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Ranger 1
Amarr Dynaverse Corporation Sodalitas XX
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Posted - 2010.03.08 17:01:00 -
[61]
Edited by: Ranger 1 on 08/03/2010 17:01:25
Quote: The in-system blob alert option due to a large combined sig radius sounds better though. Maybe make blobs of 10+ ships show up on the hud as an icon so you always know were it is (and allow insta warps to it as well)
Now this idea actually has some merit, although I would raise the number of ships to 12 or more. ===== If you go to Za'Ha'Dum I will gank you. |

Birdman Ravo
Deep Core Mining Inc.
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Posted - 2010.03.08 18:20:00 -
[62]
Anything a fleet can do to another fleet it can do to itself. The nerf bat hasn't been able to hit blobs for this reason IMO. You'd need a mechanic that limits the strength of a blob; and that said blob can't use to nerf an opposing blob or a soloer.
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Ephemeron
Retribution Corp. Initiative Associates
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Posted - 2010.03.08 21:33:00 -
[63]
I'm a big supporter of solo and small scale PvP. But I firmly believe that any form of stacking penalty to fleets is the wrong way to go. It is unnatural and would likely result in many unintended exploits.
There were times in EVE history when small gangs flourished. In my opinion, there are 2 major driving factors that promote small scale pvp over large scale.
1) increased damage vs tanking ability. If ships die faster, small guys have a chance to take out a target from larger gang. At same time, large gang have more incentive to split targets
2) increased speed and maneuverability - with emphasis on high end gear with escalating costs. Basically, pre-nano nerf. Like it or not, it was easier to have successful small scale and solo pvp back then. It wasn't cheap, so no everybody could do it successfully, but it was there for those willing to work hard and risk big. (funny that the nano nerf people kept insisting it was no risk, that's only against carebears)
Speed promotes small gang pvp because it allows the smaller fleet better chances of escape from larger fleet. It lets people pick fights more in their favor when they are small. It lets small fleets pass thru more gate camps, which allows them to enter pvp rich environments and meet other likeminded individuals
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Roosterton
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Posted - 2010.03.09 03:54:00 -
[64]
This is the worst idea I've read in awhile. This would make it pointless to gather minerals to construct fleets. Two battleships would take on a gang of 5 BCs, easily, because those 5 BCs are really doing the damage that two BCs would be doing with today's mechanics. I thought CCP was trying to make 0.0 more noob friendly? (What with Dominion)
Also, it's absolutely unrealistic. Two Drakes shoot twice the missiles at a target as one Drake would shoot, they should do damage like they're shooting twice the missiles.
Blobs are annoying, yes, but if a blob of 5 HACs pops you and your buddy's Hurricanes.. Well, a HAC is about 3x more than a Hurricane, takes much longer to fly, and is uninsurable. 5 of those against two Hurricanes? I see no reason why they shouldn't have popped you.
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Xiona Vherokior
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Posted - 2010.03.09 08:32:00 -
[65]
Originally by: Roosterton I thought CCP was trying to make 0.0 more noob friendly? (What with Dominion)
The promotion video shows it, yes. But in 0.0 the arriving fleet would kill you, even if you rescued the miner ;) CCP claims rising player figures, but i don't see anything about it in 0.0...maybe this are the scammers and "Power of 2" alts. It's not only there are no small gangs or solo PVPr...there are no ratters, miners, haulers in 0.0...or even transporting his interceptor from high to 0.0. often I think when roaming through 0.0 everyone is sitting in the station. Or in a fleet 
Originally by: Roosterton Well, a HAC is about 3x more than a Hurricane, takes much longer to fly, and is uninsurable. 5 of those against two Hurricanes? I see no reason why they shouldn't have popped you.
This would be a fight i would try to win with the hurricanes. With two drakes it would be easy if the vagas would come in range. 2vs5 is not a blob in my opinion. And i don't think the vagas would fight this battle, couse if they kill the hurricanes and only lose one vaga, it would be an ineffective fight for them.
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Brenner Abes
Aurelius Federation Fatal Ascension
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Posted - 2010.03.09 09:11:00 -
[66]
OP post at 17:51 on 3/7
21 minutes earlier...
http://eve.battleclinic.com/killboard/killmail.php?id=9681518
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Xiona Vherokior
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Posted - 2010.03.09 10:15:00 -
[67]
Edited by: Xiona Vherokior on 09/03/2010 10:20:21 Edited by: Xiona Vherokior on 09/03/2010 10:19:25 Edited by: Xiona Vherokior on 09/03/2010 10:16:15 Lol, yeah. You think i post this, because i got killed by a fleet once? As I make everyday PVP and I lose averaged one ship a day (90% to fleet) this is nothing special at all.
http://xiona.eve-kill.net/
All losses/kills since 2 years. (The amount of ships killed in the past campaigns and therefore the percentages in the overview are bugged)
I bought a faction cruiser as you said. And now i know why this is a better choice than t1. It's not really because it makes more damage or tanks more and so on. The main profit is more psychological, the ship is that expensive so you are careful not to lose it...and everyone agresses you as you would be an expensive kill.
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Deus Ex'Machina
The-Machine
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Posted - 2010.03.09 10:54:00 -
[68]
On a related note...
Why isn't there any friendly fire in blobs ?
FC: Fire on that ship! Yarrrr! #231: But duude, you're in the way! FC: Just do it! x_X
~pop~pop~ goes the FC's ship and pod ...
... but no, stuff just goes trough friendly ships to their destination.
If blob focus fire is "realistic" then add blob friendly fire as well. - Arkanon: EXPLAIN YOURSELF, EVILDOER! Sharkbait: Dude. |

Xiona Vherokior
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Posted - 2010.03.09 12:17:00 -
[69]
Originally by: Deus Ex'Machina
If blob focus fire is "realistic" then add blob friendly fire as well.
I don't think this would have a big effect, as space between the ships is that huge. But in fleet fights the lag would increase, as you would have to check for a hit on several ships between you and your target...
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chrisss0r
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Posted - 2010.03.09 12:26:00 -
[70]
thats your awesome bc which would win in 1on1 against every sub-cs t2 ship? lol!
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Orion GUardian
Caldari
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Posted - 2010.03.09 13:04:00 -
[71]
Damn a great new idea I didn't already read a hundred ti... oh wait...no I have read such ideas alot....and they wont really work
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Rens TA
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Posted - 2010.03.09 13:10:00 -
[72]
Originally by: Brenner Abes OP post at 17:51 on 3/7
21 minutes earlier...
http://eve.battleclinic.com/killboard/killmail.php?id=9681518
OP, too many shield extenders and too few damage mods. 3 IF and 1 LSE give about the same effective hitpoints as 1 IF and 3 LSE. The latter is less vulnerable to neuts, but that's not worth wasting two low slots for.
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Wacktopia
Dark Side Of The Womb
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Posted - 2010.03.09 13:20:00 -
[73]
Quote: So what do you think?
Worst. Idea. Ever. If you get outnumbered then it's your own dumb fault.
Quote: Outnumbering is ok?
Yes, of course it is. You would have us all lined up facing each other like a medieval war and a klaxon to signify the start of fighting. The bottom line is that I have found these annoying signatures are actually quite funny. |

Orion GUardian
Caldari
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Posted - 2010.03.09 13:59:00 -
[74]
Originally by: Rens TA
Originally by: Brenner Abes OP post at 17:51 on 3/7
21 minutes earlier...
http://eve.battleclinic.com/killboard/killmail.php?id=9681518
OP, too many shield extenders and too few damage mods. 3 IF and 1 LSE give about the same effective hitpoints as 1 IF and 3 LSE. The latter is less vulnerable to neuts, but that's not worth wasting two low slots for.
Seconded 2 RCUs is just a waste of lowslots, although 2 IFs and on EM hardener might be better, would have to test that
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Xiona Vherokior
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Posted - 2010.03.09 15:41:00 -
[75]
Edited by: Xiona Vherokior on 09/03/2010 15:43:54
Originally by: Rens TA
OP, too many shield extenders and too few damage mods. 3 IF and 1 LSE give about the same effective hitpoints as 1 IF and 3 LSE. The latter is less vulnerable to neuts, but that's not worth wasting two low slots for.
I won't discuss my fitting here. I absolutly hate IFs as i need my cap for Microwarpdrive. AND if i want to run from a fleet, i have no energy for normal, but need my full tank. Damage mods, no, this ship is a tank ship. And the default Heavy Missile Drakes have absolutly no chance against it. And i fought different HAML fits, and won everytime but once, there i tanked him and jumped. This drake in general is pretty good for blobs, as i often can tank them until i can jump. 
Oh i know what you mean. The latest fitting with the two reactor controls was a test. normaly i fly it with one reactor control and one extender less (so 2 IFs or IF and Web). But the additional extender works better as the invul. There i see you are no solo PVPr. Of course the effective hitpoints are increased. But that comes mainly from the EM-Hardener effect of the invul. As EM damage is not my main problem, the extender is a lot better for me.
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Ba'Rumph
The Really Awesome Players
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Posted - 2010.03.09 16:16:00 -
[76]
Originally by: Xiona Vherokior Edited by: Xiona Vherokior on 09/03/2010 15:53:28 Edited by: Xiona Vherokior on 09/03/2010 15:51:37
Originally by: Rens TA
OP, too many shield extenders and too few damage mods. 3 IF and 1 LSE give about the same effective hitpoints as 1 IF and 3 LSE. The latter is less vulnerable to neuts, but that's not worth wasting two low slots for.
I won't discuss my fitting here. I absolutly hate IFs as i need my cap for Microwarpdrive. AND if i want to run from a fleet, i have no energy for normal, but need my full tank. Damage mods, no, this ship is a tank ship. And the default Heavy Missile Drakes have absolutly no chance against it. And i fought different HAML fits, and won everytime but once, there i tanked him and jumped. This drake in general is pretty good for blobs, as i often can tank them until i can jump. 
Oh i know what you mean. The latest fitting with the two reactor controls was a test. normaly i fly it with one reactor control and one extender less (so 2 IFs or IF and Web). But the additional extender works better as the invul. There i see you are no solo PVPr. Of course the effective hitpoints are increased. But this results mainly from the EM-Hardener effect of the invul. As EM damage is not my main problem, the extender is a lot better to me. It's like the guys only carrying one type of missiles. They obviously have no idea what t2 tanking is about. No need for many Damage Mods. I use the missiles hit your lowest resist and you won't have a chance with your 4 Ballistic Controls (against t2 ships of course)
[Edit] I hope there will not be big discussion of fittings now in here
I just wanted to say that I am in awe of your extensive knowledge of the game and wish to learn how to be as good as you.
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Major Trant
Eternal Frontier
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Posted - 2010.03.09 16:22:00 -
[77]
TL;DR;
There really need to be some love for very old players with huge SP and massive wallets. If we have L5 skills across the board and fit out a T3 ship with all Officers mods costing X Billions of Isk, there really shouldn't be anyway we can just 'lose it'.
We need to be able to undock and just own everything and as we have been playing this game for so long, know everything and done it all - why should we have to continue to employ tiresome tactics such as scouting out gates and things? That's for noobs.
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ABITA
Gallente Old Farts Club DEFI4NT
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Posted - 2010.03.09 16:25:00 -
[78]
Pffft... Best thing in EVE was AoE Doomsdays...it was real doomsday.
Hopefully CCP doesn't ever listen whiners like OP is...
If you get wtfpwn'd by huge larger force, you did something terribly wrong...like undocking without even slightest chance for survival...wich is idiotic...
Find target wich you can take down, pick your battles.
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Kazuo Ishiguro
House of Marbles
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Posted - 2010.03.09 16:31:00 -
[79]
I would agree with the OP as far as to say that blobbing should only be encouraged as far as the servers can reliably support it without too much lag, but his suggestion would make the lag considerably worse. Fleet bonuses already generate a fair bit of lag with people constantly joining/leaving and jumping in/out of system, and this would be far worse, due to the vastly increased number of interacting effects if lots of people start shooting each other.
Better to give people objectives that encourage them to spread out, and fight a larger number of smaller battles imo. --- 34.4:1 mineral compression |

Rens TA
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Posted - 2010.03.09 16:37:00 -
[80]
Originally by: Xiona Vherokior
Oh i know what you mean. The latest fitting with the two reactor controls was a test. normaly i fly it with one reactor control and one extender less (so 2 IFs or IF and Web). But the additional extender works better as the invul. There i see you are no solo PVPr. Of course the effective hitpoints are increased. But this results mainly from the EM-Hardener effect of the invul. As EM damage is not my main problem, the extender is a lot better to me. It's like the guys only carrying one type of missiles. They obviously have no idea what t2 tanking is about. No need for many Damage Mods. I use the missiles hit your lowest resist and you won't have a chance with your 4 Ballistic Controls (against t2 ships of course)
Nope, the extender is not better, and that's true against all damage types, not just EM. It's like this. Assuming you already have at least one LSE and at least one IF fitted, additional LSEs and additional IFs increase your effective hitpoints by about the same amount. There are small differences of 1-2 k EHP in favor of one or the other, depending on the fit, but it's not enough to matter. That's true for both 3 mid slot and 4 mid slot tanks, and it's true against all damage types.
The only real differences between more IFs and more LSEs are that more IFs leave your tank more vulnerable to cap warfare and additional LSEs take away low slots from you because you'll have to use fitting modules. But the thing about a HAM Drake, compared to a HM Drake, is its damage. So, you would want at least 2 BCUs, and preferably 3.
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Ranger 1
Amarr Dynaverse Corporation Sodalitas XX
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Posted - 2010.03.09 17:39:00 -
[81]
Edited by: Ranger 1 on 09/03/2010 17:40:04
Originally by: Ba'Rumph
Originally by: Xiona Vherokior Edited by: Xiona Vherokior on 09/03/2010 15:53:28 Edited by: Xiona Vherokior on 09/03/2010 15:51:37
Originally by: Rens TA
OP, too many shield extenders and too few damage mods. 3 IF and 1 LSE give about the same effective hitpoints as 1 IF and 3 LSE. The latter is less vulnerable to neuts, but that's not worth wasting two low slots for.
I won't discuss my fitting here. I absolutly hate IFs as i need my cap for Microwarpdrive. AND if i want to run from a fleet, i have no energy for normal, but need my full tank. Damage mods, no, this ship is a tank ship. And the default Heavy Missile Drakes have absolutly no chance against it. And i fought different HAML fits, and won everytime but once, there i tanked him and jumped. This drake in general is pretty good for blobs, as i often can tank them until i can jump. 
Oh i know what you mean. The latest fitting with the two reactor controls was a test. normaly i fly it with one reactor control and one extender less (so 2 IFs or IF and Web). But the additional extender works better as the invul. There i see you are no solo PVPr. Of course the effective hitpoints are increased. But this results mainly from the EM-Hardener effect of the invul. As EM damage is not my main problem, the extender is a lot better to me. It's like the guys only carrying one type of missiles. They obviously have no idea what t2 tanking is about. No need for many Damage Mods. I use the missiles hit your lowest resist and you won't have a chance with your 4 Ballistic Controls (against t2 ships of course)
[Edit] I hope there will not be big discussion of fittings now in here
I just wanted to say that I am in awe of your extensive knowledge of the game and wish to learn how to be as good as you.
Ditto.
Except for the whole "you die all the time" thing, the fact that you are using a poor choice of a ship for what you want to do, and don't have the ship that you are using set up optimally for that type of work either.
But other than that, heck yeah. Teach us baby. 
Drake. The number 1 ship of choice for the solo PVPer amiright?
===== If you go to Za'Ha'Dum I will gank you. |

Spurty
Caldari D00M. Triumvirate.
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Posted - 2010.03.09 17:58:00 -
[82]
CCP already addressed this by adding cunning code!!!
Can't tell you the secret, but it involves black screens, waking up in a station sans ship and implants.
Some detective work may lead to your combat record displaying a list of people that turned up to spank you. Not much else can be located (We looked in the logs, all we saw was a pipe to /dev/null) about the events and this too is possible part of the code to keep lag down.
Best strategy in these circumstances is to make sure you have a ratting ship at your medical station so you can go out and replace your recent loss.
Actually, thats the only strategy, but at least we can all agree, Strategy is part of the game play here. Move long now, don't want these silly ideas messing up the flow of General Discussion.
Originally by: Hurley I WAS NOT QUITTING SoT AND WAS NOT THINKING ABOUT JOINING IT. PL/SoT MADE A MISTAKE AND ARE NOT MAN ENOUGH TO ADMIT IT OR FIX IT.
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CCP Zymurgist
Gallente C C P

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Posted - 2010.03.09 18:35:00 -
[83]
Moved to Features and Ideas Discussion.
Zymurgist Community Representative CCP Hf, EVE Online Contact us |
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Xiona Vherokior
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Posted - 2010.03.10 08:58:00 -
[84]
Edited by: Xiona Vherokior on 10/03/2010 09:04:44
Originally by: Ranger 1
Drake. The number 1 ship of choice for the solo PVPer amiright?
Hmm, not today as there are no solo HACs (or groups of 2-3) any more. In the end it doesn't matter what ship you have, i soloed in Blackbird too (ok, the DPS is damn low). I think a good Harbinger, Myrmidon or Hurricane fit is as good as the drake. But i can't use guns, so i use Drake The best ship is the caracal. It's very cheap, can kill rapiers and is pretty fast (as it has a shield tank). It needs no cap but for the microwarpdrive and the light missiles hit pretty everything. It's DPS is very low, but as it uses missiles, you can choose the damage type, so you can kill assault frigs like t1 frigs. In 1vs1 it shoots hard tanked vagabonds to 5% shield.
In the end, the ship and the fitting doesn't matter that much. Of course, one ship, one fitting may be better as another. But if you know what your ship can do, and what it can't, is the most important thing. You have to train YOUR PVP skills, not your characters Ok, if you get blobbed you can't do anything. You may see gatecamps on the map, fine. But if you warp through empty space, turn around and you fly one system back and get blobbed at the position you where 1 minute before, you can't do anything. That's why i never would fly a t2 ship. Ok i fly caracal navy issue for now, but i had luck as i did not have been blobbed yet.
If you died that many times like me, you know what you shouldn't do. PVP is not about killing stuff, but surviving as long as possible (so you have more time to kill something).
Originally by: Spurty Best strategy in these circumstances is to make sure you have a ratting ship at your medical station so you can go out and replace your recent loss.
I'm happy i don't have to rat as i earn my ISK by trading.
Originally by: Spurty Move long now, don't want these silly ideas messing up the flow of General Discussion.
Aye
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Lemmy Kravitz
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Posted - 2010.03.10 11:09:00 -
[85]
yeah... go makes some friends, and join a corp that actually has people that play from time to time. Don't try to nerf me just because I know how to make friends and play well with others.
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