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Hirana Yoshida
Behavioral Affront
11
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Posted - 2011.09.16 16:17:00 -
[31] - Quote
King Rothgar wrote:Your proposal is based on a false premise.... You are assuming that the "fix" made it easy to probe down fits specifically designed to avoid it .. max skills, rigged and implanted coverts if you want any hope in hell of doing it any sort of respectable time. And what is your combat ships supposed to do while your prober tried to nail the T3 somewhere in deep space (I still have 60AU+ BMs in small systems, because off-plane does not include up/down according to GM )? That is the reason for blobbing, you need the extra 40-50% to make up the difference that a booster provides unless you have one of your own .. because one does not jump into a system and waits for a ready opponent to sacrifice their links nor will the opponent give you time to find the blasted things.
King Rothgar wrote:...sit in an unarmed ganglink ship... Which is a huge part of the problem and why such a change is going to be damn hard to push through, people have simply become accustomed to having one ship augmenting <250. Here's an idea, instead of having one super-gimped flimsy and toothless linkship with 4-6 links, you combat fit them complete with tanks/dps and either chose which advantage you want or bring more than one. Let's look at another very common force multiplier; can you imagine how broken a Guardian having a system-wide AoE RR field to tending an entire fleet would be .. doesn't matter if it was made of tissue paper and the size of a moon on probes it would still be broken beyond comprehension .. that is where off-grid links are now.
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.
It will have a severe impact on some "solo" PvP'ers, but then they are not really soloing any more than they are with Failcon alts, Neut. RR alts, Orca alts etc. .. so screw them.
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Lykouleon
Wildly Inappropriate Goonswarm Federation
40
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Posted - 2011.09.16 17:43:00 -
[32] - Quote
Honestly, this whole proposal sounds a lot like "I can't fly a certain type of ship and I feel that because of that no one else should be able to have something better than what I can use because that's totally unfair" type of proposal.
Besides whats already been stated, I'd only support this if grids worked 100% correctly 100% of the time. I've been in fleet fights before where I run off grid at somewhat random locations, separating fleets in abnormal ways. In those cases, I'd rather not be penalized gang-bonus wise for something I nor any of the other pilots in fleet can change. Lykouleon > CYNO ME CLOSER SO I CAN HIT THEM WITH MY SWORD |

paritybit
Rote Kapelle
14
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Posted - 2011.09.17 00:21:00 -
[33] - Quote
Lykouleon wrote:Honestly, this whole proposal sounds a lot like "I can't fly a certain type of ship and I feel that because of that no one else should be able to have something better than what I can use because that's totally unfair" type of proposal.
You can read this however you like, but know that most fleets I participate in have gang links present. I certainly do not want for more links. Anybody is capable of putting links on a ship and parking it in space (or next to a station or in a POS). It's much harder to make decisions about what links work best with your fleet while still allowing you to survive on the battlefield.
So it's not about what I can't do, it's about what is a silly mechanic. As has been pointed out already by people opposing the idea, nobody wants to fly a combat ineffective link ship -- so nobody does; instead, the job is shluffed off onto alt. Instead of making it a role so easy an alt can do it, why not make it a role so interesting a player will do it?
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Malcanis
Vanishing Point. The Initiative.
188
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Posted - 2011.09.17 00:36:00 -
[34] - Quote
paritybit wrote:Gang link ships can be made completely combat worthy. Command ships and Strategic cruisers are renowned for their ability to tank. Sure, they can't fit the most epic tank once you fit them properly (with gang links) but doesn't that make sense? Malcanis wrote:Also, the Fleet Command ships will need to be reworked to be able to have buffer tanks comporable to the Damnation; the Eos and the Claymore will need to lose their lolrep bonuses in favour of some kind of EHP boost. Shield tanking Fleet Commands may also need their slot layout revising, as the Command Processors replace tanking mids. That is a completely separate problem.
Wut? You forgot to add logic to your post. I point out that the only fleet command ship able to stay on the field in fleet fights is the Damnation, you say that fleet command ships are supposed to be tanky, then admit that the rest of them aren't tanky enough, but that's not a problem when we're proposing forcing them to all be on grid.
Active tanking has been an irrelevance for fleet fights for years. It seems to me that when you're proposing a change to Fleet Command ships work in fleet fights, then a look at the ship bonuses might perhaps be a very unseperate problem indeed.
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

paritybit
Rote Kapelle
14
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Posted - 2011.09.17 01:20:00 -
[35] - Quote
Malcanis wrote:Wut? You forgot to add logic to your post. I point out that the only fleet command ship able to stay on the field in fleet fights is the Damnation, you say that fleet command ships are supposed to be tanky, then admit that the rest of them aren't tanky enough, but that's not a problem when we're proposing forcing them to all be on grid.
Active tanking has been an irrelevance for fleet fights for years. It seems to me that when you're proposing a change to Fleet Command ships work in fleet fights, then a look at the ship bonuses might perhaps be a very unseperate problem indeed.
You can twist and rewrite my words all you want, but that doesn't mean I said what you want me to have said. Also, just because you have a fleet fight doesn't mean you instantly have to have a fleet command ship just because the word fleet has been used in both instances. Capacitor boosters are not the same as shield boosters just because they are both post-fixed with "boosters".
I say that active tanking is a separate issue because it is an issue that needs to be tackled with more classes of ships in mind than simply command. Or, as commonly happens, needs to be tackled by simply choosing the ship that works better at the moment In the same way that you might choose armor over shield.
I have seen Claymores, Sleipners, Damnations, Vultures, Legions, Lokis all used as gang link ships to good effect -- on grid and in combat. I have never seen an Eos or Astarte because ~Information Warfare Links are silly. Which again, is a separate issue that affects this issue, but is not the same as requiring links to be on-grid.
It also seems to be a little-known fact that you can use battlecruisers to provide gang links.
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King Rothgar
Autocannons Anonymous
2
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Posted - 2011.09.17 05:42:00 -
[36] - Quote
Mara Rinn wrote: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? fail forum deleted my post and only included quote, retyping... |

Hirana Yoshida
Behavioral Affront
11
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Posted - 2011.09.17 10:04:00 -
[37] - Quote
So it all boils down to: link ships can't survive on-grid as numbers increase. Wonder if there is some other ships that are viable in large fleet (read: blob) scenarios that can field gang-links?
All Capitals except lol-Dreads are designed to field links. How is that for buffered on-grid link platform for you.
Sure they don't have the command efficiency bonuses to give that extra 10%, but with proper skills they'll still be more than enough to turn a battle around. Hell, up until the afk T3-booster scourge you still saw regular T1 BCs running around with links.
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flank steak
Ancient Malevolence Rage Alliance
4
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Posted - 2011.09.19 01:23:00 -
[38] - Quote
combat probes, use them you must |

Jag Kara
Gh0st Hunters Sspectre
1
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Posted - 2011.09.19 17:32:00 -
[39] - Quote
I can go with this one. It always seemed weird that with no intel, sight or any connection to a battlefield, a command ship is "commanding" the fight. This would certainly help aliviate other issues as well. Such as, t3's being better command ships than a purpose built command ship, offgrid/pos boosters, and command alts. (personally, i think if you can play the game afk and still produce a noticable effect you should suffer a nerf.) even froma pve perspecive, this would kill the 6 link tengus for incursion fleets. |

Vertisce Soritenshi
SHADOW WARD Tragedy.
11
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Posted - 2011.09.19 18:45:00 -
[40] - Quote
Jag Kara gets it...flank steak does not. |
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Nur AlHuda
Callide Vulpis
0
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Posted - 2011.09.20 10:58:00 -
[41] - Quote
Sorry to be rude but most people have no idea how the gang links work.
1. Gang links dont work in warp so ship needs to be stationary. 2. Gang links dont work when cloaked. 3. If CS is on grid nobody is calling it primary due to huge tank capability. If you call a CS primary you are doing somethink wrong. 4. If you cant kill a stationary uncloaked ship you suck at game.
And btw that someone has a pos is no reason to nerf somethink becouse everyone and his grandmother has pos for staging caps, fleets etc... |

paritybit
Rote Kapelle
17
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Posted - 2011.09.20 17:04:00 -
[42] - Quote
Nur AlHuda wrote:Sorry to be rude but most people have no idea how the gang links work.
1. Gang links dont work in warp so ship needs to be stationary. 2. Gang links dont work when cloaked. 3. If CS is on grid nobody is calling it primary due to huge tank capability. If you call a CS primary you are doing somethink wrong. 4. If you cant kill a stationary uncloaked ship you suck at game.
And btw that someone has a pos is no reason to nerf somethink becouse everyone and his grandmother has pos for staging caps, fleets etc...
That's genius. I don't know why I didn't think to ask the gang to sit politely on their gate while I warp off to dock, get into a ship with a probe launcher, probe out their alt, take him out and get back to gate for a quick fight.
And, thank you, I know how gang links work. I still think it makes absolutely no sense to promote a meta where it's beneficial to have an alt in a combat ineffective ship sitting in space, at a POS, next to a station or otherwise not being part of the combat that it is providing spreadsheet statistics to.
Finally, I would like to point out that everyone and his mother do not have a POS for staging caps and fleets. Not all space battles are for sovereignty or involve capitals. Many of the better space battles involve fleets of single digit size. Gang sizes keep getting bigger because people keep adding alts and parking them in space. |

Zephyrus II
Ganarak Industries
0
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Posted - 2011.09.20 17:14:00 -
[43] - Quote
Given the force-multiplier, if the CS is in a gang of more than 10 or so fighters, you'd be doing something wrong NOT calling it primary after you've taken care of ECM and logistics. |

Karim alRashid
Aliastra Gallente Federation
2
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Posted - 2011.09.21 13:19:00 -
[44] - Quote
paritybit wrote:Gang links should only apply to the grid where they are active.
Off-grid gang links these days are pretty popular with "solo" players and small groups that operate in a single solar system.
And why would you want to punish small groups and "solo" players? They are already at a disadvantage to your[1] mindless blob of 50+ f1-f8 droids.
I say keep and even boost offgrid boosting alts, one of the precious few things that help single active players.
[1] "your" doesn't mean you personally.
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Malcanis
Vanishing Point. The Initiative.
221
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Posted - 2011.09.21 17:26:00 -
[45] - Quote
Zephyrus II wrote:Given the force-multiplier, if the CS is in a gang of more than 10 or so fighters, you'd be doing something wrong NOT calling it primary after you've taken care of ECM and logistics.
Or even before if it's not one of the CS with significant EHP bonuses (because the lolEos isn't bad enough)
Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Havak Kouvo
State War Academy Caldari State
0
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Posted - 2011.09.21 20:08:00 -
[46] - Quote
To do this, then they would have to change the mechanic so you can have multiple people boosting fleet at the same time, even if only one of the boosting is actually taking affect. This is because command ships can and WILL among the first targets in an engagment, so there need to be redundant boosters or else boosting becomes near useless in large fleets. |

Hirana Yoshida
Behavioral Affront
21
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Posted - 2011.09.22 07:47:00 -
[47] - Quote
Havak Kouvo wrote:To do this, then they would have to change the mechanic so you can have multiple people boosting fleet at the same time, even if only one of the boosting is actually taking affect. This is because command ships can and WILL among the first targets in an engagment, so there need to be redundant boosters or else boosting becomes near useless in large fleets. You mean like squad booster, wing booster, fleet booster? The system is already in place and has been for quite some time, but people don't use it because it is more convenient to park a single uber-link boat somewhere out of the way. Even then it is a simple enough matter of using ones mouse to assign a new booster should the need arise .. |

Usurpine
GDC Holding Shadow of xXDEATHXx
4
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Posted - 2011.09.22 11:18:00 -
[48] - 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.
Currently it works a bit different in the right hands. The boosting ship is reasonably safe because that 10 man blob didn't bother to bring a prober. All 10 of them are also obsessed with km whoring so no one brought a link ship of their own either. As a result, the lone combat ship on grid facing off against the 10 man gang is able to kite them or in some cases tank them (at least for a while) and put up a decent fight.
Like it or not, off grid boosting is currently about the only thing keeping "solo" and small gang pvp alive. Remove it, and anyone that's alone is just cannon fodder for the 30 man BC/BS gangs with full logi support and a cyno to titan bridge in 500 more if needed. And they won't hesitate to use it all against a single nano-cane if they can catch it. The only counter to that blob mentality is to stay out of hard tackle range so they can't all pile on you so easily. And it by no means makes you invincible either, all it takes is a single rapier on their side and they'll blob you to death regardless.
I believe boosting is working as intended and to change it as proposed would be a serious blow to the game as a whole. The absolute last thing this game needs is changing mechanics to favor blobbing even more heavily. ^This. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
78
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Posted - 2011.09.23 02:31:00 -
[49] - 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 -
[50] - 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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Hirana Yoshida
Behavioral Affront
23
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Posted - 2011.09.23 10:50:00 -
[51] - Quote
Mara Rinn wrote: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 Yes you can have both, but it should required bringing more pastry chefs to the party .. :)
Mara Rinn wrote: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. 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 :) |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
83
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Posted - 2011.09.23 13:23:00 -
[52] - 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. |

Aineko Macx
Royal Amarr Institute Amarr Empire
4
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Posted - 2011.09.23 16:49:00 -
[53] - Quote
I agree with the proposal, ships giving bonuses should be on grid.
Quote:Also, the Fleet Command ships will need to be reworked to be able to have buffer tanks comporable to the Damnation; the Eos and the Claymore will need to lose their lolrep bonuses in favour of some kind of EHP boost. Shield tanking Fleet Commands may also need their slot layout revising, as the Command Processors replace tanking mids. I agree.
Malcanis wrote:Being required to be on grid would make T3 gangboosters effectively useless. Considering T3s should never have overshadowed Fleet Command Ships, that's not a bad thing. |

Arbiter Reborn
Saiph Industries SRS.
3
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Posted - 2011.09.28 03:04:00 -
[54] - Quote
t3 are supposed to be more specialised, i think if you want a particular bonus only and want it as strong as possible t3 should be the ship you use,
t3 boosting is just the new falcon alt. its a serious amount of bonus you get here. not to mention you can dic nullify it and it makes a great scout too + probes etc.
as for unprobability its still ******* hard to scan down a t3 running eccm, and any discusion about cs balancing isnt really the point here
i just want the old days of flying the claymore back. |

Tsubutai
The Tuskers
8
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Posted - 2011.09.28 09:41:00 -
[55] - Quote
Would support this if it were paired with a rebalancing of the Warfare Processor subsystems to make them more practical for on-grid use and a reworking of the squishier fleet commands. |

paritybit
Rote Kapelle
32
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Posted - 2011.10.25 18:33:00 -
[56] - Quote
With T2 gang links this is only going to get worse; more bonuses at the cost of additional CPU and grid will keep promoting ultra-specialized characters who can fly all of your links on a single platform that is never exposed to any risk. |

Vertisce Soritenshi
SHADOW WARD Tragedy.
116
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Posted - 2011.10.25 18:56:00 -
[57] - Quote
Necro posting bad. Bad bad boy!
Still supporting making gang links only work on grid. Support our boobies!-áLINKY! |

Laechyd Eldgorn
draketrain
12
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Posted - 2011.10.25 19:57:00 -
[58] - Quote
bumb, cos links ships are dumb |

Solo Player
14
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Posted - 2011.10.25 20:37:00 -
[59] - Quote
+1
Because it's silly to project fleet bonuses across solar systems. If you're not on the same grid, you are not an active part of the fleet. |

Endovior
Brothers At Arms Intrepid Crossing
12
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Posted - 2011.10.25 23:16:00 -
[60] - Quote
Not supported, unless the grid mechanics are also dramatically reworked as well... after all, if you're wanting to talk about weird meta stuff that affects combat in counter-intuitive ways, there is NOTHING that does this quite so badly as the grid. If you make any kind of 'on-grid' requirement for command ships, then what happens next is that more people start playing grid-fu, and suddenly all sorts of fights are taking place on ridiculous grids designed to isolate the CS from the battle while still keeping it technically 'on-grid'. |
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