I guess when it rains it pours...
We had a nice time out on the town yogita and i, and i looked forward to some action in eve. Instead most of the pings were for move ops. Since we are well settled now even our archon's are safe now we had nothing to do.
Basically it was a sleepy weekend for me I could barely keep my eyes open. It was on Sunday or perhaps late Saturday that tragadey struck. A large number of supers (blue supers) were tackled and destroyed. Oh yeah...capitals and super capitals can take gates. With the new changes you stack up time before you can jump again. In the past it was just, jump, dock, undock, jump. Also jump ranges have been reduced so it would take ages move carriers via cynos. With max jump drive calibration you only get 5light years. I think it was like 14-15 light years before.
So as I was falling asleep there were many pings for people to help out tackled blue super capitals. I slept....
Then I woke up some hours later and a few details from chatting with people who were there came to light. The super fleet had one of our ubiquitous harpy fleets escorting it. MY GOODNESS we need to stop replying so much on this ship composition. So instead of battleships with loads of t2 logi ships, they had little harpies who could not free the tackled the supers, oh and logi? t1 cruisers, or t1 frigate shield logi....
So it was bound to happen harpies are not the end all solution. I sucks that we the imperium are so risk adverse even though we have some of the richest ratting grounds in terms of anomalies.
I have been in so many harpy fleets where we simply could not kill 75% of the targets because our weapons were too puny!
Monday, May 11, 2015
Thursday, May 7, 2015
Reduced loot from anoms...
Now this might be a hidden update but nowadays it seems my mtus are bagging less of the nice large rail guns from wrecked npc ships. At this time we have about 2.8billion in loot about 350,000m3. I usually get about 2.4billion from 250,000m3. Oh well good thing I have a bpo that I am currently researching, and I have so many mtu's now between yogi and I, we have around 30+. I hope to increase this number as yogi and i can complete anoms soo quickly perhaps once or twice a week we can deploy all of them at once! Carrier ratting for the win!
Some information on mtus once again taken from eve uni's wiki page!
http://wiki.eveuniversity.org/Mobile_Tractor_Unit#Mobile_Tractor_Unit
Some information on mtus once again taken from eve uni's wiki page!
http://wiki.eveuniversity.org/Mobile_Tractor_Unit#Mobile_Tractor_Unit
Mobile Tractor Unit
A Mobile Tractor Unit (or MTU) is essentially a massive cargo container with a tractor beam bolted on. Once deployed, it uses a single tractor beam to pull in any wrecks and cargo containers. It has a range of 125 km, with a 1,000 m/sec tractor velocity, and a 27,000 m3 cargohold. Deployment time is only 10 seconds, and the MTU will last 2 days in space before despawning. The MTU is only accessible by its owner. When destroyed it drops partial loot the same way a destroyed ship does.
The MTU may not be deployed within 5 km of another MTU, within 50 km of stargates or stations, or within 40 km of a player owned starbase. It has 50,000 hitpoints. However unlike the Mobile Depot it does not enter reinforced mode and can be immediately destroyed. Like the Mobile Depot, the only consequence for shooting another player's MTU is a Suspect flag; CONCORD will not intervene.
The MTU targets the closest item first, tractors it in, and loots it. Due to the "closest first" behaviour, you can't use more than one MTU per site, as they will interfere with each other and pull nothing in at all.
The MTU has become extremely popular despite its cost, particularly for looting mission rats. Though not as fast at tractoring and looting as a Noctis, the MTU continues to loot a field even when you're not there, and deposits wrecks in an easy-to-salvage group around itself. This can allow your mission ship to salvage while running the mission, using either a utility high slot, or salvage drones.
Some systems have seen an increase in organized griefing centred on Mobile Tractor Units. Similar to ninja salvaging and stealing, a gang will take up residence in a high activity missioning area and scan down MTUs. They'll then aggress the MTU, attempting to bait the missioner into engaging them. As with ninja looters, the options for dealing with them are fairly limited. Engaging the griefer will set your engagement timer and their friends can warp in and finish you off. Not engaging will cost you both your loot and the cost of the MTU. Orbiting the MTU at close range mitigates this heavily. As soon as you see them warp into your pocket you can empty the contents of the MTU into your hold and scoop the unit. They will be left with a mission pocket that you have already looted and are likely to move on.
MTUs do not loot wrecks that are not yours. There are some griefers that prey on this misunderstanding. After arriving in your mission pocket they may drop an MTU of their own hoping you will engage it, presumably because you think that it will collect your loot for them. It is best to ignore these rogue MTUs as they won't affect you. Even if the griefer warps out and leaves it behind they can monitor you in local to see if you've become a suspect, and warp right back in with friends.
Variations
There are two variations of the MTU, the 'Packrat' Mobile Tractor Unit and the 'Magpie' Mobile Tractor Unit. The Packrat variant has a larger tank, while the Magpie has longer range. Both have increased tractor velocities, but the Magpie has the fastest. Both also have increased sensor strength, making them harder to scan down. Both are considerably more expensive, with Magpies running at hundreds of millions. The BPCs for these units can be found from Ghost Sites.
Name | Tractor velocity (m/s) | Range (km) | Shield and armor | Structure | Sensor strength (points) |
---|---|---|---|---|---|
Mobile Tractor Unit | 1000 | 125 | 10,000 | 30,000 | 50 |
'Packrat' Mobile Tractor Unit | 1250 | 125 | 15,000 | 40,000 | 150 |
'Magpie' Mobile Tractor Unit | 1500 | 175 | 10,000 | 30,000 | 300 |
Happy anniversary Eve online!
Well well well this year all active acounts recived core gen-3 and core gen-4 implants! THis is epic! These implants were selling for over 3+ billion isk..each with the core gen-1 and core gen-2 were dirt cheap. I am so happy about this because these implants are really awesome, great for pvp, and pve
Taken from eve uni's wiki page: http://wiki.eveuniversity.org/Implants
Taken from eve uni's wiki page: http://wiki.eveuniversity.org/Implants
Special Genolution Core Augmentation Set
A new set of implants were introduced by CCP (as special limited items) that have bonuses but do not fit the standard pattern and are not Tech 2 implants. The CA-1 and CA-2 were introduced as holiday giveaway items while the CA-3 and CA-4 were initially available only through a special purchase of commemorative items, but were reissued as anniversary giveaway items. These implants require only Cybernetics II and Science III.
- CA-1 perception +3; Provides +1.5% powergrid and capacitor amount bonus; 50% bonus for set
- CA-2 intelligence +3; Provides +1.5% CPU and capacitor recharge bonus; 40% bonus for set
- CA-3 willpower +3; Provides +1.5% ship velocity and shield capacity bonus; 30% bonus for set
- CA-4 memory +3; Provides +1.5% ship agility and armor hit points bonus; 20% bonus for set
Total Effect Bonus is 4.25% for a full set for each of the bonuses. Because each implant gives bonus to a different attribute, they are not combined like the T2 implant bonuses.
So this set gives you a bit of everything to help with fitting ships, to align time reduction, with a nice boost to tank.
Now this set is 400-500million isk. I already have 2 back up sets and I am looking to increase this to perhaps 5-6 sets.
Thanks ccp!!!
/tata
Subscribe to:
Posts (Atom)