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Carniflex
StarHunt R.A.G.E
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Posted - 2010.12.09 07:57:00 -
[121]
As far as supercapitals go it would help a bit if there would be anchorable POS battery with infipoint, that can keep them there should they decide to come spanking the tower. Currently they just laugh off the POS disruption batteries giving them significant mobility advantage over the dreads at POS sieges, as they can just disengage if the defending side does counterattack, unlike sieged dreads. Preferably something that does not use CPU so it would stay online if tower is reinforced.
Granted it would fall relatively fast to fighter-bomber swarm being immobile and all that.
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Furb Killer
Gallente
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Posted - 2010.12.09 08:13:00 -
[122]
Originally by: Vmir Gallahasen
Originally by: Furb Killer If i could be bothered to find the link i would post the KB link to a CVA abaddon/geddon fleet murdering a PL AHAC fleet. Was CVA also trying to attract SCs?
If you could find dozens of such examples showing battleships in fleet use over the past few months your point would hold. One group doing one thing with a fleet once doesn't prove anything one way or the other.
That isnt exactly hard with PL using mainly BS these days, smaller groups like CVA fly BS heavy, goonswarm switched back to battleship doctrine, pretty sure INIT still flies often battleships, ITs doctrine are shield battleships. Pretty sure drone region forces also rely alot on battleships.
For some reason it is all fine if everyone and their mother flies zealots or apocs, but when it is drakes it is suddenly unbalanced.
Quote: This is actually why dreads are fail, they're restricted to hitting inanimate objects. Even carriers kill other carriers better than dreads, especially with the spider tank. You actually think dreads are balanced?
Super carriers > titans > carriers >>>>>>>> dreads
The argument "ZOMG THE DREAD IS SO BALANCED BECAUSE IT CAN'T HIT SUB CAPS" is way outdated thinking, thinking that predates even the advent of the titan. As soon as sub-cap pwning cap ships were introduced the dread became useless, especially given that super carriers effective against EVERYTHING, including towers.
Yes dreads are balanced, as i showed you before, they form a nice counter triangle with BS and carriers. There is nothing wrong with sub caps pwning cap ships, that is actually something very good. It forced people to use support fleets instead of what we have now, super carriers being all that is required besides some hics and dics to tackle other supercaps.
The only thing you are proven is that supercaps are unbalanced, well duh sherlock. But normal caps are balanced quite fine, especially the dreadnaught.
Btw @ Wildcat, i dont think you really got the wrecking hit mechanics correct. Also a BS will outdamage a BC easily in most situations, except those where they are not supposed to do that. For example when fighting AHACs they are not supposed to work better than BCs. And still then with some proper tackling and painting they hit fine.
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The Djego
Minmatar Hellequin Inc.
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Posted - 2010.12.09 09:51:00 -
[123]
Originally by: James Lyrus
Originally by: The Djego
Originally by: James Lyrus
Now there's a thought. How about a siege module for battleships? Something similar - but maybe not quite the same - as the dread ones. That gives a significant boost to tank/gank, but inhibits movement. Or maybe just 'warping', because lets face it, BS ain't that fast anyway.
Well given how popular it is to siege a dread and get hotdroped I don't think this really would be this adorable.
It would give battleships something else they could do though. And certainly, a hot drop is a hazard, but is it really any worse than battleships running into a bubble? Bubble -> Cyno ... who cares if they're 'sieging' or not?
Make it a lighter form of siege module, and you at least give them active tank and enough firepower to be a threat to said hot drop though.
And yes, I know 'most' hot drops are overkill or they just don't bother, but that's not really the point now, is it?
Well ofc you are right if you are trapped already it doesn't make a significant difference, and yes the idea would have some merit.
However in bigger fights I doubt that the gain in active tank makes a real difference(it hardly makes it for Dreads) and might lead to bigger problems for low sec and small gang BS use by serious increasing the amount of force required to bring them down, what would only lead into more blobbing in the end.
In general I would like to see the BS pvp becoming a bit more dynamic again, less restricted and more as a all out combat platform in close range fits. The positive points I see in it, at least for Low Sec, is that it might drive down the BC population a bit, what makes flying Cruisers and HACs more sensible again and promotes overall more use of larger hulls what leads to more fighting, since they are plain easier to catch.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Furb Killer
Gallente
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Posted - 2010.12.09 10:58:00 -
[124]
You mean less fighting since losses are more expensive and new players first need a t2 BS before they can be competetive. And more one sided ganks because they are easier to catch.
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Saulc Neslo
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Posted - 2010.12.09 11:10:00 -
[125]
Originally by: DHB WildCat Edited by: DHB WildCat on 07/12/2010 05:09:37 It has been a sad fact these last few months that a Battleship is practicly laughed at these days. Why? What has happened to them? Well there are several reasons for this both in small gangs / solo, and in large fleets.
TBH i cant follow that pattern at all, have had loads of fleet BS, a little RR BS and some solo BS action the last 2 or 3 months, all with great fun.
I think what the OP is experiencing, is the fact that EVE is a game where everything has a counter, and when you been on the FOTM/FOTY wave for too long, smart ppl will start to adapt their tacticts to counter yours.
The thought of "punishing" innovative thinkers by boosting old FOTX in ways that goes beyond normal balancing disgust me. |
The Djego
Minmatar Hellequin Inc.
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Posted - 2010.12.09 11:27:00 -
[126]
Edited by: The Djego on 09/12/2010 11:27:32
Originally by: Furb Killer You mean less fighting since losses are more expensive and new players first need a t2 BS before they can be competetive. And more one sided ganks because they are easier to catch.
Yes I agree that the inability to use cruisers, since any BC is nearly as fast and got twice the EHP and at least 50% more DPS without any particular price increase or drawbacks is kind of bad for new players and force anybody to skill up and fly more expensive BCs if they don't like frigs.
The argument that you need a T2 fitted BS for PVP to be competitive is years old, and outside of the sniping fleets of the old, it never was true.
And the primary reason you see 9/10 times one sided fights is that 9/10 of the players wouldn't engage in a even fight. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.12.09 11:36:00 -
[127]
Originally by: Carniflex ..Granted it would fall relatively fast to fighter-bomber swarm being immobile and all that.
Which of course is the problem How and/or why are fighter-bombers even able to shoot a tower, is their range really that long compared to all other drone types?
Originally by: The Djego ..The positive points I see in it, at least for Low Sec, is that it might drive down the BC population a bit, what makes flying Cruisers and HACs more sensible again and promotes overall more use of larger hulls what leads to more fighting, since they are plain easier to catch.
You would need to do something to hamstring capital use in low-sec if that dream is ever to become reality. Gather more than a handful of BS and you are guaranteed a hotdrop in some parts of low-sec.
Add infinti-points to POS repertoire. Kill SC ability to hit towers, unless using sentries. = Dreads/BS in style again for POS work (what little there is), with POS able to hold any supers that lingers.
Still leaves the sovereignty structures and other capitals for the SC to munch on.
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Petrov Kreigt
Caldari Project Nemesis
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Posted - 2010.12.09 11:59:00 -
[128]
Originally by: Gligan I know 1 BS that absolutely owns every single type of BC, cruiser, t3, recon, command , or even frigate(if it isn't smart enough to get away). Yes - that's right - it's a domi with neuts.
Webs and points you, then shuts down your mwd/ ab , tank? whatever you're using with cap, releases the drones, MWD's in your direction while laughing at your dps.
Alternatively use MWD'd machariel.
But seriously - there's only 1 single change that CCP devs have to do to put BS's back in the game - do not limit the BS bonuses to BS weapons only. I.e. instead of the bonus being to large projectiles for the typhoon - make it a bonus to projectiles, and instead of bonus to torpedoes and cruise missiles , give a bonus to missiles for the raven ... and so on.
So a maelstrom with 425's AC's and a web would be a tough mofo that can hit almost any class out there.
And a raven with HAM's , while it may sound stupid would most likely destroy smaller ships just because it has more endurance.(ok I'm not missile guy and don't know wth different missiles sizes can hit but still)
Ive killed a fair few neut Domis in my maelstrom just ate through his Buffer before my cap booster died out, sure ive lost my fair share of maels doing it, but a neut domi isnt a sudden i-win button vs everything
and your da for non class specific turret bonuses is a little stupid, Dual 425s track just about anything worth shooting at in a BS.
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superteds
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Posted - 2010.12.09 12:04:00 -
[129]
Originally by: Vmir Gallahasen
Originally by: Furb Killer If i could be bothered to find the link i would post the KB link to a CVA abaddon/geddon fleet murdering a PL AHAC fleet. Was CVA also trying to attract SCs?
If you could find dozens of such examples showing battleships in fleet use over the past few months your point would hold. One group doing one thing with a fleet once doesn't prove anything one way or the other.
In the recent NC vs Drone russians conflict most of the fleetwork was done in mid-range battleships, on both sides.
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James Lyrus
Lyrus Associates The Star Fraction
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Posted - 2010.12.09 12:05:00 -
[130]
The ability of an SC to kill a POS is largely irrelevant though. I mean, they don't have any real effect on Sovereignty any more. Demolishing stations, sovereignty blockade units and infrastructure hubs are considerably more relevant.
*shrug*. I know the notion of a 'battleship siege module' wasn't attractive, but ... what if it gave just a straight enhancement to performance, provided you were ok with not being able to leave the fight? No warp, no gate/dock. But same speed/mobility, with more hp, 'enough' active tank - maybe RR boost too? - to be noticeable to a medium gang, and a hefty boost to raw firepower. No tracking pain, nothing else. A straight trade - tank and gank, for not being able to leave. (Tank and gank numbers to be decided).
And yes, it does make you more vulnerable to hot drops, and getting blobbed. But at the same time, it gives you a performance increase, which _might_ mean winning the fight against superior numbers. *shrug*. Just a thought.
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Billy Kidd
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Posted - 2010.12.09 12:25:00 -
[131]
What about something as simple as letting a dread's siege module deactivate instantly but disallowing re-activation until the full cycle is up? This would make dreads much more mobile and hopefully would be a viable counter to supercarriers. Of course, battleships are a great counter to dreads so a nice rock-papers-scissors situation would be setup.
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afkalt
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Posted - 2010.12.09 12:26:00 -
[132]
Edited by: afkalt on 09/12/2010 12:27:11
Edit: Missed an HTML tag
It might be simple naivety on my part and if so I apologise however the main complaints would appear to me to be solved by a significant upgrade to battleship DPS - achieves either through ammo or direct weapon improvement, not via "support" means such as tracking/exp velocity etc.
This way the tracking issues etc would remain, but when they hit, it would hurt a lot more. It would prevent BCs from aproaching BS levels of damage thereby giving the BC's pause before flying at a BS solo instead of "lolkillmail" and finally, give them a lot more teeth when battling capital class vessels.
The issues/drawbacks of BS would seem to fit with the class, reading between the lines the crux of the issue is their assets do not counterbalance their liabilities well enough. A decent DPS hike would address this I think. These ships, imho, should be designed to be large and ponderous but woe to the fool they level their weapons at.
The main side effect of this would be, I think, missions would need tweaking...possibly too much to be worth the trouble.
Thoughts?
I mean there's loads of other hellishly convoluted ways you could suggest fixes but this one feels, missions aside, simple enough.
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Joss56
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Posted - 2010.12.09 13:00:00 -
[133]
Sorry jumped to last page it's quite boring to choose the interesting posts.
Flying armor BS what i can say:
T2 fit -Rep cycle is just ridiculously long, you have to sacrifice a lot of you're med/low slots in caps if you fit 2repair (laughable when you see shield boosters at 5sec or less cycle, 85% of the amount of armor repairer with an ridiculous energy cost)
-Amount repair is to low in resp to cycle delay- either make it faster or make the amount bigger (1100seams not overpowered)
-Tracking is not bad with large rails and perfect tracking skill +2 tracking enhancers but as before, 2 low slots = less tank, on the other side you have blasters that can blow any hypersonic frig at 10km... if you want to tank at 35 like you can do with pulses well take a mwd and all you'll be able to tank using your mwd is belt rats. (assuming pve fit)
You didn't talk about marauders but i think they have they're own problems too if you look at the growing number of machariels vindicators rattlesnakes and so on.
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Furb Killer
Gallente
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Posted - 2010.12.09 13:18:00 -
[134]
Originally by: Billy Kidd What about something as simple as letting a dread's siege module deactivate instantly but disallowing re-activation until the full cycle is up? This would make dreads much more mobile and hopefully would be a viable counter to supercarriers. Of course, battleships are a great counter to dreads so a nice rock-papers-scissors situation would be setup.
Minus that dreads would still not be a viable counter to supercarriers, they would still get ****d by them.
Only advantage is that especially in low sec without bubbles you got a decent chance most of your dreads are most likely to deactivate their siege module and jump out before they are tackled. Also means phoenix and nag will be more popular with cap less weapons, revs and moros will be fitted for ****load of cap recharge so they can stay at jump cap levels while shooting.
Tbh the entire jump drive mechanics is fundamentally broken. If i am somewhere in a region flying with my gang i know a hostile frig gang can arrive quite fastly, HACs slower, and BS even slower (although imo that disparity must be much larger by making warp acceleration curve dependent on max warp speed and increasing the differences there). Now come the largest ships in eve, super capitals. They can be right on top of you from another region by pressing one button.
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afkalt
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Posted - 2010.12.09 13:37:00 -
[135]
Originally by: Furb Killer Now come the largest ships in eve, super capitals. They can be right on top of you from another region by pressing one button.
A valid point - perhaps some sort of warning they're inbound would help
If there isn't already one, I cant profess to have any super cap experience.
I remember a game from my youth - Frontier: Elite 2. Warp jumps there left little "signatures" but at departure and arrival so you could see where people were coming in (and they had a little mod where you could analyse it to see the ETA). Was very cool
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DHB WildCat
BURN EDEN
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Posted - 2010.12.09 14:48:00 -
[136]
Originally by: afkalt
Originally by: Furb Killer Now come the largest ships in eve, super capitals. They can be right on top of you from another region by pressing one button.
A valid point - perhaps some sort of warning they're inbound would help
If there isn't already one, I cant profess to have any super cap experience.
I remember a game from my youth - Frontier: Elite 2. Warp jumps there left little "signatures" but at departure and arrival so you could see where people were coming in (and they had a little mod where you could analyse it to see the ETA). Was very cool
They do have this in eve.... the way it works is a ship already in system lights a cyno. Which is the beacon the supercaps jump to. It leaves a triangular symbol in space that you can warp to like a planet. It also shows up on your overview if you have the right settings.
Now with this all being said... by the time the cyno is lit, the pilots click "jump to", and the ships appear in local next to you.... is about 5 seconds. Yes its 5 seconds warning but .... well you decide 8)
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afkalt
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Posted - 2010.12.09 15:10:00 -
[137]
Originally by: DHB WildCat
Originally by: afkalt
Originally by: Furb Killer Now come the largest ships in eve, super capitals. They can be right on top of you from another region by pressing one button.
A valid point - perhaps some sort of warning they're inbound would help
If there isn't already one, I cant profess to have any super cap experience.
I remember a game from my youth - Frontier: Elite 2. Warp jumps there left little "signatures" but at departure and arrival so you could see where people were coming in (and they had a little mod where you could analyse it to see the ETA). Was very cool
They do have this in eve.... the way it works is a ship already in system lights a cyno. Which is the beacon the supercaps jump to. It leaves a triangular symbol in space that you can warp to like a planet. It also shows up on your overview if you have the right settings.
Now with this all being said... by the time the cyno is lit, the pilots click "jump to", and the ships appear in local next to you.... is about 5 seconds. Yes its 5 seconds warning but .... well you decide 8)
Interesting :)
Personally I reckon it should take a bit longer to arrive...should take a little time to spool a jump drive up imo...but meh. I can't speak with authority about the topic so will leave to others.
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Furb Killer
Gallente
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Posted - 2010.12.09 15:41:00 -
[138]
Right now it is pretty much exactly the same time as jumping through a gate takes. Capital jumping needs to first broadcast the cyno after which they can jump to it, which takes a bit more time than jumping through a gate. However at the same time they dont need to get rid of jump cloak, so that 'balances' out.
Difference obviously is that the other side of a gate is easily scouted, those supercarriers can be anywhere within 1.5 region radius and can jump anywhere, not just to gates.
Give all jump drives, excluding BOs, 15 second warmup timer, make it longer for supercaps. Then you need to have proper tackle in place and a strong ship + logistics if you want to cyno them on grid.
That and just severely reduce their jump range since it is ******ed that they can travel so much faster than conventional ships.
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Kai Yuen
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Posted - 2010.12.09 16:57:00 -
[139]
Originally by: Furb Killer
Yes dreads are balanced, as i showed you before, they form a nice counter triangle with BS and carriers. There is nothing wrong with sub caps pwning cap ships, that is actually something very good. It forced people to use support fleets instead of what we have now, super carriers being all that is required besides some hics and dics to tackle other supercaps.
The only thing you are proven is that supercaps are unbalanced, well duh sherlock. But normal caps are balanced quite fine, especially the dreadnaught.
Oh please, even the carrier has infinitely more flexibility than the dread. The dread isn't even great against other capitals. Carriers can at least spider tank and apply DPS to moving targets, even BCs, unlike the dread, which couldn't hit its own nose. This argument "It's ok for sub-caps to pwn caps, but not visa versa" is still outdated. Carriers were always good vs. sub-caps. Yes, in large numbers carriers get owned, but dreads get owned regardless. They have no real defense against sub-caps. The advent of the super carrier just completed the phasing out of the dread. Now only broke players who were gullible enough to train up dreads instead of carriers still fly them, simply because A) they can't afford a super carrier, B) they can't fly a super carrier, and C) they don't want to be married to a super carrier. Everyone else buys a Nyx pilot. Super carriers will never go away, so wishing that things were back to the days of "dreads = the win" is just nativity. Adapt dreads to the new environment instead of pining over the old one. It's blatantly obvious that they aren't balanced.
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Proxyyyy
Caldari draketrain
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Posted - 2010.12.09 17:41:00 -
[140]
Silly thread tbh (is running around scouted by a alt/falcon/cloaky, solo battleship pvp?). I dont find it hard to find fights in a battleships (as i once thought), but dealing with ECM drones and ECM in general is my biggest issue (nothing ever esplodes including me).
I dont roam with them per-se, but i do use them to counter specific fleets solo (Domi). I do now believe you could roam around with the help of the in-game map and not being flashy. Dont know much about flying a battleship would go down in null-sec, because i have'nt tried yet.
I dont see as much battleships roaming around, like it was just 2 years ago. Pvp in eve-online is always evolving. Change with the game or be left behind...
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DHB WildCat
BURN EDEN
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Posted - 2010.12.09 18:07:00 -
[141]
Originally by: Proxyyyy Silly thread tbh (is running around scouted by a alt/falcon/cloaky, solo battleship pvp?). I dont find it hard to find fights in a battleships (as i once thought), but dealing with ECM drones and ECM in general is my biggest issue (nothing ever esplodes including me).
I dont roam with them per-se, but i do use them to counter specific fleets solo (Domi). I do now believe you could roam around with the help of the in-game map and not being flashy. Dont know much about flying a battleship would go down in null-sec, because i have'nt tried yet.
I dont see as much battleships roaming around, like it was just 2 years ago. Pvp in eve-online is always evolving. Change with the game or be left behind...
Its idiots like you that derail threads. This is not an omg my solo nightmare suxs now make it boss again thread.
This is a balance issue for ship classes. mostly small gangs and fleets.
This goes for you and others that would do the same..... Do not just take a look at the ops name and assume you know whats he is talking about. Please read the post!
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Proxyyyy
Caldari draketrain
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Posted - 2010.12.09 18:45:00 -
[142]
Edited by: Proxyyyy on 09/12/2010 18:46:00 "As a guy who once solo'ed entirely in Battleships, I can safely say that it is now virtually impossible to do so."
ROFL! U mad bro? based on what you've said in that quote. This whole thread is about the game changing focus from where you wanted it to be and becoming more diverse.
Dont need my help to "derail" your thread. Your arguments are wack and so are the discussions. Btw, i did waste some time reading this thread and i've already stated my opinions on the subject in 2 threads related to this subject.
-stop being butt hurt when someone disagrees with you (done with you and this silly thread)
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Ephemeron
Caldari Provisions
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Posted - 2010.12.09 19:59:00 -
[143]
Anyway, on further examination it appears that battlecruisers start sharing the role of battleships. These 2 ship types basically have same abilities:
1) high damage potential 2) strong tank potential 3) lots of high, medium, and low slots
The only part where battleship is clearly advantaged over battlecruiser is snipe range. But at medium and close range, battlecruiser is much more desirable.
Combine that little fact with all the other minor annoying issues - like being most vulnerable to bombs, fighters, hot drops, gate camps, and difficulties hitting targets for full damage (which is high in theory but much less in real combat).. what you get in the end is that battleship becomes irrelevant. Just a cheap farming ship or expensive faction toy for eccentric pvpers.
Battleship is no longer the backbone of fighting force.
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Moir Mukkula
GREY COUNCIL Nulli Secunda
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Posted - 2010.12.09 20:31:00 -
[144]
I think a few in this thread are missing what the problem with probing is.
If you have to engage on a certain grid (station/gate/SBU/IHub/POS etc) the prober can sit cloaked on that grid with probes deployed and positioned. Once the BS start to drop out from warp he can probe them down within seconds, warp to them and provide a warpin at optimal range against the BS fleet. They can have a dic/cyno/whatever on them before they've even had time to (start) align out.
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Cutslawn2
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Posted - 2010.12.09 21:18:00 -
[145]
DHB and some others in Burn Eden were in unprobable Mach's today, hitting at over 160-200km out instapoping bc's... think BS's need a nerf to be honest.
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Ephemeron
Caldari Provisions
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Posted - 2010.12.09 21:45:00 -
[146]
Edited by: Ephemeron on 09/12/2010 21:47:15
Originally by: Moir Mukkula I think a few in this thread are missing what the problem with probing is.
If you have to engage on a certain grid (station/gate/SBU/IHub/POS etc) the prober can sit cloaked on that grid with probes deployed and positioned. Once the BS start to drop out from warp he can probe them down within seconds, warp to them and provide a warpin at optimal range against the BS fleet. They can have a dic/cyno/whatever on them before they've even had time to (start) align out.
I see that's a valid problem for sniper battleships. And sniping is about the only advantage bs has over other ship classes.
I never play sniper games myself so I don't see it as much of a problem. But yea, scanning should take a little more time than a few seconds.
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Ephemeron
Caldari Provisions
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Posted - 2010.12.09 21:54:00 -
[147]
Originally by: Cutslawn2 DHB and some others in Burn Eden were in unprobable Mach's today, hitting at over 160-200km out instapoping bc's... think BS's need a nerf to be honest.
As I said, sniping is the only thing left that BS can do better than other ships.
I want BS to be effective in close range.
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Phaedren III
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Posted - 2010.12.09 22:02:00 -
[148]
Originally by: Terrance O'Conner Edited by: Terrance O''Conner on 07/12/2010 10:00:39 It's funny how the BSs dissapeared in RL after the introduction of the carrier.
Now all we see is small fast specialized ships, medium fast agile fire-support and carriers.
Maybe this whole thing could (should) have been foreseen. Introduce something that has better firepower, vastly larger span of control (jump-drive) and think that the ship that has only one thing going for it (Tank and Damage) isn't screwed.
Very true, pretty fascinating parallel
I wonder how a force of Carriers and Frigates would do, just those 2 nothing else, BSs would be screwd against that.
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Qi Teuf
Focused Fire
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Posted - 2010.12.09 22:06:00 -
[149]
Originally by: Furb Killer Tbh the entire jump drive mechanics is fundamentally broken. If i am somewhere in a region flying with my gang i know a hostile frig gang can arrive quite fastly, HACs slower, and BS even slower (although imo that disparity must be much larger by making warp acceleration curve dependent on max warp speed and increasing the differences there). Now come the largest ships in eve, super capitals. They can be right on top of you from another region by pressing one button.
I reada thought from someone about a mobile cyno jammer. Why not let CCP create a mobile cyno jammer that jams an area of 300-500km radius around the jamming ship. The cyno would then have to be lit outside of the jamming range; it could or could not carry a time penalty for how slow the ships can actually cyno in. With a time penalty enemy ships would have a chance to warp to the cyno point and destroy the cyno ship before the caps could jump in to the fight. Tactics would be useful for mutliple cyno's to confuse or disrupt.
Once in system it would be operations as normal. Fighters could be deployed, caps could warp etc. But it gives a little bit more time while defending POS's/Stations/Hubs etc, before the caps themselves could physically join the fight. So while fighters could be deployed it would take time to setup a remote rep situation around a distant target.
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Helican Vamberfeld
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Posted - 2010.12.09 22:09:00 -
[150]
Originally by: Zantris ... and the effectiveness and overabundance of capitals are the major reason they are having problems.
This. The fleet battle lag issue has caused the game to be bloated with capital ships that are not being lost at a rate like they used to be.
I also agree with the probing issue. Sniper fleets used to be the norm when you were able to reliably be able to warp-in, align to de-egress and start walking down the primary list. I felt that it was a very dynamic battle flow to support Dreadnaughts (another relegated ship class) in POS bashes, etc.
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