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Thread Statistics | Show CCP posts - 7 post(s) |

The Ginger Sith
Ministry of War Amarr Empire
8
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Posted - 2016.02.23 16:37:46 -
[1] - Quote
Morrigan LeSante wrote:Lucas Kell wrote:Morrigan LeSante wrote:You demonstrably can avoid all risk. The web alt jumps first. If you see a bumper on gate or on dscan and you jump anyway then hell mend you.
Dumb people != risk And then you see no bumper, so you jump through, get instalock suicide pointed then the bumper arrives on grid in seconds. Look, there's no such thing as being immune to ganking. The funny thing is, most people on your side of the fence used to cheer about how this was the case and how it should remain the case. Now they are going to make it marginally more costly, yest still incredibly viable to gank and all of a sudden that's not the case. Contrived much?  Also bullshit, by the way, an interceptor can't even cover 15+ AU that fast, never mind a bumping machariel, which then needs to get up to speed and actually bump. Plus you could always, you know, web said impossible machariel even if it could land. The people who die are those who do not take precautions, end of story. Careful pilots just don't die until they get complacent.
the bumper just have to be off grid and pre-aligned and fleeted with the sucide tackler or there is a ting called a cloaking device you may have heard of it. which is far less then 15+ au lol more like 600 km to 900 km depending on the grid this is called a tactical bookmark so simple to make. also not every machariel you see will be a bumper people mission in them people pvp in them people do incursions in them people doing incursions have to travel from old finish incursion to new incursions through the gank pipe and guess what they are gank targets too :P so u may be scared of someone who is even more scared of getting ganked then you are lol.
simple fact is there is no 100% guaranteed way to not be ganked and prolly never will be except for 1 NEVER UNDOCK! as many have stated ganking will only get marginaly more expensive and still be very viable and profitable just require a few more pilots and that will only be for when the target fits tank peopel will still go max cargo fits. gankers got their 15 k hp wrecks so for reals stop whining that it will take a few extra catalyst pilots to complete some of your ganks. |

The Ginger Sith
Ministry of War Amarr Empire
8
|
Posted - 2016.02.23 16:42:41 -
[2] - Quote
Lucas Kell wrote:Khan Wrenth wrote:Lucas Kell wrote:they will still never reach 100% safety. In this post, Lucas Kell finally understands EvE I've always understood EVE, though do not that while a freighter cannot achieve 100% safety, that doesn't mean 100% safety is always achievable. Most of my trade alts for example are 100% safe. Certain correctly fitted ships are 100% safe in highsec too, just not freighters.
only way to be 100% safe is to never undock an officer fit titan with max fleet boosts to tank can be ganked in high sec (if the situation was possible) even a 1.0 with enough numbers and bumpers holding it altho the system would require ccp to prolly dedicate 90% of all server resources + all test server resources to that 1 system to prevent a black hole from forming in the server room from the numbers that it would require lol.
the proof is in the burn jita and amarr events they gank even empty freighters and anything basicly that dares to fly that they can catch.
but for reals ganking is such a low risk/safe and profitable thing this wont change that it is about time a small marginal buff is thrown to the victims for a change. learn to adapt rather then complain. |

The Ginger Sith
Ministry of War Amarr Empire
8
|
Posted - 2016.02.25 20:18:47 -
[3] - Quote
baltec1 wrote:
Don't have to, just need to look at the stats of the new mod.
After we take into account the 33% resists added to ships we can see that the new DCU II will get 12.5% to shields, 15% to armour and 40% to structure. End result is... the same as we have now.
you need to learn how the hull resist from a damage control is even applied i don't have the exact math but the 33% and the 40% will not add up to 73% it will prolly be under the current 60% we get now. One example is when a marauder uses a damage control with bastion you do not get 30% + 60% instead of 90% you get something closer to 72%. some ships for some tasks will in many cases be better offer swapping the DCU II out for something that the pilot was already considering anyway. sure a vast majority of ships will still be using the DCU with very little change except a slight decrease in their hull ehp since the shield/armor portion isnt changing.
as for all this RFF stats applies to the general public that is like taking an alley that is a high traffic short cut for people during the day when its light out and lots around so criminals are afraid to do anything to late at night when its dark and very few around then the criminals jump and mug people passing through. same logic applies to RFF and the general freight population RFF just avoids the dangerous alley (gank pipes) when the gankers are active limits their cargo value and fits tank. this is actually simple logic that people employ in real life to avoid dangerous areas to protect their purse/wallet. so of course RFF lose less freighters it is called being smart. real life trucking routes of high value goods avoid areas where the risk of being hi-jacked is high hmm i wonder why they would do such a thing....
before you automatically use stats as a general application you should prolly realize that never works. |

The Ginger Sith
Ministry of War Amarr Empire
8
|
Posted - 2016.02.26 18:08:42 -
[4] - Quote
Teckos Pech wrote:baltec1 wrote:Teckos Pech wrote:
Note these are POST PATCH numbers from the OP. Maybe on the test server they have different numbers which could give you a different answer, but that formula is the correct one.
They have yet to be changed on the test server. DCU II as of right now on singularity is still 60% structure bonus. And I re-read the OP. They are going with a flat 33% resist so... Pre-patch with a DC II hull resists: 66%. Post-patch with a DC II hull resists: 59.8%. So, a 0.2% drop in hull EHP.
current DCU II is only 60% only way i know to get more is to use on marauder with bastion active as bastion gives 30% to hull combined with DCU II u get about 72% so post patch it will be 33% flat and DCU II will be 40% so how ever ccp does the math on that cause it deffo isn't accumulative :( |

The Ginger Sith
Ministry of War Amarr Empire
8
|
Posted - 2016.03.02 05:50:56 -
[5] - Quote
while attending the mass test on sisi i tested out the new DCU II
it seems they decided to set the static hull resist at 34% instead of 33% (could change tho)
when i added DCU II to any ship that allowed it the ship would sit at 61% the exception to this is the hecate while in defensive mode would go up to 74% and marauders in bastion would go up to 73% i think it was.
obelisk showed around 490,000 ehp with 3 x bulkhead.
faction/officer/deadspace dcu where untestable as they mearly added their names with no stats so i doubt they where even added to the loot drop table at the time i was on sisi.
the change looks interesting and looking forward to it we shall see how it plays out :P |
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