Black Ops: Times, they be a changin’

Posted: January 25, 2013 in Black Ops, Bridging, Strategy

So CCP Fozzie has graced us with some new changes for Black Ops. Are they good? Terrible? Let’s take a look:

  • Increase the base jump range of all Black Ops ships to 3.5 light years (equal to that of Titans)

This is clearly the most drastic change. There really isn’t much to comment on here 4.5 light years to 7.8 = amazing.

  • Reduce the mass multipler used for Covert Jump Portal fuel costs from 0.00000018 to 0.000000135 (Reduces the fuel cost of covert bridges by 25%)

This is a good change, but if I’m going to complain about anything – it’s this one. I have no real gripes about this, I just wish it scaled 1:1 with the increased jump range. i.e. the cost to send a Falcon to maximum bridge range today (4.5 LY) now equals the cost of sending it to the new max bridge range (7.8 LY).

I know that it isn’t realistic and is asking too much, but a true bittervet finds a reason to hate everything

  • Increase the fuel bay on all Black Ops to 1250m3 (25% increase)

A welcome addition. 6,666 isotopes were just never enough and having to rely on your cargohold even for solo stuff was the symptom of an obviously poor design choice.

  • Change the CPU requirements of Covops cloaks to 100 and change the bonus on coverts, recons and blockade runners to “-20% CPU needed for cloaks per level”. This means that cloaks will use the same CPU at level 5 (0) but the CPU use at lower levels is less crippling, making the use of these ships at less than level 4-5 more viable.

FANTASTIC. Those friends with pesky Recon Ships III are now actually useful.

  • Open up the use of Covert Cynosural Field Generators on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners. This means that the availability of covert cynos is consistent and simple. If you can jump through the bridge you can light the cyno.

I don’t really care about the blockade runner part of this since it really only has an effect on the Prowler. The T3 part is something I’m pretty scared about. Obviously they will make incredible Covert Cyno tacklers, and their ability to evade via nullifier and cloak is great – but I don’t love the idea of adding T3’s to the recon class of “always assume they have a cyno”. Oh well.

  • As a more neutral side effect that is still worth noting: the Combat and Attack Battlecruisers, as well as the Blockade Runners and Deep Space Transports, will now be in separate groups. This means anyone with custom overviews will need to add the new Attack Battlecruiser group and the new Blockade Runner group to their list of groups that show up on the overview. The default overviews will be adjusted automatically.

I read this a few times and considered whether he was leaving the door open for covert-capable battlecruisers.

Speculation/Conclusions

I believe this will lead to more dead Black Ops. (Obvious) I believe so for two reasons.

  1. Force projection is more viable with these changes, so we’ll see more people flying them. Just playing the simple odds of more ships in space, we’ll probably see more of them blown up
  2. With greater range projection, we’re dudes pushing farther than before. Mix an 87% increase in jump range with a 25% increase in fuel capacity and a 25% drop in jump mass costs and you get dudes running out of fuel. Very quickly. I’m exciting for the daring, “The gates are probably clear, just hoof it back” lossmail quotes.

We’ll see more cloaky T3’s preying on the weak and ignorant, which is always fun. Most of all though, these are really solid iterations and changes that are, on the whole, very necessary. For the love of god though, fix the goddamn SIN.

Comments
  1. Lukas Rox says:

    From Jita to as far as Tannolen / The Citadel or Crielere / Sinq Laison or Tama / The Citadel or Enden / Metropolis or Ragnarg / Metropolis. Impressive. With such range all you need is to buy a new black ops in Jita and you can jump to pretty much half a universe straight from there 😉

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