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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Lady Rift
What Shall We Call It
242
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Posted - 2015.11.17 17:51:03 -
[181] - Quote
Templar Dane wrote:Lady Rift wrote:Owen Levanth wrote:
Exactly, CCP could even throw a softball at them and make an in-system message appear when someone uses the new module in HighSec. Something like "CONCORD Warning: Micro Jump Generator Activation Detected". This way the guys guarding the incursion fleet would have some precious forewarning before the command destroyers arrive.
just make a ship with this mod equipped be suspect all the time in high sec. It doesn't work in highsec. The OP says so and there are like 100 comments about it not working in highsec.
i suggest reading the entire comment chain i was replying to. |
non ficti0n
Space Travel is Boring
11
|
Posted - 2015.11.17 17:52:47 -
[182] - Quote
Can you jump sieged dreads? |
Ripard Teg
Snuff Box Snuffed Out
1228
|
Posted - 2015.11.17 17:54:48 -
[183] - Quote
Rosal Milag wrote:Ripard Teg wrote:Do you get jumped when HIC pointed?
Do you get jumped when standard pointed?
Do you get jumped when bubbled?
Do you get jumped when moored (when mooring becomes a thing)?
You said capitals are immune. Are freighters and jump freighters also immune? What about Orcas? (Their status as capitals/not capitals is unclear.)
I'm a little bit uneasy about allowing this mod in low-sec for reasons I can't quite justify. Maybe it's just because it's only the second area-of-effect attack allowable in low-sec, after smart bombs. Did you consider making it null-sec only during the "let's see what players do with this" phase? Did you read the OP? Scrams keep you from being jumped and the HIC is getting a scram to its focused point. Yep, that's a good point, thanks. I'd forgotten the HIC point will include a scram now. The other questions remain, though.
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
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Terra Chrall
Royal Amarr Institute Amarr Empire
57
|
Posted - 2015.11.17 18:03:45 -
[184] - Quote
Ripard Teg wrote:Rosal Milag wrote:Ripard Teg wrote:Do you get jumped when HIC pointed?
Do you get jumped when standard pointed?
Do you get jumped when bubbled?
Do you get jumped when moored (when mooring becomes a thing)?
You said capitals are immune. Are freighters and jump freighters also immune? What about Orcas? (Their status as capitals/not capitals is unclear.)
I'm a little bit uneasy about allowing this mod in low-sec for reasons I can't quite justify. Maybe it's just because it's only the second area-of-effect attack allowable in low-sec, after smart bombs. Did you consider making it null-sec only during the "let's see what players do with this" phase? Did you read the OP? Scrams keep you from being jumped and the HIC is getting a scram to its focused point. Yep, that's a good point, thanks. I'd forgotten the HIC point will include a scram now. The other questions remain, though. 1. Standard -1 point , yes you get jumped. 2. Yes you can MJD MJFD while in a bubble. 3. No. Tethering makes you invulnerable, and you cannot be jumped while invulnerable. 4. Not sure, waiting on CCP to clarify. |
Moraguth
Ranger Corp Vae. Victis.
165
|
Posted - 2015.11.17 18:06:48 -
[185] - Quote
Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)?
Are there any limitations (like with smartbombs) on how close you can be to a station/gate to activate the module?
If someone does catch me, and move me 100km away, does that flag me with a capsuleer pvp timer or anything similar?
Do semi-capital ships get moved? (Freighter, Orca, etc)
Will marauders with bastion mode activated be moved?
Will concord be moved? does that count as a hostile action towards concord?
I saw that bombs/drones will be moved... will corpses and wrecks be moved? Will a wreck still be moved if it has an MTU tractoring it in?
......
When we see the full extent of how this module works, will it be the exact same mechanic (except for the 100km in a straight line part) for the Hand of God doomsday weapon that the titans will get?
I got a Feature Added!
Stop calling an Abaddon "abba-dawn". It is "uh-bad-in"
dictionary.com/abaddon
|
afkalt
Republic Military School Minmatar Republic
2417
|
Posted - 2015.11.17 18:07:10 -
[186] - Quote
Rosal Milag wrote:As was pointed out earlier, daisy-chaining two CD into your incursion fleet leaves no counterplay. Unless you are advocating that there should be a fleet on the gate to suicide on destroyers? Or to follow the destroyers inside the complex? How is this providing your "intense hand shaking game play" to be babysitting an incursion gate?
Garbage.
Onyx locks to 110km with a basic a wing commander.
If they are more than 200km away, even an ABing guardian can get clear of the landing zone.
Rosal Milag wrote:What about the payouts? If incursions are now going to run with more people, then the payouts will need to be adjusted to reflect this, depending on what CCP decides is appropriate. If the current rewards for 10 people is "CCP approved" then adding two people to the fleet who cannot do anything else but anti-gank means 12 people is now what incursions are adjusted to maintain the status quo.
Ah the crux of it, MAH ISK/HOUR
Rosal Milag wrote:Point is, in an incursion environment, there are methods to remove all counterplay aside from using suicide ships on the Command Destroyers, which by the way, is not going to be well received by anyone.
Point is, you're wrong, you just aren't willing to make the effort.
Again, this is the very thinnest of veils over MAH ISK/HOUR MUST BE PROTECTED BY MECHANICS AND NOT ME.
Effort is for everyone else but the blingmobile guys, right? |
Moac Tor
Cy-Core Industries Stain Confederation
317
|
Posted - 2015.11.17 18:16:01 -
[187] - Quote
afkalt wrote:There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Clutching at straws to justify implementing a bad mechanic as usual I see AFK, you did enough of that already in the HIC thread, one might think you have a hidden agenda. It is obvious this won't be allowed in highsec for more reasons that incursion fleets.
As for the ship, they look really interesting, looking forward to finding out how they are going to be used. I also really like that you are moving links to a smaller class of ship to help small roaming gangs.
Also I'm looking forward to the RnK video involving these at some point... *chuckles*
Modulated ECM Effects
An Alternative to Skill Trading
|
afkalt
Republic Military School Minmatar Republic
2418
|
Posted - 2015.11.17 18:18:42 -
[188] - Quote
Moac Tor wrote:afkalt wrote:There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Clutching at straws to justify implementing a bad mechanic as usual I see AFK, you did enough of that already in the HIC thread, one might think you have a hidden agenda. It is obvious this won't be allowed in highsec for more reasons that incursion fleets. As for the ship, they look really interesting, looking forward to finding out how they are going to be used. I also really like that you are moving links to a smaller class of ship to help small roaming gangs. Also I'm looking forward to the RnK video involving these at some point... *chuckles*
Oh do buzz off if you've no argument other than 'I don't like it'.
We shouldn't be disallowing interesting mechanics to pander to people's laziness. |
Moac Tor
Cy-Core Industries Stain Confederation
317
|
Posted - 2015.11.17 18:20:29 -
[189] - Quote
Luscius Uta wrote:CCP Rise wrote:Alyssia Benar wrote:Still no answer to whether we can jump Caps or not. :( You cannot jump caps. Sorry I missed that in the OP, it's added now. Does that include Orcas and Freighters? What about bastioned Marauders? Good point, I'd suggest this definitely shouldn't work on a Bastioned Marauder either.
Modulated ECM Effects
An Alternative to Skill Trading
|
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
271
|
Posted - 2015.11.17 18:21:50 -
[190] - Quote
Darian en Chasteaux wrote:Minmatar Bifrost Missiles???
With a 6km range for pulling this is obsurd; Minmatar ships need GUNS not missiles; let the Caldari use them; UNLESS the role for these command dessies is purely defensive in nature (except for one obvious role); not good for soloing either; these single role ships are probly useless.
In a small fleet it's another story; am I missing something here? I am mostly a solo player; are these ships designed more for fleet action?
In a defensive role missiles may be okay; defender missiles? pretty limited.
Darian
its not a solo ship mate. It wasnt designed for it. |
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Andre Vauban
Quantum Cats Syndicate Spaceship Bebop
436
|
Posted - 2015.11.17 18:23:30 -
[191] - Quote
CCP Rise wrote:Alyssia Benar wrote:Still no answer to whether we can jump Caps or not. :( You cannot jump caps. Sorry I missed that in the OP, it's added now.
What ships are considered "capitals"? Freighters? Jump Freighters? Rorqual? Orca? I assume carriers, dreads, supers, and Titans are considered capitals, but I'm not sure about the other capital ship classes?
Also, can a ship be jumped that is in the process of docking? In other words, between the period the invulnerability ends and the docking request actually happens? There is usually a few seconds between the two. I just see this ship class as a counter to the current mechanic of ******** station games, but at the same time I don't want them to open a new door of ******** station games. They close the door on ships that cannot dock due to a weapons timer, but they could also open the door to making every single ship that undocks vulnerable to a gank if they can be caught between the dock request and docking accepted.
If you had several of these things with a 9 second timer, you could start spooling up about 1 second apart about 1 second after the target undocked, do a reverse scram line (ie first one scrams the next and so on to prevent the following guys from jumping) and presto, the target ship will always be jumped away from station. This would even catch insta-warpers that waited too long to warp.
.
|
Owen Levanth
Sagittarius Unlimited Exploration
422
|
Posted - 2015.11.17 18:23:55 -
[192] - Quote
Templar Dane wrote:Lady Rift wrote:Owen Levanth wrote:
Exactly, CCP could even throw a softball at them and make an in-system message appear when someone uses the new module in HighSec. Something like "CONCORD Warning: Micro Jump Generator Activation Detected". This way the guys guarding the incursion fleet would have some precious forewarning before the command destroyers arrive.
just make a ship with this mod equipped be suspect all the time in high sec. It doesn't work in highsec. The OP says so and there are like 100 comments about it not working in highsec.
And we're disagreeing with that and trying to find ways to make CCP change it's mind, random stranger who didn't take the time to read all the posts in this sub-discussion. |
Danny John-Peter
Semicompetence Online
579
|
Posted - 2015.11.17 18:24:24 -
[193] - Quote
My only thought would be to push the Link Number to 2, 1 Link means people will still likely fall back on other options 2 on the other hand allows say Speed/Tackle Range or Siege/Speed or Armour/Tackle range.
Makes running just a command dessie more practical. |
Moac Tor
Cy-Core Industries Stain Confederation
317
|
Posted - 2015.11.17 18:24:25 -
[194] - Quote
afkalt wrote:Moac Tor wrote:afkalt wrote:There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Clutching at straws to justify implementing a bad mechanic as usual I see AFK, you did enough of that already in the HIC thread, one might think you have a hidden agenda. It is obvious this won't be allowed in highsec for more reasons that incursion fleets. As for the ship, they look really interesting, looking forward to finding out how they are going to be used. I also really like that you are moving links to a smaller class of ship to help small roaming gangs. Also I'm looking forward to the RnK video involving these at some point... *chuckles* Oh do buzz off if you've no argument other than 'I don't like it'. We shouldn't be disallowing interesting mechanics to pander to people's laziness. I actually like the command destroyer as you seem to have completely missed in my post which you quoted. I just don't like your terrible idea of allowing them to use the MMJD in high sec for VERY obvious reasons.
Modulated ECM Effects
An Alternative to Skill Trading
|
Aurthes
M. Corp Engineering Executive Outcomes
61
|
Posted - 2015.11.17 18:26:20 -
[195] - Quote
Can you please update with the native resists? I didn't see it in the spreadsheet or posts. |
Kasia en Tilavine
School of Applied Knowledge Caldari State
56
|
Posted - 2015.11.17 18:27:27 -
[196] - Quote
Sweet.
I know this may not be your speciality. But now that B.I.A.B. has been launched, what limitations are we looking at for having command processors applying to purples on grid rather than fleet members in system? The ability to have command dessies warping to and from grids when and where certain link bonus's are needed sounds amazing. l |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
271
|
Posted - 2015.11.17 18:28:59 -
[197] - Quote
Moraguth wrote:Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)?
Are there any limitations (like with smartbombs) on how close you can be to a station/gate to activate the module?
If someone does catch me, and move me 100km away, does that flag me with a capsuleer pvp timer or anything similar?
Do semi-capital ships get moved? (Freighter, Orca, etc)
Will marauders with bastion mode activated be moved?
Will concord be moved? does that count as a hostile action towards concord?
I saw that bombs/drones will be moved... will corpses and wrecks be moved? Will a wreck still be moved if it has an MTU tractoring it in?
......
When we see the full extent of how this module works, will it be the exact same mechanic (except for the 100km in a straight line part) for the Hand of God doomsday weapon that the titans will get?
I know your group can be slow, but did you read any of this?
Why would a flag be needed, Its banned from Hi-sec. If your moving orca/freighter in low/null without support it deserves to die. Why would Concord be involved? Did you even read the OP?
Let Tazzy keep you updated on new things, reading is not your strong point. Its in the OP for all your hi-sec needs. |
Terra Chrall
Royal Amarr Institute Amarr Empire
57
|
Posted - 2015.11.17 18:29:25 -
[198] - Quote
afkalt wrote:Moac Tor wrote:afkalt wrote:There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Clutching at straws to justify implementing a bad mechanic as usual I see AFK, you did enough of that already in the HIC thread, one might think you have a hidden agenda. It is obvious this won't be allowed in highsec for more reasons that incursion fleets. As for the ship, they look really interesting, looking forward to finding out how they are going to be used. I also really like that you are moving links to a smaller class of ship to help small roaming gangs. Also I'm looking forward to the RnK video involving these at some point... *chuckles* Oh do buzz off if you've no argument other than 'I don't like it'. We shouldn't be disallowing interesting mechanics to pander to people's laziness. High Security space has for a long time held a different standard for the purpose of allowing different play styles in different regions. Certain capital ships are banned, Bombs are banned, Bubbles are banned, etc. Adding any of these to high sec would add interesting game play. But they would change what High sec currently is.
Would use of MJF be interesting game play in high sec? Yes
Would it alter the high sec play style? Probably yes. And thus it will likely fall into the same banned category as those other things for now.
|
afkalt
Republic Military School Minmatar Republic
2421
|
Posted - 2015.11.17 18:32:19 -
[199] - Quote
Terra Chrall wrote:afkalt wrote:Moac Tor wrote:afkalt wrote:There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Clutching at straws to justify implementing a bad mechanic as usual I see AFK, you did enough of that already in the HIC thread, one might think you have a hidden agenda. It is obvious this won't be allowed in highsec for more reasons that incursion fleets. As for the ship, they look really interesting, looking forward to finding out how they are going to be used. I also really like that you are moving links to a smaller class of ship to help small roaming gangs. Also I'm looking forward to the RnK video involving these at some point... *chuckles* Oh do buzz off if you've no argument other than 'I don't like it'. We shouldn't be disallowing interesting mechanics to pander to people's laziness. High Security space has for a long time held a different standard for the purpose of allowing different play styles in different regions. Certain capital ships are banned, Bombs are banned, Bubbles are banned, etc. Adding any of these to high sec would add interesting game play. But they would change what High sec currently is. Would use of MJF be interesting game play in high sec? Yes Would it alter the high sec play style? Probably yes. And thus it will likely fall into the same banned category as those other things for now.
And yet the only reason presented thus far has been
MAH ISK/HOUR
So let's man up and list some others, who knows maybe you'll change my mind.
But if the best you have is protecting isk/hour you're on the road to nowhere. |
Rosal Milag
Republic Military School Minmatar Republic
12
|
Posted - 2015.11.17 18:32:56 -
[200] - Quote
afkalt wrote:
Garbage.
Onyx locks to 110km with a basic a wing commander.
If they are more than 200km away, even an ABing guardian can get clear of the landing zone.
Ah the crux of it, MAH ISK/HOUR
Point is, you're wrong, you just aren't willing to make the effort.
Again, this is the very thinnest of veils over MAH ISK/HOUR MUST BE PROTECTED BY MECHANICS AND NOT ME.
Effort is for everyone else but the blingmobile guys, right?
Should I link all my API's to show I don't do incursions? I don't care about their isk/hour.
Think outside your own bubble of 'fun' and see how the whole sandbox ripples with your changes.
Onyx can't scram past 37km. Less than a second on the MJD when it lands and fleets dead. Can't even point in time because of server tics. Btw, onyx and guardian have no business being in the same incursion fleet.
How can a guardian clear the landing zone? At 200km, a minor course correction can compensate for 800 m/s.
You are devising elaborate counters, multi-ship counters, multi-module counters for the victim. Where the ganker has only to press one button to profit. How is this equal game play?
If CCP wants incursion runners to fit for PvP, this is a poor way of doing it.
Mechanics must be equally applied and fair to everyone involved. The command destroyers have a potential to tilt the field in their favor by simply existing in high security space with these modules. You are arguing for mechanics to protect your ganking, not for an equal field.
|
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Andre Vauban
Quantum Cats Syndicate Spaceship Bebop
436
|
Posted - 2015.11.17 18:33:11 -
[201] - Quote
Can we pretty pretty please fix FW standing issues for aggression against fleet mates? It seems like a nice counter to these things is to fit a scram to ships that don't want to be jumped (ie logi will now also scram in a chain just like cap). However, FW people get totally screwed and cannot use this tactic due to the standing hit.
.
|
Moac Tor
Cy-Core Industries Stain Confederation
317
|
Posted - 2015.11.17 18:35:15 -
[202] - Quote
Terra Chrall wrote:afkalt wrote:Moac Tor wrote:afkalt wrote:There is instant counterplay.
You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Clutching at straws to justify implementing a bad mechanic as usual I see AFK, you did enough of that already in the HIC thread, one might think you have a hidden agenda. It is obvious this won't be allowed in highsec for more reasons that incursion fleets. As for the ship, they look really interesting, looking forward to finding out how they are going to be used. I also really like that you are moving links to a smaller class of ship to help small roaming gangs. Also I'm looking forward to the RnK video involving these at some point... *chuckles* Oh do buzz off if you've no argument other than 'I don't like it'. We shouldn't be disallowing interesting mechanics to pander to people's laziness. High Security space has for a long time held a different standard for the purpose of allowing different play styles in different regions. Certain capital ships are banned, Bombs are banned, Bubbles are banned, etc. Adding any of these to high sec would add interesting game play. But they would change what High sec currently is. Would use of MJF be interesting game play in high sec? Yes Would it alter the high sec play style? Probably yes. And thus it will likely fall into the same banned category as those other things for now. Precisely. If you want to introduce stuff like this into high sec then you can't on a whim suddenly decide I want a game breaking mechanic introduced whilst barring all the others. High sec would need a complete rethink from the ground up. I'm not opposed to it myself although I don't use high sec much, and it seems to cater for a lot of players according to the statistics who would need to be considered.
That being said I'm all for nerfing high sec incursion fleets (perhaps move them to low sec?), although coming up with a poorly though out mechanic that adversely affects the whole of high sec just to try and nerf incursions fleets is clearly not the way to do it.
Modulated ECM Effects
An Alternative to Skill Trading
|
afkalt
Republic Military School Minmatar Republic
2421
|
Posted - 2015.11.17 18:41:13 -
[203] - Quote
Rosal Milag wrote:afkalt wrote:
Garbage.
Onyx locks to 110km with a basic a wing commander.
If they are more than 200km away, even an ABing guardian can get clear of the landing zone.
Ah the crux of it, MAH ISK/HOUR
Point is, you're wrong, you just aren't willing to make the effort.
Again, this is the very thinnest of veils over MAH ISK/HOUR MUST BE PROTECTED BY MECHANICS AND NOT ME.
Effort is for everyone else but the blingmobile guys, right?
Should I link all my API's to show I don't do incursions? I don't care about their isk/hour. Think outside your own bubble of 'fun' and see how the whole sandbox ripples with your changes. Onyx can't scram past 37km. Less than a second on the MJD when it lands and fleets dead. Can't even point in time because of server tics. Btw, onyx and guardian have no business being in the same incursion fleet. How can a guardian clear the landing zone? At 200km, a minor course correction can compensate for 800 m/s. You are devising elaborate counters, multi-ship counters, multi-module counters for the victim. Where the ganker has only to press one button to profit. How is this equal game play? If CCP wants incursion runners to fit for PvP, this is a poor way of doing it. Mechanics must be equally applied and fair to everyone involved. The command destroyers have a potential to tilt the field in their favor by simply existing in high security space with these modules. You are arguing for mechanics to protect your ganking, not for an equal field.
If I can't scram it, nothing will jump with it. The joy of the ticks.
So then, if not isk/hour - let's talk about other downsides. Go on, I might change my mind. |
Moraguth
Ranger Corp Vae. Victis.
165
|
Posted - 2015.11.17 18:43:11 -
[204] - Quote
Captain StringfellowHawk wrote:Moraguth wrote:Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)?
Are there any limitations (like with smartbombs) on how close you can be to a station/gate to activate the module?
If someone does catch me, and move me 100km away, does that flag me with a capsuleer pvp timer or anything similar?
Do semi-capital ships get moved? (Freighter, Orca, etc)
Will marauders with bastion mode activated be moved?
Will concord be moved? does that count as a hostile action towards concord?
I saw that bombs/drones will be moved... will corpses and wrecks be moved? Will a wreck still be moved if it has an MTU tractoring it in?
......
When we see the full extent of how this module works, will it be the exact same mechanic (except for the 100km in a straight line part) for the Hand of God doomsday weapon that the titans will get? I know your group can be slow, but did you read any of this? Why would a flag be needed, Its banned from Hi-sec. If your moving orca/freighter in low/null without support it deserves to die. Why would Concord be involved? Did you even read the OP? Let Tazzy keep you updated on new things, reading is not your strong point. Its in the OP for all your hi-sec needs.
Wow, I don't really know who you are or why the hostility.
1. Yes, I did read it. 2. Flags are important in low sec, too. 3. That seems to be an interesting assumption as to the basis for my question, but it is wrong. 3. Fair point about concord, I didn't really think that one through. Good catch. I'll modify the question to say drifters instead. I was really just thinking about powerful NPCs. Will drifters be moved, and will that make them mad?
Personal attacks online are pretty silly.
I got a Feature Added!
Stop calling an Abaddon "abba-dawn". It is "uh-bad-in"
dictionary.com/abaddon
|
Torgeir Hekard
I MYSELF AND ME
214
|
Posted - 2015.11.17 18:43:14 -
[205] - Quote
afkalt wrote: And yet the only reason presented thus far has been
MAH ISK/HOUR
I'm inclined to call you a write-only _forbidden_word_ due to your apparent inability to actually read the thread, but I'll be nice and spell it out more understandable this time.
It has too much potential for griefing, incursions notwithstanding. The only available counterplay in hisec is reactive. Proactive counterplay in hisec involves criminal status flags and is called suicide.
While in low/null/wh you can shoot a dessie on sight, in hisec you have to patiently wait for it to finish flinging you/NPC out into the void before having a reasonable way to deal with the consequences (assuming it even gets any kind of flag for the trouble). You can't really suicide every command destroyer you meet out of probability it being after you. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
2276
|
Posted - 2015.11.17 18:48:39 -
[206] - Quote
Torgeir Hekard wrote: While in low/null/wh you can shoot a dessie on sight, in hisec you have to patiently wait for it to finish flinging you/NPC out into the void before having a reasonable way to deal with the consequences (assuming it even gets any kind of flag for the trouble). You can't really suicide every command destroyer you meet out of probability it being after you.
Or, the MJFG could create a Suspect Flag upon activation. Pre-target any that land inside your dungeon, and if they go suspect, apply the Warp Scrambler. Then, switch targets, and take it to the MURDERZONE.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
|
afkalt
Republic Military School Minmatar Republic
2422
|
Posted - 2015.11.17 18:51:57 -
[207] - Quote
Querns wrote:Torgeir Hekard wrote: While in low/null/wh you can shoot a dessie on sight, in hisec you have to patiently wait for it to finish flinging you/NPC out into the void before having a reasonable way to deal with the consequences (assuming it even gets any kind of flag for the trouble). You can't really suicide every command destroyer you meet out of probability it being after you.
Or, the MJFG could create a Suspect Flag upon activation. Pre-target any that land inside your dungeon, and if they go suspect, apply the Warp Scrambler. Then, switch targets, and take it to the MURDERZONE.
There's literally no other way it COULD work. Flags happen on module activation, not effect.
It's almost as if people don't understand how things work...... |
Torgeir Hekard
I MYSELF AND ME
214
|
Posted - 2015.11.17 18:52:18 -
[208] - Quote
Querns wrote: Or, the MJFG could create a Suspect Flag upon activation. Pre-target any that land inside your dungeon, and if they go suspect, apply the Warp Scrambler. Then, switch targets, and take it to the MURDERZONE.
Can be circumvented by daisychaining. Admittedly, aiming would be a bit more difficult, but not impossible. |
Rosal Milag
Republic Military School Minmatar Republic
12
|
Posted - 2015.11.17 18:54:36 -
[209] - Quote
afkalt wrote:
If I can't scram it, nothing will jump with it. The joy of the ticks.
So then, if not isk/hour - let's talk about other downsides. Go on, I might change my mind.
Aside from the obvious difference in difficulty and preparation that the ganker and victim must do? Okay.
Mission runners will be able to be harassed in new and 'fun' ways without being able to fire back. Oh look, a battleship with a 10 second lock time is trying to run a mission. Would be 'fun' to blink his target npc away from him, without any risk to me. Or blink him closer to the rats when he is distance tanking.
Are you arguing that high sec players need to be pvp fit all the time with 5 second lock time and scrams equipped to avoid being harassed or victimized? High sec is not currently a PvP first zone. To suggest otherwise would be foolish and changing the underpinnings of the game.
A bump from a mach sends a miner flying, but still in range of his asteroid for the first bump. A mach also takes more than 6 seconds to land, align for a bump and send him flying. Barges take about 10 seconds to align and warp. Longer if bumped. So highsec mining becomes a playground for gankers. Especially as, as you suggested, it only gives them a suspect tag. If CCP is holding on their ganking and bumping policies despite the complaints from victims, do you think giving gankers a free harassment tool that is easier to use, more affordable, less time to set up, is going to help gankers keep favor with CCP?
Ships will have issues docking, as a stream of 'gank' ships will keep players from being able to dock unless using insta-dock bookmarks in weird places. Good luck trying to dock on Jita 4-4.
All these complaints are from two factors. The ease of use for the ganker and the lack of consequences. A suspect tag for this level of interference? Honey please. At minimum, the use of this module on a neutral or illegal target in high sec should grant a criminal flag. If a target painter or tracking disruptor will get you concorded, the blink should as well. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
2279
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Posted - 2015.11.17 18:57:36 -
[210] - Quote
Torgeir Hekard wrote:Querns wrote: Or, the MJFG could create a Suspect Flag upon activation. Pre-target any that land inside your dungeon, and if they go suspect, apply the Warp Scrambler. Then, switch targets, and take it to the MURDERZONE.
Can be circumvented by daisychaining. Admittedly, aiming would be a bit more difficult, but not impossible. Given that acceleration gates always dump all players in the same spot and cannot be used to warp at range, this would be quite a trick indeed.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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