Sunday, 29 December 2013

Interceptors Are a Thing

TIL; Interceptors Are a Thing

So I lost my Tengu alt's Tengu last week in what ended up being a rather fun duel.
Being Christmas, most of space (and certainly WH space) was pretty dead so I decided to log in my Tengu alt and pay a visit to BNI in their lowsec home, figuring they'd have plenty of things around to shoot.

I got through the half dozen odd LS jumps without incident and started poking around their home station which most of them were parked on.  They were busy chasing around an ex corp mate who was buzzing around belts in his Caracal and I managed to catch one or two frigs in by playing tag along.
After an hour or so I was getting bored and noticed that the Caracal was at a belt that I had covops eyes on along with a Crow that seemed unrelated to either party so I decided to go see if I could have better luck with the Caracal than BNI were having (to be fair, I think he was on his 3rd Caracal so BNI did have some luck).

On my landing the Caracal bailed immediately but the Crow came to play.  I wasn’t worried about that since I knew the DPS on a Crow is effectively zero against a shield T3 and that its tank is also basically zero against pretty much everything so even though I almost certainly couldn't catch it, I should be able to drive it off easily.

Turns out that I might have been slightly wrong on a few counts...

The Crow settled into a 23km orbit and was moving at 5.9k/s.  This should have been my first sign for concern but having admittedly little experience in frigs (I'm not allowed to fly them) it didn't even occur to me until afterwards that this meant he had a full high grade snake implant set in his head in addition to 3+ speed mods fit which more than likely meant he knew what he was doing quite well.
Anyway, there's very little that a 3k/s (overloaded) Tengu with the agility of a freight train can do to get out from under a point of a 6k/s Crow with the agility of a mosquito so I hit F1, missiles away.

My second alarm bell started ringing when I found out that my faction Scourge ammo could not break the passive recharge on said Crow.  At this point I had one more chance so I reloaded and started overloading when his shields stabilized at ~40%.  This had the desired effect and his shield slowly dropped to 20%, well below peak recharge. 
Unfortunately, this was around the same time my heat damage hit ~85% and I had to stop.

Looks like I'm in trouble here...

At this point I decided to try break point after all.
All this time I had been burning away from the belt we started at in order to put distance between me and any reinforcements that might come to the belt since he was calling out that there was a tackled Tengu to be had in local.
With me moving at 2.1k and him orbiting at 23km at 5.9k, the closest he was getting to me was 20km.  Now, my Tengu has a faction web on it that overloads to 18.2km so I figured a direction change with a burst of heat on the AB might just do it.
Turns out even at my best efforts, I could get him to 19km but was always ending up about 500m short :(
If I had a MWD, slingshotting out of point range or into web range would have been simple but the slow acceleration of the 100mn made it impossible.
That said, I DID somehow manage to break his point range once and warp off.  However, because I am so very bad at this game, I chose another belt to warp to instead of a station and since the Crow pilot was, unlike me, good at the game, he followed, landed well before me due to the new warp speed mechanics and caught me again easily.  The dance continues.

At this point I know I'm in a heap of trouble since even though no backup had yet materialized, some BNI had seen us at the belt and it had gotten mentioned on their comms a couple times which I was listening to.  I decide to log in my main in his 100mn Tengu and see if I can make it in to assist since 2 Tengus can definitely kill the Crow.
I jump out of our WH and set destination.  16 jumps.
Ok, we'll see.  I hit the edge of LS space just as the first wave of reinforcements descend on my Tengu alt. 
The reinforcements are kitchen sink junkers from BNI including a few frigs, 2-3 cruisers and, importantly, a Rapier decloaking 10km from me...
I figure I'm very dead since a DPS supported Rapier is sad face for a 100mn Tengu.  I hit overload on everything, point the Rapier and start shooting since that's my only chance.
I do a quick check and my top speed with heat is ~1200m/s. I am dual webbed and now considerably slower than the cruisers gaining on me.
By some miracle, the Rapier is weakly shield tanked and I manage to melt it fast.  By now all the other ships have caught up and I am still webbed but I am accelerating so only single webbed and by an Atron at that.
I kill off the Atron in a couple volleys and start pulling range at an acceptable rate, webbing a Stabber off me.

I somehow live and get out to range at 20% shield where I stop overloading and decide to send the Crow a one word mail:  "Ransom?"
I'm not a fan of ransoms as such.  I never offer them and have never paid one to date.  That said, the Crow definitely deserves a pay out here so I figure I'd ask.
I also decide the second Tengu plan is still a good one and start pushing through lowsec with my main.  Sadly, he runs into a camp 2 jumps out and while it was a camp I'd gladly engage normally, I AM dual boxing hard and decide to evade and dock instead.  My alt is on his own.
At this point my mail gets answered: "How much?".  I start off with 250mil, figuring he'll counter offer but it looks like he's not that interested and he never responds.

Round 2 of reinforcements include a very annoying Navy Vexor with sentries which REALLY hurt as well as the better part of the entire BNI fleet which had just returned from a roam.
I pick off a few more frigs but we're done here.  I GF in local as the webs start landing and switch my focus over to getting my, not cheap, pod out which I do manage.

 Farewell Tengu:
http://eve-kill.net/?a=kill_detail&kll_id=21091317

All in all I don't have any regrets and thoroughly enjoyed the engagement :)
Props to the crow pilot, next time I will have precision ammo in cargo ;)

JM

Monday, 9 December 2013

Weekend Shenanigans

Weekend Shenanigans

Due to various factors, mainly getting back into Magic the Gathering pretty heavily and deciding to reinstall and play through Skyrim, I have not been particularly active in EVE for the past few months.
That said, I did get to play properly this weekend and had some fun fights while I was at it so I figured I'd post a recounting of the highlights.


Saturday

The first occurrence was on Saturday evening (AU time) a few hours before downtime.  As most people know, this time of day is fairly quiet so I was not too surprised when I logged on and there was only one other person, K'mtar, online in corp.
Regardless, I decided to have a bit of a poke around.  I started by checking our chain which looked pretty normal, few C2s, HS exit, C5 connected to us. 
One thing I noticed was that the C5 bookmark in our home system was not named with our usual convention but rather was labelled "C5(TEEMING WITH HOSTILES)".  Needless to say, I was intrigued and asked K'mtar if he knew anything about it.  Turned out the BM was a few hours old, apparently we had fought a few guys from there with a kill and a couple losses.
Before I even got a chance to go check it out K'mtar calls out a Brutix moving from our static into the C5.  When it was gone we put his eyes in the C5 and mine on our static to see what's up.  Before too long a Prowler moves out through our static followed shortly by 3-4 pods, presumably to pick up ships.
At this point I decide I want to pick a fight and park my Loki pilot on our static in her dual web PVP Loki advising K'mtar, who is in his cloaky Proteus, that I am doing so.  Given there ARE only 2 of us online and we DO each only have access to a single combat ship (My main was offline in highsec at the time, nowhere near our entry) I decide to hedge my bets a bit a log in my Archon pilot, leaving him at my POS for the time being.  While my Loki pilot is highly skilled and I'm sure K'mtar's Proteus abilities are good, 2 T3s, one of which is cloaky fit, are probably a poor match for whatever ships those pods come back in, not to mention the 2 other pilots we've seen, so a little security can't hurt.

While my Loki is still in warp, K'mtar calls out that a hostile Proteus is coming from the C5.  I land on the static and the Proteus doesn’t show so it's a cloaky.  I chill out for a bit and then get an activation:  Onyx.  The HIC bubble goes up immediately which is a pretty solid indicator that the pilot is expecting backup and not to lose his ship so I hit warp on the Archon and light up on the Onyx with the Loki.
The Proteus decloaks shortly and K'mtar calls Tengu and Abaddon in route from the C5 while he is on his way to assist.  Fight is on squire!
There are a few more activations and as the Tengu and Abaddon reinforcements arrive a Hurricane and a Vagabond join the fray from the static.

Let's pause here for a brief interlude and talk about EVE's most broken mechanic.
During this time my archon has landed, hitting the edge of the HIC bubble, and I throw a rep on each friendly ship and attempt to pay little attention to the carrier since even out of triage there's no chance of the hostiles breaking its reps.
Needless to say I was perplexed when I glace over a few seconds later and what do I notice? That my Archon is no longer locking anything!  How odd...
A few more moments of investigation reveal that my Archon had in fact been jammed.  Now, the astute reader may notice that I have not listed any ECM ships among our enemies which would be correct since they had none.
Yup, my 86.4 sensor strength Archon had been jammed out by a single flight of EC-300 jamming drones from the hostile Proteus which each pack a mighty jamming strength of 1.  Thanks CCP...
Not only that but they scored a second jam on me once the first was up so I went 'fuck it' and hit triage, leaving K'mtar to kill the jamming drones with his warriors.

Back to the combat.
Given that our enemy has no logistics here, I'm expecting 1 of 2 possible outcomes here.
1.  They bail given that they can't hope to beat the Archon.
Or,
2.  They bring in logistics to stabilize and muster a fleet from highsec to violence my Archon.
Option 1 here is generally more likely when dealing with an unknown group but I do know more than a few groups that would be very happy to come kill a tackled Archon so I put another pilot on login screen, my Moros pilot.  The idea behind being to log it in at the first sign of logistics to attempt to end the fight which, given we have a 3 webs between our 2 ships, it should be able to do.

The fight is our Loki and Proteus vs. Tengu, Proteus, Onyx, Abaddon, Hurricane and Vagabond.
At this stage the opposing force is sticking close to the wormhole with the exception of the Tengu which has decided to kite away so I call it primary.  Tengus are reasonably good kiters but it's very hard to do against a dual web Loki so I'm able to pin it down about 30 off the WH and go to work.  It goes down in good time, even with K'mtar scrammed and webbed 20km off it, and in the meantime his friends have pulled off the WH to come assist which works great for us.
The Hurricane goes down next, followed by the Vagabond.  The shield ships melt under the Wolf Rayet effects.

At this stage the HIC bubble is still up and the remaining 3 ships do not seem to be interested in leaving and that option 2 is starting to nag at me so I make the call to end this and warp in the Moros.
It has the intended effect.  Bubble goes down immediately and the Onyx and Abaddon make their exit, leaving the Proteus stranded under Loki webs and Proteus scram.
Killing a Proteus in a C5 Wolf Rayet is never short work but the Moros lets us take it down before it inches its way into jump range of the static.  I have no doubt it would have gotten away without the Moros DPS.

With the dust settled, I wait out the timers on my capitals and warp them off to my POS.
While K'mtar and I are looting the field there is an activation on the wormhole and the Prowler pokes its head through.  He must have spawned close to the WH as I am able to lock him and shoot him to structure before he jumps back out.

Here are the day's results:
https://zkillboard.com/related/31001904/201312070000/
(I'm using zKill here, even though it sucks, as EVEKill won't post the Proteus KM for some reason...)


All in all it was a fun fight, even though the Archon made it quite one sided.
Thanks to K'mtar for being a solid wingman and props to Balls to the Walls for living up to their name and sticking it out against the odds.

Regarding the call to bring my capitals out, I guess there will be people calling me out for over escalating but I stand by it for the most part.
The Archon call for me was a no brainer.  Had I not brought it out we would either have not fought or I would have whelped my Loki and, more importantly, a corpmate's Proteus which is poor form when it can be avoided.  Also, had the hostiles brought a single logistics boat and not a split tank fleet, we would likely have gotten no kills, even with the Archon, with our very limited resources.
I will admit that bringing the Moros was a bit of a dick move but I'm not used to hostiles sticking around after taking 50% losses without some sort of agenda so the call was made.
(As a side note, bringing a battleship always makes me want to bring a dread...)


Sunday

I logged in much earlier on Sunday so there were a good number of corp mates around, which for us is 6-8.
As always, someone is out scouting and they call actives in a C2 where we had apparently ganked some POS bashers earlier.
(http://eve-kill.net/?a=kill_related&kll_id=20815309)
Turns out there are 2 parties with POSs in said C2 and one is apparently trying to evict the other.

With activity called we move a small gang down the chain and the scout calls a Drake and a Gnosis on the C2 WH from our static.
The 2 ships jump back and POS up before we get there so we wait to see if they'll do it again.  There isn’t any reason for them to make the trip again but then again, there wasn’t a reason the first time either. *shrug*
I'm still working with my Loki pilot and decide this is as good a time as any to move my main back into our wormhole since the entry highsec is 5 from Jita so I log him in and hit auto pilot in his 100mn Tengu so I wouldn’t need to pay attention.
Meanwhile, we get bored of waiting and people want to use the highsec so we disengage stealth mode and start putting obvious traffic through the entry hole.
Turns out one of the pilots we ganked earlier is now sitting on the highsec side of the entry hole in a Tengu so we keep an eye out and one of our guys puts a drag bubble off the HS hole in line with the POS with the active Drake and Gnosis which also should pull from the second, currently empty, POS for added bonus.

At this point a pilot from the second POS logs in and ships to a Falcon which warps away from his POS.
I decide to try my luck and warp my Loki to the planet his POS is at and them to the HS hole at 70km.  Turns out the drag bubble does pull from his planet and I hit it in the Loki.
A few seconds later I hit the Falcon and decloak it, pew pew ensues:
http://eve-kill.net/?a=kill_detail&kll_id=20819173
http://eve-kill.net/?a=kill_detail&kll_id=20819172

As a pro tip, whenever you warp to a WH at a set distance from a celestial in a cloaked ship, move out of the line of warp when you land.  Especially if you land in a drag bubble!

Anyway, I pod the Falcon pilot and warp back to the WH back towards home, landing just as the Gnosis lands 50km off it!
I try to go for it but it gets out so I retire the Loki home and bring in my main in his Tengu to take over as he has reached the entry system by now.
I decide to park my Tengu 70km off the WH the Gnosis had warped to in line with his POS in case he got cute and did it again.

Let's take a moment to think about the actions of the Gnosis pilot in this situation.
You see 3 guys that were attacking your POS killed.
You then see numerous ships passing through your WH to and from HS.
There are flashing comments in your local chat about a Falcon kill.
And you have just warped at 50km to a hostile WH in a Gnosis where you narrowly got away from a mean looking Loki.
So at this point, what's your next move?
Well, warp to the WH at zero in the same Gnosis and jump through to check it out obviously!

Yeah, guy lands at zero just as I land at 70km, which I am NOT happy about because I assume it means I'm going to miss him again when he warps off.
I call it out and one of our guys makes haste to get back on the hole on the other side.  Instead of warping off, the Gnosis jumps through where our man is now waiting and holds cloak long enough before jumping back for me to get into point range on my side to catch him when he comes back through.
The kill from there is academic as the Gnosis fit is a thing of glory:
http://eve-kill.net/?a=kill_detail&kll_id=20819378

While the Gnosis hunt was going on, the previously podded Falcon pilot returns to the WH in a Venture and is now sitting at his POS in a Scorpion
We take a guess that he is keen on getting his corpmate (or alt I guess) into the WH in his Tengu, which is still sitting patiently in HS, using the ECM boat for cover so we hang around the HS hole to see if anything goes down.
While we are hanging about, a wild Heron lands slightly off the WH (remote BMs are awesome) so we blow the Gnosis pilot up again while we wait:
http://eve-kill.net/?a=kill_detail&kll_id=20819617

Turns out the Scorpion pilot was trying to do exactly what we thought and before too long the Scorpion lands 100km off the WH, which is about 130km off me since I'm orbiting the hole.
Short on other options, I take a direct line towards the Scorpion, hitting the heat button on my afterburner as I go.  I don't have any speed implants on my main as he is not the pilot I generally use for 100mn Tengu work so my speed tops out at 2.8k/s when heated.  Will have to do and it does, I hit point range just as the hostile Tengu jumps in and warps off, tackling the Scorpion.
Now, tacking an ECM ship by yourself is always sketchy at best since it almost always ends with you getting immediately jammed and the ship warping off and given that yesterday my Archon was getting jammed repeatedly by stupid EC drones, my hopes of holding the Scorpion were not great.
My corp mates in slower ships are busy bouncing off celestials to warp back in on me to get more points but apparently the picked the furthest possible warps so they never get there.
Luckily for me, BoB's favour was with me and I didn't get jammed at all, much to the Scorpion pilot's dismay:
http://eve-kill.net/?a=kill_detail&kll_id=20819786

He was cool about it and said hi in local afterwards, advising us that losing 3 ships in a day was enough for him and that he was logging for the day.
Thanks for playing, was fun interacting with you :).


To round out the weekend a few of us decided to venture into the wasteland that is highsec to extract some BoB's justice from a non-believer.
I'm not too familiar with the backstory myself but Lotor advised be that there was some guy who has been making disparaging comments regarding SUS on the Podside podcast and saying mean things about us while boasting his own superior talents while he is in fact a highsec miner.
Naturally, we can't let that stand so we kitted out some Catalysts and performed the glorious work of BoB:
http://eve-kill.net/?a=kill_related&kll_id=20822797

This was actually my first time ganking in a Catalyst.  I'm a big Tornado fan myself so I was sceptical when advised to use a puny destroyer but I must say I am a fan.
Can definitely see myself using them again for future violence.


All in all had a fun weekend and I'm hoping to get to play more in the new year.
Till then, fly fun.

Thursday, 24 October 2013

Gonna Need a Bigger Gun

Gonna Need a Bigger Gun

Ok, so it came up again in a comment on a Mittani article:

"Aside from that I've got mixed feelings on the state of w-space, dreads serve as an excellent field-leveller for smaller corps

Instead of a 50 man fleet they can deploy several caps and a few T3's and blap the living hell out of the other team's T3 blob."

I see this argument used for not changing how dreads work against subcaps or in WHs all the time and since it is complete and utter garbage, I thought I would dispel a few myths for the smaller corps out there before they decide to 'level the field' with their dreads.

I have been on both the dealing and receiving end of dread blapping and if you ask me it is the single worst thing ever to happen to WH PVP.

Let's start with how dreads actually function against other ships in w-space:

Other Dreads - This is obviously a massive slug fest which tends to come down to fittings, drugs, who has their skills to 5 and who made the mistake of fitting CCCs rather than trimarks.  Pilot experience also plays a large part if it's 1-3 dreads per side, in the 20 vs. 20 dread blobs that have been more common in the past year or so, experience is more or less irrelevant.

Carriers - Do you remember Clarion Call 2?  Used to be a single triage Archon could tank 8 dreads and live to tell the tale about it with a BS fleet supporting in none the less.  These days a single Moros does more DPS than an Archon can handle for very long and the Dread vs. Carrier fight is so horribly unbalanced now that using a triage carrier against any more than a single dread is a joke.

Battleships - There is nothing in EVE that is going to save your battleships against multiple dreads.  There is a reason the initial part of any large WH fight is called the 'Bhaal-Grinder' part of the fight.  If you ever want to see isk evaporate, go warp 10 Bhaalgorns into 5 Dreads.  Battleships were never really heavily used in WHs due to mass reasons but dreads have made them 100% not viable to fly in large fights for pretty much any reason.

Command Ships - These don't die quite as fast as battleships but a dread will still hit them without any major assistance and they die in 2-3 volleys.

Cruisers - Even T3s are not safe from the blap.  Your 200k EHP Proteus is cute and all but throw a couple webs on it, maybe a TP and you can open up your skill queue to retrain that subsystem to 5.
Yes, dreads do need assistance to hit T3s but if you're fielding dreads, you probably have access to 3-4 webs in your fleet and if you know what you're doing, target painters too.
Add the fact that 90% webs exist to the mix and even orbiting at 500m won't help you:
http://dontshootx.com/killboard/?a=kill_detail&kll_id=16491

Logistics - So, got sick of your Archons getting vaporized by dreads? Switched to low sig Guardians? Well, don't get too attached.
Yeah, even the tiny sig of a skirmish link boosted Guardian isn't safe against the blap dread.
It's harder to hit that anything else, sure, but web it down and you can hit it fine.  Add to that the relatively low EHP of Guardians and it doesn’t take many volleys to pop them.
All of that is really beside the point any since your Guardians will not be able to keep anything else alive under multiple dread fire anyway so they can just ignore you.


So with dreads being so strong against all subcaps, why are they not a balancing factor for small corps?

Well, there are a couple of reasons.

The first is that you need more than one dread.  Sure, a dread can blap on its own fine but in a situation where you're fighting a larger force and want to bring dreads, you need to warp them in at varying ranges, ideally ~30km apart, so that you have overlapping optimal ranges to negate their T3s just orbiting at 500m, which means you need 2 minimum.

Maybe that's fine, maybe you're a small corp that does have access to 2+ dreads.  This brings us to the next and biggest reason it's a bad idea:
If you as a small corp have access to 2+ dreads, what are the chances that your enemy, a large corp, doesn't have access to 2+ dreads?  Zero.
If you escalate a fight against a large WH corp with capitals, they WILL respond in kind and to a larger degree.
If you have never been in a large WH corp you may not understand just how prevalent dreads are in C5-6 space now but people there often own more dreads than T3s there and large groups always have dreads (plural) sitting at a POS, or at the very least on the login screen, when they are fighting in or near their home system.
As a personal example, when I moved out of AHARM I moved 6 personal dreads out of the system.  When AHARM were moving out of Nova they moved over 100 capitals out, most of which were dreads.
WH corps will also not hesitate a second to collapse themselves into your WH to bring dreads to kill you with so they won't bring 1, they'll bring 3.

Ok, maybe that's still fine, maybe you’re a small corp who doesn’t live in a C5-6, maybe you live in a C2 and have built dreads there, the enemy can't bring dreads in there to counter escalate right? 
Well, sure, they can't.  What they CAN and WILL do (assuming they can't handle you on their own) is jump into any of a dozen public channels and bring a fleet in through your highsec entry that will be able to deal with your capitals.
The day and age where WH corps did things on their own is LONG gone and WH people love nothing more than killing caps in low class WHs.  They will come.
Even we in lowly SUSU got in on this action recently:
http://eve-kill.net/?a=kill_related&kll_id=19870013

Lastly, w-space knows all about dread blapping now.  It's been a good long time since dreads were buffed and w-space has adapted.  People are not going to bring battleships to fight a dread and they are going to bring Minmatar ECM to jam your Loki's.
People know what dreads can do now and they know how to engage them, or to stay away from them if they need to.

All of this will lead to your no so glorious death if you escalate with dreads against a larger force.


This was my first experience with dread blapping:
http://dontshootx.com/killboard/?a=kill_related&kll_id=9960
AHARM rolled into our static and wanted to play so we warped a bunch of dreads 50km above their HIC bubble and went to town.
Even after they bounced a planet and came back at zero they continued to die.
AHARM have not brought a BS to a capital fight since that day.


So what would I like see done with dreads in WHs?

Well, Sandslinger would like to see them removed entirely from w-space but I think that is too extreme since they do play a very important role in POS bashing since no one wants to POS bash without dreads, ever.
They are also extensively used for C5-6 PVE which I also think is fine since it speeds up the tedious red cross blapping and makes people bring them out as potential PVP targets.

That said, the level of rape they bestow upon sub battleship target needs to be toned down.  A lot.
I've suggested this on the forums before (a while ago now when a discussion about it came up), I think the way to go is to impose the same type of dps reduction on dread guns as was introduced to titan guns based on the sig radius of their target.
Titan guns start doing less DPS on targets below 2000m sig which is way too high for dreads as it would let carriers sig tank them and would make them unable to hit anything sub cap at all.
I would make them do less DPS versus targets 500m sig and below.
This doesn’t affect their DPS vs. structures and caps at all, it reduces their DPS what I feel is a reasonable amount (not much) versus battleships but still lets them kill them and drops their DPS against cruisers significantly which would allow logistics to keep up and keep Guardians and T3s alive under dread fire.
The dreads would still hit the cruisers the same but they would do a lot less damage to them.

I think this would go a long way towards repairing the state of C5-6 PVP as it would mean smaller groups could viably engage capitals and you wouldn't need the 40+ man blobs of today to deal with them.

Anyway, enough rambling for today.
Remember, people everywhere love killing caps.  If you bring it out to play, make sure you know what you are getting into.

JM

Sunday, 13 October 2013

There Is No Skiff

There is No Skiff

So I blew up a Les Jihad Joe piloted Skiff on the weekend.  Or did I?
There is no kill mail and no loss mail for the engagement but since I was there and did blow it up, how can this be?
Well, the answer is quite simple really; the pilot of said Skiff waited until his ship was in 10% structure and then promptly ejected.  The consequences of said action are twofold:
 1.) It means your ship loses the benefits of your skills and drops to negative structure points, at which point it poofs into nothingness without leaving a kill mail behind, even while under fire.
 2.) It means you're a chicken shit coward who has pissed me off and now owes me a kill mail of greater value.

Now, I fully appreciate not wanting the shame of a mining barge loss on your kill board but perhaps you should have considered that before deciding to mine in a wormhole.  Also, given every other ship in your corp is warp core stabbed to high heaven, why not your mining ship?
(The ice harvester upgrade that dropped was a nice touch btw.)

I have heard of this, in my opinion, exploit being used by super pilots in nullsec to deny kill mails on their derped ships but it's the first time I have seen it in practice.  Looking back at how it went down, the ship didn’t actually look to explode as soon as the pilot ejected but rather when I next hit it.
Looking through my log after the gank, the last blow I had listed was for a negative value which I found interesting.

Personally I think this is a blatant exploit that should be fixed by CCP in the same way self-destructing was.


Later on I received a mail from an old corp mate which contained a chat log from the Bite Me INC (an old corp of mine) public channel where Kakiv Wavingstar, industry director of Les Jihad Joe, was attempting to gain information on my alts which led to some amusing comments from old corp mates which I appreciated.

Kakiv clearly doesn't read my blog since if he did, he would know that I have no alts.

Here's an extract of the convo log:

[13:18:29] Warlord Shat > Jack left a while ago hes a good dude though
[13:18:37] Agoniad Ractop > spy
[13:18:48] Kakiv Wavingstar > jack is a spy?
[13:18:51] Warlord Shat > Yeah he is a massive spy though
[13:18:54] Warlord Shat > :P
[13:19:02] Kakiv Wavingstar > damn
[13:19:11] Warlord Shat > ...We are joking
[13:19:42] Agoniad Ractop > yeah....joking
[13:19:57] Kakiv Wavingstar > can you proviens me with it's alt character?
[13:20:53] Zara Arran > why the interest?
[13:21:10] Kakiv Wavingstar > he harrast us in our WH, try he and is corp tried to siege our WH, we now he is still in our WH and scout
[13:21:26] Zara Arran > that... sounds like jack
[13:21:34] Warlord Shat > Lol yeah
[13:21:55] Kakiv Wavingstar > lol
[13:22:15] Warlord Shat > A scout is only for infomation what you have to worry about is the fleet that is behind him
[13:22:26] Warlord Shat > if you keep tight wormhole control you will be fine
[13:22:57] Agoniad Ractop > you will need plenty coffee :)
[13:23:04] Kakiv Wavingstar > yeah, but he play on a difference timezone, it's difficult
[13:23:10] Warlord Shat > I know
[13:23:21] Warlord Shat > its whats great about wormholes
[13:23:32] Warlord Shat > you need good timezone coverage is you wanna be safer
[13:23:32] Kakiv Wavingstar > do you think he is planning a second attack?
[13:23:50] Warlord Shat > Did he get kills his first time around?
[13:23:54] Zara Arran > honestly, with jack, you never know
[13:24:21] Kakiv Wavingstar > he's got somme kill, blow up our nid
[13:24:31] Zara Arran > lol
[13:24:32] Kakiv Wavingstar > with is corp mate
[13:24:32] Warlord Shat > then yeah
[13:24:46] Warlord Shat > he will hunt you endlessly
[13:24:57] Warlord Shat > you can't give someone a niddy kill and expect it to be fine
[13:25:24] Kakiv Wavingstar > they we 40 went the attack our nid
[13:25:52] Kakiv Wavingstar > many we're player not in the same corp
[13:26:16] Kakiv Wavingstar > so we didn't see them comming via the HS
[13:26:54] Kakiv Wavingstar > went the attack was up, 30 non-corp player from the HS come our scout did see them
[13:27:23] Kakiv Wavingstar but that's not the point how's many toon Jack Miton as?
[13:28:12] Warlord Shat > quite a few
[13:28:22] Kakiv Wavingstar > can you name it?
[13:29:02] Warlord Shat > No that is enough free intel for today


I sense these guys will be on my shit list for some time, should be fun :)


PS:  I wasn’t on the Nid kill mail, nor did I have anything to do with the attack on it, LOVE the paranoia though :D

Sunday, 29 September 2013

Stalker Fleet Assemble

Stalker Fleet Assemble

A large part of playing EVE in the AU time zone, especially in wormholes, is that you need to be able to find things to do by yourself when the rest of your corp is asleep.  One of my favourite past times is camping out in other people’s holes and just generally pissing them off, er, I mean having good fights with them!  Doing this requires relatively little asset investment and can be done quite effectively even while afk.

The only real challenge in this line of entertainment is finding the right kind of targets so to assist in doing so, about 2 years ago I started purchasing scanning alt characters off the market to fill up the spare slots on my accounts.
These scouts are nothing fancy, just a few mil SP, Astro 5, Covops 4, astro supports to 4.  They go for (or at least did when I was in the market) for 2-3bil, skill dependent, and are worth every penny.
I like to think of them as wormhole bookmarks that I can park in a system for weeks or even months without caring and they allow me to drop by and visit whenever I like.
They are also out of corp which helps when scouting targets.
I had to break out EVEmon to do the math but I currently have 13 fully covops capable characters across my accounts, including my mains.

So how do I use these scouts?
Well, some I use as backup scouts in our home system, others I have parked in systems of 'interest' but what I mainly use them for is keeping tabs on active low class wormholes with HS statics that I like to visit from time to time to shoot stuff in.
Generally these tend to be C2s with HS and C3/C4 statics though I don't insist on HS static systems but generally those are the most active.
I only really have 2 selection criteria on deciding which systems get the honour of hosting an authentic Jack Miton scout alt:

1.) They are active in the AU time zone.
2.) They piss me off.

The first category of people is self-explanatory since they give me someone to interact with in my TZ.  I also try to make them fun groups that will actually come fight me.  Often these are larger entities that don't have AU TZ as their peak time but do have some actives on at that time.
Previous groups in this category include The Kairs Syndicate, Clann Fian and Valkyrie Coalition, all of which were great fun to mess around with, though sadly I have since removed scouts from all 3 systems as they were needed elsewhere at one time or another, as well as the corps themselves fading in activity.

This brings me to the other group; people who piss me off.
This category mostly includes people who will not fight us when we connect to them, people who smack talk in local or, in the very special case of the most recent addition to this group; people who smack in local right after not fighting us.
These people I treat very differently than the first group.  I am not longer interested in fun fights with these guys, their holes I visit for ganks and general griefing.
Generally I will have 2 scouts in these systems, one that I openly show to the locals, most people add this one to their watch list, and the other that I take care to keep hidden.  I also often keep a PVP character and ship logged off inside the system itself, rather than just coming to visit. 
This offers several fun griefing opportunities.  Firstly, it lets me keep the scout they do know about logged in day and night to keep them paranoid about their activities and if they are POSing up/being careful when the scout is on, I can log it off and swap to the scout they don't know about and watch them go about their business in apparent safety.  It can also be quite entertaining to get my known scout 'accidentally' collapsed out of their system or even podded, only to blow up their orca next time they're rolling a hole carelessly.
Keeping the PVP toon in system allows for faster response times to gank opportunities and means any scouts they leave on their exit holes are worthless.
Lastly, just had a fight with the locals, ended up jumping to highsec and now need to head out or go to sleep?  Don't forget to leave your PVP ship orbiting their WH within jump range on the HS side :)

Anyway, as I briefly mentioned earlier, I have had to pull most of my deployed scouts out of target C2s over the past 6 months or so for various reasons but they are now free again and my month of camping BNI's lowsec with my combat toon is over so it is time for the stalker fleet to assemble once again.
So if you live in a suitable wormhole, you might find yourself hosting one of my alts soon.
And for those of you who will not fight when we come visit, know this; you owe me a kill mail.  It can be yours or it can be mine, but either way I will get it.

Oh and if you decide to really piss me off?  Remember, I'm not stuck in your hole with you; you're stuck in it with me.

JM

Thursday, 19 September 2013

My Alts Are A Lie

So as most people would have noticed, CCP made some rather terrible changes to the EULA.
I was going to write up about it but I doubt I could have done it better than this:

http://themittani.com/features/james-315-responds-new-anti-scamming-rules?page=0%2C0

I highly recommend giving this article a read.

Also, I have no alts, my alts are a lie.

Wednesday, 18 September 2013

Have You Got What It Takes?

Have You Got What it Takes?

"What skills do I need for wormholes?" is a question that gets asked all the time on the forums.  It was asked again a couple days ago and I decided to think about it and write up my personal recommendations.
The skills you need do vary based on what class of wormhole you live in and what kind of PVE and PVP activities you partake in so I'll split them up between PVP and PVE and try to cover the class ranges.
These skill recommendations are for general wormhole living and are designed to allow you to participate in as many activities that wormholes have to offer as possible.


Ok, let's get the very basics out of the way first. 
You need probing skills.  They are the very first thing you need to train if you want to play in w-space and the absolute minimum probing skills you need before venturing into a wormhole are Astrometrics 4 and all the support skills to 3.  You should also get the support skills to 4 very early into your wormhole career.
Scanning ship wise, you need a covert ops.  No, a tech 1 scanner does not cut it.  There is one allowable exception and that is if you're in your very first wormhole, you have been there for less than 2 weeks and you are actively training covert ops pre requ skills.
You should have your covops skill to 4 and need cloaking 4 so that you can use a covops cloak.

Given that there is very little you can do in w-space that does not involve shooting something, you will also need to have some sort of combat ship capability.  As a basic start point for low class w-space you should be able to T2 fit a battlecruiser with T1 guns for PVE and be able to fly a T2 fit cruiser with T1 guns for PVP. These are really the bare minimum ships that will let you participate in WH combat.

There is also non-combat PVE in wormholes which consists of mining, gas harvesting and PI.
Of these I would highly recommend you stay away from mining as it isn’t profitable and you will die.  A lot.
The PI in wormholes is the best anywhere, regardless of WH class, so it is recommended that you train up some skills for it as it is free income.  (That said, I have zero PI skills and don't do it at all, but each to their own). 
Gas harvesting can be very profitable and training gas cloud harvesting to 5 is a very good investment if you live in a wormhole, along with venture skills.

You will also need to train salvaging to at least 3, preferably 4, so that you can get those tasty tasty nanoribbons and Noctis skills to go with.
Likewise with hacking and archaeology.


Now that the basics are out of the way, let’s break it down by WH class.

Class 1 and 2.
The above bare basics will do here.  A battlecruiser can easily run all the combat sites here and this is as 'entry level' as WH PVP gets.
Note that you will still run into a lot of groups with fancy ships but a cruiser will get you started.

Class 3.
The basics will do here too but you will not be able to run the combat sites by yourself in a battlecruiser so some people in your corp will need to have remote repair skills trained to run sites in small groups.
You may want to train battleship skills here as the sleepers start to get bigger but a BC still works.
If you do want to solo the sites you can do so but you will need to skill up and invest in a T3 cruiser, command ship or T2/Faction battleship.
PVP here is much the same as C1-2s.

Class 4.
Here you start getting into higher class WH interactions more and how you operate will depend a lot on your static.  Basically, the skills you need will depend a lot more on what your static is than on the fact that you live in a C4, specifically what ships you will need for PVE.
The sites are no longer soloable and how you run them will depend on your corp.  Generally it will involve remote rep Tengus or Domis, or logi supported battleships.
At C4 level, you should really have T2 weapon skills and BS skills.  You should also be able to fly T2 cruisers, specifically HACs and at least one of recons or logistics, if not both.

Class 5 and 6.
Here is where the heavy weights of w-space play and if you live here they will expect you to be able to interact with them at least a bit so you should have a decent skill set to play with.
While you do not need to bring it to every fight, you should have access to and skills for a well fit PVP tech 3 cruiser in C5/6 space.  You should also seriously consider training logistics (specifically the Guardian) if you have not already as Guardians are a vital part to the vast majority of PVP fleets here.
At this level you should also at least consider training capital skills as PVE is run almost exclusively with dreads and carriers.  If you find yourself attacked, you will also need those capitals to defend yourself.  If you don't want to train caps, Loki or Rapier skills are highly recommended as they are used for webbing in PVE.
If your corp does not use dreads for PVE, you will need a T2 fit, including guns, battleship.


Notes for specific skills and ships.

Logistics.
If you train this skill at all, and you should, you really should take it straight to level 5.  This rule applies everywhere but in wormholes, where you often need to squeeze the absolute most out of your limited resources to come out on top, it is especially important.

Tactical Weapon Reconfiguration.
Train this to 5.  Personally I wouldn’t get in a dreadnaught without T2 siege.

Command Ships.
These are very good WH PVP ships and are recommended if you can fly them.  It is also highly recommended at least a couple people in your corp can fly them and fit links as they make a huge difference for PVP and you will need them for PVE.

Salvaging.
You need this to 5 to access the advanced sleeper wrecks but you can get around this by rigging your salvaging ship, which you always do anyway.

Orca.
An orca is very useful to have in all WH classes apart from C1s.  It's obviously not a skill everyone will train but your corp will need access to a few orca pilots for collapsing and hauling.

Carriers.
Not all ships are created equal and for carriers this is especially true.  If you're training a carrier, make it an Archon.  It is vastly superior to all other carriers in every way.  The obvious exception is if you live in a pulsar, in which case train a Chimera.

Dreadnaughts.
Here you do have some choices, just stay away from the Phoenix as it is just bad.  All other dreads are fine to train, though the Moros stands out as top dog in the dread world.


This more or less covers everything you'll need to know about skills for wormholes.
Additionally, most WH corps will have some sort of fleet doctrines, joining pre requisites or recommended skills they will want you to train which will depend of the corp.

As a final note, the nature of WH space is that quality matters.  Numbers still play a large part but a highly specialized pilot in the right ship can often turn the tide in a fight.  I highly recommend that you find a useful ship that you enjoy flying and skill to fly it at near 100% efficiency and get practice doing so.
This goes double for key role pilots such as Guardian, Ewar or capital pilots.