that, my resists are better, my DPS is better, but I'm going a hell of a lot slower and my falloff is shorter. This probably is a major oversight on my part as I need to be up close and personal for such short range guns. I suspect if I took my fit out to battle I'd never get a change to actually hit anything. Going back to my original fit, I swap a Gyrostab for a DCII and swap the web for a MWD. As a result of fitting the MWD I also have to go down a size in missile launchers.

After these changes I find myself with an extra 1800 EHP compared with the FHC fit with almost 40 more DPS. I go a little slower but still pushing 2000 m/s which isn't too shabby. I have no idea how this would do in a fight though.

This has been an interesting little experiment but I'm not sure I could spend a vast amount of my time EFT warrioring. Does anyone care to comment on my though process throughout this? I realise my mistake in missing out the DCII was pretty silly and one I know I shouldn't have made. Getting speed to fight at my range is probably an experience thing and one that will only be rectified by flying in fights. So I guess that's what I'll just have to do.

Should I fly this on the 15th?



2 July 2012

Thukk You, Frill Me! July 15th Protest March

As highlighted by Rixx Javix over at Evoganda, there has been an unfortunate fate visited on the Vagabond. The terrible fate in this case is the loss of its distinguishing neck frill. The net result of losing the frill for this ship is to take something special away from its Minmatar identity. What is a Minmatar ship without some form of paper-thin wingy bits? Sure, rust is essential but wingy bits are almost as important.

More concerning is the apparent disregard for personal ownership and privacy by the ship's manufacturer, Thukker Mix. Not satisfied with simply redesigning new Vagabonds, Thukker Mix actively infiltrated numerous hangers around New Eden and retrospectively applied these unwanted changes to privately owned and beloved capsuleer Vagabonds.

Now to be honest I can't remember ever actually seeing a Vagabond in space. I'm sure I must have but I'm not the most observant pilot. However, should a Vagabond be bearing down on me in space it would be much more terrifying with its cobra-like appearance. I would try to flee from it, screaming in fear, rather than spending a few moments trying to work out whether or not I'm being engaged by a battle Iteron.

To fix this injustice, Seismic Stan over at Freebooted has organised a protest march for Sunday, July 15th. The intention is to meet up in the, becoming traditional, location of the Jita memorial before heading in the general direction of the Thukker Mix HQ of M-MD3B. Additionally, Khalia at My Loot, Your Tears is organsing a suicide-gank raffle in nearby Jatate prior to the main event. This means you'll need at least two Stabber or Vagabonds to fully enjoy the day.

Protest Itinerary - Sunday, July 15th 2012

18:00 - Jatate - Suicide Raffle
19:00 - Jita Memorial - Meet up and general comedy
19:29 - Jita Memorial - Outlaw fly-by.
19:30 - Jita Memorial - Departure
20:00 - Rendez-vous with remaining outlaws in low-sec
21:00 - M-MD3B - Protest arrives at Thukker Mix Head Office (hopefully)
21:30 - Surviving Protesters will head to Delve via Curse and Catch.

After some modification to his skillqueue, Geo will be there in a reasonably fit Stabber, will you?