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f13.net General Forums => Eve Online => Topic started by: Thrawn on October 28, 2008, 06:13:03 PM



Title: Blockade Runner changes
Post by: Thrawn on October 28, 2008, 06:13:03 PM
http://myeve.eve-online.com/devblog.asp?a=blog&bid=598 (http://myeve.eve-online.com/devblog.asp?a=blog&bid=598)

TLDR: Blockade Runners loosing +2 warp stab and probably some tank, gaining Cov. Ops Cloak, Deep Space Transports getting +2 warp stab and tanks changing some, mackinaw, skiff, rorqual, procuerer getting small boosts.


Title: Re: Blockade Runner changes
Post by: Phildo on October 28, 2008, 08:42:48 PM
Whaaaaaaaaaaaaaaaaaaaaaaaaaaat?

Edit: on second though, a hauler than can warp while cloaked and use black ops cynos is fucking rad!


Title: Re: Blockade Runner changes
Post by: Pezzle on October 28, 2008, 09:03:22 PM
Justification for my training T2 haulers (not yet happening)


Title: Re: Blockade Runner changes
Post by: Pax on October 29, 2008, 01:41:34 AM
*rearranges skill training*


Title: Re: Blockade Runner changes
Post by: Gets on October 29, 2008, 01:43:48 AM
Sounded really "wat" to me too at first. But when you start thinking of ninja haulers, hauling stuff through or from enemy space, it kind of makes sense.

T2 industrials with regular cloaks fitted are pretty good already though. Agreed that if they change how Local works everything will have to be viewed differently and Transport ships will be the new "You're never gonna catch that." Or aren't they already?


Title: Re: Blockade Runner changes
Post by: Vedi on October 29, 2008, 02:36:45 AM
As a user of both types of transports: Awesome!!

T2 industrials with regular cloaks fitted are pretty good already though. Agreed that if they change how Local works everything will have to be viewed differently and Transport ships will be the new "You're never gonna catch that." Or aren't they already?

No, if you get bubbled, the blockade runners are helpless. You can't fit an MWD on them (you can on the other type of transports) so you won't be able to burn through either. In Empire, though, they are hard to catch.


Title: Re: Blockade Runner changes
Post by: Predator Irl on October 29, 2008, 03:27:33 AM
No more getting ganked on my way to empire \o/


Title: Re: Blockade Runner changes
Post by: Endie on October 29, 2008, 04:01:59 AM
This is a pretty sweet change.  I used both T2 Caldari transports but there was never really a point in me training up the transport ships skill that much (like deep space transports were ever going to run out of cap from tanking before getting cap-drained or blown up) but now I will.


Title: Re: Blockade Runner changes
Post by: Slayerik on October 29, 2008, 08:15:41 AM
As a user of both types of transports: Awesome!!

T2 industrials with regular cloaks fitted are pretty good already though. Agreed that if they change how Local works everything will have to be viewed differently and Transport ships will be the new "You're never gonna catch that." Or aren't they already?

No, if you get bubbled, the blockade runners are helpless. You can't fit an MWD on them (you can on the other type of transports) so you won't be able to burn through either. In Empire, though, they are hard to catch.

Yes, you can fit an MWD on a blockade runner. I have seen more than one escape a bubble.


Title: Re: Blockade Runner changes
Post by: Pax on October 29, 2008, 09:58:57 AM
This is a pretty sweet stealth boost to black ops as well.
As much as having a useful role is a boost.


Title: Re: Blockade Runner changes
Post by: Faust on October 29, 2008, 12:59:07 PM
Minmatar Industrial V: 18 days

:(


Title: Re: Blockade Runner changes
Post by: TripleDES on October 29, 2008, 02:33:10 PM
Got Industrials V, Transport Ships IV (or whatever that skill's called) and CovOps V. Now if I'd actually be subbed.  :drillf:


Title: Re: Blockade Runner changes
Post by: Logie on October 30, 2008, 03:54:07 AM
Good changes, esp being pirates because it will encourge more people to use them through 0.0. More people using them, busier the the routes will be, more incentive to go out there and pirate!


Title: Re: Blockade Runner changes
Post by: JoeTF on October 30, 2008, 12:06:21 PM
Wow, and Slayerik isn't letting out even tiniest little whine. Respect, man.


Title: Re: Blockade Runner changes
Post by: Phildo on October 30, 2008, 12:40:26 PM
This will have little to no impact on untanked AFK t1 industrials in empire.  Hopefully  :drill:


Title: Re: Blockade Runner changes
Post by: Thrawn on October 30, 2008, 12:55:15 PM
T2 haulers were mostly off limits allready anyways unless you were running more then one person or a heavy gank BS.


Title: Re: Blockade Runner changes
Post by: Nerf on October 30, 2008, 01:35:43 PM
Actually, the only t2 haulers we /could/ kill were blockade runners, and now only if they were untanked (if I'm in a battlecruiser).  This just makes it even easier to gank BRs.
Gogo CCP!   :awesome_for_real:


Title: Re: Blockade Runner changes
Post by: TripleDES on October 30, 2008, 03:41:11 PM
You and what interceptor bee nest swarming the gate trying to uncloak the thing before it's off to warp?


Title: Re: Blockade Runner changes
Post by: Nerf on October 30, 2008, 03:57:19 PM
You really can't catch a blockade runner without a bubble, but I thought it was understood whenever I said "gank" I meant "suicide gank".
Less tank = easier afk viator kills!


Title: Re: Blockade Runner changes
Post by: Endie on October 30, 2008, 05:25:29 PM
You and what interceptor bee nest swarming the gate trying to uncloak the thing before it's off to warp?

Yeah, in highsec anything fast enough to catch, decloak, lock and scram/web a blockade runner won't last long enough against the gate guns after they tackle to see concord arrive...


Title: Re: Blockade Runner changes
Post by: Goumindong on November 01, 2008, 12:55:25 AM
You and what interceptor bee nest swarming the gate trying to uncloak the thing before it's off to warp?

Yeah, in highsec anything fast enough to catch, decloak, lock and scram/web a blockade runner won't last long enough against the gate guns after they tackle to see concord arrive...

Does it have to? A point is a point for 5 seconds, if it allows you to make the lock and get that one point on, a throwaway might be all you need.

Or do points automatically end if the ship is destroyed?


Title: Re: Blockade Runner changes
Post by: Endie on November 01, 2008, 02:28:46 AM
You and what interceptor bee nest swarming the gate trying to uncloak the thing before it's off to warp?

Yeah, in highsec anything fast enough to catch, decloak, lock and scram/web a blockade runner won't last long enough against the gate guns after they tackle to see concord arrive...

Does it have to? A point is a point for 5 seconds, if it allows you to make the lock and get that one point on, a throwaway might be all you need.

Or do points automatically end if the ship is destroyed?

The second that your tackler is killed his point dies with him. Of course, you're right that he's not going to die instantly, so maybe your heavy tackler can get there in time.  It's all getting a bit complicated by then.

Also, I've never suicide ganked in my life, just stolen the proceeds from the gankers, so I'm just spouting theory.  Slay, Nerf, Amarr etc are the pros.


Title: Re: Blockade Runner changes
Post by: TripleDES on November 01, 2008, 04:43:55 AM
Yeah, but flying a blockade runner, you're likely to carry valuable stuff. And in that case, you won't fly unattended. And furthermore, if you can fit a cloak, you will, and thus be virtually invisible all the time. At least when I quit, the transistion from jump to device cloak was seamless.

And for important chokepoints (including one jump before and ahead), you'll ideally would have created offgrid bookmarks that are above, below, behind and/or next to the gate, so that you either can warp in by-passing a bubble (i.e. coming in from behind) or scram the shortest path out of a bubble (since they usually extend in direction of the partner gate). At least that's how I did it.


Title: Re: Blockade Runner changes
Post by: Thrawn on November 01, 2008, 08:08:05 AM
Yeah, but flying a blockade runner, you're likely to carry valuable stuff. And in that case, you won't fly unattended.

Are we still talking high-sec here or 0.0?  :awesome_for_real:

Cause if we're talking high sec....you'd be amazed what people carry untanked and unattended.

http://f13.7mph.com/?a=kill_detail&kll_id=4492 (http://f13.7mph.com/?a=kill_detail&kll_id=4492)
http://f13.7mph.com/?a=kill_detail&kll_id=3775 (http://f13.7mph.com/?a=kill_detail&kll_id=3775)
http://f13.7mph.com/?a=kill_detail&kll_id=3759 (http://f13.7mph.com/?a=kill_detail&kll_id=3759)

etc....


Title: Re: Blockade Runner changes
Post by: Amarr HM on November 01, 2008, 10:13:07 AM
The Cov-op cloak on the BR gives you an advantage in 0.0 when you cloak and pulse MWD you go a lot faster making you hard to decloak so that's a good addition, the blackops ability was one I have seen suggested a lot on eve-o tis a good idea.

The +2 on the DST seems pretty handy for certain situations but I don't like the way it has a passive tank and active tank bonus they have limited mids/lows so in all cases one of those bonuses is gonna be wasted. I personally think it should be given dual cargo bonuses +5% for transport skill aswell cause currently the Itty V can out-cargo all of them.


Title: Re: Blockade Runner changes
Post by: IainC on November 01, 2008, 10:26:15 AM
The Itty V can outcargo all of them at the moment as well. You pay for that additional cargo capacity with paper thin armour and practically zero survivability. Ittys are great for moving high volume, low value stuff like minerals around Empire, not so great for anything you actually care about losing.


Title: Re: Blockade Runner changes
Post by: Amarr HM on November 01, 2008, 11:58:35 AM
Aye that's true but there should be more reason to train transport skill even if it was a 2% bonus I don't see the point in the active tanking bonus unless you were gonna rat in one with fighters assigned.


Title: Re: Blockade Runner changes
Post by: Pezzle on November 01, 2008, 02:22:07 PM
Maybe it makes you better at killing inties in 'battle' mode.  Really though, active tank bonus?  Meh