Archive for the ‘Bridging’ Category

Hi folks,

Hard to believe I wrote this guide over 4 years ago now. Nearly 200,000 guide views later, this site is still getting quite a bit of traffic. I know the post below spells this out pretty clear, but it begs reminding:

This guide was written in a different era of black ops combat in Eve. Jump range was terrible, fitting was tragic, jump fatigue was merely a twinkle in greyscale’s eyes and the MJD didn’t exist. If you do decide to read this guide, keep all of that in mind. The meta is different, the game has changed. Most of my instructions just don’t make sense in today’s Eve.

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.

Searching for Answers

Posted: September 4, 2011 in Bridging, EVE Online, Guide

For not posting much lately, this blog is still gets quite a few daily hits. I’m always interested to see what my site stats are up to — mostly search keywords.

I’m going to look at three of the most common search phrases that lead to my blog and do my best to answer what it is the phrase is looking for.

Without further ado:

  1. how long is the training for black ops in eve?

First off, if you’re even remotely interested about working out training times, EVEMON is a must have. It’s a great program for checking how long it takes to train for anything in the game, ships/skills/mods/prints.

Concerning getting into the ship and using the fits I’ve given in the past, I started with a fresh character to check the training time. With remapping your attributes and plugging in +5 implants, it will take ~200 days to train (aka 7 months). That’s quite a bit of training, but you probably have a lot of necessary support skills already trained up or nearly trained.

       2. black ops bridging in eve

Opening covert bridges is an essential part of being a Black Ops pilot. The whole idea behind bridging can be a bit confusing, so let’s walk through everything together.

First thing we need:

Jump Portal Generator Eve Online Black Ops
Jump Portal Generator – This takes up a high slot and is actually a “passive module”, which means that when you fit it, you don’t click on the module icon (Like a gun or MWD). It just exists — sort of like a shield extender or plate. (Remember, you need Astrometrics 5  to use this)

Once you’re in space,
right click on your capacitor and you’ll notice a “Bridge To” option above “Set Name”:
Bridge Black Ops EVE Online
Things to note about bridging and this image:
  1. The first thing you will notice, if you belong to an alliance that has Cyno Generators in multiple systems, you’ll have the option to bridge to any of the Cyno Generators your alliance has. *I blacked out the specific systems next to the words, but each option will usually region.  They will be listed like “HED-GP (Cynosural Generator Array)
  2. When somebody in your gang lights a cyno, it will appear at the top of this list showing their name and the system the cyno is in. An example: “Phatstabley (Rancer)
  3. Cynos and Cyno Generators will show up in this list, regardless of them being in range. Always make sure that you are in range of your intended destination – more on this soon.
  4. Notice how 3 spots above “Bridge To” is “Jump To” – Don’t mix these up.

Worst. News. Ever.

Next Step: Bridging and Fuel

Your hunter lights the cyno, you go to “Bridge To” and find the guy, you click on his name and a giant black cloud envelopes your ship. At this point the connection has been made between your Black Ops and the destination cyno.
  • Everyone who plans on jumping through needs to get within 2,500 meter of you (just like a gate), they need to right-click on your ship and choose the option to jump to the destination system.
  • Ships jumping through consume fuel from your fuel bay.
  • Opening the portal doesn’t consume any fuel
  • Your portal lasts 20 seconds
  • You can only portal people as far as you can possibly jump. If you only have Jump Drive Calibration IV you can jump 4 Light Years and bridge only 4 light years.
As your fleet members jump through, your fuel in the fuel bay will be consumed depending on what kind of ships go through, how they’re fit, and your Jump Fuel Conservation Level. Generally speaking, from lowest consumption to highest – Bombers > Transports > Recons > T3**. (If you’re bridging bombers, you can move a lot of them on one load of fuel, but it’s best to be near a can if you’re different flavors of ships. (Make sure nobody is MWD’ing to get in range of you, MWDs make a ship’s mass practically explode and it will consume a lot more fuel if they jump through with they’re MWD on)

**T3’s can only go through if they have the covert subsystem fit to their ship.

(end of bridging question…that was long, sorry)

       3.  fuel bay black ops

Black Ops Battleships have a dedicated fuel bay that is 1,000 m3. You can fill your fuel bay with 6,666 of your racial isotopes. Make sure to fill your empty cargo hold space with isotopes. Your fuel bay is similar to a cargo hold, you can open it in space and add more isotopes. (Like bridging, right click on your capacitor and choose “Fuel Bay” to access it)
A smart idea concerning your fuel bay. If you’ll be jumping around, have everybody coming on your gang bring some of your racial isotopes with them in any extra cargo hold space they have. When you jump in to the destination, drop a can and have people dump their fuel into it – mobile refueling without the transport!

——————-

That’s it for now.

No Black Ops last night, so nothing of any interest to report on my side. However, I would like to discuss being on the wrong end of a black ops drop.

The good thing about Covert Cynos is there are only a few ships they will be reasonably fit on. I’d venture to say that Nearly ~100% of all covert cynos are opened by a Recon or a Stealth Bomber. (With the higher percentage on the former)

Now any bomber can be fit with one, but it’s less likely due to their fragile nature. You can probably kill off a bomber before he’s able to bridge in the whole gang. This leaves most of the work for Recons. Even here, we can still narrow down the likely ships. Combat Recons (Curse/Rook/Lachesis/Huginn) are out of the question for this. You need to be cloaky-cloaky. So we’re left with–Falcon/Rapier/Pilgrim/Arazu. Much more often than not the ships used are the Rapier and Arazu.

Rapiers are great because of the web bonus. Long point + double web means they’re going to be able to engage from range and still pin the target down. The Arazu is great due to the range bonus to your point, but also for the fact that you can feasibly point 5 targets. Both of these ships can utilize their bonus while maintaining a decent tank–which is why they make better hunters than Falcons/Pilgrims, in general.

So on to some of the situational awareness you should have dealing with lone Recons. First off, Recons are a hugely preferable cyno ship because a standard cyno fit to it has a 50% reduction in activation time (5 minutes instead of 10). Secondly, for reasons just discussed, they make great hunters for Black Ops gangs.

Last night we had some alliance members chilling outside of station, in our “home” system, when a Rapier warps to the station and starts playing around with a friendly Cane and Hookbill. This is normal, neuts or reds will let you waste your ammo on them for a bit and then dock. However, the Rapier aggressed and put drones out.  Literally, this should have been an immediate red flag. An enemy Recon aggressing on a station with 75 people in system who are not friendly to him. Unless your camping a bubble, you’re not solo’ing in a Recon — sorry, you just don’t. Why waste the 150m isk to just die? The friendlies should have immediately moved out of range/warped/docked. Instead, they aggressed back and he was able to snag the Hookbill as he lit his cyno. In drops the gang and poof goes the Hookbill.

While solo Recons won’t always be cyno ships. Always be prepared for that when you run into one.

-P