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Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
27
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Posted - 2012.08.15 14:56:00 -
[1] - Quote
The way to go about this isn't to just kill off-grid boosting overnight - anyone who actually knows anything about boosting wouldn't even think to suggest this - I'm not gonna waste time going into the complex details as most of the opponents to off-grid boosting aren't interested in that and just want something gone that they don't have the ingenuity to deal with and/or don't want to have to put the effort in to fight at the same level.
What CCP should do is put some work in to making on-grid boosting more attractive and move the focus away from off-grid boosting over time. I quite enjoy flying my eos as part of a fleet on grid but its far from ideal and only really feasible with a bit of luck in what you go up against and being a bit creative with the fit. |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
27
|
Posted - 2012.08.15 15:06:00 -
[2] - Quote
Sheynan wrote: P.S: The same goes for small gangs, if you don't want to risk a T3/CS then boost from a standard BC, get half the boni and be happy with that.
Thats a good point actually its very easy to forget regular BCs can run a ganglink or 2. |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
27
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Posted - 2012.08.15 15:14:00 -
[3] - Quote
Sheynan wrote:What if CCP removed the fleet booster restrictions and allowed every ship with an active gang link to contribute to the total fleet boost (in a way that the highest link in each category counts) together with making boosts on-grid ?
Its better imo to make it a tighter and more specialised part of the fleet structure, kind of how it is now but with more refinement - it encourages better preparedness for fights and higher levels of skill involved in fights. Most of the people I see vocally against off-grid boosting are the people who want to just go off half arsed into a fight with an adhoc fleet structure and they shouldn't really be suprised that someone better prepared will generally beat them, even when ostensibly outnumbered or outgunned, but they don't want to see it that way. |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
27
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Posted - 2012.08.15 15:30:00 -
[4] - Quote
Diesel47 wrote:Rroff wrote:Sheynan wrote: P.S: The same goes for small gangs, if you don't want to risk a T3/CS then boost from a standard BC, get half the boni and be happy with that.
Thats a good point actually its very easy to forget regular BCs can run a ganglink or 2. Yeah, with like no bonuses at all. Making them extremely weak.
A drake with a T2 interdiction link gives a 28.13% increase to web and point range which is fairly useful, and if you have the mindlink on that char (granted not many people will have it in when flying a drake) its a 42.19% increase which is decent even without the racial bonus, likewise the shield resist link gives a +18.75% increase to resists without the mindlink which while not earth shattering is a nice increase to have - roughly equivalent to having an extra hardener - across your whole fleet thats a fairly decent increase in effectiveness and capability. |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
27
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Posted - 2012.08.15 15:33:00 -
[5] - Quote
Takeshi Yamato wrote:Rroff wrote:The way to go about this isn't to just kill off-grid boosting overnight - anyone who actually knows anything about boosting wouldn't even think to suggest this. I'm not gonna waste time going into the complex details as most of the opponents to off-grid boosting aren't interested in that and just want something gone that they don't have the ingenuity to deal with and/or don't want to have to put the effort in to fight at the same level. The CSM fully agreed with CCP Ytterbium that off grid boosting should not exist. I guess they are all clueless in your view? Won't you enlighten us with the complex details on why nobody with a clue would ever suggest to kill off grid boosting?
2 aspects to this, one as mentioned above the CSM has a good majority of representation from people who have fleet sizes where having an on-grid boosters is perfectly feasible and infact to their advantage and also acknowledging that it should not exist isn't the same as saying it should be removed.
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Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
27
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Posted - 2012.08.15 16:59:00 -
[6] - Quote
I don't think I presented my views very clearly and probably misinterpreted the angle some people are coming from.
I not against removing off-grid boosting as such, I just see a lot of people who want it gone at any cost with no interest in what impact that has to gangboosting - if it killed it entirely that would be all the better for them, but theres probably some people who want it moved properly to ongrid boosting that I'm mistaking for the previously mentioned people. What I don't want to see, and why I'm vocally opponent to a direct removal of off-grid boosting is a knee jerk reaction that sees off-grid boosting killed without the impact of that change balanced out.
For instance say you decided to go with a fleet based around a core of guardians and proteus and get the most from that gang:
Prots - small sig, point range bonus, need to get in close to do their work best so anything that increases their speed would be good.
Guardians - small sig, work best with an afterburner for damage reduction but that reduces their ability to pull range - so anything that can decrease their sig further and increase the damage reduction and speed of their propulsion would be good.
We have the armor aspect covered with a legion or damnation while not ideal they can survive on grid with their massive EHP and good resists and do some, if not the most useful dps so the pilot has something to do in the fight atleast.
Skirmish links provide a bonus to point range, decreased sig and increased speed and agility, the perfect setup to get the most out of this gang... however we then have to look at the options for proper skirmish link boosting (assuming at this point we are restricted to on-grid boosters) - the ships are pretty much restricted to either the claymore or loki.
The claymore is bonused to and focused around shield tanking, it only has 4 low slots, it has a BC sized sig, armor tanked its lumbering with patchy resists and not the most EHP on its armor buffer - not really the ship to fit in with our gang composition and doctrine.
The loki struggles to fit 3x links and you can't spare any fitting for guns or any other useful mods, most of its slots are taken up with fitting modules and to get any kind of tank and propulsion on it means throwing a lot of ISK on pimp.
So we end up with a ship that needs a lot of hands on while not directly doing anything significant from the pilots point of view in terms of engagement with the action, which also isn't ideal in a small gang when the gang booster could be running an alt for off-grid with minimal hands on and a main for actual combat.
This is why I'm against a knife to the heart of off-grid boosting and prefer to see on-grid boosting made more effective before any changes to off-grid is made. |
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