Daily Archives: May 10, 2022

The Siege Green Update Arrives in EVE Online

Today CCP deployed the Siege Green update to EVE Online, bringing at least some much needed changes to the game.  The term “siege green” is a reference to dreadnoughts on a fleet being allowed to go into siege mode, which greatly increases their damage output at the cost of becoming stationary and being unable to receive remote repair.  While there is an alliance with the name Siege Green, the term long predates the alliance.

Dreadnoughts doing what they do

And dreadnoughts play into this update significantly.

The most significant part of today’s update is something of a roll back of some of the blueprint changes that CCP inflicted on industrialist last April which made capital ship production prohibitively expensive.  And attempt to reign in capital ship proliferation that effectively assured capital ship dominance for some and locked newer players out of the option as the prices of hulls jumped more than 4x.

So today’s patch sees an adjustment to blueprints to make dreadnoughts and other capital ships more viable by reducing their cost of production, with the goals previously stated as:

  • Reduce low level PI demand (less damn water)
  • Reduce Faction and Pirate ship manufacturing costs
  • Greatly reduce Dreadnaught manufacturing costs
  • Reduce other capital and supercapital ship manufacturing costs
  • Reduce logistics requirements for capital and supercapital ships

I’ll be interested to see the April MER as I imagine we might seen an anticipatory dip in production as anybody who was even thinking about building a capital ship will surely have had the sense to put it off until this update.

The specific blueprint changes related to this are in the patch notes for the update, which are linked at the end of this post.

In addition, the update will also give the suddenly more affordable dreadnoughts some targets as changes are going in around Upwell structures in order to make them a bit easier to blow up.  This is something dreads are quite useful for.

The base changes are:

  • All Upwell structures will have their shield damage cap effectively removed. (Armor and hull damage caps remain in place)
  • Medium structures will have their hull reinforcement timer removed.
  • +100% to medium structure shield hitpoints.
  • +25% to large and extra-large structure shield hitpoints.
  • -75% hull hitpoints for medium structures.

The specific values for each structure are in the patch notes linked at the end of this post.

The removal of the damage cap… or the increase in the cap such that it has effectively been removed… from the shield timer means that there will be less time spent hanging around shooting a structure when it is unlikely anybody is going to show up to defend it.  The shield timer attack is generally a surprise (unless you have spies) and can come at any time, so the defenders often don’t bother contesting it.  It merely sets the armor timer in motion, which is when the real defense is likely to take place.

As something of a compensation, structures are getting a boost to their shield hit points.

Medium structures, which are the Astrahus, Raitaru, and Athanor, and getting a much bigger change.

These structures are often viewed as being expendable by larger organizations and can be used offensively, as you can drop them in systems where the active defense multiplier is high enough to prohibit large structures from being dropped.

In order to make them less viable once they are in place, their hull reinforcement timer is being removed, which means after shooting the shield, the timer will just be a gate to the armor and hull, which can both be taken in one pass, destroying the structure. (And the hull hit points have been reduced, so that final attack won’t even last as long.)

So medium structures will now be much more vulnerable to destruction and any defense will have to be at the armor timer.

With the removal of the hull timer, the armor timer for medium structures will now go as follows:

  • Highsec: 4.5 days ± 1.5 hours
  • Lowsec & Nullsec: 3.5 days ± 1.5 hours
  • Wormholes & Pochven: 3.5 days ± 1.5 hours
  • War HQ: 24 hours

The hour variation is based on the defender’s chosen defense time, so it will always be in the time zone the defender has chosen with some small variability for the exact hour.

Large structures are also getting their armor and hull timers revised, as indicated in the patch notes.

I don’t think this is going to lead to a massive boost in structure shoots in high sec, but wormhole space, where there is no asset safety, has already seen groups evacing their stuff out of medium structures.  If a larger group shows up and reinforces your medium structure there, you basically have three and a half days to get out or lose all of your stuff.

Another example of trying to tune things for one area of the game impacting another negatively.

Those were the big items that came with the update, though there were still a range of smaller things on the list.

I am kind of interested in this one and why it was changed.

Increased the minimum distance away from a Control Tower that a CONCORD Rogue Analysis Beacon must be deployed at to 30,000 km (from 2,000 km)

I suspect there was some unexpected benefit from being that close to a POS tower.

Anyway, the update has been deployed and has gone live so this is the version of New Eden we now play in.