Friday, 19 December 2014

Your First Wormhole: Player Owned Starbases

Once the decision to move into a wormhole has been made, one of the most intimidating changes is that everything you do will likely be based out of one - or more - Player Owned Starbases, POS for short. And because everything is based out of that POS the selection of its type, set-up of its defences and configuration of its security become of paramount importance. If you have used POS before, the difference may be a little less scary, but if they are an unknown quantity what you don't know can kill you. And your stuff. And your corpmates' stuff.

POS Security

As your entire corporation's assets in the wormhole are inside the Player Owned Starbase, security is of the utmost importance. Underestimating it's importance is a fantastic way for your corporation to lose everything it has. Also, what's your corporation name and can I join?

The POS interface allows you to set which corporation roles are allowed to access and / or use the different POS modules that you have deployed. The roles are a linear progression from lowest security to highest security;
  1. Alliance
  2. Corporation
  3. Starbase Fuel Technician
  4. Config Starbase Equipment
As these roles can be set on a per-module basis, you can provide different services or even the same service from different modules for different pilots according to their roles. The problem is that you cannot separate out the access of different pilots from each other within a given role, and that a given role will allow access to all tiers below it.

This means that if you follow a simple tiered approach to security a new recruit will be able to get access to all of the ships that other pilots at the same security level have brought into the wormhole - which can be of significant value. The problem is then exacerbated at higher security tiers as they get access to all the ships of the tiers below them.

This used to be the case with modules and loot as well as ships, but the relatively-recently released Personal Hangar Array allows pilots individual storage with no such security issues. It should be noted that the capacity of the personal hangar array means that ships cannot be stored in it - it can only contain 50,000m^3 per pilot.

So, what's the solution? If you have an entirely trustworthy corporation you could base out of a single POS, but if you ever hope to recruit that is simply not a viable option. The tiered model described above can work in a limited arrangement, but as numbers scale you will likely want more fine-grained control over who has access to various modules. The only current solution is multiple POSes.

How do multiple POSes help?
POSes can be set up so that access is governed by corporation membership, but the other option that is available is to disallow corporation access and work entirely with POS passwords. This means that you can build up small groups of pilots who reside in each POS and they can only get access to each others ships and modules. The security is obviously not fool-proof; passwords can be guessed, passwords can be shared, and unless a one-pilot per POS regime is instigated anyone intent on stealing will still manage to get away with some of the property of other members of the corporation. It's not perfect, but it is the best that is currently available.

The downsides are manifold. It's much more expensive to set up, it takes longer to set up and longer to take down in the event of evacuation. The fuel costs are astronomically higher, and it sets up a feeling of segregation - which is understandable given that everyone is segregated. The multitude of (usually) smaller towers can be a tempting target for other groups as the towers have significantly lower hitpoints and fewer defences.

At the end of the day, the security of you POS is up to you, but it's best to give it a great deal of thought; make sure you can justify your choice.

What POS Modules do I need?

The POS modules that you need will be dictated by what you want to use your POS for, and the defensive strategy that you are intending to use.

Many industrial uses require a significant amount of powergrid and CPU from the POS tower for various silos and assembly arrays, and their requirements are exacerbated if it is desirable to leave them online at all times. Their fitting requirements mean that there will be significantly less available for defences, and so I would always recommend that a separate POS is used for industrial endeavours, not the main POS that you have in the system.

An additional consideration with industrial POSes is that in order to re-configure silos and get the most out of them for industry pilots require the 'Config Starbase Equipment' role, allowing them to on and offline POS modules - a clear security risk.

Your main POS will need:
  • Corporate Hangar Array: to allow your corporation's members to store non-ship items in the POS. This has different hangar divisions that you can control access to in the same way that you would at a corporation office in a k-space station. The role that will give access to CHA divisions is "Station (Other)"
  • Ship Maintenance Array: in order to store and outfit ships at the POS you will need an SMA. There are no divisions available within SMAs, so anyone who has access to the SMA will have access to all the ships within it.
  • Defences: a bit of a catch all, but there are lots of different ways to outfit your tower defensively. The next section will look at some of the general concepts, but you will usually have at least one POS that has spent the vast majority of its fitting on defences to provide a bastion if attacked.
A Personal Hangar Array is an option, but - in my opinion - its usefulness is very limited. As you cannot store ships in it due to capacity, it is limited to modules and loot - and the vast majority of the value in a POS will be the ships in its SMA. If you put a PHA in place you are therefore using a lot of fitting that could be used for defences on something with relatively little utility.

What POS defences should I use?

There are a few standard configurations for POS tower defences, all with their own pros and cons.

"Deathstars" are set up so that a significant force is needed to take the tower down, or the attacking force will be destroyed by the tower. They include webifiers and points to help with damage application and hold targets down, but the main part of the defence is as many turrets as possible. It's worth noting that you should not rely on missile launchers on your POS, as they require CPU to operate and any modules that require CPU shut down when the POS goes into reinforced mode.

"Dickstars", as they are known, just try to make the process of taking the POS down as painful and frustrating for the attackers as possible. They frequently rely heavily on ECM, damping and energy neutralization modules to make it hard for attackers to apply damage to the POS or logistics to apply repairs to their friendly ships. They don't normally have many, if any, turrets on them; those that are there are to pick off stray ships that were daft enough to warp to the POS uncloaked, or were uncloaked by the defences.

Most POSes are somewhere between the two extremes, with a variety of defensive modules that aim to disrupt the attackers and kill them when possible.

The vast majority of POSes have a huge number of defences that aren't onlined most of the time. If an attack is on-going other tower modules can be offlined and more defences can be brought online - or if you are particularly hard nosed about getting the most out of your tower you can always offline non-defence modules whenever you log off in order to bring more defences online.

It can be worth looking at investing in faction defensive modules as they both require less fitting - allowing you to put more of them online, and they also are more effective than their non-faction counterparts. This double-whammy allows you to pack significantly more punch into your tower defences, if you are happy with paying the sometimes substantial price.

What type of POS tower should I use?

The main choices you will have are the size of the tower, whether to go for a faction tower or not, and which specific race's tower to go for.

For a single tower, the only real choice is to go for a large one, as all of your eggs are in one basket and you want the maximum defences that can be fielded. Just the base hitpoints on the shield of a large tower is generally enough to put off groups from attempting a siege in lower-class wormhole systems. Hardeners and other defensive modules increase the defences still further.

If you are using a multiple POS configuration, a variety of small and medium towers may well serve your needs. You can operate with the intent to move assets around the POSes in case of attack, so opponents need to siege several towers to cause any significant loss.

Faction towers use less fuel up than normal towers, and have better base defensive stats. This is balanced with a vastly increased cost. For a long time the blueprints required to create these towers were not spawning in EVE; although this has now supposedly been fixed I have not seen any drop personally and the price of a good large faction tower continues to hover north of the 2 billion ISK mark.

There are two tiers of faction towers. The first offers a 10% improvement on fuel usage, such as the Angel towers, while the second provides a 20% improvement, such as the Domination towers. They will be a significant risk to move around due to suicide gankers, and it will take significant time for the initial investment to pay off in reduced fuel costs, if that is the primary motivator for the purchase. A less immediately tangible benefit is that the reduced fuel usage also results in a reduced logistics burden.

When it comes to selecting exactly which racial tower to use, you should be guided by the fitting requirements of the modules and defences that you are planning to use, although it's also worth looking at the historical cost of fuel blocks for that particular racial tower. Different racial towers also give bonuses to different aspects of the POS such as silo capacities, or defensive capabilities in a similar way to ships. It's not worth copying and pasting all the details into a blog post, but time should be taken to go through the different towers and think about the consequences of each.

Monday, 27 October 2014

Post Hyperion Analysis

A couple of months ago I posted a set of predictions about how Wormhole space would change after the Hyperion update. The predictions were not massively far reaching, but I feel it's worth looking back at them and trying to see how accurate they were, followed by a look at how things have shaken out - at least from my perspective.

The predictions I made were:

  • W-space combat meta could shift somewhat
  • There would be fewer capital engagements in w-space
  • There would be less rage-rolling
  • Wormhole chains would be longer
  • There would be an increase in the risk of running PvE sites
  • C4 residents would move out and new ones move in as the C4 landscape changed

Unfortunately CCP have not yet provided any statistics about what the consequences of the wormhole changes have been - despite the wormhole CSM representative bugging CCP Fozzie about it;



So we have to make do with the information we can glean from our observations and the limited data available to us. By their nature the observations of players are biased towards what they expect, and are limited in scope to what is in their surroundings. Many of the overarching statistics that have been available in the past on wormhole space systems were removed from the API a many updates ago, and so getting an overall picture of the activity in wormhole space is more difficult than it would have been with jump statistics and NPC kills statistics.

My original intent was to go through each of my prediction points and comment on their accuracy individually, but the changes have impacted many of them in the same ways. Nevertheless, I will attempt to group them up and address them on group at a time, where applicable.

C4 Resident Roundabout

I would categorise this prediction as spot on; although it is not particularly surprising that that is the case. Immediately prior to the Hyperion release I saw a large number of class 4 system residents moving out of their home residents as the test server allowed them to identify what their static was and whether I was to their liking - my own wormhole group was one of these corporations, looking to move somewhere to get a better income stream.

Another data point, though not highly scientific, is that after the Hyperion release I have yet to find any Class 4 systems where wh.pasta.gg is correct on the current residents!

Less Rage Rolling

Since the update there have been noticeably fewer people rolling wormhole links than there previously were. While the removal of the jumps data from the API means that hard data about the number of jumps in wormhole systems is no longer available, it was normal to encounter a few links over the course of the evening that had been rolled or where people were observed in thru act of rolling. Since the Hyperion release our scouts have only encountered a handful of links that we know have been rolled, and only seen two groups actually roll a wormhole link.

Fewer Capital Engagements

This data can still be obtained from killboards but takes some effort to pull together. A tweet from a community members who has crunched the data suggests that month on month the number of capital ships lost has fallen dramatically.


This is not, however, comparing the same month from one year to another, and there are other pressures within Eve that cause fluctuations in activity from month to month.

Longer Wormhole Chains

I expected the new frigate wormhole links, additional statics for Class 4 systems and an increased incidence of wandering wormhole links to result in longer wormhole chains, but it is safe to say I didn't expect chains to grow to their current extent. It is quite normal to find five or more inbound links to a wormhole system; recently our home system had nine inbound links. Wormhole space is now massively connected, more so than any other space in Eve, if bridging and jumping abilities are not taken into account. I would now go so far as to characterize wormhole space as having webs, rather than chains.

W-space combat meta and PvE site running risks

Since the Hyperion release the number of ships that our scouts have seen active in wormhole space have dropped off massively. Since the patch has hit we have only seen five groups of pilots running sites in wormhole space. The number of groups we have seen who are trying to get into combat situations are so low that we cannot draw any conclusions about significant changes to the w-space combat meta. The killboards of other wormhole space corporations suggest that the Hyperion changes to mass based spawn distances have not shaken out in the way I expected; there has not been a significant shift towards 100MN kiting cruisers. So I'll call that one hit and one miss.

Summary

While some of my predictions were broadly correct and others clearly wrong, I am more concerned at the moment with the overall health of wormhole space. The amount of activity that my corporation has seen is massively reduced compared to the pre-Hyperion levels that we observed. Our own methods of moving and hunting through wormhole space have changed significantly with the patch, and my suspicion is that other corporations are finding the same problems that we have encountered.

Our normal methods of operation, as can be gathered from other posts in this blog, are to scout our targets carefully and field an appropriate force to engage them. Our disadvantage in numbers is made up for by an advantage in intel on our opponents; we seek to win the fight and then have it.

Since the Hyperion release almost every evening has started with our scouts logging in to find inbound links to home system. This indicates that hostile forces have opened the link, and there is a good chance that we have unfriendly eyes watching our starbase, watching our system, looking for our pilots as they log on. Prior to Hyperion this happened as well, of course, but there were some key differences.

Before Hyperion, if we had an inbound link we would send a scout to investigate it and the onward links to see if there were any particularly menacing entities in the wormhole chain. We would look at any likely aggressors, and try and identify if they were present. We would add their pilots to watch lists to see how many were online, and look at their killboards to identify which ships they were likely to attack and see if we could bait them out. If we determined that they weren't around any longer and our baiting attempts were unsuccessful, we would use an Orca and battleships to roll the link as quickly as possible to reduce exposure to potential risk.

In a post-Hyperion Eve, our home system does not have a single inbound link, it has two. Or sometimes four. Or on one recent occasion, as I have mentioned, nine. And each of those inbound link has a multitude of links into it, and they have a multitude of links into them. We simply don't have the manpower to scan down the number of links that are present, and so can't obtain a picture of how much risk we exposed to at any given time.

Without that intel, we are paralyzed. Unknown space is truly unknown, and that means we have nothing to base our decisions on. It may be different for other groups, but we came to w-space for methodical, careful combat, where intelligence gathering and outwitting your opponent were key. Now, it's a roll of the dice, and you don't even know how many sides it's got, or who you are playing against, or what you need to roll to win.

Wednesday, 8 October 2014

Your First Wormhole: System Selection

This is the second post in the Your First Wormhole series; it will be examining the different choices available to you when you are trying to work out what your ideal wormhole system will be.

The selections available are combinations of five variables;
  • System class
  • Static class
  • Wormhole effects present
  • Planets present
  • System topology
There are different combinations that are particularly effective for certain styles of play - I'm going to take a look through the system effects, planet configurations and system topology considerations first before moving onto different system classes and their statics.

Wormhole System Effects

Wormhole system effects can have significant impact on the choice of fleet doctrines for both PvP and PvE. A fleet tailored for the system effect in a given home system will generally provide the defenders with a significant home field advantage, and so might be considered a good thing to recommend for newer corporations as they can focus on a particular set of skills that complement their home system.

Although that is the case, you can end up in a situation where newer players who have specialized in the 'wrong' type of ship get penalized; a character with only turret skills in a Black Hole, for instance. It is worth noting that wormhole system effects do not affect Sleeper NPCs and so they can give an advantage to site running. The effectiveness of wormhole system effects scales up with wormhole class; a good reference point for the exact effect values is the Hyperion wormhole update blog.

  • Magnetars give a straight bonus to damage, albeit with penalties to tracking speed, range, explosion velocity and the effectiveness of target painters. In simple terms, you'll have more problems tracking and hitting smaller classes ships - whether they be Sleeper NPCs or players - but there will be more damage damage applied to targets you can hit.
  • Red Giants provide a bonus to the effects of overheating, smartbomb damage and range, and the damage of bombs fired from bomb launchers. The only penalty they provide is to the amount of heat damage that modules take when being overloaded, so this is actually a fairly 'vanilla' wormhole type for most intents.
  • Pulsars provide an increase in raw shield hitpoints (and therefore the passive recharge rate of shields), the rate at which capacitors recharge, and the drain amount of energy nosferatus and neutralizers. Their penalties affect armour resistances and the signature radius of ships. Given that the majority of wormhole groups use armour tanking fleet doctrines, having a system that applies penalties to the 'standard' setup while taking that into account with your home defense fleet can give a massive home defense advantage.
  • Wolf Rayets boost armour hitpoints and small weapon damage, while reducing the signature radius of ships and shield resistances. Obviously using shield ships in here is a Bad Idea™. The bonus to small weapon damage is massive, ranging from +60% to +200% (or triple base damage), and while that makes setting up a frigate-based defence fleet very tempting and effective, it does mean that any site running is at significant risk from any frigate-size wormholes that link into the system.
  • Cataclysmic Variables reduce the effectiveness of local armour and shield repairs, remote capacitor transfers and capacitor recharge time. They have bonuses to the capacity of ships' capacitors and to the effectiveness of remote shield and armour repairers. This can make it more difficult to run sites solo if fits are relying on active local tanks, but can give a bit of a boost if you are intending to use spider tanking.
  • Black Holes have been significantly changed in the Hyperion release; they have bonuses to ship speed, targetting range, the velocity of missiles and the velocity of missile explosions - increasing missile range and the effectiveness of missiles against fast targets. Meanwhile they have negative effects on the strength of stasis webifiers and on the manoeuvrability of ships. This combination has made Black Hole systems into a missile kiters dream, while severely impacting the effectiveness of turret based ships.

In general, for a first wormhole system I would suggest shying away from a wormhole system with an effect in it. If you feel compelled to do so, Pulsars, Red Giants or Magnetars are probably the more accommodating system effects.

Planets Present

In general, wormhole systems that have all of the planets required for producing prerequisites for POS fuel are more desirable than those without. They command a higher price when being sold, and are generally in higher demand. Also a concern is the number of planets present - the more planets available in a system the better a base it will make for planetary interaction as there will be a greater total amount of resources available for harvest.

Although raw materials for POS fuel are a concern, it doesn't mean that wormholes without the perfect mix of POS fuel planets are useless - far from it. If a system is primarily being used as a base for planetary interaction and goods manufacture, there will likely be a large number of industrial ships heading out with the finished products for sale. If they fly back with fuel instead of empty no additional hauling is required - although there is an increase in the overall risk as a returning hauler will (on average) be worth a great deal more.

System Topology

Something that first-time inhabitants of wormhole space often overlook is the topology of the system and whether it serves their needs. Systems where everything is within range of the directional scanner are great if you are playing "defensively" - that is, if you are looking to be alerted to people entering the system so that you can get the hell out of the way. Systems that are more spread out are better suited to groups that are more predatory; they provide inhabitants with the opportunity to bring more forces online and move people into or out of the system when they are out of directional scan range of opposing players.

System Class & Static

Class 1 wormhole systems have a single static known-space wormhole link. All links into or out of a Class 1 system have a maximum mass of 20,000,000kg which limits ships that can enter them to Battlecruiser hulls or below, with the exception of the Nestor Battleship. This has the side effect of making the wormhole links extremely time consuming and haphazard to roll, so typically Class 1 system inhabitants are stuck with whatever links they have when they log in - they are unable to control the links into their system effectively. They have a reasonably high incidence of wandering links connecting them to high-sec space.
  • High-sec static Class 1 systems are often used by small industrial groups, both for planetary interaction and for POS manufacture and research.
  • Low-sec static Class 1 systems are primarily used by groups that intend to make money from planetary interaction and find their PVP by roaming in low-sec. These systems are no-where near as isolated as Class 1 systems with null-sec statics as they don't have to deal with warp disruption bubbles when dealing with logistics, and will end up with their static one or two jumps out of high-sec space reasonably frequently.
  • Null-sec static Class 1 systems are rarely occupied. In my experience any inhabitants are usually extremely small corps that don't want to be disturbed, occasionally run their sites and do planetary interaction. They will then run out their ill-gotten gains via wandering high-sec links whenever they appear, and normally operate out of small towers to reduce the logistics burden.
Class 2 wormhole systems have two static wormhole links - one to known space and one to another wormhole space system. Links into Class 2 systems can take ships up to and including the Orca, so Battleships can be brought into the system and the links can be rolled much more easily.

Sites in Class 2 systems pay out both inconsistently and relatively poorly, as the majority of the isk from them comes in the form of Melted Nanoribbons. Melted Nanoribbons are a random salvage drop that has fallen from a high water mark of around 8 million isk to a current level of 4 million, severely impacting the profitability of lower-end wormhole space.
  • Class 1 and High-sec static Class 2 systems are typically used by industrial groups or very small corporations who want to test the water in wormhole space and see what it entails. It allows them to get used to scanning, setting up player owned starbases, and generally living where everything and everyone is trying to kill them.
  • Class 2 and Low-sec static Class 2 systems are frequently used by small corporations who are in wormhole space to live off the land and PvP, or larger PvP groups that have alternative income streams. Although there is not a huge amount of money to be made from farming the static link, the combination of low-security space and highly connected wormhole space systems means that that Class 2 systems with C2/LS static links used to be one of the favoured retreats for players who wanted as much sub-capital small-gang combat as they could get. Since the Hyperion release and dual-static class four systems this has changed to an extent, but if you have the money from other sources and want to shoot people, this type of system is still a great place to be based.
  • Class 3 and High-sec static Class 2 systems are one of the most desirable wormhole systems for small corporations who want to make money from wormhole sites without giving up the convenience of access to high-security space. The static C3 link can be rolled using Orcas or Battleships to get access to new Class 3 sites to run, and the difficulty of the sites in the static means they can be run relatively easily with small groups or by individuals.
  • Class 4 and High-sec static Class 2 systems used to mainly be populated by groups who wanted to use their Class 4 static link for site-running, as with the C3/HS static systems, but Hyperion has changed their utility significantly. Post-Hyperion Class 2 systems with a Class 4 static provide a great PvP opportunity, as the Class 4 system will have two w-space links that can be used to look for targets. Simultaneously the static hi-sec link means that a lot of the logistics issues in wormhole space are significantly eased, and any pilots that lose their pods in PvP somewhere down the wormhole chain can usually get back into the home system without having to traverse hostile systems. The static Class 4 can still be used for site-running, but the high cost of the ships required to run C4 sites in small numbers can make this a relatively risky proposition.
  • Class 5 and Null-sec static Class 2 systems are rarely occupied; the Null-sec static can be good for organizing roams, but the Class 5 static link doesn't provide a huge advantage compared to a Class 4 for making isk given capital escalations are not available. Class 5 resident corporations will generally have a much larger income and a higher number of active pilots than those resident in a C2; something to take into account if you are looking to move into one.
  • Class 6 and Null-sec static Class 2 systems are rarely occupied, and are the same as static C5/NS Class two systems in most particulars.
Class 3 wormhole systems have a single known-space static link. Links into Class 3 wormhole systems can take ships up to and including the Orca. As there are no Class 3 systems with w-space static links, they are similar to C1 systems in that they are usually less-connected to wormhole space than other classes of wormhole system. Unlike Class 1 systems, Class 3 systems can support larger ships through their links and so are more likely to be used as a transit route to known space for other wormhole inhabitants that link into them.
  • High-sec static Class 3 systems are generally inhabited by small corporations with a handful of active members on at any given time. Home system sites will be run to make isk, often alongside industry and planetary interaction.
  • Low-sec static Class 3 systems are often found unoccupied. Most occupants are similar to those found in C3/HS systems but with either a desire for PvP availability through a low-security space link or because either they are less concerned about the risks of low sec than most industrialists, or their industrial work benefits directly from low-sec markets.
  • Null-sec static Class 3 systems are usually unoccupied. They provide few advantages for industrialists compared to having a low-sec or high-sec static link
Class 4 wormhole systems have two wormhole-space static links. Links into Class 4 wormhole systems can take ships up to and including the Orca. There are a huge number of combinations of the two static wormhole link types, so for any given combination, combine the comments below.
  • Class 1 static links provide a Class 4 system with sites for newer pilots to run solo or in very small groups. The income is not amazing, but some measurements put it as better isk per hour than running Class 2 system sites. One issue with a Class 1 link is the aforementioned difficulty of rolling it; this can leave the inhabitants of the C4 in a situation where their back door is ajar, can't be easily shut, and any activity they take part in is at risk. This necessitates leaving a pilot by the link in case a hostile fleet comes knocking.
  • Class 2 static links provide a Class 4 system with a great opportunity for PVP hunting in wormhole space; C2 chains can run for many, many systems and Class 2 systems are reasonably heavily occupied. The sites in the C2 can be run by newer pilots solo for some income if they want to supplement what they make from home system sites with the rest of the group.
  • Class 3 static links provide a Class 4 system with an excellent potential income stream for solo pilots and a chance to get a direct link to a useful known-space system (whatever your definition of 'useful' might be). From personal experience there is less chance of combat happening in Class 3 systems unless you manage to luck into someone running some sites in the system.
  • Class 4 static links provide a Class 4 system with another two w-space links to branch out of - Class 4 systems with a Class 4 static provide one a real hub for scouting out w-space and looking for targets of opportunity. Given the number of links in Class 4 as of writing, running sites may not be the safest of passtimes.
  • Class 5 static links provide a Class 4 system with sites that are more lucrative than those in the home system, although not by a great deal. As most Class 5 and 6 residents will have capital ships available to them, engaging the residents in PvP on their home turf will rarely be a good idea unless you are well prepared.
  • Class 6 static links provide a Class 4 system with the same 'benefits' that are provided by a static Class 5 link, but with the dials turned up a little. The residents are likely better funded and equipped, are more likely to have and use capital support, and the sites make a little more isk.
A notable combination of statics for Class 4 systems is a static C2 and C4 link; it provides the best possible combination for hunting in the sub-capital areas of wormhole space with a minimum of five w-space systems available for exploration.

Class 5 wormhole systems have a single wormhole-space static link. Links into Class 5 wormhole systems from Class 5-6 systems or from Low-sec and Null-sec known space can take ships up to and including capital ships (carriers and dreadnoughts). Links into Class 5 wormhole systems from lower-class systems are limited to the mass supported by the lower-class side of the link. Most of my experience is in lower-class wormhole systems, and so the information on these systems below is based on the words of others, not personal experience. For a group that is newly formed and has no experience of wormhole space I would recommend they not move into a Class 5 system until they have acclimatised themselves to wormhole space mechanics in general.

As links from low or null sec space or from Class 5 or 6 wormholes can carry capital ships into Class 5 systems, the inhabitants need to be prepared for capital warfare, usually by ensuring they have sufficient capital ships and pilots themselves.
  • Class 1 static Class 5 systems are typically used by corporations who wish to run sites in their home system unhindered. Even if the static link is open most corporations who are resident in Class 1 wormhole systems will see a Class 5 link and stay the hell away from it. Those that don't avoid the wormhole link like the plague are unlikely to be able to field the firepower to take down a Class 5 capital escalation group.
  • Class 2 static Class 5 systems are frequently used by PvP groups who want to be able to obtain isk by running their home system sites in relative safety. They can then use their Class 2 static to look for PvP targets or to gain access to known space for roaming or logistics purposes.
  • Class 3 static Class 5 systems are great for small groups of relatively well skilled pilots who are looking to make a large amount of isk. Home system sites can be run and escalated for cash and when the available pilot numbers are too small to run Class 5 sites, the static link can be used to run sites instead.
  • Class 4 static Class 5 systems now provide residents with a great way to get k-space systems to hunt through while providing great income from escalating home system sites.
  • Class 5-6 static Class 5 systems are used by two general types of corporations. The first are people who want to have access to more C5/6 systems to farm, although you can only get limited capital escalations in a static link and doing that is fraught with danger. The second group are those who want to find more large wormhole corporations to fight, often with expensive fits and capital ships on field.
Class 6 wormhole systems have a single wormhole-space static link. Most of my experience is in lower-class wormhole systems, and so the information on these systems below is based on the words of others, not personal experience.

That said, I can think of relatively few situations where the first wormhole system an otherwise w-space inexperienced corporation would move into is a Class 6 system. There are relatively few Class 6 wormhole systems and so getting access to a given one via rolling wormholes is significantly more viable than with other classes of space - this can make it more risky for a corporation as if they manage to irritate someone enough to come hunting for them, they will be found more easily. Corporations in a Class 6 wormhole system need to expect to engage in capital ship combat; sooner or later their opponents will be.
  • Class 1-5 static Class 6 systems are functionally similar to C5/C1-5 systems, save for the increased risk of the system being hunted down.
  • Class 6 static Class 6 systems are typically used by those who are hunting other Class 6 occupants; most of them are now unoccupied as the number of inhabitants in Class 6 space has dropped off sharply.

Sunday, 14 September 2014

Your First Wormhole: W-Space Gameplay Types

If you are completely unaware of what wormhole space is like in EVE Online, a good starting place is my Introduction to Wormholes post. The goal of this entry is to give an overview of the different types of game play that you can find in wormhole life, and some of the aspects of said game play that might not be immediately apparent to the casual observer.

First of all, wormhole space is not for everyone. There a great many different avenues to explore in wormhole space but the constant that links them is the mind set that is required to succeed. Whether the goal is to make money or find targets to engage in PVP, wormhole space rewards careful scouting, consideration of risks and a methodical, thoughtful style of play.

You don't need to play as described, but wormhole space systems are littered with the ship wrecks of those who have tried to run PI without checking to see if their system is secure, and the abandoned POSes of industrialists who could not turn a profit due to continual losses. If your objective is PVP, most prefer to do so without a killboard deep in the red - even if those losses can be sustained due to high income sites in the upper tiers of wormhole space.

PVP

From a PVP perspective there are a great many excellent videos of wormhole space hunting and combat that can be found online, but by their nature they cover the interesting parts of PVP engagements. They can make wormhole space PVP seem significantly busier and more consistently tense and exciting than it is.

Finding PVP targets is often a lengthy, laborious process. Multiple evenings can go by without even seeing another manned ship in space. Those ships that are found are often sat inside a POS and only leave to do a PI run or warp to a link to high security space and jump out. If you play at a non standard time zone this can be an even more significant problem.

If you enjoy the hunting and intelligence gathering style of game play, and can put up with potentially lengthy dry periods, then wormhole space in the lower class systems may be exactly what you are looking for.

Higher class wormhole systems have traditionally provided slightly more consistent PVP opportunities; a well-known subset of wormhole corporations are present and repeatedly rolling your static connection (known as 'chain collapsing' or 'rage rolling') used to be a consistent way of finding and fighting one of these groups. Whether this will continue after the well publicised issues with rolling wormholes after the Hyperion release is yet to be seen. The increased income in higher class systems tends to bestow a slightly more laissez-faire attitude towards ship losses than you find in corporations in the relatively income-starved lower class wormhole systems. It is for this reason that I tend to avoid combat with class 5 and 6 wormhole residents; their isk has a different value to yours if you live in a class 1 to 4 system and this can make it harder to predict their behaviour.

Higher class wormhole systems also provide the potential for capital ships to be used in wormhole engagements; this can provide fights that are very different to the almost exclusively sub-capital fights in class 1 to 4 systems.

PVE Content

Running sites in wormhole systems used to provide a significantly better income than it now does as the price of one of the key salvage components (melted nanoribbons) used to be around twice the value at time of writing. This is especially true for lower class wormhole systems as a greater proportion of the income that they generate comes from the salvage. Incursions now generate the same or better income but with much less risk than sites in wormhole space, and so many pilots have moved on to running them instead.

The main reasons for running sites in lower class wormhole systems are convenience and, perhaps counter-intuitively, risk. If you are already living in a wormhole system, getting to known space to run sites or missions is inconvenient to say the least, and unless you have multiple accounts available the wormhole will have to be your primary source of income. The risk in running wormhole sites can be a draw for people; it definitely makes the site running more exciting, if only sporadically. And sometimes expensively.

Industry

The cost of anchoring a POS in known space can add a significant amount to the bottom line for industrialists. Moving into a wormhole can avoid some of these costs, although there is the opportunity cost of moving things into and out of the wormhole system. Anchoring a POS in a wormhole also allows you access to the otherwise low or null-sec only industry types such as booster manufacture.

Although a wormhole is technically more dangerous than high security space for doing industry, in practice there is relatively little difference. Movement of items in and out of the wormhole will only be occurring very sporadically and will most likely be jumpy straight out of the wormhole system and into high security space. The only way to do damage to a pure industrialist outside of sieging their POS is to set up an interception using a warp disruption bubble at their starbase or the wormhole link out of their system. Even the most basic scouting will avoid the interception risk, and few PVP groups will wish to spend time grinding down a starbase in an undesirable (to them) system with no real chance of a fight.

Planetary Interaction

Planetary Interaction is a great way of making isk in wormhole space, especially if you use low cycle times and manage to get into a routine of running it consistently every day. Wormhole planets are technically in null-security space and have the best possible amount of resources present on them. Although the income is reasonable for the amount of effort invested, the risk is significantly higher than pure industry and the amount of interaction that PI takes is minimal and dull - this is something that players do to fund their other activities, it is not in and of an activity itself.

The increased risk comes from the need to travel to customs offices at planets in the wormhole system, sometimes multiple times per evening on each of several accounts. This gives any hunters who are online and in the system at the time multiple windows to spot what is going on and potentially spring a trap.

Mitigating this is obviously the option to avoid doing runs to customs offices if there are likely hostiles in the system, but more often than not players doing PI opt to not even check, and simply carry out their housekeeping tasks in cheap, unfit ships with throw-away characters in throw-away clones.


Gas Mining

Gas mining in wormholes can be a reasonably lucrative profession; characters don't need a significant number of skill points to be highly effective. Although inconsistently available, gas sites provide a consistent rate of return when present and can be run in ships that, while not resilient, are effective gas harvesters and incredibly difficult to catch - Ventures.

Gas sites, unlike ore sites, need to be scanned down using probes, so any hostiles who are new to a system have to scan down the site or the ships that are running it before they can disrupt them. Importantly the sites themselves are fairly effective defensively; cloaked ships tend to get decloaked by the large gas clouds providing even more warning for any pilots harvesting the gas.

One of the more significant downsides of gas mining in wormholes is the large volume of the raw materials produced and therefore the number of trips required to haul them out of the wormhole. For this reason pilots who regularly do gas mining in wormholes will often have a reactions array set up at their POS to manufacture finished products from the gas instead.
 

Summary

Most groups that inhabit wormhole systems fall into one of three broad categories; those that exist in wormholes purely for PVP, industrial groups that attempt to avoid all contact with other players, and those that "live off of the land"; fighting in wormhole space or the known space connections and making their income within wormhole space.

It's generally a good idea to work out what you intend to be doing in w-space and read up on some of the details before committing billions of isk to stake your claim outside of known space. And have a serious think about whether yourself and your corps mates have the mind set to cope with the ever present paranoia!


Tuesday, 2 September 2014

Your First Wormhole: Overview

As mentioned in a previous post, I'm kicking off a new series of entries that look at what wormhole might be a good fit for your corporation and what your goals within EVE are. This is a quick overview of the posts that are going to make up the series.

Wormhole Space Gameplay; a look at the various types of gameplay that the idiosyncrasies of wormhole space help enable, and those that are significantly more difficult than in k-space. If you're not in wormhole space at the moment, or you're looking for a bit of a shake up from what you're currently doing, this should give you an overview of what's possible. It should also give you an idea of whether wormhole space is 'for you' or if an alternative area of the game might suit your playstyle more closely.

System Selection; an investigation of the different classes of wormhole system and the different effects that they can have. This will include looking at the different statics that wormholes provide and which selections of system, effect and static links are best for which types of gameplay.

Ship Types; an overview of the ship types that are most useful in wormhole space, some skill plans to get into them, and where short cuts with skill training can and can't safely be taken.

Player Owned Stations; the central part of living in wormhole space is the POS for the vast majority of inhabitants. This will look at fuel production, POS placement, permissions and security, defending your POS and a few gotchas that can catch out people who haven't experimented with player owned stations before.

Doctrines; a look at some of the more typical fleet doctrines you are likely to run into in wormhole space, and how you should look at putting your own together.

Finding or Buying Your Wormhole; determining whether buying or searching for your wormhole is for you, the best way of conducting a search, and how wormhole purchases and brokering work.

Move Day; how to go about getting your pilots and ships into your wormhole system and deploying your POS(es).

Any suggestions for post topics will be gratefully taken on board

Saturday, 30 August 2014

Know Your Wormhole Enemy: Hurricane Fleet Issue and Brutix Navy Issue

This post will cover two of the four of the (relatively) new Navy Battlecruisers. As they are variations of the Battlecruiser hulls that they are based on, I will be providing a relatively short summary for each with an example PvP fit alongside a comparison to it's non-Navy alternative.


Overview

The Navy Battlecruisers were introduced in the Odyssey expansion and are created using loyalty points with the various empire factions to obtain blueprints. The hulls that emerge on the open market end up costing between 70 and 150 million isk more than the base hulls; approximately 2.5 to 4 times the original. The advantages that they provide over the base hulls are not massive - in line with the general EVE balancing trend of exponential cost increase providing a linear power increase - but they have opened up a new avenue for lower skilled pilots with flush wallets to get an increase in effectiveness over the base hulls without any additional skill requirements.

Hurricane Fleet Issue

Immediately after a significant nerf to the base Hurricane hull, the Hurricane Fleet Issue was released with the following tongue-in-cheek description;

In YC 115, after much heated discussion, CONCORD issued a decree stating the Hurricane-Class Battlecruiser was far too effective to stay under its current technological label, and demanded the Minmatar Republic to either cease production or sort it as a more technologically advanced craft. The Tribal Council grudgingly complied by releasing a simplified version of the Hurricane, then quickly exploited a loophole in the legislation and began using the original overpowered hull as part of its active fleet force. And that is how, after a new paint coat and renaming fees that the Hurricane Fleet Issue came to be.

Hmmm. Yes. The end result is that most historical Hurricane fits will work pretty well on the new Hurricane Fleet Issue. The HFI has exactly the same hull bonuses, speed, lock range, and capacitor as the base hull. The advantages are slightly more sensor strength, higher values for raw hull, armour and structure hitpoints, and an additional high-slot - though no extra turret slots. This means that the extra high slot is almost inevitably used for a Medium Energy Neutralizer - like it typically was on the base hull before it was rebalanced.

Using the Armour PvP fit in the KYWE: Hurricane post as a base gives us;

[Hurricane Fleet Issue, WH PvP]
1600mm Reinforced Steel Plates II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Gyrostabilizer II
Damage Control II

10MN Microwarpdrive II
ECCM - Ladar II
Stasis Webifier II
Warp Scrambler II

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Of course, what is important is what this additional cost gives us over the base hull, and the answer in real terms is 'not an awful lot'. The two most significant changes are the 68k effective hit points tank of the original gets upped to a more formidable 94k, and two Medium Energy Neutralizers are now available for putting capacitor pressure on more cap-dependent ships. As there is no extra capacitor recharge on the Fleet Issue hull, sustained use of the two Medium Neuts will need a capacitor booster in the mids. The extra power grid that it provides allows upgrading either both of the 180mm autocannon on the original fit to 220mm, or just upgrading one of them and switching the 1600mm plate to a Tech II variant, which buys you more hitpoints. Given the tiny damage advantage that the 220mm autocannon provide, I'd almost always go for upgrading the plate.

The Hurricane Fleet Issue occupies exactly the same niche as it's older brother with a few small tweaks - tweaks that I have problems recommending given the massive price differential. Just buy and fit two vanilla Hurricanes for the price of the HFI hull.

Brutix Navy Issue

It's a goddamn monster. The base hull is pretty ferocious, but the Navy Issue swaps the often-unused local armour repairer bonus for a tracking bonus on Medium Hybrid Turrets, allowing the 10% damage bonus that it carriers over to apply much more effectively. As with the Hurricane, there are more raw shield, armour and hull hitpoints, and increased sensor strength. The extra slot however is a low slot instead of a high, allowing either more tank or even more damage output.

Using the armour PvP fit from KYWE: Brutix as a base and giggling as we add yet more damage gives us:

[Brutix Navy Issue, PvP WH]
1600mm Reinforced Rolled Tungsten Plates I
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

ECCM - Magnetometric II
Experimental 10MN Microwarpdrive I
Stasis Webifier II
Warp Scrambler II

Drone Link Augmentor I
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Hammerhead II x5
The price of Brutix Navy Issues have been varying quite wildly, but even at the upper end of the price bracket, I'm quite the fan. Sacrificing the plugging of the explosive damage hole and replacing it with a Magnetic Field Stabilizer, then using the extra low for another Magnetic Field Stabilizer, plus taking advantage of the increased fitting to upgrade the guns to an Ion/Neutron mix means that it's kicking out 878dps with Caldari Navy Antimatter. It's 'civilian' cousin can only manage 668dps, and that's with significantly worse tracking. If you want to look at shiney numbers, slap Void M into the blasters, overheat them, and watch the total hit 1082dps - though in practice you're unlikely to see this outside of hitting Battleships. The total EHP goes up by 12k, from 82k to 94k, equalling the Hurricane Fleet Issue fit described above. The ECCM stacked on top of the increased base sensor strength means it ends up with a formidable 51.7 points before overheating.

The Brutix Navy Issue occupies the same niche as the hull it is based on - but unlike the Hurricane Fleet Issue, the upgrade over it's older relative is significant and allows the weapons system the ship is designed around to absolutely shine.

Dialling Wand?

I'm going to be starting a new series of posts that will be interleaved with the Know Your Wormhole Enemy series, titled Your First Wormhole, looking at how to identify a wormhole system class that will best suit your needs, what you need, and what you can expect from wormhole life.

Unfortunately the bare bones draft managed to get uploaded when I managed to mash the 'publish' button instead of the 'save' button when using my tablet - so apologies for the seemingly nonsensical post yesterday that has now been reverted back to draft status!

Monday, 18 August 2014

Hyperion W-Space Changes: Predictions

If you haven't already, it's probably a good idea to read my analysis post to see the basis for the predictions that I am making in this piece.


W-space Combat Meta

I am expecting the wormhole changes, specifically those relating to mass-based spawn distance from wormholes, to have an effect on the wormhole space combat meta - assuming that the changes are not massively toned down given the community uproar.

With the current magnitude of the changes cruiser class and above ships are spawning significantly further away from the wormhole link than they were doing in the past - and doing so consistently. And this is still the case even with the most recent update to the mass-based spawn distance feature.


Although the distances involved are not massive, they are significant;
  • Currently you are almost guaranteed to leave a wormhole within warp scrambler and web range of a lone hostile pilot on a wormhole; after the changes the likelihood of this will be reduced - although not by as much as in the first draft of the numbers.
  • As the distance is based on mass, modulating your mass using warp disruption bubbles, plates, and propulsion modules will affect the distance that you spawn from the wormhole.
  • The increased volume of space that ships can spawn into will make de-cloaking Strategic Cruisers who are using the Covert Operations subsystem harder.
The first point means that kiting fleets will be marginally more likely to work in wormholes; when jumping through into a hostile fleet, more of a given group of ships will be out of range of scram or web range.

Combined with the first point, the second means that a fleet equipped with oversize afterburners, such as 100MN AB Tengus, will be in an even better position for starbursting away from a wormhole link and kiting their opponents than 'normal' kiting ships. I'm expecting to see many more such fleets in use in wormhole space after Hyperion.

The increase in average engagement range may well tip the balance slightly against the current Proteus-dominated heavy-blaster meta.


Fewer Capital Engagements

Due to the mass-based spawn distance when transiting a wormhole, capital ships will now spawn a significant and randomized distance away from wormhole links. This means that if a capital ship is jumped through a wormhole link into a fight, it will not be able to jump back out to safety if there is too much hostile pressure on the field. While this may sound like there will be more capital losses, the reality is that the increase in risk is so massive that most wormhole entities will simply not commit capital forces through a link.

Less Rage-Rolling

Not a surprising prediction, perhaps, but an important one. Given the massive increase in time it will take for high-class wormhole links to have their statics rolled it will be significantly harder for groups to chain-collapse their static links to find a given system. This will make backing up invasion fleets or trying to defend against wormholes significantly more difficult. Hole control will become even more important.

Scouting wormhole chains will become more important than it currently is, and rolling will be used less often when looking for PvP targets. For a given encounter, especially in higher-class wormhole systems, it will be less likely that an encounter with a hostile force will be in their static, and so in the general case it will be less likely that reinforcements will be one jump away.

Longer Wormhole Chains

Due to an increased number of random links, and the additional static on Class 4 wormhole systems, wormhole space will be generally more connected. Originally it sounded like the change to only spawn the K162 end of wormhole links when someone jumped through them meant that this would be balanced out, at least to an extent. Subsequent communications from CCP suggest that there will be a fail-safe method of some kind whereby the K162 side of the link will open after an amount of time, even if someone has not jumped through.

Slight PvE Site Running Risk Increase

There are multiple changes affecting this particular aspect of wormhole life. There will be fewer people rage-rolling wormholes looking for targets, particularly in the higher class wormholes - and those that are chain collapsing their static link will be doing it more slowly due to the changes.

Offsetting this, when a link does open into a system, there will be significantly less warning to any residents before a hostile fleet drops on them. For lower-class wormhole residents the new frigate-class wormhole links may also provide a significant threat; a few Assault Frigates can handily deal with a Drake running sites in a Class 1 or 2 wormhole system and won't immediately die to the Sleepers that are present.

The general increase in the interconnectedness of wormhole space will also result in more links threatening site runners, even if initially several jumps removed. I am expecting a slight increase in the price of Melted Nanoribbons as a result

C4 Inhabitant Roundabout

With the addition of an additional static to Class 4 wormhole systems I expect a significant number of existing inhabitants to move out. Prior to this change Class 4 systems were known for being relatively uninhabited and isolated and most inhabitants will have moved in with full knowledge of this. After the addition of a new static (that will be harder to roll) they will be be significantly more connected, and securing them by rolling the static links prior to running any sites will take significantly longer and be riskier.

After the change dual wormhole-space static links will make Class 4 systems prime real estate for PvP corporations who make their money outside of w-space.

Sunday, 17 August 2014

More Hyperion W-Space Changes

On Friday CCP Masterplan posted on the EVE Online forums with news that as of the latest update on Singularity, wormhole signature IDs would no-longer reset at downtime.

To those who aren't denizens of wormhole space, this might sound like an insignificant change, but it will have a massive impact on Australian time-zone pilots and will be a significant quality of life improvement for all wormhole inhabitants.

For pilots in the Australian time-zone, the EVE server's downtime is right in the middle of their prime playtime (this can be dependent on daylight savings time). This currently means that in wormhole space, any signatures that have been scanned at the start of prime time will have their signatures invalidated half way through many player's gaming sessions. Although there are some discernible patterns for the signature ID changes, it is not always obvious, and so the change in signatures at downtime means having to update bookmarks and chain mapping tools or risk pilots getting confused.

For the wider wormhole community, this change won't be quite as significant, but will still be very welcome. At the moment the first thing that anyone does when logging on is to verify the signatures in their home system; updating the old bookmarks with new signature IDs and bookmaking any new signatures that have spawned. With signature IDs persisting over downtime this housekeeping task will no longer need to be carried out, saving time for hundreds of players and making it that little bit less onerous to be the first pilot online.

Tuesday, 12 August 2014

Hyperion W-space Changes: An Analysis

CCP Fozzie has recently posted a dev blog about some changes to wormhole space and wormhole links that are coming up in the Hyperion expansion. As they are likely to have a significant impact on the larger picture of wormhole space I thought I would take a post to carry out a bit of an analysis, and try and put out another post in a few days with some predictions that can be disproved in the fullness of time.

CCP Fozzie's dev blog post can be found here and should be read in its entirety before proceeding any further with this post.

The changes form a package, and they really need to be analysed as a package as they all affect wormhole space in different but connected ways. Because they are affecting the same game play system it is difficult if not impossible to assess the changes in isolation, so I will be assuming that all of the changes are going to be made, and that they are going to be made together. I'm going to look at each set of changes in turn, but will incorporate relevant information from the other changes in each section. I will also be (trying) to analyse the changes from a neutral point of view, simply providing an estimation of what the results of the changes are and not judge whether those changes are desirable or not.

Bookmark Copy Restriction Changes

A minor change in the scheme of things, and the least interlinked with other changes; this is allowing players to copy larger groups of bookmarks, more quickly. This won't be at all significant for the majority of smaller wormhole groups, but alliances and less formally tied groups of corporations will find it a tremendous boon; their only method of sharing bookmarks is to manually copy them into cargo containers to move them from the 'Corporation Locations' of one corporation to another. Though this is a far cry from true alliance bookmarks in line with corporation bookmarks functionality, it will be a welcome stop-gap measure.

Wormhole System Effect Changes


Black Holes are having additional bonuses to missile velocity and missile explosion, alongside a bonus to targetting range and a reduction in the effectiveness of stasis webifiers. This will give a very significant bonus to people using kiting missile setups, especially 100MN afterburner cruiser variants as stasis webifiers will be significantly less effective against them. A typical method of engaging cruisers in Class 5 and 6 wormhole systems is to use heavy webbing support to bring ships to a near-standstill and then use the capital class guns found on dreadnoughts to obliterate (or 'blap') them - the tracking on capital class weapons normally being far too poor to cope with the movement of cruiser size targets. This change to stasis webifier effectiveness caused by Black Holes has a reasonable chance of completely invalidating this engagement method in those systems.

Magnetar wormholes are having a penalty applied to the effectiveness of target painters, which will make it slightly harder to run with the "blap dread and web" set-up described above, as target painters are often used to supplement stasis webifiers in making targets easier to hit. The missile explosion radius change will bring missile penalties in line with the tracking penalties applied in Magnetar systems.

Red Giant systems are having a bonus applied to the damage of bombs - but not to bomb hitpoints. This means that fewer bombers can be used to do the same damage in Red Giant systems. I'm not expecting this to be a major game changer.

Pulsar systems are having a bonus to Nosferatu and Energy Neutralizer drain amounts added to help counter the existing large bonus to capacitor recharge. Prior to this change capital ships were extremely hard to take down with neut boats.

Wolf Rayet systems currently have a bonus to armour resistances; this is being altered to be a bonus to raw armour hitpoints instead which will significantly lessen ship tanks when under logistics support. More significantly - given other changes that are lined up and that will be discussed later - the bonus to small weapon damage that already exists is being doubled, so the total damage bonus when in a Class 6 wormhole will be +200% of base, or, to put it another way, triple the dps.

Cataclysmic Variable systems will have their remote capacitor transmission amount reduced, and the penalty to their local capacitor level reduced from it's current level, giving them more local capacitor recharge. The intent of this change is to reduce the effectiveness of spider tanking carriers in systems with Cataclysmic Variables; as the efficacy of the change, I cannot comment due to lack of experience in that area.


More and New Randomly Spawning (or 'Wandering') Wormholes

This item is actually a pair of changes, the first of which is very simple - there is going to be an increased incidence of randomly spawning wormhole links. This should, on the surface, result in an increased interconnectedness in wormhole space, but due to other changes that consequence may not necessarily be as clear cut as it might appear...

The second change is a new type of random wormhole link - one that only allows enough mass per jump to get frigate or destroyer-class ships through it - or Heavy Interdictors using mass-reducing warp disruption bubbles.

This may provide a few new frigate-roam opportunities for wormhole residents, but as many wormhole pilots tend to use extremely expensive implant sets it might be fewer than would otherwise be the case. Where this addition will be most interesting is when there is a new-type wormhole link into a Wolf Rayet system where frigates will be doing three times normal damage - plenty enough to be seriously dangerous to Strategic Cruisers or possibly even players running capital escalations, given a significantly sized Assault Frigate gang.

Second Static for Class 4 Wormholes

With the Hyperion release Class 4 wormhole systems will have an additional wormhole-space static wormhole link. In the past Class 4 wormhole systems were well known for often leading into a seemingly never-ending chain of yet more Class 4 systems, frequently uninhabited. Introducing a second static link to all Class 4 systems will make them much more connected and very very appealing as a base of operations for PvP based groups that typically use their static wormhole link to look for targets to engage.

As this is a retroactive change being made to systems regardless of whether they are inhabited or not, a significant number of wormhole residents currently in Class 4 wormhole systems may find themselves with an undesirable secondary static link. CCP Fozzie has stated that the type of the new static in systems will not be announced and that players will need to identify what the new static link type is by using the test server ('Sisi') if they want to find out ahead of the Hyperion release.

K162 appearance only on first jump

A 'K162' is the 'out' end of a wormhole link, and historically has spawned when someone has initiated warp to the 'in' end of a wormhole link. Wormholes that have not been warped to only exist in potentia; warping to one end of the link is what actually creates the link between the two systems.

This is an extremely significant change with two obvious ramifications.

The first is that people inside the system that is being connected to will have significantly less warning that there is an inbound wormhole. Beforehand they had the length of a ship warp to the 'in' side of a wormhole during which the 'out' signature was visible but before anyone had jumped through. Post-Hyperion, the link will only appear after a ship jumps. This tips the scale significantly towards the hunters in wormhole space, particularly in higher-class wormholes where capital ships in siege or triage mode are frequently used in site-running.

The second is that pilots will be able to find out what an outbound link is before opening it. Currently you need to be on grid with a wormhole to verify where it leads - but being on grid with it means that you have warped to it, which means it is activated. After the Hyperion release, if you find that it is not a link you want to have active, for instance a wandering wormhole to higher-class space, you can just not jump through it, and the far end of the link will never spawn. This has the ability to significantly reduce the interconnectedness of wormhole space and counterbalance the increased number of wandering / random wormhole links.

Mass-Based Spawn Distance after Wormhole Jumps

This change will almost certainly have the most far-reaching consequences for the way that corporations that live in wormhole space operate. At the moment most PvP entities roll their wormhole relatively often when looking for new targets to fight and wormhole chains to explore.

Orcas and Battleships are the ships that are generally used to roll wormholes in lower class systems - and they have sufficient mass (and thus spawn far enough away) that they no longer spawn within range to jump back through the wormhole link. For higher-class wormhole links, capitals are often used to roll the wormhole links and they now spawn so far away from the link that the fastest way of getting them back to the wormhole link to jump back is to warp away to a safe nearby, and then warp back to the wormhole at point blank range.

This change will have two key effects on wormhole rolling; it will take longer, and it will be riskier.

It will now take significantly longer to roll wormholes; on the order of several minutes longer for rolling a hole using capital ships. A well drilled group in a high-class wormhole system can currently roll a wormhole every 2-3 minutes; most conservative estimates are suggesting that this will at least double. In lower-class wormhole systems the speed is generally dependent on how many Orcas you are happy to have floating around in space, but it will take at least a couple of minutes for an Orca to make it back from it's spawn distance to jump range on the wormhole link.

When trying to roll the wormhole with larger ships, especially capital ships, the risk will also be significantly higher. A capital ship will now be extremely vulnerable when jumping through a wormhole and there will be plenty of time for a hostile ship to get point on it and hold it in position until reinforcements arrive. At the moment when a less-powerful wormhole entity ends up with a link into a system controlled by a more-powerful group, they can take a risk and attempt to crash the wormhole link before the more-powerful group can marshal a response. Although the change to K162 spawning time will give a small initial time advantage to the group that is trying to roll the link, the time taken for even a single Orca or Capital ship to get back to the wormhole link completely eclipses that.

There is however a more concerning effect that this change may have on combat in higher-class wormhole systems. At the moment when ships jump through a wormhole link into a hostile force that is waiting for them, they are already at a significant disadvantage; in higher class wormholes in order to stand a chance the attacking force often has to throw through enough capital ships to collapse the hole. This results in a situation where the defenders are at their preferred range to targets, can re-ship if they take losses, can log on more reinforcements, and where the attackers have no-where to run.

Obviously the current situation is far from idea for attackers, and the home field advantage means that many groups will have to stand down instead of attacking and getting completely slaughtered. The new changes will result in a situation that is significantly worse for the attackers;

  • Ships jumping through will no longer appear in a coherent group that can support each other; they will be spread out according to their mass.
  • Capital ships will no longer end up in close proximity to one another. As refitting capital ships using a carrier is a well established part of upper-echelon capital combat, attackers will be at a significant disadvantage compared to defenders
  • Although larger ships will appear at random locations further from the wormhole, the lock times and maneuverability on those ships mean that they don't pose a significant risk to defenders who are caught by surprise if they appear closer than expected.

In the next post I'm going to take a look at what I expect the fallout from these changes to be.

Wednesday, 30 July 2014

Know Your Wormhole Enemy: Myrmidon

In the Know Your Wormhole Enemy series (name shamelessly stolen from the Eve Altruist series of posts and then mutilated) I'm going to look at a variety of different ships, how they are often fit and flown in wormhole space, and what they mean to you. This may include, but will not necessarily be limited to; example fits, engagement scenarios, how you should react to their presence on directional scan, at a POS or on grid, what good counters to them are, and how you can potentially use them.

This post will cover the Myrmidon.







 

Overview

The Myrmidon is a Gallente Battlecruiser that has bonuses to Drone damage and hit points, and a bonus to the effectiveness of local armour repairers. The lack of a bonus to weapons of a given type means that Myrmidons can be seen with a wide variety of weapons fit to their high slots and they have a good spread of available mid and low slots. This flexibility in fitting means that the Myrmidons is one of the more dangerous Battlecruisers to engage, as you will rarely know exactly what you are getting into when you engage one.

Despite the Myrmidon's bonus to active armour tanking it can frequently been seen in either active or passive configurations of armour or shield tanks.

The Eve Altruist post covering the Myrmidon and the other Battlecruisers can be found here.

What is it used for in wormhole space?

Due to its flexibility the Myrmidon can be used for almost any role in wormhole space with varying degrees of effectiveness. Although sleepers NPCs have a nasty habit of targetting drones when there are lower numbers of ships in a site, the Myrmidon can still be used to run sites in Class 1 or 2 wormhole sites when correctly fit, and in a group is actually very effective in Class 3 wormhole space sites. With a large bonus to armour repairers, bait Myrmidons are relatively common in K-space, but creating a fit that can satisfy the requirements of both running W-space sites and baiting simultaneously is nigh-impossible. Myrmidons are seen relatively frequently running gas sites, where their armour repair bonus and drones allow them to mount gas harvesters and handle the sleeper NPCs that spawn at the sites while they are being run simultaneously.

PvP fit Myrmidons are highly effective using a passive shield tank or an armour tank - either active or passive. Shield Myrmidons are typically fit to push out a monstrous amount of damage and have relatively little tank, whereas armour fit Myrmidons can be almost anywhere along the scale of damage and resilience. A drugged, linked, active tanked Myrmidon can tank in excess of 1000dps which can allow it to handle a small sized gang solo... until its cap charges run out.

How is it typically fit?

Although Myrmidons can run sites in lower-class wormhole systems, they are far from a typical sight. As a result, similar to the Cyclone, there is no real standardized fit for running them. The fit below is a variant on one I have successfully used to run combat sites in a class 2 wormhole, though there may be some room for improvement.
[Myrmidon, PvE Myrm]
Drone Damage Amplifier II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Damage Control II

Stasis Webifier II
Cap Recharger II
Cap Recharger II
Omnidirectional Tracking Link II
Experimental 10MN Afterburner I

220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
220mm Vulcan AutoCannon II, EMP M
Coreli A-Type Small Remote Armor Repairer

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Capacitor Control Circuit I

Vespa EC-600 x5
Berserker II x4
Valkyrie II x5
The small remote armour repairer may look slightly out of place - the Myrmidon is sacrificing a potential turret to fit it - but Sleepers consistently target drones and some form of remote repair is essentially unless you're planning to only run a single site at a time. The fit is cap stable with either the afterburner or the remote armour repairer running, but not with both. It kicks out 577dps with max skills using the Berserkers, or an identical 577dps when using a Berserker / Valkyrie mix. While Ogres and Hammerheads may give the best theoretical damage, I find faster drones more useful. If your skills are a little lighter you may need to swap out one of the Drone Damage Amplifiers for another tanking module, which will drop your dps to a hair over five hundred.

I have experimented swapping the autocannons for railguns, which gave better range but with appalling tracking plus additional capacitor pressure, and for artillery, which was more cost effective with ammunition but had similar issues with tracking. Both alternatives give slightly reduced overall damage figures (ignoring their tracking issues), but in the end the drone damage is what the Myrmidon is about. It should be noted that the flight of EC-600s give you significantly more GTFO ability than many other site-running battlecruiser fits.

In a break from tradition to demonstrate the flexibility of the Myrmidon I'm going to look at two example PvP fits, one active armour, and one full shield gank. The active armour fit is first:

[Myrmidon, Active Myrm]
Medium Ancillary Armor Repairer, Nanite Repair Paste
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Damage Control II

Stasis Webifier II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Warp Disruptor II
Experimental 10MN Afterburner I

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Nanobot Accelerator I

Vespa EC-600 x5
Berserker II x4
Valkyrie II x5
With max skills this is kicking out 483dps; nothing to write home about, but the tank is more significant. Without overheating or links it is repairing 941dps while there is nanite paste left in the Ancillary Armour Repairer, which drops to 654dps when it runs out. But if you apply heat, you're looking at 1171dps. Standard Exile boosters push it up to 1403dps on heat, and if you have a Damnation or other command ship running tech II Rapid Repair and Passive Defense links you will be repairing 2009dps while your capacitor, nanite paste and heat management hold out.

It should be noted that juggling an overheated triple-rep dual-injected setup while targetting ships and maneuvering to apply damage and keep drones alive requires a huge amount of micromanagement. Without practice you will lose drones, run out of capacitor, burn out your modules, drop point on targets and end up stranded and butchered. With practice you'll feel like the king of the world. Have a shot - it's great fun.

And now, some more fun at the absolute opposite end of the spectrum.
[Myrmidon, Max Gank]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Co-Processor II

Experimental 10MN Microwarpdrive I
Adaptive Invulnerability Field II
X-Large Ancillary Shield Booster, Cap Booster 400
X5 Prototype Engine Enervator
Initiated Harmonic Warp Scrambler I

Dual 180mm AutoCannon II, Hail M
Dual 180mm AutoCannon II, Hail M
Dual 180mm AutoCannon II, Hail M
Dual 180mm AutoCannon II, Hail M
Dual 180mm AutoCannon II, Hail M

Medium Anti-Thermal Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Anti-Kinetic Screen Reinforcer I

Ogre II x3
Hammerhead II x2
Ogre II x1
Warrior II x5
Hornet EC-300 x5
Hobgoblin II x6
This is the type of fit that a Myrmidon will almost inevitably have if you don't primary it. It requires a 3% CPU implant to fit properly, but there are a few areas where some compromises could be made to give some back. It does just over 900dps, or about 950 with autocannons overheated, and can tank about 600dps using the ancillary booster - which isn't too shabby, although the total EHP is very much on the low side - 25k not including the effect of the ASB. If you use a passive fit and 425mm Autocannons you can reach 970dps before overheating and 1020dps with heat applied - although you are sacrificing some tracking and the resulting 34k EHP doesn't really make up for the loss of the Ancillary Shield Booster. If you use blasters instead of the autocannons you can actually get slightly more dps - seven, actually, if you're using Caldari Navy Antimatter - but you lose a little damage projection and you end up being vulnerable to capacitor pressure from energy neutralizers, which I don't feel is worth the tradeoff.

How much of a threat is it?

Running a site: A Myrmidon is one of the few battlecruisers that can run a reasonable armour tank in a site running configuration. It can also run a configuration that provides a reasonable bait tank while site-running - and tackle to boot - so a reasonable degree of caution should be exercised when approaching.

As backup in a POS:
Myrmidons that are intended to be second responders are more likely to be set up at the gank end of the gank/tank spectrum. What makes them a hard target to call as a priority is that there is a reasonable chance that they haven't been set up as second responders and are some horrible triple-rep fit that will take your fleet an age of mankind to burn down. That said, if you're fighting a shield fleet and a Myrmidons lands, it's probably a good call to primary if you're targetting the dps boats.

On the field in a fight:
As alluded to above, the Myrmidon can be a hard target to prioritize correctly. It could be a shield gank fit and be doing some of the highest dps on the field, or it could be an active armour set up whose pilot is praying for you to target it so he can show off his ridiculous tank to his gang mates. It may be a quantum Myrmidon that collapses into an armour or shield fit dependent on whether you call it as primary or not. Yes, I hate the target calling conundrum when one of these appears on field.

How do I counter it?

The Myrmidon is one of worst targets for electronic warfare that you are likely to run into in wormhole combat. Its damage is primarily applied through it's drones that are not affected by the host ship being jammed or dampened, and as little of its damage comes from turrets, it makes a poor choice for tracking disruption. An active tanked Myrmidon will have capacitor boosters mounted, and so energy neutralization will have little if any effect on it even if the fit is passive the weapons systems have a reasonable chance of being non-cap-dependent autocannons. My advice would be to attempt to burn it down with pure damage, and if it starts repairing itself, switch targets to something else unless you have overwhelming firepower.

Final note: If you encounter any inaccuracies on this page, please contact me ingame with an EVEMail to "Fellblade" or on twitter @OV_Fellblade and I'll try and get them sorted.

Thursday, 19 June 2014

Know Your Wormhole Enemy: Cyclone

In the Know Your Wormhole Enemy series (name shamelessly stolen from the Eve Altruist series of posts and then mutilated) I'm going to look at a variety of different ships, how they are often fit and flown in wormhole space, and what they mean to you. This may include, but will not necessarily be limited to; example fits, engagement scenarios, how you should react to their presence on directional scan, at a POS or on grid, what good counters to them are, and how you can potentially use them.

This post will cover the Cyclone.







Overview

The Cyclone is a Minmatar Battlecruiser that has a bonus to Rate of Fire for Heavy Missile Launchers and Heavy Assault Missile Launchers - it should be noted that the bonus does not cover Rapid Light Missile Launchers - and a significant bonus to the effectiveness of shield boosters. It can field a single flight of medium drones or a flight of lights with another flight in reserve.

Cyclones are always seen fielding a shield tank both in k-space and wormhole space - although they have sufficient low slots to mount a semblance of an armour tank, doing so ignores their shield boost bonus and sacrifices one of their other advantages - their speed. The Cyclone is the fastest Battlecruiser in the game and they will generally be fit to take advantage of that - they are faster vanilla than a Hurricane is with two Nanofibers!

The Eve Altruist post covering the Cyclone and the other Battlecruisers can be found here.

What is it used for in wormhole space?

Cyclones are rarely seen in wormhole space; for a PvP ship something with a better tank or better damage output is preferable, and for PvE usage the mighty Drake still remains the favourite as it's resistance bonus works very well with a passive recharge tank. As with the other Battlecruisers, the main time they are used in wormhole space is by pilots without the wallet or skill points required to fly Tech 3 ships for PvP, and will only be seen in shield or 'kitchen sink' fleets - but this is far from abnormal in lower class wormhole systems.

How is it typically fit?

For a Cyclone PvE it in wormhole space pilots need to decide between trying to use the active tanking bonus that the Cyclone provides and the tank stability under neut pressure that a passive recharge fit gives you. As there are no other Battlecruisers that are likely to be active shield tanked running sleeper sites, I'm going to use an active tanked example, although you are more likely to see a passive tanked one running sites in practice.

[Cyclone, WH PvE]
Ballistic Control System II
Ballistic Control System II
Damage Control II
Ballistic Control System II
Power Diagnostic System II

Experimental 10MN Microwarpdrive I
Large Shield Booster II
Adaptive Invulnerability Field II
Cap Recharger II
Cap Recharger II

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Salvager II
Core Probe Launcher I, Core Scanner Probe I

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Capacitor Safeguard I
Medium Core Defense Capacitor Safeguard I
There is almost certainly some room for improvement available in this fit, but it gets you 317dps at a range of around 47km using Scourge Fury Heavy Missiles and an active tank of 277dps... while the capacitor holds out. That capacitor will last for three minutes of constant boosting as long as you're not running the Microwarpdrive at the same time - but the reality of running sleeper sites is that you only need the maximum boost amount for a relatively short time during the site - the rest of the time the incoming DPS is reduced through sleepers being destroyed and passive recharge helps with shield levels to a degree.

A passive fit with the rigs switched to Core Defense Field Extenders will give a 208dps omni tank with 61k EHP - not as strong as the Drake, and the damage isn't as high, but you can at least close range with the further off sleepers that spawn in some Class 1 and 2 sleeper sites.

There is the possibility of fitting twin 425mm Autocannon IIs instead of the probe launcher and salvager, but with short range tech 1 ammunition they will only provide a rather paltry 64 dps on top of the launchers, increasing it to 381. I'd go for the utility instead.

On with a sample PvP fit that is also active tanked:

[Cyclone, WH PvP]
Ballistic Control System II
Ballistic Control System II
Pseudoelectron Containment Field I
Ballistic Control System II
Co-Processor II

Experimental 10MN Microwarpdrive I
X-Large Ancillary Shield Booster, Cap Booster 400
Adaptive Invulnerability Field II
Faint Warp Disruptor I
Adaptive Invulnerability Field II

Heavy Assault Missile Launcher II, Nova Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Nova Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Nova Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Nova Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Nova Rage Heavy Assault Missile
Medium Unstable Power Fluctuator I
Small Unstable Power Fluctuator I

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
With a more limited engagement range and the use of Heavy Assault Missile Launchers the Cyclone can kick out 438dps to 17km with Rage missiles. Perhaps more significantly the lack of sleepers obsessively targetting drones means that a full flight of mediums can be fielded, jumping the damage to 567dps with Valkyrie IIs, or 596dps with Hammerhead IIs. If Rage missiles are substituted for Javelin missiles it can push out to 30km range but at the cost of the damage dropping to 292dps not inclusive of drones. With a pair of Adaptive Invulnerability Fields it ends up with 45k effective hit points with an extra 42k added by the Ancillary Shield Booster - assuming it manages to get all of it's charges off overheated. For smaller groups it's probably a good idea to switch an invulnerability field for a stasis webifier to help with damage application using the Heavy Assault Missiles, but for larger ones the extra tank is probably of more value.

How much of a threat is it?

Running a site: A Cyclone on a site is very unlikely to be bait - all of the mid slots are required to fit enough tank to survive sleeper sites in a class 2 system and don't leave any room free for a point... nor does it have enough spare tanking capacity to survive any form of attack on top of the sleeper NPCs for any length of time. The amount of damage it can kick out is also on the lower end of the scale, so virtually any Tech 3 ship - even those with the least tank and gank - should be able to take one on solo.

As backup in a POS:
If a Cyclone is sat idling, expect it to be an active shield Heavy Assault Missile fit as that is the most dangerous. Realistically, relatively few are seen in wormhole space although use as a second responder where it can loiter out of point range and pour in firepower is one of the more likely applications.

On the field in a fight:
Any Cyclone in a fight is going to be able to apply its damage from outside of point range, and is likely to be relatively fast. Without long range web or fast tackle, running after a Cyclone is a good way to split up your fleet and other targets that you will be able to hold point on and apply damage against more effectively are likely to be better targets. Even if it looks like it is dying relatively fast, remember that it is likely to have an Ancillary Shield Booster fitted and at least half of it's tank is likely to come from boosting once it is near the end of its shield buffer - possible significantly more if it has links online, or the pilots has drugs or crystal implants available.

Remember that against the low signature radius of armour ships that make up the majority of wormhole brawling fleets the on-paper damage output of the Cyclone may well be significantly reduced, pushing it further down the target priority list. On the other side of the coin, most PVP Cyclone fits will be using at least one medium and one small energy neutralize, and the high speed and good damage projection means that it can be a considerable risk to logistics ships if left unchecked.

How do I counter it?

The Cyclone will not be vulnerable to tracking disruption due to its weapon system of choice and has no real reliance on its capacitor... so it's probably not the best idea to be fielding Curses or Pilgrims against them. Like the other Battlecruisers, the Cyclone is a reasonable target for jams if there is nothing higher priority such as e-war or logistics ships on the field, but unlike the others it is actually a reasonable target for sensor dampener as they can force it to close in to point range. The best counter, similar to the Drake, is pure damage, particularly in a larger battle where it may be possible to overwhelm the tank provided by the Ancillary Shield Booster.

Final note: If you encounter any inaccuracies on this page, please contact me ingame with an EVEMail to "Fellblade" or on twitter @OV_Fellblade and I'll try and get them sorted.