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Crimewatch flags – an explanation

The Retribution expansion introduced Crimewatch 2.0 – namely Suspect, Criminal and Limited Engagement flags. It also shook up the mechanics of aggression, particularly with Sentry Gun mechanics in lowsec.

There are now three main flags.

SUSPECT

How do I get it?

  • Steal from a wreck or can
  • Engage a player unlawfully in lowsec
  • Assist a player with the suspect flag or Limited Engagement flag
    • Assisting includes Remote Repairs, Sensor Boosting, Drone Assisting.
  • Someone activates a Kill Right on you.

What does it mean?

  • Other players can shoot you without incurring Suspect or Criminal themselves.
  • Other players can pod you without incurring Suspect or Criminal themselves.
  • Incurring this on a Lowsec station or gate by shooting someone will cause Sentry Guns to engage you till you warp away.

How long does it last?

  • 15 minutes from last cause of Suspect

Criminal

How do I get it?

  • Engage a player unlawfully in high-sec
  • Pod a non-flagged player in low-sec
  • Assist a player with the Criminal flag

What does it mean?

  • Other players can shoot you without incurring Suspect or Criminal themselves
  • Other players can pod you without incurring Suspect or Criminal themselves
  • CONCORD will engage you in highsec
  • The player you go Criminal against will gain a Kill Right on you.
  • Incurring this on a Lowsec station or gate by shooting someone will cause Sentry Guns to engage you till you warp away.

How long does it last?

  • 15 minutes from last cause of Criminal

Limited Engagements

Limited EngagementsHow do I get it?

  • Engage a player in lowsec or highsec.
  • Assist a player with this flag.

What does it mean?

  • Any player you engage gives a “Limited Engagement”, allowing that player to shoot you back without incurring a flag themselves
  • Allows anyone with a Limited Engagement with you to pod you, and vice-versa.
  • The number next to the symbol indicates the number of players who have a LE with yourself

How long does it last?

  • 5 minutes from last engagement between the two parties.

——-

There are also 3 “lesser” flags, but no less important.

Weapons Timer

How do I get it?

  • Use an offensive module (guns, smartbombs etc)
  • Assist a player with this Weapons Flag

What does it mean?

  • You cannot dock or jump with this timer active
  • You cannot eject from your ship
  • You cannot have your ship scooped by an Orca/Carrier

How long does it last?

  • 1 minute since last offensive module activation.

PvP Timer

How do I get it?

  • Engage a player, or be engaged

What does it mean?

  • Upon logging out, your ship will remain in place for the duration of the Timer
    • Unless warp scrambled, you will still emergency warp 1,000,000km away

How long does it last?

  • 15 minutes from last aggression from any party
    • This can be refreshed by someone attacking you even when logged out

NPC Timer

How do I get it?

  • Be engaged (or engage) NPCs

What does it mean?

  • Upon logging out, your ship will remain in place for the duration of the Timer
    • Unless warp scrambled, you will still emergency warp 1,000,000km away

How long does it last?

  • 5 minutes from last NPC aggression
    • A PvP Timer can be created during this time

Additional Notes

  • None of the Suspect/Criminal/LE flags apply in Nullsec or Wormhole and do not even appear.
  • Assisting a player via modules such as Remote Repairs transfers all flags to the assisting pilot, including flag duration
  • Low-sec Sentry Guns will only engage players who unlawfully engage in front of them. Warping out then back stops them firing, as does engaging elsewhere then warping to a gate or station
  • Limited Engagements allow parties to shoot back when engaged. For example;
    • A neutral player attacks a Suspect player. Both sides gain the LE flag, allowing the Suspect pilot to shoot back (and pod!)
    • A Suspect player engages a neutral player in Low-sec. The neutral player gets the Limited Engagement flag, but the Suspect pilot does not till the neutral engages back.
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My Raven was equipped with the following:

So CCP have handed out the latest batch of Christmas Gifts – these ones mostly poke fun at various EVE jokes and legends. There is one particular item that caught my eye.

2012.12.23.12.58.001

For those unaware, there was a forum post from about 4 years ago that attained some popularity due to the Original Poster needing help with a Raven fit then proceeding to spam the thread with this;

My Raven was equipped with the following:

HIGH
06 x Cruise Missile Launcher I
01 x SMALL TRACTOR BEAM 1
01 x SALVAGER I

MEDIUM
04 x LARGE SHIELD EXTENDERS
01 x ‘HYPHNOS’ ECM
01 x MEDIUM SHIELD BOOSTER

LOW
01 x EMERGENCY DAMAGE CONTROL
01 x ARMOR KINETIC HARDENER I
01 x ARMOR THREMIC HARDENER I
02 x WARP CORE STABILIZER I

DRONES
02 x WARRIOR I DRONES
03 x HAMMERHEAD I DRONES

UPGRADES
01 x ROCKET FUEL CACHE PARTINTION I
01 x BAY LOADING ACCELERATOR I

So, as one of the Christmas gifts, CCP released the Ship Fitting Guide. That is where I should have stopped. But I could not.

I could not stop staring at this majestic ship. This beautiful celestial engine of destruction. This fit that, truly, could defeat all others. Why am I in Jita? Why is my wallet emptier? What do you mean, “I put the Guide in my hold”?

2012.12.21.13.09.43

And there it was. My Raven was sat in Jita. Perhaps here, I should have stopped. I did not.

For you see, I went into Lowsec. To be precise, I went to Old Man Star – one of the major PvP hubs of lowsec. I entered Lowsec in Lonetrek to start, where nothing at all proceeded to fight me in an hour. I did, however, bring Retribution upon a Cyno Kestrel. Bored with Lonetrek, I made my way to Old Man Star.

Local was busy but contained a lack of Stuff to Shoot. I had no intention of going Suspect on a station or gate, and noone was willing to fight be despite my cries in local.

[ 2012.12.21 15:35:47 ] tgl3 > MY RAVEN IS EQUIPPED WITH THE FOLLOWING
[ 2012.12.21 15:35:49 ] tgl3 > Ship Fitting Guide

In despair at Not Being Killed on the station or gates, I warped to the first Asteroid Belt in Old Man Star, continuing to cry in local. I waited 15 minutes.

This was obviously the time the pirate gang needed to form to kill my super Raven. An Arazu warped in at 90km. He pointed me twice. I warped away. I warped back. A Vagabond awaits. He points me. I warp away. You have to work for the kill, gents.

This time I warp to Planet 3 – the only celestial in that direction. They’ll catch me, but I’m really bored at this point. A Drake lands first, so I begin the 45 second lock sequence to deliver pain and destruction.

The Drake locks me down. The Arazu appears. So does a Rapier. Then a Stabber Fleet Issue and a Manticore.

2012.12.21.15.49.35

But I was fighting. NOTHING SHALL DEFEAT ME.

Then a whole lot of other shit came in too.

2012.12.21.15.50.00

And that was the end of my Raven.

Ambushing a null-sec Tengu

Explosions.

Are what today’s wormhole chain most certainly does not provide. A whole bunch of wormholes sends us to Highsec, Lowsec and even Null security space. A few Tengus in a C3 leg it to highsec as soon as we poke our T3s through the connection, leaving us rather bored. So bored, in fact, I bump a few miners in a Highsec ice belt. There were plenty to choose from.

You are looking at a screenshot of miners, on the internet. Are you happy with your place in life?

Not content with merely bumping things, I decide to go scout the null security. My experiences in Nullsec go like this;

1. See ship on scan in new system

2. Watch ship go to POS and not move. Ever.

3. Curse local.

4. Repeat 30 minutes later.

Today though, the Null system is empty of other pilots. A quick scan of the map, however, shows some player activity next door. Away I go!

Jumping into the system has  a Chimera, Drake, Tengu and Mackinaw on my scans. A quick check puts the Chimera, Drake and Mackinaw at a tower, but the Tengu? Not so much. A system scan reveals over 15 anomalies. Directional scan helps me narrow it down. The Tengu is still at an anomaly. Score! I warp at 100km twice over, establishing a 200km overwatch. The Tengu is in the site indeed. The NPCs are already wrecks, but the Tengu is not moving.

Camouflaged among the wrecks, surely

I wait for at least one backup ship, because I lack DPS to actually kill a Active Tengu, and warp in. One of the Tengu’s corpmates is talking to me in local, but I DO NOT SPEAK RUSSIAN COMRADE

Point, web, alt-tab to google translate

The Tengu, seemingly AFK but still Shield boosting, is easily tanking my meagre 250 DPS tengu. But that’s OK, I have a fleet!

This fleet, to be precise

We hold the Tengu in low shields whilst we wait for Sanzo “Which wormhole, again?” Fengi to catch us up. We then make the 1.7 bill ISK Tengu explode. 

The pod is swiftly caught as well.

STOP MAKING ME USE GOOGLE TRANSLATE. GAWD.

Squish. +1 Corpse for my collection.

I leave my generous Russian hosts (I think they told me to fuck off) with a parting message.

tgl3 > Kill: byratino derev9Innii (Tengu)  Kill: byratino derev9Innii (Capsule) gfgfgfgfgfgf

They don’t reply. 😦

More combat frigate re-balancing

I’ll return to normal blogging soon, but I’m being hit hard by non-EVE things lately and simply have had not the time on my hands to do anything. In the meantime, here’s some more stuff from the guys at CCP.

Another round of changes, this time it’s the Tristan, Kestrel and Breacher being looked at. Thread here.
——–
Hello again Features & Ideas. Today we’re going to be showing you the current designs for the last three revamped Combat Frigates, set for release this winter.

Many of you will have guessed that the Amarr weren’t going to remain the only race with two Combat Frigates. Having the Punisher and Tormentor representing different combat styles within the same general use case is a pattern we want to repeat with the other races, so we’re revamping the Kestrel, Tristan and Breacher.

You will also see that the direction we’re going with these frigs means that our plans have changed somewhat since the dev blog a few months ago.

Without further ado, here’s the ships we have to show you today!

Kestrel: 
Frigate skill bonuses:
5% Bonus to Missile damage per level
10% Bonus to Missile velocity per level

Slot layout: 4 H, 4 M (+1), 2 L, 4 launchers
Fittings: 45 PWG (+15), 180 CPU (+30)
Defense (shields / armor / hull) : 500(+109) / 350(+37) / 350 (+84)
Capacitor (amount / recharge rate / cap per second): 330 (+80)/ 165s (-22.5s)/ 2 (+0.667)
Mobility (max velocity / agility / mass / align time): 320 (+24) / 3.27(-0.6) / 1163000 / 3.56s (-0.65)
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km (+10) / 620 (+155) / 5 (+2)
Sensor strength: 11 Gravimetric
Signature radius: 38 (-9)
Cargo capacity: 160 (-145)

Tristan: 
Frigate skill bonuses:
7.5% Bonus to Hybrid Turret tracking speed per level
10% Bonus to Drone tracking speed and hitpoints per level

Slot layout: 3 H (-1), 3 M, 3 L, 2 turrets, 0 launchers (-2)
Fittings: 35 PWG (-3), 130 CPU (+5)
Defense (shields / armor / hull) : 350(-41) / 450(+20) / 550 (+167)
Capacitor (amount / recharge rate / cap per second): 350 / 175s (-59.38s)/ 2 (+0.5)
Mobility (max velocity / agility / mass / align time): 310 (+4) / 3.44 (-0.21) / 1106000 (+100000) / 3.56s (-0.02)
Drones (bandwidth / bay): 25 (+20) / 40 (+35)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+12.5) / 600 (+10) / 5
Sensor strength: 9 Magnetometric
Signature radius: 41 (-1)
Cargo capacity: 140

Breacher: 
Frigate skill bonuses:
5% Bonus to Missile damage per level
7.5% Bonus to Shield boost amount per level

Slot layout: 3 H (-1), 4 M (+2), 3 L (+1), 3 launchers, 0 Turrets (-1)
Fittings: 35 PWG (+4), 180 CPU (+45)
Defense (shields / armor / hull) : 500(+149) / 350(+37) / 300 (+50)
Capacitor (amount / recharge rate / cap per second): 300 (+112.5)/ 150s (+9.37s)/ 2 (+0.667)
Mobility (max velocity / agility / mass / align time): 350 (+16) / 3.16 (-0.62) / 1087000 (-100000) / 3.21s (-0.99)
Drones (bandwidth / bay): 10 (+10) / 10 (+10)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+2.5) / 650 (+75) / 4 (+1)
Sensor strength: 8 Ladar
Signature radius: 36 (-5)
Cargo capacity: 175

T1 Exploration Frigate Balancing

Continuing the recent forum threads floating possible changes to the remaining T1 frigates, CCP Fozzie has posted up some changes for the exploration Tech 1 frigates (you know, the scan ones) here.

———-

Hello again spacefriends! Today I’m going to share with you our current plans for the tech one probing frigates, coming this winter.

These ships are currently used for Cyno lighting more than anything else, and we want to build their role as frigates for exploring deep space (especially to provide more interesting exploration gameplay for new players). We hope to see them being used for solo highsec exploration for newer players, or to support the combat ships in an exploration group in wormholes or lawless space. They’re getting bonuses to hacking, archeology and salvaging so you can use them to both probe and run mini-profession sites.
Their combat ability has also been directed at drones instead of weak weapon bonuses. We’ve designed them to be able to kill the rats in highsec mini-profession sites, although a combat frig will clear them faster. The ship isn’t directly intended for a pvp role, so the ehp remains quite low and we skewed the fittings towards CPU and away from PG. Best way to kill the rats with this ship is fit a light active tank, drop drones and kite.

We wanted these ships to feel like an expedition vessel for newer players, something that can run sites independently and with enough cargo, no ammo use and extra dronespace to take long journeys away from their home base (even if they stay in highsec). If the style of ship is embraced then these could possibly serve as stepping stones into some kind of tech two “Science vessel” in the future.

Here’s our current versions of the ships:

Magnate:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 3 M (+2), 3 L, 2 turrets, 2 launchers (+2)
Fittings: 25 PWG (+3), 220 CPU (+10)
Defense (shields / armor / hull) : 250(+90) / 350(-36) / 220(-22)
Capacitor (amount / recharge rate / cap per second): 325 (+168.75)/ 180s (+62.8s)/ 1.8056 (+0.47)
Mobility (max velocity / agility / mass / align time): 350 (+54) / 3.8 (-0.32) / 1072000 / 3.81s (-0.32s)
Drones (bandwidth / bay): 15(+5) / 40(+30)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
Sensor strength: 10 Radar
Signature radius: 39 (-4)
Cargo capacity: 400 (+243.75)

Heron:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 4 M (+1), 2 L (+1), 2 turrets (+1), 2 launchers
Fittings: 23 PWG (+3), 250 CPU
Defense (shields / armor / hull) : 400(+126) / 200(-58) / 210(-16)
Capacitor (amount / recharge rate / cap per second): 245 (+88.75)/ 135s (+17.8s)/ 1.814 (+0.48)
Mobility (max velocity / agility / mass / align time): 340 (+20) / 3.57 (+0.04) / 1150000 / 3.84s (+0.04s)
Drones (bandwidth / bay): 15(+10) / 35(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
Sensor strength: 12 Gravimetric
Signature radius: 40 (-8)
Cargo capacity: 400 (+243.75)

Imicus:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 2 H, 4 M (+2), 3 L (+1), 1 turrets (-1)
Fittings: 20 PWG, 240 CPU (+10)
Defense (shields / armor / hull) : 275(+50) / 325(-19) / 230(-59)
Capacitor (amount / recharge rate / cap per second): 270 (+113.75)/ 135s (+32.8s)/ 1.8 (+0.47)
Mobility (max velocity / agility / mass / align time): 330 (+52) / 4.15 (-0.04) / 997000 / 3.87s (+0.04s)
Drones (bandwidth / bay): 20(+5) / 40(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
Sensor strength: 11 Magnetometric
Signature radius: 41 (-4)
Cargo capacity: 400 (+80)

Probe:
Frigate skill bonuses:
5% increase to scan strength of probes
5% bonus to Codebreaker, Analyzer and Salvager cycle time

Role Bonus:
50% bonus to Codebreaker and Analyzer range
Slot layout: 3 H (+1), 3 M (+1), 3 L (+1), 2 turrets, 2 launchers (+2)
Fittings: 24 PWG (+4), 230 CPU (+10)
Defense (shields / armor / hull) : 300(+105) / 300(+26) / 200(-74)
Capacitor (amount / recharge rate / cap per second): 235 (+78.75)/ 130s (+12.8s)/ 1.8 (+0.47)
Mobility (max velocity / agility / mass / align time): 360 (+26) / 3.58 / 1123000 / 3.76s
Drones (bandwidth / bay): 15(+5) / 35(+25)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
Sensor strength: 9 Ladar
Signature radius: 38 (-3)
Cargo capacity: 400 (+80)

Let us know what you think!