Sunday, June 20, 2010

The Time Has Come to Talk of Many Things...

At very least, my lack of posts, my new mercenary corporations, and the upcoming 3.0 edition of the Beginners Guide to Piracy.

Before I say anything else, however, I want to give a (belated but heartfelt) congrats to Mynxee on not only getting elected to CSM but landing the chair... person? position as well. Looking foreward to seeing what you can do/suggest/guide as a CSM member. I really liked your platform, and if you can get even a tiny portion of your ideas to CCPs ears the game (and low sec in particular) will be better off for it. Good luck.

As for my rather low rate of blogging output, I have only meaningless excuses to offer (my internet was down, I was out of town for a while, etc.) and an apology to those few readers I have that actually want to read what I have to say on a regular basis. The truth is I simply haven't had much inspiration to write anything on top of the hour or two of daily work I've been putting into the piracy guide. In any case, I have been wanting to do some posting. I wanted to do a post theorycrafting teams for the alliance tourney, but I was unsure how to do it without giving away what my alliance plans on using for the next year or letting slip any information about the team we were hired to train.

Speaking of which, some of you may know that I have recently departed from the life of pure hardcore piracy. I ground up my security status over the course of several weeks before returning to empire to head up a new initiative for the Blood Money Cartel: The Hatchet Men mercenary corporation. I've been feeling for a while now that I need a bit of a change of scenery, and so far Hatchet Men has been exactly what I was looking for. In addition to providing a different species of PvP, it has also allowed me to begin expanding the Blood Money Cartel towards the original (and continuing) goal of the organization, namely becoming a robust criminal organization with strong branches in a wide variety of EVE PvP arenas.

Mercenary work has been an interesting and refreshing change from piracy. While the PvP itself is often far less interesting, (more along the lines of camping and ganking than daring solo work and fighting against the odds) the thrill of the hunt and the kill has been replaced by professional pride and the satisfaction of a job well done. In addition, unlike piracy, I actually get many opportunites to play with some of my more expensive toys without worrying about getting ganked or stuck in a gatecamp.

The Hatchet Men team so far has done an excellent job, with 100% efficiency on six out of eight of our combat contracts thus far (in addition to a 100% efficiency so far on our current contract). I'm extremely proud of my fledgling mercenary force, and our numbers and lethality are growing rapidly from the five members we started with a couple of months ago.

Shameless Advertising: If you are interested at all in hiring or joining Hatchet Men, our Merc post is Here,

and our recruitment is Here

I have still been engaging a bit in casual piracy, however, especially because Mercenary Work is not exactly the most daring PvP most of the time. I need my solo/small gang fix every once in a while. Unfortunately (or fortunately, depending on how you look at it,) Hatchet Men has been extremely busy with contracts, and I havn't had much time yet to do anything other than hunt and camp war targets.

In other news, I have been working hard on the new eddition of the Begginers Guide To Piracy (3.0), and plan on having it done with in a month or two from now. It is currently 65 pages at 9 point font, so it's been taking quite alot of work, but I am confident it will be worth the effort. I may be looking for some assistence editing and proofreading in the coming weeks; if you're interested in helping me, please leave a comment to that effect.


Good hunting,

-Skira

Monday, April 12, 2010

Deception and War: You tank fit your what?!

"All warfare is based on deception."

-Sun Tzu


On the battlefield in EVE, a commander has very little control over his enemies actions. For the most part, a fleet commander must focus on managing his own forces exclusively, having only the tools provided by electronics warfare modules and the changing tactical battlefield conditions to influence his opponents actions.

However, there are a few ways to shape the way your opponent reacts to your gang in your favor, in particular directing them to primary the wrong member of your group. If, for example, you found yourself facing a gang consisting of a Drake, a Hurricane and a Prophecy, the choice of primary target would seem obvious. Two of those ships are capable of equipping extremely powerful tanks, at the cost of firepower. One of them, however, is a high-damage, relatively low tank ship. Eliminating the Hurricane first would be prudent.

In this situation, you can easily tell an inept commander if he were to primary the drake. Wasting his firepower on a much slower to kill target at the onset of the fight ensures the enemy DPS remains on the field longer, allowing them the upper hand in attrition. Simply by seeing the ship composition of this gang, you can predict which ships a competent commander will shoot at first.

But what if that drake was a tackle and HAM fit gank drake, and the prophecy was likewise fitting blasters or pulse with plenty of damage mods, and the Hurricane was something more like the following:

[Hurricane, Tripple rep]

Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Medium Armor Repairer II
Medium Armor Repairer II

10MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
Medium Electrochemical Capacitor Booster I, Cap Booster 800
Medium Capacitor Booster II, Cap Booster 800

Armored Warfare Link - Passive Defense
'Arbalest' Rocket Launcher I, Caldari Navy Foxfire Rocket
Dual 180mm AutoCannon II, Republic Fleet Fusion M
Dual 180mm AutoCannon II, Republic Fleet Fusion M
Dual 180mm AutoCannon II, Republic Fleet Fusion M
Dual 180mm AutoCannon II, Republic Fleet Fusion M
Dual 180mm AutoCannon II, Republic Fleet Fusion M
Dual 180mm AutoCannon II, Republic Fleet Fusion M

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

Hammerhead II x1
Hobgoblin II x4

+ Standard Exile Booster


While this is far from the ideal use of the ship by itself, the ramifications of such a fitting should be clear. With the warfare link and exile booster this setup can resist about 650 dps, and overheat to almost 800 sustainable. Admitedly, this is no triple rep myrmidon or passive drake, but it’s a shockingly sturdy tank from a gank boat.

Almost any ship that would traditionally get primaried works in this role. When composing such a gang, try to make sure that the non-primary ships (things like Drakes and the like) have sufficient firepower to balance the overall attrition of the gang. HAM drakes with 3 or 4 BCUs work well, as do blaster prophecies and shield tanked + damage mod myrmidons.

Remember, also, the more tempting the “false primary” is, the more lax you can be in the choice of the other ships. For example:

[Vagabond, Tank]

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II

Large Shield Booster II
Invulnerability Field II
Invulnerability Field II
Medium Electrochemical Capacitor Booster I, Cap Booster 800

425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
'Arbalest' Rocket Launcher I, Caldari Navy Foxfire Rocket

Medium Core Defence Operational Solidifier I
Medium Anti-Kinetic Screen Reinforcer I

Warrior II x5

Something like this makes a particularly effective false primary. With Crystals and Blue Pill, this actually makes a surprisingly monstrous tank and gank boat, dealing over 640 dps and tanking over five hundred in return. It merely has to be careful of being volleyed as it has rather low EHP.

With such a vagabond in the gang, even T1 cruisers have a chance of not being primaried. The more lethal (and deceptive) the other ships in the gang, the better. Blaster Feroxes and Eagles, gank Damnations, you name it.

Now obviously, this is a trick to be used sparingly, especially if you tend to fight the same enemies. If you’re especially lucky, you might try a switch on a group of enemies you fight on a regular ocation, such as another local pirate group or the targets of your mercenary contract. Pull this trick two times in a row using the same set of ships. Then, if you suspect they’ve figured out your “ace in the hole”, switch back to normal setups for subsequent fight and see the effects. If you play your cards right, your enemy will rashly primary one of your heavily tanked ships, leaving you gank cane or deimos or whathaveyou untouched.

Bonus:

[Deimos, Megatankodoom]

Damage Control II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II
Medium Armor Repairer II
Medium Armor Repairer II

Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800
Small Capacitor Booster II, Navy Cap Booster 400
10MN MicroWarpdrive II

Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
Heavy Electron Blaster II, Caldari Navy Antimatter Charge M
[empty high slot]

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Hammerhead II x5

Just some food for thought.


-Skira

Tuesday, December 8, 2009

The Art of the Hurricane 3: Hurricane Basics

Other posts in this series:
Art of the Hurricane 1: Kiting Cane Setup
Art of the Hurricane 2: Kiting Cane Maneuvers

A corp mate of mine recently made a post on our forum asking about the basics of hurricane fitting:

"I'm working on getting a skill plan together that will get me into a Hurricane. I was looking at the 'Cane thread on this board but realized I have no idea which type works best and when, as I really have no idea how a 'cane is best flown, either solo or in small gang.

Can someone give some guidance on what I should use as a starting point for this? Also, what's considered minimal capabilities when it comes to flying a BC? I could fly the ship in just a few days, but I tend to prefer waiting until I can at least pack T2 guns. What else sets a 'basic' BC fit apart from an excellent fit?"

This prompted me to do something I've wanted to do for a while: Write an article about getting started on the Hurricane, and assessing the ship as a whole, not just one setup.


As such, here is my reply:


Minimal for a BC and minimum for a Hurricane are two different things. Hurricane has several advantages over other BCs, and several disadvantages.

Advantages:

Agility and Speed: Along with the Cyclone (which has the exact same mass/agility/speed) the Hurricane is the fastest and most nimble BC.

DPS: The Hurricane (especially with BC V, as it has a massive ship bonus) does an insane amount of DPS. With a 3 damage mod fit, you can get more DPS than any other battlecruiser save the brutix (which only gets about 50 dps more, and sacrifices tank AND mids to do so).

Range/Damage Versatility: Hurricanes use Autocannons (Arty cane’s make me cry, except for 0.0 but obviously that’s not my thing). ACs have a few large advantages over other races guns, the main one being versatility (especially since the Dominion ammo and tier changes). ACs can have extreme range advantages via Barrage ammo, outranging high-damage blasters and non-scorch fit lasers, OR they can have in-your-face, brutal melting firepower with Republic Fleet Fusion, EMP and PP (all of which do the same damage now). As an added advantage, the close range ammo’s each deal a different, single primary damage type: Fusion deals Explosive, EMP does EM, and Phased Plasma does Thermal.

This means a Hurricane pilot with a good knowledge of ships and fittings can hot-switch ammo types to be dealing the best damage for almost any situation, all while dealing the highest possible damage for the gun type, or they can switch to long range ammo and STILL deal good damage (Barrage does the DPS of T1 PP/EMP/Fusion) while kiting foes.

Its allotment of 4 light drones + 1 Medium drone means it is almost immune to frigates as well (t1, at least) and gives a bit of extra mobile DPS to scrap off frail tacklers.

Fitting Versatility/Unpredictability: Hurricanes can (and often are) fit to shield or armor tank, active or buffer tank, arty or AC, missiles or neuts, tackle or speed/buffer, speed or face melt… and on the list goes. Most opponents will guess you are fit to either A: Sit up close and face melt with an armor tank or B: Kite like a Vagabond with a shield tank, but they can never possible nail down your exact fit until you give them a killboard link or a killmail. Opponents can be expected to fit the wrong ammo types, incorrectly guess your tackle or tank power and/or type, and misunderstand your ideal tactical environment.

Capacitor: The Hurricane is very robust and cap stable, and most fits can afford to add a capacitor booster as well. Coupled with the fact that the Hurricane’s guns use no cap, many fitting possibilities become apparent (neuts, active tank, etc).

Disadvantages:

Flimsy Tank: Even with a full tank fit, the Hurricane cannot really be called a champion tanker (not for PvP anyways: there’s a very solid passive shield tank that hogs all the mids and most lows that works for ratting and missioning) It has less EHP than comparable Caldari and Amarr BCs and lacks both the resist bonuses of either and the boost bonuses of its little cousin the Cyclone or the Gallente Rep bonuses. It has a generous helping of low slots, but without a tank bonus (and without a non-low slot dependant weapon system like the Myrmidon) it cannot really utilize a full-power armor tank without giving up all of its other advantages. Its 4 mid slots means it is pretty much limited to buffer tanks if you shield tank it, and if you do so you give up valuable tackle and/or utility modules.

High Priority: Every knows the Hurricane is a powerful gunboat, and usually packs a light tank. As such, good FCs will often call you as primary in fights, and people without much PvP ability (or flimsy ships) know to give you a wide berth.

Ultra-Focused: Although an opponent has no way of knowing the style of your fit before a fight, the AC PvP hurricane only does two broad roles well: Close range Gank or Mid-Range kiting. Each of these two types of cane fits has a HUGE vulnerability to the converse style of fighting: Kiters are vulnerable if they’re caught by close-range ships, and Gankers are either slow or lacking in tackle (armor/shield buffered) and can be easily kited to death.


Attempts to cover EVERY base and fly a swiss-army knife ship often end in disaster.

This is also somewhat true of the ammo types: You can fit to kill armor tanks, fit to kill shield tanks or fit to be mediocre against either, but you can’t fit to be GOOD vs everything, and if you have EMP fit to kill an Eagle and a myrm drops out of warp on you; god help you. It’s either a 10 second switch in which you’re not hurting anything or a huge DPS loss from the poor damage type. Same goes for Barrage: If you’re kiting and suddenly the Ferox you’ve been fighting overheats its faction web and sinks its teeth into you, it simply isn’t an option to try and switch to EMP before he gets into blaster range; you’ve just got to run with what you’ve got.

Skill Point Minimums:

The Hurricane only does its brutally dominant DPS if you have good gunnery skills and T2 guns, and Battlecruisers trained reasonably high (this ship benefits more from BC 5 than any other battlecruiser, IMO, due to the ungodly huge damage bonus). BC 4 is minimum, as is Rapid Fire 4 (5 ASAP), T2 Drones, Drone Interfacing 4, Surgical Strike 4 and all gunnery support skills to 4 (save maybe Sharpshooter, though it does help the close range fit somewhat). T2 AC’s are also bare minimum for competency, as Barrage ammo + the increased DPS are integral to this ship no matter what your fit. Engineering 5, Electronics 5, and Advanced Weapon Upgrades 3 (4 for preference) are also a minimum.

In terms of Mobility, all Navigation skills at 4 is bare minimum, with Navigation 5 being a highly advised support skill.

In terms of tank skills, though, this is the one battlecruiser for whom T2 tank is not a priority. While T2 Armor Reps are required if you’re going to run a dual rep fit, Hull Upgrades 4 does fine for armor tanks. Armor comp skills are only moderately helpful as well, as a good hurricane fit will have (at most) a single EANM. If you plan on using a shield buffer (more on that later) definitely invest time in Large Shield Extender IIs and shield rigging skills, but otherwise don’t stress over the tank skills. Note that I am not at all saying tank skills aren’t helpful on the cane, but that for bare competency your time and SP is best spent elsewhere.

Rigs are also essential: Invest in Projectile, Armor, Shield, and Astronautics rigging, in that order. If you have the time, get Projectile Rigging to 4, the bonus in terms of fitting is incredibly helpful (for Kiting canes).

In terms of “Best,” the jury is really out on that one. I fly three different Hurricane fits, and each of them works best in a different situation. It really depends on you fighting style, what you want to do with the ship, and where/who you are fighting. Instead of trying to preach a single best, I’ll provide you with all of the options and give you detailed info about them (plus my opinions of each).

As I’ve said earlier in this post, Hurricane fits fall into two major catagories:

Close Range/Gankers and Mid-Range/Kiters

Which can further be broken down into three tank catagories:

Active Armor, Passive Armor, and Passive Shield.

This gives us six general Hurricane fitting catagories (of which one is a complete dead-end: passive armor kiters fail). This can be further diversified when you consider cap booster vs heavy tackle fit, neuts vs missiles vs warfare links, etc, but for now we’ll keep it at five varieties.

1: Gankers: Close Range Fits

Gankers are what I call close-range Hurricane setups designed to fight from inside of web range, taking maximum advantage of the ship’s heavy DPS. (I will ignore “Tank fits” as they suck on this ship, as already discussed). I will list all three of these setups with their respective stats, then discuss the three in comparison to each other (and the general advantages/disadvantages of Gank cane fits) at the end. (Stats will be calculated with all lvl 5 skills and no implants)

SETUP 1: [ MAR ]

[Hurricane, Skira's Dual MAR Gank]
Medium Armor Repairer II
Medium Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II
Gyrostabilizer II
Gyrostabilizer II

10MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
X5 Prototype I Engine Enervator
Medium Electrochemical Capacitor Booster I, Cap Booster 800

425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
Heavy Missile Launcher II, Havoc Fury Heavy Missile
Heavy Missile Launcher II, Havoc Fury Heavy Missile

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


Hobgoblin II x4
Hammerhead II x1

Stats:
DPS: 724 (806 overheated)
Speed: 1,157ms (1,645ms overheated)
Tank: 253 DR (active rep) and 33k EHP (314 rep overheated, can be further increased by exile booster)
Tackle: Scram + Single Web
Kiting Vulnerability: Medium-Low (Barrage + 425mm falloff + heavies and drones means this can chase off most kiters, but likely not catch them)


Description: The classic cookie-cutter cane setup modified slightly by yours truly. Focus is on gank and maintaining dual active tank. Without Advanced Weapon Upgrades 5, you need to downgrade one of the 425mms to a 220mm (or drop heavies to Assault launchers)

Setup 2: [ PLATE ]

[Hurricane, Skira’s Passive Armor Gank]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

10MN MicroWarpdrive I
Faint Epsilon Warp Scrambler I
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
Heavy Missile Launcher II, Havoc Fury Heavy Missile
Heavy Missile Launcher II, Havoc Fury Heavy Missile

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


Hammerhead II x1
Hobgoblin II x4

Stats:
DPS: 792 (885 overheated)
Speed: 1,025ms (1,445ms overheated)
Tank: No active, 58k EHP
Tackle: Scram + Dual Web
Kiting Vulnerability: Medium (while this has the same capability to chase off Kiters as the Dual MAR, it lacks mobility due to the plate, and if the enemy can avoid your fire, the lack of rep means you can be slowly bled to death)

Description: Classic passive armor tank with a strong focus on DPS and tackle. It is slow and the mobility is poor, but if it DOES latch onto you, there is no escaping. Like the above setup, it requires AWU 5, and you can modify it for AWU 4 by either dropping a 425 to a 220 or by dropping the Heavies to Assault launchers. (This setup also does pretty okay with just an Adaptive Plating II in lieu of the EANM)

Setup 3 : [ SHIELD ]

[Hurricane, Skira’s Passive Shield Gank]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Overdrive Injector System II
Damage Control II

10MN MicroWarpdrive I
Faint Epsilon Warp Scrambler I
Large Shield Extender II
Large Shield Extender II

425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
Heavy Assault Missile Launcher II, Caldari Navy Torrent Assault Missile
Heavy Assault Missile Launcher II, Caldari Navy Torrent Assault Missile

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Hammerhead II x1
Hobgoblin II x4

Stats:
DPS: 800 (892 overheated)
Speed: 1,475ms (2,095ms overheated)
Tank: No active, 50k EHP
Tackle: Scram
Kiting Vulnerability: Non-existent (Hell, drop the shield extenders to best named so you can fit a warp disruptor II, use barrage and javelin and it IS a kiting setup)

Description: The Vaga-Cane modified for close range. I’ve seen several people using this setup lately, and it got a bit of a boost in dominion. I’m not a fan of HAMs, but they work well here. This setup does not require AWU 5, but works best with good shield skills.


Stat Comparison Chart:

DPS: MAR: 724 PLATE: 792 SHIELD: 800
Speed: MAR: 1,157 PLATE: 1,025 SHIELD: 1,475
Tank: MAR: 253 DR + 33k EHP PLATE: 58k EHP SHIELD: 50k EHP
Tackle: MAR: Medium PLATE: High SHIELD: Low or Very Low (Scram or Disruptor)
Kiting Vulnerability: MAR: Medium-Low PLATE: Medium SHIELD: N/A


In-depth discussion of the three:

MAR Tank:

Advantages:

This is probably the most versatile of the three setups, and it has the strongest tank of the three by a good measure. It has all the advantages inherent to active tanks (the ability to “bounce back”, overheating your tank, sustainability over a long roam, etc) and it also strikes a happy medium between extreme tackle with low mobility and extreme mobility with low tackle. Its cap booster makes it somewhat resistant to cap warfare (though with a dual MAR tank neuts will still hurt).

Disadvantages:

Of the three, this one has the lowest DPS. While it is still a lethal ganker, it isn’t quite as brutal as the other two. The dual MAR tank leaves little room for error, and if you’re heavily neuted or out of cap booster you’ll run into some serious problems tanking. Carrying cap booster for a roam can also be a pain logistically, and the “sustainability” factor of an active tank can be severely diminished by the consumption of cap booster. In addition, minmatar (especially gank fit) have to tote around a good four or five types of ammo to be truly effective, and on a ganker like this you’d want to bring along various missiles as well. This tends to cramp the cargo hold, leaving you a booster or three short compared to other active tanked BCs.

It is also the most skill intensive by far of the three setups, requiring excellent fitting skills, tank skills (though it works okay with an Adaptive Plate II/T1 EANM, the good tank skills do make a difference) AND good missile skills (as a very large part of its DPS is the T2 missiles) to work correctly. Being the most cap reliant of the three by a good measure, it also takes good cap support skills to work.

Plate Buffer:

Advantages:

Extreme DPS and extremely strong tackle in one package. While it is slow for a Hurricane, it is still faster than the vast majority of other BCs, and with it’s very strong tackle it grab on to ships and pin them in place. The dual webs also help the DPS on clever missile boats and drone boats that try to orbit you up close, and allow you to easily slaughter T1 and T2 frigates foolish enough to come into your range. With a complete lack of cap reliance, you don’t have to think about your tank or cap at all: Simply get in range and turn on the guns, and the lack of micromanagement can be extremely attractive. Although it takes good fitting skills to max out, you can fly this ship with lower fitting skills to almost the same effect by dropping the heavies to Assault launchers (not HAMs, Assault Launchers), and the T2 EANM is more of a formality; it only makes a 2k EHP differences from a T1.

Overall, it is the easiest to get into both SP and piloting wise of these three setups.

Disadvantages:

Speed, agility, and lack of active tank spring to mind. I remember flying a similar fit to this one into a fight with a lot of frigates: I destroyed two interceptors and a recon, but still had to flee the field from a single stealth bomber as my buffer was simply exhausted. You can fight hard, and for a long time, but when your tank is gone, it’s gone. There’s no way to bounce it back without going to a station or an RR friend. Lack of mobility make it somewhat vulnerable to the longer ranged and faster kiters such as Recon ships and vagabonds. And although it is not cap reliant, beware Curses: without cap, you lose ALL mobility and simply must sit and wait for death.

Shield Buffer:

Advantages:

Extreme mobility to go with your firepower, mostly. Not to mention the Tracking Enhancer makes you much more effective at chasing off or killing kiters, and, as I mentioned, this is basically a tank + close range version of the kiting “vagacane” setup. If you fit it with the Warp Disruptor, you have a ship that both kites AND close in ganks, albeit without quite the true mobility of a dedicated kiter or the power of close-range tackle for ganking. This setup is especially strong in gangs, where your lack of tackle isn’t a problem and you can capitalize on your raw power and mobility. It also has a bit of a hidden advantage: when 1v1ing, especially vs other minmatar, your enemy will often assume you’re armor tanking and fit the wrong ammo type (and/or drone type) giving you a huge tank advantage. Also, although its not active tanked, your shield will regenerate between fights, giving you a bit of the “active” sustainability.

Weaknesses:

With its extremely soft tackle you will have a hard time with fast tacklers, AFs, Ceptors etc, and you will lose some ABing prey to warp outs. Despite your speed, your range control ability is low, and if you aren’t fitting the right ammo types when you begin a fight with a kiter you can expect to lose or at least take a pounding before pulling ahead. This setup is also extremely vulnerable to EMP fitting minmatar and to Amarr ships in general, which makes its list of viable targets a bit shorter than the other two setups. And like the Plate cane, it might not need cap for much, but if its cap is completely drained it can’t move or tackle and it has no way of regaining it.


Summary:

Each of these setups has its strengths and weaknesses, and overall I think they come out just about even. My personal favorite is the passive armor fit, but I have an AB fit Shield Gank Cane in my hanger for mission busting (I like the added speed for getting in range to tackle a missioner, and the lack of hard tackle is less of a problem in a MWD free environment (and one in which other PvPers are less likely to intrude). The MAR tank is a very strong version of this setup, but its extremely high demands in terms of SP means its only good if you have every single one of the various elements maxed out (Drones, tank, cap, mobility, missiles, and fitting) to make it an equal (or better, depending on your tastes) choice than the other two. I’m also biased on the armor cane, because I fit a Skirmish Warfare Link: Interdiction Maneuvers on it, and I have a full snake set, offsetting its mobility by making me 200ms faster and giving me vastly more tackle range, so I rarely feel its disadvantages.


2: Kiters: Medium-Ranged Fits


When it comes to Kiting canes, there are just about two choices: Vagacane (slightly refit version of the shield fit above) that would look something like:


[Hurricane, Vagacane]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Overdrive Injector System II
Damage Control II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Warp Disruptor II
Large F-S9 Regolith Shield Induction
Large F-S9 Regolith Shield Induction

425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
Heavy Missile Launcher II, Havoc Fury Heavy Missile
Heavy Missile Launcher II, Havoc Fury Heavy Missile

Medium Projectile Ambit Extension I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Hammerhead II x1
Hobgoblin II x4

Basically, this is an “orbit at 14-19km and bombard them and GTFO if they blob” setup. You can maximize the GTFO by fitting speed rigs instead of the shield ones, but that does make you more vulnerable to drones and missiles. I think this setup does pretty well, and the DPS is very solid, but I personally think the lack of cap stability and active tank is too much of a hindrance for a kiter. For my take on the kiting cane with a dual MAR (and a summary of kiting in general) go read my first Art of the Hurricane post here:

http://kokuryupirate.blogspot.com/2009/11/art-of-hurricane-1-kiting-cane-setup.html

Obviously a passive plate Hurricane is too slow and unwieldy to use as a kiter.


Kiting vs Gank:

Kiting with the hurricane tends to take higher SP, good implants, and better skills than straight up gank, and kiting setups tend to be a bit weaker in direct combat, meaning your list of possible targets is reduced somewhat. However, unlike close range setups, if shit hits the fan and 30 people drop on you, you are well outside of tackle range and can make a run for it without having to first kill or disentangle yourself from your current target. This means kiters, ideally, make better solo ships than close-range gankers. However, a skilled and dedicated kiter can bring some extremely solid DPS to a gang, can serve an interceptor-like fast tackle role, and makes excellent anti-support (as they can zoom off and harass a falcon or guardian without disentangling from tacklers).

Basically, it all comes down to what you want to fly and the situations you think you’ll be encountering. Gank setups are stronger in 1v1s, and better for killing hard targets, but kiters are safer and more capable of escaping from camps and blobs. As with almost all things in EVE, what you fit and train for in terms of Hurricane setups is up to taste and situation. Experiment a little, find what you like doing with the ship, and then focus on that.

Or, be like me, and have one of every setup you like in your hanger and try and fly them all. Whatever floats your boat… or, er, your Battlecruiser.

-Skria Ranos

PS: For the curious, the actual Gank setup I personally fly looks like this:

[Hurricane, gank-o-cane]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Dread Guristas Warp Scrambler
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

'Arbalest' Rocket Launcher I, Caldari Navy Foxfire Rocket
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
425mm AutoCannon II, Republic Fleet Fusion M
220mm Vulcan AutoCannon II, Republic Fleet Fusion M
Skirmish Warfare Link - Interdiction Maneuvers

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


Hammerhead II x1
Hobgoblin II x4

And I was planning on making a post talking about it more in depth later this week.

Monday, November 30, 2009

The Art of the Hurricane 2: Kiting Cane Maneuvering

Other posts in this series:
Art of the Hurricane 1: Kiting Cane Setup
Art of the Hurricane 3: Hurricane Basics

In this article I will be discussing piloting tricks with regards to my Kiting Hurricane setup (see Art of the Hurricane 1)


The fit is as follows:

[Hurricane, Skira Ranos Kiting]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II

Y-T8 Overcharged Hydrocarbon I Microwarpdrive
Warp Disruptor II
Shadow Serpentis Stasis Webifier
Medium Electrochemical Capacitor Booster I, Cap Booster 800

Skirmish Warfare Link - Interdiction Maneuvers
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
Small Energy Neutralizer II

Medium Projectile Ambit Extension I
Medium Projectile Ambit Extension II
Medium Ancillary Current Router I


Hammerhead II x1
Hobgoblin II x4

Some numbers: (with my skills/implants and with a single syth exile and sooth sayer used)


Speed: 1,480 Overheated: 2,090

Mobility (180 degree align): 7.8 seconds MWD on: 11 seconds

Tank: 120 DR 28k EHP Overheated: 155 DR 28k EHP

DPS: 600 dps Overheated: 676

Optimal: 2,760m (2.7km) Falloff: 24,500m (24.5km)

Warp Disruptor: 31km Overheated: 37.6km

Web: 17.1km Overheated: 21.6km


Before we get into more specific tactics, we should go over the baseline. First, and most importantly, is the issue of engagement range. This is a kiter, so the entire idea is to be well within 28km disruptor range but outside of the 13km range of an overheated web. When I initially used this setup, I flew at about 16-17km (which is ideal range for gun damage; with 2.7 optimal 24.5 falloff, you get 85-90% gun damage at 16.5km. Any farther and you start taking a large gun damage hit) This was also a cautious range, giving me a nice 3km buffer in case of someone surging forward to get into web range.

Unfortunately, I found that with the enhanced web range people were often dipping in and out of my web, somewhat nullifying its usefulness. Now, I set my orbit a bit lower: 15km. This seems to keep me between 15 and 16 km of a target, guaranteeing my web will always be on them and providing a speed buffer. This also ensures that, despite being in falloff, I'm at the top edge of the falloff curve and am dealing about 90-95% of my gun damage, maximizing the gank and GTFO role.

Orbiting

A oft-repeated adage among kiters and ceptor pilots is that "orbit function is for noobs." Another comment I hear from those that KILL kiters is "he/she was a tard that only knew how to use orbit". While I understand where both of these sentiments come from, I somewhat disagree. Orbit is THE SINGLE MOST useful tool in a kiters maneuvering arsenal, but you have to understand how it works and not rely on it too much.

Orbiting works as follows. When you click the orbit button on a target, the game looks to see if you are closer or farther away from the target than the orbit amount.

From INSIDE orbit range: If closer, your ship will flip until it is facing DIRECTLY away from your foe outwards, then go to full speed burn until it acheives the desired range, at which point your ship will turn and try and curve into the orbit circle.

This has some unintended side effects: first, most ships do not turn on a dime (especially a big fat battlecruiser.) If you pull range AWAY using the orbit function, expect to get "flung" extremely wide by the mommentum of your MWD boost, and your ship will spend quite a bit of time floundering around outside of 20km to get back into orbit range.

Example: You warp into a fight and land 0km from your intended target. You hit the "orbit" function on him (pre-set to 15km) and turn on your MWD.

Your ship turns away from your target, spinning 180 degrees (taking a full 11 seconds to due so due to your MWD-lowered agility) then accelerates to full speed in a straight line away from your target. You reach 15km from your foe, but you MWD is at full speed and your ships agility is at a low 11s, so your ship attempts to turn into orbit against the full force of your mommentum. You begin to decelerate, but too slowly: your ship continues to fly outwards, reaching 22km before it slows down and manages to re-orient itself. This problem can be even more intense if your foe is moving away from you.

If you are OUTSIDE your intended orbit range when you hit the button, something much more manageable happens. Your ship picks a side (probably based on ship facing) and begins to move towards a point 15km away from your foe off to one side or the other, smoothly sliding into the orbit circle as soon as it hits that point in a gentle curve. This is extremely easy to manage, and a highly advised way to "aproach" targets who are outside your orbit range.

It does, however, have one disadvantage: since your ship begins to head to a point some 15km away from your foe to one side, the speed of your aproach is a bit lower than if you used the "aproach" function (as the shortest distance between two points is a straight line). As such, I've developed a sort of a rule of thumb:

If I warp in 28km or farther from a target, I will hit approach, then hit orbit once I am inside of 22km. If I warp in closer than 28km, I'll hit orbit first. And if I warp in right on top of them, I don't hit orbit OR approach, but manually accelerate straight forward, then hit orbit when I reach 10km (and turn off my MWD at that point).

This is helped immensly by this setup's long-range tackle. Since you can guarantee a point within 32km (as long as you're quick on the draw with overheating and ALWAY remember to have your link onlined). Thus, you can focus on staying in gun range and not worry so much about tackle. Generally, your DPS takes the biggest hit at around 22km. If you're outside of 21km, you're losing a vast amount of your DPS (45%+) to falloff. Under 20km, you're dealing most/almost all of your dps. So the ideal fighting range is between 20 and 15, with 15 being the ideal low orbit. Since your mommentum tends to fling a bit wide in orbit, 15km is a good range.

Advanced Maneuvering: Counter-Kiters

Once your enemy realizes you're kiting them, an inteligent PvPer can be expected to try a few things:

1: Run-and-Reverse.

The classic way of getting a kiter into tackle range takes advantage of the problems inherent in the orbit and approach functions. The player attempting to get you will do the following: They will align in one direction with their engines on full burn but their speed mod off. Then, when your orbit puts you at the farthest point behind their vector, they will gun an overheated MWD cycle. This will cause your ship to turn after them to maintain orbit range, lowering your angular to 0 and causing your ship to acclerate directly towards the opponent. As soon as they reach a bit of range on you (20-22km away) they will cut the MWD, then hit the approach button on you and turn the MWD back on overheated. This means your ship is aligned DIRECTLY toward them, nose to nose, and your ship is trying to get into range of them. All the while, they're gunning towards you at max speed.

In an ideal situation for the counter-kiter, your ship will realize its "mistake" at around 15km (your orbit) and try to turn around to gain range (remember how ships try and gain orbit range?) spinning 180 degrees with your MWD at full burn. Now, as we know, a slow kiter like the hurricane takes a full 11 seconds to flip 180 degrees around. Thats 11 seconds where you are under 15km and not gaining range on your foe. Thats plenty of time for your enemy to close to under 13km and get you webbed, and even to get under 10km and have you warp scrambled (a death sentence.)

I've personally used this trick on Vagabonds, Interceptors, Zealots... you name it. If the kiter is caught unaware and does not know how to deal with the situation, things can get very bad very quick for them.

First off, this hurricane is somewhat less vulnerable to it than your average kiter. Since you can keep your foe webbed out to 21km, its very difficult for an opponent to gain a bit of a speed advantage on you for any length of time. But supposing they do pull it off, there are several ways to deal with it.

First off, the wide orbit trick. If you see a foe pulling this trick, and you find yourself outside of 20km, immediately set orbit to 20km on them. Your ship will make a hard turn and try and acheive the wider orbit instead of maintaining the nigh direct angle towards the opponent. This will cause you to curve into range instead of going in a straight line, maxmizing your speed advantage instead of losing your mobility. Once they pull their attempt and try and get your in range, web them again and hit 15km orbit. Your ship will gently curve to the lower orbit, never once forming the vulnerable straight line towards your foe.

Second, the low-arc trick (or the Matador trick). When you see them trying this, turn off your MWD. Be very careful you have not misjudged your opponent before trying this one though, if he's simply trying to run away you may be giving him exactly what he wanted. Wait till your opponent gets to about 25km, then hit approach on him. As you close range, turn on your MWD and hit your obit button. Your ship will make a sharp turn and attempt to establish an orbit, turning off to the side of his "return" bull rush attempt and diverting around, like a matador side-stepping and waving the red cape. Web him as soon as you can and continue the fight as usual. This later trick is my personal standard one, and although it is somewhat riskier and requires a lighter touch, its more effective at keeping up the DPS pressure on the enemy.

1: Persistent Burn

Another common and oft-effective counter kiter trick is the persistent burn. In this one, the opponent strives to use attrition to wear down your cap and eventually cause you to slip up. Your foe will click approach on you, turn on their MWD, and just leave it there. This will cause your ship to make a hard turn away from them, keeping up a 0 angular burn away. Eventually, your opponent hopes you will slip up and let you MWD drop, giving them a mommentary speed advantage. This is exceptionally effective when used by myrmidons, other hurricanes, and harbingers, as the raw attrition they put out in terms of DPS is enough to force you to micromanage your cap the whole fight. As an added advantage for you enemy, this means you will be slipping just under orbit the whole fight, giving them a bit of DPS on you with guns.

How to deal with this? Cheifly, out micro them. With all your mods save neuts on full burn, you can keep going indefinitely. Since you can usually tank your foe fine, just sit there with all mods online and wait for them to crack. You also will have a web on them the whole time, reducing the effectiveness of their attrition. I find that foes usually give up this trick quickly when it doesn't produce results and just sit still and wait for death.

Another way to deal with it that works especially well vs drone boats is to set a wider orbit. Orbit them at 17 or 20km, well outside enemy guns, and keep your MWD burning. This tactic is designed to wear the enemy down the way they are attempting with you: keep up the presure by shooting them and/or their drones while you orbit, breaking their DPS and their spirit while they watch you dance around outside of their range like an irritating, machine-gun toting sprite. The main disadvantage is that it leaves you somewhat open to the other anti-kiter tricks, as you can't keep your web on them to maintain your speed superiority cleanly. Remember to watch their speed like a hawk, and if the have a sudden burst of high speed remember to overheat.


That's it for now. Check back next time for combat tactics vs specific ships and gangs.

PS: Please comment with any suggestions or requests on what you would like to hear about pertaining to this ship. I have a lot to say on the subject, and I don't always know what bits people want to hear. Thank for reading!

Saturday, November 28, 2009

Videos!

So first off, I'd like to take a minute to express my love for a PvP video I was recently directed to:

Mind Games

It rocked my socks off. Largely consisting of solo and duo battlecruiser PvP, and some of the most obscene odds you've ever seen. This is how you do it. Splitting people up, misdirecting foes onto the wrong primary (paper tank HAM drake + tripple rep myrm for example) you name it. Some of the best piracy/skirmish warfare I've seen in a long time.

Not, however, the most epic EVE vid of all time (sorry Endless). That honor goes to

The Dominion Trailer

So, much, sexiness. HOLY FUCK!

Best trailer for EVE ever. I think this does an incredible job of representing the tactical environment of EVE, and the epicness of eve combat.

And the Russian commander has a sexy voice. And yes, I'm male and straight, but god damn I wish I had that voice. Fucking amazing.

>end rant.

Sunday, November 22, 2009

The Logic of Honor

I often have a hard time convincing people to 1v1 me or to trust my word during a ransom attempt. Despite being the executor of a pirate cartel that is exceptionally well known for our honor, and despite how illogical it would be for me as a career pirate to violate such agreement, still the average EVE pilot will not trust me. Even other PvPers will rarely concede ransom money or agree to a 1v1, and I usually have to spent fifteen minutes or so chatting with someone, weedling and persuading them to do it.

Why, you might ask, is this a problem? And why did it get to be this way?

Before getting into the causes of this epidemic of mistrust, I will talk a minute about why it is in my personal and professional best interests to be “honorable” –which is to say, trustworthy– in behavior.

I am a career pirate. Though I have other means of making isk, I rarely take advantage of them. I make isk and cover my loses almost exclusively through my actions as a pirate. I do this because it’s fun, and it is a challenge. I only play games that challenge me, and I’ve gotten to the point in EVE where simply getting kills is easy. If I was only playing for kills, I’d join a blobbing pirate corp like Beyond Divinity and never leave my battleship, hot-dropping people with motherships and carriers whenever outnumbered. Once again I stress that there is nothing wrong with this way of playing, merely that I don’t personally enjoy it. I simply do not find this style challenging.

Making isk as a cutthroat, however, is a challenge. In a game of eat or be eaten, flying without the assurance of big blob backup, earning (and more importantly, keeping) isk is very difficult. Every time you lose a ship, you have an isk deficit you need to make up before you can start earning isk again. Every time you engage in a fight, you have to weigh the potential gain vs the potential loss, and figure out if you can afford it. Even worse, I have (as you may know if you’ve read my post on my kiting cane fit) very expensive taste in ships and fittings. When you fly a ship that costs 90m to lose (after insurance) into a fight, and a 150m Recon(that’s about the cost of one of my rapiers, fully fit) at the same time on your other screen, you need to be exceptionally cautious.

If you can avoid losing too much money, the issue of earning more comes into play. A fully T2 fit HAC or BC usually drops between 5m and 20m in items when it explodes (including T2 drones and faction ammo). That estimate comes before the slightly reduced buy order prices I often end up settling for, and then you have to split the earnings with any gang members. Earning money merely from loot is thus only a small part of being a career pirate. Loot just about pays for my ammo and repairs, but unless I luck out and someone drops a fancy faction mod, they don’t pay for new ships or replacements (though looted mods that I can use, such as DCU IIs, T2 Drones and T2 ACs do reduce the cost of new ships).

For positive isk flow, you need to ransom or camp. While the occasional gatecamp can be fun, I find that it largely falls into the “blob the hell out of them” category of play, and I only do it when I’m really bored and have a fully fit out battleship laying around. So that leaves ransoms. Old-School pirate ransoming has somewhat gone out of style in EVE. Many pirates reason “if you’re willing to pay for your ship, you must have something worth losing!” Still others will ransom then blow the opponent up anyway, figuring they just got paid twice for the kill.

This post is largely about the self-defeating logic of the second type, but I will briefly talk about the first while I’m at it. First off, whenever you blow up a ship, financially you’re throwing the dice. What if the opponent was all T1 fit? What if all the expensive modules pop and you’re left with a named small blaster and some ammo (or worse, he has a single faction mod and it gets popped). Conversely, what if the victim is faction fit, and your ransom earns you less isk than you could have gained?

First off, when you pop a foe, only about 10-30% of the modules survive. This is an automatic cut in possible profit: if you yourself are flying an expensively fit battlecruiser, you would have to kill about five fully T2 fit battlecruisers just to make up the cost of your modules, much less the ship. Another factor to consider is the psychology of the kind of person who faction fits: arrogance.

The arrogant often will refuse to pay a ransom, even if it is paltry compared to the price of their fit. In my experience, the LEAST likely person to pay a ransom is the person who really, really should. I have only once found out after the fact that a ransom victim was more expensively fit than I charged, but many many times (four, in recent memory) a ransom victim has told me to go fuck myself (or simply blocked me) and turned out to be fully faction fit.

A few more things to consider for the “if they are willing to pay for their ship, they must have something worth losing!” crowd: the price of T2 ships, the cost of modules vs how many drop when they pop, and the gap between price of ship, insurance cost and insurance payout. Not to mention the mere convenience of not having to buy and fit another ship, and the possible risk of getting your pod caught and killed. All in all, paying a ransom is a pretty good investment for your victim, and a good profit on your part compared to merely killing them.

A good investment, that is, if they can be reasonably sure that you will hold up on your end of the bargain. And this is where the logic of Honor comes into play.

EVE players rarely will pay a ransom after being asked once. You have to sit there and provide evidence, logic and sometimes even character references before they will be willing to pay. The reason is that most so-called pirates have absolutely no sense of business. Being honorable is NOT about morality: it is good business.

Now, suppose a business in real life provided a specific service, such as house cleaning. The business asks people to pre-pay on a credit card some kind of reasonable sum, low enough that people are willing to pay for the service. So you go to this business, you pay them the sum, and they never show up. Now imagine you went to competing company with the same policy of pre-charging and roughly the same service. You chose to trust them and pre-pay for the service, and they too never show up and will not answer your phone calls.

So how likely are you to pre-pay for house cleaning in the future?

The problem is that pirates are now seen as untrustworthy. So many outlaw pvpers of EVE have mission running alts, massive gank tactics, or other means of income/preserving ships that the career pirate has become a rare breed. But everyone, career pirate or no, likes money, so many of these non-career pirates still ransom. These pilots, not truly needing the isk and/or not seeing the long-term ramifications of violating the agreement, usually blow up their opponents whether they pay or not. This has become such a prevalent trend that the concept of “don’t pay ransoms, it’s a useless gesture” has become imbedded deeply in the psychology of EVE players, especially carebears.

For those of us who live off of ransoms and loot alone, this is an especially worrying trend. Unfortunately, I can do little or nothing to dissuade the kind of player who violates ransom. When I argue for honor, my cries fall on deaf ears. Dishonoring a ransom gets you paid twice, right? Well yes, but it’s a one time investment. For example, someone offers you five dollars to help them carry their groceries in from the car every day. Supposing you take the five dollars, then chose not to carry in the groceries. (First off, let us COMPLETELY dismiss the moral implications, since the metaphore is pertaining entirely to a video game. Let us pretend this is a perfectly moral thing to do and focus on the financial aspects) If you’re following the logic of the Dishonorable pirate, you just won twice: you got five dollars, and you didn’t have to work for it. But consider that this person would have paid you again and again, each time you helped them carry in the groceries, and now he will not.

Furthermore, this man will be less likely to trust others to help him for money in the future. The aspect that most pirates do not seem to grasp is that while repeat business from a single ransom victim is unlikely, the overall effect on the ransom environment is repercussive. You are but a single part of a larger problem, as the pirates of EVE have by and large consensually agreed to not honor ransoms. Even if 50% of EVE pirates frequently honored ransoms, the 50% who don’t (ignoring the constant influx of possible fresh victims) would eventually cause all EVE players to stop paying. If you continually encounter those who honor the ransom agreement, you are inclined to pay the ransom whenever it seems logical to. If you encounter even a single dishonorer and pay them, you are inclined to never pay again.

The exact same logic applies to 1v1 or duels. Whenever I challenge someone to a 1v1, there are always two factors at play on my decision for the challenge. First, I NEVER challenge someone who I am not confident I can beat. Though I am occasionally wrong in my assessment and end up losing, more often than not I correctly judge my foe and I end up winning, causing a gain for me (their loot, or even sometimes a ransom if I am exceptionally clearly the winner). The other major factor I always account for is the possibility of the other person violating the compact. As such, I ALWAYS have a gang on standby unless the fight is taking place at a safe, and if they want to gang with me to oversee me (to prevent me from ganking them) I make sure I create the gang so they can’t sneakily invite gang mates on me. This gang DOES NOT interfere with the fight (pursuant of the above logic pertaining to ransoms) but they remain available to keep me from losing if the other person is less honorable. (All in all, ironically, this means it is not in your best interests to take me up on a 1v1 offer: if I'm offering, it's because I know I can beat you.)

Dueling for me is thus clean profit. As long as I don’t misjudge my foe, I’m guaranteed profit: if they violate the duel, my standby gang (which usually contains at least one falcon) will nullify the enemy gang unless it is truly overwhelming, and if I win the 1v1 without them interfering I’ve gained their loot with no loss on my part. Since dueling is not only fun, but also profitable, I not only challenge many people to 1v1s, but I make absolutely sure to never violate a 1v1 agreement, and that my alliance does the same.

It isn’t morality, its business, and a logical businessman does much better than an impulsive one.

Now, not everyone needs or wants to earn isk pirating, and some pirates outright enjoy griefing and causing others discomfort and misfortune. Although such behavior disgusts me, there’s nothing about the game (both meta and setting) that does or should prevent such behavior. Greifers are as much a part of EVE as spaceships are, and I wouldn’t have it any other way. But, if you are a pirate, especially a career pirate, and you are NOT a griefer, I strongly encourage, nay, beg you to be an honorable one.

In the long run, we all benefit.

-Skira Ranos, Old-Fashioned Pirate

The Blood Money Cartel Code can be found here: Blood Code

Friday, November 20, 2009

Psychology of Tactics 1: Mental Blocks

First off, go read this article:

Playing to Win

When you're done, come back here.

This is why I do not mind people who blob in EVE. This is why I don't whine about Falcons (and my alt can fly one). This is why I use setups with neuts on them. Etc.

The main difference between EVE and other games is that EVE, by virtue of being a sandbox game, lets you set your own victory conditions. For me, winning is about getting kills and ransoms against non-PvPers, beating other PvPers at their own game by getting more kills than losses when I fight them, and, my absolute favorite, winning a fight against the odds. Ultimately, winning is about having fun, getting in a good fight, and getting out alive (or die after getting tons of kills) I don't mind when people use "cheap" or "lame" tactics like EWAR, blobbing,logistics/RR BS and the like. I might not personally find some of the above tactics interesting or fun to employ, but that does not mean I think there is no counter to them, and it ALSO does not mean I won’t employ said tactics myself if need be.

In fact, one of my favorite things to do is splitting up and picking off members of gangs of PvPers who outnumber and outgun me and my mates. Blobbing might not be an interesting way to win, but I certainly see nothing wrong with it. It may amuse me when people resort to it against me; generally I take it as a compliment. If someone thinks they need ten ships to kill me and my gang of two, I have done my job. I am sufficiently scary that they need to massively outgun me to "even the odds". On the rare occation that things go perfectly according to plan, and I manage to do the "impossible" and beat them at these odds, it turns out that they were right.

The point is, "If you are playing to win, you should play the game everyone else is playing, not the home-made game that no one plays." Before you can truly begin to learn how to master the game, you must relinquish your mental blocks and personal hang ups.

Next time you feel the urge to whine about a Falcon, remember this article.