Mega-size the corp w/ a Megathron BPO?
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- Optimus Prime
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Can somebody post the T2 Raven pics? And can anybody build the T2 variant to that? The Raven bpo we have is already researched, whereas the Megathron is going to be 2 months before it's ready. (In for research now). Hulky linkied me to the T2 Domi last night, sadly I didn't have time to look at it before having to dash off to a class with my daughter. Also, the corp has a huge pile of amarr BS bpc's, so are those worth persuing either?
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- Optimus Prime
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narf they're not going to release any massively unbalancing ship onto Eve, so they were never going to be that uber. They've always said they're more specialised rather than more powerful, so I'd not expect them to be solo pwn mobiles. I should think they'll fill a useful niche but beyond that all your old ships should still have a role.
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- Optimus Prime
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Also, we don't know the bonuses yet either, or exactly which is going to find some 'alternate' use like the passive shield tanked Mrym. Time will tell, but we're positioned to produce one of the most popular pvp ships in Eve, so we already win!
(I still want a T2 Domi, it has an even BIGGER drone bay!!!)
(I still want a T2 Domi, it has an even BIGGER drone bay!!!)
friznit wrote:narf they're not going to release any massively unbalancing ship onto Eve, so they were never going to be that uber. They've always said they're more specialised rather than more powerful, so I'd not expect them to be solo pwn mobiles. I should think they'll fill a useful niche but beyond that all your old ships should still have a role.
CCP have said for years that these wern't going to be front line combat beasts, which is fine, BS with more armour and HAC resists would be horribly unbalanced, expecially if you start throwing deadspace gear at it. T1 BS can tank 3K DPS with deadspace (well, hyperion can), t2 would have been immense and neigh unkillable.
What I fail to see so far with these things is something that would be useful and not game-breaking. Mauraders were ment to be evil tanks with low damage, which I liked, but they really don't look that hot, and the black ops don't really tempt me because of the skill requirements.
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- Optimus Prime
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- Optimus Prime
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So a well-researched BPO won't yield any better efficiency on an invented bpc? Hmm. Well, do we have anybody that can invent Gallente or Caldari or Amarr or Minmitar BS's? We've got a wide variety of bpc's onhand now, and two bpo's.
Does the number of runs on the original bpc affect the number on the invented bpc? And what are the datacores projected at costing for an attempt?
Does the number of runs on the original bpc affect the number on the invented bpc? And what are the datacores projected at costing for an attempt?
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- Optimus Prime
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Do you get the original bpc's back if you fail? Wondering so I can source some Domi bpc's! (We've got none). Those I know that I will need, and I'll start amassing the other bits as time goes on, while I finish skills, and build up the bits to build one. Tis kinda the 'long-term' personal project, mind you, not the 'Do we want to persue this as a corp' angle.
Also, the data cores are per invention attempt, but how many bpc's can you throw into the attempt to try to maximize your return?
Also, the data cores are per invention attempt, but how many bpc's can you throw into the attempt to try to maximize your return?
Actually, on ship invention the number of runs on the BPC makes so little difference that it's not worth it. Go with 1 run copies and don't bother use a T1 ship in the mix. The key thing is the decryptor which dictates not only how much chance of success you have, but also the number of runs, ME and PE of the final BPC. In general, if you have enough isk to try lots of attempts, it's better to use the 9 run decryptors. Otherwise go for the 4 run decryptors (might be better on expensive invention runs like T2 bs).
For inventing modules, use max run BPCs.
You get nothing back from a failed invention attempt.
An invention spreadsheet that averages out your costs per attempt and gives you an indication of the final BPC cost per run is useful for working out profits (and yes, I have one already made )
For inventing modules, use max run BPCs.
You get nothing back from a failed invention attempt.
An invention spreadsheet that averages out your costs per attempt and gives you an indication of the final BPC cost per run is useful for working out profits (and yes, I have one already made )
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- Optimus Prime
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So, in essence, I need bpc's, datacores, a decryptor, and pixie dust, lots and lots of pixie dust (or it' low grade counterpart, isk) to have a chance at a T2 BS bpc. So, would an estimate of 100mil for a T2 BS bpc be too far off? Perhaps letting individuals w/ the proper skills and knowledge would be more worthwhile than trying to learn Wheel Invention 101.
Then of course I would need a BS, and lots of shiny T2 component bits to build the darn thing. Yep, maybe in a year.... Probably more usable for me than a carrier, and probably the same cost in the end.....
I could just head for command ship and save myself all the trouble, but a T2 Domi!, damn, that would be cool....
Then of course I would need a BS, and lots of shiny T2 component bits to build the darn thing. Yep, maybe in a year.... Probably more usable for me than a carrier, and probably the same cost in the end.....
I could just head for command ship and save myself all the trouble, but a T2 Domi!, damn, that would be cool....
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- Optimus Prime
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No essential, but silly to go without it, cos you'll only ever get a 1 run BPC which is a waste of isk and time.The key thing is the decryptor which dictates not only how much chance of success you have, but also the number of runs, ME and PE of the final BPC
I'd strongly suggest you read this: http://www.eve-production.org/invention/index.html
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- 5pork
- Posts: 961
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i just want the T2 raven variant with a jump drive if that will exist To be honest I like the self Widow better then the rave. 7 high slot, only 4 launchers and no gun hardpoints (weak)
any one see the Cloak Cyno
any one see the Cloak Cyno
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- Ninja Pirate
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Mini-Siege module giving 2xROF or 2x damage mod? in exchange for none moving/anyother balancing nerf you can think of? i'm buggered if i can remember where i heard about this module, and i cant find any solid info, b ut it'd be interesting!Hehulk wrote:New rumour doing the rounds: The marauders have some sort of role/bonus/mod that effectivly gives them 8 guns/launchersinstead of 4. Not sure what to make of that narf
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- Shambler In Drag
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nice link!friznit wrote:No essential, but silly to go without it, cos you'll only ever get a 1 run BPC which is a waste of isk and time.The key thing is the decryptor which dictates not only how much chance of success you have, but also the number of runs, ME and PE of the final BPC
I'd strongly suggest you read this: http://www.eve-production.org/invention/index.html
I was wondering can anyone update the useful link post? some links in that out of date etc