Though Kronos is the first “expansion”
in the new 10-release a year cycle, and thus has some of its previous
main features (e.g., industry) pushed back to Crius, I'm of the
opinion that it will be the best expansion ever for the health and
ecosystem of low sec. The other
close contender would be Retribution, are largely because of its
revamp to the crime watch system and a very little big change in the
sentry/station gun mechanics (whereby they only shoot you when you
engage a target on grid thus essentially removing the low sec PVP
downtime from 15 minutes, to seconds).
Almost
every play style in low sec is getting a much needed boost, in
addition to the fact that Kronos is bringing many changes that will
gameplay in general (such as graphics improvements, audio
customization, and new UI improvements). Let's run through the
positive changes (the patch notes can be found here):
Love
for Low Sec Exploration and PVE
New
Rats:
First
of all, there will be new Mordus rat spawns in belts anywhere in low
sec (and low sec only) which drop blueprints for the three new pirate
ships. This is significant because farming clone soldier tags is
currently an activity which nets less than (but close to) the average
isk made running level 4 missions. The added possibility of Mordus
rats means that now ratting in low sec belts is (finally) likely to
be more profitable than doing level 4 missions in high sec (at least
in .1 and .2 sec space where the profitable clone soldiers appear).
Second,
for the first time ever, the BPC of a pirate battleship will drop in
low sec, not null. This change, in and of itself, is a huge shift
from the current status quo of null sec always being a notch better
than low for most activities. I already cover 50-100 belts in low sec
when search for clone tags in a session, and the ability to now also
find Mordus rats dropping much more valuable items is a massive boost
to visiting belts in low sec space.
New
Exploration Sites:
In
answer to my questions about the new exploration sites on the forums,
CCP Reddawn said the following:
Just
to get things straight:
1) The BPCs for the new pirate ships (Garmur etc) drop from Mordus rats in low security belts.
1) The BPCs for the new pirate ships (Garmur etc) drop from Mordus rats in low security belts.
2) Contested Guristas Covert Research Facility sites will (only?) drop data that can either be sold on the market or traded at the Mordus station. But otherwise these sites drop no loot? And these sites too will spawn in low sec?
3) Once enough data has been delivered to the Mordus station, Besieged Covert Research Facility sites will start to appear anywhere in low sec and they will drop the new ship skin BPCs, "low-grade" implants, and warp speed modules?
Is all of that correct or am I missing something?
I also have a question about the "Besieged Covert Research Facility" sites. Once they have been "unlocked," are they permanently unlocked such that they spawn all over low sec from there on out? Or is it more of a system where 1 is unlocked as a spawn for every X amount of data delivered to Mordus?
CCP Reddawn:
“1) Yes that's right.
2) Yes these Contested sites only drop the data you need to unlock the Besieged sites and they will be present in low sec.
3) Yes. The Besieged sites will be over all of low sec and drop what's mentioned in the dev blog.
In regards to your question, they will be permanently unlocked in one big batch.”
Later,
he noted that the Contested sites will be in both low and
high sec. Once Besieged sites
are unlocked, that means a permanent new type of site in (only) low
sec (appearing as an anomaly, not signature). They drop the (new)
“low-grade” pirate implants, awesome as hell ship skins, and the
new warp speed modules. They can also be done solo, or so testing on
Sisi has confirmed, but will take some pretty well fit ships (unless
someone figures out how to farm them in stealth bombers, which
hopefully won't happen).
Also,
don't forget about the removal of lootspew! I might actually do
relic/data sites again as a result (the lower isk rate is not an
issue—my hand not hurt after clicking for cans is the issue).
I
don't think low sec has ever received this much legitimately new (as
opposed to re-done) PVE content in a single expansion, at least since
I've been playing. Of course, the PVE content will matter for people
who explore and rat in low sec. It will draw in more players, which
the PVPers always love. However, the low sec traders will also see
added business. It is a win-win for everyone, particularly because
all of this content is spread over the entirely of low sec.
Massive
Improvements to Low Sec Transportation and Logistics
More
wormhole connections:
When
I lived in low sec as an explorer, I used the rare low->high or
the rare low->low(boarding high) wormholes for virtually all of my
travel to high sec. Low->low wormholes will now be more common.
This helps logistics to and from high sec for players living in deep
low, since sometimes other low-sec systems will have a much easier
passage to high sec. Furthermore, there will be more low->null
wormholes, which opens up the possibility of more spelunking into
null, either to explore or to PVP.
Improved Blockade Runners
The main improvement here is the cargohold increase. The nerf to Jump
Freighters hurts low sec corps a bit, but the buff to blockade
runners is a massive boost for the solo player or very small groups
in low sec. This is a rare expansion where solo logistics is actually
getting quite a buff, while group logistics is getting a bit
harder—part of which us solo folk at least appreciate. DST might
also be worth using, but I'm not convinced yet.
New Ores and the Prospect Mining Frigate
Even though low sec industry isn't getting a buff until Crius, mining
will be more profitable in low with the added ore spawns, and the
Prospect makes it far safer. Serious miners won't be affected much,
but a decent group of players—for some reason—likes to venture
into low (and null) in mining ships, and at least CCP is giving them
a way to do so a bit more safely.
Faction War Tweaks
It is hard to tell how much of an impact the small FW plex changes
will actually have, but FW farmers will likely have a harder time
farming in ships fit solely with warp core stabs. The changes don't
make much sense to me—the real problem with farmers is there warp
core stabs, not cloaks—and it also removes the ability to kill
farmers using cloaked 2 or 3x scram ships. The changes also push more
PVE into FW, which is not a step in the right direction. However, at
least CCP is trying to change the farming-meta in ways that will
ideally benefit PVPers in FW.
New PVP Toys
Of course, the new PVP ships and the rebalanced pirate ships are
largely great changes for low sec PVPers. New modules like the medium
micro jump drive for battlecruisers are a bit odd and do not at all
seem like they will help battlecruiser PVP, but they add at least a
slightly new dimension.
Low Sec Improvements for New Players
Lastly, it is becoming easier to be a new player living in low sec
and doing activities like exploration. Some of the reasons were
already mentioned: mining is safer with the Prospect, the Mordus rats
in belts will have the potential to be killed by a newbie in a
cruiser/battlecruiser or maybe even a stealth bomber, and logistics
is getting a lot easier. However, the drone changes are actually a
huge boost to the viability to new explorers. Why? Well, T1 drones,
partly with the revamp to the drone interfacing skill, are going to
be doing more base damage. This means a new player in, say, a Tristan
or an Algos or a Vexor using T1 drones will be able to much more
effectively do 1/10 – 4/10 combat sites which are everywhere in low
sec. Furthermore, the MWD speeds of heavy and medium drones are going
up substantially, meaning that using them in PVE is more viable. This
is a small but significant boost for new players.
Less Stealth
Bombers?
Finally, here's a change in the patch notes that no one is talking
about so far as I've read:
“The
Clone Soldier Trainer, Recruiter, Transporter and Negotiator NPCs
found in low security asteroid belts have received significant
upgrades to their engagement range.”
This seems to suggest that stealth
bombers will be less effective against clone soldiers. I haven't been
on the test server to test it yet though Currently, you would be
crazy to farm clone soldiers in anything besides a stealth bomber:
uncloak at 20k or further, fire about 10 rounds of torps, loot,
cloak, repeat. It is an incredibly
safe activity and unfortunately adds virtually nothing to the low sec
ecosystem. I really hope this change—and the abilities of the
Mordus rats—makes farming clone soldiers in bombers less viable.
Fingers crossed.