Category Archives: EVE Online

The Howling Interdictors Update comes to EVE Online

Last year Team Talos brought us the Howling Interceptors update around Halloween.  This year we get Howling Interdictors.

Howling for you

Interdictors are a popular ship in null sec, deploying as they do the warp disruption probes with generate a 20km diameter radius warp disruption sphere or bubble.   Bubbles are generally a part of any null sec fight as they can keep a hostile fleet from warping off, keeping them from getting away allowing you to shoot them.  Or sometimes you’re in the bubble.  Either way, they are not an option in empire space.

Bubble, bubbles everywhere

The big change is the addition of a new type of probe that can be used by interdictors, the web stasis probe.

Stasis webification probe

Like the modules of the same name, the stasis webification probe will reduce the maximum velocity of any ships within its sphere.  That sphere is half the size of a warp disruption probe, only 10km in diameter radius, and it has a short warm up duration.

Now to see how it will get used.  I know at least one capsuleer who has wanted this sort of probe, and I guess it might be used as a counter to “kitey bullshit” and other “trash tier tactics,” but we will have to wait an see.

In addition, three of the four interdictor hulls received updates.

The Sabre was passed over, being null sec’s default interdictor.  I know FCs who just call for Sabres rather than interdictors, since that is what you get most of the time anyway.

The Sabre is even endorsed by Permaband

The Eris, a rare sight on the field, received the most changes, most in an effort to make it a bit more nimble.

  • CPU increased to 250 tf (was 210)
  • Power Grid increased to 71 MW (was 64)
  • Max velocity to 316 m/s (was 305)
  • Signature radius to 78 m (was 85)
  • Mass reduced to 1,100,000 t (was 1,200,000)
  • Gallente Destroyer bonus changed to “5% bonus to small hybrid turret rate of fire per level” (was 10% bonus to small hybrid turret optimal range)
  • Interdictor bonus changed to “15% reduced mass penalty from armor plates per level” (was 5% bonus to small hybrid turret rate of fire)

The Flycatcher, which you do see out now and again, got a little more CPU and a little more tank, but stays with its damage bonus locked to kinetic.

  • CPU increased to 290 tf (was 280)
  • Caldari Destroyer bonus changes to “10% bonus to missile kinetic damage” (was 10% bonus to missile explosion radius)
  • Interdictors bonus changed to “10% increased shield HP per level” (was 10% bonus to missile kinetic damage)

And the Heretic, which can be a feature on armor fleets, though you still get Sabres because Sabres, got a little more CPU, Power Grid, and tank.

  • CPU increased to 270 tf (was 240)
  • PG increased to 70 MW (was 60)
  • Amarr Destroyer bonus changed to “10% increased armor HP per level” (was 10% bonus to light missile and rocket max velocity)

In addition to all of that combat interceptors, which were part of the Howling Interceptors changes, were revisited againthis year, getting a 100% boost to the effects of overheating on afterbruners and microwarp drives.  They will go very fast.  CCP is even holding a contest to see how fast people can make them go.

Also along for the ride with this patch are some fixes to improve the viability of the new Triglavian region in New Eden:

  • Significantly increased the Standings values gained from killing NPCs related to Triglavian Space
  • Corrected Standings incorrectly gained from Rogue Drone content unrelated to Triglavian Space
  • Reworked the Triglavian Wormhole site distribution rules
  • It is now possible to warp to 0 in Triglavian Wormhole sites
  • Increased the time between NPC spawns around Triglavian wormholes
  • Increased the drop availability and variety of Triglavian Space Filaments

There are a few other small fixes, but that is the primary content of today’s update.  They have all been appended to the October patch notes.

 

Sixteen Weeks of World War Bee

After two weeks of titanic battles with thousands of players on the field and trillions of ISK in losses, things settled down to a grind again.  On Friday Imperium FC John Hartley pinged out a battle report to all that featured a total loss value of just 5 billion ISK.  Things have returned to a smaller scale.

Meanwhile the invaders, having succeeded in anchoring a Keepstar in NPC Delve on the fifth try, have been going on in r/eve like the war has been won.  Bad historical analogies… which is pretty much all historical analogies when applied to EVE Online… and memes about the Imperium being broke or evacuating from Delve are rife.  But fighting carries on and they still haven’t been able to draw a convincing line from their stated plan to avoid attacking our Keepstars… there is still one sitting in 49-U6U in Querious in a system they have held for a month… and us losing.  Starve us out maybe?  Delve occupation duty might go on for a long time if that is the plan.

Delve Front

While there have been skirmishes in some key systems in Delve, most of the fighting last week was concentrated in the W-4U1E constellation, adjacent to NPC Delve and the invader’s Keepstar.  There, after several day of back and forth, they used their superior numbers to take the ihubs in the constellation.  They have started to work on the LSC-4P constellation since.

First constellation down

However, the invaders now have to hold that space while moving forward.  New Eden isn’t earth so making front line analogies fail when all of those systems are within bridge/jump range of our staging.  So we reinforce the ihubs they have taken and they have to form up to defend them.  You can see by the ihub ownership that they have tried to solve the “only the owner can defend while anybody can attack” issue by dividing up the systems between groups.

And, while they have broken some of the Ansiblex jump gate network, they have not been focused on structures in those systems, so we have safe harbors in there.

Other Locations

Over in Querious a low grade entosis war continues in the back field of the invaders.  We continue to reinforce ihubs there and have destroyed a few of theirs.  And, as noted above, we still have a Keepstar, as well as other structures, to work from in the space they have taken, plus all of “fake Querious.”

Meanwhile, over in Esoteria, deep in TEST space, The Bastion continues to hold out and force TEST to jump clone home to contest timers. The Fortizar they anchored previously survived another attack, though the battle report showed that TEST couldn’t must much of a force to contest it.

The Bastion still holding out in Esoteria

Again, neither of these pin pricks is going to win the war, but they do make the war more onerous for the attackers and, in New Eden, the side that wears out first loses.  So the grind continues.

The invaders however have pretty much overrun Period Basis.  Anything down there that isn’t a Keepstar is in jeopardy.

Period Basis Almost Completely Taken

This will give TEST a clear route into southern Delve.

My Participation

I did pretty much nothing in space this week.  I did not go on a single fleet op and did only a couple of side items on my own.  This was not by plan.  While two weeks of big battles were tiring, there were few ops that came up when I was at home, at my computer, and had the time to commit.  It just worked out that way.  As such, my losses for the war remained as follows:

  • Ares interceptor – 11
  • Crusader interceptor – 5
  • Rokh battleship – 5
  • Atron entosis frigate – 5
  • Ferox battle cruiser – 3
  • Drake entosis battle cruiser – 3
  • Purifier stealth bomber – 2
  • Guardian logi – 2
  • Malediction interceptor – 2
  • Scalpel logi frigate – 2
  • Raven battleship – 1
  • Crucifier ECM frigate – 1
  • Gnosis ratting battlecruiser – 1
  • Scimitar logi – 1
  • Bifrost entosis command destroyer – 1
  • Cormorant destroyer – 1
  • Hurricane battle cruiser – 1
  • Sigil entosis industrial – 1

Other Items

We have a few things coming up from CCP that may or may not impact the war.  Tomorrow we get the Howling Interdictors update that will, among other things, introduce a statis web bubble for interdictors.  Then there is an update coming in early November that will change up super carriers.  And then there is the coming dynamic bounty system, designed to curb ratting income in null sec.

And then there is the PCU for the week.  No big battles means no big numbers, so the peak for the week sagged after two weeks of growth.

  • Day 1 – 38,838
  • Week 1 – 37,034
  • Week 2 – 34,799
  • Week 3 – 34,692
  • Week 4 – 35,583
  • Week 5 – 35,479
  • Week 6 – 34,974
  • Week 7 – 38,299
  • Week 8 – 35,650
  • Week 9 – 35,075
  • Week 10 – 35,812
  • Week 11 – 35,165
  • Week 12 – 36,671
  • Week 13 – 35,618
  • Week 14 – 39,681
  • Week 15 – 40,359
  • Week 16 – 36,642

Related:

Once again, only INN seems to post regularly about the war.

The September MER Follows the War in EVE Online

CCP got the EVE Online Monthly Economic Report for September out on Monday, so it is time to see what the numbers say for the third month of World War Bee.

EVE Online nerds harder

Since it is war time, destruction is the first thing I want to look at.  The top ten regions for destruction in September were:

  1. Querious – 2.71 trillion (Imperium)
  2. The Forge – 2.24 trillion (High Sec)
  3. Lonetrek – 1.59 trillion (High Sec)
  4. The Citadel – 1.54 trillion (High Sec)
  5. Delve – 1.40 trillion (Imperium)
  6. Metropolis – 1.19 trillion (High Sec)
  7. Sinq Laison – 1.15 trillion (High Sec)
  8. Catch – 942 billion (Legacy)
  9. Genesis – 919 billion (High Sec)
  10. Oasa – 848 billion (PandaFam)

As with August, The Forge, the usual top dog, remains in second place and three null sec regions occupy the list.  But in August it was Fountain at the top.  For September Querious tops the list with almost the exact same total as Fountain had the month before.

Most of the other regions, most of which were in last month’s top ten, were down.  Only Catch was up compared to the previous month.

Overall the MER says that 33.6 trillion ISK was destroyed in New Eden in September, down from the 38.4 trillion reported in August.  An odd turn in that.  My guess is that when we get the October MER we will find Delve at the top… I count nearly 10 trillion destroyed so far… with Querulous in staying on the list.

From there I might as well flip the coin a look at production.  The top ten regions were:

  1. The Forge – 21 trillion (High Sec)
  2. Delve – 14 trillion (Imperium)
  3. Lonetrek – 6.74 trillion (High Sec)
  4. The Citadel – 6.72 trillion (High Sec)
  5. Domain – 4.56 trillion (High Sec)
  6. Oasa – 4.48 trillion (PandaFam)
  7. Sinq Laison – 4.39 trillion (High Sec)
  8. Vale of the Silent – 3.69 trillion (mixed small groups)
  9. Esoteria – 3.06 trillion (Legacy)
  10. The Kalevala Expanse – 2.89 trillion (PandaFam)

The Forge, Lonetrek, and The Citadel, which all feed the Jita market dominate production.  But Delve does pretty well as the Imperium builds to feed its war effort.  Meanwhile, PandaFam in Oasa and TKE work away on their supply line and Legacy builds in Esoteria.  I am note sure who is building in Vale of the Silent, but carry on.  A total of 114.5 trillion ISK of production took place in September.

And to supply that production there needs to be minerals.

With the announcement of the pending mining nerf, mineral prices resumed their climb in September.

Sep 2020 – Economic Indices

In fact, if you look at the long term chart, mineral prices are now around the all time high they hit back in 2012, when CCP changed the drones NPCs in the drone regions to have bounties rather than mineral drops.

Sep 2020 – Economic Indices – Long Term

We have to keep that in mind when we look at the amount mined, as it is measured in ISK value rather than a physical amount.  The top ten regions for mining were:

  1. The Forge – 1.50 trillion (High Sec)
  2. Oasa – 1.27 trillion (PandaFam)
  3. Metropolis – 1.26 trillion (High Sec)
  4. Sinq Laison – 1.23 trillion (High Sec)
  5. Domain – 1.14 trillion (High Sec)
  6. Lonetrek – 1.14 trillion (High Sec)
  7. The Citadel – 888 billion (High Sec)
  8. Tash-Murkon – 849 billion (High Sec)
  9. Perrigen Falls – 769 billion (PandaFam)
  10. Everyshore – 768 billion (High Sec)

Mining remained a high sec game, with only two null sec regions making the cut.  Gone are the days of the “Delve Time Units” of yore.  And even with the bump in mineral prices, the amount mined was in most of the top regions when compared to August.   Overall the regional data shows a total of 27.3 trillion ISK worth was mined in September, down from the 30.6 trillion ISK mined in August and the 29 trillion ISK mined in July, when prices were less dear.

And once you mine and build all of that, you have to sell it, which brings us to the trade values.  The top ten regions for trade were:

  1. The Forge – 411 trillion (Jita)
  2. Domain – 52 trillion (Amarr)
  3. Sinq Laison – 24 trillion (Dodixie)
  4. Delve – 20 trillion (Imperium)
  5. Lonetrek – 15 trillion (Caldari High Sec)
  6. Metropolis – 10 trillion (Hek)
  7. Heimatar 9.2 trillion (Rens)
  8. Essence 5.2 trillion (Gallente High Sec)
  9. Oasa – 4.3 trillion (PandaFam)
  10. The Citadel 4.2 trillion (Caldari High Sec)

Of the 600 trillion ISK in trade in New Eden, Jita remains the undisputed champion, accounting for (along with Perimeter) more than two thirds of the total.  But The Forge has been declining a bit every month, while the fall of Niarja has seemed to stimulate Amarr some, as it has risen since that event, up almost 9 trillion ISK since August.

However, since Niarja was pulled from its high sec connections to become part of the Triglavian Pochven region earlier this month, that might change.  Amarr was no doubt boosted some by the proximity of the fighting in Niarja.  Now that is gone.  Will its proximity to the war front, relative to Jita, sustain its growth going forward?

Delve, meanwhile, saw a boost in trade, and will likely see an even bigger boost in both trade and production when the October MER is released.

And, finally, to pay for all that trade, capsuleers need ISK, and NPC bounties remain the biggest ISK faucet in the game.

Sep 2020 – Top Sinks and Faucets Over Time

NPC bounties have settled down into a fairly predictable range over the last few months.  For August the total bounty payout was 52.6 trillion ISK, in September the number was 52.1 trillion ISK.  But who is earning that ISK?  The top ten regions in September were:

  1. Oasa – 6.10 trillion (PandaFam)
  2. Branch – 3.47 trillion (PandaFam)
  3. Cobalt Edge – 3.40 trillion (PandaFam)
  4. Perrigen Falls – 2.79 trillion (PandaFam)
  5. The Kalevala Expanse – 2.35 trillion (PandaFam)
  6. Insmother – 2.27 trillion (Legacy)
  7. Vale of the Silent – 2.18 trillion (mixed small groups)
  8. Esoteria – 1.97 trillion (Legacy)
  9. Detorid – 1.92 trillion (Legacy)
  10. Deklein – 1.89 trillion (mixed small groups)

PandaFam in general, and Fraternity in particular, seem to be raking in the big ISK still in their home space, far from the war.

So it goes.

As noted the war and the big mining nerf will likely show up even more pronounced on the MER when the October edition is released.  Destruction, production, and trade ought to see a boost, while overall mineral prices should continue their climb into record high territory.

As always, the charts and data from the MER are available from CCP.

 

Fifteen Weeks of World War Bee

World War Bee has truly picked up over the last couple of weeks as the previous slow pace of things turned into a crescendo of destruction which has seen trillions of ISK in ships and structures destroyed.  As I wrote previously, the October MER is going to be interesting.

CCP has thrown their own monkey wrench into the machinery with war, as the update last Tuesday made deploying citadels more expensive and complicated as well as nerfing mining in a big way.  Expect prices to rise on everything if the war keeps up its burn rate and the null sec alliances have to secure supplies.

But we did get the UI-only option for the client, which made the big fights more manageable for people running multiple clients.  It isn’t a huge change, but it makes things incrementally better.

Delve Front

It was a rough week for the Imperium.  There were three large scale clashes in NPC Delve, two of which went badly and one was something of a Pyrrhic victory.

The losses… the failed trap at YZ9-F6 and the bubble wrapped Keepstar… tipped against the Imperium more due to server performance than any implementation of strategy or tactics by the enemy.  The first, executed with precision, failed when damage didn’t apply while the latter saw PAPI fill up the Keepstar grid with 149 warp disruption bubbles… a number deliberately chosen because CCP is alleged to view 150+ anchorables as an issue that they will step in and correct by removing them… along with a continuous stream of dictor bubbles in order to make any fight on the grid untenable.

So many bubbles on grid

So PAPI won both.  They got to kill 2.5 trillion ISK in ships, including 16 titans and 27 supers and they got their Keepstar in NPC Delve on the fifth try, and nothing can change that.  A bunch of people in the Imperium are angry about these two events, but experience says that is the way the game goes and you have to be prepared to deal with it or stop playing.  CCP isn’t going to step in and make things better, so we just have to carry on.

Meanwhile the big win, the destruction of the fourth Keepstar, cost the coalition more than 1.2 trillion ISK, including 2,000 battleships lost.

On the upside, while the invaders have managed to get their Keepstar in the region and knock out several Fortizars in NPC Delve and SVM-3K, they have yet to be able to turn any of the ihubs in the region, something they have made a prerequisite for any offensive action so far in the war.

Delve ihubs – Oct 19, 2020 with the PAPI Keepstar system highlighted

If I had to guess, once PAPI gets done with their inevitable move op to the new staging, there will be a push on ihubs in Delve systems near the NPC space and Querious as well as possibly in “fake” Querious, the section of the region that is an enclave within Delve and which remains in Imperium control.

Other Locations

There was a running joke that when we lost a fight we would go hit things in G-M4GK and when TEST lost they would hit TCAG-3.  While the Period Basis region had been mostly quiet since the invaders moved into Querious, as the fourth Keepstar battle raged TEST managed to use the time to with the entosis match for TCAG-3, taking the ihub there as well as in RJ3H-0 further into the region.

The Period Basis / Paragon Soul front

They have since lost the RJ3H-0 ihub and we will see if they contest the TCAG-3 ihub when the Imperium pushes back on that.

Last week I reported that Bastion had captured several TEST systems in Esoteria, which I expected TEST would take back shortly.  Busy in Delve… and Period Basis… TEST has yet to clean up that incursion.

Bastion systems in Esoteria

Furthermore, during the fighting in NPC Delve, Bastion managed to anchor a Fortizar in one of the systems, giving them a base of operations that allows them to continue being a thorn in TEST’s side.  Not something that will win the war, but a distraction none the less.

My Participation

I somehow found the time to get stuck in on the three big fights last week, which meant I spent a lot of hours in New Eden in slow motion.  I also lost some more ships during the fourth Keepstar fight, five Crusaders and a Raven.  I managed to get home safe with my original ships from the other two.

That makes my loss count for the war:

  • Ares interceptor – 11
  • Crusader interceptor – 5
  • Rokh battleship – 5
  • Atron entosis frigate – 5
  • Ferox battle cruiser – 3
  • Drake entosis battle cruiser – 3
  • Purifier stealth bomber – 2
  • Guardian logi – 2
  • Malediction interceptor – 2
  • Scalpel logi frigate – 2
  • Raven battleship – 1
  • Crucifier ECM frigate – 1
  • Gnosis ratting battlecruiser – 1
  • Scimitar logi – 1
  • Bifrost entosis command destroyer – 1
  • Cormorant destroyer – 1
  • Hurricane battle cruiser – 1
  • Sigil entosis industrial – 1

Other Items

CCP put out a trailer regarding their fourth quarter plan, the Phoenix Quadrant.

The sound track syncs well with the feelings within the Imperium.

But the post that went with the trailer says that super carriers will be getting an overhaul as part of this quadrant, including giving them clone bays that allow capsuleers to respawn directly to them in battle, putting them in a ship stowed within the carrier.  That will introduce a new element to the war.

Much hay was made of the fact that The Initiative cut their SRP amounts from a 50% to a 25% of cost policy.  This led to a lot speculation about their finances and concern trolling about why Goonswarm isn’t financing them.  I was more surprised that they were only getting 50% as a matter of course before the cut.  In GSF it is close to 100%, and if you’re in KarmaFleet you get bonus SRP for logi ships, so you can end up making money on a ship loss.  So whether or not this policy change by INIT is significant or not remains to be seen.  They have always been a very independent ally and plot their own course.

And then there is the weekly peak concurrent user count.

  • Day 1 – 38,838
  • Week 1 – 37,034
  • Week 2 – 34,799
  • Week 3 – 34,692
  • Week 4 – 35,583
  • Week 5 – 35,479
  • Week 6 – 34,974
  • Week 7 – 38,299
  • Week 8 – 35,650
  • Week 9 – 35,075
  • Week 10 – 35,812
  • Week 11 – 35,165
  • Week 12 – 36,671
  • Week 13 – 35,618
  • Week 14 – 39,681
  • Week 15 – 40,359

The war finally saw the Sunday prime time PCU pass the 40K mark, something it hasn’t done since back in April when the pandemic was new and everybody was stuck and home and trying to obey the rules and suggestions to help stop the spread.  It probably helped that the bubble wrap fight was slated to kick off right before the usual peak time, even if no real battle ensued.

Related Items:

Bubble Wrap Plan Gets a PAPI Keepstar Anchored in NPC Delve

When I first came here, this was all swamp. Everyone said I was daft to build a castle on a swamp, but I built in all the same, just to show them. It sank into the swamp. So I built a second one. And that one sank into the swamp. So I built a third. That burned down, fell over, and then sank into the swamp. But the fourth one stayed up. And that’s what you’re going to get, Son, the strongest castle in all of England.

King of Swamp Castle, who only took four tries to get his castle built

On the bright side, the Imperium didn’t have to sacrifice another trillion ISK in ships.

Today saw the fifth attempt by PAPI to get a Keepstar planted in NPC Delve, this time in YZ9-F6, the site of the failed trap last week.  When the Imperium jumped in and warped to the structure to start the fight, we found it surrounded by 149 warp disruption bubbles.

Bubble wrapped Keepstar

There were also dictors putting up bubbles inside the bubbles and various groups of hostiles deployed around the Keepstar.

When the timer hit zero they managed to get the Quantum Core in right away, so we didn’t even get the free hits we got away with last time around.  But there were so many objects on grid that people were getting disconnected as they warped onto grid.  There was a momentary discussion about what we should do, but the timer was ticking down in real time.  In the end, there did not seem to be a way forward, so after some small clashes we turned around and went home.

Bubble fly by

The battle report shows a very small amount of losses compared to previous battles.

Battle Report Header

I had to go in and fix the battle report to get people on the correct sides.  That is a sure sign that not much happened, when the BR tool doesn’t know where to put people.

We were, of course, out numbered as usual, though not by the margin that the BR might suggest.  There was around 4,500 people in local, so the numbers on the BR are an under count of people who who showed up, since it only grabs people who were on a kill mail.

4,438 in local as the timer started

If you came and left without blowing something up (or getting blown up yourself), you were not added to the tally.

Bubbles in bubbles with more bubbles showing up

So PAPI has their foothold in NPC Delve.  Now where will they go from there?  Have they changed their mind about avoiding our Keepstars?  Or has the past two weeks of fighting in NPC Delve convinced them that would be a bad idea?  Either way, some of us got most of our Sunday back to do other things.  But somebody had to hang around and clean up those bubbles.

Other coverage:

The Imperium Destroys Another PAPI Keepstar in 319-3D

The monthly economic report for October is going to be interesting.  If Delve isn’t far and away the top region when it comes to destruction somebody will need to do some explaining.   There was more than 3 trillion ISK destroyed in YZ9-F6 earlier this week, just shy of a trillion ISK blown up last Sunday in 319-3D, which followed the first and second Keepstar fights in FWST-8 that burned about 3 trillion ISK combined.

And yesterday added more than a trillion ISK more to the count for the month as PAPI dropped another Keepstar in 319-3D and the ensuing fight saw it destroyed.

The Keepstar was spotted very soon after its initial deployment, but there wasn’t time to mount an attack during the first fifteen minutes of exposure.  Instead, the Imperium opted to wait until the 24 hour deployment cycle finished and the anchoring process began, which would open up another 15 minute timer during which the structure could be destroyed in a single fight.

This gave both sides time to prepare for the battle.

At a little after 17:00 UTC yesterday the anchoring process began and both sides jumped in, the Imperium determined to destroy the Keepstar at all cost and the invaders set to defend it.

The invaders hit an initial hitch.  Since the October update earlier this week, the second stage of the Quantum Cores plan has been in place, which requires a core to be installed before a structure can become operational.  This fight was the first big test for this new feature, as PAPI would have to install a core in order to get services like tethering up and running.

What also requires a core is the start of the 15 minute timer.  As the deployment timer ended and the anchoring timer was expected to begin… there was no timer.

Core Absent means No Timer

As Pandemic Horde struggled with time dilation to get the core installed, the Imperium was basically given almost an hour of real world time to hit the Keepstar without worrying about hitting the minimum damage threshold.   Not that meeting that threshold early in the fight was an issue, as multiple fleets were on grid and ready to shoot as the overnight timer ended.

What that also meant was that once the core was installed, the 15 minute timer was halted almost immediately, stopping at 14:55, giving the Imperium a lot of breathing room should damage slip during the fight.

Core installed at last

By then the battle was already raging around the Keepstar.

On the Keepstar grid early on

I wasn’t able to be around all day for the fight, which spanned ten hours, but I was there for the start and the end and a bit of the middle.

The system passed 5,200 in local early on as it was prime time for EUTZ but still viable for many US players.

5,233 in system, tidi at 10%

That number did not grow much over the fight.  There was no risk of it passing the peak from the second battle at FWST-8 last week, where the number hit 6,557.  And the number sank slowly as the battle carried on.  Much of the time in the late fight local wavered around 4,000, with it pushing up to 4,300 as the last few percentage points were peeled off before the end.

I started off the day in an interceptor, orbiting the Keepstar at high speed, shooting away and generally being ignored, a tactic that worked well in the previous fight.  However, the enemy wised up to that idea as a bunch of interceptors zipping around ended up being a bit of a give away.  By the time I was able to check back in on the fight, around 20:50 UTC, the structure was at 50% and the enemy had some fleets specifically hunting interceptors.  My dive into the fight was short lived that time around.

My Crusader pointed into the fray

This is what happens in war.  One side comes up with a trick or a gambit and it works for a bit, then the other side figures it out and counters it.  But both sides had learned from the previous fights.  They were able to counter many things that had worked before, but we had new surprises and fleet comps to throw into the fight.

One things that did not change were the Ravens.  Used in the first Keepstar fight by The Initiative, it became a more wide-spread doctrine with each fight.  So when I was able to join back in that evening, I went in with that fleet.

Raven rolling in on the Keepstar

I haven’t flown a Raven in ages, not since they were briefly a Reavers doctrine back in Querious before Fozzie Sov came along.  But generally they aren’t much different that the Rokhs we use when it comes to tactics.  You warp in at at maximum range, which for a Raven is even more than for a Rokh, target the Keepstar, align out, keep firing until you’re going to get hit, then warp out.  If you’re successful, you rinse and repeat.  If you’re not… well, you collect the insurance, apply for SRP, buy another one, and return to the fight.

I was lucky most of the time, but the server was taking 5 minutes and more to grab a command from the client queue and even then it was taking minutes for that command to get processed.  The server had slowed us all down to 10% speed, but was struggling to keep up even then.  So on one run I watched as damage piled up on my Raven… once you have an automatic attack going, it carries on without interruption or need to wait for the server like a fresh command does… as I waited for my warp command, which had left the outstanding calls queue, to be executed.

Kind of a big deal to warp right now!

The damage kept coming, but it looked like I might warp in time… I got the animation and was flying away… only to explode in warp.  Sort of.  My capsule didn’t eject and finish up the whole process for a good 10 minutes.  Life in tidi.

It was during that time that our damage began to slip.  We had held the timer at 14:55 for a long time.  But as we passed the 20% mark we hit a couple of slow patches and the timer… which is not delayed by time dilation but runs in real time… unpaused and started counting down.  There was an agonizing stretch in there where it would pause for a bit, only to be set in motion again.

Timer under six minutes

I was on grid, having just returned from my loss in a fresh Raven, when there was a bit of a panic on coms as we tried to get more ships on grid and shooting the structure.  In past battles, where we were only able to stop the timer near the eight minute mark, we would have lost letting so much time slip.  This time though we were able to pull through.

I waiting a long time to get in range, lock the Keepstar, and finally get my first missile off.  I had overheated my launchers in order to shoot faster and, due to the lag in picking up commands, managed to burn them out before I had to warp off again.

By that time though we had piled in some reserves and the timer was secure going forward.  The enemy, too, seemed to get a fresh wind, as they could see the possibility of a successful defense.  So the fighting, if anything, grew more fierce, but we managed to rally.  The percentages were counted down and, before I could get back on grid again… I got caught in a bubble with my warp and had to warp to another of our structures to get my launchers repaired… the Keepstar had been destroyed.  We had won the objective and destroyed another Keepstar.

But the cost.

The battle report says we fed more than 1.2 trillion ISK into the guns of the enemy in order to kill that Keepstar.

Battle Report Header

As usual, the Keepstar did not generate a kill mail.  This is the fourth time running that has happened.  That means you can add another 187 billion to the PAPI losses, though I think they recovered the Quantum Core that dropped after the kill, so they can recycle that for next time.  But that added loss doesn’t change the balance very much.  We paid for that kill in ships to the order of 1.2 trillion ISK.

You can see from our losses that we depended less on dreads this time around and more on battleships, sacrificing over 2,000 of them on the field in order to destroy the Keepstar.  The SRP team is going to be busy getting payout fulfilled for all of those losses.

Imperium is Team 1

Another long grinding fight is now in the history books.  As one wag pointed out, we may have set a record for the most battleships lost by a group in a single day.  Somebody alert Guinness World Records!

The fighting went on for a while after the Keepstar went down. (The BR includes that.)  While people started to leave the system, time dilation stayed in full effect for well over an hour past the big boom.  We had to wait a while until things settled before the coalition could get us a titan to bridge us back home.  RatKnight1, a solid member of Reavers, dropped in and started bridging us, once we could get to him.  We were spread out all over our Fortizar. (A Fortizar, which had its own timer during the fight and which repaired successfully while everybody was looking at the Keepstar.)

Moving to the titan at battleship speed in 10% tidi

And now both sides are planning for the next attempt.  There are the usual complaints about the fight.  Redline XIII of NCDot was caught on the New Eden Post stream calling for Keepstar deployments to be buffed because this was “horseshit.”  I think that clip already made it into a Mind1 mix as he DJ’d the fight for us.  Unfortunately for Redline XIII, CCP made deploying more tricky with the whole Quantum Core thing, as predicted.

Of course, that is the opinion of somebody trying to drop a Keepstar in enemy space.  I’d guess if the shoe was on the other foot the situation would seem reasonable.

Though nothing about this fight was “reasonable”

The question is, when will the next Keepstar get dropped and will we come up with something new to keep our kill streak going or will the enemy success on the next drop.

Update: PAPI dropped another Keepstar, number 5, in YZ9-F6, so another fight tomorrow.

Other coverage:

The Failed Trap at YZ9-F6

It seemed like a typical op.  We had a couple of Fortizar timers coming up in NPC Delve.  The enemy, having lost three Keepstars there last week, was probably keen to remove those footholds that allowed us to safely jump in the many ships needed for those fights.  Things might have gone differently without them.

I remember the first ping, because it said that we would be forming up at 23:45 UTC, an easily recalled sequence.  That was a quarter to five local time for me, I would be clear of work and able to join in.

There was a mention that the enemy was pinging about this op and claiming that we were pinging for it a lot.  We hear that a lot, intel back from the invaders about what their leadership is telling them we’re up to.  It often seems quite exaggerated, but if they’re pinging and saying we’re pinging, we will end up pinging more just because of that, so there is an odd cause and effect cycle in it I suppose.

When the time came I got into the Rokh fleet that Lazarus Telraven was running.  I named it “Remember the Lazamo” and went with the fleet when it jumped into YZ9-F6.  There we hung out waiting for the timer to count down.

waiting on the Fortizar

As the timer hit, we went through many of the familiar motions as we began to exchange fire with hostile subcap fleets.  Dreadnoughts soon joined us in the field before the structure and a fierce battle began to rage.

Dreads and subcaps on grid

We started out trading blows with the usual TEST Nightmare fleet at extreme range.  We exchanged with them, then started in on some of the heavy interdictors that were on grid.  Laz seemed quite focused on them.  There were a little more than 1,600 players in local.

Brackets drawn with the new UI only mode

Meanwhile, the fight seemed to be escalating beyond what I might have expected for just a Fortizar armor timer.  When dreads were thick on the ground carriers and super carriers began dropping in, with both sides putting them on grid with the Fortizar.

Imperium supers landing

But we had our own battle to fight.  Time dilation went to 10% pretty quickly and as more players showed up in local, responses to commands began to drag out.  I had the outstanding calls window up to watch what was happening and the wait time before calls were handled began to climb.

In the midst of that I had my own close call for the evening.  An Eagle fleet was passing by us at about 5-8km range and the decided to target me.  I don’t know if I happened to be in just the right place or if it was because I put my drones on the FC, but I saw them yellow boxing me.

I broadcast for reps and put the fact that I was being yellow boxed in fleet chat, overheated my shield hardeners, then unlocked all targets.  We were fighting on the Fortizar and if my one minute aggression timer ran down I would simply tether up and become invulnerable.

But a minute long time is very long in time dilation.

I could see the yellow boxes turn to red and I started taking damage before my unlock commands had been handled.  I was worried that the logi wing might have a similarly long wait in order to lock me up and get reps on me.  In moderate tidi the job of the logi pilot gets easier as you have plenty of time to response.  But when the server is backed up and processing commands slowly you are left to the whims of CCP as to when target locks happen and when reps land.

The first reps landed when I was at half shields, but they were countered by more and more of the guns aimed at me finally activating.  I could see the damage numbers zipping past on the screen at an increasing rate.  More and more logi started landing reps on me as well as my aggression counter slowly clicked down.

The race was one.  Logi was slowing things down, but the guns put me into armor, then into hull.  Reps would push back the shields for a bit, but the issue was clearly in doubt and I still had seconds left on the aggression timer.

Reps keeping me alive

And then one of the Minokawas got reps on me and my shields went back to 100% and it looked like I was safe.  The timer ran down and after an agonizing gap I tethered up.  Everybody’s lock on me, attackers and logi, dropped and the Fortizar began repairing my damage.

Upwell structures are op.

Meanwhile there were now about 2,500 players in local and the fight was spread out.

2,500 in local, blues are us, reds the attackers, purple our fleet

The fight carried on, though fleet coms were oddly quiet.  We were asked to keep quiet, which usually means something is going on in the command channel.  But this was more quiet than I had experienced in the middle of an escalating fight.  We were taken off shooting ships and began hitting deployable warp disruption bubbles.

And then some titans landed on grid.  They didn’t jump in though.  There was no cyno.  Instead they warped in and landed spread out.

Titans landing in the fight

I didn’t think anything at the time about the fact that they were spread out or that they had warped in rather than landing on the cyno that had brought in the super carriers.  I was just wondering if we were going all in on a Wednesday night, escalating up to titans.

Later we learned what was up.  This was a setup, a trap to burn up a bunch of PAPI caps and supers by getting them all bunched up and then hitting them with a multi-titan volley from bosonic field generators, the BFG doomsday that does 40K damage to all things in a wide area over a 20 second duration.

And it didn’t work.  The enemy was in place, the titans were in position, the BFGs all fired, but the server cut off the effect after just three seconds, so they delivered less than 15% of the damage that they ought to have.

Asher Elias posted an after action report to Reddit on the plan and how it was setup and pulled off, which I recommend if you want to know the details.

But after that things went badly.  The enemy, seeing titans on the field commenced to undock and throw into battle as many of their own titans as they possibly could, fielding 278 before the fight wound down.  The local count wound up to about 3,200.

PAPI titans jumping in

Meanwhile our own titans, supers, and caps were now lined up to get smacked.  The hostiles went after our titans first, tackling and hitting them as hard as they could.  16 of the 22 were blown up, while six got away.

Ooddell takes multiple doomsday hits, but managed to warp off

We opted to limit our losses.  We shot up what we could on field.  At one point is looked like maybe we might be able to take down one of the enemy titans that had bounced far from the pack.

Welcome citizen

However, that did not work out.  We shot him for a bit, but after not too long the call went out to stop aggression and to tether up.  The enemy went about picking off targets that they could find.

A good day to see doomsdays

At the end of the day the battle report showed that the gambit had cost us a lot.

Battle Report Header

We lost 2.5 trillion ISK  in ships while killing 722 billion hostiles.  That totals up to about what both fights in FWST-8 last week cost all told.  All of this should make a mark on the October MER.

Ship losses from the BR

In addition to 16 titans we lost 28 super carriers, 85 dreads, and 5 carriers.  We did at least knock down almost 200 of their dreads, though they dropped more than 750 of them.

So it goes.  We swung and missed.  Some times the server favors you, some times is trips up your plans and hangs you out to dry.  The war carries on.

CCP said they may have found the issue that caused the problem with the BFGs, but it seems unlikely that we’ll be able to stage something like that again even if they do fix the issue.

The word is that PAPI has dropped another Keepstar in NPC Delve, in 319-3D again.  It managed to deploy, but it should begin its anchoring cycle about the time this post goes list. [I am told the timer starts at 17:18 UTC.]  Expect another huge battle today.

Related:

Six Years of Reavers

We are at the sixth anniversary of the founding of the Reavers SIG.

Reavers forum bee

As has become the norm, I post on or around this date every year to commemorate the founding and to recount what mischief the SIG got up to since the last post.  For those interested in past tales, you can find them here.

This year my post is a little bit different.  While I am happy to raise a glass to the SIG to mark the passing of another year, I don’t actually have anything to look back on since the five year anniversary post.

It is not that nothing has happened over the last year.  Asher and various members of the SIG have been quite active.  But there wasn’t a lot of opportunity over the last twelve months for the Reavers to run off and do their thing in distant lands.

There was a problem with an overlap of objectives between Reavers and Liberty Squad for a stretch.  And when Liberty Squad was stood down, with its leadership heading off to form their own group elsewhere in null sec, there was the formation of the Goon Expeditionary Force to take its place.

The logo on the left became the official forum bee, but I still like the helmet on the other

The GEF was sort of the Reavers writ large, a mash up of them and Space Violence and Liberty Squad, a way to bundle up the people in the Imperium who play for war and deployments and who chafe during peacetime, to give them something to do.  Founded back in February, it was there to take the show on the road.  And from them until this past June, it deployed, ran ops, blew things up, and gave some of us a sense of purpose in the sandbox.

And then, of course, the war came.  Well, the leak that indicated that war was coming, which was denied right up until it wasn’t, when the non-invasion pact between Legacy Coalition and the Imperium was cancelled by Vily and the count down to conflict began.  Then everybody came home, we pulled back what we could, and there was a sense of purpose every day you logged in.

Asher and many others had bigger responsibilities, tasks beyond the scope of a single SIG in the coalition.

So you might ask, with nothing really to report on over the last year and nothing likely to come while our space is being invaded, is Reavers effectively dead?  Are we just a channel on Jabber and a hidden section in the GSF forms?

The answer is no.

Despite having no official task, Reavers still forms a cadre of players who Asher can call on for special tasks.  It has been that way for a while.  Reavers haven’t recruited in ages.  You cannot get in without a personal vouch and I don’t even think we’re taking those any more.  Everybody left has been around for a long time and the names in the channel are all familiar.

So there will be a ping to Jacketpals, or Trashtiertactics, or another of the many ping groups that Asher has created to send us notifications on Jabber, looking for some people for a special op or to have a special fit ready, or to hold off on the main fleet ping that is coming up because there will be another fleet coming up that will be more our speed.

I think the SIG almost universally signed up for the Spec Ops SIG that was formed for the war, along with a couple of the other groups.  When I am out on an op doing ECM burst interceptors or Sippery Pete’s or something like that, there are always names from Reavers in those fleets.

And when Asher suggests training something up, like EDENCOM ships or whatever, I always jump right on that.  Maybe it will pan out, maybe it won’t.  But if the time comes and there is a Jacketpals ping asking who can fly some specific ship, I don’t want to be left out.

The EVE Online October Update Changes Space and Commerce

Things were happening and CCP was keeping its cards close to it collective chest for the last couple of days, so I really felt I couldn’t even start writing a post about the update until they released the patch notes and the game was up and live again because there were any number of things that could have potentially been in the update.

And then all of them showed up, so I am just going to go down the list a day later than usual.

New Region of Space

The Triglavian invasion has culminated in an event that has taken the 27 star systems that reached final liminality, detached them from their old stargate connections, and created a new wormhole flavored region called Pochven.

I left a char in Niarja

On the old map you can see the region name.

Just a big name in space

With the new map it will actually show you the gate connections.

The route between the stars in the new region

There have been few maps of the new region circulating.  I like this one I found on Reddit:

The map triangle – click to see bigger

There is also this one I have seen floating around, which is a little clearer, but I am not sure where the original source for it was, otherwise I would link it.

This one has constellations

As for what all this means, CCP says the following in the patch notes:

  • The Triglavian Invasion has come to an end. The Collective now inhabit 27 systems severed from the rest of New Eden, forming the new Nullsec Pochven region which can be accessed via wormholes and filaments. According to reliable sources some Triglavian vessels in the area may carry filaments for escaping this new region. Unconfirmed stories also state that these filaments are available for purchase in the new Triglavian stations. Active Market Orders and HyperNet Offers within Pochven have been cancelled and both goods and escrow have been refunded. In addition to that, Agents within Pochven have been removed and any active missions have been cancelled.
  • There is a lot to discover in these systems as they function completely differently now that the Triglavians have taken them over. More details will be reported by The Scope in the coming days. Until then, Capsuleers that dare to venture into the new Pochven region can discover things on their own. Since Medical Clones within Pochven have been moved to a character’s birth Station, some capsuleers will need to travel to the systems to uncover the mysteries – the lucky (or unlucky) players already within those systems are free to undock – at their own risk.

I think Elise Randolph had a better/more useful summary on Twitter:

  • Wormhole local
  • You can’t JC/clone in
  • No belts
  • Sun status: still spooky
  • New gates! But you need Trig standing to use them.
  • Also the gates spawn 400km so you gotta burn
  • Ore anomalies are phat

Warning on getting Triglavian standings: rogue drone sites are an exploit now.

Meanwhile, back in normal space, the gates to those systems are just gone, vanished, kaput, missing in action, like they were never there in the first place.  I am sure this is going to be a huge pain for Wollari, who runs DOTLAN EVE Maps.

So now the run between Amarr and Jita, which was made more dangerous by the change to Niarja, has been made longer even if you’re willing to take the risky route.

Short route vs. Safe route

I am sure more will come of this.  I hear that stargates around New Eden are still experiencing outages.

Ore Changes

And since Elise mentioned ore, we might as well get to the big mining change.  I hope you refined all your ore before the patch since it will refine less now… except maybe Hedbergite, which is getting a nocxium boost.  That is supposed to get people to go mine in low sec.

This was all covered by the Resource Distribution dev blog and the essentials have not changed.  Where ever you live in New Eden you are likely going to find less rocks to mine, the rocks you do find will have a smaller mineral yield, and some minerals you used to find will no longer be around your part of space.

The patch notes spell it all out in more detail.  Despite using the word “distribution” in the dev blog, this is more of a drastic reduction.  Even I was out mining a bit to build up a hedge against the future, where I expect the price of everything will climb.  The October MER will should be interesting.

UI Only Mode

As I mentioned in a post a while back, CCP has been working on a way to turn off 3D rendering and only display the UI.  This was available on the test server, but has gone live on Tranquility with this patch.  Those of us running multiple clients in large battles around Keepstars will no doubt avail ourselves of this feature once we have another big fight.  Of course, dropping Keepstars got a little more complicated due to the next item.

Quantum Cores

The second stage of the Quantum Cores plan has come in with this patch.  Initially, the cores were made available for sale and Upwell structures got a bay into which cores would eventually be installed.

With this update any new Upwell structures deployed will require a core to be installed before it will become fully functional.  Until the core is installed services, including tethering, will not be available.  This will make deploying more Keepstars in NPC Delve slightly more awkward as somebody has to haul in that core to install.  If they don’t, they won’t have the tether advantage they had during the second FWST-8 fight.

Existing Upwell structures do not have to have a core installed until January 2021.

ECM Stabilizer Tiericide

Another module group has been normalized in naming and stats.  Honestly, I am not sure I know what an ECM Stabilizer is.  But that is EVE Online.  Lots and lots of ship modules.

Player Bounty & Kill Rights Disabled

You can blame this one on the current war in Null sec because those seem to be gumming up the outstanding calls list when we have those big fights.

Bounty calls piling up

Announced in a forum post, this is temporary while CCP investigates what sort of performance hit these calls may be having.  They pop up every time you target somebody or somebody targets you and tend to dominate the queue.  If this led to CCP revamping the bounty system (again) into something more useful, that would be nice.  Kill rights are also being turned off temporarily because they are connected to bounties aand can similarly gum up the works.

This does not affect NPC bounties.  That limitless ISK faucet will continue to flow freely.  However, if you put a bounty on Brisc Rubal in an attempt to help him achieve his goal of being in the top ten for bounties, you can’t get your ISK back.

Fonts

Apparently there was a change made to how in game fonts are rendered, which some people love, some people hate, and some people, myself included, didn’t notice until they saw somebody going on about it.  I guess they’re fine.  It is hard to tell on the big monitor.  I have to wear my glasses to see them still.

Other Things

There were also a lot of small changes and fixes and the usual stuff that comes along with any update, just more so than usual.  All in all this was a pretty big update that will have a lot of long term impact.  I feel like this update should have been given a name so at least we could curse it later on down the road when all the unintended consequences come home to roost.

Or maybe everything will turn out great.  We’ll have to wait and see.

For those wanting more details, the patch notes have been posted.  There are also the general feedback and known issues threads in the forums.  My favorite known issue is that some hangars outside of the Triglavian region have the Triglavian decor.  Seems like a win, but that might just be me.

Meanwhile, CCP has announced that we have entered the fourth development quadrant for 2020, the Phoenix Quadrant, and has previewed a bit of what we can expect from development as well as launching another pack that sells skill points for cash.

Fourteen Weeks of World War Bee

hey guys just got back from my vacation did anything happen while i was out this week?

-Ping from The Mittani late Sunday afternoon

After things seemed to be moving slowly the week before, last week the war heated up as the invaders attempted to plant their flag in Delve by dropping two Keepstars in FWST-8.

Even CCP took notice of the fights this week and produced a new video about them for The Scope.

So I guess Delve is now in the front lines and on the front pages.

Delve Front

The focus of the war was on the NPC Delve system of FWST-8 for the first few days of the week.  PAPI member alliance Fraternity dropped a Keepstar in that system early on Monday in an attempt to give the invading forces a foothold from which they could jump capital ships into most of the systems in the region.

NPC Delve and vicinity

That led the Imperium to drop dreadnoughts and subcaps in a constant stream to destroy it, sacrificing almost a trillion ISK in ships to destroy the structure as it deployed.

Fraternity then dropped a second Keepstar a couple of hours later, which managed to deploy and get into its anchoring cycle, giving both sides a day to get ready for the next battle.  There the Imperium sacrificed over 1.5 trillion ISK in ships over about 15 hours in order to destroy the second Keepstar.

The next day saw multiple skirmishes in the system as both sides attempted to extract ships that had logged off during the fight.  There were two major clashes, with the Imperium doing better in one and TAPI taking the other one according to the ISK numbers.

FWST-8 was a busy system for a few days.

Ships destroyed over four days

The Imperium claimed victory because it achieved its objective, destroying both Keepstars, and preventing TAPI for securing a base within Delve.

TAPI is justifiably happy with destroying so many Imperium ships, winning the the ISK war by a huge margin.  That margin is inflated on battle reports by the fact that neither Keepstar, valued at ~187 billion ISK each, generated a kill mail.

Both sides got a victory condition and the war moved on.

Of course, arguing about who won and gratuitous moving of goal posts ensued over at /r/eve.  Unhappy with just an ISK war victory a few of the usual suspects proceeded to argue that the Imperium really lost the objective because they didn’t escalate to supers, because they didn’t kill any PAPI titans, or because they didn’t hell camp the battle site to kill any logged off PAPI pilots as they returned to try and extract.

I really like that last one.  PAPI out numbers the Imperium 3 to 1, but we’re supposed to be able to camp them.

And then there was TEST streamer and propagandist RonUSMC who, salty as usual, bitched on his stream that whatever Goons did to kill the Keepstar needs to be nerfed.  People complain about blobbing being an “I win” button until they try and fail at it I guess.

Ron waiting for the Imperium titans that never showed up

The Imperium was able to fall back on winning the objective, that we had to fight on their Keepstar, and how the battle demonstrated our determination to defend the region.  But I am sure we were feeling lucky that TAPI did not drop another Keepstar immediately because losing something like 8,000 ships in two days no doubt drained a lot of our supply chain.

In fact, TAPI not dropping another Keepstar immediately feels like a mistake, a missed opportunity to put the pressure on us, or at least force an escalation to the supers and titans clash they seemed to be longing for.  We were reeling a bit after having lost all those ships.  However, the other side might have been as exhausted as we were.  In war you sometimes see only the enemy’s strength and your own weakness.

Meanwhile, since people love dollar amounts, I did a back of the napkin calculation as to how much these battles “cost” in losses.

Losses were about 3 trillion ISK.  With PLEX running at about 3 million ISK per, that meant there was about 1 million PLEX in losses.  If you buy PLEX in the largest lot, 15,400 PLEX for $500, that totals up to $32,500.  Probably not enough for a headline in the mainstream gaming press.

While it wasn’t the “Million Dollar Battle,” the two together were at least the “Million PLEX Battles.”

Having been rebuffed in NPC Delve, focus seemed to go back to ihubs as they managed to reinforce their first ihub in Delve, in SVM-3K.  But when it came time for the rubber to meet the road, the passed on actually contesting the ihub.

Instead they dropped another Keepstar, this time in 319-3D.  It met the same fate as the previous two.

So three Keepstars have now died in Delve, but none of them belonged to the Imperium.

Other Areas

While the fights in FWST-8 were going on, both sides sent out side missions to try and hack ihubs.  The Bastion, one of the Imperium alliances, succeeded in taking multiple ihubs in TEST space.

The Bastion in Esoteria

TEST couldn’t let that stand and have since managed  to claw back two of the lost systems, but they had to spend time doing that when the could have been attacking Delve.

My Participation

I jumped into battle and lost many a ship last week, all in and around the Keepstar battles as FWST-8.  I was only an observer in the first battle, where I lost two ships, and an active participant in the second, where I lost six more.  For the battle in 319-3D, despite being on grid for three hours straight, I lost no ships.  It was a minor miracle.

It actually felt like I lost more ships that in the second battle at FWST-8, but that was probably due to how slowly everything was moving, so it took a long time to lose a ship and then get your pod popped so you could work on getting back into the fight.  I really want to thank the PAPI gate camp in PR-8CA for podding me quickly when I jumped in.  That sped up my return home every time.

Anyway, my loss count for the war is now:

  • Ares interceptor – 11
  • Rokh battleship – 5
  • Atron entosis frigate – 5
  • Ferox battle cruiser – 3
  • Drake entosis battle cruiser – 3
  • Purifier stealth bomber – 2
  • Guardian logi – 2
  • Malediction interceptor – 2
  • Scalpel logi frigate – 2
  • Crucifier ECM frigate – 1
  • Gnosis ratting battlecruiser – 1
  • Scimitar logi – 1
  • Bifrost entosis command destroyer – 1
  • Cormorant destroyer – 1
  • Hurricane battle cruiser – 1
  • Sigil entosis industrial – 1

Other Items

CCP also mentioned on Twitter that they were notifying Guinness World Records about the recent fight as its totals exceeded the numbers that previously saw Guinness award CCP a record.  I certainly saw more that 6,142 people in local during the fight.

6,446 in local

On the other hand, the EVE Online chat system isn’t a reliable source so far as I have seen, so no doubt CCP has another method to validate exactly how many people were participating at the peak of the battle.  In the video they said the number was 6,557.  We shall see if the Guinness World Records staff will certify that.

And then there is the weekly PCU count:

  • Day 1 – 38,838
  • Week 1 – 37,034
  • Week 2 – 34,799
  • Week 3 – 34,692
  • Week 4 – 35,583
  • Week 5 – 35,479
  • Week 6 – 34,974
  • Week 7 – 38,299
  • Week 8 – 35,650
  • Week 9 – 35,075
  • Week 10 – 35,812
  • Week 11 – 35,165
  • Week 12 – 36,671
  • Week 13 – 35,618
  • Week 14 – 39,681

It looks like having a Keepstar battle on a Sunday during prime time might be a good thing.  Or maybe people were on poking at the Triglavian systems in order to see what was going on there.  Either way, we hit the highest PCU so far for the war.  Not quite to 40K again, but within spitting distance.

Other coverage: