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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.... |

Asuka Solo
Stark Fujikawa Stark Enterprises
2192
|
Posted - 2013.01.11 10:01:00 -
[31] - Quote
I'm sorry, all I read was "Im space poor with an affinity for big gangs of small ships that hug gates looking for easy kills, but I don't like getting killed just as easily by bigger gangs than I can field! Fix it CCP!" Eve is about Capital ships, WiS, Boobs, PI and Isk! |

jamesoverlord
Death or Glory inc. Focused Intentions
16
|
Posted - 2013.01.11 10:23:00 -
[32] - Quote
Asuka Solo wrote:I'm sorry, all I read was "Im space poor with an affinity for big gangs of small ships that hug gates looking for easy kills, but I don't like getting killed just as easily by bigger gangs than I can field! Fix it CCP!"
haha not at all i am not poor and clearly you use a titan that much you forgot what roaming is let me clear this up for you. you get a fleet together and you set a destination to where you want to go to and back from you fly up to a gate and press the jump button not sit there and camp it you keep moving hoping to find another roaming fleet or gate camp to kill but of course you wouldn't know that because your a titan hugging coward
anyway carrying on with the threads intention more good ideas are sufacing this ship is the perfect fix to bring back roaming gangs i do like the bridge idea where the titan has to jump in after the bridge cycle tho. |

nikon56
UnSkilleD Inc. Reverberation Project
21
|
Posted - 2013.01.11 10:28:00 -
[33] - Quote
jamesoverlord wrote:Asuka Solo wrote:I'm sorry, all I read was "Im space poor with an affinity for big gangs of small ships that hug gates looking for easy kills, but I don't like getting killed just as easily by bigger gangs than I can field! Fix it CCP!" haha not at all i am not poor and clearly you use a titan that much you forgot what roaming is let me clear this up for you. you get a fleet together and you set a destination to where you want to go to and back from you fly up to a gate and press the jump button not sit there and camp it you keep moving hopeing to find another roaming fleet or gate camp to kill but of course you wouldn't know that because your a titan hugging coward anyway carrying on with the threads intention more good ideas are sufacing this ship is the perfect fix to bring back roaming gangs i do like the bridge idea where the titan has to jump in after the bridge cycle tho. why not?
if you use it to bring an overwhelming force to kill 5 BC (wich is lame imao) what trouble could you encounter that you couldn't deal with? you already have an overwelming force on the field anyway, plus by that time, the cyno is still active, so nothing prevent you to escalate in case of trouble.
actually, half of the titans are just pos modules for bridging anyway
actually the bridge mechanic is flawed because unless you screw up when bridging, the titan is at no risk at all.
all the other combat assets that involve in a fight in eve are put at risk, but the titans (and black ops), ALL of them.
this is by design, don't fly what you can't afford to loose, this shall apply to titans too, as long as they take ANY part in combat situation.
and bridging a fleet to fight shall not be an exception.
we can of course argue about when and how the titan is brought, but imao, it shall end up on the field.
or CCP can just introduce a "bridge" POS module that will be usuable in low sec and can lock on regular cyno, judging by the use made of some titans, the result will be the same anyway.... |

TheSkeptic
Federal Navy Academy Gallente Federation
87
|
Posted - 2013.01.11 11:36:00 -
[34] - 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.
QFT.
Seems people just want to raom around ganking solo travellers calling them good fights without the risk of another fleet being able to properly catch & engage them.
You use forward scouts so you can't be bubbled/drag bubbled, probably rear scouts also to stop a fleet chasing you down, Now you want to remove the ability for a fleet to drop right on top of you.
risk averse much?
gf gf ... |

Tiberius Murderhorne
CONTRATTO IMPERIAL LEGI0N
61
|
Posted - 2013.01.11 12:18:00 -
[35] - Quote
Says the forum alt...... Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views! |

JD No7
Malevolent Intentions Ineluctable.
8
|
Posted - 2013.01.11 12:31:00 -
[36] - Quote
This is just another way for the roaming fleet to prevent themselves having to engage anything that poses a challenge / defeat. With scouts in place, and this ship, getting that fleet to fight on anything but their terms would be nigh impossible.
So it's a no. And that's coming from an alliance that both uses hot drops and gets hotdropped.
Man up, James :-) |

jamesoverlord
Death or Glory inc. Focused Intentions
17
|
Posted - 2013.01.11 12:38:00 -
[37] - Quote
TheSkeptic wrote: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. QFT. Seems people just want to raom around ganking solo travellers calling them good fights without the risk of another fleet being able to properly catch & engage them. You use forward scouts so you can't be bubbled/drag bubbled, probably rear scouts also to stop a fleet chasing you down, Now you want to remove the ability for a fleet to drop right on top of you. risk averse much? gf gf
So your saying that we just travel round ganking others and dont want to fight a supior fleet your wrong we want decent fights with people putting effort in not lazy cowards that will only jump in hot drop style because they wont lose anything |

jamesoverlord
Death or Glory inc. Focused Intentions
17
|
Posted - 2013.01.11 12:44:00 -
[38] - Quote
JD No7 wrote:This is just another way for the roaming fleet to prevent themselves having to engage anything that poses a challenge / defeat. With scouts in place, and this ship, getting that fleet to fight on anything but their terms would be nigh impossible.
So it's a no. And that's coming from an alliance that both uses hot drops and gets hotdropped.
Man up, James :-)
Lol coming from an alliance that would hot drop a rifter with an ahac fleet
Grow some balls JD :) |

Anthar Thebess
REPUBLIKA ORLA C0VEN
42
|
Posted - 2013.01.11 13:07:00 -
[39] - Quote
+1 but i suggest something like this :
Pirate "Silencer" Battleship basing on the Scorpion hull. BPC found in magnetometric site ( ship and jamming generator ) - in all regions.
Main ability - mount a jamming field Generator - highslot module.
First the BS: As a pirate version of BS it will receive bonuses from multi race BS skills ( 4 race bs - just a sugestion ): - 30KM of jamming field per level / additional XX unit(s) of Cap consumed per level ( 800GJ cap boosters is a must! ... or dedicated ships with a cap transfer ) - 10% of cargo hold per level - 10% reduction in fuel consumption per level. - 10% to shield boost per level - 5% of signature reduction per level - 99.99% reduction in covert ops cloaking device ???
Slot layout: ( no offensive capabilites, but good defense options) 3 high slots 7 med slots 5 low slots No drone bay , but big cargo.
Now the main toy : Jamming Field Generator
Base range of the field 75KM - you are unable to open a cyno within a field , if a jamming fields open after cyno - cyno becomes unavalaible. - you are unable to probe effectively ships in a field , but at the same time this field can be scanned using the ship scaner (signature) - while warping - you land on the edge of the field. ( but you can frely warp to peson, wreck, or bookmark in the field) - increase singnature by 50% - reduces speed by 50% ( but ship can still fly ) - gives aggro
If a ship fly in a pos shiled while Jamming field is active - module is burned!)
At lvl 5 BS you can have 75KM + 5x30km = 225km of cyno jamming - so you are still be targetable, and in range of long range guns, and missiles.
|

Peter Powers
Terrorists of Dimensions Free 2 Play
120
|
Posted - 2013.01.11 13:17:00 -
[40] - Quote
a cyno jamming ship should be capital if at all. 3rdPartyEve.net - your catalogue for 3rd party applications |

nikon56
UnSkilleD Inc. Reverberation Project
21
|
Posted - 2013.01.11 13:41:00 -
[41] - Quote
i think we need to ask WHY some ppl want a ship to have this ability.
and i think the answer is because some ppl hotdrop in ridiculous way.
they misuse the capability offered by titans because of a flaw in the way bridging is designed.
everything PVP related in eve is designed to be put at risk, any ship that take part, in a way or another, to combat, CAN be potentially destroyed.
a flaw was logi ship, which still had the capacity to dock any moment even if they were taking action in combat, and this has been corrected with the last update.
only ships now that remains able to take part in fight yet stay in pure safety are titans and black ops, that can just project forces, thus taking active part in combat, without being put at risk of destruction.
this is wrong.
make it so that the titans and Black ops are on the field, where they take the risk of being killed, like anyone that take part in the fight.
thus those using titans will have to think wisely about taking part of it.
this will stop silly hotdrop of 20+ gang to kill 2 cruisers, or at least give the opportunity for the "other side" to fight back ALL the ppl taking part in the combat.
i know a couple of ppl that would either stop dropping crazy stuff, or loose titans sooner or later.
ps: all this is also available to black ops indeed
all pvp pilot shall assess the risk when he take part in any fight, but not the titans pilots, they just don't care, they bridge and Voila. this is not the way eve claims to work |

JD No7
Malevolent Intentions Ineluctable.
8
|
Posted - 2013.01.11 14:28:00 -
[42] - Quote
jamesoverlord wrote:JD No7 wrote:This is just another way for the roaming fleet to prevent themselves having to engage anything that poses a challenge / defeat. With scouts in place, and this ship, getting that fleet to fight on anything but their terms would be nigh impossible.
So it's a no. And that's coming from an alliance that both uses hot drops and gets hotdropped.
Man up, James :-) Lol coming from an alliance that would hot drop a rifter with an ahac fleet Grow some balls JD :)
Only time we go hotdrop is when we find campers with eyes everywhere.... Things have really improved in the Gud fites dept recently :-)
You can have this ship if we get a 30 second local update delay, how's that? |

Anthar Thebess
REPUBLIKA ORLA C0VEN
43
|
Posted - 2013.01.11 15:01:00 -
[43] - Quote
Check this thread. Both things on the field should be grate ;)
https://forums.eveonline.com/default.aspx?g=posts&t=182784&find=unread |

Anthar Thebess
REPUBLIKA ORLA C0VEN
43
|
Posted - 2013.01.11 15:02:00 -
[44] - Quote
Peter Powers wrote:a cyno jamming ship should be capital if at all.
And cyno ship can be a noobship ;)
|

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1032
|
Posted - 2013.01.11 19:37:00 -
[45] - Quote
JD No7 wrote:Only time we go hotdrop is when we find campers with eyes everywhere.... Things have really improved in the Gud fites dept recently :-)
You can have this ship if we get a 30 second local update delay, how's that? My goodness, if there was a thirty second delay, local chat would not have enough time to warn the risk averse that they needed to get safe.
You could bring a fleet through a gate, and engage unsuspecting targets.
(Well, they could use intel channels, or dscan, and still be able to avoid you... but seriously, many won't bother) 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. |

Reppyk
Yarrbear Inc. BricK sQuAD.
323
|
Posted - 2013.01.11 23:27:00 -
[46] - Quote
JD No7 wrote:You can have this ship if we get a 30 second local update delay, how's that? 30s delay is something I would love to see.  |

Sigras
Conglomo IMPERIAL LEGI0N
326
|
Posted - 2013.01.12 00:39:00 -
[47] - Quote
Nikk Narrel wrote: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. well if it had a 1 minute cycle time during which you could not warp off . . . even if it were like 5 minutes with a 15% reduction per level (ends up at 75 seconds) that would basically stick them on grid; also if it had the same restrictions as the HIC when launching a bubble, it wouldnt be going anywhere fast.
Combining this with making it a T2 battlecruiser would mean that it isnt some cheap throw away ship that you can lose over and over and over again . . .
I think that should do it . . . in fact you could even do some pretty funny things like bait people into putting the field up and have your fleet hop the gate and pounce on them. |

Kesthely
Fleet of the Damned Happy Endings
36
|
Posted - 2013.01.12 03:24:00 -
[48] - Quote
This idea is never going to work as you want it. Your worried about hot drops? Be a man, face it it happens. If it happens all the time you should have a better early warning system, like adding the titan / black ops pilots on your contact list.
Now if you want a way to Counter Titan and black op drops you should reverse it entirely. Make the bridgeing ship autojump at the end of the current (covert) cyno if the cynoship isn't destroyed.
This way you have a bit more options, you can counter drop, and keep the enemy cyno alive and at the end of the cycle, you get a big expensive bonus if you manage to kill the fleet and set in the proper tackle. This just requires a tiny change in bridgeing mechanics, as well as in self destructing mechanics (not allowed to selfdestruct while a cyno is active) instead of introduceing an inbalanced, easily exploitable new ship that really doesn't serve any purpose. |

Sigras
Conglomo IMPERIAL LEGI0N
327
|
Posted - 2013.01.12 05:23:00 -
[49] - Quote
Gizznitt Malikite wrote: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... While i get that, what I would want to avoid is falcons bridging in and mucking up the fight . . .
Gizznitt Malikite wrote: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! [/quote] I dont know i feel like this could add an interesting niche to the force recon class. instead of the useless time bonus, they could get a "resistance to directed cyno scrambling effects" on their cynos.
That would give someone incentive to use those ships for cynos instead of throw away frigates.
Gizznitt Malikite wrote: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. Agreed this thing in a POS would be totally OP, to affect the battlefield you should always have to put your ship in danger.
|

Sigras
Conglomo IMPERIAL LEGI0N
327
|
Posted - 2013.01.12 05:54:00 -
[50] - Quote
Kesthely wrote:Now if you want a way to Counter Titan and black op drops you should reverse it entirely. Make the bridgeing ship autojump at the end of the current (covert) cyno if the cynoship isn't destroyed. A better idea would be to literally reverse it and make the ships right click on the cyno and appear next to the titan . . . that way you cant bridge and then just log off.
Kesthely wrote:This way you have a bit more options, you can counter drop, and keep the enemy cyno alive and at the end of the cycle, you get a big expensive bonus if you manage to kill the fleet and set in the proper tackle. This just requires a tiny change in bridgeing mechanics, as well as in self destructing mechanics (not allowed to selfdestruct while a cyno is active) instead of introduceing an inbalanced, easily exploitable new ship that really doesn't serve any purpose. First of all the word is unbalanced Second, you dont explain how the ship would be easily exploitable Lastly the ship would serve a purpose, preventing hot drops . . . |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1035
|
Posted - 2013.01.12 14:54:00 -
[51] - Quote
Sigras wrote:Kesthely wrote:Now if you want a way to Counter Titan and black op drops you should reverse it entirely. Make the bridgeing ship autojump at the end of the current (covert) cyno if the cynoship isn't destroyed. A better idea would be to literally reverse it and make the ships right click on the cyno and appear next to the titan . . . that way you cant bridge and then just log off. Kesthely wrote:This way you have a bit more options, you can counter drop, and keep the enemy cyno alive and at the end of the cycle, you get a big expensive bonus if you manage to kill the fleet and set in the proper tackle. This just requires a tiny change in bridgeing mechanics, as well as in self destructing mechanics (not allowed to selfdestruct while a cyno is active) instead of introduceing an inbalanced, easily exploitable new ship that really doesn't serve any purpose. First of all the word is unbalanced Second, you dont explain how the ship would be easily exploitable Lastly the ship would serve a purpose, preventing hot drops . . . I am not happy about hot drops existing. That said, I respect they are present for a reason.
Remove the reason, and you remove the result.
I know many players are quite happy with the status quo, but that does not make it right. Players who want to avoid conflict, can do so with no effort by watching local. The ease of use and it's near absolute success rate is considered unbalanced by enough of the playerbase, that they created AFK Cloaking and subsequent Hot Dropping tactics to counter this free intel effect.
Many of us feel if this is ignored, the real problem will remain unsolved. To be specific, that the near perfect ability to avoid risk with so little effort should be limited to high security space exclusively. 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. |

Darth Element
Prometheus Syndicate Broken Toys
1
|
Posted - 2013.01.14 17:53:00 -
[52] - Quote
nikon56 wrote:i think we need to ask WHY some ppl want a ship to have this ability.
and i think the answer is because some ppl hotdrop in ridiculous way.
they misuse the capability offered by titans because of a flaw in the way bridging is designed.
everything PVP related in eve is designed to be put at risk, any ship that take part, in a way or another, to combat, CAN be potentially destroyed.
a flaw was logi ship, which still had the capacity to dock any moment even if they were taking action in combat, and this has been corrected with the last update.
only ships now that remains able to take part in fight yet stay in pure safety are titans and black ops, that can just project forces, thus taking active part in combat, without being put at risk of destruction.
this is wrong.
make it so that the titans and Black ops are on the field, where they take the risk of being killed, like anyone that take part in the fight.
thus those using titans will have to think wisely about taking part of it.
this will stop silly hotdrop of 20+ gang to kill 2 cruisers, or at least give the opportunity for the "other side" to fight back ALL the ppl taking part in the combat.
i know a couple of ppl that would either stop dropping crazy stuff, or loose titans sooner or later.
ps: all this is also available to black ops indeed
all pvp pilot shall assess the risk when he take part in any fight, but not the titans pilots, they just don't care, they bridge and Voila. this is not the way eve claims to work
Show us on the dolly where the big bad titan/black ops drop touched you. 
|

Sigras
Conglomo IMPERIAL LEGI0N
338
|
Posted - 2013.01.18 09:46:00 -
[53] - Quote
Darth Element wrote:Show us on the dolly where the big bad titan/black ops drop touched you.  This kind of post is not constructive and only feeds the stereotype that the only people who want hot drops to remain as is in game are fools who cannot make coherent arguments.
However as I keep saying, and everyone seems to keep ignoring, this ship could not be used to avoid engagements; in fact this ship would be a liability to those looking to avoid engagements as it would be stuck in place for 1-2 minutes
what it would do is facilitate engagements between smaller fleets who would engage if they could mitigate the risk of having 500 people drop in and ruin your day.
There would be several ways to counter this ship:
1. baiting - you could bait the ship into launching its bubble, light a cyno off grid and warp the fleet in on top of him. 2. sniping - if the ship is unable to receive RR it should be a fairly trivial matter to just blow it up and launch the cyno anyway. 3. being faster - if you hit the button first, your cyno goes up then the bubble goes up, which, hilariously means that they cant counter drop you.
Hot drops are another uncounertable mechanic in the game; if youre fast enough there is literally nothing i can do to stop you from bringing in 248 of your closest friends to the party uninvited.
I guarantee this stops far more fights than it enables. |

nikon56
UnSkilleD Inc. Reverberation Project
23
|
Posted - 2013.01.18 10:16:00 -
[54] - Quote
Darth Element wrote:nikon56 wrote:i think we need to ask WHY some ppl want a ship to have this ability.
and i think the answer is because some ppl hotdrop in ridiculous way.
they misuse the capability offered by titans because of a flaw in the way bridging is designed.
everything PVP related in eve is designed to be put at risk, any ship that take part, in a way or another, to combat, CAN be potentially destroyed.
a flaw was logi ship, which still had the capacity to dock any moment even if they were taking action in combat, and this has been corrected with the last update.
only ships now that remains able to take part in fight yet stay in pure safety are titans and black ops, that can just project forces, thus taking active part in combat, without being put at risk of destruction.
this is wrong.
make it so that the titans and Black ops are on the field, where they take the risk of being killed, like anyone that take part in the fight.
thus those using titans will have to think wisely about taking part of it.
this will stop silly hotdrop of 20+ gang to kill 2 cruisers, or at least give the opportunity for the "other side" to fight back ALL the ppl taking part in the combat.
i know a couple of ppl that would either stop dropping crazy stuff, or loose titans sooner or later.
ps: all this is also available to black ops indeed
all pvp pilot shall assess the risk when he take part in any fight, but not the titans pilots, they just don't care, they bridge and Voila. this is not the way eve claims to work Show us on the dolly where the big bad titan/black ops drop touched you.  says the guy who use his titan to make his 40 men fleet go back and forth aranir <=> dysa (5 lowsec gates to go for those who don't know the region) because a 10 man fleet is on the path.... |

Drake Doe
SVER True Blood Unclaimed.
4
|
Posted - 2013.01.18 12:36:00 -
[55] - Quote
So you want to remove a valid tactic which is projecting a fleet? |

nikon56
UnSkilleD Inc. Reverberation Project
23
|
Posted - 2013.01.18 13:40:00 -
[56] - Quote
Drake Doe wrote:So you want to remove a valid tactic which is projecting a fleet? no, i don't want it removed.
as i agree it is a valid projection tactic, (even when used to avoid growing balls, yes, this is about you BTs), this is not the main problem inherent to the current mechanic.
the issue is that the titan, which when used for a combat deployement (hot drop), is a major combat asset, but remains not commited to the fight and stay in parfect safety.
when you take part in combat, you HAVE to be put at immediate retaliation risk.
any other combat asset in eve is put at risk, from the noob ship to the supercap, the moment they take part in any engagement.
this is not the case of the titan
the only other combat asset not put at risk at the moment, is offgrid booster, and this is being adressed by CCP because considered unfair that an asset with so much impact on the battlefield is not put at risk.
i don't ask for titan nerf in projection capability, and i'm not fan of the proposed here jamming solution.
but i think the titan shall end up on the battlefield, whether it goes first, or not, with delay or not, it shall go on batlefield, to give the opportunity for the ppl dropped to defend themselve.
actually, too many ppl just use the titan only for drops or fleet mouvement, well, then just lets replace them by a 70-100B pos module with the same characteristics, i'm sure that this would not make a single difference for at least half of them.
all this is also true for black ops indeed |

Drake Doe
SVER True Blood Unclaimed.
4
|
Posted - 2013.01.18 13:54:00 -
[57] - Quote
In that state they're not using it for combat for a purpose, it's a f****** expensive ship. If people want to use one of it only for one of it's greatest assets while keeping it out of harms way that's their business, you should have to actually look for what system they're in like how you have to find jump bridges by probing for them |

nikon56
UnSkilleD Inc. Reverberation Project
23
|
Posted - 2013.01.18 14:00:00 -
[58] - Quote
Drake Doe wrote:In that state they're not using it for combat for a purpose, it's a f****** expensive ship. If people want to use one of it only for one of it's greatest assets while keeping it out of harms way that's their business, you should have to actually look for what system they're in like how you have to find jump bridges by probing for them yes it is expansive, and if they had to field it up, maybe they would sometimes reconsider dropping?
even when you find the titan (wich is quite easy tbh), you cannot virtually destroy it unless his pilot screws up
you do what? attack the pos he's in? right, but the second the pos is RF, the titan has moved in another pos, and so on.
titan is actually an invulnerable major tactical asset and this is broken mechanic |

Drake Doe
SVER True Blood Unclaimed.
4
|
Posted - 2013.01.18 14:10:00 -
[59] - Quote
A tactical asset that isn't even being ised to it's fullest extent.
Once it's found you call the bubblers in to make sure it can't get away so it doesn't even matter if they're in a pos because thats when you bring in most of your corp/alliance |

nikon56
UnSkilleD Inc. Reverberation Project
24
|
Posted - 2013.01.18 14:18:00 -
[60] - Quote
Drake Doe wrote:A tactical asset that isn't even being ised to it's fullest extent.
Once it's found you call the bubblers in to make sure it can't get away so it doesn't even matter if they're in a pos because thats when you bring in most of your corp/alliance yea, sure, and of course this prevent it from jumping right? or this works for the titans parked in lowsec? |

Kodiii
TalCorp Enterprises Care Factor
2
|
Posted - 2013.01.19 01:35:00 -
[61] - Quote
I really like this idea, but I'd like to propose a few changes to the initial idea.
Firstly, a grid-wide jamming is far too unfair in the other direction. This would create problems in actually fair fleet fights.
This would be far more fair if it was a recon ship only module that had to target another ship and was able to jam them for maybe 30 seconds max in order to allow pilots to escape. If they light the cyno within that time, it could show up, but pulse strangely as an indictation that one has been lit. After the module completes it's cycle, the fleet can drop in.
I also think a cooldown timer is needed, probably just like 5 minutes.
I hate being hot-dropped just as much as the next guy (dropped by test yesterday, 50+ oracle and tackle TEST fleet vs 8 of us), but a grid wide jamming is too game changing.
However, if it was like a pulse that lasted for only about 10 seconds, then it could definitely be fair. |

Sigras
Conglomo IMPERIAL LEGI0N
341
|
Posted - 2013.01.21 06:36:00 -
[62] - Quote
the problem with that idea is that it would just be used for a GTFO moment, and would have no practical use for increasing the number of fights.
the goal of this isnt a module that allows any joe to get out with no risk, a gang should have the ability to say, "im committing to this fight, but I dont want to be hot dropped"
This is why it would be active for 60 - 90 seconds where you couldnt warp out. It would force you to commit to what you were doing, just prevent them from bringing 250 of their best friends to the party. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
240
|
Posted - 2013.01.21 09:27:00 -
[63] - Quote
I'm in full support of a T2 BC version of this. The reason to make a T2 BC over a T2 Cruiser is a combination of survivability and expense. I fully understand that expense is not an issue for many, but in a small roam, it can be. A T2 BC will easily pass the cost of a T2 fit T1 BS and its effect should be on par with that. One of these suckers will probably draw silly amounts of fire so they need to survive to be effective. The other option is to spam the area with them like HICs and that just doesn't feel right. These ships have such a large area of effect, they shouldn't be common. Also, from a lore perspective, I would imagine that this module would make huge demands on the parent vessel, so anything under a BC hull probably wouldn't take the strain...
The module itself should be fuelled with a short duration, say 2 minutes, and it should not apply to covert cyno's. Maybe an appropriate skill could increase the duration by 5% per level to a maximum of about 2 minutes and 30 seconds. I would also suggest a cooldown on the module, say 10 minuses. You could perma spam with 4 or 5 if you had the fuel.
As for range, maybe 200km a +10% bonus on the ships themselves? I would also allow them to interfere with lit cynos, so that the incoming hot drop scatters the same as if the cyno blew.
That's my take on it. MODULAR DRONES
MORE ORE SHIPS |

DooDoo Gum
Center for Advanced Studies Gallente Federation
36
|
Posted - 2013.02.18 20:23:00 -
[64] - 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.
a 'system wide cyno jammer' requires a little more than just rolling a ship through a stargate and hitting an 'F' key of your choice to fire up the module
|

jamesoverlord
Death or Glory inc. Violent Tendencies.
20
|
Posted - 2013.02.20 11:13:00 -
[65] - Quote
DooDoo Gum wrote: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. a 'system wide cyno jammer' requires a little more than just rolling a ship through a stargate and hitting an 'F' key of your choice to fire up the module
it should not be system wide |

Radhe Amatin
Caldari High Prime P R I M E
0
|
Posted - 2013.02.20 11:38:00 -
[66] - Quote
ok system wide cyno jamming cruiser is bad on so many levels...
the problem with hot drops its not that they drop large fleets in a system , its they drop those fleets right on your head. An cyno jamming cruiser or module or whatever..... will be nice but makeit have a limited range lets say 3 au or 2 au... so in that range you can't pop a cyno but outside that radius u can. this way u can bring reinforcements but not over their heads, unless u kill the cyno jamming ship or ships. |
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