Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 .. 75 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 31 post(s) |
Flesh Slurper
Minmatar
|
Posted - 2011.05.11 10:10:00 -
[1321]
Originally by: CCP Soundwave Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave
Originally by: Lev Aeris
Good morning Soundwave. Do you have any thoughts or comments on the posts regarding super capital force projection? I know wasn't part of your Dev blog but I think there are a few well stated posts in here demonstrating why Super Carrier proliferation is the biggest problem in null sec right now.
We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.
This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.
Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.
I have not seen a single person concerned that carriers have an issue with joining supercaps. Nice attempt to dodge the topic of invincible supercap blobs by replacing it with some random side topic.
|
Sebastian Hoch
|
Posted - 2011.05.11 10:11:00 -
[1322]
I could care less that these changes make my space less safe, but what it really means is just more work to maintain space. More work = more time which means in the abstract its more expensive to run an empire. Higher costs drive less demand so I'd expect this to remove people out of 0.0
Let's be real, I, nor anyone else with a brain including PL, is going to take risks with 6-11B in ship and cargo-before or after this nerf. This nerf won't produce more idiots or laziness, it won't mean JF's are easier to hit, it will just be harder to operate in that low risk threshold that is required in moving really expensive ships and cargo. It will make it much riskier for solo ships to move around null sec, so they will just stop making non-essential movements between systems. As such this is a massive blow to the nullsec economy which is already pretty anemic. Stations will be even more island outlets of JF trade traffic from empire. It will be interesting to see how CCP's bi-polar approach to this plays out as it intends to buff low sec industry while they are simultaneously nerfing null sec logistics, which is the foundation of all industry.
What CCP seems to be completely missing is that there has to be a reason/benefit to living in nullsec. I am starting to believe they don't really want people to live here, but it just be a badlands where small nomadic alliances fly around and fight each other for good fights and keep themselves in ships with their high sec, or botting alts. It should be obvious to everyone that, that won't work. PL seems delighted in these changes that nerf empires, but they can't exist themselves without empires to pay them to attack other empires. Careful what you wish for.
Seb
|
hawk firebird
FinFleet Raiden.
|
Posted - 2011.05.11 10:12:00 -
[1323]
i thinke this is one of the best changes an long over due awsome ccp keep it up, i like it when things turn us side down an you have to addapt
again awsome work
*what you just read was my point of view an not my corps or the big bucket of kr°lleb°lle is*
*siger jeg kr°lleb°lle is er mit skibe en grevling* |
rofflesausage
|
Posted - 2011.05.11 10:15:00 -
[1324]
Originally by: CCP Soundwave
Not at all talking about nerfing/allowing more projection....
But your players are Soundwave, as this is the exact effect it's going to have in relation to subcaps.
At the moment, SuperCaps have an insane amount of power projection. Jump them in through one cyno > Log off ready for action. You talk about jump bridges being too 'safe', yet this is how supers are used in 0.0 currently.
This needs to be looked at if this change goes ahead.
|
Alissa Solette
|
Posted - 2011.05.11 10:15:00 -
[1325]
Originally by: rofflesausage This. A million times over. If CCP are worried about the 'safety' of 0.0, then Supers are the FIRST thing that should have been looked at for the reasons highlighted here, not JB's.
If Supers are so massively strong and safe to use... why exactly are you NC scrubs not using yours? You were using them for Sanctums all the time a few weeks/months ago but now that you have to use them to defend your homes it's suddenly way to dangerous and the overpoweredness suddenly evaporates.
NC scrubs have what? 30-40k players? Think about what kind of super-blob you guys could be fielding if you were not a bunch of cowards lead by even bigger cowards...
So why are you whining about some minor change to JBs when you have a huge super blob at your disposal which are so "safe" according to you?
The problem is this: you're a bunch of timid carebears and DRF/PL/etc. are PVPers. They use supers and you whine a lot about how unfair supers are.
The first step to improving is to admit that fact and then try and be less terrible.
|
El'Niaga
Minmatar Republic Military School
|
Posted - 2011.05.11 10:18:00 -
[1326]
Originally by: CCP Soundwave Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave
Originally by: Lev Aeris
Good morning Soundwave. Do you have any thoughts or comments on the posts regarding super capital force projection? I know wasn't part of your Dev blog but I think there are a few well stated posts in here demonstrating why Super Carrier proliferation is the biggest problem in null sec right now.
We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.
This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.
Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.
Did it ever occur to you that there are x skill requirements to participate in a cap fleet for a reason? I mean the person has to be able to jump to the location (that can require a minimum JDC skill level), there might be a need to help provide logistics to subcaps or caps (thus a minimum level in remote repairing), weapon or damage types preferred to counter enemy etc.
So now you want to dictate for us who can and can't be in fleets?
You also realize that a standard carrier will last less than 15seconds against a supercarrier right?
|
Miso Hawnee
|
Posted - 2011.05.11 10:19:00 -
[1327]
Originally by: Alissa Solette
Originally by: rofflesausage This. A million times over. If CCP are worried about the 'safety' of 0.0, then Supers are the FIRST thing that should have been looked at for the reasons highlighted here, not JB's.
If Supers are so massively strong and safe to use... why exactly are you NC scrubs not using yours? You were using them for Sanctums all the time a few weeks/months ago but now that you have to use them to defend your homes it's suddenly way to dangerous and the overpoweredness suddenly evaporates.
NC scrubs have what? 30-40k players? Think about what kind of super-blob you guys could be fielding if you were not a bunch of cowards lead by even bigger cowards...
So why are you whining about some minor change to JBs when you have a huge super blob at your disposal which are so "safe" according to you?
The problem is this: you're a bunch of timid carebears and DRF/PL/etc. are PVPers. They use supers and you whine a lot about how unfair supers are.
The first step to improving is to admit that fact and then try and be less terrible.
DRF pro PVP? Which server are you playing eve on? GG you are out of touch...
|
FellRaven
Minmatar Macabre Votum Morsus Mihi
|
Posted - 2011.05.11 10:20:00 -
[1328]
Originally by: CCP Soundwave Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave
Originally by: Lev Aeris
Good morning Soundwave. Do you have any thoughts or comments on the posts regarding super capital force projection? I know wasn't part of your Dev blog but I think there are a few well stated posts in here demonstrating why Super Carrier proliferation is the biggest problem in null sec right now.
We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.
This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.
Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.
As opposed to the huge organisational effort required to build and maintain a JB network. So one player training skills for himself trumps a group of players training a group of for the benefit of their alliance. You do know this is sold as a MMO right?
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2011.05.11 10:23:00 -
[1329]
Originally by: El'Niaga
Originally by: CCP Soundwave Edited by: CCP Soundwave on 11/05/2011 10:05:08
Originally by: Flesh Slurper
Originally by: CCP Soundwave
We're not really looking at that currently. My own personal thoughts about supercaps is that it's a shame there are all these meta-requirements in many alliances. Streamlining the ability to travel, so anyone in a supercap can join a fleet instead of "join fleet if you have a carrier and x number of skills at x level" would probably be a good way to encourage interaction. But yeah, not touching that just now.
This proves how fail CCP is at understanding their game and properly balancing it. Nerfing subcap movement while allowing supercaps massive projection and minimal downside. The subcaps were already at a disadvantage and now are much worse off.
Not at all talking about nerfing/allowing more projection, I'm talking about dealing with the situation that someone owns a carrier but can't participate in a cap fleet because of x skill requirements.
Did it ever occur to you that there are x skill requirements to participate in a cap fleet for a reason? I mean the person has to be able to jump to the location (that can require a minimum JDC skill level), there might be a need to help provide logistics to subcaps or caps (thus a minimum level in remote repairing), weapon or damage types preferred to counter enemy etc.
So now you want to dictate for us who can and can't be in fleets?
You also realize that a standard carrier will last less than 15seconds against a supercarrier right?
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
|
|
Prof Fail
Minmatar
|
Posted - 2011.05.11 10:23:00 -
[1330]
Originally by: Lev Aeris
Originally by: cpt tunguska Big surprise: Power projection is not done by sending useless subcap-fleets through jb highways. It ist done by moving around untouchable, huge supercapblobs. Supers can hold hundrets of thousends fuel isotopes and dont really need alot of supply like ammo (supercarrier need none). One super equals a whole fleet of subcaps while it is very very mobile. One mouseclick can move you through whole regions. Cyno in and smash every enemy...with no effords. You just need to regain some more cap and you can cyno again. Also the huge dps/tank allows you do do things in no-time subcaps would need hours. And cause they dont need any supplies the can be in space and move around forever. If day's work is done they just log off and vanish. Next day they log back in in the party of destruction goes on.
Originally by: David Hassan This is a nice start. Next I think you need to look at Super capital spamming. People move in super fleets, only to log off and disappear from game. No required logistics, no beachheads, just phantom force projection. Please make it so that Ships never disappear from space, and force super cap spammers to maintain the infrastructure for their doomsday weapons. Super capitals are way to easy to use, people fly them like battleships. Holder alts are cheesy, if you want godlike power then you should actually have to put forth some ::effort::
Also, remove the ability for capital ships to use cloaking devices, something that large (especially supers which in the lore bend gravity wells) shouldn't be possible to cloak.
QFT
CCP, If power projection is your concern, just remove supercapital armadas. 40 Titan and 160 Supercarrierblobs moving over 2-3 regions and totally dominating them are clearly no.1 problem of an imbalanced power projection. Supers are too strong and far too mobile via cynos. Remove them and leave jb's alone.
JB's play zero role in terms of power projections, since it just moves around subcaps which are not threat anymore.
|
|
Hitomi Fargazer
|
Posted - 2011.05.11 10:25:00 -
[1331]
Originally by: CCP Soundwave
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2011.05.11 10:26:00 -
[1332]
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...
Two completely unrelated subjects. Someone asked me about caps and I answered.
|
|
Raxum ammared
|
Posted - 2011.05.11 10:28:00 -
[1333]
this is going to hurt 0.0 if youre want to do it right put them at planetes with no limets of how many in a system
|
TZeer
BURN EDEN
|
Posted - 2011.05.11 10:29:00 -
[1334]
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...
They are not nerfing subcaps, lol. They are reducing the number of JB in the same system. Not the same. But points for trying to spin it though.
And whats stopping you from using a titans jumpbridge?
|
Xenuchrist
STK Scientific
|
Posted - 2011.05.11 10:31:00 -
[1335]
Nom-nom-nom nullbear tears.
-- "In human stupidity, when it is not malicious, there is something very touching, even beautiful... There always is." /Tolstoy |
El'Niaga
Minmatar Republic Military School
|
Posted - 2011.05.11 10:31:00 -
[1336]
Originally by: CCP Soundwave
Originally by: El'Niaga
Did it ever occur to you that there are x skill requirements to participate in a cap fleet for a reason? I mean the person has to be able to jump to the location (that can require a minimum JDC skill level), there might be a need to help provide logistics to subcaps or caps (thus a minimum level in remote repairing), weapon or damage types preferred to counter enemy etc.
So now you want to dictate for us who can and can't be in fleets?
You also realize that a standard carrier will last less than 15seconds against a supercarrier right?
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
Well then lets just give everyone level 5 in all skills and make the prices on the online server same as the test server, 100 isk for anything......doesn't exclude anyone, anyone can fly and do anything, etc....
Yes I'm being sarcastic because that would end EVE in 90 days, you can't make things cookie cutter and you can't force players to play as you want them to play, you created a sandbox, respect it by recognizing that some folks put the time and effort into building in game infrastructure, training certain skills etc and others chose not to do so. Don't try to negate the efforts of those that chose to with every patch/expansion or you'll kill the game too. That's what SOE did and you see how well they are doing these days...
Rather than nerfing things look for things that exist in warfare that are missing. In real warfare for every new defense in a war the enemy comes up with a new weapon, and for every new weapon the enemy comes up with a new defense. There is so much unexplored territory. It just requires a greater commitment of staff and resources than nerfing existing gameplay. It's not like you don't have dozens of ship designs you could use from the various contests.
|
Sebastian Hoch
|
Posted - 2011.05.11 10:31:00 -
[1337]
Edited by: Sebastian Hoch on 11/05/2011 10:32:41
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave
sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...
I don't agree with this either, but give the guy a break. One, he is engaging in the conversation, where Greyscale just ignored us completely. Second, the dev blog says nothing about force projection, but about it being too safe to move around--not the same thing in my book. These two issues are being handled separately.
Seb
|
VonKolroth
Gallente Dreddit Test Alliance Please Ignore
|
Posted - 2011.05.11 10:32:00 -
[1338]
What can we do to bring more players to pvp and null sec? Nerf anoms and force them to fly through gates between jump bridges. That will work out. ~
A man with a Domi analyzes every problem in the terms of drones. |
Yeep
GoonWaffe Goonswarm Federation
|
Posted - 2011.05.11 10:33:00 -
[1339]
Originally by: Mr Rive
Being able to work around a change doesn't mean it isn't stupid and poorly thought out, but good job missing the point of my post and spouting memes instead I guess.
How is this poorly thought out?
The fact that its presented as part of an (unknown) series of futher changes but nobody can explain why it couldn't be implemented alongside them. Secondly, even the CCP posters in this thread have basically said "It'll totally increase the amount of pvp because of... erm, quick look over there"
|
Mitchello
Against ALL Authorities
|
Posted - 2011.05.11 10:37:00 -
[1340]
Originally by: CCP Soundwave
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...
Two completely unrelated subjects. Someone asked me about caps and I answered.
If we could throw unrelated subjects together, people might as well be asking here whether we get kittens in Incarna v0v (though I think we really need those but meh).
Anyhow, these are good changes to start with. Not too drastic, not as deep as what will be required, and sure there is a long time between phase one and followup (as required) but it's time. EVE is based on destruction, creation is derivative to that. Different from many other games, but hey, EVE is more than just a game.
EXPERT HOUSING, Caldari State. For all your Incarna Real Estate wishes, wants and desires.
|
|
|
CCP Soundwave
C C P Alliance
|
Posted - 2011.05.11 10:38:00 -
[1341]
Originally by: Mitchello
Originally by: CCP Soundwave
Originally by: Hitomi Fargazer
Originally by: CCP Soundwave
Yep, and I don't like those requirements vOv. They're a horrible way of excluding players from playing with their corps/and alliances, and I'd love some of the basics to be streamlined, like travel distance. Not necessarily nerfed, but similar to the extent that your jump range isn't the factor that keeps you from playing EVE.
sooo you dont like skill prerequisites for capwarfare so you nerf subcaps? makes perfect sense...
Two completely unrelated subjects. Someone asked me about caps and I answered.
If we could throw unrelated subjects together, people might as well be asking here whether we get kittens in Incarna v0v (though I think we really need those but meh).
Anyhow, these are good changes to start with. Not too drastic, not as deep as what will be required, and sure there is a long time between phase one and followup (as required) but it's time. EVE is based on destruction, creation is derivative to that. Different from many other games, but hey, EVE is more than just a game.
I hope we have kittens in incarna!
|
|
faddl
|
Posted - 2011.05.11 10:44:00 -
[1342]
@Soundwave this change will affect the cap movement , and sov mechanism . Basicly u cant cynojam ure stagin system , which is a security bonus which came with the Ally Sov . If u dont have them anymore ure whole Sov security turns against u and ure own Space is a Mousetrap for the owning ally.
|
Kasuki Itsu
|
Posted - 2011.05.11 10:44:00 -
[1343]
The main thing I don't like about this change is that it makes forming up an average gang of 30 - 40 more tedious. Increased travel times mean a longer form up time and possibly less people bothering to come along, and also makes travelling outside of friendly space to fight enemies more of a chore. There is nothing in this change which encourages pvp between small gangs, as gatecampers and griefers who will benefit most from this are not equipped to fight anyone other than solo travellers and won't engage in any decent battle. To make pvp better add more ships into the game, like a 3rd battlecruiser for each race and faction bc's. Or perhaps fix a lot of ships which are broken *cough* gallente *cough*. Give people more tools at their disposal in order to go shoot stuff and add ships which are more suited to roaming instead of making it more difficult to form up a roaming fleet and go find reds.
|
Resender
|
Posted - 2011.05.11 10:46:00 -
[1344]
I've gone through this thread and found the answers of the CCP Devs that bothered to answer absolutely inadequate and hypocritical. Right now its easy to send reinforcements through a jump bridge network with relative few risk and their not happy with this, OK sure I understand but now there expecting us to limit the JB to one per system that's just going to lead to the bot/gorge/merc alliances to have a bigger advantage pushing out the little guys, which were supposed to get a fair ground with dominion (as if it happened).
What's going to happen now during a system invasion: 1) big alliance sends in supercap fleet to lag out system 2)send out a +100 men tengu fleet to gate camp gates in between 2 bridge systems. or in essence turn warfare from skill and tactics to who has the more isk to block the most systems.
Its like we're in a tunnel and the light at the end turns out to be a freight train
|
Miso Hawnee
|
Posted - 2011.05.11 10:47:00 -
[1345]
Originally by: CCP Soundwave
Originally by: Mitchello
Originally by: CCP Soundwave
If we could throw unrelated subjects together, people might as well be asking here whether we get kittens in Incarna v0v (though I think we really need those but meh).
Anyhow, these are good changes to start with. Not too drastic, not as deep as what will be required, and sure there is a long time between phase one and followup (as required) but it's time. EVE is based on destruction, creation is derivative to that. Different from many other games, but hey, EVE is more than just a game.
I hope we have kittens in incarna!
On Serenity server they simply call them breakfast.
|
Vaju Katru
|
Posted - 2011.05.11 10:48:00 -
[1346]
Duke Nukem would say, CCP has balls of steel . Thanks for doing whatÆs right for the game.
Jumpbridges make EvE resemble WoW carebear heaven teleportation system, enough is enough, for God's sake, this is freaking EvE Online!
|
Hyperforce99
Gallente Infinite Covenant Majesta Empire
|
Posted - 2011.05.11 10:51:00 -
[1347]
Edited by: Hyperforce99 on 11/05/2011 10:51:32
Quote: Jump Bridges
Passwords for jump bridges will also be removed and access managed through standings. The mechanics for initiating a bridge jump will be changed as well.
Similar to Wormholes, a jump bridge will be limited in the amount of mass a jump bridge will be able to transport. This mass limit will regenerate naturally, or û by adding liquid ozone to a portal reactor û at an vastly accelerated rate. What this means is that everyday logistics will not be hampered, but it will no longer be possible to quickly transport huge fleets across several regions in a matter of minutes. Transporting these fleets will still be possible, but it will be spread out over a longer period of time. This also has the side effect that supercapitals are no longer able to use jump bridges.
To compensate for this, we have extended the range at which the jump bridge can be activated. Yes, this means that you can activate the bridge from sitting inside a POS. This change was made so that you will not be stuck in your freighter outside a jump bridge with no mass limit remaining. The jump bridge now also has a 30 second ôcharge upö timer added before your ship is being sent through.
This, sounds like a much better and easier to adjust idea... It does the same thing for capital ships as it will rapidly use up the mass the jump bridge can use.
It limits massive fleet movements without hurting defensive response or single ship movements.
Its an improvement to the fuel mechanic.
CCP I suggest you take another look at this idea. --------------------------------------------- Somewhere beyond happyness and sadness, I need to calculate what creates my own madness o/ |
El'Niaga
Minmatar Republic Military School
|
Posted - 2011.05.11 10:51:00 -
[1348]
Originally by: Vaju Katru Duke Nukem would say, CCP has balls of steel . Thanks for doing whatÆs right for the game.
Jumpbridges make EvE resemble WoW carebear heaven teleportation system, enough is enough, for God's sake, this is freaking EvE Online!
It won't help you we'll just build more titans and jb using them.....
|
Mitchello
Against ALL Authorities
|
Posted - 2011.05.11 10:51:00 -
[1349]
Originally by: CCP Soundwave I hope we have kittens in incarna!
We NEED kittens in Incarna!
Serious again tho, it's a solid first step these changes. Any rage can be compensated with information and communication. Right now folks just remember putting in a lot of effort, being used to the same patterns for a long long time, and they see things that can upset what they perceive as balance. It'll be good to see more information, but I am not sure if waiting till the end of the month (realistically longer than that) is such a good idea. There is something to be said for not just guiding feedback, but also making it work for you.
EXPERT HOUSING, Caldari State. For all your Incarna Real Estate wishes, wants and desires.
|
LiMu Bai
|
Posted - 2011.05.11 10:53:00 -
[1350]
Originally by: Prof Fail
Originally by: Lev Aeris
Originally by: cpt tunguska Big surprise: Power projection is not done by sending useless subcap-fleets through jb highways. It ist done by moving around untouchable, huge supercapblobs. Supers can hold hundrets of thousends fuel isotopes and dont really need alot of supply like ammo (supercarrier need none). One super equals a whole fleet of subcaps while it is very very mobile. One mouseclick can move you through whole regions. Cyno in and smash every enemy...with no effords. You just need to regain some more cap and you can cyno again. Also the huge dps/tank allows you do do things in no-time subcaps would need hours. And cause they dont need any supplies the can be in space and move around forever. If day's work is done they just log off and vanish. Next day they log back in in the party of destruction goes on.
Originally by: David Hassan This is a nice start. Next I think you need to look at Super capital spamming. People move in super fleets, only to log off and disappear from game. No required logistics, no beachheads, just phantom force projection. Please make it so that Ships never disappear from space, and force super cap spammers to maintain the infrastructure for their doomsday weapons. Super capitals are way to easy to use, people fly them like battleships. Holder alts are cheesy, if you want godlike power then you should actually have to put forth some ::effort::
Also, remove the ability for capital ships to use cloaking devices, something that large (especially supers which in the lore bend gravity wells) shouldn't be possible to cloak.
QFT
CCP, If power projection is your concern, just remove supercapital armadas. 40 Titan and 160 Supercarrierblobs moving over 2-3 regions and totally dominating them are clearly no.1 problem of an imbalanced power projection. Supers are too strong and far too mobile via cynos. Remove them and leave jb's alone.
JB's play zero role in terms of power projections, since it just moves around subcaps which are not threat anymore.
I think this whole jb-nerf is a huuuge, indirect buff to supercapital blobs. The movement of sub-caps is heavily impaired, while the jumpdrives of supers can still span whole regions and their ability to store endless amounts of fuel remains unchecked. Not to mention theyre unkillable anyways and **** every subcapfleet of any size.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 70 .. 75 :: one page |
First page | Previous page | Next page | Last page |