Category: General

General posts about the Arena.

AT XV Feeders Stats Blog

So, after a weekend of brilliant combat I was confronted with a week of real life responsibilities and then this…

I don’t like heat, me and heat don’t mix well, as my teammates will attest from AT practice. As such this compromised function is responsible for the delay in producing this sheet and any fever dream induced inaccuracies and flights of fancies within it. These are no relation to Bei and Nashh taking me out drinking, none at all.



So, without further delay on my part we’ll get into the meat of the stats from feeders. We’ll kick off with one of the most talked about ships of the weekend, the Oneiros, and this isn’t just because of a glitch in the stats sheets V1.0 that had it frequently being picked in 130% of matches it wasn’t banned in. (Sorry, Elise.) The Oneiros is the most popular ship in its class, in the pure number of teams picking it and close to the top even in absolute picks where its one off nature pulls it down the list.

At 1st for match picks, picks excluding bans, wins(though 2nd in losses) and then 4th in absolute picks and bans the Oneiros has been a defining ship of the feeders. Massively more popular than the Guardian, by nearly a factor of 3, it is a key ship within the armour team compositions. Picked in 64% of armour compositions the Oneiros’ nature as a logistics cruiser oriented towards self contained or solo usage lends itself naturally to tournament play. Its closest competitor, the Guardian, has seen a resurgence coming into the AT XV ruleset however, the reintegration of capacitor transfers unlocks the Guardian’s potential. Its short pair of mid slots work more effectively with external cap sourcing and allow it to work in the pseudo or semi tinker configurations we’ve begun to see reappearing as far more than a substitute for the prefered Oneiros.

Returning to the Oneiros itself we see it picked across a wide range of strategy from the traditional battleship top ended comps that have been worked into AT XV rules, to the drone comp resurgence and the BC(Battlecruiser) heavy cores. It’s no surprise that in 45% of its matches it was paired with the Daredevil, its competition for the most popular ship of the feeders, and one that is naturally armor tanked.

With 30% pick rates with both the BNI(Brutix Navy Issue) and HNI(Harbinger Navy Issue) and strong win rates with them, 70% and 80% respectively, the Oneiros is successful with the BC cored comps considering their 67% independant win rate. In general the 64% win rate of the Oneiros does little to buck the 61% armor comps have achieved overall. However a 43% rate of Oneiros picks facing another Oneiros drags its win rate down towards the 50% mark, outside its own mirror its win rate stands at a far more impressive 85%.



The other seemingly ubiquitous pick of the feeders was very much the flavour of the year, receiving a 2 point reduction in line with the Serpentis sponsorship of AT XV, the Daredevil is a pirate frigate that with a 50% cost reduction is priced as a T1 Frig.

Being one of the most agile frigates in the game and the reasonable durability that pirate ships get for their class, combined with its ability to field 90% stasis, a trait reserved for its own Serpentis kin or for those being very bold with battleships and grapplers, makes it a potent tackle frigate that can find application for most any heavy firepower behind it.

With this in mind the Daredevil is the only competition the Oneiros has for the top spot of match picks, 33, and it dwarfs it for absolute picks however with 50 Daredevils  being picked across the feeders they account for an incredible 5.59% of all ships picked. On average every match should have had a Daredevil in it, however 4 bans help put a stop to that, along with duplicate picks of course.

The Daredevil has become the default 2 point pick and its ubiquity has had a role in its 48% win rate without being a defining factor in teams a huge data set would be needed to start drawing conclusions on it. However it does have a perhaps unfavourable comparison.

Its competition for the 2 point armor tackle frigate slot is the Punisher, a less popular pick, seeing play for only 18 ships across 10 teams. It’s 70% win rate suggests success beyond that of the Daredevil, but with 30% of its matches being alongside the Daredevil and a 67% win rate there it is fulfilling a role not only as an alternative but an accompaniment in teams that are taking a very large tackle wing.

The Punisher fares better for survival in the match up, 39% to 36% is little benefit, however an average lifetime of 4:53 dwarfs 3:19, talking not just to how much more survivable they are but how much less teams want to be shooting them. Though the heightened potency of the Daredevil may be the counterpoint to this.



One of the winninge– No. No. Can’t. Not today. The Armageddon is one of the most successful ships of the feeders, the only ship to maintain a 100% win rate over more than 3 matches it kept it for all 7 matches it’s been picked it. Bringing the kind of long range capacitor warfare potential that we only otherwise see on flagship Bhaalgorns it’s found a solid place in the compositions that would traditionally rely on on their flagsheep. A 4 point increase in the points cost of the Bhaal along with a ban on flagsheep in the feeders has put it in a favourable position to take the role.

Its use in such a role has also seen some clever tactics, only one friendly or opposing ban has repeated across the entirety of the matches the ‘Geddon has seen. 5 bans for the Bhaal from opposing teams across 7 matches, a telegraphing of teams not wanting to face capacitor warfare that has secured the ‘Geddon pick its power. However with a total 23 bans coming in against the Bhaal, the most of any ship by 35%, the substitution or exploitation is far from straightforward, the ‘Geddon’s own 12 bans contributing to this.

Surviving all but one of its matches and once being fielded as a pair, the ‘Geddon has seen a wide variety of compositions, its only consistent allies being the Oneiros and Daredevil. Outside of this it’s fallen into BC core compositions, drone teams and Vindy compositions, finding success in all of them, whether this is an effect of the feeders bubble or if it will continue when flagships and other exotics rejoin the fray will be discovered in time.


Brutix Navy Issue

The BNI has seen mixed but prominent use throughout feeders, clocking a total 50 ships fielded, 46 of which were fielded as pairs. 59% of the time it was fielded alongside its partner from AT XIV the HNI and an 69% win rate with its old partner shows that these more typical BC cores are going strong. Its other stand out role over the weekend has been less gloriously faring in an all-in hull tank. Though spectacular when it works, honestly this match is so satisfying, it fell short on average as we’ve come to expect from such compositions over the years.

A 59% win rate flags it up as strong regardless, the high dps and huge application bonus combine to make a favourable platform as well as bringing a utility high for links in a meta where command ships are coming at even more of a premium than previous years. The strength of the BC core has been shown but the cost increases have lead to compromises being made, the HNI to Harbinger being a prime target of this, but with a win rate drop from 85% to 50% in the BC core comps it’s not been a successful substitution.

An interesting quirk of the BNI however has been its interaction or lack of with the Scimitar, though neither heavily banned by friendly or opposing sides, the Scimitar was banned in 71% of matches the BNI was fielded in, twice the independant rate. A 100% win rate in 3 matches it did square off against the Minmatar shield logi isn’t big enough to make bold statements off but could be the beginning of an interesting trend.


If the Bhaalgorn was the focal battleship of AT XIV then the focal battleship of AT XV is going to be the Vin- ahahah, no. The focal battleship of AT XV will remain the Bhaalgorn, with nearly, (frustratingly nearly,) 75% of flagships being the predicted flagsheep we will see them being the crux of match after match throughout AT XV. In the shadow on the control umbrella the Bhaal offers however lurks a deeper darkness, one with blasters and space brakes.

The Vindicator is receiving a remarkable 3 point cost reduction this year to bring it in at 20 points, battleships overall having been increased since AT XIV. Typically seen in its natural form sporting blasters and an armour tank benefiting from its incredible up close damage and control. We’ve also seen incredible hull tanks for all-in composition, and, kudos to Hole Control, shield tanked fits fielded to mixed success, though a win for shield. At a 60% overall win rate they’re strong in most comps where their face melting™ damage combined with incredible tank especially in a hull tanked configuration, 64% survival rate, leads to solid victories and close defeats. Overall they averaged a 25 point positive differential across their 15 matches, speaking to their ability to trade even in unfavourable situations.

Taking on 7 of its 15 matches as pairs, and 10 of them without a T2 cruiser behind them the 20 point cost of the Vindicator is still a hefty investment at the top end. With a need to fit in components such a tackle, logistics, links and potentially a bigger control umbrella Vindies will often be along at the top, the difficulties of fielding the Vindy with heavy support are complex. Perhaps the heaviest composition we’ve seen in the feeders came from Purple Headed Warriors fielding a Bhaal, double Vindy and Onerios, having to then build a support wing with only as many points as the Vindies themselves cost. Its cost curve can been seen steeply against even the command ship and battlecruiser heavy comp Digital Vendetta brought against it.



Two ships have stood out through feeders for less glorious reasons have been the Gila and Kitsune however. Their 40% and 33% win rates respectively are respectable enough, but their stat lines turn sour when you reach survival rate. 0% for the Kitsune is unsurprising, the low buffer, high impact ships draw fire like a moth to a flame, even so far as being primaried in 50% of their matches they saw. These infact resulted in the 2 joint fastest kills in the feeders each at a mere 11 seconds.

By contrast the Gila is a far less appealing target. Getting an effective buff from AT XIV, with the relaxing of rules on damage drones, means they are a highly effective damage platform. The combination of this with the tank bonus, pirate ship stat line and favourable slot layout provides durability however and can let them be a solid package of strong resists and raw hit points. With a strong tank and an incredible amount of ehp in their drone bay Gilas can often be relied on to hang in a fight and provide their damage for a long while.  

In the feeders however we’ve seen quite the opposite, despite their 40% win rate they have managed a mere 10.5% survival rate dying in an average of 03:24 when lost. The pressure to try and compress everything the Gila is on TQ into an AT passable package is tough, feeling pressure to be heavier tackle along with fitting improved application, cap support and potentially even remote support suites pushed onto them squeezes the tank or incredible application fits out. As the meta leans more and more towards high damage, high application teams however with Navy Battlecruisers, Command Ships and Vindicators becoming prevalent tankiness for a cruiser may not cut it.

Quad BC Comps

Speaking of those high damage, application compositions AT XIV’s meta defining Navy BC cores have made a strong return. A 66.7% win rate looks good, and when you take our their mirrors an 83.3% rate looks even better. Their traditional form has had to adapt however, with a Bhaal, T2 Logi and 4 N.BCs coming in at a whooping 92 points across 6 ships, the 2 points per ship it leaves for a full comp is a blow perhaps softened by the cheapness of the Daredevil at least. Last year the same core would have cost 86 points, opening up 75% more points in the support wing and allowing wider use of options like bombers, interdictors and EAFs. As such this core has been seen only one in the feeders, with most teams making sacrifices elsewhere to preserve their T2 logi.

Bhaals, ‘Geddons and Vindys were all fairly scarce with no other battleships being picked above the BC core. Command ships proved more popular, but with the sheer abundance of links in these comps they fall more into the same role as the comps that brought additional T1 Battlecruisers, combat and attack variants, additional high application damage to compensate for the lack of application support.

We have seen options with T1 and Frig Logi to good success, and No Logi to far less success. Freeing up 5-7 points can be crucial in allowing a balance between a functional core and potent support wing. However we see here an amplification of the changes than will define this year’s meta shift with Logistics and other high end hulls having their point values increased the already tight BC cores are simply feeling the squeezes most.


Frigate Logi

Growing in popularity in recent years, especially with the addition of their T2 variant 18 months ago, Frigate Logistics is a choice that’s been watched very expectantly throughout feeders. We’ve seen 8 pairs picked throughout feeders to mixed success, their 37.5% win rate isn’t glorious but is far from damning, especially on such a small sample size. Their low points cost is often their main draw, reflected in the fact 75% of their matches have seen them picked alongside pirate battleships, the most points expensive ships in the AT.

We’ve seen an incredible mixed set of approaches to Frigate Logi, with BC cores, traditional Battleship top ends, Vindicators and more exotic compositions. Predominantly shield compositions with Kirins that have fared poorly, though the one scalpel pair picked up a loss. A 20% win rate brought to us by an incredible Day 1 performance from Bright Side of Death.  A nearly perfect performance that began with an incredible 17 second logistics headshot and was marred only by the loss of their Kitsune before closing the match in less that 4 minutes.

On the armour side things have performed better, with a totally homogenous selection of Deacons getting a 66.7% win rate, mirrored in their survival rate. For the class as a whole survival rates, at 43.8% have been a little higher than win rates, with the weaker reps and incredible damage mitigation leading teams to simple punch past them.

This is a stark contrast to their cruiser sized brethren who have win rate, 54.2%, drastically above their survival rate, 30.6%. The ablative use of logistics is of no surprise to veteran followers of the AT however. Unlike in day to day use on TQ Logistics in the AT have little hope of being able to permanently sustain their teams against a full composition, so they work with the local tanks of their team, EWAR support and positional damage mitigation to buy time. If a Logistics cruiser is destroyed its job is to die slowly, trading its role of adding ehp to its allies with one of simply being ehp that needs to be destroyed first.

Despite this trend Logistics Frigates have been primaried in proportionately as many matches as their less survivable cruiser counterparts, 25.0% for cruisers to 23.6% for frigates. A potential explanation for the high value for the frigates, despite less overall kills on them, is that more teams are likely to test them to see if their low ehp pools can be broken, simply to force movement from a ship with a lower potent range or naive of the difficulty of applying to such small targets.


Drone Comps

After a couple of years relegated to the drawing board by a ban on T2 damage drones drone compositions will be returning this year to a mixed welcome. Rejoining a meta where logistics, command bursts, points values, and even team sizes have changed since their last period of dominance. Despite this we are immediately seeing some comps that dominated previous years with Vexor hull teams showing their teeth scoring a 71% win rate alongside the VNI(Vexor Navy Issue) and Ishtar, a pairing itself that has a 67% win rate.

In fact drones compositions overall have achieved a very reasonable 63% win rate across their 19 games, jumping to a 73% win rate on armor. This is unsurprising as the largest ranges of drone ships belong to Amarr and Gallente with the Gurista’s pirate line provide the only truly native shield tanked drone boats. Despite this drone boats have done respectably on shields with the Ishtar and VNI taking well to the shield tanks, though the only attempt to field the full Gurista offering fell rather flat for Iron Armada.

Meta Efficacy

So the first stats blog I wrote, back for the 2nd NT season, I tried to include a snapshot of the season with a graph of win and pick/bans rates for each ship. Doing such a thing for these ships would be possible– in fact one moment, here it is:

Now. This isn’t that useful as a whole is is? Well, it might be interesting if we could make it even bigger. However with a bigger ship pool and the far higher variance in fittings it’s nothing like as useful. Instead my best offering might be this.

Though I will admit now to uncertainty regarding some of my assignments, (I didn’t get to watch every match and this was retroactively constructed, something that won’t be happening again) I feel this gives a stronger sign of what’s occurring in the meta of the Feeders. For some clarity I’ll break down the labels here.

  • Armor

Teams based around armor tanked ships with either armor logistics or local armor tank, featuring enhanced utility from freed up mid slots and usually reduced reliance on capacitor for tank.

  • Shield

Teams based around shield tanked ships with either shield logistics or local shield tank, read ASB, basically ASBs, featuring greater mobility and damage though often being more cap reliant for resistances.

  • Hull

Teams build around hull tanked ships, will typically huge ehp pools traded against agility and lacking meaningful hit point regain mechanics.

  • Traditional

The grouping I feel least sure of, this is covering a number of classical compositions but they are defined by having a multiple battleship top end that provides the bulk of the team’s damage with strong application and projection. This is most frequently represented by the TFI top end but can also include ships such as the N’Apoc’ or Nightmare. It also includes T2 logistics, a links ship, and then a standard looking support wing including at least some tackle and/or anti-tackle.

  • BC Core

A style emerging in AT XIV, this has been slightly expanded as a definition from the traditional quad navy BC and Flaggorn. Here it qualifies any team using at least 4 navy battlecruisers or other battlecruiser hulls as a high application, well projected, high damage core. These compositions are typically taken along with T2 logi and have an abundance of links due to their BC core.

  • Flykiller

A specific comp from past years that combines application support with high application to provide a potent threat against small targets, this typically involves a mix of light missiles, standard or rapid, and medium artillery to volley through small targets even under logi and win the support war early.

  • Drone

As it sounds, compositions that get the vast majority of their damage from drones, typically able to field a large amount of raw damage compared to other styles because they can invest in high damage lower point hulls in the mid range. The down side of the drones is their destructible nature and the flight time of drones, as well as typically the loss of logistics drones to support their team that missile or turret teams will often use. In exchange they get a damage platform that does not fall off with range and can apply independent of their team’s movement.

  • Vindy

Having such a heavy points reduction this year it’s no surprise comps have been popping up around the Vindicator. These are similar in silhouette to traditional compositions but play out very differently, the close range but intense damage and control that Vindicators offer tilts these towards brawling bruisery play rather than the more conservative play from range and reliance on support wing tackle you’d see from traditional comps.

  • CS Top End

Again a variation on Traditional compositions, these with the points increases trade the top end battleships for Command Ships, sacrificing some damage but receiving, often, a higher application, certainly a more mobile damage platform with command bursts bundled into that same package, this allows for increased investment in a support wing that will often bring supplemental damage.

  • RLML Spam

Compositions that go all out bringing a huge number of Rapid Light Missile Launchers before using their strong range, application and high burst dps to blast through ships. Unlikely to been seen in AT XV itself due to an incoming nerf these compositions do well at breaking logistics and hazing support.

  • All-In

Something that will always bring a smile to my face and many others watching, these compositions throw caution to the wind focusing entirely on maximising their damage and how to apply it. Often they will turn to hull tank to provide large buffers without having to rely on reps or links but will occasionally use bonused buffer tanks from armour and shield or ancillary boosters to provide their durability. Explosive to watch and typically decided quickly these matches are worth looking out for.

  • Tinker

Something more common in past years Tinkers are, usually, short manned compositions that prioritise survivability. In previous years they’ve typically been based around T3 Cruisers with their Adaptive remote repair sub systems, but a blanket ban on remote reps on T3Cs this years has all but killed the typical tinker. (Much to Bei’s delight.) A reintroduction of energy transfers this year has unlocked the other half of the classical tinker however. These teams aim to maintain a permanent tank by using cap transfers to support their heavily tanked logistics as well as numerous tank links and high resistance tanky ships. With typically low dps it is important to note if a Tinker forfeits any points by not spending 100 as many matches that involve them can go to time with no ships destroyed. Reliant on their durability and specific positioning Tinkers face a great threat this year in the point reduced Vindicator which can disrupt positioning and provide tank breaking damage. They will be an interesting rarity in AT XV if they are seen.

  • Pseudo Tinker

Taking the ideas of the tinker but not fully investing results in these comps. Using cap transfers and links to maximise the tank of their logistics but not tying the entire team to it, often giving the task of providing cap to a pair of Battleships who will stay with the logistics. This however hobbles the logistics mobility or that of aggressive battleships.

  • Frig Logi

Not a composition in and of itself but a modification to given style. Compositions that take Frigate Logistics make a much deeper change than those that trade T1 for T2 cruisers, the creation of the self reliant pair of ships as well and the massively reduced range compared to cruiser logistics leads to compositions that are typically made to skirmish as a group, being able to deal damage while keeping the team together and safe away from the hard tackle that might be the death of their fragile Logistics Frigates.

  • Cruiser Support

Another modification to a comp, this modification has been made possible in the AT XV rules more than in any previous year. With cruisers reduced to a mere 4 points, on par with Assault and Pirate Faction Frigates, and even less than Command and Tactical Destroyers, they have been a valid choice as tackle or even supplemental damage at only 1 point more than a Stealth Bomber. The choice to field these exclusively however and forgo the higher mobility and potentially greater anti-tackle potential of a frigate support wing can leave a team sluggish and slow to respond to faster more skirmish oriented compositions.

  • Misc.

With any game space as astronomically large as that of EVE even within the AT restrictions there will always be something that can’t be classified easily into the prominent meta groups whether it’s through obscurity or simple because it’s not taking an effective shape. As such the Miscellaneous group is formed.

  • (Short)

A label more than a style, this has been attached to teams that chose to run short manned with less than the full 10 team members. Typically a decision made due to points restrictions not allowing for a 9th or 10th player with the existing points invested it can also be a goal in teams such as Tinkers or All-Ins where low points ships are fragile and easily lost so the points are concentrated into fewer ships.


Looking at the graph through an analytical lense we are seeing prominent performances from BC Cores, Drone Comps, and unsurprisingly, Armor overall. With both of those most winnin– Nope. Nope. –most successful metas being natively, or classically armor based. We can expect to see more of these going into the AT itself, and the Oneiros, and to a lesser degree Guardian, being even more of a focal point.

Hull and All-In compositions performing poorly go hand in hand, inherently there is a reason why they aren’t seen as the norm. We will likely see even less of these in the AT itself as the quality of teams improves and the appeal of a chance victory that day one of the feeders had fades into the past. Comparatively the appearance, and success, of Vindy and Cruiser supported compositions both of which have been introduced to a large degree by the AT XV rule changes points to us seeing more of them as the AT XV meta crystallizes in the month of play to come.

Performing poorly and picked rarely the feeder performance of the Fly Killer and RLML Spam compositions has likely been their death knell, with each losing key components to changes before the AT as well we are unlikely to see more of them unless a team can come up with a true adaption of them to the new rules and new EVE that we will have come AT XV.

Tinkers and even Pseudo Tinkers sit in an odd position; though unsuccessful in the Feeders each have a following of teams that rate them and have shown them to perform well in previous years. The readdition of energy transfers may see the Pseudo Tinker tried by more teams but a lack of performance here may lead to a loss of confidence, closed door practise and theorycrafting may have a bigger impact in the end however. Both stand to receive a meta disturbing addition as we move into the AT proper though with the addition of unique ships. The Etana and Rabisu especially might well be seen in exotic Pseudo or pure Tinker compositions that are simply impossible with vanilla ships.  



Overall the biggest disturbance to the Feeder meta going into the AT itself will be the additional of Exotics. Though practise and theorycrafting will refine the comps and may yet yield surprises, exotics such as flag Bhaals and AT ships open up options that are simply impossible with standard tools.

The flag Bhaals and ‘Geddons, together over 90% of flagships, however will bias the meta even further into the armor, making Oneiros, Guardian and even the Rabisu crucial picks and bans to support these flagships. Though an enhancement to any composition they fit into these control oriented battleships will likely be most powerful in the BC core compositions where they can be made to fit on points and will enhance the headshot ability and reinforce the projection of their teams.

The remaining 5 flagships include a pair of Vindicators, with comps around them looking strong the enhanced flagship versions are a solid evolutionary though not revolutionary upgrade. 2 SNIs and a Rattle make up our diminutive shield contingent, with only SAMURAI SOUL’d OUT, Dream Fleet and Hole Control placing faith in a shield tanked flagship. Traditionally tournament stables the SNIs look to be strong enough ships, with the teams that picked them in previous years being both a minority and high finishing, of sorts. The lone Rattlesnake has regained potency this year with the relaxed drone rules and follows the same mold though without such a storied history.

Special Matches

To go from the uniqueness of the Rattlesnake pick to the uniqueness of three interesting matches before I round this blog out. There are 3 matches that jump out from and stats point of view, and we were lucky enough to catch each on stream.


The prize of fastest match of the Feeders, likely AT XV and potentially AT history, (though I wasn’t doing stats for that so I wouldn’t know.) goes to the Blades of Grass victory over An Alliance Has No Name. An absolute stomp that resulting from a Tinker from An Alliance Has No Name warping at 0 on top of a blaster all-in from Blades of Grass. The incredible blaster damage would have been painful enough but in keeping with the AT XV theming Vindicators and Daredevils were slipped into the Blades of Grass composition shutting out any hope the Tinker might have had. Within 17 seconds the Basilisk was broken and in a little over a minute more only wrecks remained of the An Alliance Has No Name team.


With more than half of all the boundaries violations in the feeders this match was a rollercoaster of surprises the heavy Frigate Logi team of Men with Fancy Hats were out ranged and out paced by Legio Astartes Arcanum’s shield and RLML centric comp. Reliant on their two Vigilants, the fastest tackle they had, to secure tackle and so position on the kiting shield team things were an an interesting state as the traded them for the isolated scimitar of Legio Astartes Arcanum. Overall however they had won the positional battle and with long range webs and speed on their side Legio Astartes Arcanum looked in a favourable position with no tackle or long range damage against them. In a moment this was all lost however as the tightly grouped team hit the boundary together, losing 8 ships in the course of 4 painful seconds and bringing the match to a premature end with only 2:30 on the clock.


A rare occurrence given the sheer size of the game space that the AT takes place in this match between Red vs Blue and Requiem Eternal as both teams bring the exact same hulls to bear. Careful examination of the Fancy UI though begins to split the teams with Requiem Eternal bringing some more control and less damage than Red vs Blue. Both solid and well rounded drone comps the early stages were spent playing for position as their drone swarms seek targets. This broke down as Red vs Blue went for the Guardian of Requiem Eternal, breaking it while it tried to MJD away on a beacon. Red vs Blue stalled out their damage however even with the logi advantage they trade two Ishtars for a VNI from Requiem Eternal. Left behind on DPS they took out out the Eos at the top of Requiem Eternal team taking out links and leaving the rest of the team even more vulnerable. Red vs Blue still suffered to the damage of Requiem Eternal losing both Vexors for just one from Requiem Eternal. The choice of Requiem Eternal to spread out and increase flight times likely all that saved the match for them buying themselves time while Red vs Blue couldn’t deal damage providing a valuable substitute for reps as they finally broke the Guardian of Red vs Blue. Going into the last two minutes only Hyena and Eos remained for Red vs Blue while Requiem Eternal hold an Ishtar along with both Huginn and Hyena and even a Vexor leaving them with much more control and damage despite similar remaining defenses. Trading Hyena for Vexor Requiem Eternal had a solid points leads that they managed to play out for a victory at time. The 10 point margin the narrowest of Day 1 and third of the Feeders overall, a fittingly close match for mirrored compositions.

In Conclusion

Overall a much appreciated return to the AT format the AT XV feeders have had their share of spectacular moments. We’ve seen diverse compositions using a considerable 45% of the ship pool available. We’ve seen performances from more and more varied teams than ever before, with a whopping 88 teams looking to see play over the whole of AT XV.  We’ve seen nearly 900 ships compete and more than 550 ships destroyed already, and with Tinkers on the out and Vindicators on the rise we are in for an explosive and incredibly destructive AT to come.

ATXV Feeder rounds on EVE_NT Arena

It’s almost time, EVE sports fans, the pinnacle of the EVE sports calendar, the Alliance Tournament is launching soon. This year CCP will be holding feeder rounds on the community Thunderdome server, and we are publishing results on EVE_NT Arena.

On June 10th and 11th, a total of 56 teams will battle through the feeder rounds attempting to enter the full ATXV brackets. Now, with less than 2 weeks to go, Thunderdome has been opened for teams to practice as of Saturday May 27th. If you are a participant please bear the following important information in mind about Thunderdome access.

EVE_NT Arena Coverage

The feeder brackets have been set up in the EVE_NT Arena, in which we will aim to cover every single preliminary match result. As it stands just now, there will be 2 Arenas active in Thunderdome and we will be streaming the action from one of them over at While we shall endeavor to get every match VOD added to each match result, the priority for us will be recording the team setups and match results.

Normally we would do this by assigning a hull to a rostered player, which we would register manualy on the website, but for the Alliance Tournament, we will be using 2 generic rosters for every single team. These rosters will enable us to capture the team setups alongside the match results – so competitors can review a nice chunk of the early meta.

ATXV Preliminary Brackets

This won’t be like any regular event or bracket on the EVE_NT Arena website and the tournament brackets have been customised to try and better explain the outcomes of the matches. CCP have announced the feeder rounds will follow this format:

  • Round 1: 56 teams, with the 28 teams that win progressing to the Alliance Tournament
  • Round 2: 28 teams, with the 14 teams that lose being eliminated
  • Round 3: 14 teams, with the 6 teams that lose being eliminated (2 teams will receive a bye)
  • Round 4: 8 teams, with the 4 teams that win progressing to the Alliance Tournament

The round of 56 will be completed on June 10th, with all remaining matches being played out on June 11th. The byes in round 3 will be awarded to the two remaining teams with the highest average points difference across their previous matches.

Our brackets for these feeder matches will span over multiple tournament brackets, with round 1 already set up; in round 1, teams only require a single win to go into the ATXV brackets. The teams that lose will go into a grueling bracket in which they have to win 3 matches to enter the ATXV bracket.

Round 2 ATXV feeder matches will be taking place on June 11th on a new tournament bracket on EVE_NT Arena – we will have the schedule available after round 1 is completed on June 10th.

Seeding for the feeder tournament will be randomized, and CCP will announce the draw soon. When the schedules are announced we shall start to fill the brackets up and create a schedule page on the EVE_NT Arena website.

Good luck teams, see you in Thunderdome! In the meantime check out Mawderators new podcast, In Mawderation.

Season 2.1 fittings (post-cup tweaks).

OK so based on the cup results we have decided to make a few tweaks to the season 2 fittings. These are primarily centred around giving shield based setups and combinations more options after the ‘meta’ bans are laid down. This is the final version, please make sure you are using the correct sheet from now on.

I started to get a bit carried away but have avoided changing too much as we don’t want to ruin people’s theory-crafting and practices too much. We think these changes should mean you have to re-think things slightly but I hope no meta breaking changes. Ultimately the banning system needs an overhaul at some point to keep things interesting – but that is further town the road when we have more time.

Shield Links

Shift of information link to Hurricane – Hurricane already has a decent base speed, and needs to be mid-range rather than long range to do max damage, so the speed link is a bit wasted – info should synergise with Vigil/Maulus/Griffin better as potential options I think.

The Ferox has had the biggest of all the changes I feel, by switching to rail guns and picking up the skirmish link. Whilst I acknowledge the Ferox is a bit of a brick so this might not make sense at first, by allowing it to better position its rails at the back-line faster, I think it will make good use of speed. More usefully I think, if it stays at antimatter optimal if can be there to help the Rokh, Tempest and Raven close on their targets faster in a brawl or give a signature reduction to an Osprey/tackle as it has the EHP to get stuck in.

This means the Drake picks up the 2nd shield link. This increases it’s power considerably and I feel brings shield in line – or close to armour in being able to go for large slow EHP setups. Cyclone remains unchanged.

On Corax

The number one complaint I got from season 1 captains was that Corax was bad now and they missed it. I kneejerk said i’d probably change it back – but after taking a second look since Talwar has almost never been banned I don’t think having two ships that fill almost identical role (with T2 rigs the EHP are similar, DPS is the same) is a good thing. The only place this is a penalty I believe is if both teams decide to choose shield.


There are three battleship changes.

First, Raven. Without any damage application mods – as captain’s rightly pointed out – it would never reach its 1k+ potential and therefore not be viable. Thus, I have done a bunch of things to buff it at the sacrifice of tank. Since everyone is adamant that torps will never be viable, I may have gone over the top a little and added a target painter, MJD, Rigor Rig and Guidance enhancer. The weak tank might make it difficult to use and engage with, but hopefully we might see some cool MJD + gank plays, and the target painter is also a buff to the rest of the team so when it isn’t in torpedo range it is not entirely useless.

Secondly, Abaddon. I have re-balanced it slightly as I felt that it was tracking a little too well during the cup for its huge EHP advantage – instead it gets more DPS now. I still think it’s a strong ship, and a little more distinct form the Apocalypse, but relies even more on its team to help it apply its damage.

Thirdly, Dominix. With the shift of Scorpion to armour (which works I think) it means that shield only have 5 options to armour’s 7. This feels a little unfair considering many bans now often end up being battleship bans, meaning shield is left picking from a small pool and can be more easily countered or end up with a bad pick. A shift of tank to enable it to synergise with shield links it means that they now have a shield mirror of the Armageddon that I think should be quite strong.
Thanks to Suleiman for consulting on some of the fits for me, if there are any bad ones here its because I ignored him 😀

Thunderdome has opened

The wait is over Captains, the Thunderdome server is now open and ready for your roster of players to get signed up. When accessing TD for the first time all players will need to make up a “new character” please name this character as you are named on your teams EVE_NT Cup roster.

Once you are happy with your character you will want some awesome dev hacks, so use the command /Omega to upgrade your clone, and then /giveallskills super to get all level V skills.

Captains can Spawn TPU’s to arrange practice matches.

The /moveme command is active for the following destinations:

Jita, Amarr, Rens, Dodixie, Thera, J160039, J144913, J124051, J171700, J142327, J133259, Bazadod, Shirshocin, Kinakka, Rakapas, J110408, J101307, J130222, J154606, J131034, J134949, J103924, J221337, J162042, J203814, K-8SQS, Q-NJZ4, NG-M8K, LQ-01M, 36N-HZ, I-8D0G, O-BDXB, O-IVNH, 42SU-L, JE-VLG, J111634, J113629, J113420, J160847, J161455, J124126, J121856, J165936, J104903, J212812, J170550, J171420, J160645, J170376, KLMT-W, LJ-YSW, ZZZR-5, R8S-1K, R5-MM8, 8RQJ-2, Jofan, Sosa, BOZ1-O, 9N-0HF, Arayar, Naeel, Miakie, Luromooh, J104311, J145129, J134716, J111758, J165920, J145838, J210333, J141252, J104624, J154102, J132735, J214440, J145424, J101835, J152502, J145335, J103959, J112241, J155845, J133252, J154906, J114842, J133553, J230047, J102345, J111249, J103812, J165205, D-PNP9, MS2-V8, Yvangier, Indregulle, C9R-NO, 0M-24X, Atlanins, Arnatele, K4YZ-Y, O-CNPR, 2UK4-N, OCU4-R, A8-XBW, D-Q04X, J212612, J215930, 8-KZXQ, QP0K-B, Leran, Zoohen, Y7-XFD, WE3-BX, Isendeldik, Dal, J000685, J000687, CKX-RW, KCDX-7, IV-UNR, 4OIV-X, 5M2-KP, ROJ-B0, Zinoo, Akhwa, Khanid Prime, Hezere, Ordion, Kizama, J174618, J110145, Ouranienen, Hageken, 7-YHRX, I8-AJY, Aldilur, Leurtmar, Gulfonodi, Half, DGDT-3, YQTK-R, LQ-AHE, MMUF-8, J4AQ-O, Q7E-DU, CT7-5V, ZQP-QV, 0SUF-3, UAAU-C, E2-RDQ, CW9-1Y, QHY-RU, U-3FKL, Aulbres, Brellystier, B-WPLZ, H9-J8N, B8EN-S, 12YA-2, 0-WT2D, A2-V27, ER2O-Y, ARG-3R, Adiere, Esmes, Aeter, Conomette, L6B-0N, 0G-A25, EZA-FM, 5-T0PZ, Asesamy, Iswa, S-1LIO, U5-XW7, ZO-P5K, TY2X-C, Gammel, Kourmonen, Paara, Oichiya, Sirseshin, Poinen, SG-3HY, M-75WN, B9EA-G, LH-LY1, NL6V-7, L-1HKR, F-D49D, 1W-0KS, K3JR-J, WLF-D3, Loes, Scheenins, MLQ-O9, 0TYR-T

There are a number of special commands and tools available only on Thunderdome. These allow you to do things such as create items for yourself, or run tournament matches.

Slash commands

Thunderdome has a number of special slash commands available to players. These commands are not always activated, and some include additional restrictions.
/giveitem <type> <quantity>
/giveitem can be used to grant a character the item specified. You must be docked in a station (not a citadel) to use this command. Most published items can be created with this, though some items will be excluded depending on the event and the server configuration. Unless explicitly stated, you are not able to create any unpublished types.

This command can also be used to create multiple different types of items (or multiple stacks of the same item) using a comma-separated list of up to 50 types. Note that this means that types containing a comma in their name must be created using their type IDs. You can additionally override the quantity for a specific type of item to give by using the format “type|qty”. This can also be used when providing multiple types.

Tournament Practice Unit

The Tournament Practice Unit (TPU, typeID 36523) allows you to block all scanning (both probe and D-scan) in a system for a period of 8 hours. They can be created using the /giveitem command. This allows you to practice in a system if you do not wish or are unable to use the tournament Tool.

For a full list of commands and available in the Thunderdome please see Logibros forum post:

Season 2 Fitting Notes

For Season 2 of EVE_NT Championship & Cup we have shaken things up a bit. Based on team captain feedback and our own assessments we have mixed the ship fittings up to keep them interesting and balance things up a little – you can find the new set here. The first thing to note is two changes to the rules I used to fit ships.

  1. Frigates and Destroyers now have T2 rigs. Had to think long and hard about this one as wanted to avoid mixing rules between classes but I think this one works. It adds 10-20% EHP in many cases with T2 trimarks and shield extenders, and a few ships benefit from T2 fitting rigs. It brings the power level of the classes up slightly without resorting to something more drastic like going to T2 hulls.
  2. Added links to the Combat Battlecruisers. No brainer really, the new links are great. We decided AGAINST fleet implants. With maximum all Level 5 skills you already get quite a lot from a T2 link and I feel with the implants they will be an even more powerful ban magnet than they probably will be.

Anyway now for some notes on the classes…


In Season One there were 4 popular frigates with good reasons. Punisher for its insane tank, Tristan for its logi-bot assistance, Vigil for its excellent support ability and Merlin again for its tank. To be honest I don’t expect much to change as these are just naturally useful frigates.

Some changes that might interest you tho – one ship of each race have afterburners. This may or may not be trash, but those hulls weren’t doing anything interesting anyway, and signature tanking VS some opponents might come in useful. Additionally one of each race now has a remote tracking link on them. I’m still not sure if this will make them viable, but I can see some funky combos where boosting certain battleships with tracking might be quite broken, will see how it plays out! The Griffin has a buff directly benefiting what the Red meta of season one was. I’m sure you can see what it is. The Crucifer and Maulus have also had buffs, 3 damps on the Maulus and Two Guidance disruptors makes them more focused in their role, the frigate pick being first means that these are easily countered, but again against some opponents you might want to pick these to screw them away from their comfort zone or force them into a corner with bans.

Oh and the Punisher has had a nerf, but now has more DPS. Sorry.


Destroyers are definitely the problem child of this format, and try as I could some are still going to not really be used often. One of things I have done to make the Catalyst and Cormorant slightly useful is giving them a RESEBO. This makes them possibly a good counter pick against Maulus/Griffin.
The dragoon fit i’m finally happy with, mostly and have decided this will no longer be an EWAR pick. This might make it far and away the strongest ship in its class, but what the hell. In general the T2 rigs give destroyers that little more EHP giving them maybe another few seconds alive in the arena. Put your best pilots in these to make best use of them.


The class that has changed the least. In general just little tweaks here and there. Rupture is now artillery (which opens up some interesting all-alpha setups). Thorax is no longer hull. Bye-bye hull tanking. Watch out for those EWAR cruisers folks, the EWAR link is a powerful thing!


Have not really changed that much except the addition of links. The extra PG/CPU needed by the links means some combat battlecruisers are slightly squishier, but i think the trade-off for a link is worth it. There are two links of each type. Before you ask, no, I’m not changing Drake to shield, it would be broken.

Some minor tweaks to Tornado and Talos have taken place. Brutix is now armour, so maybe blasters can come back in style. Oracle has had the nerfbat hardest by removing its tracking computer, because maybe it would be nice if other things were picked/banned once in awhile.


Some pretty radical changes to this class. As cornerstones of the setups it’s really important to get them right and I could have played safe and not really changed anything but V0lta screwed up the Typhoon pick so bad it made me cry so I just HAD to buff it. This has a knock-on effect on other things. The fit I have gone with is nowhere near as strong as it could be and I get that, but i’m erring on the side of caution by giving it next to no tank and no damage application mods, but it’s now fast and can spam cruise volleys from range. The ship it has biggest impact on is Raven, I didn’t want two cruise missile ships so have moved Raven to torps. It is now what the Typhoon was trying to be before, but with a decent amount of EHP. Hopefully this means no one bans it now and Torpedos become slightly relevant.

Maelstrom now has 1400mm howitzers. ‘Oh no Bei…’ you are thinking. Just work out how much of a dent in a Drake it will do from anywhere in the arena with one volley and you might stop laughing. The other ship that might make you laugh is the Megathron, let’s just say some ships were re-designed as being a slight buff to red-team options and leave it at that.

Tempest has had a minor buff by me being slightly better at fitting. I think. Hyperion has had a couple of minor nerfs, I still think it’s strong, but probably not broken strong.

Scorpion is now armour. I think this might make it a ban magnet, but with all multi-spectrals I think it can be countered. It has next-to no DPS so will rely on all the ships in your setup operating at max efficiency. My main concern with this is that armour now have one more option than Shield, will see how it plays out.

Two ships that are now much more scary in the field of capacitor warfare are the Dominix and Armageddon. Both have had an extra Neut power added, extra Neut on the Dominix and Nos on the Armageddon, so be afraid, very afraid.