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With the features that I don’t care for as much out of the way, let’s look at all the other features in the Odyssey 1.1 point release.

Navy mindlinks: I love these.  What a terrific idea!  One of the big reasons I wanted the Advanced Infomorph Psychology skill is because if you’re heavily Leadership-trained like I am, you pretty much automatically have a Armor Mindlink clone, a Shield Mindlink clone, and a Skirmish Mindlink clone.  That’s three of your six clones right off, and frequently it’s useful to have more than one mindlink clone (if you want one in high-sec and one in null, say).  With these combination mind-links, common combinations (notably armor-skirmish and shield-skirmish) become possible and should reduce the amount of jump-cloning needed by link pilots a bit.

NOSes: previously, NOSes checked your cap percentage against your enemy’s cap percentage.  If yours was lower, you drew cap from the target.  Easy to remember, but a bit silly; it rendered NOSes all but useless except for small tacklers and PvE.  The new mechanic now checks the capacitor amount: if you have less cap, you draw from the target.  I’m assured that their function in PvE remains unchanged.  The change will make NOSes somewhat more useful, particularly in more PvP tackling applications, heavy cruiser-sized tacklers against battleships and capitals most of all.  It should also introduce some interesting Geddon and Bhaalgorn variants.  Downside?  CCP removing utility highs from the ships that could have taken advantage of the change, notably the Eagle and Deimos.  Sigh.  CCP giveth with one hand, taketh away with the other…

Medium long-range weapon changes: generally, a thumbs up from me.  I’m a bit concerned about reduction in medium railgun tracking, but am only just starting to play around with it.  CCP Fozzie would no doubt remind me here that I know nothing about tracking.

No more warfare links inside a force field?  Warfare link grid reduced by 100?  Both excellent changes, thumbs up!

Buffs to local shield and armor reppers: also all getting a big thumbs up from me.  This will be particularly valuable to newer players of the game, including early career missioners.  It also does a bit to help stave off the increasing pressure ultra-small gang and solo PvPers are under.

Custom probe formations and the other scanning changes: huge thumbs up from me.  If you want to yell at me about the game being further dumbed down, go ahead.  One interesting caution, though: I wonder how long it will take people to design a series of custom probe formations that allow them to scan down “safed” ships very very quickly?  I’d be surprised if this hasn’t happened already to some extent so practice your skills at bouncing safes.  You may only get one glimpse of that probe formation around you before the tacklers start to land…

Command ship balancing, HAC balancing, industrial balancing: I have a few quibbles that I’ll talk about as I cover each group in FOTW posts over the next couple of months.  In particular, I remain unconvinced about the Eagle, Nighthawk, and Absolution, in that order (the Abso is generally pretty darn nifty but I wish it had longer combat range as a BC).  The Eos, Ishtar, and Sacrilege come away as winners, in that order, with a few others close behind.  I covered the industrial balancing live as it was happening.  I’m reasonably happy with the results but will start part two of that argument when it comes time to balance T2 industrials.

Advanced Infomorph Psychology: I asked for this, players asked for this, I love it.  I’ve already trained it a collective seven or eight levels across Ripard and my alts with more levels sure to come in the coming months.

Skill renaming: I’m a big fan of this.  Yes, it’ll take a little getting used to where things are (I spent three or four minutes the other night looking for the Cynosural Field Theory skill on one of my alts before reasoning that it must be under Navigation).  But yes, it’ll be nice once we all learn where the skills are.

User Interface: there are a number of these, but the one I have my eye on right now is the Assist and Guard mechanics now have “Watchlist” as an option.  I feel like sentry drone assist tactics are already wildly over-used in this game and anything that makes this easier is — in general — a bad thing.  Assisted sentry drones reduce the typical line fleet member from an “F1 pusher” to not even doing that.  You could fight whole fleet battles by simply assisting your sentries to your FC and then walking away from the keyboard to make a sandwich.  This is not how we’re supposed to be playing EVE Online…

Best bug fix of the expansion:

An issue where other players’ weapon effects would originate from your ship has been fixed.

Heavens, that was annoying.

Most amusing change of the expansion: renaming energy transfers to capacitor transmitters.  I have this mental picture of a little pile of capacitors appearing in the ship’s transporter room…

And I think that’s it!  All in all, a quite satisfying little point release!

Ripard Teg

If you would like to read more we invite you to visit his blog here.

14 Comments

  1. Shadowblade1436

    “This is not how we’re supposed to be playing EVE Online” I would like to remind you that this is a “sandbox” game, there is no wrong way to play… while I feel large fleet battles have turned into who can press F1 the best, that is how people have decided they want to play the game. If someone wants to sit off a gate in jita spamming smart bombs till they die from concord, that is how they decide to play the game. Thats what makes this a “sandbox” game.

    September 9, 2013 at 12:28 am Reply
    1. Easy Mode

      Great! A once complex science fiction game even a downs baby can play. Yeah for sandboxes and what Eve’s turned them into!

      September 9, 2013 at 12:47 am Reply
      1. Hello123

        Hahahaha, gotta love those people that confuse complexity with clicking as many buttons as possible. The game get’s more complex with every expansion, with every feature, mechanic and ship added. How do you suppose new players will put up with the game when ccp doesn’t do anything to make some things somewhat easier. You are probably one of those folks that think grouping guns and having multiple probes out at once is bad, because you had to learn and practice it the other way – and why should other players have it any easier?

        That being said, the “this is a sandbox, people decided that it’s good”-argument is as stupid as yours. CCP has to counter shifts of the meta that lead to imbalance, e.g. the sentry drone menace. There are many solutions to consider… Assignment to squad buddies only, requirement of locking the target for your drones to start shooting etc. Maybe integrate some sort of minigame were the applied damage is depened on your prediction of the target’s trajectory (omg no more minigames pls)

        Anyhow, nice article!

        September 9, 2013 at 10:00 am Reply
    2. it sucks

      I tried a n3 fleet once, that was the last time i undocked when such a fleet was called for.

      September 9, 2013 at 1:27 am Reply
      1. Stupid1324

        My first foray into nullsec proper was during the whole fountain shite, i joined a corp in nulli for the big fights and was somewhat excited but there over reliance on these shit sentry assist tactics is made it a very short stay in nullsec, i joined one domi fleet see how terrible it was to be in and avoided every domi fleet after, if there wasn’t a HAC fleet accompanying the domi’s i simply logged.

        I play eve because i like to pvp, if i wanted to watch others pvp i would watch garmon or kill2 vids not sit in 10% tidi watching someone else shoot my ship.

        September 9, 2013 at 7:11 pm Reply
        1. noob?

          You play eve because you like to pvp but have only been to null sec once? Really?

          September 9, 2013 at 7:23 pm Reply
          1. M1k3y_Koontz

            PvP and Nullsec are almost mutually exclusive terms.

            September 9, 2013 at 8:11 pm
          2. nullsecPVP LOL

            ratting and nullsec. mining and hi sec/ pvp and low sec….

            September 9, 2013 at 9:18 pm
          3. M1k3y_Koontz

            Exactly.

            Except NPC null where you can sometimes find some good fights.

            September 10, 2013 at 2:50 am
          4. Stupid1324

            Yes lowsec is for pvp, nullsec for noobs

            September 9, 2013 at 8:24 pm
    3. Stupid1324

      Oh dear another retard quoting the shitty sandbox rule, you sir are a cunt and feel free to shut the fuck up.

      September 9, 2013 at 7:06 pm Reply
      1. Shadowblade1436

        Here’s an idea, if you don’t like the game don’t play it.

        September 12, 2013 at 11:35 pm Reply
  2. sup

    From “Crowd Control” to “Riot”. I just love simple ironies.

    September 9, 2013 at 1:30 am Reply
  3. ROFL.

    command ship balancing took a wrong turn at some point.
    i for once see no reason to fly amarr command ships anymore, which used to be my favorite class of ships. In big fleets there gallentean one has the better bonuses, and for solo/small fun they dont pack enough punch anymore.

    compared to the EOS i dont see a role for the astarte anymore, my nighthawk seems pretty useless now (have not looked at the vulture yet

    September 9, 2013 at 12:45 pm Reply

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