Are ‘Timer Rollbacks’ really the solution for Factional Warfare?

This is an idea that has been suggested several times over the years, the main gist of the complaint/suggestion is to be able to combat farmers and players who want to contest/decontest systems or gain LP from plexing while avoiding combat with other players. The proposed mechanic would mean that instead of progress being halted while a militia player is not inside the plex, that it would instead roll back towards a neutral position. This would mean that one PVP player could stop farmers from taking a system. What commonly happens (mostly in defensively plexing) is that if a farmer is interrupted in the large plex for example, he simply goes to the medium or another plex, and the PVP player has to constantly chase and trade time 1:1 with the farmer and cannot undo his progress. This would allow PVP players to combat these farmers easier and perhaps provide more ‘ante’ to fight for the FW site.

Timer Rollbacks is also a feature that has been pushed by CSM Candidates in the past, as well as something that CCP has said they would like to do.

The main concerns with this proposal are that it would allow neutrals/pirates and non FW players to influence the war zone indirectly. I.e. Caldari own Tama, but they do not live there or even control the plexes, so Gallente are trying to take it, but Pirate groups are preventing the gallente from taking it by constantly rolling back timers despite the fact that the Caldari are non-existent in the system. It is also worth mentioning that this would be a much bigger buff for defenders, and that might be a bad thing considering the advantages the defenders already have, and could cause more stagnation in the warzone.

Warzones already stagnate when one Militia achieves dominance, see the Gallente vs Caldari Warzone recently when the Caldari achieved T5. Since Farmers, players who are only interested in making ISK, or just players who have not tried FW yet are highly incentivised to join the winning faction, it’s already an uphill struggle for a losing militia to make a comeback. Timer Rollbacks would probably result in this being even more difficult to achieve.

I think there is already an argument for progress already made on a plex might also be a driving force for someone to come back to a plex too. I.e. a player has put 10 minutes of the 15 minutes progress into the small when he’s killed or interrupted by pirates. Does he go back to that plex with a new ship/reship to deal with the pirates or hope they’ve left with the knowledge that he’s already got 10 minutes of work into it as an incentive?

This is Anecdotal evidence but I’ve had several great repeat fights with players probably because of the progress already invested on a Plex. If I kill someone in a Plex, or I’m killed. I can go back to that plex in a more suitable ship with the knowledge that I’m either going to get a rematch and a fight waiting for me, or a plex that’s already closer to being captured providing me with ISK. In a world with timer rollbacks, there is no need for an enemy FW player to stay in the Plex that he just killed me in if he cares about the system, there is also less incentive for me to go back there, assuming the player that just killed me has moved on, I’m going back to a plex that has probably reset and there’s no advantage to be in that plex as opposed to another one closer to me if I only care about ISK, likewise, the player who killed me will be less incentive to stick around with the lower driving forces for me to return. This will result in less ‘repeat fights’ and less struggles over plexes, especially from neutrals.

Alternatively, I also believe that many players asking for timer rollbacks generally do not think about ‘valid’ reasons for leaving a Plex, and how timer rollbacks will pressure people into flying more expensive ships, and higher end ships ‘best in plex’ style ships. For example, if I’m flying a Kestrel in a novice plex, and a Worm is on the outside and comes into a plex. I will have to leave as it’s impossible to fight a Worm in a Kestrel, this is obvious and expected. However, with timer rollbacks, I’m punished and lose progress for “running” from a fight I have almost no chance of winning. This makes it much harder for low SP, Low ISK players from advancing in FW. As anytime you have to leave a plex, even if it’s a valid reason, stalls out your progress. Alternatively, I’d probably leave from some ships like the Griffin Navy Issue even though I would fight almost everything that wasn’t pirate faction in my Kestrel. And I’d be worried that players in FW and pirates would trend even more towards higher end ships.

FW already has somewhat of a high barrier to entry in order to realistically fight back in a plex. For example, in Novices, the ‘average’ FW player is flying a faction navy frigate. Ships like the Comet and Firetail are usually more common than say Rifter or Incursus. You can usually expect most FW players to be experienced in the ship they are flying, with most relevant skills to level 5, and flying a well optimized fit for winning 1v1 fights, as well are most likely skilled in flying it too. Most new players in FW flying Tech 1 frigates already have to run from the average fight or be destroyed in the majority of cases. I’d hate for the new guy flying a Condor to be punished heavily because he chose to run from a Garmur, and this slows down his progress and isk generation, slowing him down from getting to a point where he can realistically fight back and provide content and the fights people want to players in the warzone.

In short, I’m actually somewhat opposed to timer rollbacks. While it would hurt farmers, it also hurts anyone who is legitimately looking for a good fight from new players and people flying more engageable and lower entry ships, and will probably push a warzone where the default already is all level 5 navy frigates into pirate ships + implants. It wasn’t too long ago that an Off Grid Booster was almost required in order to PVP in FW, (Or at least run from the OGB users). And I fear that timer rollbacks would result in the same upward pressure.

Alternatively, roaming blobs become more powerful as they don’t even have to sit in the plex, just push someone out and then move on to the next system. Costing someone 2+ minutes off the timer each time they force a player out of a plex. Essentially, timer rollbacks reward the more powerful players and groups more. This could be a good or bad thing depending on your viewpoint.

Instead, I think maybe there is a discussion around defensive plexing being possible in unfitted or throwaway ships without much commitment, and readjusting victory points to make them more normalised for time. Right now, Novices are the best plex since they are worth the same as a large plex, but since you can capture a novice in half the time, and with a significantly cheaper ship, they are much more attractive for farmers who want to control the system without commiting to a fight.

I’d be really interested in hearing from FW players about discussing the merits/demerits of timer rollbacks and alternative systems.

Are ‘Timer Rollbacks’ really the solution for Factional Warfare?

Factional Warfare Capture Mechanics

I wanted to write an article discussing the merits and demerits of ‘timer rollbacks’, however, the more I wrote the more I think I really need to lay out the mechanics in depth of how systems are captured currently.

How do you flip a system in factional warfare? Let me explain.

The first concept to understand is ‘Victory Points’. Whenever *any* FW plex is captured or defended, 20 Victory points is added or removed from the systems contested status respectively. When a system has reached 3000 Victory Points, the Ihub will become vulnerable. It is possible to increase a system’s victory points above 3000, doing so is advantageous and often called ‘buffer plexes or buffer plexing’, if the system drops below 3000 Victory Points, even while the Ihub is being assaulted it will go back to invulnerable. It is not possible to drop a system below 0 victory points.

You can see the current victory points of all systems in eve by using the ESI link  alternatively for the less technical minded, Dotlan has great victory point graphs that you can use to view the progress of a system, scrolling down to the bottom will display 2 graphs. In the game itself it does not display victory points, it only uses a % readout. Each Plex is worth 0.66% on this, with the game rounding up.

The Ihub itself has 7.5 million Shield and 7.5 million Armor hitpoints, both of which need to be depleted to 0 for the system to fall, it will from then on be ‘lost’ and flip to the opposing faction the next downtime, no further progress can made on the system until it flips at downtime. When a system flips, it will set at 0 victory points and stable for the militia that captured it. The Ihub has 0% resists.


3000 Victory points at 20 VP per plex means that 150 plexes will need to be captured at minimum to take a system from stable to vulnerable, We already went over how all plexes are worth the same victory points, this is true regardless of size or regardless of the type of plex.

Each system in Factional Warfare space contains a Novice, Small, Medium and Large Outpost, these plexes should always be present in the system, unless they have been captured, in which case, they will respawn 30 minutes after they were last captured. These plexes I refer to as ‘static’ plexes. In addition to these, there may be extra plexes present, which I refer to as ‘Dynamic’ Plexes, these plexes are not guaranteed in system, and will respawn elsewhere in the warzone when they are captured, the name of these plexes are Installation, Facility, Stronghold and Compound of various sizes. There is absolutely no difference between these plexes even though they have different names. A Novice Outpost is identical in VP and timer and rats to a Novice Facility and for every type of plex.

Size Ships Allowed Time to Capture DPS to break rat DPS to break rat in ‘comfortable’ time
Novice T1, Navy and Pirate Frigates 10 minutes 50+ 100
Small T1+T2 Destroyer Hulls, All Frigate hulls 15 minutes 100+ 200
Medium T1+T2 Cruiser Hulls, All Frigates and Destroyers 20 minutes 200+ 400
Large All Ships, Ungated 20 minutes 400+ 800

When Defensive Plexing (If your faction owns the system) you will not need to kill the rat. The rat does inconsequential amounts of DPS, it’s only purpose is to act as a DPS check, it’s main function is to force you to bring bigger ships to bigger plexes if you’re the offensive faction in the system.

It should be noted that the rats in the plexes have omni resists so it doesn’t matter what damage type you deal to them, you should always use the most damaging ammo (i.e. kinetic on hookbill etc.). All Rats have 60% to all resists on their primary tank, and 40% to all on secondary, with 0% structure resists. Therefore Minmatar and Caldari rats have 60% shield, 40% armor and 0% structure resists, and vice versa for Gallente and Amarr.

All plexes contribute the same to system contested level, despite the fact that the novice is both easier and faster to capture than other plexes. The novice is therefore the most valuable plex to control in an assault. It’s worth noting that at downtime, any existing plexes that are open are set back to the neutral position, so it’s not worth starting to capture a plex if you won’t finish it before downtime. At downtime ALL outposts respawn, even if they had been captured just before downtime, and the server comes back up before they would have respawned.

Assuming that you have total control of a system and multiple pilots who can capture multiple plexes simultaneously, how fast can a group contest a system from 0% to 100%? Assuming that there are no dynamic plexes in system or spawn in the system during the assault, and that there is a 5 minute buffer for killing rats, warping, noticing new plex etc.

Novices take 10+5 Minutes to capture, and then respawn in 30 minutes. Assuming that the server comes back up at 11:30 to be conservative. We can therefore capture 31 novice plexes per day. Or 620 victory points total from novices, or 20.6% contested per day in just novice plexes. Here are the values for the other plex types.

Plex Max Capturable Per day System %
Novice 31 20.6%~
Small 28 18.6%~
Medium 25 16.6%~
Large 25 16.6%~
Total 109 72.6%~

As you can see, while all plexes are valuable to contributing to the warzone, the novice is the most advantageous to control, since it represents about 25% more victory points over time than the medium or large plex.

I hope this is useful in explaining and outlining the FW capture mechanics.


Factional Warfare Capture Mechanics

Obligatory CSM Vote message

Hey guys, just a quick and final reminder that I’m running for CSM13, so if you haven’t voted already, you’ve got until Monday 11th of June downtime to vote. I’d really appreciate it if you like my content to do me a great favor in casting your vote for me in the CSM 13 election! It’s going to be a really close and tight race this year I think.

I also recommend Tikktokk, Mawderator, Bei Artjay and Jin’Taan.

Obligatory CSM Vote message

The Demons which lurk in the Abyss

Enter the Abyss is coming may 29th, and with it, new solo PVE content that is procedurally generated. With the expansion coming, I thought I’d delve into helping you be able to deal with the new NPC threats in these sites. If you’re not familiar with the abyss then I recommend you check out some streams, or jump on SISI and play for yourself, or just jump right in on TQ.

There are a few different group of enemies you can encounter, the new triglavians, rogue drones and Drifters, backed up by sleepers and seekers of their own. Just mastering these NPCs is only half the battle though, you’ll still need to watch out for the clouds, weather effect, triglavian structures and potentially other players on your return to known space if you’re successful.

Rogue Drones

The Rogue Drones have been busy in the Abyss, harvesting unique materials and producing new rogue drone varieties. Rogue drones in the Abyss tend to favor a single damage type and form swarms of the same damage type. There are three varieties of damage drone, and a set for each of the four damage types in eve online

Spark: EM Damage
Ember: Thermal Damage
Strike: Kinetic Damage
Blast: Explosive Damage

Needle: This is the ‘weak’ frigate damage drone.
Lance: This is the ‘strong’ frigate damage drone.
Grip: This is a battlecruiser version of the previous damage drones, they have much more HP and very high damage but move much slower with lower optimals too. You will want to kite these out. Despite being a battlecruiser it tracks just as well as the frigates.

Unlike the rogue drones in NPC space, these drones have damage resistances on shield and armor identical to capsuleer ships. Strike and Blast have a slight lean towards shield tanking, where as Ember and Spark are more geared towards armor tanking. The exception is Grips, which all have omni resistances of 60% EM/Explosive, 70% Thermal/Kinetic.

Needles deal 25 DPS or 50 damage of their type every 2 seconds;
Lances deal 50 DPS or 100 damage of their type every 2 seconds with additional HP and range over Needles.
Grips deal 200 DPS or 1000 damage of their type every 5 seconds with BC HP. They have low optimal however.

In addition to these, there are also logistic drones. They have Destroyer sig (75m) with 0% resists and frigate level HP so they are not very good at repairing eachother, but they can make grips and rogue drone battleships surprisingly durable, you’re on a 20 minute timer and every second counts.

Fieldweaver: Remote Shield Logi
Plateweaver: Remote Armor Logi
Each of these repairs 20 Flat HP to shield or armor respectively every 2 seconds.

Next, let’s cover the ewar drones. It should be noted that while weak, these drones deal omni damage, if you’re relying on an active armor hardener to tank the DPS drones you may want to consider clearing these out first even if their ewar is ineffective! 10 DPS of omni damage each.

Snarecaster: Webbing
Fogcaster: Tracking and Missile Disruption
Gazedimmer: Sensor Dampener
Spotlighter: Target Painting

Finally, there are Abyssal Drone Overlord Battleships that can spawn. These do a mix of Thermal and Kinetic damage. The best damage type to deal to them is usually Thermal, followed by Explosive. They have fairly bad tracking so getting under their guns can result in a lot of damage mitigation, they also have varying optimals but usually it’s between 30-40km before they’re firing in falloff, so you can kite them out if you can’t tank them. beware of them around drifter tracking pylons!

The Twilit has uncharacteristic significantly higher armor kinetic resistances than the other drone battleships, so beware. The Benthic also has a 15km 55% web.

Prefix Shield HP Armor HP Hull HP Shield Resists (Em/Tm/Ki/Ex) Armor Resists (Em/Tm/Ki/Ex) Hull Resists Kinetic DPS Thermal DPS Total DPS
Photic 9000 10625 10625 (0/20/40/50) (62.5/51.25/51.25/32.5) 33 68.10 40.09 108.19
Twilit 9000 10000 10625 (12.5/30/48.5/56.2) (68/59/78/59) 60 171.43 106.84 278.27
Bathyic 9000 20000 10625 (12.5/30/48.5/56.2) (68/59/59/68) 60 225.70 161.21 386.92
Hadal 11875 22500 13750 (12.5/30/48.5/56.2) (77/70/70/68) 60 275.46 196.76 472.21
Benthic 11875 25760 13750 (21/37/53/61) (76/68/68/70) 68 405.53 289.67 695.20

The Triglavian Collective

The Triglavians are masters of their domain, using the new disintegrator precursor weapon, they ramp up damage overtime, becoming increasingly more dangerous the longer an encounter with them goes on, they also can sport remote armor repairers, making them tough to dispatch in groups, they deal thermal and explosive damage, with more of a thermal slant. In additional to these capabilities, there are several variations of triglavian ships specializing in a role.

Striking: Generic Triglavians, they deal the same DPS as the special ones.
Ghosting: Tracking and Missile Disruption
Starving: Energy Neutralizers, no RR on Starving Vedmaks and Damaviks.
Tangling: Stasis Webifiers
Anchoring: Warp Scramblers
Harrowing: Target Painter
Renewing: Double RR Rep Amount.
Blinding: Sensor Dampeners.
Warding: As far as I can tell this is identical to striking, but has more hull damage on it.

All of these Frigate and Cruiser have a damage cap of 100% for their weapon, and gain 5% more damage each shot, although BS only gain 2% per shot, with the BS/Cruiser having a rate of fire of 5 seconds, and the frigate of 3.5.

In addition to these prefixes, there is also an additional group ‘Vila’, ‘Vila’ gain the ability to spawn ‘Vila’ Swarmers which are weak npc drones which deal low amounts of omni damage, which can be annoying if you are relying on a reactive armor hardener. ‘Vila’ all lose their RR capabilities however, Vila also lose DPS, with ‘Vila’ Damaviks doing 1/5th the damage of regular Damaviks, and ‘Vila’ Vedmaks doing 2/5ths of the damage of regular Vedmaks. They also ramp slower at 1% per cycle instead of 5% like normal, but weirdly can stack up to 150% extra damage. Vila swarmers do not need to be killed to complete the site and will deactivate when the ‘Vila’ Triglavian that spawned them dies, so you should usually not waste your time on them. They can be easily disposed by the suppressor structures. Remember to check your drones because they like to waste time shooting swarmers.

All Triglavians have the same resistances, shields are identical to capsuleer, armor is 60% EM, 48% Thermal, 53% Kinetic, 36% Explosive. Given how much more armor they have than shields, it goes without saying that you should ideally be shooting them with explosive damage if you have the option available.

Name Intial DPS Max DPS Ramp Time
Damavik 30 60 70s
Vedmak 198 396 100s
Leshak 123.2 356.4 250s
Vila Damavik 8 20 525s
Vila Vedmak 79.2 198 750s

It’s worth mentioning that due to Vedmaks having a much higher damage modifier (10x instead of 1x on the Damavik and Leshak) that it actually deals more DPS than the Leshak and ramps up faster. Leshaks take significantly longer to kill however with their higher HP totals, stronger neuts and stronger RR.

ECM drones can be useful at resetting triglavian ramp, as well as distracting them with drones and going outside their optimal ranges.
The Drifters.

Arch-enemies of the triglavians, and capsuleers, Drifters are engaged in a bitter war with the Triglavian collective for occupancy in the abyss pockets. Drifters have different Battleship sized options, Ewar Cruisers, Seekers and Sleepers that will assist them in claiming whatever it is they want in the Abyss!

I’ll start with the Drifters as they are the easiest to explain. Drifters all have 50% Omni Resistances and do Omni damage, so you should always use your highest damage type against them, or whatever damage is reduced by the weather effect if you’re running a non dark filament. Drifter Ships start out as missing chunks of armor, shield and hull, presumably having successfully crushed a triglavian fleet before you arrived.

Drifter BS track worse than rogue drone BS, but have higher optimal ranges. Drifters also sport 500 sensor strength so you’re not going to jam them.

Name Shield HP Armor HP Hull HP DPS
Foothold (Tier 1) 3356 431 10710 100
Rearguard (Tier 2) 9112 1617 9982 200
Frontline (Tier 3) 16704 2472 9168 300
Vanguard (Tier 4) 25016 3770 8356 400
Assault (Tier 5) 31904 5596 7776 500

In addition to these Battleships, there are also Drifter Cruisers. All of these have some kind of ewar effect while also dealing 50 Omni DPS. Despite being called cruisers they have big signature radius of 400m.

Entanglement: Drifter Cruiser that has a 50% web.
Nullwarp: Drifter Cruiser that will warp scramble you.
Nullcharge: Drifter Cruiser that will energy neut you

Next on the list is Seekers, these little pests have cruiser sigs and other abilities. Like Drifters, they have omni resistances, although only 10% resists, and deal mostly Omni damage, although its obfuscated slightly due to the fact that they use turrets and missiles. The turrets deal em and thermal, while the missiles deal explosive and kinetic. They deal much higher em/thermal than kinetic/explosive because the missiles are a much lower factor of DPS

Lancer: No Special abilities. Deals more DPS than the other Seekers with missiles and turrets.
Entangler: Stasis Web
Spearfisher: Warp Scrambler
Illuminator: Target Painter
Dissipator: Energy Neuts
Obfuscator: Remote Sensor Dampeners.
Confuser: Tracking and Guidance Disruptors.

The special ability seekers deal 20 turret DPS each (Split between EM/Thermal), and 4.5 missile DPS (split between Explosive and Kinetic), where as the Lancers deal 30 turret DPS each. 6 missile DPS.

Finally, we have the sleepers. These ships all pack remote armor repairers, have omni armor resistances, but of varying strengths, and come in different sizes. Unlike anything else, they also have active tanks.

Destroyers: (50% Resists, 70m Sig)
Escort: No Special Abilities, 24 DPS turrets, 4.16 DPS light missiles.
Aegis: No Special Abilities, 36 DPS turrets, 6.25 light missiles.
Warden: Webs. 20 DPS turrets, 3.75 DPS light missiles.
Firewatcher: Neuts. 30 DPS turrets 3.75 DPS light missiles.

Cruisers: (60% Resists, 150m sig)
Watchman: No Special Abilities, 50 DPS turrets 10.7 DPS heavy missiles.
Upholder: Webs. 40 DPS turrets, 9.3 DPS heavy missiles.
Sentinel: Neuts. 40 DPS turrets, 9.3 DPS heavy missiles.

Logistics: (20% resists, 100m sig)
Preserver: No DPS, fast RR, reps close to 3x normal sleepers in RR on others. Low HP.

Battleship (70% Resists, 400m sig)
Deepwatcher: Target Painter. 160 DPS turrets, 188 DPS cruise missiles.

Make sure you keep moving against this guy because if you sit still his cruise missiles will hurt.

The Demons which lurk in the Abyss

How many ratters can a single system, and by extension a region provide for?

In Light of the recent Fighter Nerfs, and the discussion surrounding it. I’ve seen a lot of arguments about how many players a system can support. So I decided to do some data crunching and find out.

I am assuming Military 5 Upgrades. And I’m only going to consider Carriers and Vexor Navy Issues for this example. Obviously you can run other anomalies and there are other ratting ships like Supers or Smartbombing Machariels. I am only going to list Sanctums, Havens, Forsaken Hubs and Forsaken Rally Points as these are the ideal sites to run.


Ideal Anomalys 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
Sanctums 1 0 1 3 5
Havens 3 5 7 9 10
Forsaken Hubs 2 3 4 5 5
Forsaken Rally Points 5 5 5 4 6

Perfect Criteria: 4 Havens per 1 Carrier (This is to account for Gas Havens being ignored and not run, and so there is 100% uptime and each Carrier always has a rock haven open to them immediately upon finishing with no downtime at all. 2 Sanctums per 1 Carrier. VNIs only run Forsaken Hubs and do not run Forsaken Rally points which give 15% less ticks. There is 1 buffer Forsaken Hub so there is no downtime for VNIs at all, it takes 40 minutes per site so VNIs can easily be staggered to always have 1 available. So a system with 4 Forsaken Hubs is counted as supporting 3 VNIs.

Ships 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
Carrier 1 1 2 3 4
Vexor Navy Issue 1 2 3 4 4

Ideal Criteria: 2 Havens per 1 Carrier, with 1 Haven counted as a buffer. 1 Sanctum per Carrier, with 1 Sanctum counted as a buffer. 1 Forsaken Hub to 1 VNI, with 1  counted as a buffer, 1 Rally Point per VNI with 1 counted as a buffer. This basically means that Carriers will always have an ideal anomaly available to them, but they may need to run the occasional Cloud Haven instead of only Sanctums and Rock Havens. VNIs will now run Forsaken Rally Points which are just as easy to AFK farm as Forsaken Hubs but provide 15% less ticks on average.

Ships 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
Carrier 2 2 4 6 9
Vexor Navy Issue 5 6 7 7 8

Non Ideal Criteria: 1 Haven per 1 Carrier, 1 Sanctum per 1 Carrier, 1 Forsaken Hub per 1 VNI, 1 Rally Point per 1 VNI. Every Anomaly is always occupied and between respawn times ships must wait or run less ideal anoms. This is just listed as the max possible resources that a system can give at a single point in time. This is an approximate 40% nerf to Carrier Ticks, and a 15% nerf to VNI ticks.

Ships 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
Carrier 4 5 8 11 14
Vexor Navy Issue 7 8 9 9 11

So now that we know how many Ratters a single system can sustain using our criteria. How many Ratters can a region sustain? Let’s take a look at Delve.

True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
Systems; Perfect 30 10 20 16 8 TOTAL
Carrier 30 10 40 48 32 160
Vexor Navy Issue 30 20 60 64 32 206
True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
30 10 20 16 8 TOTAL
Carrier 60 20 80 96 72 328
Vexor Navy Issue 150 60 140 112 64 526
True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
30 10 20 16 8 TOTAL
Carrier 120 50 160 192 120 642
Vexor Navy Issue 210 80 180 144 88 702

Note: This obviously does not include the NPC Blood Raider systems which have been omitted from the totals.

Using only the perfect Criteria, we can see that Delve can support up to 160 Carriers and 206 Vexor Navy Issues at any time, assuming every system is Military 5. With the more realistic Ideal Criteria, Delve can support 304 Carriers and 526 Vexor Navy Issues. If we were to reach peak density in Delve, 618 Carriers and 702 Vexor Navy Issues could live with 5 minute respawn times for each anomaly.

But Delve is a really good region, what about a shit region like Providence?

True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
PERFECT 72 12 0 0 0 TOTAL
Carrier 72 12 0 0 0 84
Vexor Navy Issue 72 24 0 0 0 96
True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
IDEAL 72 12 0 0 0 TOTAL
Carrier 144 24 0 0 0 168
Vexor Navy Issue 360 72 0 0 0 432
True Sec 0.0 to -2.4 -0.25 to -0.44 -0.45 to -0.64 -0.65 to -0.84 -0.85 to -1.0
NON IDEAL 72 12 0 0 0 TOTAL
Carrier 288 60 0 0 0 348
Vexor Navy Issue 504 96 0 0 0 600

In Ideal Circumstances, Providence can still provide for approximately half the Carriers that delve can, and about 80% of the Vexor Navy Issues. Totalling about 600 ratters simultaneously.

On average, great regions can provide for about 800+ ratters, and the lower truesec ones like Providence and Pure Blind can provide for about 600 ratters, with the weight of Carriers and VNIs being more stacked towards VNIs for the lower truesec regions.


Edit; Updated some values that were incorrect, there was +1 sanctum in the 4th tier and +1 Haven in the 5th tier that were missing. This has improved Carriers by +1 in 4th tier and 5th tier for Ideal and Non Ideal numbers.

Based on a post from wheniaminspace based on the viability of different ratting systems based on their location to NPC systems or out of range, here is a more realistic comparison.

  • System cannot be 2 jumps or closer to NPC station system. This gives at least 60s warning time for a Tackle Ceptor/Hyperspace Sabre to go 2js.
  • System cannot be 2 jumps or closer to hostile sov. In the case of Delve this removes the system next to Y-2
  • System must be within 7LY of 1DQ1 (or staging system).

The following systems are excluded based on not being in FAX/Dread jump range of 1DQ1: M-SRKS, 6Z-CKS, C6Y-ZF, KBAK-I, G-M5L3, YAW-7M, C3N-3S, LWX-93, CX8-6K, 9GNS-2, 1-2J4P, M0Q-JG, PF-KUQ, 8F-TK3, 9O-8W1, SVM-3K, RCI-VL, MJXW-P

The following systems are excluded based on being 2 jumps or closer to a hostile sov system or NPC system. 1-SMEB, M5-CGW, Q-HESZ, 6Q-R50, D-3GIQ, K-6K16, GY6A-L, UEXO-Z, N8D9-Z, ZXB-VC

In total, this removes 5, 5, 6, 9, 3 systems (From each band, from lowest truesec to highest). for a total of 28 systems removed.


How many ratters can a single system, and by extension a region provide for?

How I feel about Aegis Sov, my Story.

I think the best way to explain how I feel about ‘Aegis Sov’ is to tell my story as a very small corporation/alliance holding sov with little/no standings in the later part of 2016. In  September and December I was involved with some sovereignty campaigns which I found incredibly fun, and at other times incredibly frustrating.

My Aegis Sov Story


In September 2016 me and a friend of mine, Tikktokk Tokkzikk, set ourselves a challenge. Could a small corporation of incredibly dedicated pilots hold sovereignty in nullsec in the current climate with little to no standings with the local groups, our secondary goal was to test if the Quantum Flux Generators actually worked, as our dream was to have a Bovril style corp nullsec constellation that had heavy traffic from wormholes for roaming, fights and for easy logistics.

Enter Wicked Creek: Wicked Creek was a region with a significant power vacuum. September marked the aftermath of WWB. GoonSwarm Federation had moved to Delve and were just starting to remove the remaining alliances after LUMPY’s departure and building infrastructure. TEST Alliance and SLYCE, the two previous dominant powers in the region, were now firmly entrenched in their new homes up north. This marked the perfect opportunity for our 20~ man corporation and new found alliance, Top Tier, to try our hand at taking sovereignty. 

Our target for this campaign was Sock Puppet Federation, a previous ‘friend’ of TEST who decided not to move, and better yet, they were building supers in Wicked Creek. Sock Puppet Federation at the time were just shy of 300 members in their alliance, yet they owned in excess of 20 systems in Wicked Creek. They were hilariously over-extended, taking up most of TESTs old constellation while still trying to hold onto their own old space at the same time. Wicked Creek also was breaking down, RANE were a dying alliance, and pressure from opposing alliance’s Manifesto, Broskis autistic blackops drops from Curse and Feign Disorder turned the region into a warzone where no-one was particularly interested in helping anyone else, for now.

So me and Tikktokk fired up our Entosis lasers, and successfully entosis’d most of the R-M719 constellation the initial timers were mostly uncontested, as you might expect from a 300 man alliance that is over-extended. Most of the danger actually came from Broski trying to black ops drop our Osprey Navy Issue and Thrashers doing entosis work. The R-M719 constellation was important because, a) It was a large constellation with 9 systems, b) it was relatively hard to camp, only 1 real choke point existed, while also being a fairly ‘long constellation’. It was going to be difficult for a large single point defence fleet to move around, c) many of the systems were big systems which resulted in long warp times.

When the timers rolled around, SOCK responded with a 30~ man Ferox fleet with more logistics in fleet than we had in our fleet including boosting alts and scouts (that were mostly 3 boxed by both me and tikktokk). The Typical small gang experience. However, SOCK made several mistakes that allowed us to win an ADM 3.7 timer. The first mistake is that, while they were content on chasing us off nodes with their 25 man fleet, they never split it up, for every node they contested, we had 4 more nodes being entosis’d. They mostly entosis’d in the backend systems towards TEST’s old U-H staging, AB killer, the 3rd human we had in fleet, was doing a good job decimating the trash entosis ships they had doing defensive duty, T1 frigates/RLML Caracals with a launcher replaced for an Entosis link etc. While we also did lose entosis ships occasionally too, we were much better organised than SOCK. We had spare ships ready to go in our staging POS, where as every entosis ship we killed took 45mins to an hour to be replaced, if it was ever replaced. There were no entosis links on the market in WC so it was incredibly difficult for an unorganised entity like SOCK to get replacements.

Eventually, despite being outnumbered almost 4:1 in active ships on field. We had won a timer, successfully onlined an I-Hub and TCU. and took the station in the next 2 days. Aegis Sov worked, an overextended single point alliance that was unorganised both logistically and militarily, could not hold their system even with a relatively high ADM like 3.7, vs a group of dedicated and organised attackers. The fighting was incredibly tense and fun and lasted 3-4 hours, but I was enjoying it the entire time, communication, positioning, scouting and logistics all played a part hand in hand, reshipping multiple times, this was the Aegis Sov dream, it was one of the most enjoyable battles I had in eve.

About a day later, Short Bus Syndicate decided to crash on Wicked Creek, and SOCKS couch after being removed from Sort Dragons Coalition. They staged from SLYCE stations who still had standings towards them from GotG. They also made a 2000 man coalition with everyone else in WC when they arrived, they could not remove Top Tier from MN- in 3 weeks, despite entosising our structures every single time they were vulnerable, despite having over 100x more pilots in their coalition than in our corp, despite having more than 10x more ships in some fleets than we had including all our scout alts etc. Because we were active, dedicated, and kept an ADM over 5 at all times, retaliated and entosised, and even won a few offensive timers against them, albeit they were of no strategic significance. Again, Aegis Sov was working perfectly. A few dedicated players who were very actively using their space could hold up, even against a 2000 man coalition, if they were generally unorganised and overextended. They eventually struck up a deal and paid us to vacate the system.

My fights with the Querious Fight Club and holding sov in Querious were a similar story. Even when an coalition as powerful as the Imperium are being called for timers, we can still win offensive timers outside US TZ during the weekday, and defend all of our timers. As long as we had ADM5+ and were active, we could hold space, despite having less than 10 characters in fleet most of the time, because we were by far way better organised logistically and militarily than the QFC alliances.

We also learned a few things about Aegis Sov that we hated however, Throw away Griffin spam for defending against entosis, and just ECM or Ewar in general, 200km rapier/phantasm Entosis ships that were designed to run away from everything. Lockbreaker bomb bombers vs T1 Entosis ships were also particularly painful and annoying, Ares with ECM burst and probe launcher that has <2.0s align for instawarp, all of this was incredibly frustrating to deal with and took away from the awesome experience that we had in general fighting small gang in Aegis Sov.


While in GoonSwarm in the Winter War, I plyed my trade, flying a solo Jackdaw specifically designed to harrass entosis ships vs 30~ man unorganised entosis fleets from the TESCO side, getting over 200 kills and doing 3b of damage to entosis ships in a week. A solo player, 1 man, 1 character could make an unorganised 20 man gang take over 5 hours to take a ADM1 timer, I love this about Aegis Sov, if you’re a small corporation who really wants a system more than an unorganised coalition does, you can have it or really make them bleed for it.

Saying that, since I’m in GoonSwarm I have been on a few Entosis timers, and I learned a few more things that I dislike about Aegis Sov that I did not consider before. For larger operations, especially defensive timers where no-one shows, or initial offensive timers there is a feel of disconnect and non involvement for players. For anyone in mainline ships or logistics, you basically sit around with your dick in your hand for 40 minutes while your few entosis ships sov wand the nodes. Usually the other side will not fight and just spam or login in a few griffin alpha characters they have lying around and try to make the process as painful as possible for you.

The recent Co2 entosis of 4-07MU is a good example of this. I was sat in a legion orbiting a gate with 150 other goons with my dick in my hand for the better part of an hour. For anyone who is not doing entosising it feels painful, you are not involved at all in the process. While repping or shooting POS shields or stations might also be non riveting gameplay, there is at least a feeling that you matter, you’re involved in the process. It’s also painfully frustrating when you don’t have enough entosis ships or one dies/gets jammed or whatever, while I do like the fact that logistics are important, nothing feels worse than having 70 people who can’t do anything while a ‘swordfleet’ or ecm burst instawarp probe ceptor wastes your time.

I think my opinion of Aegis sov is as follows: I love ADMs, I love the nodes appearing in different systems in the constellation, I love basically the entire Aegis Sov mechanics… barring the Entosis link. I dislike Entosis links entirely. They limit the sov interaction only to ships that have them fitted, they make tactics like ECM, Ewar, Swordfleet Interceptors, ECM burst Interceptors the best tactics to use excluding mainline ship players and making fights not happen, because instead of 2 skirmish doctrine fleets clashing over the nodes, you end up with Entosis Link Coward fit Rapiers/Max Tank FAX vs Swordfleet/Griffin shit as the ‘best’ options for winning the strategic objective.

With the advances in tech with Citadels, I would really, really like to see Entosis links phased out or repurposed, while swapping nodes to a DPS cap style system. It’s important to keep the things that the Aegis Sov system does well, make systems not aids to take for fleets smaller than 60 guys or without supers. If we keep the current node/capture times, but roll them into DPS caps, I think you could come up with a system that encourages fighting over entosis style running away/ECM stuff, involve more players and make everyone have fun fighting for sovereignty.

TL;DR Aegis Sov good, entosis links bad.

How I feel about Aegis Sov, my Story.

The Top 5 Most Oppressive things in the solo/small gang meta right now

The Top 5 Most Oppressive things in the solo/small gang meta right now

  1. The Svipul. This ship has greatly shaped the meta in numerous ways, the first way is that it has made a lot of Cruisers or above either redundant or need to have the possibility of dealing with one. With a small amount of pimping, on the dual extender AC fit (T2 CDFE x3, RF MSE x2)  a Svipul is capable of 26k EHP in defense mode, while dishing out 370 DPS cold, and passively regenerating almost 90 EHP/s, on top of that, it has a very low signature radius and high base speed, meaning that it can usually mitigate a lot of cruiser grade weapon DPS. the 90 EHP/s means that a flight of light or medium drones which normally is a good enough defence against lighter classes is permatanked, shrugged off, or easily killed with the Svipuls frigate gun tracking, kiting cruisers have to deal with a ship which goes almost 3.9km/s while still having <18k EHP in propulsion mode, which is usually something you just can’t afford to be on-grid with.

    It’s not just Cruisers and above that have suffered miserably at the hands of the Svipul either, while the Dual Neut AC Extender fit might be a huge menace for bigger craft, luckily Frigates have the agility to avoid it, it still is very oppressive and often forces Frigate sized ships to have to clear the field in it’s presence, as it’s essentially a cruiser in terms of EHP and DPS stats while having Frigate Tracking and Speed.


    However, Frigates have to deal with Instalocking Arty Svipuls which have an Alpha Strike of 2.25k, capable of one-shotting almost every non-buffer frigate in the game, while also being able to fight 1 to 1 with even brawling pirate frigates and Assault Frigates, With just a single sensor booster in sharpshooter mode, the Svipul achieves a Scan Resolution of 1.5k cold. thanks to the huge base speed of speed mode and the defensive web it’s impossible to ever go under it’s guns, It also brags about having 6k EHP in sharpshooter/propulsion mode, or 8k in Defensive, which might not seem like much, but the 450  DPS with heat easily brings its EHP/DPS ratio above Brawling AFs like the Enyo. Not only that, but any frigates that come close to being able to challenge it are significantly slower than it.

    In comparison, a ‘fast locking thrasher’ cannot fit a MWD with 7 NAMED 280mm arty fitted without fitting help, it’s also much slower, despite having the 50% tracking bonus “always on” the lower base speed and no web (unless you drop a sensor booster or the prop, and you probably want no prop 2 sensor booster anyway to match the svipuls scan resolution), means that frigates can actually kill at 0km if they can weather the initial volley and possibly a second glancing shot, The Thrasher is also much more likely to be caught since it can’t instawarp and likely doesn’t have a prop-mode either, so it can’t chase frigates that survive the volley, or, it is at least 1.1km/s slower than the Svipul cold if it makes the sacrifices (2 PG rigs + -1 mid, for prop). The Svipul can also instawarp doing the mode swap trick, and has frigate speed/agility so catching one is incredibly difficult.

    The Svipul has killed off most slower brawling frigates in the meta, and the only ones still left are buffer tanked frigates that can out-run it on the entry gate, that now have to carry mobile depots to repair at every gate they jump into one at.

    Because of this, the Svipul is the #1 most oppressive ship in the meta.

  2. Rapid Light Missile Launchers. Rapid Lights are a Cruiser Grade Weapon, which does High Anti-Support Cruiser DPS while having very light fitting requirements, and Frigate Grade Application, while having Mid Range and beyond Projection. This is counter-acted by having a longer than usual reload time of 35s and 20 charges, however, they do so much raw damage before this reload actually takes place that they are incredibly oppressive, and not just to Frigates like you might think, but to Cruisers too.

    Enter the Rapid Light Caracal, now a staple amongst junior FCs and home defence doctrines (Note, I don’t think that the Caracal itself is oppressive, just the RLML weapon system)  

    With 63km Optimal Range (With optional improvements with missile guidance modules or rigs). 370 DPS cold with CN Missiles, Good Speed, A Staggering 35.2K EHP while having a decent resistance profile for any possible logi. It’s pretty obvious to see why a Caracal is a “Sorry, you’re going to have leave the grid m8” for any Light Craft on the field. However, Despite what you might think, It’s not Frigates that the Caracal oppresses the most. It’s other Attack Cruisers. Why? The Raw Damage that it deals before reloading.

    Caracal with CN Missiles deals 825 Damage Per Volley, For a Total of 825 x 20 = 16.5K Damage before reloading. It also has 2 Acolytes, that during this period will attack a total of 10 times (50~ / 5) which deal 139 x 10 = 1,39k Damage. For a Grand Total of 17.89k  Damage before it reloads.

    Caracal with Fury Missiles deals 1008 Damage Per Volley, For a Total of 1008 x 20 = 20.16k Damage. Including the Acolytes, which deal 1.39k Damage during this period. That’s 21.55k Damage before the Caracal Reloads it’s weapons. The 444 DPS (COLD) is also very significant and can punch through a lot of active tanked cruisers, many of which cannot actually catch the Caracal.

    So a Cruiser needs Essentially 22k+ EHP to survive a RLML Reload, + Residual Acolyte damage while it’s reloading~.  

    Using an Attack Cruiser as an Example

    DC Only: 10k EHP
    DC + 1LSE II: 15.2k EHP
    DC + 1LSE II + 3 CDFEs: 19.5k EHP
    DC + 2LSE II: 20.3k EHP
    DC + 2LSE II+1CDFE: 22.3k EHP

    DC + 800mm II: 15.3k EHP
    DC + 800mm II + 3 Trimark: 19.5k EHP
    DC + 1600mm II: 20.5k EHP
    DC + 1600mm II + Trimark: 22.5k EHP
    DC + 800mm II + EANM + 3 Trimark: 23.6k EHP
    DC + 1600mm II + EANM: 24.9k EHP

    Here one can see the sacrifices that an Attack Cruiser must make in order to survive the Caracal’s Fury Reload which is almost impossible (barring links) to mitigate DPS from. However, this isn’t the end all.

    The Attack Cruiser still needs to effectively deal with Frigates/Ships that it’s hunting. It also needs to be able to kill the Caracal which has an EHP of 35.2k (Cold) or 37.9k With the Invul Field heated before it can actually reload.

    The Caracal fires all it’s charges in 49.2 seconds (Assuming it didn’t heat). It then reloads over 35 seconds. During this period the Acolytes strike an additional 7 times doing roughly  973 damage or almost 1k extra. This means that a Cruiser needs to kill a Caracal in 84.2 seconds before it can reload (and probably kill them with an additional 22k damage)

    Cold Invul to kill in 84.2 Seconds = 35,200 / 84.2 = 418 DPS
    Heated Invul to kill in 84.2 Seconds = 37,900 / 84.2 = 450 DPS
    (This is of course ignoring the 50 EHP/s peak regeneration on the Caracal)
    This is OFC assuming the fight takes place at 0km and the Caracal is very capable of kiting out ships.

    This requires every viable cruiser in the meta to be able to Achieve at least 420 DPS with 22k EHP Minimum, with probably expecting more, while also being viable at defending itself against a Svipul and other Frigates, while also being able to actually catch the Caracal. This is the reason why the Stabber and the Omen have disappeared to the depths, and to a lesser extent, the Thorax. To actually meet these minimums they are so gimped in applying anything that they are food for any Frigate or T3D that catches them. So it rotates back on to the same point, if you can’t meet these requirements while not being gimped, you might as well fly the RLML Caracal instead, it also doesn’t suffer from capacitor issues like the Omen and Thorax, and doesn’t have any issues with dealing with Frigates.

    I want to make it clear once more, I don’t think the Caracal is an oppressive ship, It’s Rapid Lights which are the problem. it’s just the best example.

    Want to know something disgusting?  


    This Ham Caracal can survive the Reload with Heated Invul, but with only 395 DPS cold, it comes very dangerously close to not being able to break the 420 DPS/22k EHP ratio needed to actually kill the Caracal, the Ham Caracal will actually win with very low Structure HP. With Rage HAMs it’s a lot closer but you run the danger of not being able to fully apply to other ships that may be present. And this is all assuming the fight starts at 0km

    The reason for this is the fitting difference between the RLMLs and HAMs and the fact that HAMs require a web to apply fully.

    So while, a HAM Caracal might (Very Barely) be able to achieve a victory against a RLML Caracal, you have to ask yourself, Is it worth fitting HAMs instead of RLMLs for a minor brawling benefit, and the conclusion to that is often… no. RLMLs just have so much more benefits vs almost every other ship type, and give you more kiting freedom.

    Rapid Lights just have so much more freedom in both application (No need for a web/TP/Guidance mod or Rigs unlike HAMs/HMLs), but also in superior fitting room.

    Just in case you didn’t know, a HML Caracal dies to a RLML Caracal. lmao.

  3. The Orthrus. Now we’ve talked about how oppressive Rapid Lights are, and while I believe the Caracal (And Other RLML Ships) are mostly fine, it’s just the weapon system is overpowered… This ship definitely is overpowered. An Orthrus essentially means that everything smaller than a Pirate Faction Cruiser has to leave the grid, It’s faster than almost everything that can actually win an exchange with it at 0km, and it has a potentially a 20.3km Defensive Scram unlinked. (or 16.2km if you’re t2 fitting it).  It also has 5x small drones and a utility high that it can easily fit, thanks to the obsurd amount of PG that it has.

    Here is a basic T2 Fit to keep things reasonable, the Orthrus is probably one of the ships that scales with pimp the most in the entire game though.

    Want to know a joke? The Orthrus (Up until the Parallax patch) Had the same Grid as the Drake Navy Issue, A BATTLECRUISER  which had to fit 3x more launchers than it. The Orthrus has so much fitting room, which is further compounded by the fact that it fits Rapid Light Missile Launchers which we have of course, touched upon.

    The Orthrus has every defensive skirmish bonus in the game
    Medium Neut – Check
    Heavily Bonused RLML – Check
    2.3km/s speed without mods – Check
    25m3 Drones – Check
    Bonused Defensive Scram – Check

    This Ship kills a Cynabal at 0km. While having way more anti-frigate defense and a defensive scram.

    You might think that all Mordus Legion ships have these bonuses, but The Garmur will at least die to a T1 Frigate at 0km if it gets caught by one. The Orthrus is more than capable of killing pretty much every reasonably fit buffer fit cruiser in the game at 0km, and most Navy Cruisers at 0km too (If it’s stupid enough to be there in the first place). Its fast enough and has the scram to run from anything which can actually out-trade it. Garmur will die to a well flown slicer, Orthrus obliterates the Omen Navy Issue with ease.

    The Orthrus with CN Missiles deals 1445 x 20 = 28.9k Damage before reloading. This is Over a period of 65 seconds~ assuming the Orthrus doesn’t heat. During this Period, the 5x Acolytes strike a total of 13 times. Dealing 347 x 13 = 4.511k Damage. For a Total of 33.4k Damage. This is 526 DPS total (assuming no heat) which is no easy task to tank even with dual rep [The Orthrus has the Medium Neut applying pressure too even if a dual rep ship catches it at 0km].


    The Orthrus with Fury Missiles deals 1764 x 20 = 35,280 Damage before reloading. Adding on our Acolyte Damage of 4,511 damage over this period, The Orthrus deals a Grand Total of 39,791 Damage before it needs to reload. This is 624 Damage Unheated, which again, assumes you caught the Orthrus at 0km, and can sustain it’s medium neut worth of pressure which is not irrelevant, the 2.1k volley is also able to pierce through most pure active tank ships buffer.

    The Orthrus goes into reload after 65.6 seconds (Assuming it didn’t heat) and during the reloading period of 35s The Acolytes Strike an additional 7 times for roughly an extra 2,429 Damage. Bringing the total of damage up to 42,220 Damage. For a Ship to kill an Orthrus they need to tank 42,220 damage and deal 400DPS~ to kill it before it reloads, which again, is out of reach of most ships below the Pirate Cruiser tier. and This is all assuming you catch a ship which shouldn’t be at 0km in the first place. Anything which can achieve this is usually much slower than it, causing the Orthrus to make a piloting error the only way it can lose in a 1v1 scenario.

    Because of it’s high speed, high range, high point range, The Orthrus makes almost any fight with it on-grid within the 150km range of it not being able to just warp to whatever you’re killing almost impossible for anything below pirate cruiser. Because of that, it’s #3 on my list, it’s not as high as the Svipul because it doesn’t oppress roaming in a Frigate, and Frigate options as much as the Svipul does.  

    4) Remote Sensor Boosters / “Instalocking”: I really dislike these modules, the basic premise behind them seems to be fine, they’re a targetable sensor booster thats slightly stronger than the local sensor booster module, Just like all ‘remote’ modules, designed to improve some aspects of group play. However, Scan Resolution Remote Sensor Boosters are normally used on completely throw-away ships in camps, and unlike other remote modules, which rely on the other ship being alive during the period to be useful (And this is balanced through needing lock, and failure cascade when remote-pair ships die or forced off grid for example) You only need the Scan Resolution for the first second of the fight to instantly lock a ship. I think Strategic Cruisers and Pirate Cruisers like a Vigilant locking an Interceptor if it’s not a taxi before it can take any actions as terrible. There is no counter-play or no appropriate ships being brought. I have no issue with being instalocked by a Stiletto which has fitted appropriately to catch an Interceptor, and then dying to his friends later, would even gladly trade interdiction nullification for it. RSBs allow you to instantly lock a ship below your class without having to make the fitting sacrifices required to do so. I’d like to see scan resolution strength of RSBs nerfed (You can nerf Scan Resolution damps too if this is going to be an issue for damps etc.) At least with local sensor boosters it means a ship doesn’t have all the tank/utility options it otherwise would with RSBs on it, actually making it vulnerable.

    At least you would have a small window to fight the very vulnerable interceptor or escape before his friends attack you, this would make a big difference for solo/small gang roaming especially in areas of space like Deklein which are plagued with groups who only do this to respond to solo frigates looking for PvP in the region.

    5) Links: I’ve droned on about these for a long time now (Check the 10,000+ words I’ve written about them on this blog), but links are definitely mega oppressive and usually mean you can’t pvp in the same system as someone who has them if you don’t your own. They certainly belong on this list. And probably would be higher up if you’re a lowsec PvPer instead of a nullsec PvPer like me.

The Top 5 Most Oppressive things in the solo/small gang meta right now