This was actually something I learned from one of Garmon’s EVE is Easy videos a while ago. Despite the video being old and outdated at some points the ‘trick’ with t2 damage rigs is still highly relevant, yet unknown by most people. This post will be an explanation on stacking penalties on damage modules and rigs and how to take most advantage of it.
Most of you, if not all, are already aware that many modules and rigs, including damage mods, are affected by a stacking penalty which basically means that the effect of extra modules will be lowered for each module/rig you fit. However by the way that the stacking penalties are calculated it will always apply the biggest bonus first, thus it will have the lowest stacking penalty. Also, when stacking penalties are calculated for lowslot damage mods the damage increase and rate of fire (RoF) bonus will be calculated separately. So by taking advantage of these two mechanics you can get a rather large damage increase from a t2 rig when stacking penalties are in effect as these rigs have a 15% bonus compared to the 10% damage and 10.5% RoF bonus from t2 lowslot damage mods (12,5% and 10.5% for faction lowslot damage mods). So for t1 rigs which have a 10% bonus this effect doesn’t apply.
For a ship with 2 lowslot damage mods you will get nearly as much dps from a t2 RoF rig as a 3rd damage mod and for a ship with 3 lowslot damage mods you will get more dps from a t2 RoF rig than adding the 4th and even the 5th lowslot damage mod. This effect will also apply to t2 damage increase rigs, but because of the way damage is calculated in EVE you will get a larger effect from a RoF bonus than a damage bonus despite both of them being the same number.
And now to a true EVE player’s favourite part: The math and spreadsheet.
I’m starting to get a lot of questions about when the video will be out and honestly it is hard to tell. I’m hoping to get all the judging done by the end of Easter, and after that there will be final editing which I believe will take 1-2 weeks. So there you have it: The video will hopefully be out within the first week of May.
Basically there are two tasks we still need to do: Picking the winners and making the actual video. Both tasks are rather large and take a lot of time and I don’t really know how long as I (or the other judges) have never done it before. Likewise I haven’t edited a video of that caliber before so it’s hard to give an estimate on the time it takes to edit it. With this post I will give you a little insight on what is actually going on behind the scenes.
I’m happy to announce that we yesterday managed to get all submissions uploaded to the judge’s panel (with the exception of a few cases with loose ends), thus we are now in the process of picking the winners. Confirmation mails should have been sent to all participants, so if you have not received a confirmation in one way or another we might not have received your submission, so please contact me. Bear in mind that if you have sent multiple submissions within a short timespan I may have only replied to one of them.
Now that I have been through all submissions, I have been able to do some statistics I want to share with you to give you a grasp on the scale of this project. Enjoy!
This is probably something I should have written before OMC, but you guys would probably still benefit from it.
Now, after having watched over 100 videos submitted by you guys, and having the same problem myself, I can safely say that pressing record is hard. Really hard. So a large amount of video footage from fights will start a little late which means some of the important parts of the beginning of the fight are lost. It essentially boils down to 2 reasons:
- People forget to press record. Not much to do with this, but sometimes people will remember later.
- Something that starts out uninteresting turns into a great fight and the recording only begins when it already has become a great fight.
Fraps has a feature that can help with this problem: The loop buffer. I’m not sure if other recording programs have something similar. So what is the loop buffer then? Basically fraps will record a buffer that will be added to the beginning of the video when you press record. Thereby the loop buffer will give you the chance record the initial part of the fight even if you forgot to hit record in the beginning or didn’t expect it to be a worthwhile fight.
The length of the loop buffer can be changed in the settings. Open fraps, go to the Movies tab and change the Loop buffer length to the desired duration. I run with 30sec as I feel it is a nice duration. While I don’t know much about the technical stuff I am pretty sure that the longer the buffer is, the more it will stress your computer.
To activate the loop buffer you simply have to press your record button down until the FPS counter turns pink, which means it has begun looping. Then when you press record like normally it will turn red, as usual, and the loop will be added to the beginning of the footage.
I hope you find this useful. It is definitely a great help for me. Getting the initial parts of the fight can be quite hard, but it gives your pvp video a much better overall quality when you get it.
This post was a follow-up of my NEO II add.
Welcome to my blog. It is still in the startup phase, thus there isn’t much content yet. In this post I will give a brief overview of what my goals and plans for this blog are. I will mainly focus on 3 areas:
- Solo and smallgang pvp
- EVE videos and media
- One Man Crew
Just a quick one. I did some experimenting with Adobe After Effects and came up with this:
The hologram is intended to be a part of the One Man Crew video, adding some nice effects to the interface. I intend OMC to both feature great fights and being a pleassure to watch for those who love some nice video effects.
I got the shipmodel from the EOH ship viewer made by Niraia and T’Amber. A huge thank to Niraia who did me a huge favour and implemented the greenscreen option which made this possible. As a little thanks I made this little piece (although abit too rough on the edges):
I’m going to share another post I made at the RvB forums about fleet concepts. The attack t1 cruisers are great babysteps into nano/skirmishing pvp. The original post is very old and much of it might be outdated, but I have made some notes along the way. Also bear in mind that it was written for members of RvB.
We often see Brawling and/or Sniping in RVB, but skirmishing/nanoing/whatever they call it is rarely seen in RVB which is a shame imo. Skirmishing is about using a highly mobile fleet with good damage projection and use your speed and range as defense while picking off the enemy fleet. Usually vulnerable targets but also their more solid ships. Skirmishing ships mostly feature a light shield tank, but any serious damage will easily break them. So the main defense will always be the range and superior mobility and any ship that is hard tackled will often go down fast. Fast frigs with scram and/or webs will often be a high threat. Continue reading