Category Archives: YouTube

EVE Online Lifeblood Expansion coming October 24th

CCP put up a trailer for the upcoming Lifeblood expansion that will see the new refineries that will be the moon mining platform going forward.

There are a few more details on the Updates page for the Lifeblood expansion, along with some other items that will be coming up, including a rebalance of ships popular with Alpha clones and updates to the event framework we know as The Agency.

Covering another Keepstar Deployment

MAX DUDES RED CRAYON CTA RIGHT NOW

TITAN>SUPER>FAX>CARRIER>DREAD

WE NEED EVERY WARM BODY WITH A HULL

THIS WILL PROBABLY BE THE LARGEST SUPER FLEET FORMED SINCE B-R5 SO YOU PROBABLY WANT TO BE HERE FOR THE SCREEN SHOTS ALONE

-tiberizzle to allcaps

How could I say “no” to that ping?  Besides, it was Sunday morning, my wife and daughter were off to other things and I had no plans for the day.  So I clone jumped to the staging Keepstar, jumped into my Apostle, and got into the armor capital fleet.  The armor fleet passed 200 people, while the first shield fleet filled up and they had to roll out a second.  There didn’t seem to be any special fit required, aside from having a prop mod to speed up gate travel.

Once I got myself squared away I undocked and warped off to one of the citadels ringing the Keepstar so as not to be yet another massive object on the undock that people might bump into.  The force auxiliaries are not as big as a titan, but they are bigger than a super carrier and make carriers look like mere battleships in the fleet.

My Apostle in warp with Tiberizzle’s Wyvern super carrier

As the fleets settled down we were given a destination to gate to and off we went.  Traveling in a capital taking gates means jumping through a gate, clicking warp/jump for the next one, then running your prop mod as you align until your ship finally approaches the speed it needs to warp off.  Then you turn it off and, as it cycles down, you should warp… unless you bounce of of another capital, which has a habit of knocking your speed back down to below the warp threshold.

Then you just want to get through the gate at the far end without bouncing off of somebody as ships land in a streaming mass and ending up out of range to jump.

That gate has to be feeling the pressure…

On voice coms somebody was telling people to spam the jump button in order to avoid that fate.  I opted for the old auto pilot trick.  Since we had a destination, as I my Apostle headed to the gate I would turn on the auto pilot which would then jump me through the gate itself hands off.  You just have to remember to turn it off as you jump, as you could end up 15km off the next gate and slow boating for the next jump if you’re not careful.

Then you’re through the gate and everybody is spread out, uncloaking, and aligning for the next gate.

Capital fleet doing its align thing

We bunched up on a Fortizar as our first waypoint, then were given a new destination a few more jumps out.  There was sat on a Raitaru, bunching up in a giant mass of capital hulls.

Make room! Make room!

We sat there for a while, so I was pretty sure this was where we would be jumping from to get to our destination.  I still did not know what we were up to, if this would be my first capital op to involve a fleet action.  Things were quiet on coms and I wondered what was going on in the command channel.

Then the order came through to jump to cyno that had been lit.  The order was quickly amended to restrict faxes from jumping through, so everybody else jumped out leaving a convention of force auxiliaries on the Raitaru.

A meeting of faxes

There were complaints of tidi and bouncing and whatnot from those who had jumped.  After a few minutes that settled down and faxes were given the clearance to jump.

Entering the jump tunnel from the Raitaru

Once through I could see capitals strewn about the field, but that was all the client was drawing for me immediately.

Landing after the jump

This happens some times when you land on a grid with a lot of objects to draw.  Ships get drawn first.  After a bit though the client got around to filling out a Keepstar citadel where we were all hanging about tethered or bouncing.

There we are

You can see some titans a bit off that may have bounced a bit.

This was the point of the operation.  Whenever a Keepstar is set to go online a large capital fleet is assembled to protect it while it goes through its initial repair cycle, the point at which it is most vulnerable because a hostile force can blow it up without all that mucking about with timers, as happened with the Keepstar over in Auga about a month and a half back.

To prevent that a large force is mustered to sit on the Keepstar to dissuade any attack.  And so there we were.  No fight was likely given the forces we had on the field.

Sitting on the Keepstar waiting

This was the first Keepstar for our Imperium colleagues in The Initiative who, as it was going online, also won their match in the alliance tournament.

So there we sat.  Jay Amazingness said that once it was online we would sit out our jump fatigue before we headed home again.  That was going to be a while so, to entertain us Jay asked a pilot in a Phoenix dreadnought if the fleet could doomsday his ship if Jay bought him a new one later.  He agreed and warped off to another citadel before returning to be in range off us but at a distance.  On command all of the titans fired on him.

Doomsdays away

I did not have a very good angle setup when the doomsday fire went off, but Jay linked us a better screen shot in fleet, which I have borrowed.

Jay’s view of the doomsday fire

To stretch out the shoot the Phoenix pilot activated his Emergency Hull Energizer which boosts resists to 99%.  However, even with that the weight of damage being thrown at him was so much that he exploded fairly quickly.

Phoenix down

That left us some time to sit around and stare at the fresh wreck or take a break while our collective jump fatigue timers ran down.

Phoenix wreck lit by an explosion

As I was looking for a good screen shot of the Phoenix wreck, it was lit up by something that happened behind me.  While I missed it, The Initiative blew up an Archon on the undock to sanctify the Keepstar going online or just to join in on the fun.

After that we mostly sat about.  There wasn’t anything like a BBQ war in coms, which was probably a good thing.  With about 15 minutes left on jump fatigue we were roused out of our torpor and given a destination.  We set out to take some more gates to put us in range of home.

We had to wait a bit as there was a titan running behind.  Somebody needed a bathroom break, but only after we started out taking gates.  He eventually just jumped to us, leaving him within range of home and giving him the option to either double jump, and take a jump fatigue hit, or just wait it out and use the safe cyno later.

I don’t know what he chose, but the rest of us took the cyno once it was up and landed back at home.

Back at the staging Keepstar

Unlike the move op the other night, we were not cyno’d into the Twerk zone, there being some fear that a titan might bounce, escape the model, and end up flung hundreds of kilometers away.  I’ve seen that happen.  While the ship would likely not be in immediate danger, it is best not to take chances with expensive toys.  After all, PL keeps dreads on hand for such opportunities.

And that was it for the operation.  Another capital op for me, though I have yet to use my Apostle to rep a single ship.

John Hartley took some video of the fleet which includes us landing on the Keepstar, featuring some titan bounces, and the doomsday shoot of the Phoenix at the end.

 

The July 2017 Update Brings Revamped Strategic Cruisers to EVE Online

The last big update before summer vacations sap the momentum from development at CCP.

Yes, I made this myself since CCP failed me…

At least CCP has stuck with the same naming scheme two months running.  I expect there will be no August update and by September they will change the naming pattern again.  But on to the update.

Strategic Cruisers

The big deal for this patch, judging on the number of times CCP has posted about it alone, is the Strategic Cruiser revamp.  Introduced with the Apocrypha expansion back in the first half of 2009, these were to be modular ships that could be refit with various subsystems to adapt them to different roles.  Relying on materials from wormhole space to be produced, they were quite rare for a while before expanding and becoming main line doctrines for many alliances over the years.

However, they did tend to be fit and left in one configuration much of the time.  Asher had us bring subsystem refits on a deployment at one point, but fitting and forgetting seemed to be the default.  I have a Tengu that has been essentially the same fit for years.

Strategic Cruisers… now with skins

CCP ran a focus group and took input and at the end of the day changed these key items:

  • Subsystems reduced from five to four, with the electronics subsystem abilities being folded into the others
  • A subsystem bay so you can haul subsystem refits without filling up your cargo bay
  • Ability to remove rigs without destroying them
  • Scan Probe Launcher CPU reduction bonus moved from subsystems to hulls
  • Overheating bonus
  • Changes to construction materials
  • Models updated to support SKINs

The details, or links to posts with the details, can be found in this dev blog.

If you have a strategic cruiser, when you log in today it should have been updated, have four subsystems installed, and a fifth one in the subsystem bay to make up for the one you lost.  There is a spreadsheet detailing what you should end up with based on what you started with.  There are only 1,024 possible fits per ship to sort through.

Additionally, you should get some skill points refunded for any you have used for the racial electronics subsystem skills.  Since I have that trained up to 4 or 5 for all of them, I should get a nice pile of skill points back, which I plan to apply to getting Command Ships 5 trained a bit more quickly.

I expect that this will lead to some interesting results once people start playing with the fittings on the main server.  They have been on the test server for a bit now.

Project Discovery

Previously Project Discovery helped the Human Protein Atlas project.

We’re talking exoplanets now

Project Discovery will now be used to help analyze data from the CoRoT telescope in order help search for exoplanets.  As before, by helping with this project you can earn credits for in-game items.  Details can be found in this dev blog.

Other Items

  • The Rupture, Munin, and Broadsword ship models have all been revamped.  They still all look like power tools.
  • Battle station structures have had a graphical revamped to bring them up to the current state of the game.  Expect to see high quality spikes on Sansha structures.
  • The drop rate for blueprint copies for Small Ancillary Armor Repairers has been temporarily increased.
  • The materials required to build pirate faction battleships has been increased.  This is the second phase of the plan to make these battleships less common.  In the last update the drop rate for blueprint copies was reduced.
  • Back end code for The Agency event starting on July 18th deployed.  Drops will include Strategic Cruiser SKINs.

And then there are the usual range of fixes and minor changes.  You will now, for example, get the transition animation if you change SKINs on your ship while in a station or citadel hangar.  Further details can be found in the Patch Notes and on the Updates Page.

As with the June update, no new music was included with this release.  I wonder if the music production time is going to support CCP’s VR games rather than EVE Online.  We did at least get a development update this week.

Anyway, the release has been deployed and is waiting for me to get home from work.

Keepstar Down in Auga

I was done with work today just in time to get online and get over to see another Keepstar citadel get blown up.  This one belonged to the No Handlebars alliance and was being anchored in the low sec system of Auga in the Heimatar region.

My alt had a jump clone in Amarr, just 7 jumps away, so I popped him over there, grabbed a Purifier stealth bomber, and headed towards the sound of the guns.  The Imperium had a few fleets in system when I arrived, so I was able to join up and warp to people until I ended up on grid with the target.

Purifier uncloaked by the Keepstar

NCDot looked to be sponsoring the Keepstar as they showed up in force to defend it, with a super capital fleet tethered up on the citadel and a T3 cruiser fleet engaging attackers.

NC Dot supers hanging on the Keepstar

When I arrived I took a few shots at the Keepstar, but it looked like the defenders might carry the day.  The 15 minute repair timer had been stopped at 9 minutes, but the attackers were pretty consistently falling below the 7,500 DPS mark needed to keep the timer from advancing.  The timer kept starting up again, and once it reached zero, the Keepstar would be anchored and secure.

When there was still about 25% structure left to destroy, the timer fell to 1 minute.  It seemed unlikely that the attackers could do a quarter of the damage necessary.

Timer paused at 1 minute

However, more attackers had arrived including a fresh reinforcement fleet from Imperium space.  Fighters from the defending super carriers chased subcap fleets around, but one set of attackers would warp off only to have another set land and resume the attack from another position.

I had to run along and warp myself off a few times as I caught the attention of interceptors now and again.  I was a bit worried I might not get on the kill mail as my last couple of attempts to warp in and take a shot landed me very close to hostile fleets… attackers and defenders.  A lone stealth bomber is a soft target.  But then the last hit point was gone and the whole thing started to brew up.

Explosions starting to appear

And then there was the grand super bright explosion that always catches me by surprise.

The explosion starts to fade

The kill mail was up very quickly and my alt had damaged the structure recently enough to be counted among the almost 1,700 pilots who on the tally.  That is a lot of people, considering I only saw about 2,200 pilots in system at peak.

Local shows 2,202

There was some speculation as to what might happen with NCDot’s super capital fleet once the safety of the Keepstar tethering was removed.  There was a chunk of titans hanging around.

Titan when they could tether

However, nobody had anything on hand capable of giving those supers any sort of concern.  The left the scene, and I did shortly there after.

That is the fifth Keepstar to be destroyed in New Eden, though only four appear on zKillboard, as the first failed to generate a kill mail.  I’ve went to two of those kills, the one today and the Circle of Two Keepstar that died in M-OEE8.  It hasn’t gotten old yet.

A few more screen shots from the even below.

 

Addendum: INN, which reported the Keepstar coming online, has a video summarizing the event as well.