Monthly Archives: June 2011
Following the previous review of Tech One ECM ships, ECM103 examines the more powerful (and expensive) Tech Two ECM specialist ships.
Ship #1 – The Kitsune
The Kitsune is based on the Griffin Tech One frigate. It is a member of the “Electronic Attack Ship” class which as a ship type are designed to specialize in their specific races chosen form of electronic warfare, whilst remaining agile and relatively inexpensive (remember it’s all relative). As with most Tech Two ships the Kitsune is more skill intensive than it’s Tech One brethren requiring the skills Electronic Attack Ship I and Caldari Frigate V, in addition to the secondary skills Spaceship Command III, Electronics Upgrades V, Electronics II and Engineering II.
It provides similar bonuses to the Tech One frigate in the form of the same -10%/level (Caldari Frigate) to ECM capacitor use, and an upgraded +20%/level (Caldari Frigate) bonus to ECM strength. It also ups the ante with +10%/level (Electronic Attack Ship) bonus to ECM optimal range and +5%/level (Electronic Attack Ship) to capacitor capacity. Of note is that to fly the Kitsune, the pilot will automatically have a +100% bonus to ECM strength and -50% bonus to ECM capacitor use due to the Caldari Frigate V pre-requisite.
Kitsune’s are not a common ship, and as such a ‘standard’ fit has not truly been established. The closest thing is really it’s intended role of roaming frigate ECM support. Mediums will tend to be a propulsion module (microwarp drives do not penalize as badly given the offset capacitor increase bonus) and 4 ECM modules. This allows the ‘rainbow’ Kitsune, named after the four different jammer colors present when fitted with a racial ECM jammer of each type. High slots again vary from nothing, to probe launchers, to rocket launchers with defender missiles. Low slots and rigs tend to focus on ECM strength and range, however at this point it is worth noting the Kitsune’s targeting range.
Whilst the Griffin has a 60km targeting range, for some reason the Lai Dai engineers made a boo boo on the Kitsune’s electronics and it has a terrible targeting range of 42km. This means that with the ECM range bonuses, by the time a pilot is able to get into a Kitsune their skills will be such that the ECM optimal range is well above the ships targeting range! Hence many fits will focus low power and rig slots on modules that increase targeting range to make use of the ships inherent ECM range bonus.
Ship #2 – The Falcon
The Falcon is one of the Tech Two hulls dervied from the Tech One Blackbird cruiser hull. It is classified as a Force Recon Ship, the cruiser sized equivalent of the covert ops frigates. As with the Kitsune, the skill requirements to fly a Falcon are somewhat more intensive than the Tech One equivalent, with the skills Caldari Cruiser V and the skill Recon Ships I needed.
The bonuses for the Falcon are +5%/level (Caldari Cruiser) to Medium Hybrid Damage and -10%/level to ECM capacitor usage. It also sets a standard for Tech Two ships, increasing the bonus ECM strength to +30%/level (Recon Ships). It also provides a 95% +1%/level (Recon ships) reduction in Cloaking Device CPU usage. Note that unlike the Kitsune, the ‘entry level’ skills do not provide a significant bonus to ECM strength.
The Falcon also has additional ‘Role Bonuses’:
- 80% reduction in liquid ozone consumption for cynosural field generation
- 50% reduction in cynosural field duration
- Can fit a covert cynosural field generator
As is apparent from the bonuses, the Falcon is designed to be a stealthy ship, one of the few ships that can fit a covert ops cloaking device (allowing it to warp cloaked). It’s 4 high slots and 3 turret slots don’t make for the best DPS generation, nor it’s 10m3 drone capacity. It’s primary role is to scout, appear from nowhere and catch the enemy by surprise. It lacks as a solo ship due to it’s poor offensive and defensive capabilities (ECM aside), however is a superb addition to any fleet and is a very popular ECM support ship.
Ship #3 – The Rook
The Rook is the ‘other’ Tech Two hull dervied from the Tech One Blackbird cruiser hull and the sibling of the Falcon. It is classified as a Combat Recon Ship, and is compared to the heavy assault ship. Skill requirements to fly a Rook are identical to those of the Falcon…Caldari Cruiser V and Recon Ships I.
The bonuses for the Rook are +5%/level (Caldari Cruiser) to Heavy and Heavy Assault Missile Launcher rate of fire and -10%/level to ECM capacitor usage. It also has bonus +30%/level (Recon Ships) to ECM strength and +10%/level (Recon Ships) to Heavy and Heavy Assault Missile velocity. Unlike the Falcon, the Rook has no ‘Role Bonuses’.
With it’s different bonuses to the Falcon, the Rook takes a more direct combat role. With no covert ops cloaking capability, a larger 25m3 drone bay and 5 high slots that can be filled with 5 bonused launchers, the Rook is more of a ‘brawler’ that uses ECM as it’s tank. With 7 medium slots it can fit a decent shield tank, however this comes at the cost of it’s ECM capabilities. Rook’s are often the ship of choice for small cruiser sized gangs (the flexibility of both ECM and DPS being a bonus), however are rarely seen in larger engagements with the Falcon being the preference (where larger numbers of ships make up for any lack of DPS and covert ops cloak adds to utility and survivability).
Ship #4 – The Widow
The Widow is the Tech Two ECM battleship. It is based on the Scorpion Hull and requires the skills Caldari Battleship V and Black Ops I. It is a member of the ‘Black Ops’ ships class, which are “designed for infiltration and espionage behind enemy lines”.
The bonuses for the Widow are +5%/level (Caldari Battleship) to Cruise and Siege missile launcher rate of fire and +10%/level to Cruise missile and Torpedo velocity. It also has bonus +30%/level (Black Ops) to ECM strength and +125%/level (Black Ops) to cloaked velocity. It can also fit a covert cynosural field generator and has no targetting delay after decloaking.
The Widow is obviously built along similar lines to the Falcon, relying on it’s increased velocity whilst cloaked and ability to generate covert cynosural fields to appear with the element of surprise. The lack of ability to fit a covert ops cloaking device hampers this somewhat due to it’s inability to warp while cloaked. The Widow is not often utilised and with it’s existing bonuses and capabilities is somewhat caught between being a stealthy ECM boat such as the Falcon (no covert ops cloak), and being a brawler such as the Rook (a reduction in shield size over the Scorpion) and the obvious issue of it’s very high cost.
Ship #5 – The Eos
An honorable mention here is the Gallente Eos. Whilst it is not directly classified as an ECM ship, it is the only command ship with a bonus to Information Warfare gang links. Combined with the ability to also fit three gang links, it is the true ‘ECM command ship’. As with all command ships it has a fairly skill intensive set of pre-requisites…Gallente Cruiser V, Command Ships I (which in turn requires Battlecruiser V, Spaceship Command V and Warfare Link Specialist IV) and Logistics IV (in turn requiring Signature Analysis V and Long Range Targeting V).
The reason for having this ship present in the list of ECM ships is it’s ability to fit a bonused “Information Warfare Link – Electronic Superiority” gang link. Whilst the “Information Warfare Link – Recon Operation” will provide a +2% to EW modules range, and the “Information Warfare Link – Sensor Integrity” will provide a +3% bonus to sensor strengths, the “Electronic Superiority” link provides:
- +2% ECM strength
- +1.2% Remote Sensor Dampening
- +1.2% Tracking Disruption
- +2% Target Painting
A pilot with all relevant skills at level V can provide a boost of 15%-20% to ECM strength of ships in the fleet. As with the Widow it is rare to see an Eos fielded, as to make the specific EW bonuses worthwhile requires a large, organised contingent of EW ships.
Those are the four (five counting the honorable mention) Tech Two ECM ships. Future articles will look at each ECM ship in detail, including potential fittings and tactics.
The recent days/weeks have been…shall we say…”interesting” on many fronts. A myriad of issues have been thrown around, various leaked documents and emails. And of course a great deal of anger from the player base.
I would like to take the opportunity to clearly outline the primary issue from my perspective.
Firstly a summary as I understand it of the issues currently being discussed:
1. The introduction of ‘microtransactions’ in general
2. The pricing of items on the new ‘microtransaction’ market
3. The introduction of Captain’s Quarters (‘walking in stations’) and associated performance issues
4. The premise in the leaked items that non-cosmetic items may be sold
I would like to say I have absolutely zero issues with items 1 through 3. Many games have microtransactions, and CCP is a business after all. I may not purchase these items, but others will and good on them. This also goes to the pricing of those items. They are (currently) cosmetic, and as such they could be $1 or $1000 it doesn’t effect me as I have the choice not to purchase them. Of course if they are cheaper I may be tempted, but only CCP can determine the appropriate cost point as time goes on.
I would also like to state my total support for the long anticipated ‘walking in stations’ (now known as ‘Captains Quarters’). Having played Eve since beta, I have been on and off due to real life issues and circumstances. I was a refugee originally from Earth and Beyond, where they had the ability to walk in stations as an avatar and it greatly improved the immersion for me. On logging in after the Incarna patch, I entered my quarters with an open mind…and was surprised at how much it really did improve the immersion. Whilst it’s only a baby step, it’s a tremendous step forward and yes CCP should be proud of their efforts.
On a side note, should they force people through it? That bit is debatable and I can understand people wishing to skip it due to the performance hit on their machines (I’m yet to run it on my laptop when I’m travelling for work…). Logically I would think if you have the ability to allow people to skip it, how would that hurt? But you may have your reasons.
There is also perhaps the thought that CCP have introduced yet another new feature without fixing old ones…such as Faction Warfare, which is near and dear to my heart. Again I can understand people’s anger but this is an issue with many games, and bottom line is players can choose to play if the existing and new features are enjoyable for them. I would like to see FW ‘fixed’, but as it currently stands I still enjoy playing this and other aspects of the game.
But the final item, that’s the big one for me. The thing I love about Eve is the sandbox, the player driven economy. As soon as items that a player can create are sold for cash then this is fundamentally broken. And while that hasn’t happened yet, the leaked documentation suggests it is very much on the cards.
I hope that clearly articulates my issues with recent events. I am quite happy to continue playing Eve as it is now, and there is no threat of a ‘rage quit’. However as soon as you do break this fundemantal principle…one you have been promoting for Eve since it’s inception…I will quite calmly cancel my subscriptions and find another outlet for my pleasure/hobby time.
I hope you understand this and don’t proceed down this path.
A few weeks back I came across this little post on one of the blogs I regularly read, “My Loot, Your Tears”. Having just started my blog and fuddling my way through some very amatuerish graphics for banners and such, I immediately seized the opportunity and contacted Rumor.
Well I am now in the posession of a brand new logo and banner for the blog and have to say I am super happy! Finally it feels like the blog is ‘finished’ and something I can be proud of. Well I guess it’s never really finished, but hopefully you know what I mean
For those of you who are looking for a little something extra for your Eve meta gaming…be it a logo, banner, background or some other graphic design…I highly recommend Rumors work. Very professional, never flinched despite the back-and-forth nature of designing something like this to personal tastes, and very high quality. So if you’re interested head over to http://rumorseve.com/ and get something happening!
P.S. – This is in no way a paid/sponsored advertisement, I paid (happily) for Rumors services and am recommending his work purely as a quality service for the Eve community.