Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

jamesoverlord
Death or Glory inc. Focused Intentions
10
|
Posted - 2013.01.10 00:30:00 -
[1] - Quote
Ok so this is an idea seen as the pvp these days are most lets hop on a titan and make things boring with low risk and the small guys getting thrashed
my idea is to create a support cruiser class that can cyno jam on grid area only stopping these hot drops only on grid making it more fair for the smaller guys and small gang pvp nobody likes getting hot dropped in a fleet where you are just out to have a decent fight not saying fair fight but at least a decent one.
so for the three different races you should have a shield version for caldari with missile bonus armour version for amarr with laser bonus and mini version with projectile bonus plus a bonus to speed and micro warp drive cap usage the tank should be kept weak so its fair to all even those who want to hot drop
this ship would give the people who still believe in roaming and having a decent fight a fair chance against the guys who sit on a titan all night just wanting to gank people its boring and there should be something to counter this I.E a ship that can stop cynos on grid
let me know what you think don't titan users are going to troll of course but its just an idea to even up the field abit |

Veronica Kerrigan
Red Federation RvB - RED Federation
58
|
Posted - 2013.01.10 00:34:00 -
[2] - Quote
I agree that there should be some way to stop cynos from being lit on grid, and I have supported this as a role for the tech 2, tier 2 BC. They are the only pre crucible hull that does NOT have a tech 2 variant, witht he exception of capitals and rookie ships. They would be a little like dictors I imagine, with a healthy amount of tank, with weapons coming as an afterthought. This gives the gang fielding it a little bit more notice when they are going to get another gang dropped on them, or if they need to start getting their own capitals out of the fight so they can withdraw. |

DooDoo Gum
Center for Advanced Studies Gallente Federation
34
|
Posted - 2013.01.10 11:27:00 -
[3] - Quote
jamesoverlord wrote:Ok so this is an idea seen as the pvp these days are most lets hop on a titan and make things boring with low risk and the small guys getting thrashed
my idea is to create a support cruiser class that can cyno jam on grid area only stopping these hot drops only on grid making it more fair for the smaller guys and small gang pvp nobody likes getting hot dropped in a fleet where you are just out to have a decent fight not saying fair fight but at least a decent one.
so for the three different races you should have a shield version for caldari with missile bonus armour version for amarr with laser bonus and mini version with projectile bonus plus a bonus to speed and micro warp drive cap usage the tank should be kept weak so its fair to all even those who want to hot drop
this ship would give the people who still believe in roaming and having a decent fight a fair chance against the guys who sit on a titan all night just wanting to gank people its boring and there should be something to counter this I.E a ship that can stop cynos on grid
let me know what you think don't titan users are going to troll of course but its just an idea to even up the field abit
umm... wouldnt that enable someone to exploit this by dropping caps on grid and then firing up their own cyno jammer to stop any counter force... thus creating a rather uncomfortable experience for the original target ? |

Reppyk
Yarrbear Inc. BricK sQuAD.
322
|
Posted - 2013.01.10 11:37:00 -
[4] - Quote
DooDoo Gum wrote:umm... wouldnt that enable someone to exploit this by dropping caps on grid and then firing up their own cyno jammer to stop any counter force... thus creating a rather uncomfortable experience for the original target ? Lit your own cyno in another grid.
It would not stop hotdropping, but at last it would delay it.
I like the idea. A T2 BC is ~200m and it looks fair enough. |

jamesoverlord
Death or Glory inc. Focused Intentions
12
|
Posted - 2013.01.10 12:26:00 -
[5] - Quote
DooDoo Gum wrote:jamesoverlord wrote:Ok so this is an idea seen as the pvp these days are most lets hop on a titan and make things boring with low risk and the small guys getting thrashed
my idea is to create a support cruiser class that can cyno jam on grid area only stopping these hot drops only on grid making it more fair for the smaller guys and small gang pvp nobody likes getting hot dropped in a fleet where you are just out to have a decent fight not saying fair fight but at least a decent one.
so for the three different races you should have a shield version for caldari with missile bonus armour version for amarr with laser bonus and mini version with projectile bonus plus a bonus to speed and micro warp drive cap usage the tank should be kept weak so its fair to all even those who want to hot drop
this ship would give the people who still believe in roaming and having a decent fight a fair chance against the guys who sit on a titan all night just wanting to gank people its boring and there should be something to counter this I.E a ship that can stop cynos on grid
let me know what you think don't titan users are going to troll of course but its just an idea to even up the field abit umm... wouldnt that enable someone to exploit this by dropping caps on grid and then firing up their own cyno jammer to stop any counter force... thus creating a rather uncomfortable experience for the original target ?
your right but if you make it a modual that takes fuel to activate and every cycle takes fuel small cargo bay enough for ammo and fuel for say 4 cycles of 30 secs problem solved if there is more then one on the field then you can only activate it when there isn't another one active |

Malcorath Sacerdos
Exiter Corp Casoff
22
|
Posted - 2013.01.10 12:49:00 -
[6] - Quote
sounds like an intresting idea. |

Veronica Kerrigan
Red Federation RvB - RED Federation
58
|
Posted - 2013.01.10 16:18:00 -
[7] - Quote
DooDoo Gum wrote:jamesoverlord wrote:Ok so this is an idea seen as the pvp these days are most lets hop on a titan and make things boring with low risk and the small guys getting thrashed
my idea is to create a support cruiser class that can cyno jam on grid area only stopping these hot drops only on grid making it more fair for the smaller guys and small gang pvp nobody likes getting hot dropped in a fleet where you are just out to have a decent fight not saying fair fight but at least a decent one.
so for the three different races you should have a shield version for caldari with missile bonus armour version for amarr with laser bonus and mini version with projectile bonus plus a bonus to speed and micro warp drive cap usage the tank should be kept weak so its fair to all even those who want to hot drop
this ship would give the people who still believe in roaming and having a decent fight a fair chance against the guys who sit on a titan all night just wanting to gank people its boring and there should be something to counter this I.E a ship that can stop cynos on grid
let me know what you think don't titan users are going to troll of course but its just an idea to even up the field abit umm... wouldnt that enable someone to exploit this by dropping caps on grid and then firing up their own cyno jammer to stop any counter force... thus creating a rather uncomfortable experience for the original target ?
I believe that is the idea. Much like a system wide cyno jammer prevents capital escalation in your system, this ship would prevent capital escalation on the grid, a much more limited protection. It gives the side with this vessel an advantage, but it is only about a minute or two of extra time before enemy caps get on grid. |

nikon56
UnSkilleD Inc. Reverberation Project
21
|
Posted - 2013.01.10 16:56:00 -
[8] - Quote
Veronica Kerrigan wrote:DooDoo Gum wrote:jamesoverlord wrote:Ok so this is an idea seen as the pvp these days are most lets hop on a titan and make things boring with low risk and the small guys getting thrashed
my idea is to create a support cruiser class that can cyno jam on grid area only stopping these hot drops only on grid making it more fair for the smaller guys and small gang pvp nobody likes getting hot dropped in a fleet where you are just out to have a decent fight not saying fair fight but at least a decent one.
so for the three different races you should have a shield version for caldari with missile bonus armour version for amarr with laser bonus and mini version with projectile bonus plus a bonus to speed and micro warp drive cap usage the tank should be kept weak so its fair to all even those who want to hot drop
this ship would give the people who still believe in roaming and having a decent fight a fair chance against the guys who sit on a titan all night just wanting to gank people its boring and there should be something to counter this I.E a ship that can stop cynos on grid
let me know what you think don't titan users are going to troll of course but its just an idea to even up the field abit umm... wouldnt that enable someone to exploit this by dropping caps on grid and then firing up their own cyno jammer to stop any counter force... thus creating a rather uncomfortable experience for the original target ? I believe that is the idea. Much like a system wide cyno jammer prevents capital escalation in your system, this ship would prevent capital escalation on the grid, a much more limited protection. It gives the side with this vessel an advantage, but it is only about a minute or two of extra time before enemy caps get on grid. yes and no.
while i like the concept, it would be easy to perma run said module provided you field what is necessary. you take said cruiser, provided one cap is on field, said cap could feed the cruiser in fuel via hangar and rep him up, thus preventing on grid cyno potentially for a very long time, maybe enought to prevent ennemy cyno to light is own if pointed (cannot go offgrid to bring reinforcement) or destroyed.
and by the time another cyno up, fleet is dead, while actually they had means to counter.
the current issue with bridges is that many ppl misuse it only playing the "hotdrop 20 BS to kill a cruiser" thing, and nothing more, wich is boring and lame.
plus this will be a "all or nothing result" jump are pretty fast, so the odd you manage to activate the jammer before cyno light and fleet on field are really low.
so either you still end up with overwhelming fleet or you just kill the bait with nothing more |

jamesoverlord
Death or Glory inc. Focused Intentions
12
|
Posted - 2013.01.10 17:22:00 -
[9] - Quote
Sorry but your missing the point its on grid jammer only and if your lame enough to send one ship as bait then you deserve to die i think its the perfect counter to titan huggers and it gets roaming gangs back out there for good fights not to mention equals out the field for the smaller guy |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1024
|
Posted - 2013.01.10 17:53:00 -
[10] - Quote
Sorry to rain on the general parade here, but I feel the OP is skipping past a few crucial details, in what is really a larger more complex issue.
Hot Dropping: Bridging is intended to bypass reinforced blockades and travel time. Here, it has been fine tuned to avoid advertising the presence of a fleet to the free intel tool as well by delaying the easily recognizable population spike till the last possible moment. The intention is to deny the warning local provides, although it still reports the presence of the cyno boat enough to be associated with AFK Cloaking instead. Quite simply, while PvE pilots would never resume regular activities with a hostile fleet present, they are sometimes willing to gamble over whether a cloaked vessel represents that level of threat at a given time.
The OP presents an idea that would effectively remove the counter that was player created. Noone seriously is worried over cloaked vessels, as they are balanced with low combat abilities in exchange for this would-be stealth. No, people are more worried about is that the vessel may be allowing a fleet to bypass local chat's intel.
That population spike is a dead giveaway that a large number of ships is coming, and local warns everyone the moment they enter the system. Short of hot dropping, it is simple to stay aligned and insta warp to a safe the moment you see such a pop spike. This allows anyone wanting to avoid a fleet the ability to do so.
I do not suggest that fleets should be fed free kill mails, do not assume that. I AM suggesting that it should take more effort than casually glancing at local chat to be warned of this.
If you don't want to need teamwork and effort to succeed, go where it is not needed. Everywhere local warns people like this, however, I notice it is also not needed. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
|

jamesoverlord
Death or Glory inc. Focused Intentions
12
|
Posted - 2013.01.10 18:23:00 -
[11] - Quote
Nikk Narrel wrote:Sorry to rain on the general parade here, but I feel the OP is skipping past a few crucial details, in what is really a larger more complex issue.
Hot Dropping: Bridging is intended to bypass reinforced blockades and travel time. Here, it has been fine tuned to avoid advertising the presence of a fleet to the free intel tool as well by delaying the easily recognizable population spike till the last possible moment. The intention is to deny the warning local provides, although it still reports the presence of the cyno boat enough to be associated with AFK Cloaking instead. Quite simply, while PvE pilots would never resume regular activities with a hostile fleet present, they are sometimes willing to gamble over whether a cloaked vessel represents that level of threat at a given time.
The OP presents an idea that would effectively remove the counter that was player created. Noone seriously is worried over cloaked vessels, as they are balanced with low combat abilities in exchange for this would-be stealth. No, people are more worried about is that the vessel may be allowing a fleet to bypass local chat's intel.
That population spike is a dead giveaway that a large number of ships is coming, and local warns everyone the moment they enter the system. Short of hot dropping, it is simple to stay aligned and insta warp to a safe the moment you see such a pop spike. This allows anyone wanting to avoid a fleet the ability to do so.
I do not suggest that fleets should be fed free kill mails, do not assume that. I AM suggesting that it should take more effort than casually glancing at local chat to be warned of this.
If you don't want to need teamwork and effort to succeed, go where it is not needed. Everywhere local warns people like this, however, I notice it is also not needed.
and you still miss the point and by the look of it the titan hugger trolls are coming |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1024
|
Posted - 2013.01.10 18:48:00 -
[12] - Quote
jamesoverlord wrote:Nikk Narrel wrote:See post #10 above. and you still miss the point and by the look of it the titan hugger trolls are coming Noone is missing a point.
You are complaining about something that was player created as a counter measure to the intel provided by Local Chat.
If you ignore this source and cause for it, you won't get a realistic solution either. You will just create something that gets exploited, by either making the original problem worse, or snowballing into something entirely unforeseen.
Only by removing the cause of a problem is it eliminated. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
100
|
Posted - 2013.01.10 18:59:00 -
[13] - Quote
jamesoverlord wrote:Ok so this is an idea seen as the pvp these days are most lets hop on a titan and make things boring with low risk and the small guys getting thrashed
my idea is to create a support cruiser class that can cyno jam on grid area only stopping these hot drops only on grid making it more fair for the smaller guys and small gang pvp nobody likes getting hot dropped in a fleet where you are just out to have a decent fight not saying fair fight but at least a decent one.
so for the three different races you should have a shield version for caldari with missile bonus armour version for amarr with laser bonus and mini version with projectile bonus and gallente bonus with hybrid bonus plus a bonus to speed and micro warp drive cap usage the tank should be kept weak so its fair to all even those who want to hot drop
this ship would give the people who still believe in roaming and having a decent fight a fair chance against the guys who sit on a titan all night just wanting to gank people its boring and there should be something to counter this I.E a ship that can stop cynos on grid
let me know what you think titan users are going to troll of course but its just an idea to even up the field abit You just unbalanced null and low sec in favor of care bears.
With just one of these present on grid with miners, any AFK Cloaky type is neutralized. This blocks the cyno, and no cloaking vessel could outfight a non cloaking cruiser.
If a fleet does show up through a gate, or even cyno into system by any means off-grid, they can all get safe well before they actually face any risk.
Local neutralizes straight up fights being a threat, this idea kills the rest.
At least you created a must have item for bearing, no doubt it will be considered cost effective to have as insurance in case something cloaked shows up. |

CraftyCroc
Gunpoint Diplomacy
201
|
Posted - 2013.01.10 19:16:00 -
[14] - Quote
This would be a nice addition |

Crimeo Khamsi
AirHogs Zulu People
235
|
Posted - 2013.01.10 19:26:00 -
[15] - Quote
This seems pretty pointless.
First of all, you can't just hotdrop a huge fleet randomly at the drop of a hat anywhere you find trouble. The fleet has to be in range of your cyno, and all those pilots have to be at their computers, in their ships, all in one place ready to go fight. This is usually therefore planned ahead of time, not a spur of the moment thing. Or at best, they might have 5 different agents in range cruising around looking for trouble.
Second of all, you wouldn't stop hot drops anyway. You'd just delay them by a matter of seconds, while one of their frigates speeds off at 3 km/s and gets off grid in about a minute. OR drains his cap and partial-warps to a nearby celestial then lights a cyno 1 AU away. Then they drop in and all warp to one of the guys on grid. You're still all going to die, probably. So why bother introducing a complicated new game feature to little effect? |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1024
|
Posted - 2013.01.10 19:31:00 -
[16] - Quote
Crimeo Khamsi wrote:This seems pretty pointless... So why bother introducing a complicated new game feature to little effect? I think Mary Annabelle caught on to it.
This is not to create fights, or even balance fights. It is a means to avoid them.
A cyno pilot who knows he cannot light up won't bother. The whole point of a hot drop is to catch someone who would otherwise not stick around to fight. Having established they don't want a fight, and this keeping it firmly up to them, it won't happen. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Gizznitt Malikite
Agony Unleashed Agony Empire
1630
|
Posted - 2013.01.10 20:04:00 -
[17] - Quote
I'm not 100% opposed to this, but it needs to be carefully balanced.
1.) Covert cyno's should be unaffected by this. Covert Jump capable ships are already limited by their hull, and I see no reason to prevent covert jumping...
2.) Jamming out an entire grid is pretty harsh.... and that may be too much. I'd prefer a more limited range, like a 50-100 km radius sphere.
3.) The order of precedence needs to be established. If I light a cyno, it should be to late for you to prevent it bridging to it... In other words, you need to preemptively act to prevent a cyno, not "react" to prevent a bridge to an already lit cyno.
4.) The cyno-jamming ship needs to suffer drawbacks: Activating the cyno jamming module should incur a weapons flag (i.e. no docking/jumping for 60s).
Activating the cyno jamming module might also incur movement penalties (like to hics)....
With these "balances", the cynojamming ship might be acceptable... but the idea still needs further vetting! |

Sigras
Conglomo IMPERIAL LEGI0N
322
|
Posted - 2013.01.10 22:03:00 -
[18] - Quote
Nikk Narrel wrote:Crimeo Khamsi wrote:This seems pretty pointless... So why bother introducing a complicated new game feature to little effect? I think Mary Annabelle caught on to it. This is not to create fights, or even balance fights. It is a means to avoid them. A cyno pilot who knows he cannot light up won't bother. The whole point of a hot drop is to catch someone who would otherwise not stick around to fight. Having established they don't want a fight, and this keeping it firmly up to them, it won't happen. I think the exact opposite . . . how many roams dont take place because everyone fears the hot drop? how many fleets arent engaged because "it feels like bait cyno"
I suggest this module have a 1 minute cycle timer with no early deactivation. This module would also disallow warp and would carry with it the same propulsion mod penalties as the warp disruption field generator.
Basically it would be saying "I dont want to be hot dropped, but I'm committing to this fight" |

Sigras
Conglomo IMPERIAL LEGI0N
322
|
Posted - 2013.01.10 22:13:00 -
[19] - Quote
Gizznitt Malikite wrote:I'm not 100% opposed to this, but it needs to be carefully balanced.
1.) Covert cyno's should be unaffected by this. Covert Jump capable ships are already limited by their hull, and I see no reason to prevent covert jumping... Agreed, covert cynos arent affected by system cyno jammers, there is no reason a lesser version of one should be able to do what the greater version cant.
Gizznitt Malikite wrote:2.) Jamming out an entire grid is pretty harsh.... and that may be too much. I'd prefer a more limited range, like a 50-100 km radius sphere. maybe 200 km? so youre out of warp disruption range of a lachesis with loki bonus?
Gizznitt Malikite wrote:3.) The order of precedence needs to be established. If I light a cyno, it should be to late for you to prevent it bridging to it... In other words, you need to preemptively act to prevent a cyno, not "react" to prevent a bridge to an already lit cyno. Agreed . . . the field should prevent cynos from going up but not affect any cynos currently up.
It would be cool, however, to script the module to prevent ships from coming through open cynos if you targeted it, like the script on the warp disruption field generator.
So you can have the script in and target the ship launching the cyno to prevent anyone from coming through it, so you would need 2 to completely lock down a grid once a cyno is up.
Gizznitt Malikite wrote:4.) The cyno-jamming ship needs to suffer drawbacks:
Activating the cyno jamming module should incur a weapons flag (i.e. no docking/jumping for 60s).
Activating the cyno jamming module might also incur movement penalties (like to hics)....
With these "balances", the cynojamming ship might be acceptable... but the idea still needs further vetting! I would also make it a 60 second cycle that prevents warp off like I said above, it would be the module for "I want to fight this fleet, not this fleet and all their friends" |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1025
|
Posted - 2013.01.10 22:37:00 -
[20] - Quote
Sigras wrote:I think the exact opposite . . . how many roams dont take place because everyone fears the hot drop? how many fleets arent engaged because "it feels like bait cyno" How many well intentioned ideas end up being misused?
I appreciate you would want this to promote more PvP, but the fact remains that it could be used very effectively to avoid it. And let there be no doubt strong motivation exists for some pilots to do exactly that.
It is not enough that it might do some good occasionally.
How would you balance out those who would seek to avoid risk, above and beyond what is intended by the game's design? For this undoubtedly creates such opportunities. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
|

King Rothgar
CONTRATTO IMPERIAL LEGI0N
348
|
Posted - 2013.01.10 22:43:00 -
[21] - Quote
I support a cyno jamming ship of some sort. It should block cyno's on grid or at an extended range (250km for instance) and should be fairly tanky. It should not have much dps or additional support capability. A new t2 BC would be fine but I would also support a new HIC infini point script/module. The Troll is trolling. |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1025
|
Posted - 2013.01.10 22:53:00 -
[22] - Quote
It strikes me as odd that the interest in hot dropping being avoidable is somehow ok with the concept of effort.
You could flat out eliminate it entirely by one of two methods.
Put local into delayed mode, but this would require effort from everyone to know intel. Still, Hot Dropping as well as AFK cloaking would vanish effectively.
Remember, hot dropping only has value as a counter to local. It is about the only way to move a fleet without giving targets more than enough warning to get safe with trivial effort.
Method two, and this would obviously have strings attached to be balanced. In all likelihood it would be done together with method one, and force abolish hot dropping. This method is simply make all cynos run for thirty seconds before they can be used to jump or bridge. Call it the time it takes to establish and stabilize the connection. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Gizznitt Malikite
Agony Unleashed Agony Empire
1632
|
Posted - 2013.01.10 22:58:00 -
[23] - Quote
Sigras wrote: 2.) Jamming out an entire grid is pretty harsh.... and that may be too much. I'd prefer a more limited range, like a 50-100 km radius sphere.
maybe 200 km? so youre out of warp disruption range of a lachesis with loki bonus?
A Faction fit Arazu has a 72 km pt before Warfare Link Bonuses. And links only push it out to 90ish.... Frankly, I think having someone decloak an arazu, pt from 70ish km's, bridge in the backup, and gank your anti-cyno ship is exactly the type of danger it should have to face... and I think that's a pretty good reason to limit the range to 50-60 km's. At the same time, logistics reps have a 72 km range.... which is the only reason I thought pushing it out to 80ish is a good idea...
From a pragmatic use scenario... when an opponent cyno's onto field, you want them beyond rep range, but closer than warp range.... this basically means there will be two separate fleets, and allows you to finish one off before engaging the other, etc...
Sigras wrote:3.) The order of precedence needs to be established. If I light a cyno, it should be to late for you to prevent it bridging to it... In other words, you need to preemptively act to prevent a cyno, not "react" to prevent a bridge to an already lit cyno. Agreed . . . the field should prevent cynos from going up but not affect any cynos currently up.
It would be cool, however, to script the module to prevent ships from coming through open cynos if you targeted it, like the script on the warp disruption field generator.
So you can have the script in and target the ship launching the cyno to prevent anyone from coming through it, so you would need 2 to completely lock down a grid once a cyno is up.
I'm against the scripted module.... I think that creates too much abuse and problems.... you either prevent the cyno, or you deal with the bridge by blowing up the cyno ship! Also, need to add a fifth caveat:
5.) The module cannot be activated while inside a POS shield!!! And your ship is "prevented" from entering a POS force field while the cyno disruption field is active.
|

jamesoverlord
Death or Glory inc. Focused Intentions
13
|
Posted - 2013.01.10 23:14:00 -
[24] - Quote
there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form. |

Veronica Kerrigan
Red Federation RvB - RED Federation
58
|
Posted - 2013.01.11 00:02:00 -
[25] - Quote
Titan bridging is one aspect, though I personally thought of the cyno jammer as being in a sort of seige mode. Same movement restrictions, so it anchors your gang to it, if they want to keep the field up. 2 minute cycle time gives an enemy fleet that bridged in time to catch the jamming ship, but because they are offgrid the rest can get away. It also gives most sub cap gangs the ability to completely avoid capital escalation, like a triage jumping in an turning a fight instantly. In capital fights, it gives you a slight advantage, giving you just a few more moments until the enemy caps get on field. |

Mary Annabelle
Moonlit Bonsai
100
|
Posted - 2013.01.11 03:03:00 -
[26] - Quote
jamesoverlord wrote:there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form. Yeah right.
You may have heard of this happening. You may have even seen it first hand.
But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described.
A few players telling many how to play, and it is fine.
I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away. Null sec, who knew these rules before?
Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself. |

Veronica Kerrigan
Red Federation RvB - RED Federation
59
|
Posted - 2013.01.11 05:30:00 -
[27] - Quote
Mary Annabelle wrote:jamesoverlord wrote:there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form. Yeah right. You may have heard of this happening. You may have even seen it first hand. But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described. A few players telling many how to play, and it is fine. I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away. Null sec, who knew these rules before? Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself. It provides protection from a far superior force coming in near instantly, or any size force coming in instantly. The hotdropper can still bring his friends, but he has to bring them in off the grid, then warp in. Much like an interdictor still allows you to warp, but you have to go a certain distance away before you can resume normal activity.
Edit: Also, how are carebears going to exploit this other than gaining a few precious seconds before they are mercilessly slaughtered? |

jamesoverlord
Death or Glory inc. Focused Intentions
13
|
Posted - 2013.01.11 08:02:00 -
[28] - Quote
Mary Annabelle wrote:jamesoverlord wrote:there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form. Yeah right. You may have heard of this happening. You may have even seen it first hand. But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described. A few players telling many how to play, and it is fine. I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away. Null sec, who knew these rules before? Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself.
i have seen it i have done it and i don't like how you can just gank people from it i believe in roaming and having a counter for this like a cyno jamming ship is the perfect balance would you rather ccp nerf the hell out of the bridge or take it away completely no so why not an idea like this or is it the effort you have to put in to actual go off grid or cyno in system to get you titan huggers just lazy and don't like to fight a decent even playing field sorry but no risk pvpers are cowards to be honest . |

nikon56
UnSkilleD Inc. Reverberation Project
21
|
Posted - 2013.01.11 09:42:00 -
[29] - Quote
Nikk Narrel wrote: This method is simply make all cynos run for thirty seconds before they can be used to jump or bridge. Call it the time it takes to establish and stabilize the connection.
mmm i like that, this by itself could be the counter to "abusive" cyno, i suggest the timer being adapted to the ship lighting it up, like a frig need 5s, a cruiser 10, a bc 15 etc...
of course, covert cyno remain untouched, and recon are not requiring this warmup,in completion to their already reduced cyno cycle.
timing to be fine tuned for balancing purposes indeed |

nikon56
UnSkilleD Inc. Reverberation Project
21
|
Posted - 2013.01.11 09:51:00 -
[30] - Quote
Mary Annabelle wrote:jamesoverlord wrote:there is alot of good ideas coming to this i am seeing some titan users trolling of course that will happen they like there no risk pvp and easy kills but i for one like to roam and have decent fights and not have to fight cowards that can cyno in 50 battleships and 7 carriers plus support to kill your 5 man hurricane gang bring pvp back in to good form. Yeah right. You may have heard of this happening. You may have even seen it first hand. But at what point does it make sense that 5 players in your hurricane roam get to tell 60 players that they have to play according to your rules? That is what you described. A few players telling many how to play, and it is fine. I guess you like telling that hot dropper he doesn't get to bring his friends, following your logic. That way, your superior numbers wins, while his are stuck safely far away. Null sec, who knew these rules before? Back to reality. Those carebears are gonna exploit the beans outta this, don't kid yourself.
i see your point, and it make sense.
yes; eve is not fair, that's it.
i propose a solution.
don't touch anything but one point.
whatever happen (cyno destroyed or regular bridge closing), when the bridge is closed, the titan jumps in (not at starting, he will be the last on field).
so if you bridge, you have to be commited to the fight, you want to **** a 5 cane gank with your 20+ strat and triage archon? ok, so having your titan on field for 2 minutes is nobig deal then, the canes are dead anyway.... |
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |