Tag Archives: Space Weather

Metaliminal Storm Locations and Movement

It has been three weeks since CCP unleashed metaliminal storms on null sec space and… well… there they are.

They’re a few places now

I still haven’t come up with an answer as to who this feature was aimed at.  I remain convinced that the upside of any of the four storm flavors are so tepid that avoidance will be the primary response to them.

And if you open up the in game map… new or old… and set it for storm tracking, you can see seven storm blotches hanging about in New Eden.  The current locations and storm types are, going clockwise from the top:

  1. North Fountain (Exotic)
  2. Cloud Ring (Electrical)
  3. Tribute (Gamma)
  4. Vale of the Silent (Plasma)
  5. Geminate (Exotic)
  6. Providence (Electrical)
  7. Providence (Plasma)

Storms on Sep 9, 2020

If that storm in Tribute were over in Pure Blind I might guess that storms are attracted to null sec regions that kind of suck.  I am not sure what Providence did to deserve two storms… I mean, aside from being Provi I guess.  And the storms in Fountain and Cloud Ring are close enough that they overlap in a system, so you can get both exotic and electrical effects in one system for now.

Dual effects, some cropping to show them both, in QXW-PV

As I went to check on each of the storms… I flew to the eye of each one… I did notice that there were very few players hanging about.  North Fountain was an exception, as I think some of the new neighbors were trying to move in.  But for the most part, the systems where there were storm effects were pretty empty.

That, however, doesn’t really prove my hypothesis, as most of the systems I flew through in between the storms were also pretty empty.  Tribute and Vale have a lot of very low ADM systems.  So, I suspect I’ll have to wait until a storm brews up some place more populated if I want to test the avoidance theory.

One of my other worries does seem to be confirmed.  A few people dismissed the idea of the storms because CCP said they would move a gate at random every 24-48 hours.  So, in theory, three weeks down the line, that first storm that started in KBP7-G in Providence could be as many as 21 gates away by now.

However, as I figured, random movement, especially in pipe systems, might also end up just moving back and forth over the same stretch of space for an extended period of time.

So that first storm has made it all the way to YWS0-Z, just two gates from where it started three weeks ago.  This does not surprise me at all.  But it does indicate that you cannot count on a storm moving away on its own.  It might just linger for weeks at a stretch.

CCP did not mention whether or not storms would have a specific duration, if they would die out on their own of just persist for all time, like a Triglavian system in its final liminality.  One might imagine that storms would brew up and fade away over time.  But one might also imagine that CCP could create a usable in-game map after 17 years and we know how that one has played out.

At least, for now, the storms are stuck in place few people care about at the moment.

Metaliminal Storms Arrive in New Eden

With the Thursday morning update, the patch notes indicated that the previously announced metaliminal storms were now on the scene.

Unusual subspace distortions have begun to be detected in nullsec space. The first Metaliminal storms will arrive soon.

For once in game development “soon” meant “now.”

They’re here

They were coy in the patch notes and the news piece they posted, but when you logged into New Eden there was already a storm brewing in Providence.  Like most in the Imperium, I had money on Delve being the first location, just to go along with CCP tradition, but I guess the rotting carcass of ProviBloc gets the first storm raining on it.  The storm started centered on KBP7-G, which is adjacent to high sec, so high sec systems get a bit of the new weather as well.

The good news is that nobody has to build a New Eden Weather site, because CCP actually took the time to add storms to the map.

Storm option on the map interface

They actually put it on both maps, the old map above, which is still the better of the two, and the new map, as shown below.

The storm option on the years old “new” map

I have to say that the storm shows up marginally more visible on the new map.

The new map shows the storm

While the old map is not quite as clear.

The old map shows the storm

Though, honestly, neither is as clear or useful as the logical map view that DOTLAN gives you of space or than more “shape of space” view that GARPA displays.  Again, how CCP can have gone 17 years and still not produced a clear and useful in-game map remains a mystery to me.

The map doesn’t tell you what type of storm however… so maybe we do new NewEdenWeather.com.  So I flew an alt out to take a look.  As it turns out, the center of the first storm is very close to Amarr, being just 10 jumps out.  When I got into the outlying systems of the storm, I discovered it was an electrical storm. (I wrote about all the storm types previously, and the stats do not appear to have changed.)  You get an indication of the weather above your capacitor display, just like in Abyssal space.

The storm is weak in outlying systems

Naturally, the first storm was an electrical storm, because that is the one that prevents cloaking, which is the only big deal about the storms so far.

Closer in, you get stronger storm conditions.

Towards the center, the effects get stronger

As I said previously, the knock to cloaking feels like CCP playing towards those who don’t like cloaky camping, throwing them a bone without really doing anything one way or the other about the issue.

I also don’t think people get how long these storms could potentially linger.  I seen some HTFU attitude on this front, but I will be interested to see how those same people will feel when a storm comes to their part of space and lingers for days, moving one system a day, with the effects out to five gates.  Wait until a storm gets caught up in your region in a dead end path and the RNG keeps pushing it back and forth.  It is all fun and games until the turd is on your doorstep.

CCP said there would be eight storms running, so seven more will likely be spawning as time runs along, with two of each of the four flavors in play at any one time.

And, as often happens, it feels like CCP has missed the risk vs reward when it comes to these storms.  The incentives are so paltry, and the penalties so annoying, that my bet is that most people will avoid the storms if at all possible.

They do have a nice storm effect in space though.

My Ares in the electrical storm

We shall see if that is enough of an attraction.

The Coming Metaliminal Storms May Decloak You in Null Sec

CCP announced today that Metaliminal Storms will soon be coming to null sec, imparting “weather effects” where ever they go.

Metaliminal Storms

Per the announcement:

Chaotic storms of Abyssal energy – called Metaliminal Storms – will begin appearing randomly in nullsec space this August when the Metaliminal Storms update goes live, as an unexpected side effect of the Triglavian invasion! These roaming storms will move slowly between star systems via the gate network.

The forum thread with the current details indicates that these storms will move at a rate of one system every 24-48 hours, giving at least some level of warning if a storm is close by.

There are currently four different storm types planned, with two levels of intensity (strong and weak), each of which brings with them a variety of effects on space, some beneficial some detrimental.  The storms will be akin to hurricanes, with a central system as the “eye” of the storm with strong effects being felt there and adjacent systems, while weak effects will be felts in systems two or three jumps away.

The way the describe storm movement, they appear to be effectively taking gates, so they follow what I might call DOTLAN map logic, where the distance between systems connected by a jump gate is effectively a constant, and a very small one at that, as opposed to what the in-game map shows, where the distance between systems can vary greatly, especially when it comes to gates between regions.  This may lead to some odd situations.

For example, since I have been marking up maps of Fountain lately due to the war, if the “eye” of a storm is in KVN-36 or C-N4OD, the storm effects will ripple out to the northern and southern ends of the region without touching anything in the middle thanks to the long gate jump between the two systems.

And outdated map used to show the distance between some key gates

Likewise, if the “eye” is in D4KU-5 in Fountain, the effects will ripple into Aridia despite the two regions being too far apart for a capital to jump between them.

Storm magic I guess.

The plan right now is to have eight such storms, two of each type, wandering null sec.  The “eye” of the storm will always be in null sec, but the effects can reach into low and high sec systems if the storm travels in that direction.

Of particular note to almost everybody reading the effects is that electrical storms will disable the ability to use a cloak in systems affected.

Gamma

  • Weak Metaliminal Gamma Ray Storm
    • -10% Explosive Resists
    • +10% Shield HP
    • -50% Remote Shield/Armor Rep Amount
    • +40% Warp Disruption/Scrambler Range
    • -10% Signature Radius
    • No change to site spawning
  • Strong Metaliminal Gamma Ray Storm
    • -25% Explosive Resists
    • +25% Shield HP
    • -90% Remote Shield/Armor Rep Amount
    • +100% Warp Disruption/Scrambler Range
    • -25% Signature Radius
    • Spawning extra Rogue Drone combat sites

Plasma

  • Weak Metaliminal Plasma Firestorm
    • -10% Thermal Resists
    • +10% Armor HP
    • +20% Weapon Damage
    • -20% Turret/Drone Tracking Speed
    • +20% Missile/Fighter Explosion Radius
    • No change to site spawning
  • Strong Metaliminal Plasma Firestorm
    • -25% Thermal Resists
    • +25% Armor HP
    • +50% Weapon Damage
    • -50% Turret/Drone Tracking Speed
    • +50% Missile/Fighter Explosion Radius
    • Spawning Triglavian combat sites

Exotic

  • Weak Metaliminal Exotic Matter Storm
    • -10% Kinetic Resists
    • +20% Scan Resolution
    • -10% Mining Laser Cycle Time
    • +40% Warp Speed
    • -10% Local Armor/Shield repairer cycle time
    • No change to site spawning
  • Strong Metaliminal Exotic Matter Storm
    • -25% Kinetic Resists
    • +50% Scan Resolution
    • -25% Mining Laser Cycle Time
    • +100% Warp Speed
    • -25% Local Armor/Shield repairer cycle time
    • Spawning extra ore anomalies

Electrical

  • Weak Metaliminal Electrical Storm
    • -10% EM Resists
    • -10% Capacitor Recharge Time
    • +10 Virus Coherence
    • +20% Probe Strength
    • No Cloaking
    • No change to site spawning
  • Strong Metaliminal Electrical Storm
    • -25% EM Resists
    • -25% Capacitor Recharge Time
    • +25 Virus Coherence
    • +50% Probe Strength
    • No Cloaking
    • Spawning extra relic sites

As with all things from CCP, this is likely subject to change before it hits Tranquility.  It has not yet been put onto the test server, Singularity, but the company plans to test it out there before it goes live.

CCP is soliciting feedback in the forum thread linked.

Many people are wetting themselves at the idea of cloaking being disabled.  And the boost to probe strength will really make it tough to hide.  I always felt cloaky camping was one of the prices of playing in null sec, so expect this will end up being a mixed blessing.

Storms also hit remote reps, local reps, and various resistance types, no doubt giving some a secondary jolt of pleasure after the cloaking effect hit wears off.

I am only surprised that there isn’t a storm effect that removes interdiction nullification and puts logi on kill mails if CCP really wanted to play to capsuleer requests.  Maybe they are holding those for round two.