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Author |
Thread Statistics | Show CCP posts - 1 post(s) |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
67
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Posted - 2011.09.16 06:05:00 -
[1] - Quote
King Rothgar wrote:The reason it encourages more blobbing is because practically no one is willing to sit in an unarmed ganglink ship in the middle of a fight, especially if they are heavily outnumbered. If you did put the link ship on grid in we'll say a 2 v 10 fight including the link ship, the very first thing that would happen is the other fleet would nuke the ganglink ship or drive it off grid, and then subsequently crush the lone combat ship.
GǪ because a 1 v 10 fight wouldn't have simply squashed the lone combat ship, off-grid booster or not?
I'm not sure what point you were trying to make there. At present, flying a logistics or ECM ship in a fleet means you get primaried. Those ships are still used in combat. As to your assertion about "unarmed ganglink ship", wouldn't forcing link ships on-grid encourage people to explore fits that don't try cramming 6 warfare links onto one paper thin hull?
Wouldn't it be interesting to have squad, wing and fleet commanders all providing boosts of some kind? |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
78
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Posted - 2011.09.23 02:31:00 -
[2] - Quote
King Rothgar wrote:10v1 isn't nearly as one sided as you might think. When solo, GǪ with a loki booster alt.
GǪ
This thread really does look like a case of you just moaning about being unable to use the ship yourself. Off grid boosters are very much a field leveling tool. They allow you to take a small weakness in an enemy fleet composition and convert it into a huge gaping whole that a heavily outnumbered force can pull a victory from. The loki + nano ship is the simplest and most obvious example, but a well flown active tanked ship + appropriate tanking bonus booster can be just as effective if dps/tracking is the opposing fleet's weakness.
I can fly command ships. I can provide fleet bonuses. To me it doesn't make sense that a ship that is not participating in a fight can influence the fight. Your whining is very similar to the nano-whines from back in the day: "the only way I can win fights is to exploit this game mechanic! You mustn't take it away from me!"
If fleet boosters had to remain on grid to provide boosts, there would be strategic and tactical decisions to be made: no longer would you just pile six gang links on a loki to give you more tank and better webifier/scram range. With on-grid boosters, you have to make decisions about tank, speed, and which boosters are most important to you.
This suggestion is about having to make a choice between having your cake or eating your cake. You shouldn't be able to have both.
But please, keep trying to play the "on-grid boosters would encourage blobbing because off-grid boosters are the only hope of defending against super cap hotdrops" card. It really is quite funny 
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Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
78
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Posted - 2011.09.23 02:49:00 -
[3] - Quote
flank steak wrote:combat probes, use them you must
What use is that, when the ship has moved 50km away by the time you arrive on grid? You get to interrupt their bonuses for a few seconds while they reposition to a new grid, but then you have to probe them down again and warp to their new location.
Keep warping, little interceptor. You'll catch that fleet booster, if the enemy doesn't lay a trap for you first.
In StarCraft there is a unit called the Arbiter which cloaks all nearby units. The catch is that the Arbiter itself can't be cloaked. So it's a powerful unit, but it has a vulnerability. Then there's the Siege Tank which can hit units far away with a very powerful attack, but to use that attack the Siege Tank must commit to remaining stationary for at least three seconds (time to deploy, fire a shot, then withdraw). For every ability, there is a vulnerability: this is called game balance.
In the case of off-grid boosters, the vulnerability is being probed down. But you have a counter for that which is to be moving quickly and warp off-grid when someone arrives on-grid with you. Your links will deactivate, but only for a few moments. If they persist, you will know what they are flying. If the attacker is flying a cloaky ship they will not be able to catch you while cloaked.
When it comes to on-grid boosters, there is always the option of using grid-fu to stretch the grid in such a way that you can safely boost from hundreds of km away.
Now certainly, Information Warfare and the command ships which support it aren't particularly popular. There are ships with bonuses to repairs which would probably be better off with bonuses to resists (same tank. more EHP), but those are issues that can be addressed at the same time (or even prior to) removing the ability to fleet boost from off-grid.
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Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
83
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Posted - 2011.09.23 13:23:00 -
[4] - Quote
Hirana Yoshida wrote:Pretty sure CCP classified deliberate grid manipulation as "undesirable" (ie. exploitive, you will be GM smacked). Messes up the database or something .. way old blurp so won't try to find it, so don't ask :)
Anchoring objects off-grid from a POS in order to force the grid around the POS to be smaller (and thus forcing all ships to be well within range of the POS guns) was declared an exploit. No other grid-fu was declared exploitative that I'm aware of. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
286
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Posted - 2011.11.15 22:45:00 -
[5] - Quote
Hirana Yoshida wrote:Solution?: - Commandships have been needing a once-over for a while, increase the tank of the link platforms slightly and change what needs to be changed in regards to the links (Info Link "lolz"). - T3 Command subsystem changed to decrease signature slightly and allows for TWO links right off the bat.
The balance between the two is already there: T3 have much less tank than command ships. If the booster was required to be on-grid, the command ships would be better for multiple links, while T3s could use one or two links while still having tank/gank capability.
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Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
290
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Posted - 2011.11.16 23:20:00 -
[6] - Quote
Mag's wrote:If someone has a pos up, they took the time to do exactly that. Why shouldn't they then reap the benefits of this later in fights.
POSes already influence fights through cyno jammers, jump bridges, weapon & EWAR batteries. If you want to benefit from a POS during a fight, bring the fight to the POS.
Off-grid boosters allow an AFK player to influence combat. In what bizarro world does this make sense? In the meantime I am of course training my alt to fly a 6-link tengu to boost incursion fleets. Am I a hypocrite? Certainly. Am I going to exploit any valid game mechanics to my advantage? Of course!
At some later point in time that alt will be flying a Tengu or Loki on-grid, providing boosts and combat capability. Of course I'd really love to be able to provide siege/skirmish warfare links on-grid with a shield tanking drone boat, but we can't always get what we want :)
PS: if CCP is watching, I'd love a Rattlesnake or Dominix which can mount warfare links, or a sleipnir with 5 medium drones. Perhaps a "siege/skirmish/armor/information warfare processor retrofit" rig which provides the warfare link bonus that battlecruisers enjoy, allowing battleships to be retrofitted with a gang link?
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Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
292
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Posted - 2011.11.17 04:41:00 -
[7] - Quote
Julia Connor wrote:I for one run exploration sites and I use an offgrid boosting alt. This proposition requires me to fly 2 accs at the same time just to get bonuses so whoever wants to gank me can get the advantage. NO ******* WAY!
You're already flying two accounts to get the bonuses, the only difference is they now both require attention.
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