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Reader Comments (12)

Posted: Jul 31st 2011 7:20PM foofad said

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I know this is counter-intuitive but don't plate an Omen and don't put pulses on it, either. Omens are the be all and end all of kiting ships. Put a 24k point on it, use lasers, and kite at 20km or so to give you breathing room to keep the point on. Congratulations, you're too fast to be caught by anything but a MWD Thorax and you have enough DPS (yay ship bonuses, and yay high optimal on lasers) to melt any other cruiser out there.

Basically, don't get hit and you're fine. And it's damnably hard to get hit if you're flying right.

Posted: Jul 31st 2011 7:38PM Brendan Drain said

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@foofad To get a reasonable range to kite with an Omen and still deal decent damage, you really need Tech 2 pulses with Scorch crystals. A good kiting Omen can be extremely effective, but I don't think a new player with limited skills and cash will be able to put a good one together. If you can come up with a tech 1 kiting fit that deals decent damage with around two weeks of skills though, please post it as a comment for new players to try out.
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Posted: Jul 31st 2011 8:09PM Kaahn Stewart said

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Ahh, the Omen. My absolute favorite Cruiser hull in the entire game. It just makes me sad it's SO SLOW.

But alas, that was my own fault for swearing off every other ship that wasn't Amarr. Made specializing easier/more fun.

Posted: Aug 1st 2011 8:43AM GaaaaaH said

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@Kaahn Stewart
I also love it for the concept of a cruiser hull with lasers and drones, but unfortunately basically any fit that you make for the Omen, is much better on a Thorax. It is just another one of CCPs half done implementations (adding a 5th turret slot without the exra grid)
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Posted: Aug 1st 2011 2:03AM PrimeSynergy said

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Lookin forward to the next article Brendan! I fly Caldari ships exclusively for no other reason that to see how long I can do it. That and I have yet to train myself for any other race. I gotta admit though, all that gray is getting to me...lol

Posted: Aug 1st 2011 9:02AM (Unverified) said

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For anyone interested in getting involved in some pure fun cruiser action i recommend joining us in Red Vs Blue.

Check out our recruitment thread here: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1470707

- Viscera Fox

Posted: Aug 1st 2011 9:28AM Brendan Drain said

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@(Unverified) Seconding this! While the gameplay of EVE isn't very much suited to small gangs of inexpensive ships or instant-action PvP, corporations like Red Vs Blue have taken it upon themselves to make that a reality. Alternatives include Faction Warfare, which WAS fantastic for small gangs of cheap ships about a few years ago but I'm not sure what it's like now.
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Posted: Aug 1st 2011 10:44AM Wensbane said

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@Brendan Drain

I'm in the Caldari militia right now and I can tell you it definitely isn't the best place for brand new/returning players - such as myself.

If you don't know the right people, you won't get into the right channels. And if you're not in the right channels, you'll be booted from 99% of the fleets. Without explanation.

Bring anything other than a fully T2-fitted Interceptor/Battlecruiser (Drakes are the most common, it seems) and you'll be laughed at - "look at this guy with a CRAPacal over here!" - and possibly deemed a persona non grata by the FC.

Getting decent solo fights is also next to impossible, unless you happen to have a myriad of alts and/or a very high SP level.
Get out there in a Thorax and you won't last two minutes - possibly less if you're not in the intel channels, reserved for the elite.

I'm guessing RvB is far more suitable for rookies, but I'm a role-player, so it's probably not for me.
If only it had a slightly less tongue-in-cheek background, I could definitely make it work - not that they would want a "LOL RPer!" over there anyway, but still...
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Posted: Aug 1st 2011 11:07AM Brendan Drain said

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@Wensbane That's really disappointing to hear. For the first year of faction warfare, it was a fantastic place for fleets of disposable ships and even small gang fights. We used to run fleets for the Gallente militia all the time that usually started with "LET'S GO TO TAMA AND GET SLAUGHTERED" and end with "How the heck did we kill a carrier?!" It was a bit of a golden time :D.

The thing is, if there's no RP equivalent of RvB and the militias are crap for small gang fights, you're free to make your own alternative. It would take is a few people willing to run the corps, organise everything and create/enforce the rules, but it's definitely doable.
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Posted: Aug 1st 2011 11:33AM Wensbane said

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@Brendan Drain

That sounds awesome, to be honest. Pretty much what I expect Factional Warfare to be.

Someone recently tried to start a RvB for role-players - there's a thread about it in the EVE Fiction forums and another in General Discussion - but it didn't really seem to take off.

Maybe they got put off by the usual "lol RP" comments and the promises of endless "griefing" by some experienced PvP Corps. I don't know, really.

It's definitely not an easy thing to accomplish without plenty of early support, but that's EVE for you, I guess.
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Posted: Aug 3rd 2011 10:31AM Fracture said

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Hi -
I'm a noob and want to ask why all the fits are buffer tanked instead of active tanks.

All the fits also seem to be blaster boats - wouldn't this pose a problem if you get counter webbed and kited at 9-10km?

Thanks, I'm just trying to learn!

Posted: Aug 3rd 2011 1:04PM Brendan Drain said

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@Fracture Great questions! A single ship can deal a certain amount of raw damage per second, and an active tank can repair a certain amount of raw damage per second. If you imagine two theoretical ships each able to tank 100 DPS and deal 150 DPS, then the net damage dealt per second to the ship's hitpoint buffer will be 50 DPS. They'll only lose 50 effective hitpoints per second, and it'll take a certain length of time to kill them based on their buffer.

Now if you scale that up to a three-versus-three fight, all three ships on either side can focus their fire on one ship at a time. So now you have ships able to tank 100 DPS but when one is attacked they are hit with 150*3=450 DPS. Now they lose 350 effective hitpoints per second, which when you think about it is 116.67 per ship attacking. That's over double the damage being dealt through the tank compared to the one-on-one fight. So the most effective course of action in any gang fight is to focus fire on one target at a time.

The larger the fights get (in terms of raw damage output on each side), the less effective an active tank becomes because it can only repair a fixed amount per second. Once the battle gets big enough that it passes a certain amount of incoming damage, you'll actually survive longer with the buffer fit than with the active tank. You can think of that situation as such:

Fitting 1: You have 1000 effective hitpoints and can repair 100 effective hitpoints per second.
Fitting 2: You have 1500 effective hitpoints and can repair 0 effective hitpoints per second.

If we consider the one-on-one fight from above, with Fitting 1 your tank reduces the net damage to 50 per second, so it takes 1000/50=20 seconds to kill you. With Fitting 2 in the same fight, the incoming damage is 150, so it takes 1500/150=10 seconds to kill you. In this small one-on-one fight, the active tank wins.

Now consider the three-versus-three fight from above. With Fitting 1 your tank reduces net damage to 350 per second, so it takes 1000/350=2.86 seconds to kill you. With Fitting 2 in the same fight, the incoming damage increases to 450, so it takes 1500/450=3.33 seconds to kill you.

The key here is that if the enemy focuses fire well in gang warfare, you don't get enough armour repairer or shield booster cycles off before you die to repair more effective hitpoints than the buffer fit would add directly. Add to this the fact that a buffer fit's effective hitpoints can't be neutralised with an energy neutraliser while an active tank can be shut down, and it makes it clear that buffer tanks tend to work out much better in gang fights.


The cruiser fits above are close-range fits primarily because they aren't intended to be used solo. It would be practically impossible for an enemy gang to coordinate targets and position well enough to keep an entire gang kited at 9-10km from every ship. They could web a few targets and keep them away from the primary target, but they can't do that to an entire fleet and the people who do get close enough will tear them to bits. It's also very difficult to do long-range fits with a tech 1 cruiser using tech 1 gear and still get a decent damage output. In my experience, setting up the range of a fight happens before the guns start firing, and is a product of good scout awareness and fleet commanding. If you can drop a close-range fleet right on top of the enemy, they're completely screwed.

Hope those answers helped!
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