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fkingfurious
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Posted - 2010.09.24 10:14:00 -
[1]
At various times in Eve's long history CCP have been compelled to give (large) HP boosts to pretty much every ship class in the game. Everytime they've done this the doom-mongers usually claim it's the end for x/y/z ship/game mechanic/kitten but they've basically always been wrong. The changes were always made to keep ships viable in the ever shifting landscape that is Eve PvP and generally with the goal of prolonging it.
I think it's time for a similar assessment to made of Carriers and Dreadnoughts.
These days there are that many Supers about that non-super capitals are rapidly approaching redundant. Carriers are now firmly in the territory where they can expect to be one-volleyed by Super Carriers. Assuming an SC has a volley of approximately 150,000 (10,000dps * 15sec RoF) and most Carriers will struggle to manage 2,000,000 EHP... well... you can do the maths yourself. 15 Supers pretty much guarantess instant death for a Carrier. PL I'm looking at you.
Dreads are just crap. The only thing they can do that an SC doesnt do a lot better is shoot a POS. And they can only do that when theres no chance of a counter drop. These days siege mode is a death sentence (it was always a risky proposition anyway). Dreads simply cannot standup to the kind of punishment dealt out by Supers.
But heres the real kicker.
With I-Hubs coming in at 112,500,000 shield HP, SBU's having similar EHP to a large POS and outposts/conq stations (of which there now appears to be at least 3 in every constellation) being tougher again no-one who actually wants to complete a Sov attack while they're still young enough to recognise they're own children has a choice in the matter, and the last thing anyone wants to see is a reduction in the amount of DPS that can be thrown about cos we all want to get this tedious reinforcing business done as soon as possible.
So make our sub-super's tougher and keep them in the fight. Carriers can already fit well enough to RR through SC DPS. 3 Carriers should withstand the damage of one Super. Considering the cost ratio involved thats a pretty favourable position for the Carriers. But 45 Carriers CANNOT survive 15 Supers, they'll just get insta-popped one after the other. Once you hit that magic number thats it for the Carriers and you might as well just leave them at home.
Carriers then just need to be strong enough to withstand the alpha and after that fit and tactics and support fleets can play a role in deciding who ultimately wins the fight.
As for Dreads I would change the Siege Module so that it gives a significant EHP boost while active be it either by simply adding x % raw HP or by amplifying the effect of resist mods. This way Dreads get a big boost to their siege capabilities whist still being utterly pointless out of siege.
Or something like that anyway.
Flame on.
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Freyya
Advanced Planetary Exports Intergalactic Exports Group
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Posted - 2010.09.24 10:28:00 -
[2]
A serious and well thought out post in my EvE forums? RAAAAAAAAAAAAAAGE. This will be dealt with!
Anyways good post, agreed and it will be moved to features and ideas forum. ___________
NOW COLLECTING ISD AND CCP AUTOGRAPHS It'll be worth something someday. -Rauth Pink is the color of passion xxx Shadow |

BIZZAROSTORMY
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Posted - 2010.09.24 12:06:00 -
[3]
Agreed. Dreads have become absolutely useless. People prefer to shoot for hours with BS and Bc's rather than attract the inevitable drop when using dreads in siege. Out of siege they have no purpose, no point, no role.
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CCP Navigator
C C P C C P Alliance

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Posted - 2010.09.24 12:09:00 -
[4]
Moved from General Discussion to Ships & Modules.
Navigator Senior Community Representative CCP Hf, EVE Online
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Dr Fighter
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Posted - 2010.09.24 12:10:00 -
[5]
a super solution to a super problem.
make supers use their own special super cyno that takes 30 seconds or somthing before it opens the beacon.
Or have supers unable to drop onto target cynos, instead appear at random SS and have to warp the rest.
The problem isnt the carriers hp or the supers damage or even range, its cynos and hot dorpping.
totally my opinion tho.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2010.09.24 12:17:00 -
[6]
Have supercaps require a "capital cynosural field generator" to jump to that can only be fitted on a capital class ship. That would at minimum mean that carriers always had a role, and it would significantly increase the potential cost of cynoing in scaps. It costs you a carrier every time you do a "shoot and scoot", plus you have to get the carrier itself in to system.
(ofc POS cyno gens would still work for supercaps)
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Kiree Chancel
Phantom Squad
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Posted - 2010.09.24 13:04:00 -
[7]
So all these HP buffs youre tossing out to sub-supers...
How will this effect carriers and dreads fighting other carriers and dreads? Just makes it a longer slugfest, seems to me. (with more time for the inevitable super hotdrop).
Making all the numbers bigger doesn't fix anything. It just makes the problems... bigger. --
Originally by: CCP Capslock OH GOD THE TESTING
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.24 14:13:00 -
[8]
I think the OP had a really good post. Well thought out and I liked the proposed solution, until I read some of the replies. I now agree that it is not an issue of HP and dps per say. It is actually more of an issue of how easy it is for 10+ SC gangs to move around and gank lesser ships. You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

fkingfurious
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Posted - 2010.09.24 14:42:00 -
[9]
Tbh with you I'm unsure if Carriers really need a significant boost myself, however I AM sure that an environment where they will be reliably insta-popped is probably not a good thing. It's not that far off with the sheer, and ever increasing, proliferation of Supers.
Dreadnoughts on the other hand unquestionably need something done to them. A 30 second cyno delay isn't really much of a hinderance when your target is immobilised for 10 minutes and when it's siege cycle does end is unable to effectively defend itself. After all it's not like you get to the end of your seige cycle and magically get a "Get out of the **** Free" Module.
Now obviously I'm not suggesting that Dreadnoughts be unkillable but a Dreadnought IN SIEGE is (in theory) good for 2 things. Shooting structures and other Capital ships. In practice Dreads are useful only for shooting Large POS. Against SBU's,TCU's,I-Hubs and stations SC are clearly the way forward and in a Capital fight a Dreadnought in siege mode will generally die so bloody fast it won't achieve anything.
In siege mode a Dread should have a chance to live long enough to make some impact on the battlefield before it does in a fire. Unlike all other Caps, Titans included (KB's are littered with Logistics dying to DD) Dreads are only effective in combat against other Capitals, but in those fights their life expectancy is measured in seconds.
It sucks.
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Marconus Orion
D00M. Northern Coalition.
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Posted - 2010.09.24 14:47:00 -
[10]
The issue is two things:
1. Due to large coalitions, the ability to field that many super capitals is easy. Very easy.
2. A bigger problem is that capital ship movements are only limited to cheap fuel and a simple cyno. So you will always be in range to easily get hot dropped. And when they do, it will always be a gank.
Nerfing NAP coalitions is incredibly hard to do, but steps can be taken to limit it some. I am for what I have suggested before. Slowing down capital ship movement and making them more strategic moves.
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fkingfurious
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Posted - 2010.09.24 14:59:00 -
[11]
Reducing the sphere of influence of capitals does indded reduce the possibility of getting hotdropped.
However, Sov warfare will still require the application of hundreds of thousands of DPS worth of Capital ships. It may take them longer to get there but when they do the same problem remains f.e.x. Dreads are bleeding pointless. As attackers you will be in drop range. By going out to attack someone you are deliberately putting yourself in range of their forces.
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Seriously Bored
Minmatar
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Posted - 2010.09.24 15:29:00 -
[12]
Here's a rather extreme idea:
Would it break the game if Dreads could go in and out of siege at will, instead of riding out a countdown to DOOM?
That might open up some more strategic uses for them, but I haven't explored the negatives for it.
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Dr Fighter
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Posted - 2010.09.24 15:33:00 -
[13]
Originally by: Seriously Bored Here's a rather extreme idea:
Would it break the game if Dreads could go in and out of siege at will, instead of riding out a countdown to DOOM?
That might open up some more strategic uses for them, but I haven't explored the negatives for it.
perhaps only a cooldown for deactivating it, takes say a few minutes to stop.
We wouldnt want 20 supers being replaced by 50 dreads and doing the exact same thing now would we :p
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.24 15:36:00 -
[14]
Originally by: Seriously Bored Here's a rather extreme idea:
Would it break the game if Dreads could go in and out of siege at will, instead of riding out a countdown to DOOM?
That might open up some more strategic uses for them, but I haven't explored the negatives for it.
Well one negative is what will happen when triage is on the field: the dreads will siege until their tank is about to break then they will exit, get repped up, and enter siege again.
But is that really game breaking? You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

SickSeven
Simplistic Syndicate
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Posted - 2010.09.24 15:39:00 -
[15]
Originally by: Dr Fighter
Originally by: Seriously Bored Here's a rather extreme idea:
Would it break the game if Dreads could go in and out of siege at will, instead of riding out a countdown to DOOM?
That might open up some more strategic uses for them, but I haven't explored the negatives for it.
perhaps only a cooldown for deactivating it, takes say a few minutes to reactivate.
We wouldnt want 20 supers being replaced by 50 dreads and doing the exact same thing now would we :p
Fixed ;) You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Seriously Bored
Minmatar
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Posted - 2010.09.24 15:40:00 -
[16]
Edited by: Seriously Bored on 24/09/2010 15:43:19
Originally by: Dr Fighter
perhaps only a cooldown for deactivating it, takes say a few minutes to stop.
We wouldnt want 20 supers being replaced by 50 dreads and doing the exact same thing now would we :p
Very true. It seems to me though that the biggest problems with Dreads is that they're dead in the water once they hit that Siege button.
If it were reduced to say, a minute, I imagine you would be able to field them in a wider range of circumstances. The whole hotdrop/counter hotdrop thing would get messier, and there's no guarantee your target is staying on the field once they get wind of you...
But if previous Dread tactics aren't working because they have to stay put and get alpha'd by the new big bad, why not increase their flexibility instead of going further down the HP/DPS creep route once again?
ED:
Originally by: SickSeven
Well one negative is what will happen when triage is on the field: the dreads will siege until their tank is about to break then they will exit, get repped up, and enter siege again.
But is that really game breaking?
That's an interesting thought. I imagine if you reduce the Siege timer, but NOT the Triage timer, things could get very interesting though. That actually sounds like more strategy in the game, which always sounds good to me. 
Of course, I am no capital expert. This is just a random thought I had.
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Righteous Flame
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Posted - 2010.09.24 17:36:00 -
[17]
perhaps this can be ameliorated by giving the support fleet more options for dealing with the SCs. it shouldn't be a fight of only carriers/dreads vs a group of just SCs.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.24 17:53:00 -
[18]
Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Irae Ragwan
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Posted - 2010.09.24 17:57:00 -
[19]
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
A thousand times this!
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Aamrr
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Posted - 2010.09.25 00:29:00 -
[20]
Edited by: Aamrr on 25/09/2010 00:30:31 Edited by: Aamrr on 25/09/2010 00:30:03
Originally by: Irae Ragwan
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
A thousand times this!
Third order pyramid quote for emphasis. Supercaps need a nerf, and it's high time that people start recognizing it. I furthermore suggest removing the ability to field fighter bombers and remote ECM bursts in lowsec.
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Irae Ragwan
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Posted - 2010.09.25 00:38:00 -
[21]
Originally by: Aamrr Edited by: Aamrr on 25/09/2010 00:30:31 Edited by: Aamrr on 25/09/2010 00:30:03
Originally by: Irae Ragwan
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
A thousand times this!
Third order pyramid quote for emphasis. Supercaps need a nerf, and it's high time that people start recognizing it. I furthermore suggest removing the ability to field fighter bombers and remote ECM bursts in lowsec.
This is a wonderful pyramid.
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Wrecker Red
Signal Seven
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Posted - 2010.09.25 00:53:00 -
[22]
JUST NERF EVERYTHING IT ALL HAS TO GO WRECKER RED GONNA WRECK YO HEAD |

Templar Dane
Amarrian Retribution
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Posted - 2010.09.25 00:57:00 -
[23]
Originally by: Irae Ragwan
Originally by: Aamrr Edited by: Aamrr on 25/09/2010 00:30:31 Edited by: Aamrr on 25/09/2010 00:30:03
Originally by: Irae Ragwan
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
A thousand times this!
Third order pyramid quote for emphasis. Supercaps need a nerf, and it's high time that people start recognizing it. I furthermore suggest removing the ability to field fighter bombers and remote ECM bursts in lowsec.
This is a wonderful pyramid.
I too don't have a supercarrier, so it gets my seal of approval. 
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Portia Uticensis
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Posted - 2010.09.25 01:03:00 -
[24]
Just as I suspected all along, right about the time I got into my SC, someone who didn't have the persistency and diligence to go out and get one (Persistency and Diligence were the names of the 2 Paladins I used simultaneously during the long grind to get the pile of ISK) would campaign zealously to nerf the everloving hell out of them.
Well, I can just add it to the list of other things in Eve I missed out on (e.g. T2 BPO lottery ending one week after my first character was able to use good quality R&D agents).
Leave SCs alone! Enough with this first shall be last and the last shall be first nonsense! Those who have the shiny toys have them for a reason! They are bitter, twisted souls who control space and are willing to grind for weeks to get them. And if you don't like it, you can go to Russia (which controls the Drone Regions and is a great place to grind ISK for a super cap).
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.25 01:09:00 -
[25]
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
I would agree, but wouldn't that make supercaps useless?
tbh a solution that can deal with the problem at hand by not simply transferring the title of "superfluous ship of useless uses" from one place to another would be better. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.25 01:14:00 -
[26]
Originally by: Portia Uticensis Just as I suspected all along, right about the time I got into my SC, someone who didn't have the persistency and diligence to go out and get one (Persistency and Diligence were the names of the 2 Paladins I used simultaneously during the long grind to get the pile of ISK) would campaign zealously to nerf the everloving hell out of them.
Cool story bro. The fact that you were able to grind up the ISK for an ALLIANCE SOV ASSET speaks volumes about how easy they are to obtain.
Quote:
Leave SCs alone! Enough with this first shall be last and the last shall be first nonsense! Those who have the shiny toys have them for a reason! They are bitter, twisted souls who control space and are willing to grind for weeks to get them. And if you don't like it, you can go to Russia (which controls the Drone Regions and is a great place to grind ISK for a super cap).
I find it amusing that you think that people who own supercaps 'control space' when in fact you just admitted that you were able to grind up a supercap in a matter of a few weeks. By yourself.
Supercaps are a plague, and there are many ways to make them useful alliance assets without making them utterly and completely render all other combat vessels meaningless.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Lsohviet
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Posted - 2010.09.25 01:48:00 -
[27]
Originally by: Liang Nuren
Originally by: Portia Uticensis Just as I suspected all along, right about the time I got into my SC, someone who didn't have the persistency and diligence to go out and get one (Persistency and Diligence were the names of the 2 Paladins I used simultaneously during the long grind to get the pile of ISK) would campaign zealously to nerf the everloving hell out of them.
Cool story bro. The fact that you were able to grind up the ISK for an ALLIANCE SOV ASSET speaks volumes about how easy they are to obtain.
Quote:
Leave SCs alone! Enough with this first shall be last and the last shall be first nonsense! Those who have the shiny toys have them for a reason! They are bitter, twisted souls who control space and are willing to grind for weeks to get them. And if you don't like it, you can go to Russia (which controls the Drone Regions and is a great place to grind ISK for a super cap).
I find it amusing that you think that people who own supercaps 'control space' when in fact you just admitted that you were able to grind up a supercap in a matter of a few weeks. By yourself.
Supercaps are a plague, and there are many ways to make them useful alliance assets without making them utterly and completely render all other combat vessels meaningless.
-Liang
1000x this.
How much further are we from a point where people are able to grind up their own titans by themselves?
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Irae Ragwan
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Posted - 2010.09.25 02:09:00 -
[28]
Originally by: Grimpak
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
I would agree, but wouldn't that make supercaps useless?
tbh a solution that can deal with the problem at hand by not simply transferring the title of "superfluous ship of useless uses" from one place to another would be better.
They never had a defined use.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2010.09.25 02:56:00 -
[29]
Originally by: Liang Nuren Edited by: Liang Nuren on 24/09/2010 17:53:35 The real answer is to nerf sov HP and supercaps hard.
-Liang
pretty sure I said something like that a while ago.
then again I think I also dibsed being the one who plays the fiddle as 0.0 burns
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.25 03:58:00 -
[30]
Originally by: Irae Ragwan
They never had a defined use.
"stuff"...
You made a lot of good points, the problem is nothing is ever going to just be removed from the game. You know, as a business, CCP is NOT going to remove SCs from the game. So we have to find a role or a balance.
I think the best idea so far is that Super Capitals will require a Capital Cynosural field generator. Basically, make so you can't field Super Caps unless you field Caps first. I think that alone would do wonders for the current problems, but that is just a bandaid(a good one though). We still need to find a role for them, besides wtfbbqpwnsaucedmg mobiles. You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Vegine
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Posted - 2010.09.25 04:46:00 -
[31]
HP boost for sub-super capitals? Never. What would that make of the BS's???
Limit the amount of super-caps that could be fielded? Definetly.
Possible Solutions: Solution1 2x SuperCap limit per corporation, 20>member =1, 20+ member =2. 10x SuperCap limit per Alliance. (Maybe a bit more) You cannot build, trade, or absorb Corp with SuperCap beyong the limit. Solution2 Limit the amount of supercap in your corp/alliance that could be in a system at a time. Above number also applicable. Beyong the limit you cannot jump/board more supercaps into/in the system.
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Irae Ragwan
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Posted - 2010.09.25 05:07:00 -
[32]
Originally by: SickSeven
While I want to believe a bandaid fix like that would have some effect, I just can't put it together in a realistic setting. It seems such a change would merely encourage a few disposable carrier/dread ships to bring in the fleet, essentially ignoring the issue at hand which is: how do you create a role for something that was never meant to exist inside the balanced fleet structure to begin with?
Sub-cap fleets are generally unable to break the logistical support of a fleet with a few carriers. Having a carrier of their own and some dreads offers a reasonable shot at either forcing the carrier fleet to leave, or get dreads of their own. In this case, each one-up has a counter-part. Caps cancel out caps and if the battle is evenly matched the worst case is a lot of carriers just repping until everyone gets bored. Supercaps on the other hand combine the dread's ability to take down a cap with the logistical support of the carrier (and this is completely ignoring the fact figher bombers can easily take out battleships aswell). Therefor, the only counter-part to the SC is... another SC. Rather than the old trade-off of offense(dread) v. defense(carrier) you now have a platform capable of both things AND the ability to apply damage at an alarming rate to any sub-cap larger than a hac.
That alone presents a huge problem: you set the fleet standard of any group unwilling or unable to present an overwhelming force of SCs as unable to fly in anything but ships almost completely incapable of being dangerous to targets of strateigic value. Ofcourse at some point even a critical number of rookie ships could destroy an ihub, but realistically the node will crash long before this happens.
So, if the premise is to eliminate this all-in-one package SCs represent, where then do you go? Do SC's becomes offensive and unable to remote rep? That might work, but you'd still be left with the issue of carriers and dreads being pounded into dust whenever SCs show up. If you wish to leave the carrier and dread relavent, then you might suggest the Supercarrier become an improved carrier. Loose offense and gain defensive power. Back to the scenario with the carrier fleet vs. the bs fleet. Too much defense on the field = terribly lame stalemates due to overpowered cap logistics. Does that make the titan the only answer? How would the titan be re-designed to meet a role as the t2 dread (or vice versa)?
I think the only simplistic solution outside of removing them is to simply make them (as close to their "intended" role as possible) astronomically expensive to upkeep. I don't know how you'd go about implimenting it, but if their numbers were kulled significantly enough and their price of operation went sky high, they may become rare enough that cap fleets flourish since the wild-card of SCs would only be delt in the most dire circumstance and at HUGE risk to the owner(s).
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Seriously Bored
Minmatar
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Posted - 2010.09.25 05:31:00 -
[33]
Anyone remember when the new SCs were being tested, and everything seemed awesome, and then CCP nerfed them on SiSi and then we said "Bah WTF?" and then they were like, "Well, we still think they're too strong but now we'll let them dock," and then we were like, "WTF!? Bring back CCP Abathur! Good ideas are not a crime!" and then we got SCs as they were originally envisioned again?
Good times.
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.25 05:35:00 -
[34]
Originally by: Seriously Bored Anyone remember when the new SCs were being tested, and everything seemed awesome, and then CCP nerfed them on SiSi and then we said "Bah WTF?" and then they were like, "Well, we still think they're too strong but now we'll let them dock," and then we were like, "WTF!? Bring back CCP Abathur! Good ideas are not a crime!" and then we got SCs as they were originally envisioned again?
Good times.

reap what you sow, eh? You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Irae Ragwan
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Posted - 2010.09.25 05:35:00 -
[35]
Originally by: Seriously Bored Anyone remember when the new SCs were being tested, and everything seemed awesome, and then CCP nerfed them on SiSi and then we said "Bah WTF?" and then they were like, "Well, we still think they're too strong but now we'll let them dock," and then we were like, "WTF!? Bring back CCP Abathur! Good ideas are not a crime!" and then we got SCs as they were originally envisioned again?
Good times.
The largest SC thread in the Assembly hall is about making their models larger.
Good times indeed.
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Ugly Eric
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Posted - 2010.09.25 07:48:00 -
[36]
How about making dreads able to be RR'd by triage carrier while in siege. That would give a role to carriers, would give a good (beyond trying to save supers) purpose for triage, and would make dreads useful again. They would also provide a good counter to SC's, due to the fact, that everyone has a dread doing nothing in their garage.
Just a thought, didn't think it thuru well.
Eric
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Deva Blackfire
Viziam
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Posted - 2010.09.25 08:03:00 -
[37]
Originally by: Seriously Bored Edited by: Seriously Bored on 25/09/2010 05:37:06 Anyone remember when the new SCs were being tested, and everything seemed awesome, and then CCP nerfed them on SiSi and then we said "Bah WTF?" and then they were like, "Well, we still think they're too strong but now we'll let them dock," and then we were like, "WTF!? Bring back CCP Abathur! Good ideas are not a crime!" and then we got SCs as they were originally envisioned again?
Good times.
ED: Personal note for future balance threads...whenever everyone but CCP is happy about the strength of something, we have a massive problem.
Oh not everyone. Search for that sisi thread about supercaps rebalance. It went moreless like:
Me: what about when people get 15 titans/motherships together? Yaay (1st idiot): noone will EVER use blob of supercaps. They will die more often because pilots will have balls to use them solo Firehawk (owner of 4? titans at the time): noone will EVER use them in blobs. CCP Abathur: yes, noone will EVER use supercapital blobs because they COST too much Me: whatever.
12 months later
Me: Ha-ha !
Abathurs supercap changes are worst thing that happened to this game since introduction of module stacking and removal of 8 heatsink gankgeddons.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.25 08:11:00 -
[38]
Originally by: Irae Ragwan How would the titan be re-designed to meet a role as the t2 dread (or vice versa)?
Sov changes: - Lower HP of anchorables (first step) - Iterate on sov (second step)
Capital changes: - Triage/Siege no longer give ewar immunity, and no longer have targeting penalties - Dreads can be remote repped in Siege - Carriers no longer lose control of fighters/drones in Triage - Triage/Siege lasts 5 minutes
Supercapital changes: - Fighter Bombers, Doomsdays, Ewar Immunity, and Jump Portals limited to 0.0 - Dramatically increase Doomsday fuel consumption to ~1B ISK to fire - Dramatically increase jump fuel costs to ~500M for a mid range jump. - Increase fuel bay sizes to account for the above - Supercarriers trade 3 FB/lvl for 80% FB damage/lvl [Lag reduction] - 10x increase in mineral cost of fighter bombers
Implications: - Carriers get a slight boost to triage - Dreads get a large boost to siege - Capital vs Supercapital combat capabilities are largely unchanged - Supercapitals become virtually financially unmaintainable by a single grinding individual - Supercapitals even appearing on the field would signal a major financial cost
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Kayrne
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Posted - 2010.09.25 08:25:00 -
[39]
Edited by: Kayrne on 25/09/2010 08:26:14
Originally by: Liang Nuren
Originally by: Irae Ragwan How would the titan be re-designed to meet a role as the t2 dread (or vice versa)?
Sov changes: - Lower HP of anchorables (first step) - Iterate on sov (second step)
Capital changes: - Triage/Siege no longer give ewar immunity, and no longer have targeting penalties - Dreads can be remote repped in Siege - Carriers no longer lose control of fighters/drones in Triage - Triage/Siege lasts 5 minutes
Supercapital changes: - Fighter Bombers, Doomsdays, Ewar Immunity, and Jump Portals limited to 0.0 - Dramatically increase Doomsday fuel consumption to ~1B ISK to fire - Dramatically increase jump fuel costs to ~500M for a mid range jump. - Increase fuel bay sizes to account for the above - Supercarriers trade 3 FB/lvl for 80% FB damage/lvl [Lag reduction] - 10x increase in mineral cost of fighter bombers
Implications: - Carriers get a slight boost to triage - Dreads get a large boost to siege - Capital vs Supercapital combat capabilities are largely unchanged - Supercapitals become virtually financially unmaintainable by a single grinding individual - Supercapitals even appearing on the field would signal a major financial cost
-Liang
I'd be for this. Capital ships were meant to require support from both fleets and Alliances. Current implementation has made Supercaps (Eh mostly just SC's) to be solo gank machines in low sec. Dreads and Carriers should be much more mobile than the Supers, though of course significantly less than sub-caps. By increasing the maintenance of these ships you prevent them from being used solo.
One thing that strikes me as odd though was the loss of most of the functions of the super caps, specifically EWAR immunity. While I don't like making absolute statements I'm fairly certain this would absolutely remove all Super cap use in low sec, basically making low sec pirate corps untouchable. Also, I'm not sure how most of the FW players would feel about not being able to use their ships anymore. (inb4 lolfw)
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finoro
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Posted - 2010.09.25 08:39:00 -
[40]
g Why cant you guard your dreads with stealth bombers.
One of your dreads is called as primary then bomb the crap out of it and watch all the fighters explode.
Make fighterbombers 0.0 only.
Dont just go out in Dreads and Carriers.
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Rexthor Hammerfists
Caldari Vanishing Point. The Initiative.
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Posted - 2010.09.25 09:06:00 -
[41]
Originally by: Liang Nuren
Originally by: Irae Ragwan How would the titan be re-designed to meet a role as the t2 dread (or vice versa)?
Sov changes: - Lower HP of anchorables (first step) - Iterate on sov (second step)
Capital changes: - Triage/Siege no longer give ewar immunity, and no longer have targeting penalties - Dreads can be remote repped in Siege - Carriers no longer lose control of fighters/drones in Triage - Triage/Siege lasts 5 minutes
Supercapital changes: - Fighter Bombers, Doomsdays, Ewar Immunity, and Jump Portals limited to 0.0 - Dramatically increase Doomsday fuel consumption to ~1B ISK to fire - Dramatically increase jump fuel costs to ~500M for a mid range jump. - Increase fuel bay sizes to account for the above - Supercarriers trade 3 FB/lvl for 80% FB damage/lvl [Lag reduction] - 10x increase in mineral cost of fighter bombers
Implications: - Carriers get a slight boost to triage - Dreads get a large boost to siege - Capital vs Supercapital combat capabilities are largely unchanged - Supercapitals become virtually financially unmaintainable by a single grinding individual - Supercapitals even appearing on the field would signal a major financial cost
-Liang
I believe the biggest issue causing all the supercap blobs is the huge hp number you need to take down on ihubs and stations. With 10 supers one reinforcement cycle takes about 20minutes (rough guestimate) with bs only you would sit there for hours. A sov system based on occupance, as in getting sov by being there, would be a huge huge improvement.
Also Capital movement needs to be severely limited, it should be much harder to move capitals around, say like half the jumprange and double the jumpcosts.
-
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.25 09:13:00 -
[42]
Originally by: SickSeven
Originally by: Irae Ragwan
They never had a defined use.
"stuff"...
You made a lot of good points, the problem is nothing is ever going to just be removed from the game. You know, as a business, CCP is NOT going to remove SCs from the game. So we have to find a role or a balance.
I think the best idea so far is that Super Capitals will require a Capital Cynosural field generator. Basically, make so you can't field Super Caps unless you field Caps first. I think that alone would do wonders for the current problems, but that is just a bandaid(a good one though). We still need to find a role for them, besides wtfbbqpwnsaucedmg mobiles.
I do agree that the cap cyno solution seems like a good bandaid solution. It is still, however, a bandaid one.
however there are at the very least 2 ways on how a solution for current cap warfare can go:
solution A) somehow CCP manages to boost capital ships by giving them a role and we see a shift from supercaps to caps, yet any sub-cap battleship still continues to decline in favour of capships (a battleship pilot becomes more valuable if he's in any sort of supercap).
solution B) you nerf supercaps and everyone starts using capital ships, because a supercarrier/titan pilot is better off in a dread/carrier, and sub-cap pilots start to change their battleships for a capital ship because sub-caps start to lose their place in the alliance warfare.
tbh capital ships were a genie that got out of the lamp and he wont' go inside now. I suspect that people will all go to the capships, whatever is the change, because they can project much more damage than subcaps. sure sub-cap support fleets will still be needed, but they will have a decreasing value on the battlefield.
a sov HP fix (by decreasing it) would only extrapolate this issue even further.
tbh the only way I can see it changing is probably giving a very specific role to both caps and supercaps in a way that it becomes pretty much mandatory to have a huge support fleet behind them. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Deva Blackfire
Viziam
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Posted - 2010.09.25 09:46:00 -
[43]
Originally by: Grimpak
Originally by: SickSeven
Originally by: Irae Ragwan
They never had a defined use.
"stuff"...
You made a lot of good points, the problem is nothing is ever going to just be removed from the game. You know, as a business, CCP is NOT going to remove SCs from the game. So we have to find a role or a balance.
I think the best idea so far is that Super Capitals will require a Capital Cynosural field generator. Basically, make so you can't field Super Caps unless you field Caps first. I think that alone would do wonders for the current problems, but that is just a bandaid(a good one though). We still need to find a role for them, besides wtfbbqpwnsaucedmg mobiles.
I do agree that the cap cyno solution seems like a good bandaid solution. It is still, however, a bandaid one.
however there are at the very least 2 ways on how a solution for current cap warfare can go:
solution A) somehow CCP manages to boost capital ships by giving them a role and we see a shift from supercaps to caps, yet any sub-cap battleship still continues to decline in favour of capships (a battleship pilot becomes more valuable if he's in any sort of supercap).
solution B) you nerf supercaps and everyone starts using capital ships, because a supercarrier/titan pilot is better off in a dread/carrier, and sub-cap pilots start to change their battleships for a capital ship because sub-caps start to lose their place in the alliance warfare.
Still wondering: how would dedicated sub-cap anti-capital ship fit in this? Im STILL vouching for ship that can project huge damage (say 5k DPS, or even huge alpha with low dps) but only against capital ships. Forces cap users to actually get some support so downgrade their ships. Unless im mistaken...
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Tugboat Timmy
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Posted - 2010.09.25 10:12:00 -
[44]
I would like to see much more risk involved when ppl use SCs. Something outside of countering with more SCs would be nice. Maybe let sub cap ships, (ie. armor hacs) train up a skill that would let them target and disable SC's jump drives. Dead in the water asset.
It just seems that there are very few viable ways to to stand up to a wall of SCs. And when there is very little chance of losing one, ppl will use them for just about anything.
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.25 11:03:00 -
[45]
Edited by: Grimpak on 25/09/2010 11:05:16
Originally by: Deva Blackfire Still wondering: how would dedicated sub-cap anti-capital ship fit in this? Im STILL vouching for ship that can project huge damage (say 5k DPS, or even huge alpha with low dps) but only against capital ships. Forces cap users to actually get some support so downgrade their ships. Unless im mistaken...
probably some sort of heavy bomber? or even a dedicated sub-cap anti-cap ship?
still, this whole conundrum is something very hard to fix, but it is more lasting than simply bandaiding the issue and stamp it "issue solved". ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Relena mearfire
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Posted - 2010.09.25 11:51:00 -
[46]
The problem here is actually far more to do with the way fleets work and the effectivness of range with primary target calling. It is a problem that stems from core mechanics and is a problem that effects EVERY teir of combat. Eve hasa range system that preludes to fleets that have become A-typicaly ranged. In other word the current game mechanics faivour every 1 in a fleet having a setup that can do ruffly the same dammage at the same range and same speed. You then combine this wil the fleet system that does nothing but encourage Primary targeting and you have a situtation where this problem and many other core problems with EVE arises. Baiscaly the 100v1v1v1v1v1v1v1v1 effect This is where 100 of fleet a target and shoot 1 of fleet B then move on.
It has long been this way. You can infact look back at several changes that have been made to counter what at the time was overpowered that if had actually had a change applied to this mechanic would have probably been required to a far lesser degree. This is just another case of this need for a drastic re-think of the fleet and targeting system. Brake the blob up. Give us wings with set objectives in battles limit the number of ships that can target 1 ship.
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fkingfurious
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Posted - 2010.09.25 12:04:00 -
[47]
Originally by: Relena mearfire The problem here is actually far more to do with the way fleets work and the effectivness of range with primary target calling. It is a problem that stems from core mechanics and is a problem that effects EVERY teir of combat. Eve hasa range system that preludes to fleets that have become A-typicaly ranged. In other word the current game mechanics faivour every 1 in a fleet having a setup that can do ruffly the same dammage at the same range and same speed. You then combine this wil the fleet system that does nothing but encourage Primary targeting and you have a situtation where this problem and many other core problems with EVE arises. Baiscaly the 100v1v1v1v1v1v1v1v1 effect This is where 100 of fleet a target and shoot 1 of fleet B then move on.
It has long been this way. You can infact look back at several changes that have been made to counter what at the time was overpowered that if had actually had a change applied to this mechanic would have probably been required to a far lesser degree. This is just another case of this need for a drastic re-think of the fleet and targeting system. Brake the blob up. Give us wings with set objectives in battles limit the number of ships that can target 1 ship.
WTF has that got to do with Dreads being crap?
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Deva Blackfire
Viziam
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Posted - 2010.09.25 14:53:00 -
[48]
Originally by: Grimpak Edited by: Grimpak on 25/09/2010 11:47:36
Originally by: Deva Blackfire Still wondering: how would dedicated sub-cap anti-capital ship fit in this? Im STILL vouching for ship that can project huge damage (say 5k DPS, or even huge alpha with low dps) but only against capital ships. Forces cap users to actually get some support so downgrade their ships. Unless im mistaken...
probably some sort of heavy bomber? still, this whole conundrum is something very hard to fix, but it is more lasting than simply bandaiding the issue and stamp it "issue solved".
Yeh that was my general idea: destroyer (or even BC) class heavy bomber, pure anti-cap ship. Make bombs hit hard, make them targettable (low sig = destroyers needed to kill them before they impact). But as you said: thats a bandaid over gunshot wound.
On the other hand CCP was warned by few quite intelligent players about what WILL happen if they overboost SCs (MSes at the time). They didnt listen, situation atm is IMO the worst state of 0.0 warfare ive personally seen. Even fleet fights over POSes back in 2006 (goonswarm attacking youwhat in cloud ring, NC rushing to help) was better. We lacked dreads to kill POSes but all fights were resolved by subcaps and all pilots were important. Nowadays subcap pilots are just a meatshield/lag generator/system blocker as they arent rly important in the fight.
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.25 15:52:00 -
[49]
I think some of you are getting way off track.
First, Dreads and Carriers DO have SPECIFIC roles, SIEGE and LOGI respectively. And they do that just fine. The PROBLEM is that SC now do both of those roles, and they excel at DPS to an extent that nothing can stand up to them.
Normal capital ships are fine. And to a certain degree I still believe SCs are fine stat's wise. The problem with SCs though is not stats, but ease of movement and ease of possession. SCs were never meant to be purchased by individuals. CCP lowering the price of aquisition was probably one of the biggest mistakes. And I still think the fact that you only have to commit a cheap, cyno ship to bring in 20 SCs is a major problem. SCs should never be first on the field.
Now, it looks like the only answer may be the CHIC, that would bubble and entire grid and force fleets to fight to the death. But I'm sure after the first couple weeks that would somehow spiral out of control and we would all be back here bashing our heads against a wall. You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Irae Ragwan
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Posted - 2010.09.25 16:01:00 -
[50]
Edited by: Irae Ragwan on 25/09/2010 16:05:51
Originally by: Liang Nuren
Originally by: Irae Ragwan How would the titan be re-designed to meet a role as the t2 dread (or vice versa)?
Sov changes: - Lower HP of anchorables (first step) - Iterate on sov (second step)
Capital changes: - Triage/Siege no longer give ewar immunity, and no longer have targeting penalties - Dreads can be remote repped in Siege - Carriers no longer lose control of fighters/drones in Triage - Triage/Siege lasts 5 minutes
Supercapital changes: - Fighter Bombers, Doomsdays, Ewar Immunity, and Jump Portals limited to 0.0 - Dramatically increase Doomsday fuel consumption to ~1B ISK to fire - Dramatically increase jump fuel costs to ~500M for a mid range jump. - Increase fuel bay sizes to account for the above - Supercarriers trade 3 FB/lvl for 80% FB damage/lvl [Lag reduction] - 10x increase in mineral cost of fighter bombers
Implications: - Carriers get a slight boost to triage - Dreads get a large boost to siege - Capital vs Supercapital combat capabilities are largely unchanged - Supercapitals become virtually financially unmaintainable by a single grinding individual - Supercapitals even appearing on the field would signal a major financial cost
-Liang
Reasonable, perhaps too reasonable. The only thing I can immidiately disagree with is the manner in which you're taking the primary tax on SCs is movement. Which seems to indicate that massive defense forces of SCs would still be feasible. I think SCs ought to be harder to power than a small region of POS'. If they're going to be big, expensive, ALLIANCE assets, then it should take the might of an alliance just to keep one running.
Originally by: idiots still parroting the idea subcaps could be specialized to kill SCs stuff
Subcaps will never challenge SCs and no change you make is going to fix that. Anything that countered SCs would anhillate regular caps, and then you're back at square one. Was your intent to obsolete both caps and SCs? Not that I think that is a terrible thing, but if the premise here is getting carriers and dreads back on the field and make SCs a rarity then this is a bad idea.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.25 16:22:00 -
[51]
Originally by: Kayrne One thing that strikes me as odd though was the loss of most of the functions of the super caps, specifically EWAR immunity. While I don't like making absolute statements I'm fairly certain this would absolutely remove all Super cap use in low sec, basically making low sec pirate corps untouchable. Also, I'm not sure how most of the FW players would feel about not being able to use their ships anymore. (inb4 lolfw)
Comments: - I'm 100% all for the removal of supercaps from low sec. - Most FW players don't own Supercaps - and probably don't even know that there's quite a few in the FW - Ewar immunity is a much stronger mechanic in low sec than in 0.0. - The faction war has far more than enough caps to deal with any pirate corp or alliance. They don't need super caps to do this. - The 0.0 alliances have far more than enough dreads/carriers to defend their POSes from attack in low sec.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.25 16:37:00 -
[52]
Originally by: SickSeven Now, it looks like the only answer may be the CHIC, that would bubble and entire grid and force fleets to fight to the death. But I'm sure after the first couple weeks that would somehow spiral out of control and we would all be back here bashing our heads against a wall.
that does seem to be a nice idea, but it still sound like just yet another bandaid.
indeed CCP released quite the genie of the lamp with this one
Originally by: Liang Nuren ideas
good ideas, but there's still something missing. probably a refinement/change of said dreadnaugh and carrier roles? Carriers do work well at a logistics level, dreads however at a siege level are quite overshadowed by pretty much any supercap out there. Perhaps introducing a second kind of dread, probably dubbed "juggernaught" that are more geared towards mobility and anti-cap warfare than the dreads, while the dreads themselves would be reworked to become superior siege engines, above supercaps, but even then I'm not seeing this idea becoming everlasting aswell.
probably somewhat combining liang's sugestions with the CHIC and the heavy bomber (and probably the juggernaught) ideas we would get something reasonable, but it simply has way too many variables to account with, yet the ideas by themselves don't sound like everlasting. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.25 16:42:00 -
[53]
Originally by: Irae Ragwan
Reasonable, perhaps too reasonable. The only thing I can immidiately disagree with is the manner in which you're taking the primary tax on SCs is movement. Which seems to indicate that massive defense forces of SCs would still be feasible. I think SCs ought to be harder to power than a small region of POS'. If they're going to be big, expensive, ALLIANCE assets, then it should take the might of an alliance just to keep one running.
Honestly, I couldn't really think of a better way to tax the usage of a supercap than taxing its movement and special attacks. And ultimately, I'm not sure there's really anything wrong with major alliances being able to field 50 supercaps to any of their systems for defense. It would, afterall, cost them 25-50 billion in fuel to do it.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.25 16:44:00 -
[54]
Originally by: Liang Nuren
Originally by: Irae Ragwan
Reasonable, perhaps too reasonable. The only thing I can immidiately disagree with is the manner in which you're taking the primary tax on SCs is movement. Which seems to indicate that massive defense forces of SCs would still be feasible. I think SCs ought to be harder to power than a small region of POS'. If they're going to be big, expensive, ALLIANCE assets, then it should take the might of an alliance just to keep one running.
Honestly, I couldn't really think of a better way to tax the usage of a supercap than taxing its movement and special attacks. And ultimately, I'm not sure there's really anything wrong with major alliances being able to field 50 supercaps to any of their systems for defense. It would, afterall, cost them 25-50 billion in fuel to do it.
-Liang
it would still be a too strong of a defence., but it's still better than nowadays situation. it still has that good ol' bandaid feeling tho (like pretty much every "balancing" and boost done nowadays by CCP) wish they could get their act together and instead start to actually make massive and very deep balancing for once. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.25 16:55:00 -
[55]
Originally by: Grimpak it would still be a too strong of a defence., but it's still better than nowadays situation. it still has that good ol' bandaid feeling tho (like pretty much every "balancing" and boost done nowadays by CCP) wish they could get their act together and instead start to actually make massive and very deep balancing for once.
I'm not sure that's really true. It seems like the worst case scenario would be an alliance with hundreds of super caps concentrated in a few hub systems... and I'm just not really sure that should be a situation that can be directly assaulted. Sieges have long been on the books in warfare, and this seems like the perfect opportunity to have one.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Irae Ragwan
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Posted - 2010.09.25 17:02:00 -
[56]
Edited by: Irae Ragwan on 25/09/2010 17:03:30
Originally by: Liang Nuren
Originally by: Irae Ragwan
Reasonable, perhaps too reasonable. The only thing I can immidiately disagree with is the manner in which you're taking the primary tax on SCs is movement. Which seems to indicate that massive defense forces of SCs would still be feasible. I think SCs ought to be harder to power than a small region of POS'. If they're going to be big, expensive, ALLIANCE assets, then it should take the might of an alliance just to keep one running.
Honestly, I couldn't really think of a better way to tax the usage of a supercap than taxing its movement and special attacks. And ultimately, I'm not sure there's really anything wrong with major alliances being able to field 50 supercaps to any of their systems for defense. It would, afterall, cost them 25-50 billion in fuel to do it.
-Liang
Fair enough.
On a related note, i've been informed the CSM is too busy fighting against PLEX for Remaps to discuss the SC issue. Not that the CSM is or was ever worth a ****, but I find it humorous they've turned their attention to such a tangent while gameplay circles the drain.
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Lillian Nodel
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Posted - 2010.09.25 17:44:00 -
[57]
CCP should make super caps multi-player ships: pilot, engineering, defense, offense etc with each role requiring active participation to kill any chance of automation.
Beyond that, they really should be force multipliers for fleets offering enhanced damage or tank, for instance a SC would enhance the defenses of up to 40 ships in fleet with it while a titan would enhance the damage of 50 ships in fleet with it.
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.25 17:55:00 -
[58]
Originally by: Liang Nuren
Originally by: Grimpak it would still be a too strong of a defence., but it's still better than nowadays situation. it still has that good ol' bandaid feeling tho (like pretty much every "balancing" and boost done nowadays by CCP) wish they could get their act together and instead start to actually make massive and very deep balancing for once.
I'm not sure that's really true. It seems like the worst case scenario would be an alliance with hundreds of super caps concentrated in a few hub systems... and I'm just not really sure that should be a situation that can be directly assaulted. Sieges have long been on the books in warfare, and this seems like the perfect opportunity to have one.
-Liang
not saying that otherwise, just stating that the balance might be too much on the side of the defender ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Deva Blackfire
Viziam
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Posted - 2010.09.25 17:55:00 -
[59]
Originally by: some idiot
Originally by: idiots still parroting the idea subcaps could be specialized to kill SCs stuff
Subcaps will never challenge SCs and no change you make is going to fix that. Anything that countered SCs would anhillate regular caps, and then you're back at square one. Was your intent to obsolete both caps and SCs? Not that I think that is a terrible thing, but if the premise here is getting carriers and dreads back on the field and make SCs a rarity then this is a bad idea.
That was exactly my point. Beyond "fixing" SCs there should be feasible capital counter (see: capital not supercapital only) available to subcap class. Even if you boost caps/nerf supercaps it wont change much except for cap-supercap ratio within fleets. The ability of cap+supercap to flatten everything except bigger cap+supercap fleet means the typical "rock, paper, scissors" game changed to "rock, rock, bigger rock". Adding counters means more mixed fleets = IMO better for the game. Unless you are one of those idiots thinking that one/two ship types is enough of a variety.
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Irae Ragwan
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Posted - 2010.09.25 18:17:00 -
[60]
Originally by: Deva Blackfire
Just some random thoughts.
You wouldn't "mix fleets," if a subcap was capable of killing SCs a billion times more expensive than themselves. You'd get a bunch of them and kamakazi the SCs, then leave. This makes SCs essentially useless and brings you to essentially the same point I made: might as well scrap them.
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Cpl Punnishment
Steel Fleet Important Internet Spaceship League
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Posted - 2010.09.25 18:49:00 -
[61]
I say CCP turns SCs into Snowballs for Christmas. Merry Christmas Eve!! Merry Christmas CCP!!
P.S. And if you don't use your snowballs by JAN 1... They melt. Gone. Fixed.
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Deva Blackfire
Viziam
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Posted - 2010.09.25 19:52:00 -
[62]
Originally by: Irae Ragwan
Originally by: Deva Blackfire
Just some random thoughts.
You wouldn't "mix fleets," if a subcap was capable of killing SCs a billion times more expensive than themselves. You'd get a bunch of them and kamakazi the SCs, then leave. This makes SCs essentially useless and brings you to essentially the same point I made: might as well scrap them.
As i posted in my previous post (you DID bother to read it i assume?) having say heavy bombs LOCKABLE and DESTROYABLE by destroyers before they impact SC would mean dessys (and prolly even fastlock HACs) could destroy those before they hit. Not saying its perfect idea - but i already posted cap counter and cap-counter-counter (so way to evade those bombs). All ofc would require mixed fleets.
And in lag? What hit and RUN?
As for costs - ship costs are NEVER a balance factor. Guess some people didnt learn this after 7 years of game existence... You can pop 1,5bil ISK tengu with one tempest, there is nothing wrong in killing high-cost ship in low-cost one if user of high-cost ship is daft/has wrong setup/is in wrong place. Otherwise you would acknowledge that the ONLY way to kill SC/titan blob is by bringing larger (thus more expensive) blob yourself. Doesnt seem like strategy to me (nor like plentiful of combat choices).
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Siiee
Recycled Heroes
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Posted - 2010.09.25 20:41:00 -
[63]
Originally by: Liang Nuren
Supercapital changes: - Fighter Bombers, Doomsdays, Ewar Immunity, and Jump Portals limited to 0.0 - Dramatically increase Doomsday fuel consumption to ~1B ISK to fire - Dramatically increase jump fuel costs to ~500M for a mid range jump. - Increase fuel bay sizes to account for the above - Supercarriers trade 3 FB/lvl for 80% FB damage/lvl [Lag reduction] - 10x increase in mineral cost of fighter bombers
Isn't that largely repeating the balancing mistakes made in the past tho? Much of what offset a supers power was that fact that it was "soo expensive", and it was, at the time. Regular capitals were expensive as well, and capital losses were newsworthy. Now caps are trivially inexpensive and supers are in the reach of the individual, but increasing the cost only raises the bar once more, and just like every other class of "large ship" in eves history the individual will eventually raise be able to afford it.
I think you're better off balancing against their ease of use rather than cost or power directly. As a completely off the wall example:
-nerf their cap recharge to practically nothing -make their ability to deploy any fighters/fighter bombers tied to their drone controls -large cap penalty to drone controls as a role bonus -remove ewar immunity
Balance capacitor amount and possibly incoming R/R penalties so that basic travel requires a carrier to provide capacitor support, and combat configurations need 2 or 3 carriers to run.
Poor mans multi-pilot super cap. A lone, unsupported, super cap is now easily tackled and left completely helpless by an average sized sub capital gang, and a gank-dropped SC would be left at critically low amounts of cap. Larger enemy fleets will require larger amounts of support to counteract neuts and keep the super active in the fight, which quickly scales it up from being easily multi-boxed by a single player.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.25 23:21:00 -
[64]
Originally by: Siiee Isn't that largely repeating the balancing mistakes made in the past tho? Much of what offset a supers power was that fact that it was "soo expensive", and it was, at the time.
No, its actually quite different because it places a cost on using super capitals rather than obtaining super capitals. And, it introduces a large new isotope consumer which means that increases in super cap usage would result in even higher costs as isotope prices rise.
And ultimately, if people still feel that super capitals are too commonly used, their isotopes could be changed to a "super capital" isotope that spawns via super rare exploration sites in wormhole space. Then you're looking at a limited supply of the ingredients necessary to even operate super capitals.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Xthril Ranger
hirr Morsus Mihi
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Posted - 2010.09.26 00:07:00 -
[65]
Originally by: Dr Fighter make supers use their own special super cyno that takes 30 seconds or somthing before it opens the beacon.
Or have supers unable to drop onto target cynos, instead appear at random SS and have to warp the rest.
how do you engage a Titanfleet if the cyno have a larger delay than the doomsday? Who will win if the defending fleet is gathered in one place and the one jumping in is scattered all over the system. . you'll never jump alone
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Siiee
Recycled Heroes
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Posted - 2010.09.26 00:29:00 -
[66]
That's still relying on "too expensive" remaining "too expensive", though I can see that being more effective being a recurring cost.
But it doesn't really make it any more of an alliance asset, you're only adding one person to the mix, to right click "buy this type" and type in some big numbers from the alliance wallet. I don't think that needing a bunch of lackeys to grind isk for you is really the making of interesting gameplay, even if it would help curb super cap use. Making them literally impossible for a single person to operate effectively is what's really needed to balance the power, purchase and maintainence costs just makes failure meaningful.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.26 00:50:00 -
[67]
Originally by: Siiee That's still relying on "too expensive" remaining "too expensive", though I can see that being more effective being a recurring cost.
But it doesn't really make it any more of an alliance asset, you're only adding one person to the mix, to right click "buy this type" and type in some big numbers from the alliance wallet. I don't think that needing a bunch of lackeys to grind isk for you is really the making of interesting gameplay, even if it would help curb super cap use. Making them literally impossible for a single person to operate effectively is what's really needed to balance the power, purchase and maintainence costs just makes failure meaningful.
If we went by today's prices, we're talking about 5 million m^3 of isotopes for one medium range hot drop of 20 super caps. It's significantly more complicated than "right click, buy" from Jita.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Siiee
Recycled Heroes
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Posted - 2010.09.26 01:24:00 -
[68]
So each pilot needs 3/4 of a jump freighter full of fuel per jump, it's not insignificant I'll give you that, but I still think that it's mis-placed.
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Vaal Erit
Science and Trade Institute
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Posted - 2010.09.26 01:31:00 -
[69]
And over here we have a clear example of why listening to your customers and hiring from them can be a bad thing. CCP Nozh rightfully yanked these changes but was overruled by a massive threadnaught of whiny supercap and future supercap pilots.
CCP Abathur was directly responsible (at least he wrote the dev blogs and all) for both the horrendous new sov system and the hilariously broken supercarriers. Worst dev ever, thank god he got fired/left.
I like the idea of condensing lots of fighter bombers down into a few super strong and slow attack bombers. Give them low signature radius so we have like a frigate vs bombers fight and a reason to use frigates on the battle field.
Supercarriers need some unique ability or something, not just hey I obsolete normal capital ships because I do what they do only 10x better, gg no re. - It's not "Play through a pre-set story, become stronger, do endgame". Gameplay is open ended, and you make your own story. Unless you're too afraid of 'pvp grief' to do anything relevant |

RagnarRox
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Posted - 2010.09.26 01:44:00 -
[70]
I think that all the major Blobbing in Eve could be fixed or at least helped alot by a few simple things 1 of those being, Stacking Nerf of targeting the same ships.
Its not a new Idea but a great one, this last year I have seen some of the older "Rocks of Eve" Like Mistress Suffering and alot of the CH guys get bored with the game as it is now being blob or lose it, basically now you need massive numbers of people to hold or take space from a 100 times better group of only a few hundred, this is breaking EVE IMO.
We need to seriously consider "Target Stacking Nerfs" Similiar to Module stacking but less abbrupt, I want a system where the 8th targeter on a ship does .01% DMG. For the RP`ers or others it would be a if all the active Targeting would screw sensors and make targeting in space at such incredible ranges and speed impossible.
For us practical players who dont just want the Majority to take over even if they are stupid and cant play as fight as good as the rest, its as simple as making even huge battles Seem well smaller.
As of Now Blob on Blob or Blob on Gang is very boring and only requires 1 FC to command all 200 Ships to fire on 1 target vaporising him, this isnt skill the target has 0 CHance. By making 8 players only be able to apply DMG it would actually split things up, FC`s would need to call multiples and we actually would have to work in units, you know like the real military. For all those "Eve isnt supposed to be real but fun" guys...Blobs arent fun the way they are now, not even for the blobbers, thy may be happy with the results but the actual motion of it is boring.
Anyways if you did this along with some Movement nerfs to SC`s you would end up with basically a max of * SC`s that are viable on 1 Target, as well as 2 or 3 of them to be better suited hitting another target.
This would also mean for certain scenarios Reppers would need to chose wisely as more than 8 targeting you to rep is also nerfed, this would add more depth to the game and further the "Wheat from the CHaff"
FC`s would need to make choices, do we run 5 man teams and kill with lower DMG or 8 man teams and possibly waste 3 ships. Eve is a game of choice and consequence, right now who has more wins, Look at D00M far and away a better tighter more organised Alli/Corp but they cant hold sov versus the Nap Train of evil with there 50k + Lemmings 
Skill should take the day, numbers also matter yes but right now thats all that does. Numbers needs to be 1 Equation, in my system if you had multiple teams of 8 you would still beat the 1 team, but the 1 team might kick 2 teams asses rather than just insta melt from your 10k meta 3 Weapons. Take what you Can, when you can. |

Irae Ragwan
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Posted - 2010.09.26 01:53:00 -
[71]
Hows that make SCs viable on one target again? The scenario that comes to my mind is a pair of SCs mopping the floor with a much larger fleet simply because they don't have the dps to break tanks with the couple ships allowed to shoot.
Maybe I missed something?
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RagnarRox
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Posted - 2010.09.26 02:55:00 -
[72]
Wow if there ws only a work around that problem? LOL
Ok then just add a Sub Caps Can Target Caps with immunity, Hell even make SUper Capitals completely make the 8 man rule nullified for them.
Seriously its a rough idea that helps alot more problems than it hurts, make 1 of the downsides of SC`s the fact you can get Ganked by blobs...In a real sense a object so big would be easy logistically, IE Bombing Runs fighters not colliding...hell with a target the size of 5 city blocks you wouldnt need guided tracking, you could hit it anyways.
So thanks for the amendment SC`s whether Mom or Titan can be targeted by any number of attackers except other SC`s, then the rule applys. Also Dreads would get a 30 man Limit opposed to 8 normally.
Was that so hard? It still massively helps blobs turn into talent and prep rather than More MORE MOAR
Take what you Can, when you can. |

Irae Ragwan
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Posted - 2010.09.26 03:58:00 -
[73]
Edited by: Irae Ragwan on 26/09/2010 03:59:04
Originally by: RagnarRox
... Was that so hard? It still massively helps blobs turn into talent and prep rather than More MORE MOAR
Might want to edit that stuff into your first post because without it sounds rediculous.
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Dethmourne Silvermane
Gallente League of Gentlemen Warped Aggression
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Posted - 2010.09.26 05:07:00 -
[74]
hrm.
How about every ship class has both a "targeting size" (e.g., how much of our resource "targeting ability" can be used against it) and a resource "targeting ability" (bad name, sorry) where you have smaller ships using less of the "targeting ability" and therefore more of them can shoot something with a given "targeting size". This way you don't nerf small frigate gangs vs BC/BS targets (where 8 frigates might not be able to drop an enemy), but you prevent 50 BS locking on a single BS.
I'm sure there's potential for abuse there, e.g. locking friendly targets to use up their "targeting size" maximum and prevent enemies from locking - that would have to be ironed out.
There's no easy fix to the blob.
Also, sorry for straying off supercaps
DesuSigs |

Fighter26
Desard's Nation Cha0s Theory
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Posted - 2010.09.26 16:11:00 -
[75]
Take away immunity to ewar for SCs.... add 10% more native resists for dreads and give them the ability to get rr in siege BUT keep it 10min cycle (5 if people still feel it is not good enough, but really that would boost the dreads capabilities perhaps a bit to far, although this could be a decent comprimise point "5 mins seige but SCs keep immunity to ewar") Just my two cents.
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Agent Known
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Posted - 2010.09.26 16:30:00 -
[76]
A nerf to fighter bombers would be a step I think... On another note, I also have an annoying sig. |

Kail Storm
Caldari
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Posted - 2010.09.26 17:07:00 -
[77]
Originally by: Dethmourne Silvermane hrm.
How about every ship class has both a "targeting size" (e.g., how much of our resource "targeting ability" can be used against it) and a resource "targeting ability" (bad name, sorry) where you have smaller ships using less of the "targeting ability" and therefore more of them can shoot something with a given "targeting size". This way you don't nerf small frigate gangs vs BC/BS targets (where 8 frigates might not be able to drop an enemy), but you prevent 50 BS locking on a single BS.
I'm sure there's potential for abuse there, e.g. locking friendly targets to use up their "targeting size" maximum and prevent enemies from locking - that would have to be ironed out.
There's no easy fix to the blob.
Also, sorry for straying off supercaps
I like this Idea and Rox`s, but this is basically a more refined version, Sig size would mean alot if it was dependant on how many frigs could lock you up it certainly would give my Drake a Downside that a Plated Harbi wouldnt have, hell 1/3rd more ship scan res could lock it than the Harb.
I think its a great Idea and would be a very solid step to kill blob warfare -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Kazuo Ishiguro
House of Marbles
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Posted - 2010.09.26 17:28:00 -
[78]
Originally by: Vegine HP boost for sub-super capitals? Never. What would that make of the BS's???
Limit the amount of super-caps that could be fielded? Definetly.
Possible Solutions: Solution1 2x SuperCap limit per corporation, 20>member =1, 20+ member =2. 10x SuperCap limit per Alliance. (Maybe a bit more) You cannot build, trade, or absorb Corp with SuperCap beyong the limit. Solution2 Limit the amount of supercap in your corp/alliance that could be in a system at a time. Above number also applicable. Beyong the limit you cannot jump/board more supercaps into/in the system.
Result of per-corp/alliance restrictions: GoonfleetSuperCaps1, GoonfleetSuperCaps2, GoonfleetSuperCaps3...
Capping per system gives whoever gets there first an enormous advantage, even if it's only by a matter of seconds.
Originally by: Lillian Nodel CCP should make super caps multi-player ships: pilot, engineering, defense, offense etc with each role requiring active participation to kill any chance of automation.
Beyond that, they really should be force multipliers for fleets offering enhanced damage or tank, for instance a SC would enhance the defenses of up to 40 ships in fleet with it while a titan would enhance the damage of 50 ships in fleet with it.
Interesting idea, but there are several obvious issues with it:
1. People would use alts to fly their supercaps 'solo'. 2. What happens if some of the extra pilots disconnect? 3. What happens if the main pilot disconnects? 4. How closely would this fit with existing game mechanics? It sounds like something that would be a lot of work to implement, but not many people would get to use it or benefit from it. --- 34.4:1 mineral compression |

Hirana Yoshida
Behavioral Affront
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Posted - 2010.09.26 18:15:00 -
[79]
Lot of text to make a point 
Buffing hitpoints on Dreadnoughts is a good idea, they have limited impact outside of capital slugfests and structure shoots. Would also give them the time to actually dent supers. Throwing in an EHP modifier when sieged is actually a good idea. Gives them the staying power when it matters without wrecking their ability to get RR love when needed.
Buffing hitpoints on Carriers is one of the worst ideas ever. They are everywhere and in large numbers, they cost the same or less than some faction BS and triage gives them immense power when operating outside of the blobby environment.
Summary: +1 for fattening Dreads up. -1 for Carriers.
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Parsala
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Posted - 2010.09.26 19:59:00 -
[80]
Give dreadnoughts ehp bonus for siege mod and allow carriers to RR them during siege mod (same for triage?) and you might be able to give SC fleet some beating.
Thoughts?
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Kail Storm
Caldari
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Posted - 2010.09.26 20:07:00 -
[81]
Im for the Targeting Number being Stacking Nerfed based on sig size.
Also Dreads need way Higher DMG, say 500% increase but only Do Full Dmg on Super Caps, not even on Pos`s. Dread POS ratio now I think is perfect, but the Super Cap vs Dread is very broken.
A Dread needs to be able to output HUGE HUGE Amounts of DMG with Weakish Tanks compared to Super Caps, so basically a Dread is a Glass Cannon vs Supers.
Right now Dreads are just Glass with no Cannon, 5 Dreads should be able to Gank a Mom if they can hold it there but the Mom should be able to take out 4 of them before it dies.
I like how a Dread is stuck for siege but if it is it needs to be at least a major DMG dealer even when compared to Supers.
Dreads should be the Hacs vs Command Ships relations to MOM`s basically, Same or almost same DMG with weaker tanks. Basically same DMG but with weaker tanks.
Otherwise you have to nerf Mom`s in some way which sucks because CH and all the Habit guys who are now PL really have mad the SC a viable ganker which definitely has a role.
If they made Dreads do Ginormous DMG with diminishing returns from sig they would be fair against Carriers, SC`s, and Titans alike. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
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Posted - 2010.09.26 20:22:00 -
[82]
Targeting based on sig?
I can't see that working at all. What about smartbombs? What about ships with a rediculously tiny sig for their effective damage (zealot)? What about shield tanked ships in general? Sig-based anything really flys in the face of the already obvious tradoffs between armor tanking and shield tanking (which is clearly in favor of armor tanks for the kind of fleets we're discussing). You might consider those things first, eh?
The easy options (large nerf to SCs and/or expensive upkeep) have a lot more merit imo.
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Kail Storm
Caldari
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Posted - 2010.09.26 21:12:00 -
[83]
Originally by: Irae Ragwan Targeting based on sig?
I can't see that working at all. What about smartbombs? What about ships with a rediculously tiny sig for their effective damage (zealot)? What about shield tanked ships in general? Sig-based anything really flys in the face of the already obvious tradoffs between armor tanking and shield tanking (which is clearly in favor of armor tanks for the kind of fleets we're discussing). You might consider those things first, eh?
The easy options (large nerf to SCs and/or expensive upkeep) have a lot more merit imo.
So nerf SC`s because you dont have one?
WTF are u talking about, armor shield tanking?
Targeting of sig means each ship having a number of Scan Res than can be applied to it at one time, therefore reducing the 50 v 1 and only having a cumutilive amount of ships attacking 1 and making blobs less of an issue and making insta death not as much a random FC call.
Also DMG based on sig was for dreads, read it again. Dreads would have massive DMG to SC`s way more than now, but not hit **** thats small, so a Zealot or a Drake would basically be the same.
If sig Dmg was always bad like you say, missiles are completely broken.
Dreads need to be glass cannons that actually hurt SC`s.
So best option to stp blobs is Stacking Nerf of Targeting Numbers, someone said 8 ships of equal size, I like that, Or more of smaller size. Needs some kinks worked but is great idea.
Next is Dread doing x3 the DMG to SC`s as it does nownwith them doing the same Dmg as present to a carrier and stepped down etc etc
Also who`s your main again?
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
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Posted - 2010.09.26 21:27:00 -
[84]
Originally by: Kail Storm
word vomit
You clearly have no idea what you're talking about. If you'd spent any time in nullsec you'd realize the dread and carrier are both obsolete and your idiot suggestions don't change that one iota. Dreads don't work vs. SCs because SCs evaporate dreads in minutes. Given enough of them (and hey look, the NC managed to squeeze almost 200 of them on grid the other night) you haven't even got a chance. What's your suggestion there? Bring 10 dreads for every SC and hope the node holds up long enough for you to target one of the SCs? Screw up game mechanics even more just so the overpowered ships don't have to be touched with the nerf bat?
Please gtfo and let the adults have a relavent discussion.
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Justin Cody
Caldari T.A.L.O.N. Company
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Posted - 2010.09.27 00:41:00 -
[85]
Originally by: SickSeven
Originally by: Irae Ragwan
They never had a defined use.
"stuff"...
You made a lot of good points, the problem is nothing is ever going to just be removed from the game. You know, as a business, CCP is NOT going to remove SCs from the game. So we have to find a role or a balance.
I think the best idea so far is that Super Capitals will require a Capital Cynosural field generator. Basically, make so you can't field Super Caps unless you field Caps first. I think that alone would do wonders for the current problems, but that is just a bandaid(a good one though). We still need to find a role for them, besides wtfbbqpwnsaucedmg mobiles.
I can get behind this Remind people that profit is the difference between revenue and expense. This makes you look smart. Scott Adams
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Kail Storm
Caldari
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Posted - 2010.09.27 01:50:00 -
[86]
Edited by: Kail Storm on 27/09/2010 01:54:07
Originally by: Irae Ragwan Edited by: Irae Ragwan on 26/09/2010 21:37:35
Originally by: Kail Storm
word vomit
You clearly have no idea what you're talking about. If you'd spent any time in nullsec you'd realize the dread and carrier are both obsolete and your idiot suggestions don't change that one iota. Dreads don't work vs. SCs because SCs evaporate dreads in minutes. Given enough of them (and hey look, the NC managed to squeeze almost 200 of them on grid the other night) you haven't even got a chance. What's your suggestion there? Bring 10 dreads for every SC and hope the node holds up long enough for you to target one of the SCs? Screw up game mechanics even more just so the overpowered ships don't have to be touched with the nerf bat?
Please gtfo and let the adults have a relavent discussion. Speaking of which, from the mouths of the 0.0 pilots who do know what i'm talking about:
Originally by: Malcanis
Originally by: Xiaodown
Originally by: Vile rat They should still strongly consider removing supercaps from the game completely. Concentrate on making good ships that people want to fly instead of making the end game ships horribly overpowered so everybody feels obligated to fly one just so they can experience 0.0 fighting.
CCP has done a horrible job of balancing these from the get go and they've shown no inclination to start critically examining the impact of these hulls on gameplay.
Their only goal in "rebalancing" SC's was to make them more powerful and enjoyable for those who have them instead of considering the other 99% of the eve populace.
Death to ALL supercaps. I don't even mean that in an Against ALL Authorities fashion because (heh) but I mean it, every single supercap should be refunded and the hulls deleted from the database.
I used to think people who said that had a political or personal agenda, but the more time passes and the more I see no action to reasonably balance them, the more I agree with you.
We live in Supercaps-Online, now. If you don't have a mom or titan, you're not very useful in the grand scheme.
Death to supercaps.
QFT. I've tried to avoid this conclusion for a long time, but it's hard to dispute now that Supercaps should either be removed or at the very least radically repurposed away from combat.
You are a troll who wont say his main for some reason?
How are carriers useless? You are retarted Carriers still serve a great function in Eve, hell even look at PL or CH`s SC Gank squad and you will see that without carriers there providing the cap to get the SC`s back to jump str that they would get stranded alot of times or tackled in time enough to kill, Its you who has never seen a SC squad in action, I was lucky enough to see some of the best in Eve at work and the carrier was a huge part of that.
Dreads are broken now true, but Like I Said limiting Movement, and making Dreads the Throwaway Killers they are against even SC`s is what they need.
Right now the balance is off, SC`s can take on 12+ Dreads this needs to be managed to 5 Like I repeatedly said. SC`s have a legit role they are basically Titans minus the Jumpbridge and 1/2 the cost, that is great, you still need a Alt to run one fulltime and tons of Logistics to back them up, in fact SC`s are all that stand in the way of the Blobbers of the NC using nothing but 50 titans at a Time. If it wasnt SC`s it would be titans and it would be DDing wars
When CH was in D2 Area murdering there caps by the bushell it kept them honest, without them there now every idiot in Eve in his thanny out and carebearing in peace, is that the Eve you want? You must be a carebear then.
Its good there is a ship that can do what they do, but there needs to be a counter and right now only counter is more numbers. So the Diminishing Targeting Idea would help this alot, it would encourage only bringing a few moms at a Time or risking the others for no reason.
POST YOUR MAIN OR YOU LET THE BIG BOYS TALK ABOUT WHAT TO DO -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Miya StarDrifter
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Posted - 2010.09.27 01:58:00 -
[87]
Edited by: Miya StarDrifter on 27/09/2010 02:00:39 Irae is a moron, at least for the last few weeks he is.
All he does is *****, and say "let the grown ups talk" and try to get intigo`s approval and intigo correctly calls him an idiot and tells him to sluff off.
He argued forever how the Dram was fine with no OP what soever and now wants to gimp SC`s because they are OP, and not just Gimp a little but Nerf Bat them to hell, What a Cave Troll Moron.
He wont ever have an SC and longs for the days when he never had to see them because they sucked ass, he probably just got his Thanny and wants to Rat but is scared because the big bad PL can eat him.
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Zeba ForumWhoor
Minmatar Republic Military School
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Posted - 2010.09.27 02:05:00 -
[88]
Originally by: Miya StarDrifter Edited by: Miya StarDrifter on 27/09/2010 02:00:39 Irae is a moron, at least for the last few weeks he is.
All he does is *****, and say "let the grown ups talk" and try to get intigo`s approval and intigo correctly calls him an idiot and tells him to sluff off.
He argued forever how the Dram was fine with no OP what soever and now wants to gimp SC`s because they are OP, and not just Gimp a little but Nerf Bat them to hell, What a Cave Troll Moron.
He wont ever have an SC and longs for the days when he never had to see them because they sucked ass, he probably just got his Thanny and wants to Rat but is scared because the big bad PL can eat him.
Oh My.. ZOMG!!! |

MukkBarovian
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Posted - 2010.09.27 02:29:00 -
[89]
I have felt for a while that having to enter seige mode in a dread is pretty obsolecent. The only thing dreads effect are structures and other caps. I can't remember the last time I was aware of a dreadnought threatening a battleship or smaller.
How would it effect the game to let dreads do full damage without sieging? Too many hit&run ops? I mean you can do that with SC anyway...
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Irae Ragwan
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Posted - 2010.09.27 02:45:00 -
[90]
OH GOD HALP, MY E-HONO(U)R IZ AT STEAK! 
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Deva Blackfire
Viziam
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Posted - 2010.09.27 02:59:00 -
[91]
Edited by: Deva Blackfire on 27/09/2010 03:00:49
Originally by: Kail Storm words
Seems to me that Irae has MUCH more clue about how supercaps work and how to counter them/not to counter them than you.
1. even at 5 dreads per SC what will you do when enemy deploys 100 supercaps? Cry around in hopes you can bring 500 dreads to combat? And yes recent 0.0 combat shows that 100 supercaps is quite possible (as it already happened). Last NC use vs SOLAR saw around 50 supercaps on field (+100-150 normal caps, maybe more, didnt count them). Using your calculation you would need around 350-400 dreads to counter that. Find me an alliance which can do this. Or even two. Three maybe? Damn - i guess still not enough.
2. id advise you to check how CH "murdered" caps. By ganking them. Using more/heavier (supers vs normal caps) ships. Granted they had few fairly equal fights but that was pre-supercap boost era.
3. an ALT! thats really HARD thing to get. Im quite sure that most/all supercap users have more than 1 char. Quite possibly more than 2. And if you get 20bil for SC its not a problem to get 300mil per month for another acc. All you need is to run sanctums 3 hours per month...
4.
Quote: So the Diminishing Targeting Idea would help this alot, it would encourage only bringing a few moms at a Time or risking the others for no reason.
Umm why? If say you can target enemy SC with 10 of yours why would you bring 10 to combat not 50 or 100? You would just need to divide your gang into few groups and call more than 1 target. Still blobs would be the proper way to go.
EDIT: and yeah its what Vile rat said: Abathur (Seleene) boosted caps and suddenly vanished from dev team and went back to playing EVE. With supercaps. Pathetic...
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Kail Storm
Caldari
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Posted - 2010.09.27 03:03:00 -
[92]
Originally by: MukkBarovian I have felt for a while that having to enter seige mode in a dread is pretty obsolecent. The only thing dreads effect are structures and other caps. I can't remember the last time I was aware of a dreadnought threatening a battleship or smaller.
How would it effect the game to let dreads do full damage without sieging? Too many hit&run ops? I mean you can do that with SC anyway...
Mukk that would be to logical, it wouldnt fit under "Irae`s Nerf them to hell or erase SC from the game" theory
If you dont want SC`s wiped off the database or useless ship spinners your not an audult, or apparently dont know the game.
Seriously though Mukk even to a quailty player like you who loves to fight in small gangs over Blobs must see that SC`s need`nt be expelled from game entirely, so these other guys who are saying you might as well fly a Mom or nothing dont know hwat they are talking about.
How about the other 10k kills a month not involving SC`s? Is that not participating in Eve?
Its no secret Dreads need Buff and are useless now but they need to be tailored around the new "SC" its 1.5 bil isk versus 20 bil for a reason, its also alot more costly considering you cant dock, I would agree moving the Proce of ships moving cost being more in line with ship value as well as harder ways to move but remove them is horrible, just remove Pulse Lasers, ACS`s, Machs, Drams, Cynas all the OP things in eve while we are at it rather than try to fix them and have more flavor.
I know lets do it Iraes way and take the 20 SC`s on one side now and go back to when we had 100+ Dreads on each side and 200+ support ships and pray the node holds. SC`s actually are just more compact fleets basically each FB is a Support ship.
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Durararagi
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Posted - 2010.09.27 03:09:00 -
[93]
I haven't been around enough to be a cap fight expert, but what happens if you just nerf fighter bomber survivability by very significant amounts? Make it as fragile as player frigates and allow a dedicated subcap fleet to quickly destroy a lot of them to lower dps.
Changes: Lower Fighter Bomber Speed, EHP Reduce fighter bomber volume
Additional changes: Supercaps deaggress timer changed to 45 minutes.
Desired effects: this makes subcaps relevant for protecting fleets against supercarrier damage. A proper subcap fleet would be able to destroy fighter bombers faster than effective damage can be applied at a tiny fraction of the cost. However, this still allows supers to quickly overwhelm isolated caps or cyno-into short range alpha before subcaps can respond. The intended counter chain is as the following:
Subcap > Supers > Caps > Subcaps
A homogeneous supercap/cap fleet would simply not be able to apply dps to a subcap fleet effectively this way.
----------- Dreads can be dps support for high pilot number (as opposed to high isk value) operations that can defend from a few supers just fine.
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Kail Storm
Caldari
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Posted - 2010.09.27 03:17:00 -
[94]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 27/09/2010 03:00:49
Originally by: Kail Storm words
Seems to me that Irae has MUCH more clue about how supercaps work and how to counter them/not to counter them than you.
1. even at 5 dreads per SC what will you do when enemy deploys 100 supercaps? Cry around in hopes you can bring 500 dreads to combat? And yes recent 0.0 combat shows that 100 supercaps is quite possible (as it already happened). Last NC use vs SOLAR saw around 50 supercaps on field (+100-150 normal caps, maybe more, didnt count them). Using your calculation you would need around 350-400 dreads to counter that. Find me an alliance which can do this. Or even two. Three maybe? Damn - i guess still not enough.
2. id advise you to check how CH "murdered" caps. By ganking them. Using more/heavier (supers vs normal caps) ships. Granted they had few fairly equal fights but that was pre-supercap boost era.
3. an ALT! thats really HARD thing to get. Im quite sure that most/all supercap users have more than 1 char. Quite possibly more than 2. And if you get 20bil for SC its not a problem to get 300mil per month for another acc. All you need is to run sanctums 3 hours per month...
4.
Quote: So the Diminishing Targeting Idea would help this alot, it would encourage only bringing a few moms at a Time or risking the others for no reason.
Umm why? If say you can target enemy SC with 10 of yours why would you bring 10 to combat not 50 or 100? You would just need to divide your gang into few groups and call more than 1 target. Still blobs would be the proper way to go.
EDIT: and yeah its what Vile rat said: Abathur (Seleene) boosted caps and suddenly vanished from dev team and went back to playing EVE. With supercaps. Pathetic...
So the awnser is what getting rid of SC`s, you are crazy.
5 Dreads per SC is better than 12 per, right?
Also it is not normal for 100 Supercaps to be deployed no, not even close to normal. And if it wasnt Mom`s it would be titans, the NC has ISK printing facilities in there Hi ends and now sanctums, so you think taking out Moms will stop this?
Ch did gank Carriers with SC`s this is what they should be used for, small gangs of SC`s hurrying locking or baiting a target and killing it, its called PVP.
While Blobs will always be used to be reinforcements Stacking nerfed Target numbers would make combat smaller period, why would anyone risk more ships than they had to? You would bring in 20 ships to kill 1 even though only 10 would be effective? Wow then you would get hot dropped and possibly lose alot more for no reason. Also if you see the original writings on it SC`s because there upper size could maybe only be effective with 3 of them or so on a carrier, this would prolong combat alot, but maybe 9 Carriers could target and hit a SC so there could be reverse ganks as well.
Dreads need boost as I said, but you people wnt SC`s gone thats rediculous, Big Blobs will just go Titans instead, Great that will make fights super fun we DD eachother till one side dies, the SC is the only ship capable of taking a DD and fighting back the only problem is it doesnt have cooldown like Titan does.
Also in last fight with Uber Cap amount NC VS SOlar there was about 70% Dreads 15% Titans 15% Moms on the Erebus Solar Loss mail`s.
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Bunny4you
Amarr Einherjar Rising Cry Havoc.
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Posted - 2010.09.27 03:24:00 -
[95]
Originally by: Deva Blackfire Edited by: Deva Blackfire on 27/09/2010 03:00:49
Originally by: Kail Storm words
Seems to me that Irae has MUCH more clue about how supercaps work and how to counter them/not to counter them than you.
1. even at 5 dreads per SC what will you do when enemy deploys 100 supercaps? Cry around in hopes you can bring 500 dreads to combat? And yes recent 0.0 combat shows that 100 supercaps is quite possible (as it already happened). Last NC use vs SOLAR saw around 50 supercaps on field (+100-150 normal caps, maybe more, didnt count them). Using your calculation you would need around 350-400 dreads to counter that. Find me an alliance which can do this. Or even two. Three maybe? Damn - i guess still not enough.
2. id advise you to check how CH "murdered" caps. By ganking them. Using more/heavier (supers vs normal caps) ships. Granted they had few fairly equal fights but that was pre-supercap boost era.
3. an ALT! thats really HARD thing to get. Im quite sure that most/all supercap users have more than 1 char. Quite possibly more than 2. And if you get 20bil for SC its not a problem to get 300mil per month for another acc. All you need is to run sanctums 3 hours per month...
4.
Quote: So the Diminishing Targeting Idea would help this alot, it would encourage only bringing a few moms at a Time or risking the others for no reason.
Umm why? If say you can target enemy SC with 10 of yours why would you bring 10 to combat not 50 or 100? You would just need to divide your gang into few groups and call more than 1 target. Still blobs would be the proper way to go.
EDIT: and yeah its what Vile rat said: Abathur (Seleene) boosted caps and suddenly vanished from dev team and went back to playing EVE. With supercaps. Pathetic...
I dont think you know how they work either.
SC/Mum`s are a small alli`s best friend in fighting larger forces because you can escape fast after completed gank or alli support.
CH Doom and Evoke showed time and again that even though outmanned 100 to 1 Organization was what made Mum`s so wicked.
We would hear a D00M FC call for help and bam not 5 mins later our 8 Man SC Gank Squad with 10 Carriers would jump into fights where we were outnumbered and wipe the floor with the enemy. If SC`s get taken away NC and other Big Alli`s will just use Titans, infact at the begining of the last expansion they had more Titans than Mums.
DD wars are not fun. As Smaller Alli`s get used to tactics and get good at baiting and Trapping enemy Caps they will love the Super Cap, it takes way more skill than any of the "Anti SC" posters have admitted to, and not to be mean but probably because most havent owned or used one, its highly dangerous using a solo SC as its a huge kill and allis will sacrifice 5 Cpas Ez to kill it, so you have to do a lot of logistical work and huge amounts of planning to be a CH/PL and most peeps think they are just win buttons.
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Deva Blackfire
Viziam
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Posted - 2010.09.27 03:35:00 -
[96]
Originally by: Kail Storm
So the awnser is what getting rid of SC`s, you are crazy.
5 Dreads per SC is better than 12 per, right?
No. Its just half-assed way of patching it. Works when enemy has 10 SC (you need 50 dreads) but when enemy has 50 SC suddenly it stops working. If any changes were to be introduced they should FINALLY overwhelm numbers-creep issue. And the issue itself was ALREADY acknowledged by some (well at least me and few other dudes) players during developement. But it got ignored by short-sighted dev.
Quote: Also it is not normal for 100 Supercaps to be deployed no, not even close to normal. And if it wasnt Mom`s it would be titans, the NC has ISK printing facilities in there Hi ends and now sanctums, so you think taking out Moms will stop this?
100 not YET. Currently its about 20 for fast ganks, 30-50 for standard 0.0 engagement. Give it time, you will reach 100ish numbers. Also same thing was said when there were around 8 titans used. I asked what will happen if one side deploys 30 (see, more-less numbers that are used now). Response was: it will never happen because it wont be worth to use titan blobs. Damn, points for me.
Also it will not stop blobbing. Thats why im not for SC only rebalance but whole capital/supercapital warfare rebalance. If they have isk to deploy 100 titans, let em do so - but also leave space for some feasible counters other than 150 titans.
Quote: Ch did gank Carriers with SC`s this is what they should be used for, small gangs of SC`s hurrying locking or baiting a target and killing it, its called PVP.
You pointed out that the counter to caps is the way CH did it - so ganks. Sure, can you ask CH to "gank" NC fleet for me, please? Oh yea... numbers.
Quote: While Blobs will always be used to be reinforcements Stacking nerfed Target numbers would make combat smaller period, why would anyone risk more ships than they had to? You would bring in 20 ships to kill 1 even though only 10 would be effective? Wow then you would get hot dropped and possibly lose alot more for no reason.
If you bring 10 to kill 1 you will get hotdropped. If you bring 50 - its quite possible you wont, because of "o****, way too many of them" factor. Happens all the time.
Quote: Dreads need boost as I said, but you people wnt SC`s gone thats rediculous, Big Blobs will just go Titans instead, Great that will make fights super fun we DD eachother till one side dies, the SC is the only ship capable of taking a DD and fighting back the only problem is it doesnt have cooldown like Titan does.
So after we boost dreads we should boost BS to be competetive. After that cruisers and then frigs. Boost 50 ships or nerf 4... i think you know the answer already.
Quote:
Also in last fight with Uber Cap amount NC VS SOlar there was about 70% Dreads 15% Titans 15% Moms on the Erebus Solar Loss mail`s.
Cute way of saying "nanana cant see those 50 supercaps". Fact is: there were circa 50 supers on NC side. Sure they had ****loads of dreads but point stands: there STILL were 50 supers. Which would require 250 dreads ALONE to counter - by your approach. And whats worse there is no other feasible counter to this except for larger blob.
Anyways im off from this thread :) It doesnt rly matter what is posted here as i doubt CCP will even touch the problem in next 2-3 years ("we JUST fixed them why players want to change them again"?).
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Deva Blackfire
Viziam
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Posted - 2010.09.27 03:46:00 -
[97]
Before i go.
Originally by: Bunny4you
CH Doom and Evoke showed time and again that even though outmanned 100 to 1 Organization was what made Mum`s so wicked. You dont realize hw tricky baiting a Carrier or trapping it can be, and in reality most Caps CH killed would have been killed easily by a BS gang but its way faster going in MUMS/Archons. CH had almost a Cap kill a Day for a very long time and it was because skill and exp not the ships.
No. Ive never killed a carrier in my entire eve career. Ive never killed a mothership. hell ive never killed a titan (damn, i actually did). We did baiting in TRI back before CH even started playing with caps (ask twinkey about cap fishing down south back in tri mk1), and well we got baited ourselves too. And tbh its not because of skill but more like because of LACK of skill on other side. Smart pilot wont get caught, idiot will.
Quote: Please show me an instance that you know of not from hearsay where SC`s really changed the entire fight, it`s usually rare, Fights are usually won or lost before it actually happens.
From recent events? Tri mk.whatever (current edition) gank on few NC caps "under the nose of 100 support fleet" they chestbeated so much about. Doable only in MS as only 20 supercaps can take on 20 caps + 100 support and win. Here you go, one instance you asked for.
Quote: Also show me a time you can subsitute SC`s for Titans and not succeed in a CapGank, hell the Titan only needs to jump in and land 1 Hit on most.
Lowsec. Nuff said. Plus SCs fend of support better than titans (at least at close range).
Quote:
We would hear a D00M FC call for help and bam not 5 mins later our 8 Man SC Gank Squad with 10 Carriers would jump into fights where we were outnumbered and wipe the floor with the enemy. If SC`s get taken away NC and other Big Alli`s will just use Titans, infact at the begining of the last expansion they had more Titans than Mums.
So you are saying that overpowered ship is good because it is overpowered :) Cute again.
Quote:
DD wars are not fun. As Smaller Alli`s get used to tactics and get good at baiting and Trapping enemy Caps they will love the Super Cap, it takes way more skill than any of the "Anti SC" posters have admitted to, and not to be mean but probably because most havent owned or used one, its highly dangerous using a solo SC as its a huge kill and allis will sacrifice 5 Cpas Ez to kill it, so you have to do a lot of logistical work and huge amounts of planning to be a CH/PL and most peeps think they are just win buttons
Yeh true its hard. I was using one in NC territory to plex around. IMK/WH-/MGAM pocket. Just took a while to find moment when cyno jammer was down.
To sum up: you again talk about 10 SCs gangs. What about 30? 50? They do happen. And will happen more often. But i guess you can only see end of your own nose.
No need to answer, im off :)
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.27 04:28:00 -
[98]
Originally by: Kail Storm ...
Hmmm, I did a bit of counting and saw 18 titans and 70'ish supercarriers. Not long ago, I saw a screen shot with 3 overview pages of Aeons. Just Aeons. There were more Nyxes.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Kail Storm
Caldari
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Posted - 2010.09.27 04:49:00 -
[99]
Deva we are saying the same thing, we want cap and blolbs to get nerfed somehow, but I dont wnt them taken out of game.
If Mom`s are OP`d so are Titans, as Titans together say 8 of them can insta Pop a Mom. Im saying as of now we are already screwed because of blobbers titans so you are gonna take away the only ships that actually can pose a threat to them in MOM`s? Doesnt make sense to me.
The only way to Kill a Titan now is to 250+ man it...thats a blob so why are MOM`s OPand not Titans? Hell Titans also can bring the entire fleet with them while Moms have to go it alone, I hear to many whines without enough legit ways to change it.
Eve has become Blob rules game and its why I like the Stacking Nerf Targeting Idea if not for caps for subcaps, it evens things up alot, sure numbers will always win but it makes you have to be co-ordinated, the reason I hate NC Blobs are they just bring as many peeps as possible to these slaughter fests with poorly fitted ship`s and just keep bringing em in and the majority of them are not well trained or even wel lthought out, its just "We have 200 Ships they have 30, you guys wanna come blow em up hurry "
I dont see a Cap Remap changing that. Although I am for a Rethinking just not a killing of a whole ship type like Irae said. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Light Arc
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Posted - 2010.09.27 05:58:00 -
[100]
Edited by: Light Arc on 27/09/2010 06:05:43 I like the targeting idea but I think some of you don't quite "get it"
Example
A Carrier has a finite amount of targeting radius of say 100. A supercarrier has a targeting requirement of 100. If the Supercarrier targets the carrier all the targeting radius is used up and no one else can target the carrier. Targeting radius is unaffected by fleet mates or corp mates targeting you to stop exploitation. This will allow the carrier to be remote repped in time before being popped. To break the remote rep the supercarriers will need to target and dps multiple carriers at once otherwise they will be outrepped. What will happen is the carriers will need to remote spider rep and the supercarriers will need to spread their dps. This will bring the dps a ship needs to deal with to a more manageable degree. Being insta volleyed by 100 other players is not "fun".
This will open up a greater dynamic of play requiring different styles of ship fits. One tactic I foresee to break the tank will be to use neuts. No nerf to SC dps is required. It is a nerf to the amount of players that can target one other player. It will also require more fleet micro management.
On the other hand 100 frigs can target the carrier due to having only a targeting requirement of 1 and therefore using a smaller amount of targeting radius. This can be scaled up or down depending on ship size etc.
Of course this is just a rough example but you get the idea. The triangle - rock paper scissors continues!
However it is up to CCP if it is technically feasible or not.
[Edit] No doubt killmail whoring will be the issue haha!
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Irae Ragwan
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Posted - 2010.09.27 07:29:00 -
[101]
ITT: "SCs don't need to be nerfed, we just need to futher complicate game mechanics."
At least it keeps with the "**** polished content: get with the new compounded problems...er features," strategy eh?

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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.27 08:13:00 -
[102]
Originally by: Irae Ragwan ITT: "SCs don't need to be nerfed, we just need to futher complicate game mechanics."
At least it keeps with the "**** polished content: get with the new compounded problems...er features," strategy eh?

the problem is not that they need to be nerfed.
the problem is, if you ask for a nerf from CCP, you get the nerfhammer and they go from diamonds to ****.
now sensible people here want SC's to change in a way that they are still weapons to be recokned with, but at the same time, limit their use greatly. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

SickSeven
Simplistic Syndicate
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Posted - 2010.09.27 14:03:00 -
[103]
Revamping the targeting mechanism is the best idea yet. This will actually empower wing and squad commanders.
Also can we get Carrier and Dread prices swapped? You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Seriously Bored
Minmatar
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Posted - 2010.09.27 14:12:00 -
[104]
Originally by: Grimpak
now sensible people here want SC's to change in a way that they are still weapons to be recokned with, but at the same time, limit their use greatly.
Crazy but simple to implement idea #2:
Suppose SCs had to deploy Dread style to launch Fighter-Bombers?
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.27 14:14:00 -
[105]
Edited by: Grimpak on 27/09/2010 14:15:08
Originally by: SickSeven Revamping the targeting mechanism is the best idea yet. This will actually empower wing and squad commanders.
Also can we get Carrier and Dread prices swapped?
even with the corp/gang mate limitation it seems too exploitable. who stops people of targeting said ships with an out-of-gang, out-of-corp alt?
it also seems overly complicated code-wise. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Marshiro
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Posted - 2010.09.27 14:33:00 -
[106]
Quote: No. Its just half-assed way of patching it. Works when enemy has 10 SC (you need 50 dreads) but when enemy has 50 SC suddenly it stops working. If any changes were to be introduced they should FINALLY overwhelm numbers-creep issue. And the issue itself was ALREADY acknowledged by some (well at least me and few other dudes) players during developement. But it got ignored by short-sighted dev.
There is no solution possible against a force that have infinite isk and high skill point characters.
As long as a grid can only hold only finite number of ships, there will be a force that can fill it with the strongest ship combination within that limit. This holds true unless isk and skill points itself are irrelevant to battle.
If throwing one trillion isk worth of ship on grid doesn't make you win, nothing does.
----------------------------- You can mutter something about player skill, but player skill is a stupid concept when ships don't move, modules don't cycle and nothing works properly in high lag. When finesses and delicate controls are impossible, the only solution is BRUTE FORCE though either sheer numbers or sheer isk.
One can certainly introduce new cap/super/etc to counter SC, or nerf the hell out of one ship or focus fire or whatever. At the end of the day, however, people will find a simple fleet concept and spam the hell out it until the other side dies.
TLDR: fix lagggg
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.27 15:31:00 -
[107]
Originally by: Grimpak Edited by: Grimpak on 27/09/2010 14:15:08
Originally by: SickSeven Revamping the targeting mechanism is the best idea yet. This will actually empower wing and squad commanders.
Also can we get Carrier and Dread prices swapped?
even with the corp/gang mate limitation it seems too exploitable. who stops people of targeting said ships with an out-of-gang, out-of-corp alt?
it also seems overly complicated code-wise.
I don't quite follow you. Targeting would only be limited to ships outside your corp/alli/gang. So any nuetral/hostile that targets you would use up some targeting points. Now are you worried about people using alts to use up all their targeting points therefore making them invulnerable? Well, that could happen but that sure would be a pain in the ass to keep 8 alts online at all times to keep your shiny locked up. And if you are in low/0.0 just shoot the offending neutrals. You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Relena mearfire
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Posted - 2010.09.27 15:37:00 -
[108]
Edited by: Relena mearfire on 27/09/2010 15:45:44 Edited by: Relena mearfire on 27/09/2010 15:43:52
Originally by: fkingfurious
Originally by: Relena mearfire The problem here is actually far more to do with the way fleets work and the effectivness of range with primary target calling. It is a problem that stems from core mechanics and is a problem that effects EVERY teir of combat. Eve hasa range system that preludes to fleets that have become A-typicaly ranged. In other word the current game mechanics faivour every 1 in a fleet having a setup that can do ruffly the same dammage at the same range and same speed. You then combine this wil the fleet system that does nothing but encourage Primary targeting and you have a situtation where this problem and many other core problems with EVE arises. Baiscaly the 100v1v1v1v1v1v1v1v1 effect This is where 100 of fleet a target and shoot 1 of fleet B then move on.
It has long been this way. You can infact look back at several changes that have been made to counter what at the time was overpowered that if had actually had a change applied to this mechanic would have probably been required to a far lesser degree. This is just another case of this need for a drastic re-think of the fleet and targeting system. Brake the blob up. Give us wings with set objectives in battles limit the number of ships that can target 1 ship.
WTF has that got to do with Dreads being crap?
Alot actually. the problem is that multiple SC engage a single capital and effectively volly it. Fixing the stupid system would allow for a slight hp buff on dreads and see them effective as a fleet asset.
Also itis a fairly easy concept. you train 2 skills. 1 that decreasses your ships availible signature (so less people can lock you) and 1 that decreasses the amount of signature a locked requires.
Add a stacking penalty so that the number of people from diffrent wings/ squads targeting 1 guy increases the amount of signature you take.
MORE IMPORTANT. the targeting mechanic is the cause of so much more imbalance than just this dread/sc issue. It has been a problem for to long and should be fixed.
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Seriously Bored
Minmatar
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Posted - 2010.09.27 16:01:00 -
[109]
Originally by: Relena mearfire
Add a stacking penalty so that the number of people from diffrent wings/ squads targeting 1 guy increases the amount of signature you take.
MORE IMPORTANT. the targeting mechanic is the cause of so much more imbalance than just this dread/sc issue. It has been a problem for to long and should be fixed.
I don't think you're considering the possible abuses of a system like this.
How would you counter-act a friendly alt fleet from locking your caps so that they can't be shot at by an opposing party?
And if the answer is that a certain amount of locks are allowed for each corp/fleet/gang, what's to keep you from splintering your groups so you can just mob them the same way you currently can?
Your idea sounds more unbalancing than what it aims to fix.
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Grimpak
Gallente The Whitehound Corporation
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Posted - 2010.09.27 16:59:00 -
[110]
Originally by: SickSeven I don't quite follow you. Targeting would only be limited to ships outside your corp/alli/gang. So any nuetral/hostile that targets you would use up some targeting points. Now are you worried about people using alts to use up all their targeting points therefore making them invulnerable? Well, that could happen but that sure would be a pain in the ass to keep 8 alts online at all times to keep your shiny locked up. And if you are in low/0.0 just shoot the offending neutrals.
a) doesn't need to be your own alts b) you can still RR the offending neutrals. ---
Quote: The more I know about humans, the more I love animals.
ain't that right. |

Moonmonkey
Amarr Orange Clover
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Posted - 2010.09.27 17:44:00 -
[111]
Let all sup-supercaps into high sec, by giving them the ability to jump without a cyno. In turn enabling them to jump straight into a cyno jammed system, trade of is that people except that they are exspendable. Maybe give all sub cap a jump ability but with a very limited range, that would mix things up.
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Kail Storm
Caldari
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Posted - 2010.09.27 17:53:00 -
[112]
Originally by: Grimpak Edited by: Grimpak on 27/09/2010 14:15:08
Originally by: SickSeven Revamping the targeting mechanism is the best idea yet. This will actually empower wing and squad commanders.
Also can we get Carrier and Dread prices swapped?
even with the corp/gang mate limitation it seems too exploitable. who stops people of targeting said ships with an out-of-gang, out-of-corp alt?
it also seems overly complicated code-wise.
Its just as complicated as Tracking mechanics are now except ezer because it doesnt need to do them every time the ship fires.
How is having 1 number from your enemies and alli`s as your max targeting ability complicated codewise?
This also doesnt complicate things at all in game unless you are a blobber who nevers works in small packs.
This would make large organizations like the NC and other Blobbers have o plan out logistics and have multiple leaders for multiple groups, as of now 1 good leader can lead 150 drones into battle and beat 100 great fighters, that wouldnt happen as you would need multiple Leaders calling targets etc.
This just isnt needed for SC`s but for anti blob as well.
Anyone who is against this idea without looking into further makes me think they enjoy the current blob style mechanics.
Irae you were *****ing about SC`s taking the game over and tons of SC`s are making Caps useless, but when a good idea comes about to help change it besides nerf hammer you say snide remarcks about"nerfing 4 ships or changing ll game mechanics"
Eve isnt even close to what it used to be in some ways good but in most bad, its very rare to find a solo fight and certainly ot viable, I would actually go soloing if I knew only a handful of ships could target and fire on me at once, this would make idiots in the other groups take up slots that there good fighters could have by wanting to kill me and it would make me have at least a chance to fight, where as now I wait for the Hotdropp to come, or Titan Bridge of 50+ peeps.
SC`s arent broken, Blob warfare is. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Kail Storm
Caldari
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Posted - 2010.09.27 18:06:00 -
[113]
Originally by: Seriously Bored Edited by: Seriously Bored on 27/09/2010 17:04:23
Originally by: Relena mearfire
Add a stacking penalty so that the number of people from diffrent wings/ squads targeting 1 guy increases the amount of signature you take.
MORE IMPORTANT. the targeting mechanic is the cause of so much more imbalance than just this dread/sc issue. It has been a problem for to long and should be fixed.
I don't think you're considering the possible abuses of a system like this.
How would you counter-act a friendly alt fleet from locking your caps so that they can't be shot at by an opposing party?
And if the answer is that a certain amount of locks are allowed for each corp/fleet/gang, what's to keep you from splintering your groups so you can just mob them the same way you currently can?
Your idea sounds more unbalancing than what it aims to fix.
ED: Let's not forget that limiting the number of ships that can target a single ship helps SCs, not hinders them. If it takes a very large gang of Dreads to take out a small fleet of SCs now, imagine if only a few of those Dreads could lock a single SC. The Supercarriers would be having a field day since they could focus much, much more DPS on a single target than the dreads could.
You guys keep focusing on the small issues of actual targetig numbers etc, Bored you could make 15 Dreads be able to target 1 SC while the 5 SC`s couldntattack and primary a single target. You can maker the numbers fair.
All these abuses arent there really, the major abuses are now putting 200 ships on 1 target.
It would be very easy to balance this idea.
People its simple your buddies in gang or maybe make it blues whatever have a certain number of AMount of locks they can put on you, so if 1 Friendly SC locks you it will use up your buddy slots, or you could have 15 Guardians lock you up to rep you, the enemy based on there number being bigger would get another amount...Its so simple.
Say you are in a Hac, well since BS`s are bigger and more powerful, only 3 could lock you up, where as 9 Frigs could because your size etc. Your gang wants to rep you but a Carrier locks you up, no more 15 carriers repping same target, but lets say 1 carrier=9 Gaurdians.
This IMO would save Solo/Small gang warfare and make smaller numbers have more of a chance, if we had these rules in our 30 Man Hac gangs in CH nothing could have stopped us, because it also gives you time to fight a much larger group then disengage unless they are good at tackling. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
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Posted - 2010.09.27 18:48:00 -
[114]
Edited by: Irae Ragwan on 27/09/2010 18:50:11 Holy hell... you're still posting that nonsense 12 hours later?
lol
Seriously Bored as spot on, put it a bit more eloquently than I did, but that's nothing new.
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Seriously Bored
Minmatar
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Posted - 2010.09.27 19:08:00 -
[115]
Originally by: Kail Storm
This IMO would save Solo/Small gang warfare and make smaller numbers have more of a chance, if we had these rules in our 30 Man Hac gangs in CH nothing could have stopped us, because it also gives you time to fight a much larger group then disengage unless they are good at tackling.
It wouldn't save solo or small gang warfare, it would mandate it.
No FC could do the mental math for the changing tables of what number of what could lock who and manage a fleet at the same time. (It's hard enough to do the latter as is.)
And your examples don't bother to tackle the idea of mixed fleets or mixed agressors on a target. You'd need a new program and breed of EFT-warriors devoted solely to how many "lock points" you have left to stick your guys on a target.
That is to say nothing about gaming the system to defend yourself in unintended ways.
Balance changes in a game this complex need to be simple and elegant, or else they introduce monstrous new realms of problems and imbalance that can't be predicted during testing. And changing the way everyone in the game locks and fights one another would scream "New Game Enhancements" to me.
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Liang Nuren
Parsec Flux War.Pigs.
|
Posted - 2010.09.27 19:30:00 -
[116]
Originally by: Seriously Bored
Balance changes in a game this complex need to be simple and elegant, or else they introduce monstrous new realms of problems and imbalance that can't be predicted during testing. And changing the way everyone in the game locks and fights one another would scream "New Game Enhancements" to me.
Gonna be pretty awesome when I get a couple neutral archons to target my Vindicator and apply 1 neut and 1 cap energy transfer each. Then I've got a 2000 DPS unlockable pwnmobile. 
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Ninetails o'Cat
League of Super Evil
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Posted - 2010.09.27 21:31:00 -
[117]
Originally by: Liang Nuren
Originally by: Seriously Bored
Balance changes in a game this complex need to be simple and elegant, or else they introduce monstrous new realms of problems and imbalance that can't be predicted during testing. And changing the way everyone in the game locks and fights one another would scream "New Game Enhancements" to me.
Gonna be pretty awesome when I get a couple neutral archons to target my Vindicator and apply 1 neut and 1 cap energy transfer each. Then I've got a 2000 DPS unlockable pwnmobile. 
-Liang
There are ways of avoiding that situation whilst still having a target lock limity thing, but it gets very complex.
One way of doing it that seemed water tight to me was suggested to me by a corp mate a while back:
Originally by: Corp Mate
Basically you need to have four groups of people relative to each target:
1. Friendlies, whose locks interfere with everyone who is flagged as friendly or neutral active towards the target
2. Hostiles, whose locks interfere with everyone who is flagged as hostile or neutral active towards the target
3. Neutrals, whose locks don't interfere with anyone else's and whose locks aren't interfered with by everyone else's.
3. Neutral Actives, whose locks don't interfere with anyone else's but whose locks are interfered with by everyone else's.
Then you just work by this flowchart.
But on the other hand, I think you're all probably right when you say that if such a mechanic were introduced it would a colossal change, and quite likely a change too big to be reasonably considered. And even if it were, there would have to be a sliding scale of penalties rather than a fixed absolute limit.
|

Zubakis
The Carebear Stare Hydroponic Zone
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Posted - 2010.09.27 21:37:00 -
[118]
I just want to throw an idea in, maybe is someone interested.
SuperCapitals should have negative effects on each other when they are on the same grid. So the more SuperCapitals enter field the weaker they become. Such negative effects could be for example, decreased dmg output, decreased resists, cap recharge, lock time, reduced ew immunity and so on. |

Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.27 22:15:00 -
[119]
There's no real way to properly balance supercarriers. Cost is no real balancing point as making 10b isk/month by updating market orders a couple times a day is quite easy. The real problem comes in the fact that unless supercarriers are 'OP' there will be no point to fly them over a dread. The second a fleet of dreads becomes a viable counter to a fleet of supercapitals then supercaps will be stuck back in the POS.
There is very simple reasoning in this line of logic. It's not worth it to buy, equip, field a supercarrier at 8 times the cost of a dread, if a couple dreads can easily counter it(speak in ratio base, not advocating solo supercaps which are gank magnets).
The OPs idea of increasing HP is the wrong way to go in 'fixing' the situation anyway. The damage of supercapitals is about double that of a sieged dread which is not game breaking in and of itself. Sieged dreads routinely got instapopped even before the supercap changes. Even a cap fleet as small as 50 dreads can an enemy carrier in a single volley. The big difference between supercaps and standard capitals is their EHP. Supercaps have a lot more staying power and a little more GTFO ability than standard caps.
A reduction in DPS would be a step in the wrong direction as the super capitals advantage is reasonable and comes at an aditional cost over dreads(i.e. titans DD fuel costs and supercarriers FBs being destroyable). The HP buff that came with updated supercaps was massive, effectively requiring a cap fleet to kill them if they log off. Any nerf should primarily focus on HP of supercapitals, especially armour tanked ones.
P.S. I fly a Nyx.
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Seriously Bored
Minmatar
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Posted - 2010.09.27 22:26:00 -
[120]
Originally by: Sarah Norbulk Sense.
Great post. I think I'd still like to see the Dread siege timer reduced to one minute though. Think of all the fun we could have, without adding a single point to their DPS or EHP values. 
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Liang Nuren
Parsec Flux War.Pigs.
|
Posted - 2010.09.27 22:40:00 -
[121]
Originally by: Sarah Norbulk Supercaps have a lot more staying power and a little more GTFO ability than standard caps.
P.S. I fly a Nyx.
I underlined the part that's just outright wrong. It isn't a little.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.27 22:46:00 -
[122]
Originally by: Liang Nuren
Originally by: Sarah Norbulk Supercaps have a lot more staying power and a little more GTFO ability than standard caps.
P.S. I fly a Nyx.
I underlined the part that's just outright wrong. It isn't a little.
-Liang
Bubbles still hold super caps and they're good for 2 minutes a piece. A couple of well flown suicide dictors can hold down a supercapital fine. Even HICs either bubbles or infinipoints can hold down supercapitals fairly well if well coordinated. The problem isn't tackling a supercapital. It is tackling a supercapital until it dies which is problimatic. This would become less of an issue if supercaps had less HP.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.27 22:59:00 -
[123]
Edited by: Liang Nuren on 27/09/2010 23:00:14
Originally by: Sarah Norbulk
Bubbles still hold super caps and they're good for 2 minutes a piece. A couple of well flown suicide dictors can hold down a supercapital fine. Even HICs either bubbles or infinipoints can hold down supercapitals fairly well if well coordinated. The problem isn't tackling a supercapital. It is tackling a supercapital until it dies which is problimatic. This would become less of an issue if supercaps had less HP.
Two things: - Ewar immunity - Not having to siege
A third thing for thought: - Almost none of your counters work in low sec, and are rarely encountered there.
Ewar immunity must go.
-Liang
Ed: Think of it kinda like this: Guys, guys, I need all 15 of you guys to fly hawks for our roaming gang tonight just in case.....  -- Eve Forum ***** Extraordinaire On Twitter Blog
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FT Diomedes
Gallente The Fimbriani Shadow of xXDEATHXx
|
Posted - 2010.09.27 23:08:00 -
[124]
Even though I now have a SC pilot (Aeon under construction atm, taking delivery soon), the E-War immunity is pretty gay. It's the equivalent of nano***ging on the capital ship level.
Combat in Eve is about taking some ****ing risks. --- This doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |

Liang Nuren
Parsec Flux War.Pigs.
|
Posted - 2010.09.27 23:10:00 -
[125]
Originally by: FT Diomedes Even though I now have a SC pilot (Aeon under construction atm, taking delivery soon), the E-War immunity is pretty gay. It's the equivalent of nano***ging on the capital ship level.
Combat in Eve is about taking some ****ing risks.
I don't actually mind ewar immunity... its the warp disruptor immunity that bothers me. It'd kinda cool flavor not to be able to be jammed or dampened. Not being able to be tackled however.... 
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
|

FT Diomedes
Gallente The Fimbriani Shadow of xXDEATHXx
|
Posted - 2010.09.27 23:13:00 -
[126]
Right, that's what I meant. As a SC pilot, I would be okay with loosing warp disruptor immunity.
It does take away some of the niche for heavy dictors and make them a lot less useful. --- This doesn't even seem to be a regular case of rats fleeing the sinking ship. Seems more like the rats are on fire, the ship is on fire, and the sea is full of drunk Russians. - Jacob Etienne |

Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.27 23:39:00 -
[127]
Originally by: Liang Nuren Edited by: Liang Nuren on 27/09/2010 23:00:14
Two things: - Ewar immunity - Not having to siege
A third thing for thought: - Almost none of your counters work in low sec, and are rarely encountered there.
Ewar immunity must go.
-Liang
Ed: Think of it kinda like this: Guys, guys, I need all 15 of you guys to fly hawks for our roaming gang tonight just in case..... 
Let's do a comparison, shall we. You are suggesting that all 15 members of your fleet should be entirely effective while flying BS. I contend that a fleet of 10 BS, a Damnation, 2 Guardians, and 2 Falcons would be more effetive. I don't think there is any doubt which fleet is more effective. The purpose of this comparison is to illustrate that ship diversity within a fleet is essential to accomplish all the tasks required of an effective fleet. If you can't be assed to bring 3 HICs with your gang of 15 then you shouldn't be able to tackle a supercapital.
Apart from the fact that including supercap tacklers in your fleet when you expect to face supercaps is a good idea, there's also the fact that EWar immunity in lowsec was brought up a long time ago. CCP introduced the HIC specifically to counter EWar immune supercaps in lowsec, so you have no argument on that point.
As for not having to siege, that is an advantage over dreads, but one that is not game breaking. When supercaps are deployed on structure shoots they are still exposed for prolonged periods of time and, with a decent warpin, still in danger of getting tackled. Granted the whole point of having a support fleet is so this doesn't happen, but it's not like there's not ****ups. The biggest advantage of not having to siege would be for capital ganks, but that requires you get in kill then warp out, and preferably cloak because you sure as hell won't have cap to jump out again for a little while.
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Kail Storm
Caldari
|
Posted - 2010.09.27 23:43:00 -
[128]
Originally by: Liang Nuren
Originally by: Seriously Bored
Balance changes in a game this complex need to be simple and elegant, or else they introduce monstrous new realms of problems and imbalance that can't be predicted during testing. And changing the way everyone in the game locks and fights one another would scream "New Game Enhancements" to me.
Gonna be pretty awesome when I get a couple neutral archons to target my Vindicator and apply 1 neut and 1 cap energy transfer each. Then I've got a 2000 DPS unlockable pwnmobile. 
-Liang
Obviously you didnt get the part saying there is are both limits to friendly and enemy "points" of targeting, so all your alli`s would do was be limited to how many RR`s you can recieve nothing else. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
|
Posted - 2010.09.27 23:44:00 -
[129]
Originally by: Kail Storm
Originally by: Liang Nuren
Originally by: Seriously Bored
Balance changes in a game this complex need to be simple and elegant, or else they introduce monstrous new realms of problems and imbalance that can't be predicted during testing. And changing the way everyone in the game locks and fights one another would scream "New Game Enhancements" to me.
Gonna be pretty awesome when I get a couple neutral archons to target my Vindicator and apply 1 neut and 1 cap energy transfer each. Then I've got a 2000 DPS unlockable pwnmobile. 
-Liang
Obviously you didnt get the part saying there is are both limits to friendly and enemy "points" of targeting, so all your alli`s would do was be limited to how many RR`s you can recieve nothing else.
Never. Stop. Posting.
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Kail Storm
Caldari
|
Posted - 2010.09.27 23:49:00 -
[130]
Edited by: Kail Storm on 27/09/2010 23:52:24 Irae say something constructive or **** off
Actually besides suggesting Deleteting SC`s from the game what have you really even proposed?
I agree Target Stacking Nerf would be drastic but its the way to fix alot of problems and make the ever changing ever blob growing game feel smaller and require more micro management, which should happen, 1 or 2 ALiis shouldnt just Own Hi Ends with immunity because huge numbers and watch there 100`s of billions of isk come in every month.
Lets here your reasonable ideas Irae or STFU -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
|
Posted - 2010.09.27 23:53:00 -
[131]
Originally by: Kail Storm Irae say something constructive or **** off
SO, what if we made a new system where every ship had a given number of "Kali" assigned to it, and every ship's signature radius and targeting ability were modified by the number of total "Kali" present on the grid divided by the square root of the number of alliance in the region. That way, if the "Kali" score of the fleet was too high, the fleet would not recieve a lower "Kali score," and thus be at a disadvantage in their ability to post constructive things.
Of course, this sounds very complex, but if you stop and re-read it a dozen or so times then you should understand that it will work flawlessly and there is absolutely no way it would have any negative impact or unintended side-effects.
[/sarcasm]
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Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.28 00:03:00 -
[132]
Originally by: Irae Ragwan Edited by: Irae Ragwan on 27/09/2010 23:50:24
Devil's Advocate: That doesn't scale up very well when you're talking about a large number of SCs. Which brings me back to the whole "not designed for anything but being OP," theme. I think there is an issue of scale (namely: examples of 100+ SCs being brough to battle are happening already) that is going to upset arguments like that.
It scales a lot better when you add in the fact that the only time supercaps have been fielded in that number has been over 0.0 Sov where bubbles are in effect and a single dictor(cost ~35m isk) can tackle 5-10 supers at a time.
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Kail Storm
Caldari
|
Posted - 2010.09.28 00:06:00 -
[133]
Once more a troll with no damned input that helps at all, No one said it was flawless, It would help more than hurt and off that system you could build a better fighting system.
Eve`s fighting system is like an old town that was built for 25k people that turned into a city the size of Pittsburg or Munich and needs infrastructure rebuilding. Roads are not paved right Water mains are rusted and the whole thing was never intended to serve a group of even half of what it is now, this is a problem.
What the hell is the differance between 50 SC`s like you keep talkig about and 1k BS`s that these same alli`s can field? Either way you cant stop them.
Are SC`s OP`d yes is the game mechanics broken with other ships yes, so why not try to fix both?
Seriously whats your solution, besides trolling and quoting people who want to rid the game of all SC`s, its you who is being rediculous by offering that as a viable suggestion, hey if it doesnt work kill the ship. Blasters Gone, Rockets Gone anything thats broken just get rid of right?
Solutions or just let the grown ups talk.
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
|
Posted - 2010.09.28 00:18:00 -
[134]
Edited by: Irae Ragwan on 28/09/2010 00:22:40
Originally by: Sarah Norbulk
Originally by: Irae Ragwan Edited by: Irae Ragwan on 27/09/2010 23:50:24
Devil's Advocate: That doesn't scale up very well when you're talking about a large number of SCs. Which brings me back to the whole "not designed for anything but being OP," theme. I think there is an issue of scale (namely: examples of 100+ SCs being brough to battle are happening already) that is going to upset arguments like that.
It scales a lot better when you add in the fact that the only time supercaps have been fielded in that number has been over 0.0 Sov where bubbles are in effect and a single dictor(cost ~35m isk) can tackle 5-10 supers at a time.
Fair enough, but that number of SCs is not strictly limited to 0.0.
As an aside, I would dearly love to fly that suicide dictor.
Originally by: Kail Storm
Seriously whats your solution
The solution is to effectively change a statistic of the SC. Be that EHP as Sarah suggests, Ewar immunity ala Liang, or some other variable yet to be discussed.
You seem to be under the impression your idea of creating entirely new problems to solve existing issues has some, possibly equal, merit. That's a little sad.
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Liang Nuren
Parsec Flux War.Pigs.
|
Posted - 2010.09.28 00:24:00 -
[135]
Someone earlier said something about repurposing super caps away from combat. After some thinking about it, here are some things that would make me fork out for a Hel: - Being able to dock (Required) - Very Large ship maintenance/Corporate Hangar bays (Required) - Build in triage bonus, without gimped capacitor (BIG bonus) - Able to still field fighters (but not necessarily fighter/bombers) - ECM/Damp/Web immunity (Medium bonus)
Basically: I want a super carrier, to fulfill the role of a carrier - only better.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Liang Nuren
Parsec Flux War.Pigs.
|
Posted - 2010.09.28 00:31:00 -
[136]
Originally by: Sarah Norbulk
Let's do a comparison, shall we. You are suggesting that all 15 members of your fleet should be entirely effective while flying BS. ... If you can't be assed to bring 3 HICs with your gang of 15 then you shouldn't be able to tackle a supercapital.
Wow, you're really really biased, you know that? I suggested that we should be entirely effective while flying nothing but battleships. What Is aid was that we needed to bring ships which have no other purpose than to tackle super capitals.
Quote:
Apart from the fact that including supercap tacklers in your fleet when you expect to face supercaps is a good idea, there's also the fact that EWar immunity in lowsec was brought up a long time ago. CCP introduced the HIC specifically to counter EWar immune supercaps in lowsec, so you have no argument on that point.
Are there more or less counters in 0.0 than in low sec? If there are less, does that mean that a super carrier's power (compared to all the other 'fish in the pond') is more or less than when in 0.0? Basically: you're ****ing out of your mind if you think that disabling most of the counters for super carriers in low sec is "ok".
I would further point out that HICs cannot be RR'ed and have not been rebalanced since the super capital changes.
Quote: As for not having to siege, that is an advantage over dreads, but one that is not game breaking.
I don't necessarily disagree, but it's a what the **** huge difference in GTFO.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
|

Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.28 00:33:00 -
[137]
Originally by: Liang Nuren Someone earlier said something about repurposing super caps away from combat. After some thinking about it, here are some things that would make me fork out for a Hel: - Being able to dock (Required) - Very Large ship maintenance/Corporate Hangar bays (Required) - Build in triage bonus, without gimped capacitor (BIG bonus) - Able to still field fighters (but not necessarily fighter/bombers) - ECM/Damp/Web immunity (Medium bonus)
Basically: I want a super carrier, to fulfill the role of a carrier - only better.
-Liang
This would be even more broken than they currently are tbh.
Think of the Aeon. 2 cap energy transfers, 4 capital armour RR which can be perma run because of bouncing cap. That's effective 16 capital armour reps per supercarrier with 8 lows + carrier bonus for resists and 80m EHP which can field 20 Fighters(or around 2000 DPS)each. Oh and they can't be jammed so there's no way to break the spider tank. Did I mention they could do this on a station undock?
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Liang Nuren
Parsec Flux War.Pigs.
|
Posted - 2010.09.28 00:38:00 -
[138]
Edited by: Liang Nuren on 28/09/2010 00:39:16
Originally by: Sarah Norbulk
Think of the Aeon. 2 cap energy transfers, 4 capital armour RR which can be perma run because of bouncing cap. That's effective 16 capital armour reps per supercarrier with 8 lows + carrier bonus for resists and 80m EHP which can field 20 Fighters(or around 2000 DPS)each. Oh and they can't be jammed so there's no way to break the spider tank. Did I mention they could do this on a station undock?
Who said anything about 20 fighters or millions upon millions of EHP? I was outlining the differences from the Nidhoggur - not the Hel as you know it.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Kail Storm
Caldari
|
Posted - 2010.09.28 00:54:00 -
[139]
Edited by: Kail Storm on 28/09/2010 00:56:47
Originally by: Irae Ragwan Edited by: Irae Ragwan on 28/09/2010 00:22:40
Originally by: Sarah Norbulk
Originally by: Irae Ragwan Edited by: Irae Ragwan on 27/09/2010 23:50:24
Devil's Advocate: That doesn't scale up very well when you're talking about a large number of SCs. Which brings me back to the whole "not designed for anything but being OP," theme. I think there is an issue of scale (namely: examples of 100+ SCs being brough to battle are happening already) that is going to upset arguments like that.
It scales a lot better when you add in the fact that the only time supercaps have been fielded in that number has been over 0.0 Sov where bubbles are in effect and a single dictor(cost ~35m isk) can tackle 5-10 supers at a time.
Fair enough, but that number of SCs is not strictly limited to 0.0.
As an aside, I would dearly love to fly that suicide dictor.
Originally by: Kail Storm
Seriously whats your solution
The solution is to effectively change a statistic of the SC. Be that EHP as Sarah suggests, Ewar immunity ala Liang, or some other variable yet to be discussed.
You seem to be under the impression your idea of creating entirely new problems to solve existing issues has some, possibly equal, merit. That's a little sad.
I admitted SC`s were OP and suggested that Dreads Get Huge amounts of DMG to keep up with them and wasnt opposed to good ideas ever, but you never had any ideas when I said I liked the Targeting Idea. Blobs are every bit as a Problem as SC`s, please tell me how the Dread wont be the Next "SC" if the get nerf`d hard?
Bringing 100 of any super powerful ships is better than bringing 30 etc, So the root problem is the blobbing not just the SC`s.
They could use a change I agree and have said it 5 times now but it wont change the fact that NC can field 100 Titans in a year after these Nerfs make SC`s more inline with others, in a way SC`s are way more affordable and can be flown way easier than titans so smaller Alli`s stand better chances using them than titans which are triple the cost, in which the Huge alli`s have.
Unless you fix the underlying problem which is Blobbing, as admited by alot of Anti SC guys "They are ok in groups of 10 but what about 100" That goes for any ship at the top of the totem pole, so unless its fixed we will constantly have a ship that is great at a small num ber but OP in fleets. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
|

Hiroshima Jita
|
Posted - 2010.09.28 01:02:00 -
[140]
I really hate the stacking nerf damage idea and its varients. They're all awful and open to metagaming. For example lets say that every person shooting at a single target gets stacking nerfed.
Team A (100) VS Team B (100)
Assume that primarys are still called and team A splits into fire teams of some optimal number to avoid the worst of the stacking penalty.
Team B (1) has a spy OR (2) is not ******ed and can understand remote rep request broadcasts. As team B ships come under fire, their pilots are instructed to lock their friendlies taking fire and start shooting them with a light drone OR a small blaster. Suddenly team A's real damage is heavily stacking nerfed because of gay metagaming.
Even if the first people to fire are not stacking nerfed, a spy would still let this thing be in effect.
What needs to happen to make blobbing less than ideal under some circumstances is some added realism. The followings sugestions are technically unfeasable, but would best solve the problem.
You cannot hit targets that you cant draw a line of sight to. Instead you hit whatever is first in the way.
Collisions result in damage depending on relative mass and speed.
Suddenly having a random noob in the fleet because he might do some damage to the primary and will lag up the system isn't a good idea. He is just as likely to shoot you or worse, ram you.
Unfortunately the LOS change would have a complexity of (N*(N-2))^N using the most straightforward algorythm and the colision detection would have a complexity of N!. I haven't thought very hard about reducing the complexity of the algorythms but at that level the lag those changes would induce would be awful.
|

Siiee
Recycled Heroes
|
Posted - 2010.09.28 01:06:00 -
[141]
Originally by: Ninetails o'Cat
One way of doing it that seemed water tight to me was suggested to me by a corp mate a while back:
Originally by: Corp Mate
Basically you need to have four groups of people relative to each target:
1. Friendlies, whose locks interfere with everyone who is flagged as friendly or neutral active towards the target
2. Hostiles, whose locks interfere with everyone who is flagged as hostile or neutral active towards the target
3. Neutrals, whose locks don't interfere with anyone else's other than Neutral Actives and whose locks aren't interfered with by everyone else's.
3. Neutral Actives, whose locks don't interfere with anyone else's other than more Neutral Actives but whose locks are interfered with by everyone else's.
Then you just work by this flowchart.
neutral corp alt loaded up with auto targeters and target painters targets gank ship, aggresses with painter and becomes "hostile", neutral alts "spider" locks between each other in the same manner.
*Any neutral pilot will be able to lock since those slots are still empty, but as soon as they aggress (or are aggressed) their lock drops because the gank ships hostile locks are all used up.
*Any natively hostile pilot will be unable to lock in the first place.
*If existing locks don't drop when changing from neutral to hostile, then your lock limit is entirely ineffective as all targets would need to do is spam lock and aggress as all their blob buddies locks get moved from neutral to hostile. The only place that it would remain effective would be in highsec wardecs, and a wardec would become a liability in any other zone of space.
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Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.28 01:06:00 -
[142]
Originally by: Liang Nuren
Wow, you're really really biased, you know that? I suggested that we should be entirely effective while flying nothing but battleships. What Is aid was that we needed to bring ships which have no other purpose than to tackle super capitals.
You implied in your statement that all 15 members of your gang would need to be in HICs to tackle. That is most certainly not the case. On top of that, having a HIC with a 26km infini point and a sensor booster offers much quicker and reliable tackle than say a battleship or battlecruiser. Not to mention that tackling a supercap implies you have the method to kill it. Currently you would need around 15 dreads to kill it before it disappeared from logging. I would assume that anyone who has 15 dreads on standby to kill a supercarrier would also be able to field a few HICs for tackle.
Originally by: Liang Nuren
Are there more or less counters in 0.0 than in low sec? If there are less, does that mean that a super carrier's power (compared to all the other 'fish in the pond') is more or less than when in 0.0? Basically: you're ****ing out of your mind if you think that disabling most of the counters for super carriers in low sec is "ok".
I would further point out that HICs cannot be RR'ed while their point is active and have not been rebalanced since the super capital changes.
I added a key piece of info for you. That's why people developed the cycling HIC method. Ideally done with 3 HICs, although manageable with 2. HICs commonly fit 2 points allowing for tackling 2 supercaps with reasonable sustainablity. 2 cycles on, 1 off, where you get RRed and capped up. This way there's always 2 points on each supercap and HICs get repped.
I'm not saying that it is not harder(double negative intended); I'm simply pointing out that tackling supercaps in lowsec is not infeasable. The only real counter not available in lowsec is bubbles. While this is a significant disadvantage, it's not an insurmountable challenge, and I suspect any entity capable of actually killing a supercap to be able to pull it off.
HICs really shouldn't need to change as Fighterbombers were specifically balanced around capital engagements and left doing pitiful damage to subcaps. Fighters do more real DPS to HICs than FBs so nothing has changed relative to pre-Dominion other than Supercap EHP(lowsec DD removed so not an issue).
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Sarah Norbulk
Dawn of a new Empire The Initiative.
|
Posted - 2010.09.28 01:14:00 -
[143]
Originally by: Liang Nuren Edited by: Liang Nuren on 28/09/2010 00:39:16
Originally by: Sarah Norbulk
Think of the Aeon. 2 cap energy transfers, 4 capital armour RR which can be perma run because of bouncing cap. That's effective 16 capital armour reps per supercarrier with 8 lows + carrier bonus for resists and 80m EHP which can field 20 Fighters(or around 2000 DPS)each. Oh and they can't be jammed so there's no way to break the spider tank. Did I mention they could do this on a station undock?
Who said anything about 20 fighters or millions upon millions of EHP? I was outlining the differences from the Nidhoggur - not the Hel as you know it.
-Liang
Unless you would independently assign each racial supercarrier a niche the changes would have to be across the board. My assumption that this is what you meant may have been incorrect, at which point I still find the idea OP, but not as insane as I first imagined.
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Kail Storm
Caldari
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Posted - 2010.09.28 01:33:00 -
[144]
Originally by: Hiroshima Jita I really hate the stacking nerf damage idea and its varients. They're all awful and open to metagaming. For example lets say that every person shooting at a single target gets stacking nerfed.
Team A (100) VS Team B (100)
Assume that primarys are still called and team A splits into fire teams of some optimal number to avoid the worst of the stacking penalty.
Team B (1) has a spy OR (2) is not ******ed and can understand remote rep request broadcasts. As team B ships come under fire, their pilots are instructed to lock their friendlies taking fire and start shooting them with a light drone OR a small blaster. Suddenly team A's real damage is heavily stacking nerfed because of gay metagaming.
Even if the first people to fire are not stacking nerfed, a spy would still let this thing be in effect.
What needs to happen to make blobbing less than ideal under some circumstances is some added realism. The followings sugestions are technically unfeasable, but would best solve the problem.
You cannot hit targets that you cant draw a line of sight to. Instead you hit whatever is first in the way.
Collisions result in damage depending on relative mass and speed.
Suddenly having a random noob in the fleet because he might do some damage to the primary and will lag up the system isn't a good idea. He is just as likely to shoot you or worse, ram you.
Unfortunately the LOS change would have a complexity of (N*(N-2))^N using the most straightforward algorythm and the collision detection would have a complexity of N!. I haven't thought very hard about reducing the complexity of the algorythms but at that level the lag those changes would induce would be awful.
As said by others I didnt come up with stacking Idea but there would be differant catagories so meta gaming in the situation you described wouldnt work and infact only free up other Gang as you are now doing **** DPS to them, also for every problem there is a work around but I truly believe that our system is broken and worked with 10k members on eve But not 50k at a Time or 150k actives in 3 timeznes.
I do like your Idea very much though, I like any Idea that is attacking the Blobbing problem rather than specific ships that work well in some roles and are OP`d in others, SC`s being 1 of those. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 01:36:00 -
[145]
Edited by: Liang Nuren on 28/09/2010 01:43:51 Edited by: Liang Nuren on 28/09/2010 01:43:36
Originally by: Sarah Norbulk You implied in your statement that all 15 members of your gang would need to be in HICs to tackle. That is most certainly not the case. On top of that, having a HIC with a 26km infini point and a sensor booster offers much quicker and reliable tackle than say a battleship or battlecruiser. Not to mention that tackling a supercap implies you have the method to kill it. Currently you would need around 15 dreads to kill it before it disappeared from logging. I would assume that anyone who has 15 dreads on standby to kill a supercarrier would also be able to field a few HICs for tackle.
... I added a key piece of info for you. .. I'm not saying that it is not harder(double negative intended); I'm simply pointing out that tackling supercaps in lowsec is not infeasable.
Get out of your Nyx and go back to sub cap PVP school. HICs are alright, but the only reason to have one in gang is to try to counter a super cap hot drop. Except for that, you need a dozen or more HICs and a ******ed amount of carriers/dreads/supercaps of your own on stand by. Just in case. For all other purposes, an Arazu is superior. The implication here is that there's a disincentive to even flying a HIC in low sec.
The ultimate effect here is that what counters do exist, are much less available, and this leads to a "power bloat" effect. Supercarriers are much more powerful in low sec than in 0.0 - and this is an undeniable fact. There aren't counters, and their relative 'size' is dramatically and artificially increased due to the nature of low sec and its inhabitants.
And ultimately, your "key piece of info" exactly illustrates my point. You claim that SCs have "a little" more GTFO than dreads/carriers, yet a 5 man roaming gang can trivially tackle a dread/carrier long enough to rally reinforcements. A 5 man roaming gang would need to be composed of (by your own estimation) 3 HICs and 2 Logistics to do the same to a roaming Supercarrier.
I think it might be worth going over the difference in "rally reinforcements" too. In low sec, everyone in fleet texts everyone they know, gets in every public channel they know of, and hops on every vent/TS they have access to. You hope to get every pirate within 30 jumps to come help... and usually you do, but it can take a while to make it happen. In 0.0, it comes down as Intel: "Got a carrier tackled in 6uy" "350 x's"
I would also point out that every supercarrier that has died in low sec has died to a gang specifically designed to go kill that supercarrier. No other purpose to it. No general roam, no nothing. A bait gang with titan bridging support and 20+ supercarriers. I'm hoping you begin to see why it's utterly unreasonable for ewar immunity in low sec.
-Liang
Ed: Hmm, I forgot about the 8 WCS BS's that occasionally come through. You might miss those with an Arazu.... but I can't really remember the last time I saw someone fit like that. -- Eve Forum ***** Extraordinaire On Twitter Blog
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 01:44:00 -
[146]
Originally by: Sarah Norbulk
Unless you would independently assign each racial supercarrier a niche the changes would have to be across the board. My assumption that this is what you meant may have been incorrect, at which point I still find the idea OP, but not as insane as I first imagined.
The crazy part is that you think its somehow more overpowered than Supercarriers already are. 
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 01:59:00 -
[147]
Edited by: Sarah Norbulk on 28/09/2010 02:01:10
Originally by: Liang Nuren Edited by: Liang Nuren on 28/09/2010 01:43:51
And ultimately, your "key piece of info" exactly illustrates my point. You claim that SCs have "a little" more GTFO than dreads/carriers, yet a 5 man roaming gang can trivially tackle a dread/carrier long enough to rally reinforcements. A 5 man roaming gang would need to be composed of (by your own estimation) 3 HICs and 2 Logistics to do the same to a roaming Supercarrier.
So, you think that your 5 man gang should be able to tackle and hold down a 16b is investment while you're backup, which consists of a a bunch of unorganised loose knit aquaintances tries to wrangle up enough ships to actually kill it. How does that not sound absurd to you.
Edit: I also have this amazing thing called a capital alt that happens to fly my Nyx. If you've flown against one of our fleets recently you've likely seen me flying a guardian.
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Dethmourne Silvermane
Gallente League of Gentlemen Warped Aggression
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Posted - 2010.09.28 01:59:00 -
[148]
I can't believe my semi-troll targeting limit post is still being argued about 
DesuSigs |

Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 02:01:00 -
[149]
Edited by: Liang Nuren on 28/09/2010 02:03:01
Originally by: Sarah Norbulk So, you think that your 5 man gang should be able to tackle and hold down a 16b is investment while you're backup, which consists of a a bunch of unorganised loose knit aquaintances tries to wrangle up enough ships to actually kill it. How does that not sound absurd to you.
Comments: - So if I put 20 billion ISK on my Vindicator it should somehow become immune to warp disruption? How does that not sound absurd to you? - The lack of bubbles and ewar immunity cannot coexist. And seeing how the lack of bubbles is one of the defining features of low sec, I think we know which one needs to go.

-Liang
Quote: Edit: I also have this amazing thing called a capital alt that happens to fly my Nyx. If you've flown against one of our fleets recently you've likely seen me flying a guardian.
Then why don't you understand the basics of what's important in your specialized tackle? Maybe its because you spend too much time obsessing over your measly 16 billion ISK pwnmobile. -- Eve Forum ***** Extraordinaire On Twitter Blog
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Sig Sour
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Posted - 2010.09.28 02:07:00 -
[150]
Originally by: Sarah Norbulk So, you think that your 5 man gang should be able to tackle and hold down a 16b is investment while you're backup, which consists of a a bunch of unorganised loose knit aquaintances tries to wrangle up enough ships to actually kill it. How does that not sound absurd to you.
WTB Rifter with 100% resists across the board, offering 250b.
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 02:08:00 -
[151]
Originally by: Liang Nuren Edited by: Liang Nuren on 28/09/2010 02:03:01
Then why don't you understand the basics of what's important in your specialized tackle? Maybe its because you spend too much time obsessing over your measly 16 billion ISK pwnmobile.
See, now you just sound petty and jealous.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 02:12:00 -
[152]
Originally by: Sarah Norbulk See, now you just sound petty and jealous.
Actually, I'm pointing out how absurd it is for you to tell me about your "16 billion ISK investment". 16 billion isn't that much (< 100 hours of grinding, completely disregarding potential market tomfoolery) and furthermore ISK isn't a license to have a virtually unkillable pwnmobile.
AND you didn't answer the question. Why are you so out of touch with sub capital combat as to think its more important to have a HIC than an Arazu? Why should low sec gangs always fly around with at least 3 HICs and 2 Logistics? Why should SC pilots get a free pass in low sec?
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Sig Sour
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Posted - 2010.09.28 02:16:00 -
[153]
Originally by: Liang Nuren ...furthermore ISK isn't a license to have a virtually unkillable pwnmobile.
So no 100% resists Rifter for 250b? 
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Anti Kondor
Minmatar Enterprise Estonia Session Changes
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Posted - 2010.09.28 02:19:00 -
[154]
For that isk you can have my cat ----------
Try not to take life too seriously, no one gets out alive anyway.
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MukkBarovian
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Posted - 2010.09.28 02:23:00 -
[155]
Edited by: MukkBarovian on 28/09/2010 02:24:59
Originally by: Kail Storm As said by others I didnt come up with stacking Idea but there would be differant catagories so meta gaming in the situation you described wouldnt work and infact only free up other Gang as you are now doing **** DPS to them, also for every problem there is a work around but I truly believe that our system is broken and worked with 10k members on eve But not 50k at a Time or 150k actives in 3 timeznes.
I am pretty sure I could workaround any scenario you put forward to reduce total possible number of locks or to stacking nerf damage. Obviously that scenario assumed the simplest kind of stacking nerf. The problem with locking or damage stacking nerfs is that the server cannot diferentiate between who is a friend and who is an enemy. It can check blue standings yes, but there are work arounds. Like NOSI Not Orange Shoot It.
An apropriate blob nerf will make EVE combat better, but the core problem is the relationship between supercapitols. There are only 4 kinds. There is no rock-paper-scissor counter system. Dreadnoughts have a pretty minor role in the game today. One thing or the other should probably be addressed.
And I personally find it a bit suprising that supercapitols don't have to worry about an underequiped gang holding them long enough for reinforcements while every other kind of ship in the game does. Its not a bad thing. - Its just counterintuitive to what people learn about pvp up until they encounter those ship types.
[Edit - The core problem this thread is talking about, not the core problem of EVE.]
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Sig Sour
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Posted - 2010.09.28 02:27:00 -
[156]
Edited by: Sig Sour on 28/09/2010 02:30:59
Originally by: Anti Kondor For that isk you can have my cat
I don't want your cat, I want god mode in Eve and it really doesn't matter how much it costs cause I'm willing to pay it.
*oh and its balanced cause i had to pay a lot for it, just to put that fire out before it starts.
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Irae Ragwan
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Posted - 2010.09.28 02:35:00 -
[157]
Originally by: MukkBarovian And I personally find it a bit suprising that supercapitols don't have to worry about an underequiped gang holding them long enough for reinforcements while every other kind of ship in the game does. Its not a bad thing. - Its just counterintuitive to what people learn about pvp up until they encounter those ship types.
This, in a nutshell.
You can invest billions into other ships that represent less than a quarter of the fleet capacity an SC delivers and it can be pointed by any member of the enemy fleet. There shouldn't be a magical number in billions of isk to make something point-immune from anything besides HICs because it simply doesn't hold water on the risk-reward scale. It's a step up in survivability that's far beyond the comparatively small jump in price (considering if you dropped a carrier instead of an sc your chances of loosing it go up 100 fold) and it's simply way out of line.
I really dislike the comparison to the dread fleet as though a ton of dreads years ago was somehow an equally scary force as today's SC blobs. Dreads are far, far more vulnerable on the offensive than SCs. There's almost no comparison at all really aside from the fact neither are sub-caps.
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 02:35:00 -
[158]
Originally by: Liang Nuren
Actually, I'm pointing out how absurd it is for you to tell me about your "16 billion ISK investment". 16 billion isn't that much (< 100 hours of grinding, completely disregarding potential market tomfoolery) and furthermore ISK isn't a license to have a virtually unkillable pwnmobile.
AND you didn't answer the question. Why are you so out of touch with sub capital combat as to think its more important to have a HIC than an Arazu? Why should low sec gangs always fly around with at least 3 HICs and 2 Logistics? Why should SC pilots get a free pass in low sec?
-Liang
Nobody says you have to engage a 'roaming' supercarrier as you put it. They are slow as balls and you can burn out of point range relatively easy. Expecting your 5 man gang to effectively counter any possible scenario is ludicris. Like it or not EvE is a MMO and you need people to fill rolls. I said that if you wanted to go supercap hunting in lowsec the tools are in place for those with the resources and orginization. Ofc, from how you describe the lowsec community it sounds like you reside there because you can't cut it in an actual cooperative environment.
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Siiee
Recycled Heroes
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Posted - 2010.09.28 02:39:00 -
[159]
Edited by: Siiee on 28/09/2010 02:42:47
Originally by: Dethmourne Silvermane I can't believe my semi-troll targeting limit post is still being argued about 
It's amazing the sort of things that people will honestly think is even remotely a good idea :/
Originally by: Sarah Norbulk So, you think that your 5 man gang should be able to tackle and hold down a 16b is investment while you're backup, which consists of a a bunch of unorganised loose knit aquaintances tries to wrangle up enough ships to actually kill it. How does that not sound absurd to you.
What's absurd is that you think it should be safe. It's the same reason that frigates can scramble battleships. That 7mil worth of meta-fit rifters can tackle a 140 mil isk raven long enough for someone to go grab some dps and slowboat some 30km thru deadspace to get into blaster range.
If a rag tag group of loosely affiliated pirates can hold your unsupported supercap down long enough to drum up the dps to kill you, that's just eves pecking order in practice. If you drop a supper unsupported a loosely organized group of ratters should be able to tackle and kill you IMO. And if you were supported, and they managed to trash your support before pinning you down and waiting for every rifter pilot within 20 jumps to come ***** on your mail then they outsmarted you and your super-cap kill is their prize.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 02:47:00 -
[160]
Originally by: Sarah Norbulk Nobody says you have to engage a 'roaming' supercarrier as you put it. They are slow as balls and you can burn out of point range relatively easy.
What will really happen here is that my 5 man gang will lose 1-2 people to a SC hotdrop unless we're really lucky.
Quote: Expecting your 5 man gang to effectively counter any possible scenario is ludicris.
I didn't ask for my 5 man gang to counter any possible scenario.
Quote: Like it or not EvE is a MMO and you need people to fill rolls. I said that if you wanted to go supercap hunting in lowsec the tools are in place for those with the resources and orginization.
I haven't denied that Eve is a role based game. In fact, I seem to remember educating you a bit on the proper ships to fill each role. 
Quote: Ofc, from how you describe the lowsec community it sounds like you reside there because you can't cut it in an actual cooperative environment.
Ooooh, burrrrrrnnnn! Actually, I reside there because trying to squeeze 3000 people onto the same grid is the best way that 0.0 alliances know how to fight, and frankly I find that to be terribly boring. Probably because grid doesn't ever load and the server crashes, but hey... that's how you super awesome end game PVP'ers like to play!
Go you!
Quote: Edit: I drop 16 carriers on your 5 BS, do any of them die. No. I drop 100 BS on your 5 BS do I die. No. In all cicumstances your 5 BS got ganked by a superior force. Making supercaps tacklable isn't gonna change the fact that if you field a superior fleet than you win handedly.
Here, let me repeat this for you: Why are you so out of touch with sub capital combat as to think its more important to have a HIC than an Arazu? Why should low sec gangs always fly around with at least 3 HICs and 2 Logistics? Why should SC pilots get a free pass in low sec?
Just because its a 16 billion ISK pwnmobile doesn't mean that you should get a free pass.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Irae Ragwan
|
Posted - 2010.09.28 02:47:00 -
[161]
Originally by: Sarah Norbulk Edit: I drop 16 carriers on your 5 BS, do any of them die. No. I drop 100 BS on your 5 BS do I die. No. In all cicumstances your 5 BS got ganked by a superior force. Making supercaps tacklable isn't gonna change the fact that if you field a superior fleet than you win handedly.
I think you're missing the point.
3bil isk marauder 'roams' into a lowsec system. A couple rifters can point it and it will die easily to less than half a dozen cheapie ships.
5bil isk dread/carrier 'roams' into a lowsec system. A couple bc's point it and it will die easily to a few more subcaps. Again, much cheaper ships tacking and killing.
15bil isk SC 'roams' into a lowsec system. Everything must run the hell away unless there are hics and logistics plus a small fleet of caps for the take-down.
In the first two examples, because the (idiot) pilot in the expensive ship was alone, he was popped by superior numbers getting the jump on him and even if he killed all but one of his attackers before he died, he still lost far more. In the last example, it took nearly the value of the victim's ship just to bring it down, and without the ideal fleet composition to both keep it pointed it had every chance to get away unscathed.
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 02:53:00 -
[162]
Edited by: Sarah Norbulk on 28/09/2010 02:54:29
Originally by: Siiee
What's absurd is that you think it should be safe. It's the same reason that frigates can scramble battleships. That 7mil worth of meta-fit rifters can tackle a 140 mil isk raven long enough for someone to go grab some dps and slowboat some 30km thru deadspace to get into blaster range.
If a rag tag group of loosely affiliated pirates can hold your unsupported supercap down long enough to drum up the dps to kill you, that's just eves pecking order in practice. And if you were supported, and they managed to trash your support before pinning you down and waiting for every rifter pilot within 20 jumps to come ***** on your mail then they outsmarted you and your super-cap kill is their prize.
If you actually read what Liang said she said that she wanted to make supercarriers tacklable in conjunction with reducing HP. One or the other would be fine, but removing EWar immunity wouldn't fix proliforation in 0.0 while lowering HP would. It would also make it viable for smaller lowsec entities to hotdrop supercaps.
Edit: Quote fail 
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Sig Sour
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Posted - 2010.09.28 02:57:00 -
[163]
Ill spend 16 bil on a HIC with 100% resists and 50k scripted points. Also willing to spend a couple trillion isk on a gun to fit to that HIC that sends people back to the login screen with 3 open character slots on their account. Because I worked hard for it, it is balanced, so no ****ing complaints.
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 03:01:00 -
[164]
Edited by: Sarah Norbulk on 28/09/2010 03:02:03
Originally by: Liang Nuren
Here, let me repeat this for you: Why are you so out of touch with sub capital combat as to think its more important to have a HIC than an Arazu? Why should low sec gangs always fly around with at least 3 HICs and 2 Logistics? Why should SC pilots get a free pass in low sec?
Just because its a 16 billion ISK pwnmobile doesn't mean that you should get a free pass.
-Liang
HICs are superior when engageing under sentry fire. An arazu points an amarr BS under sentries, the arazu will die insanely fast. The HIC can stick around and keep point.
Edit: So I really fail at quotes  
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Irae Ragwan
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Posted - 2010.09.28 03:02:00 -
[165]
Originally by: Sarah Norbulk If you actually read what Liang said she said that she wanted to make supercarriers tacklable in conjunction with reducing HP. One or the other would be fine, but removing EWar immunity wouldn't fix proliforation in 0.0 while lowering HP would. It would also make it viable for smaller lowsec entities to hotdrop supercaps.
Edit: Quote fail 
Small lowsec entities hotdrop supercaps?
Also, removing ewar immunity would kill off a -lot- of supercaps that are currently escaping 0.0 skirmishes. Combined with a moderate EHP nerf and they might just be brough in line.
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 03:05:00 -
[166]
Originally by: Irae Ragwan
Small lowsec entities hotdrop supercaps?
Also, removing ewar immunity would kill off a -lot- of supercaps that are currently escaping 0.0 skirmishes. Combined with a moderate EHP nerf and they might just be brough in line.
LOL. The only thing saving supercaps in 0.0 skirmishes is raw EHP to survive incoming DPS until they disappear from logging. The CO2 Nyx was killed with just 2 dictors and a HIC tackling.
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Irae Ragwan
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Posted - 2010.09.28 03:16:00 -
[167]
Originally by: Sarah Norbulk
Edit: I said smaller, not small. There's a difference. I haven't been in lowsec in a while, but last time I hung out there there were a few medium sized corps with small cap fleets.
You'll have to enlighten me there. I'm quite familiar with most of the lowsec entities in caldari, minmatar, and some of amarr lowsec regions and there are only a very few who have SCs, most of whom are affiliated with sov. aliances. I do know quite a few lowsec alliances with a small cap ship fleet, but most of them are too terrified of Nyx drops (rightly so) to use them.
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Sig Sour
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Posted - 2010.09.28 03:18:00 -
[168]
Originally by: Sarah Norbulk HICs are superior when engageing under sentry fire. An arazu points an amarr BS under sentries, the arazu will die insanely fast. The HIC can stick around and keep point.
I have a guardian that says otherwise.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 03:18:00 -
[169]
Originally by: Sarah Norbulk
HICs are superior when engageing under sentry fire. An arazu points an amarr BS under sentries, the arazu will die insanely fast. The HIC can stick around and keep point.
I'm not sure that actually follows. I've tackled 3 Amarr battleships under sentry fire and didn't die... but hey what do I know? Also, I notice that you didn't answer the next two questions... you keep skipping out on the most important one:
Why should SC pilots get a free pass in low sec?
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Siiee
Recycled Heroes
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Posted - 2010.09.28 03:18:00 -
[170]
Why is it either or? If losing immunity wouldn't effect null then why is it bad to do. And why would an EHP reduction work where it's most dangerous in nullsec, but if lowsec were made more dangerous (but still not equally so) then all of a sudden it's a no go?
That is a confusing ass sentence, I hope make sense to anyone other than me :p
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Sarah Norbulk
Dawn of a new Empire The Initiative.
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Posted - 2010.09.28 03:27:00 -
[171]
Originally by: Sig Sour
I have a guardian that says otherwise.
Just ask Liang, you shouldn't need a Guardian to roam around lowsec.
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Irae Ragwan
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Posted - 2010.09.28 03:29:00 -
[172]
Originally by: Sarah Norbulk
Originally by: Sig Sour
I have a guardian that says otherwise.
Just ask Liang, you shouldn't need a Guardian to roam around lowsec.
Avoiding argument, best argument?
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Siiee
Recycled Heroes
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Posted - 2010.09.28 03:32:00 -
[173]
A guardian has far more utility than just countering (and it's not even really a counter) super caps. Actually, some might say that in a lowsec gang planning to spend any amount of time on gate or station that a logistics ship would be something that you would expect to use in every engagement.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 03:33:00 -
[174]
Originally by: Sarah Norbulk
Originally by: Sig Sour
I have a guardian that says otherwise.
Just ask Liang, you shouldn't need a Guardian to roam around lowsec.
I never said that actually, and Parsec is well known to fly with logistics and have good logistics pilots. 
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Sig Sour
|
Posted - 2010.09.28 03:35:00 -
[175]
I just need to let you know you are wrong if you think that a HIC is better than an Arazu or Lachesis. At some point in the history of Eve someone at CCP gave a **** about low sec and decided a HIC receiving logistics in low sec would be overpowered and therefore they made it so you could not do this. So you have to break point to receive logistics the second someone starts shooting back at a hic on the gate.
In comes a bunch of people who could care less about what goes on in low sec and all of a sudden we have an OMGWTFPWNMOBILES going up against gimped out T2 cruisers. Hics are easy to shake, I promise you it will take more than 5 HICs in the most coordinated gang Eve has ever seen to nab my SC in low sec.
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Sig Sour
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Posted - 2010.09.28 03:51:00 -
[176]
Originally by: Liang Nuren Why should SC pilots get a free pass in low sec?
I dare someone to answer that.
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Kail Storm
Caldari
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Posted - 2010.09.28 05:28:00 -
[177]
Originally by: Irae Ragwan
Originally by: MukkBarovian And I personally find it a bit suprising that supercapitols don't have to worry about an underequiped gang holding them long enough for reinforcements while every other kind of ship in the game does. Its not a bad thing. - Its just counterintuitive to what people learn about pvp up until they encounter those ship types.
This, in a nutshell.
You can invest billions into other ships that represent less than a quarter of the fleet capacity an SC delivers and it can be pointed by any member of the enemy fleet. There shouldn't be a magical number in billions of isk to make something point-immune from anything besides HICs because it simply doesn't hold water on the risk-reward scale. It's a step up in survivability that's far beyond the comparatively small jump in price (considering if you dropped a carrier instead of an sc your chances of loosing it go up 100 fold) and it's simply way out of line.
I really dislike the comparison to the dread fleet as though a ton of dreads years ago was somehow an equally scary force as today's SC blobs. Dreads are far, far more vulnerable on the offensive than SCs. There's almost no comparison at all really aside from the fact neither are sub-caps.
This is the firs tthing you have said that actually isnt just a drive by, And I almost completely agree with, Price canot dictate superiority alone otherwise the rich will never ever be threatened by the poor and thats just not eve.
The only thing I disagree with is the Dread comment, When dreads first came out and 95% of the player base didnt have the skills yet or hell even the ISK to risk them in open combat they were almost exactly what SC`s are now, Siege timers didnt matter because there was nothing bigger, only more Dreads so I remember bands of 12-15 Dreads sometimes nightly going to POS`s and bashing them totally un afraid, and if they were in bigger alli all the owers could do was try and pop them.
Dreads were the OP`d ones, now days everyone has a Dread so they arent special except maybe Hisec ones. But I remember so much whinning about BS`s being useless now that the Dreads were here and how the Moros was just a WTFPWN Mobile and had no equal etc.
IMO the ides I like the most so far, are using S Cap cyno`s that can only mount on Cap Ships and have the modules cost 200 mil+ so that the Gank better damn well be worth it, hell most the CH Ganks I saw could have been done with Carriers but it was just as easy to drop SC`s and be done in a few Secs, that isnt right, Since the SC Crowd likes price so much maybe add some more with expensive Cyno`s who almost assuredly will die.
Laslty I wish CCP would have made Sansha Dreads/Carriers to specifically counter SC`s somehow, IDK how but might have been nice. Its like Datelines "To catch a predator" where they setup child molesters, after a while the sicko`s started to wonder wether it was worth it to actually try and take advantage becaus in the back of there mind they could be ****d. 
Maybe a ship that nullifies there bonus`s or some sort of ship that ECM`s the bombers but cuts them off so they dont work..IDK something instead of a Mothership. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Phoenix vajaa
Aliastra
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Posted - 2010.09.28 11:08:00 -
[178]
Edited by: Phoenix vajaa on 28/09/2010 11:10:16 Edited by: Phoenix vajaa on 28/09/2010 11:09:12 I have said it before and its been said before. The problem is not the super caps.
ITS THE GOD DAMN BLOB MECHANIC AND TARGET CALLING OF PRIMARYS FOR A ENTIRE BLOB. 15 ON 1 IS NOT FUN GAMEPLAY BE IT IN A SC'S VS DREADS OR BE IT 15 DREADS VS 1 CARRIER. OR 15 CARRIERS VS 1 DREAD.
BLOBS PRIMARYING 1 SHIP IS BAD MMMMKAY.
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Headerman
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Posted - 2010.09.28 12:26:00 -
[179]
Originally by: Sig Sour
Originally by: Liang Nuren Why should SC pilots get a free pass in low sec?
I dare someone to answer that.
Another super carrier would fix that..
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Mannateen
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Posted - 2010.09.28 15:55:00 -
[180]
Honestly, I donÆt necessarily think nerf/boost is the answer for these situations/ships. I personally feel itÆs more a matter two separate issues of economics and player rolls. As it stands now, it is far too easy for individual players to achieve wealth. A solo pilot doing L4Æs or Sanctums can farm enough isk for a fitted carrier in a matter of days, a SC in a matter of weeks (if committed). The economic system in eve itself is quite clever, and works extremely well, however itÆs just the sheer amount of isk being earned, vs afford ability of caps/scÆs and the fact that very little isk is actually removed from the game (via taxÆs, insurances, production, etc).
These things are the upper echelon of eve training/equipment and yet they are easily obtained and operated. Fix the economics, adjust production values, youÆll see the costs increase, the use decrease as the potential loss doesnÆt fall in line with potential gain.
á
Also there is a massive lack of strategy in eve pvp (honestly), as the numbers in a gang increase, the strategy involved decreases. IÆm not suggesting a cap on the overall fleet sizes, but maybe force larger fleets into smaller FC groups. From there IÆd like to see the introduction of actual Rolls into a pvp/fleet environment. Currently, there are a great number of ships that have different rolls in game, logistics, covert opÆs, recon, command, etc. I find it interesting that though the ship types exist, the actual fleet/player rolls do not. Some might argue that the use of command modules would feet the ôrollö suggestion, however those modules and ships donÆt go far enough. It needs to be about player choices, positions and fleet composition.
An interesting idea that came to mind as I was reading these posts (specifically the targeting/signature nerf) would be the implementation of such rolls. For example, Fleet A) consists of 100 mixed ships (composition at this point doesnÆt matter), The fleet is then broken into 4 sections of 25, with one û two FC pilots with an FC roll. The roll itself will allow their group of 25 smaller penalties to say things like stacking nerfs, as FCÆs are removed the penalties increase. The penalty increase based on the losses of such skilled pilots will then affect the fleets ability to concentrate fire effectively. Obviously this is a vague example, however when you apply a roll on a player level that effects actual fleet operations and composition, you are then forced to pick and choose multiple targets in a fleet at one time, the new structure also encourages smaller group engagements in a larger fleet environment. This in turn causes less Alpha, the removal of the 100v1v1v1v1à concept, ads more depth to player operations, (can involve more trainable skills for CCP to make $$$ with over time).
IÆm not suggesting something as simple as the WoW tank/heal/dps rolls, however the concept remains, allowing players to fit into niche positions in a fleet, that give specific bonuses/penalties to a fleet, ship related fittings, FC, target selection and so on would help a great deal.
á
Fix the economics, add more depth/player rolls to fleets.
á
Flame away.
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Irae Ragwan
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Posted - 2010.09.28 17:16:00 -
[181]
Originally by: Phoenix vajaa Edited by: Phoenix vajaa on 28/09/2010 11:10:16 Edited by: Phoenix vajaa on 28/09/2010 11:09:12 I have said it before and its been said before. The problem is not the super caps.
ITS THE GOD DAMN BLOB MECHANIC AND TARGET CALLING OF PRIMARYS FOR A ENTIRE BLOB. 15 ON 1 IS NOT FUN GAMEPLAY BE IT IN A SC'S VS DREADS OR BE IT 15 DREADS VS 1 CARRIER. OR 15 CARRIERS VS 1 DREAD.
BLOBS PRIMARYING 1 SHIP IS BAD MMMMKAY.
The "LOOK AT THE SILLY MONKEY!" defense doesn't really work unless you get in earlier.
Fact is, if 15 dreads are on the field, the SC is going to gtfo unless there are hics and logi to keep him there. If 1 SC is out and finds a couple dreads, lol, those dreads are ****ed.
Risk v. Reward doesn't seem to apply to SCs like it does every other ship. We've shown the price ratio comparison to effectivly tackle them is far beyond that of the ships below. There shouldn't be a magical isk-line-in-the-sand where everything upward requires comparatively much more (based on hull price of the target) risk in tackle and support to just hold it (to say nothing of killing it).
Blobbing is a seperate issue. So if you want to talk about blobs then start your own thread.
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dreamingtoday
|
Posted - 2010.09.28 17:24:00 -
[182]
To be honest I don't see the problem with the super caps I personally see a problem with the cyno mechanics so you never know if you are going to be hot dropped. So how about creating a cyno ship so not everyman and his 15 alts can use it without some serious training, on the the flip side make it that the cyno uses more fuel depending on what it's jumping in so lets give it a a max fuel bay that only allows 4 supercaps to jump in before it runs out, this is just a random figure I pulled out of thin air.
I think this would solve some of the issues as you would know when said cyno ship enters the field you got caps incoming. This would make the use of caps a bit more stratigic and give the defending force a chance of stopping the incoming caps but at this moment in time it's too easy to deploy caps
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Relena mearfire
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Posted - 2010.09.28 19:05:00 -
[183]
Originally by: Irae Ragwan
Originally by: Phoenix vajaa Edited by: Phoenix vajaa on 28/09/2010 11:10:16 Edited by: Phoenix vajaa on 28/09/2010 11:09:12 I have said it before and its been said before. The problem is not the super caps.
ITS THE GOD DAMN BLOB MECHANIC AND TARGET CALLING OF PRIMARYS FOR A ENTIRE BLOB. 15 ON 1 IS NOT FUN GAMEPLAY BE IT IN A SC'S VS DREADS OR BE IT 15 DREADS VS 1 CARRIER. OR 15 CARRIERS VS 1 DREAD.
BLOBS PRIMARYING 1 SHIP IS BAD MMMMKAY.
The "LOOK AT THE SILLY MONKEY!" defense doesn't really work unless you get in earlier.
Fact is, if 15 dreads are on the field, the SC is going to gtfo unless there are hics and logi to keep him there. If 1 SC is out and finds a couple dreads, lol, those dreads are ****ed.
Risk v. Reward doesn't seem to apply to SCs like it does every other ship. We've shown the price ratio comparison to effectivly tackle them is far beyond that of the ships below. There shouldn't be a magical isk-line-in-the-sand where everything upward requires comparatively much more (based on hull price of the target) risk in tackle and support to just hold it (to say nothing of killing it).
Blobbing is a seperate issue. So if you want to talk about blobs then start your own thread.
Actually i think and so do many others that this is correct. Fixing the SC Vs dread issue is like a band aid to a gunshot. The imbalance is stematic. It manifests in this issue and ones like it. If you fix blobs and the core targeting issue you fix the main issue and allow for a balance to be applied that will not need adjusting later.
If you fail to do this. down the road there will be cries of the next abuse of a shiptype.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.09.28 19:18:00 -
[184]
Originally by: Relena mearfire
Actually i think and so do many others that this is correct. Fixing the SC Vs dread issue is like a band aid to a gunshot. The imbalance is stematic. It manifests in this issue and ones like it. If you fix blobs and the core targeting issue you fix the main issue and allow for a balance to be applied that will not need adjusting later.
I'm not really sure this follows because the problem isn't "blobbing". It's that 20 supercaps are a superior force to any amount of caps that the grid can reasonably maintain. It's kinda the opposite problem of blobbing, actually....
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.28 19:28:00 -
[185]
Originally by: dreamingtoday To be honest I don't see the problem with the super caps I personally see a problem with the cyno mechanics so you never know if you are going to be hot dropped. So how about creating a cyno ship so not everyman and his 15 alts can use it without some serious training, on the the flip side make it that the cyno uses more fuel depending on what it's jumping in so lets give it a a max fuel bay that only allows 4 supercaps to jump in before it runs out, this is just a random figure I pulled out of thin air.
I think this would solve some of the issues as you would know when said cyno ship enters the field you got caps incoming. This would make the use of caps a bit more stratigic and give the defending force a chance of stopping the incoming caps but at this moment in time it's too easy to deploy caps
I think this is a very good way to slow the use of SC's for quick ganks, and make it more of a commitment to use them. Not to mention it would give defenders an extra step in preparing defense. I still think it is ludicrous that you only have to commit a T1 frigate to bring in even one Super Capital. And in low sec this is even more laughable as the cost to bring SCs in, is infinitesimal to the cost of even holding one down(with no garuantee of a kill)
Example: 1 Probe frig w/ cyno = 2mil(high estimate) to bring in any number of SCs (16-20bil each) versus 1 HIC(130mil for the HULL of a Broadsword[lowest price on eve central]) for a chance at holding A(as in single) SC for more than a few minutes.
The fully fitted probe is 1.5% the Cost of just your HIC hull.
So you only have to commit 2mil isk, to bring in 20x SC for a quick carrier gank in low-sec. 2mil committed to bring in 320bil of whoopass that is practically unstoppable in low-sec.
To tackle those 20 SC, with ships that cannot recieve RR while tackling, you would need at least 20 HICs(2 points each), cycling points which would require some very savvy coordination, plus a handful or more of logistics ships to rep up the HICs as they cycled out of tackle. Now, just counting for the HIC hulls, that is 2.6bil, just in TACKLE hulls!
So to be more fair, let us say that a Rapier is used for cyno(more realistic). 102mil on Eve Central. So to bring in 320bil isk of whoopass you committed only 3.9% of the isk it costs just to have a chance at tackling all 20 SCs(2.6bil for HIC cost).
Or another way, you only committed 102 million to bring in 3,137 times that in nearly unstoppable wtfpwnmobiles.
And this is totally cool?
(this wasn't directed at anyone specific, "you" could be anybody) You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Irae Ragwan
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Posted - 2010.09.28 20:13:00 -
[186]
Originally by: Relena mearfire
If you fail to do this. down the road there will be cries of the next abuse of a shiptype.
That's a tangent. You can blob any kind of ship. Blobs don't create the issues with SCs. SCs requiring an exorbatent amount of isk value in pure tackle, to say nothing of killing one, is the issue at hand.
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Kail Storm
Caldari
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Posted - 2010.09.28 21:53:00 -
[187]
Irae what exact change are you proposing.
Be specific please.
I agree with the fact that SC`s in small ganks perform very well and or ok but in huge numbers can be a problem, just like Titans.
Blobbing to me is what makescombat in Eve unfair and not that fun anymore.
But I agree SC`s are hard as hell to tackle, so What do you think should be done exactly. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Irae Ragwan
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Posted - 2010.09.28 23:27:00 -
[188]
Originally by: Kail Storm Irae what exact change are you proposing.
I like a combination of things posted.
At minimum, SCs being point-immune should be disabled in lowsec. More reasonably, they should also either shed ehp. At best, both of the above and give bombers a harder time hitting sub-caps.
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SickSeven
Simplistic Syndicate
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Posted - 2010.09.28 23:56:00 -
[189]
Originally by: Irae Ragwan
Originally by: Kail Storm Irae what exact change are you proposing.
I like a combination of things posted.
At minimum, SCs being point-immune should be disabled in lowsec. More reasonably, they should also either shed ehp. At best, both of the above and give bombers a harder time hitting sub-caps.
I think their restrictions in Low-sec need to be more: 1. No disruption/scram immunity, and NO Fighter Bombers at all in low-sec. 2. I still think they should require a different type of cyno, or something that makes moving them and bringing them to bear on the battlefield a lot more costly.(low sec and 0.0) 3. I think if you do #1 and #2, their EHP is fine. You died at the fittings screen, you just hand't realized it yet - Mr. Cue |

Cpt Smasher
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Posted - 2010.09.29 23:07:00 -
[190]
Edited by: Cpt Smasher on 29/09/2010 23:08:38 might as well throw my .02 isk in. Fighter bombers tend to be the crazy badass weapons. Restrict fighter bombers to nullsec.
To much drastic change is going to make them useless again.
Alot of great ideas here though.
ED: Oh and up the production costs. Seriously.
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Atius Tirawa
Minmatar Sebiestor tribe
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Posted - 2010.09.30 12:32:00 -
[191]
Other then a complete overhaul of fleet mechanics (again) - I don't think its the strength of the mom (you can call it what you like, I prefer the 'old' name) or its massive HP that is the issue, its the Dreads that need help:
1) If we keep the current siege mode mechanic (10 mins, no RR) - then dreads need a massive, and I mean massive HP boost when they go into siege to withstand the dps coming in - dreads are about big tanks, and big guns.
2) We drop seige mode, accept that the dread is the battleship of cap warfare and fix the wepon systems so they can move, shoot and do great damage to larger targets. The problem with low sec dreads was not their guns, it was the Moros' drones anyway.
I don't think moms need a nurf except fighter-bomber dps. Its really a bit too high, and they deploy too many of them. Lower the number of fighter-bombers that can be deployed, and rebalance their dps so they do about 75% of what they do now in terms of dps. Highlight their logistical roles and push for mechanics that restore that role to them. Sure, they are front line ships, but front line logistical ships. . . not the replacement for dreads they have become.
ultimatly, I disagree with the idea of limiting targeting, thats stupid. And really, money is never an object - the only thing you do if you ramp up the price of jumping or whatever is make isotopes more expensive, which makes the ice miners more rich, and so on. . .
what needs to be 'rebalanced' is the dreads, the role of the mom was to have a front line carrier - not in terms of having massive dps, but in terms of having massive HP, e-war immunity, and a lot of staying power in a world where titans would take apart a spider-fleet. What has happened instead is, the moms have become the the gank machines - I think this is the main error.
-----------
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Furb Killer
Gallente
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Posted - 2010.09.30 12:49:00 -
[192]
I dont really get all these ideas of only restricting them in low sec. Sure you got some more possibilities of tackling them in 0.0, but still then they are just way too effective compared to caps. That only fixes a small part of the problem.
Similar to special cyno stuff, that might fix super cap hotdropping, but for me also capital hotdropping can use a nerf. An old, but still good imo, idea is to just give all jump capable ships a jump drive warm up timer (black ops for example probably a relative short one). So lets say if cyno is popped you can initiate jump to it, but it will take 30 seconds before the jump actually happens. If you want you make it for super caps longer due to their higher mass or whatever RP reason.
And then you need to completely redesign super caps so they dont make normal caps, especially dreads, redundant.
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Jaari Val'Dara
Caldari Atomic Zeppelins BricK sQuAD.
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Posted - 2010.09.30 14:07:00 -
[193]
Originally by: RagnarRox I think that all the major Blobbing in Eve could be fixed or at least helped alot by a few simple things 1 of those being, Stacking Nerf of targeting the same ships.
Its not a new Idea but a great one, this last year I have seen some of the older "Rocks of Eve" Like Mistress Suffering and alot of the CH guys get bored with the game as it is now being blob or lose it, basically now you need massive numbers of people to hold or take space from a 100 times better group of only a few hundred, this is breaking EVE IMO.
We need to seriously consider "Target Stacking Nerfs" Similiar to Module stacking but less abbrupt, I want a system where the 8th targeter on a ship does .01% DMG. For the RP`ers or others it would be a if all the active Targeting would screw sensors and make targeting in space at such incredible ranges and speed impossible.
For us practical players who dont just want the Majority to take over even if they are stupid and cant play as fight as good as the rest, its as simple as making even huge battles Seem well smaller.
As of Now Blob on Blob or Blob on Gang is very boring and only requires 1 FC to command all 200 Ships to fire on 1 target vaporising him, this isnt skill the target has 0 CHance. By making 8 players only be able to apply DMG it would actually split things up, FC`s would need to call multiples and we actually would have to work in units, you know like the real military. For all those "Eve isnt supposed to be real but fun" guys...Blobs arent fun the way they are now, not even for the blobbers, thy may be happy with the results but the actual motion of it is boring.
Anyways if you did this along with some Movement nerfs to SC`s you would end up with basically a max of * SC`s that are viable on 1 Target, as well as 2 or 3 of them to be better suited hitting another target.
This would also mean for certain scenarios Reppers would need to chose wisely as more than 8 targeting you to rep is also nerfed, this would add more depth to the game and further the "Wheat from the CHaff"
FC`s would need to make choices, do we run 5 man teams and kill with lower DMG or 8 man teams and possibly waste 3 ships. Eve is a game of choice and consequence, right now who has more wins, Look at D00M far and away a better tighter more organised Alli/Corp but they cant hold sov versus the Nap Train of evil with there 50k + Lemmings 
Skill should take the day, numbers also matter yes but right now thats all that does. Numbers needs to be 1 Equation, in my system if you had multiple teams of 8 you would still beat the 1 team, but the 1 team might kick 2 teams asses rather than just insta melt from your 10k meta 3 Weapons.
+1
Target stacking nerfs is the best idea ever. Fleets would become way more fun when squad commanders would need to do something more than provide boosts. For once we would have proper chain of command - FC commanding WC, WC giving orders to SC, which in turn would be commanding the squads.
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Morgs44
Kangaroos With Frickin Lazerbeams Important Internet Spaceship League
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Posted - 2010.09.30 14:37:00 -
[194]
Super Carriers are game breakers atm. Most poeple would rather one of them then a titan (think of how many you could get with the price of a titan) They are waaaaaaaaaay to powerful in low sec and fleets of them discourage any kind fleet thats not nano or has 20 sc of there own on stand by. Dreads are now billion dollar dust collectors (really who shoots pos's anymore) And carriers are a good haulers and mission runner support ;-)
CCP will have to fix them sooner or later. Its just they dont give a sh#t about pvp atm, they care more about pve and play with planet.
But i want a nyx, they are sweet as.

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Deva Blackfire
Viziam
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Posted - 2010.09.30 14:55:00 -
[195]
Random idea:
give cyno fields "mass allowance" similiar to wormholes :)
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Mr Peanut420
The Makhai
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Posted - 2010.09.30 18:48:00 -
[196]
Originally by: Atius Tirawa
2) We drop seige mode, accept that the dread is the battleship of cap warfare and fix the wepon systems so they can move, shoot and do great damage to larger targets. The problem with low sec dreads was not their guns, it was the Moros' drones anyway. to them. Sure, they are front line ships, but front line logistical ships. . . not the replacement for dreads they have become.
Yup! THIS IS THE SOLUTION. REMOVE SIEGE, MAKE CAPITALS FUN AGAIN.
Dreads can't hit small stuff already, what would be the harm in giving them the damage and tracking they currently have in siege, but out of siege. They would still be slow, they would still be easy to point, and it wouldn't be suicide to try and fight SCs with them. Or how about this, make siege module something you can turn on and turn off like a cloaking device. Really, would this break the game?
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Vormico
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Posted - 2010.09.30 20:54:00 -
[197]
Originally by: Mr Peanut420
Originally by: Atius Tirawa
2) We drop seige mode, accept that the dread is the battleship of cap warfare and fix the wepon systems so they can move, shoot and do great damage to larger targets. The problem with low sec dreads was not their guns, it was the Moros' drones anyway. to them. Sure, they are front line ships, but front line logistical ships. . . not the replacement for dreads they have become.
Yup! THIS IS THE SOLUTION. REMOVE SIEGE, MAKE CAPITALS FUN AGAIN.
Dreads can't hit small stuff already, what would be the harm in giving them the damage and tracking they currently have in siege, but out of siege. They would still be slow, they would still be easy to point, and it wouldn't be suicide to try and fight SCs with them. Or how about this, make siege module something you can turn on and turn off like a cloaking device. Really, would this break the game?
Make Siege last 10 seconds or something like that per cycle but give it a 5 minute delay before you able to turn it back on, thus able to get out of it right away but not able to turn it back on right away (so you can't completly abuse the module by dropping out of it, getting repped up by your logistics then popping right back in siege)...and same with triage
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Atius Tirawa
Minmatar Sebiestor tribe
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Posted - 2010.10.01 07:35:00 -
[198]
Originally by: Vormico
Make Siege last 10 seconds or something like that per cycle but give it a 5 minute delay before you able to turn it back on, thus able to get out of it right away but not able to turn it back on right away (so you can't completly abuse the module by dropping out of it, getting repped up by your logistics then popping right back in siege)...and same with triage
honestly, I think we either fix the mechanic of siege, or accept that cap warfare is not as fixed as it was origionally intended. Th reason its more fluid now is: 1) Sov mechanics have changed, the need for a specilized pos killer is not that important anymore. and 2) Moms bring mobility, logistics and dps together in one handsome package.
So back to my post - either we accept that siege warfare is dead as it is imagined now, or, we fix it. This 10 second or 20 second siegee crap will not work in the high lag enviornments - and lag is a major consideration in this stuff mind you.
Ultimatly, moms need a a dps reduction tow here they do less damage then a dread. -----------
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Robert Caldera
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Posted - 2010.10.01 10:10:00 -
[199]
The problem is there is no real balance for SC. They can do both, bashing big targets as small as well, they are general-purpose ship. You got a problem, drop a blob of SC to that -> solved. Currently, there is no real counter to that. So give us a counter in form of boosted dread - boost their DPS and drop the siege duration to 5 min.
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Atius Tirawa
Minmatar Sebiestor tribe
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Posted - 2010.10.01 14:42:00 -
[200]
Originally by: Robert Caldera The problem is there is no real balance for SC. They can do both, bashing big targets as small as well, they are general-purpose ship. You got a problem, drop a blob of SC to that -> solved. Currently, there is no real counter to that. So give us a counter in form of boosted dread - boost their DPS and drop the siege duration to 5 min.
Exactly - when capitals first came out, people complained about carriers because they were the 'swiss army knife' of pvp - SCs are the same thing but much more. I still think the whole siege warfare mod needs to go as long as moms are what they are. Dreads should be the capital killers, not moms.
anyway, I am sure nothing will change since these topics seem to come back over and over again. Capitals were well concived, titans were well concived - moms have always lacked a role - I thought the idea that they would be massive front line 'super-carriers' was a great idea - but honestly - they also inherited the same problems carriers had - namely, they are too damn versitile. -----------
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Shade IX
Kangaroos With Frickin Lazerbeams Important Internet Spaceship League
|
Posted - 2010.10.02 12:52:00 -
[201]
SC have distroyed Cap warfare, they are totally OP. either get rid of Fighter bombers or get rid of the SC immunities. Please CCP take heed and put some fun back in the game bring back the Dread!
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Kail Storm
Caldari
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Posted - 2010.10.02 17:53:00 -
[202]
Would it be a super bad Idea to make Carriers be able to field say 5-7 Fighter Bombers? This would make them much more gankier while sacraficing alot of there space.
For this to work FB`s need to when deployed have a 1-2 minute "Cooldown" where you cant warp out, call it a "Landing Time" since they are slow and piloted unlike Drones.
Also I would like to see dreads be able to use fighters, while seiged.
Lastly I think FB`s should have the same tracking as a Sieged Rev turret, right now they can hit bS`s and pop em fast, they need to have horrible tracking.
This would make carriers a litte more powerful but mostly make Carriers 4 of them tank a SC and still be able to kill it because the 4 of them would be Same DPS as a MOM, as of now 4 Copuld tank a SC but never kill it unless 5-10 dreads come.
If Mom`s are really super carrirs than they should get all the perks of Mom`s just smaller, So I say give em 1/4 the FB DMG, and this would go along way.IMO IDK it may be stupid but seems to me 4 on 1 Should win or at least be very close, which it would be. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.03 01:24:00 -
[203]
Kail, the right answer when you have a couple of super powerful items is to nerf those items. If you feel that 4 carriers vs a SC should be a close match, then try toning SCs down to that level.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Furb Killer
Gallente
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Posted - 2010.10.03 07:00:00 -
[204]
That will be a close fight already. However if you increase the numbers the SCs will just alpha the carriers, making RR useless.
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Shade IX
Kangaroos With Frickin Lazerbeams Important Internet Spaceship League
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Posted - 2010.10.03 22:54:00 -
[205]
Edited by: Shade IX on 03/10/2010 23:02:11 Edited by: Shade IX on 03/10/2010 23:01:49
Originally by: Liang Nuren Kail, the right answer when you have a couple of super powerful items is to nerf those items. If you feel that 4 carriers vs a SC should be a close match, then try toning SCs down to that level.
-Liang
SIGNED/
There are many players out there how have dreads which never undock now and carriers are only being used as jump freighters. cap warfare has been ruined by SC's for that the average player suffers. CCP needs to stop encuraging elitism and nerf the SC asap.
I think Dreads are far more important to the game than SC as they are accessible to more long term players and the right game balance needs to be infavor of the majority gamer not the elite few.
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Atius Tirawa
Minmatar Sebiestor tribe
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Posted - 2010.10.07 07:46:00 -
[206]
I think thats a bad argument, even if I agree with the end result.
the reason moms need to be nurfed - and only their dps needs to be nurfed really, is because dps should be a dread thing because that is their role - not because more people fly them. when you take a ship, any ship, and make it supplant the role of another ship almost entierly - then that previous ship class gathers dust. add to that the prohibative price and the generally ill-concived nature of moms, and you have our current situation.
titans - bridge mom - front line logsitics and rr carriers - logistics support and rr dreads - pos and capital killers
basically - fighter-bombers are too powerful. -----------
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Kail Storm
Caldari
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Posted - 2010.10.07 15:42:00 -
[207]
Edited by: Kail Storm on 07/10/2010 15:43:48
Originally by: Liang Nuren Kail, the right answer when you have a couple of super powerful items is to nerf those items. If you feel that 4 carriers vs a SC should be a close match, then try toning SCs down to that level.
-Liang
I know except I like the role SC`s have now in small ganks, They are more useful than Titans, you ship em in Gank your target and get them out.
I agree that tackling them is not very fair since a Hictor will be facing20+Warriors or Medium Drones and basically whaling on them fast.
The real problem I see is it takes to many Dreads to kill 1 and since dreads are "Solo" in Siege Mode there is no way of repping it enough.
Adding 1/4 the DMG of SC`s to Carriers IMO would make even the Carebeariest of ALli`s to be able to fight back. If 4 Carriers=1 SC then at least in small numbers they could be killed as 4 Carriers can Tank an SC already.
It will never make SC`s not a problem in large numbers, hell any powerful ship is a problem with huge numbers. Dreads were monsters when they came out.
So Im not saying its a fix but I wouldlike to see a Small Corp/Alli get on more greedy SC pilots KM`s with a small Carrier fleet and support.
Also it goes without saying Dreads need a complete rethink, IMO I dont want any siege mode timers, there just needs to be a counter for each, make tracking horrible all the time. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Kail Storm
Caldari
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Posted - 2010.10.09 05:46:00 -
[208]
Actually Im suprised no one mentioned one of the most lopsided aspects of SC`s the ability to Field huge amounts of ECM Drones, 22 Heavy ECM`s=a 80% Jamming ratio on almost all BS`s and will jamm Hic`s almost 70% of Jamms. But with 1 SC you can divide Drones and Jamm almost any 5 Targets using 4 Heavys per target. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Atius Tirawa
Minmatar Sebiestor tribe
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Posted - 2010.10.09 11:56:00 -
[209]
Thats because its their effect on capital warfare that is the problem - not if moms are as effective as a falcon if they want to be. . . quite frankly, if the mom deploys ECM drones, we may have a mom kill incomming. -----------
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Bunny4you
Amarr
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Posted - 2010.10.09 18:16:00 -
[210]
Ive seen alot of Moms get out of Gang traps with ECM Drones Where the gang would have been able to hold them with standard drones until help came.
Most gangs dont fly with 3 or more Hics/Dics so deploying 24 Heavy ECM or 24 Med ECM means Assured Jumps.
But I agree Cap Warfare in General is broken. -------------------------------------------------
Jesus loves you, Everyone else thinks you are a A** Hole |

Voith
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Posted - 2010.10.10 01:36:00 -
[211]
The problem isn't normal capitals being weak, it is Super caps being overpowered.
Nerf Fighterbombers.
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Shade IX
Kangaroos With Frickin Lazerbeams Important Internet Spaceship League
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Posted - 2010.10.10 23:27:00 -
[212]
Edited by: Shade IX on 10/10/2010 23:33:16
Originally by: Voith The problem isn't normal capitals being weak, it is Super caps being overpowered.
Nerf Fighterbombers.
Bring their DPS down to about 4k and 5k for a Nyx, that may make things better. any more DPS and they tip the scales.
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Kail Storm
Caldari
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Posted - 2010.10.10 23:48:00 -
[213]
Seems to me FB`s DMG isnt to much, Its the Tank size of the SC`s and there ability to be effective against enemies of all size.
For Example, normally in Eve if you are in a BS you do poorly vs a Fast tackler like say the Dram, and relly on Drones to kill them, you do 80ish DPS with warriors. This means the Dram can stick for a while, at least long enough for a gang to warp in and eat the BS.
This Rock Paper Scissors is what Eve is about.
Now Take a Hic Versus a SC as same example as BS Vs Frig tackler, the MOM launches 20 Warrior 2`s which is 400ish DPS all hitting for full DMG against him, or better yet 800 DMG from Med Drones all hitting for full DMG, Then you get 1400 DPS from Heavy Drones. So all in all SC`s can kill Frig-BS targets as effective as any 1 ship in the game. This is for the 3 un-DMG bonused/Not Nyx.
400 Light Drone DMG is as good as any small ship killer in game, Peeps bragg about the 200 DPS the AML Cara does vs frigs and that is Dwarfed by this.
800 Med Drone DMG Beats any Cruiser sized ships and applies alot of its DMG to cruiser and above. This is by far the best Weapon there is against Cruisers in the game.
1400 For Large Drones is equal to a Vindicator`s DMG but doesnt need the 15k optimal but 60k. And instead of the 170k Buffer you have to kill 30 mil EHP, alot more Zero`s.
The Titan Can DD ships but relly`s on Cap Battry`s as its steady DMG making them useless to smaller ships, Dreads cant hit smaller ships well, and when Moros could it got Nerf`d. Carriers can but then again 15 RR BS`s can kill a Carrier, you need 15 Dreads to Kill a Mom and still it will kill alot of them before Dying.
I like SUper Hi DPS versus Caps like FB`s give but the EHP seems steep, its a 8x increase in DMG from a Carrier but a 25x Boost in EHP.
But in reality its escape ability`s wether it be 20 Light Drones to kil la Dic before its logi`s can help, or its HUGELY POWERFUL ECM Burst, Mom`s dont have to commit like Titans while sporting same tank and even more DPS.
Unless they give a ship soon to be the Bane of SC`s or make them more easily Tackled like others have said, Titans will be useless minus the Jump Bridge.
My biggest Concern is CCP never being open about major changes that need being done till the very last minute, now that Moms are so powerful, peeps are gonna buy em, Im afraid 90 Days before they nerf em they will make the announcment and people that could have used ISK for something else or have some in cookers will wish they had made other choices.
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Hanz Landou
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Posted - 2010.10.10 23:57:00 -
[214]
So basically:
SC's are fine.
SC's need to be nerfed.
Don't nerf SC's because I have/will have one soon.
Amidoinitrite?
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.11 01:08:00 -
[215]
Originally by: Hanz Landou So basically:
SC's are fine. Don't nerf SC's because I have/will have one soon.
Amidoinitrite?
Not quite. Those two were redundant.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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I likegirls
Minmatar
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Posted - 2010.10.11 03:47:00 -
[216]
Horrible idea. Super Capitals are much more expensive so why should a group of them not be able to kill a group of caps easily? 15 super carriers cost about 250 billion isk at reasonable prices. 45 carriers? not even 20% of that cost.
Dreads are fine as they are. Everyone and their mother owns a super carrier anyway.
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.11 04:42:00 -
[217]
Originally by: I likegirls Horrible idea. Super Capitals are much more expensive so why should a group of them not be able to kill a group of caps easily? 15 super carriers cost about 250 billion isk at reasonable prices. 45 carriers? not even 20% of that cost.
Dreads are fine as they are. Everyone and their mother owns a super carrier anyway.
A pimped faction cruiser is much more expensive than a cruiser, but 3 cruisers are still going to wipe the floor with it. Cost is meant to have diminishing returns - otherwise I'd be able to buy 100% resists for my Vindicator.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Kail Storm
Caldari
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Posted - 2010.10.11 05:23:00 -
[218]
Edited by: Kail Storm on 11/10/2010 05:33:50
Originally by: Liang Nuren
Originally by: I likegirls Horrible idea. Super Capitals are much more expensive so why should a group of them not be able to kill a group of caps easily? 15 super carriers cost about 250 billion isk at reasonable prices. 45 carriers? not even 20% of that cost.
Dreads are fine as they are. Everyone and their mother owns a super carrier anyway.
A pimped faction cruiser is much more expensive than a cruiser, but 3 cruisers are still going to wipe the floor with it. Cost is meant to have diminishing returns - otherwise I'd be able to buy 100% resists for my Vindicator.
-Liang
I totally agree Cost=Carebears owning PVP.
Price meant to slow peoples use on things, IE I cant use T3`s in combat all the time because I cant afford to lose it.
Price is only 1 of many game balance issues, and in the large picture a minor 1, actually the SC itself is secondary to the cost of having to use another account to fully use one, and a 50 mil+SP toon worth at least 12 Bil ISK.
Hell in this game 3 of any ships in any Subcap catagorey can take 1 of any other. Why should Caps to Super Caps be differant?
1 Faction Golem or Nightmare is killed easily by Ham Drake with ECM Drones, 1 Scimmi and a Nuet/herd Domi all totaling, 200 mil isk verse a 3 Bil NM or a 2 Bil Golem.
You name any 1 Ship Ill give you 3 way cheaper ones that will PWN it.
So when you talk about 10 Dreads not killing the SC in a fast enough time that they all die there is a problem.
Lol everyone has a SC? Really that is lol PL has what 20 30 maybe?
Also if you dont think Dreads are broken, I think you wont see reason. -------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Atius Tirawa
Minmatar Sebiestor tribe
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Posted - 2010.10.11 10:38:00 -
[219]
around and around -
SCs need a dps nurf through fighter bomber nurf - they should have a huge tank, they should have good logistics, and e-wa immunity is fine. . . but the massiv dps they do is what makes dreads redudnant. why would anyone fly a dread when you should be saving up for an SC (and dropping 2 bil per dread adds up fast).
anyway, evey cost based argument is bunk. so those who make that argumnt are either in an SC or are about to be in one. Saddly, i am saving up for one, but its gonna be a short life due to the race. . .but it will be the best looking. -----------
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.11 16:14:00 -
[220]
Originally by: Kail Storm Lol everyone has a SC? Really that is lol PL has what 20 30 maybe?
I dunno man... someone streamed PL taking down a tower and they had to scroll their overview for a while just to get through the Aeons... and that's just one type of supercarrier. I'd say that any reasonable alliance/coalition can field 50-100 supercaps no problem.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Vissious
Caldari Dark Fusion Industries Beyond Ascension
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Posted - 2010.10.11 16:21:00 -
[221]
Perhaps make carriers and Scarriers "mirror" there RL counterparts, which can dominate large areas of space via there fighter fleets, but are horribly fragile and require additional support and protection at all times to avoid catostrophy? Furthermore, place it at the "top" of the hot-drop food-chain; it can drop other ships into it's immediate vicinity, but it's too big to be pulled by anything else in the game, except for perhaps a Titan, the only other ship-type that trumps it on mass.
Dreadnoughts, by comparison, should be durable, hard-hitting monstrosities...surely? Limited in range, capable of dealing with one target at a time only, but doing so with staggering efficiency (or...brutality).
The point being, these types of ships shouldn't just be sov "I win" buttons. There has to be an inherent gamble when deploying them, which can only pay off when used smartly and tactically.
But I suck at specifics ;) ------*------ "I like my women like I like my coffee: in a plastic cup" -Eddie Izzard |

Kail Storm
Caldari
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Posted - 2010.10.12 00:19:00 -
[222]
The more I look the more I realize if all SC`s were like the Hel, I think Mom`s would be alot more inline, than with the AEON or NYX
[Hel, Buffer] Shield Power Relay II Shield Power Relay II True Sansha Power Diagnostic System True Sansha Power Diagnostic System Damage Control II
Caldari Navy Invulnerability Field Caldari Navy Invulnerability Field Vepas' Modified Invulnerability Field Pith A-Type Photon Scattering Field Gist X-Type Photon Scattering Field Pith X-Type Heat Dissipation Field Pith X-Type Explosion Dampening Field
Remote ECM Burst I Imperial Navy Heavy Energy Neutralizer Imperial Navy Heavy Energy Neutralizer [empty high slot] [empty high slot] [empty high slot]
Large Core Defence Field Extender II Large Core Defence Field Extender II Large Core Defence Field Extender II
Einherji x20 Malleus x22 Bouncer II x22
This baby has 25 mil EHP, with a nice 3500 DPS Tank because the SPR`s I like in the Lows, with 8800 DPS with 22 FB`s.
Compare this to the Nyx at 30 mil EHP but with 12k DPS.
Compare to the Aeon with 43 mil EHP and same 8800 DPS.
I think if we took the Hel`s Stats Now as they are and made the Aeon/Wyverns tank to suit it with the 25% tank bounus it would basically cut the Mom`s EHP by 40%.
So a Aeon would have 25 mil, a Nyx 15-18 mil, this would make the Mom`s go from larger than Titan tanks to under 20% of a Titan.
I like the gank factor of SC`s but they arent fragile enough, if you want Huge DPS with better GTFO ability thats ok but as above poster said its makes you more fragile, right now SC`s take best of Titan/Dread/ and Carrier with no drawbacks of any, cheaper than Titan while having more DPS and Bigger Tank and no "CoolDown"
So make the Bigger tankers 25 mil EHP rather than 45 mil or 65 while Mindlink`d/titan`d.
25 Mil is like a Large POS, and 10 Dreads could take it Pretty well.
I was condsidering taking Nyx`s DMG to Aeon/Wyv/Hel Dmg as well and having the rest get nerf`d accordingly, For example 12.5k Nyx now would go to 10k and others would go 10k to 8k Tops so since most done use drone controllers a 20 FB SC goes to around 6k DPS and Nyx 9k, cbut it may be to much a nerf with tank.
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.12 04:36:00 -
[223]
Originally by: Kail Storm
[Hel, Buffer] Shield Power Relay II
Wut?
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Bunny4you
Amarr
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Posted - 2010.10.12 08:51:00 -
[224]
Originally by: Liang Nuren
Originally by: Kail Storm
[Hel, Buffer] Shield Power Relay II
Wut?
-Liang
Actually with Hel`s/Wyverns where you dont really need more Lows SPR`s are great Wyvern gets a 7k Passive tank with 30 mil HP while Hel Gets alkmost 4k with 25 mil.
What would you put in low slots? You already have DC2 PWDIAG, why not add 2 SPR`s and get 4k Passive Tank, while not losing much EHP at all.
Now if he replaced Extender Rigs with purgers or Midslot Hardener for Shield Recharger than hes just an Idiot.
But Shield Tanked Mom`s are great with 1 or 2 SPR`s, brings em from 1-3k Passive tank to 3k-5k alone and only losing a very small fraction of EHP which is made up easily over a 5 min Fight.
I have seen great Passive MOM fits, well buffer/Passive. -------------------------------------------------
Jesus loves you, Everyone else thinks you are a A** Hole |

Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.12 17:05:00 -
[225]
Originally by: Bunny4you Actually with Hel`s/Wyverns where you dont really need more Lows SPR`s are great Wyvern gets a 7k Passive tank with 30 mil HP while Hel Gets alkmost 4k with 25 mil.
SPRs kill your cap recharge - that alone is enough reason to never use one. I'd personally go with PDUs or CPRs. Frankly being able to mitigate 3000 DPS at 30% shields just isn't that big of a deal. If you're down to 30% shields you're in some pretty serious trouble anyway.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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Kail Storm
Caldari
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Posted - 2010.10.12 17:38:00 -
[226]
Actually the 7k Tank on the Wyvern is massive, its a Dreads worth of passive Tanking, Not to mention that most these fits have enough cap to last 15+Minutes so it really doesnt matter.
Also when you add the say 3-4k average DPS tank of the Wyvern to a RR Supported Scenario the Tank gets exponential, its as much tank as a Cap Shield Booster but perma Runs, and you dont have to waste a slot on the Booster just more Resists.
With support these fits are beasts, but as a solo situation maybe not the best. But with Cap Transfer you are always good. In this case of the Hel losing the 2 SPR`s and adding Faction PDS takeit from 4700 to 3k DPS tank which isnt much and adds 2 mil HP but for Wyvern its a huge differance.
Still my point was if we bring Aeon`s tank inline with current Hel I think SC`s would be alot more Vulnerable, most SC`s I have seen escape have been because they last so long they can recharge Cap to almost full hit the ECM Burst and Jump. If they had 40% less most would have had to Use the Nuets and Smarty+Other Cap hungry mods to fight.
Second way has been Logging, smaller Alli`s cant even gang kill a SC because they will just log. A SC should be way Ezer to kill before the vanishing point. Aeon=Hel`s tank and the rest redone from there.
-------------------------------------------------- "If Eve Was P*rn, It would be a Snuff film, First you get screwed then you get killed" -Me
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Liang Nuren
Parsec Flux War.Pigs.
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Posted - 2010.10.12 18:00:00 -
[227]
Originally by: Kail Storm Actually the 7k Tank on the Wyvern is massive, its a Dreads worth of passive Tanking, Not to mention that most these fits have enough cap to last 15+Minutes so it really doesnt matter.
The 7k tank on the Wyvern is meaningless because it only exists at 30% shields. If you're at 30% shields the fight has either already been going for a while (eg you're tackled and capped out) or you're taking an enormous amount of damage. Once the **** hits the fan your only concerns are maintaining your cap (to cyno or warp out/cloak) and neuting the HICs face off.
Doing anything that negatively affects your capacitor isn't such an awesome idea.
-Liang -- Eve Forum ***** Extraordinaire On Twitter Blog
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