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m Added the Shadowlauch site in march and the new starter skills for september. |
Added entries for the repair balance and capital changes. |
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| nowrap colspan="2" | <small>''"Battlecruisers retired"''</small><br>[[#July 2013 - Battlecruisers retired|July 2013]]<br>↓ | | nowrap colspan="2" | <small>''"Battlecruisers retired"''</small><br>[[#July 2013 - Battlecruisers retired|July 2013]]<br>↓ | ||
| nowrap colspan="2" | <small>''"Scout sites revamped"''</small><br>[[#August 2014 - Scout sites revamped|August 2014]]<br>↓ | | nowrap colspan="2" | <small>''"Scout sites revamped"''</small><br>[[#August 2014 - Scout sites revamped|August 2014]]<br>↓ | ||
| nowrap colspan="2" | <small>''"Capital escalation"''</small><br>[[#April 2016 - Capital escalation|April 2016]]<br>↓ | |||
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| nowrap colspan="2" | ↑<br>[[#November 2012 - Incursions wiki reborn|November 2012]]<br><small>''"Incursions wiki reborn"''</small> | | nowrap colspan="2" | ↑<br>[[#November 2012 - Incursions wiki reborn|November 2012]]<br><small>''"Incursions wiki reborn"''</small> | ||
| nowrap colspan="2" | ↑<br>[[#January 2014 - Accolades|January 2014]]<br><small>''"Accolades"''</small> | | nowrap colspan="2" | ↑<br>[[#January 2014 - Accolades|January 2014]]<br><small>''"Accolades"''</small> | ||
| nowrap colspan="2" | ↑<br>[[#December 2015 - Remote Repair Revision|December 2015]]<br><small>''"Remote Repair Revision"''</small> | |||
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==== Effect on the community ==== | ==== Effect on the community ==== | ||
Balance was restored, more or less, with these changes. Things became manageable again and the EVE University Incursion Community (as all the other communities) began running again on a regular basis. | Balance was restored, more or less, with these changes. Things became manageable again and the [[EVE University Incursion Community]] (as all the other communities) began running again on a regular basis. | ||
While sites still had more ships to destroy, the income gap before and after the patches started shrinking. This had little to do with sites becoming easier however, but more of a result of the shift to shield fleets and the fact that communities figured out better ways to achieve higher applied dps, thus making fleets both safer and faster. | While sites still had more ships to destroy, the income gap before and after the patches started shrinking. This had little to do with sites becoming easier however, but more of a result of the shift to shield fleets and the fact that communities figured out better ways to achieve higher applied dps, thus making fleets both safer and faster. | ||
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More specifically we are reducing the min and max time between an Incursion being completed and it re-spawning elsewhere from 24 and 48 hours respectively to 12 and 36 hours respectively. | More specifically we are reducing the min and max time between an Incursion being completed and it re-spawning elsewhere from 24 and 48 hours respectively to 12 and 36 hours respectively. | ||
'''A revamp of scout sites''' | '''A revamp of scout sites''' | ||
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If you regularly run assault sites in Incursions you may be familiar with a term known as “NCN wall.” This generally means that the system with assault sites only has Nation Communication Network (NCN) sites available to run. We are making a change that will make sure assault systems are never 100% NCN's.}} | If you regularly run assault sites in Incursions you may be familiar with a term known as “NCN wall.” This generally means that the system with assault sites only has Nation Communication Network (NCN) sites available to run. We are making a change that will make sure assault systems are never 100% NCN's.}} | ||
Addendum (August 20th): | '''Addendum''' (August 20th): | ||
{{quote| | {{quote| | ||
'''Null sec Vanguard sites''' | '''Null sec Vanguard sites''' | ||
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==== Patches ==== | ==== Patches ==== | ||
From the Patch Notes for [http://community.eveonline.com/news/patch-notes/patch-notes-for-vanguard Vanguard 1.0] (September 29th, 2015): | From the Patch Notes for [http://community.eveonline.com/news/patch-notes/patch-notes-for-vanguard Vanguard 1.0] (September 29th, 2015): | ||
{{quote|Skills: | {{quote|'''Skills:''' | ||
* All new characters will now start with approximately 400,000 skillpoints rather than 50,000.}} | * All new characters will now start with approximately 400,000 skillpoints rather than 50,000.}} | ||
==== Effect on the community ==== | ==== Effect on the community ==== | ||
The role of [[Roles in Incursions#Hacker/Scout|hacker/scout]] can now be performed by anyone since new capsuleers start with {{sk|Hacking|I}} trained. The additional skills also reduced several trains, such as '''minimum skills''' for both [[Preparing_for_Incursions#Minimum skills for damage dealers|damage dealers]] and [[Preparing_for_Incursions#Minimum skills for logistics|logistics]] but also for [[Preparing_for_Incursions#Valet_alt|valet alts]] and [[Preparing_for_Incursions#Orca|Orca alts]], allowing people to get those skills trained a little faster. | The role of [[Roles in Incursions#Hacker/Scout|hacker/scout]] can now be performed by anyone since new capsuleers start with {{sk|Hacking|I}} trained. The additional skills also reduced several trains, such as '''minimum skills''' for both [[Preparing_for_Incursions#Minimum skills for damage dealers|damage dealers]] and [[Preparing_for_Incursions#Minimum skills for logistics|logistics]] but also for [[Preparing_for_Incursions#Valet_alt|valet alts]] and [[Preparing_for_Incursions#Orca|Orca alts]], allowing people to get those skills trained a little faster. | ||
== December 2015 - Remote Repair Revision == | |||
With the '''Frostline''' expansion CCP made various changes to remote repairing, which simplified made no change to the overall damage repaired by these modules, but practically made them repair for more but cycle much more slowly. They also introduced falloff to various modules, including the remote repair modules and increased the grid size by a magnitude of 32. | |||
==== Patches, devblogs & forum posts ==== | |||
From the devblog [https://community.eveonline.com/news/dev-blogs/grid-sizes-you/ Grid Sizes & You] (December 8th, 2015): | |||
{{quote|One of those assumptions thus far has been that the base grid size of 250km is big enough to contain all the space action you can handle. However things are about to get a whole lot bigger and we need to make some room for the new enormous structures coming next year. | |||
'''So we are increasing the base grid size to be 32 times larger, from 250km up to 8000km across.'''}} | |||
From the patch notes for the [https://community.eveonline.com/news/patch-notes/patch-notes-for-december-release Frostline] release (December 8th, 2015): | |||
{{quote|'''Modules:''' | |||
* Module Tiericide on Remote Repair Modules. More details can be found '''here'''. | |||
'''Technical:''' | |||
* Grid boxes have been increased in size from 250km to 7800km.}} | |||
The referenced [https://forums.eveonline.com/default.aspx?g=posts&m=6190014 Remote Rep Tiericide and Falloff] thread: | |||
{{quote|Hey everyone! We're ready to get feedback on the changes to Remote Reps planned for our Operation Frostline release on December 8th. | |||
'''Few notes about this plan:''' | |||
* This includes a full Module Tiericide pass on the Remote Armor Repairers, Remote Shield Boosters and Remote Hull Repairers. We are not adding new types of reppers at this time, but we are considering doing so in the near future (potentially large deadspace reps and/or named and faction hull reps). | |||
* Remote armor, shield and hull reps all now have falloff (this falloff reduces effectiveness as you get further from your target, just like the neut falloff) | |||
* Armor reps are more focused on optimal, Shield reps are more focused on falloff. | |||
* Frigate logistics skews further towards falloff, while cruiser and larger bonuses tend to apply equally to both optimal and falloff. | |||
* Rep cycle times are getting slower (~20% slower for armor reps and ~60% slower for shield reps). This will make target switching more powerful against overwhelming logi numbers, and increase danger of overhealing. Overall providing more room for very good logi pilots to shine. | |||
* Overall rep/s is remaining fairly constant since rep amount per cycle is increasing. | |||
* Capacitor use on shield and armor reps has increased a bit. Logistics ships are getting larger cap pools (but not better cap/s recharge) to compensate. Overall this makes it harder to be fully cap stable but easier to fly with a logi that isn't quite cap stable if you're not repping constantly. | |||
* Base ranges on the reps have increased, and ship range bonuses are smaller to compensate. This makes the skill curve less steep and buffs non-range bonused RR ships such as RRBS and T3 Cruiser logi. | |||
* Shield reps are getting reduced CPU and increased powergrid requirements. Shield logi fittings are being adjusted to match. This change makes it much more reasonable to fit shield RR on non-bonused ships and goes a long way to alleviating the fitting problems on shield carriers. | |||
* We're not adding falloff to Remote Energy Transfers in this release, although that is still in our plan for later. | |||
* We're increasing the base range of Capital Remote Capacitor Transmitters by ~17%, but reducing the bonus on carriers/supercarriers so bonused range stays the same while unbonused range increases. | |||
'''We're not doing a full balance pass on the other logi ships in this release, but there are some tweaks:''' | |||
* Fitting changes for shield logi (extra pwg, less cpu) as mentioned above | |||
* Increased cap pools with recharge time increased so that cap/s recharge stays similar | |||
* T2 Logi Cruiser rep drone bonuses will apply to all types just like the T1 Support Cruiser bonus | |||
* All T1 and T2 Cruiser Rep Drone bonuses will now apply to hull rep drones as well as armor and shield | |||
'''Range bonuses are being adjusted to match the new base module ranges and falloff addition:''' | |||
* T2 Cruiser Logi: 60% Optimal and Falloff per level (62% for the Etana) | |||
* T1 Support Cruisers: 430% Optimal and Falloff role bonus | |||
* Armor logi frigate (T1 and T2): 50% Optimal, 600% Falloff role bonus | |||
* Shield logi frigate (T1 and T2): 300% Falloff role bonus | |||
* Carriers, Supercarriers, Rorqual: 40% Optimal and Falloff per level}} | |||
==== Changes ==== | |||
Practically these changes had the following effects: | |||
* It was easier to clip the grid of sites warping in, making pre-loaded sites a little more common place. | |||
* The increased cycle time of remote armour repairers meant you took 20% more damage before reps landed, buffer became a little bit more important for armour communities. | |||
* The increased cycle time of shield had little to no effect for incursions. | |||
==== Effect on the community ==== | |||
After a period of adjustment most things returned to normal. This changed things somewhat, but on a grand scheme it made very little difference for how we run incursions or the effectiveness of logistics. | |||
The increased chance of pre-loaded sites had its biggest effect on [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]], but that was already a reality they had to brace for, it just happened a bit more often now. For [[Incursion sites#Vanguard sites|vanguards]] this just meant that the fleet had to pay a little bit more attention and perhaps make slightly different calls depending on how close the ships were. | |||
For logistics, the new remote repair changes made it slightly easier to balance how many repair modules to use, due to them being much stronger and thus made it easier to see if you needed one more repper or not. Some armour communities increased their buffer, marginally, to counter taking damage for 20% longer before initial reps landed, but a lot of armour communities were already running with increased buffer and this change was well within their existing buffer. | |||
== April 2016 - Capital escalation == | |||
In the '''Citadel''' expansion CCP opened up incursion sites in low and null security space for smaller capital ships. | |||
==== Patches & forum feedback ==== | |||
From the early [https://forums.eveonline.com/default.aspx?g=posts&m=6424135#post6424135 <nowiki>[</nowiki>Feedback Request<nowiki>]</nowiki> Capital Ships in Incursions] feedback thread (April 4th, 2016): | |||
{{quote| | |||
Hey folks. We've been talking to some incursion-focused players and the CSM about capital ships and lowsec/nullsec incursions, and we'd like to see what the rest of the community thinks. Thanks to Plaid Rabbit who initially brought up the idea to me and provided his well-reasoned arguments for the concept. | |||
With the updates to capital ships coming in the Citadel expansion, it might add some valuable options to low/null incursions if we opened the gated sites up to capital ships. Our initial discussion has indicated that it probably wouldn't be all that overpowered to allow them, and that capitals in fact might not end up being used all that much but that at least opening up the option may allow for some creative experiments and potentially some cool new tactics. | |||
'''We we're calling on all incursion runners for your feedback: do you think it would be a good idea to allow capital ships into lowsec and nullsec incursion sites after the Citadel expansion?''' | |||
I'm very interested to hear what you guys and gals think. As always, I'm especially interested in the reasoning behind your opinions. | |||
Thanks!}} | |||
'''Followup post''' in the same thread (April 17th, 2016): | |||
{{quote| | |||
Hey everyone. Thanks for the feedback. | |||
We agree with those of you who are advocating a "trial period" for capitals in incursions. In the Citadel expansion we will be adjusting gate restrictions to allow all capital ships into Incursion sites and we will be watching closely to see how this new access is used. Since we know that it takes a while for new tactics to develop, we have set a target for the end of 2016 to do a full review of how capitals in incursions are doing, including a call for more player feedback at that time. | |||
Of course if something exploitable comes up between now and then we'll always be on hand to adjust things sooner. | |||
Thanks!}} | |||
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-eve-online-citadel Patch notes for EVE Online: Citadel] (April 27th, 2016): | |||
{{quote| | |||
Dreadnoughts, Carriers, and Force Auxiliary ships may now enter Sansha's Nation Incursion sites.}} | |||
==== Effect on the community ==== | |||
Since the majority of the incursion runners do sites in high security space this didn't change much, as capital ships (with the exception of freighter-type capitals) cannot enter high security space). | |||
For the low and null security communities this will allow them to use carriers, assuming they either have them in the constellation already or can safely get them there (incursions shut down all regular cynosural fields, stopping them from being cynoed in). The other ships, like dreadnoughts and force auxiliary ships are unlikely to be useful due to their heavy reliance on Siege and Triage to be effective, locking them in place for several minutes (which instantly cancels out whatever benefit they might add due to the need to move). | |||
Whether this is worth the risk of moving capital ships through gates to get there is debatable, but having such strong ships within a an incursion constellation where the enemy cannot simply cyno in counter-caps or more reinforcements is arguable giving the runners a stronger defensive position. Either way, this naturally had no effect whatsoever on the [[EVE University Incursion Community]]. | |||
== August 2016 == | |||
Minor adjustments were made to fix some gates locking capitals out of the end of the [[True Power Provisional Headquarters]] site. | |||
==== Patches ==== | |||
From the [https://community.eveonline.com/news/patch-notes/patch-notes-for-118.7-release Patch notes for YC118.7 release] (August 4th): | |||
{{quote| | |||
Corrected an issue that prevented capital ships from progressing beyond the first room of the True Power Provisional Headquarters incursion site.}} | |||
==== Effect on the community ==== | |||
Very little, as that particular site was the least favourite headquarter site to begin with. | |||