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Tag Archives: frigates


The thread has since been updated with more of the Apocrypha models:

The Minmatar Loki


Mad love to Prometheus from SHC for putting in the time to export what he could.


Some clever sort has been exporting the latest ship models from the latest Singularity build and been posting them up on the SHC forums. So even if we can’t access all the goodies until “next week”, we can at least see some of what’s avaliable.

The presence of Jovian ships is a suprise, though. As far as I know they haven’t been announced in any way for Apocrypha, so it’s quite possible they might just end up sat on the database until CCP decide to do something with them. Jovian ships have appeared in the game before, but this is the first time they’ve been seen in the Trinity graphics engine.

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Some of the CCP devs have faced the whirlwind of madness that is the dev blog comments thread and given us a little more clarification as to what we can expect:

After some debate as to whether a wormhole will let you jump back, it’s been confirmed that, dependent on the remaining mass and time limit, all wormholes are two-way tunnels. This means that you will be able to scout the new areas before deciding if it’s worth exploring fully.

All w-space is the equivalent of 0.0 space, where anything goes, and most encounters with other players are likely to be bloody because of it. Unlike 0.0 space, or any other space for that matter, these new systems will not be named; no system, constellation, or region information will be displayed. It’s been suggested that players will put together a database based on the system IDs in the API code, but otherwise they are completely unidentifiable systems. The only way to mark them for future reference would be through bookmarks.

The possibility of capital ships finding a route to high sec quickly became a concern, but it’s very likely that the mass restrictions on high sec wormholes will be small enough to stop that, or they’ll put in a hard limit that stops them jumping through into empire space. Players with outlaw status in smaller ships won’t have that problem, but jumping into space where they can be shot on site should be a surprise for some of them.

After the initial rumours that wormholes would be based entirely in 0.0 space, I’m very interested to see what will happen with the high sec wormholes. My theory is that, as with factional Warfare, hundreds of players that wouldn’t normally go anywhere near a 0.0 are going to be flocking in droves through the various wormholes in search of riches. Which is good, as this constant trickle of t3 components and materials is going to form the basis of the t3 market, but maybe not so good for some as they suddenly find themselves in a place where they can shoot each other with impunity.

Whether w-space will keep the current form of local, or feature some kind of delayed made is still unconfirmed at the moment, but it will make a fairly epic difference if it does use a delayed mode. In theory, the new scan probes might be enough to make removing local a possibility, but it’s all up in the air at the moment.

The new NPCs will be “different”, which leads towards the idea that these will be the first NPCs to use the AI that CCP has been working on. It’s also likely that it’ll be possible to fight them with PVP fits, which will make preparation for exploration a lot easier. Half the reason low sec missions aren’t touched by the majority of the player base is because it relies on bringing a PVE fit ship into what is, essentially a PVP zone.


The current war has taken us down into Minmatar space, but since all of the targets are US timezone things have been a bit on the quiet side and I’ve been doing a bit of exploration when there’s been nothing to shoot. It’s very chilled out, to the point that it makes salvaging look like base jumping,  easy going on my poor hungover brain on days like today, and being cloaked ninety percent of the time keeps me out of trouble.  One of the best things about exploration is that I get to fly the sexy beast in the picture above. An Amarrian Covert Ops frigate, the Anathema is yet another ship that I wish could be fitted for serious combat. I also want to get involved with finding wormholes when they arrive with Apocrypha so I’m brushing up on my Astrometrics skills in preparation.

I wasn’t around for the introduction of Tech Two, but these tunnels to new areas of space and Tech Three modular ships are going to kick off a new gold rush come March, and I want in. When the Revelations expansion brought in a whole host of new Tech One ships the prices were insane for the first few weeks, but as T1 blueprints and materials were relatively easy to come by the settled quickly. Although the exact details of how wormholes are going to work, it’s likely that they’ll be more difficult to obtain than T2, which means the prices may stay stupidly high for months, especially for the popular ship parts.

What I’m hoping for, at least, is a system that won’t just open the doors for the major powers to move in and settle these new areas with overwhelming numbers as soon as they appear. It would be nice if there was a random element to the wormhole destinations, with the entry/exit points changing locations, so that setting up a base there is possible, but maintaining one is difficult over a long period of time. I’d imagine these new areas are going to be impossible to jump to via jump bridges, so people can’t just dump x many Capital Ships wherever they like.

The good thing is that since Wormholes are part of an overhaul of the Exploration mechanics there probably won’t be more skills to learn, beyond the ones for actually using them, so I can start training towards it right now and get more specific when Apocrypha hits Singularity.

And here we go:

Frigates are the best ships EVER!*

This is the start of the age of the frigate, we aren’t quite there yet, but the Quantum Rise speed changes were definitely the catalyst. God help any fleet that doesn’t have anti-frigate defences in 2009.

Being ridiculously cheap, you can afford to be frivolous with them. The T2 frigates are a bit expensive right now, thanks to the current Ferrogel Fiasco, but you can always fit out a T1 frigate for a pittance. An old pastime of one of my previous corps was frigate only suicide ops into 0.0; although that was back in the dark old days, where you either flew a Crow, or you didn’t come back.

They’re fast; stupidly so, in the case of Interceptors. Post-Quantum Rise they have pushed Nano-HACs from their dominant position and are able to outrun every other ship class, even with Afterburners. You can laugh at Battleship size guns all day long while orbiting, even when webbed.

Interceptors; dear god, where do I begin? 2008 was the year of the Crusader for me. Being the fast tackler for the fleet was fun, but the real joy came from single combat with other interceptors during our various wars- fights that I didn’t lose too often, either. I learnt to PVP in Battlecruisers, and the Harbinger will always hold a special place in my heart, but the future of combat is frigate sized for me.

EW Frigates and Electronic Attack Ships have comparable EW abilities to their larger cousins, but are able to use their size and speed to avoid fire and get the hell out before the enemy can come down on top of them. “Oh hi, don’t mind me, I’m just a 300k isk frigate that can shutdown a battleship.”  Speaking of which; I’m currently looking at using a Maulus/Keres for stopping long distance jamming from bloody Falcons. The only downsides being their smaller lock ranges and that they are made of soggy cardboard.

Assault Frigates, like some kind of metal, space faring caterpillar, made a glorious transformation this year; from irrelevant to bloody brilliant. Not having to worry about being webbed to a standstill by a single web, they can add speed tanking to their T2 resists; helping them survive close range engagements. Even small groups of these things are going to be utterly vicious when pouncing on lone targets.

* Warning: Sentence may contain hyperbole.