| Author |
Thread Statistics | Show CCP posts - 14 post(s) |

Shadowsword
The Rough Riders Ares Protectiva
16
|
Posted - 2011.10.10 19:12:00 -
[1] - Quote
I'm going on a roam now, so I'll develop later, but I am very disappointed in these changes.
1/ the biggest issue with motherships wan't their offense, but their near invulnerability when in large groups. Nothing has been done about that.
2/ The dred boost turn out not to be a boost after all. it's not those change that will make them used.
3/ To kill a supercap, a subcap fleet will have to be built around battlecruisers and battleships. Fighters will still be fairly effective against those, so a subcap escort isn't mandatory.
4/ titan tracking: nothing done about that.
This is still Supercap Online.
Need to go, I'll expand later. |

Shadowsword
The Rough Riders Ares Protectiva
16
|
Posted - 2011.10.10 21:19:00 -
[2] - Quote
What should have been done, imho:
- Make supercarriers immune to cap boosting and RR. They simply don't need it. Any supercarrier can have by itself a massive active tank and enough EHP to make a big subcap fleet take a lot of time chewing them down. We're still speaking about multiple millions of EHP, and that should be enough for any ship, regardless of cost. Ships with more than than a large POS are ridiculous. That immunity might also be extended to cap drain, if you fear they'd come down too fast.
- Nerf titan tracking by one hell of a lot, enough that they can't hit a BS with a 100m/s transversal at 50km, even when tracking boosted.
- If supercarriers are supposed to be good only against capitals and structures, as it seems to be the intend, then go all the way and make them carry only bombers. That way you can lower the 400 sig res on fighters so carriers aren't hit that hard.
- Dreds need a real boost, not something that just hurt their already extremely limited polyvalence. If they aren't used now, those changes aren't going to make them used more. They need some way to fight back if they get jumped by a supercap blob and be able to inflict at least some losses, if they severely outnumber the supercaps. Right now there's to much EHP and spider-tanking on the supercap's side for it to be practical. If first suggestion is applied, just boosting the tracking in siege mod a bit should be enough. |

Shadowsword
The Rough Riders Ares Protectiva
18
|
Posted - 2011.10.11 08:13:00 -
[3] - Quote
Anile8er wrote:I can afford to loose my Nyx... thats why i use it. It's more that CCP is making my Nyx useless other than killing caps, and more so useless to me because I am not in a giant blob alliance, and I cant change into another ship.
You can still dps structures as fast as 15 players in battleships, same against other capitals, and can absorb as much damage as 100 battleships. If an enemy fleet of your size and composition choose to focus you first, your sacrifice win the fleet battle. |

Shadowsword
The Rough Riders Ares Protectiva
18
|
Posted - 2011.10.11 09:23:00 -
[4] - Quote
Anile8er wrote:What? Do you have any idea how fast super caps die in fleet fights?
20 SC focused on my Nyx and I'm down in just under 4 minutes, thats with my hardners on and overheated.
100 man BS gang can down me in about 2 minutes after they neut me completely of any cap and turn off my hardners.
And your own fleetmates are drinking tea while the enemy fleet has you focused?
Quote: This is the reality, for all those who cry about supercaps having "MASSIVE" EHP and being indestructable. All this talk about supercaps have 100MIL EHP! Really?
X-type buff tanks, T2 rigs, implants, not in gang, hardners on.
Hel - 25 million EHP Wyvren - 32 million EHP Nyx - 36 million EHP Aeon - 56 million EHP
Hardners off (it takes 50 BS each with a neut under 60 seconds to drain a supercap to 0 cap)
Hel - 7 million EHP Wyvren - 9 million EHP Nyx - 15 million EHP Aeon - 23 million EHP
Yeah 100 mil EHP super carriers with no weakness that just cant be killed by subcaps! right.....
The average pvp battleship has 150-200k EHP. Your Nyx would have enough HP to account for 150 of them.
If your Nyx doesn't have a support fleet, you deserve to lose it.
If the enemy let your support fleet alive to kill your Nyx, they will lose the fight.
If you lose your Nyx after your support fleet was destroyed, then it's working as intended. |

Shadowsword
The Rough Riders Ares Protectiva
21
|
Posted - 2011.10.11 11:30:00 -
[5] - Quote
CCP Tallest wrote:In this thread, I've read several very good reasons why the fighter change is a bad idea. You are right. Fighters should stay the way they are. The change would be unfair for carriers.
If you undo the fighter change, what are you going to do about supercarriers using fighters to kill battleships and battlecruisers?
How about you restrict supercarriers to bombers only? That would give normal carriers a specific offensive role, while keeping the apparent intent of those changes to make supercarriers an anti-cap, anti-structure platform. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.11 15:33:00 -
[6] - Quote
Anile8er wrote:Shadowsword wrote:
If your Nyx doesn't have a support fleet, you deserve to lose it.
I dont disagree, however I dont deserve to loose a 26 bil isk ship because I could not deal with a solo random tackler by myself or small random nano gang with a dictor who never set out to kill a supercap.
If a solo random tackler or a small nano gang catch you, they still have to:
1/ Overpower your active tank.
2/ Chew out your millions upon millions of EHP. I suspect most of that gang would have run out of ammo long before you got to structure.
Whatever, it's going to take them time. Lots of it.
So the important question is, what are your alliance mates doing while you're tackled? If they do nothing, you lose it, and it's working as intended. If their batphone is more effective than your own, you lose it after some interesting fight, and again, it's working as intended. But it's not a small random nano gang that will have killed you, it will be a whole fleet. If your own batphone prevail, you live, and it's also working as intended. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.12 05:25:00 -
[7] - Quote
Anile8er wrote:
My math was based on BS doing an average of 850 DPS....
so 16000 cap every 24 seconds, thats 20 neuts... total for the fleet.
You are aware that supercaps are generally found in groups, and that they can remote cap and remote repair each other, right?
Theory crafting is something you can twist to support whatever you want, but we need to deal with reality here... |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.12 08:48:00 -
[8] - Quote
Got my post eaten too, this is irritating.
Got Eaten, Didn't Read version: 36M EHP on a supercap is already too much when compared to the Hp per isk ratio on other ships and the opportunity cost of taking one down. If you don't understand what the opportunity cost is, go check wikipedia. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.12 10:22:00 -
[9] - Quote
Brambridge wrote: Aeon, Revenant and Wyvern: 125000 (25 total Fighters + Fighter Bombers) Needs to be both ..50 would be cool Hel and Nyx: 150000 (30 total Fighters + Fighter Bombers) Needs to be both ..50 would be cool
That would be like a battleship pilot asking to have turrets that can turn into blasters or railguns without having to refit. Forcing the player to choose is a good thing. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.12 13:17:00 -
[10] - Quote
Sarahs Sister wrote:Okay I agree with you if you allow SC to dock so that they can refit for the situation, becasue I am guessing you have no idea the hassle in swapping firghters to FBs.
I wouldn't mind making SC able to dock because I don't like the concept of prison ships, and can't be arsed to skill an alt to park one. That's the main reason why I never tried to get one. I also wouldn't mind the possibility of repreocessing a SC to get components and reprocess them, or use them to build carriers.
However, the idea of something like a supercarrier playing docking games makes me angry, and allowing SC to dock would make campagin logistics significantly easier. It would be like making X carrier trips in a single travel. I think force projection should be harder, on the contrary. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.12 14:53:00 -
[11] - Quote
Metal Dude wrote:Are you people really believe that CCP will listen to anyone other than the goons that make the most noise and have the CCP in their back pocket? Do you actually believe that they will learn from their mistakes and not rush with the nerfs without listening to their paying customers that has spent thousands of dollars on this ****** game over the last nine years and instead make changes to please the goons? Do you believe that the letter form the head moron in CCP about learning from their mistakes is for real? Do you believe that they will address the real problem with EVE, which is the blob, NAPing and the numbers game instead of skill to PVP? If you do, than you are just as dumb as the retards at CCP. I for one learned long, long ago that these monkeys could not balance a game , appreciate their customers, and research and test the features of the game if their lives depended on it. I'm down to one account from the six I had when the game was fun and the way things are going, soon that might be not worth the money either.
My, that's one angry guy here.
Bitter that Bob's era of supremacy stopped overnight when CCP nerfed the AoE doomsdays? Blaming the Goons for that one, too, because they were part of the GSF?
If you really feel that way, then quit Eve right away and forget about it, or you'll get yourself an ulcer. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.13 08:27:00 -
[12] - Quote
Mioelnir wrote:The real core problem is not that supers are designed as cap killers. Giving subcaps better odds is all fine, but subcaps are not the designed weightclass in which to engage in. The problem is that no other capital is actually designed to fight capitals - short story short, fix broken dreads. Siege weapons were fine in the days of RMR and served their purpose while sov was linked to POS. Newsflash, that's history. POS are engaged to annoy your enemy, force fights and flush a few isks into your wallet. They are an opportunity target now, not a tightly regulated core game mechanic. So, dreads redux: - remove the 2 target limit that was imposed on dreads because of station hugging moros pilots. supers take care of that problem all over new eden reliably and fast - remove the remote rep restriction - soften the tracking penalty in siege considerably - switch the local rep boost in siege to +120/140/160/180/200% hull, armor and shield hp depending on dread level - no warping / docking while in siege, but movement does not have to be restricted - siege timer at 5 minutes is probably still a good idea What do we achieve with this? We get an actual supportable, fully insured and comparatively easy to get into damage backbone for regular capital fleets that is not just breakfast any more. You will not come out of engaging a 250 supercapital fleet with a 175/75 dread/carrier fleet (again, failure to set up an unfair fight) scott free and you imho never should - but a considerable amount of supers will die, your losses will be easier to replace (isk, build time and build capcity wise) and you actually have - depending on actual fleet compositions and tactics - maybe even a shot at holding the field / forcing the retreat (wiping 250 supers with even numbers should for the time being be unrealistic I think). But this could actually generate nice combined forces fights. As Titan proliferation increases, the doomsday will probably have to be looked at again. Then again, engaging 250 titans feels like it should hurt by sound alone, yet how much remains the question. PS: by the way, what is it with all that 'no remote rep' nonsense. Are you all imprisoned in motsu or a 2005 timebubble? active tank stockholm syndrome? PPS: and fix capital shield reload mechanics by making it like armor  Not even a sandbox needs passive (super)capital shield tanks
I support this. Just as supers are capital killers, dreadnoughts should be able to make them pay cash for it if they get enough number. If four or five dreads focus one supercarrier, that should result in one or two surviving dreds and a dead SC. But that would require quite a bit of reworking cap dps and EHP. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.13 12:15:00 -
[13] - Quote
Forum ate my post TWICE. This is downright ridiculous to have a modern forum do this that often.
TL, DR version: Dreads should be more than space captapults, only good at killing structures. They should do somewhere about 2500 dps unsieged, with the siege bonus lowered to 100%, and tracking on all XL weapons halved. And no drones. Because they currently fail at fighting moving caps, and that's a role that should be accessible short of having a supercap. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.14 09:12:00 -
[14] - Quote
Dreads without siege mode are utterly useless, and will be even more after this change.
A complete revision is needed. Dreads are supposed to be the line combat ships, those you put forward to absorb fire away from your support/command capitals as well as dish out signifiant damage on their own, but they are made into space trebuchets!
They are DREADNOUGHTS. I didn't train for them so I could park myself around a POS, go in siege, press F1 and go read a book. I trained for them because I wanted to be part of cap battles like I do in subcap battles with a battleship.
Give them back their role, CCP, unnerf their normal mode. Make them do 2500 dps in normal and 5000 dps in siege mode, and nerf XL guns base tracking and sig res so that normal-mode won't hit any battleship, and siege mode will hit only unmoving things. That nerf would also deal with the titan tracking issue. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.14 11:15:00 -
[15] - Quote
Mecinia Lua wrote:I again reiterate, with the changes on the Supercarriers, they need to be able to dock. Without the ability to rat or engage in anything other than anti capital/anti structure warfare which is such a limited role you need to allow them to dock so that the player can use the character in other ways, otherwise they'll just let those accounts lapse while not on campaign, costing CCP money.
I'd like them being able to dock, under two conditions:
- Aggro timer to allow docking extended to 30-45 minutes for supercarriers, to avoid docking games.
- A nerf to their carrrying capacity. 1 SC trip is equivalent to 3 carriers trips. Campaign logistics is already too easy, it favor power blocks. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.15 06:28:00 -
[16] - Quote
Demon Azrakel wrote:The Dealmaker wrote:Demon Azrakel wrote:wanking monkey girl wrote:the hp nurf with the agro change will result in more supers being killed
super need to be able to defend itself from a solo hic or dic Passive shield regen should be enough... ?? Just looking about passiive shield on nyx and aeon and you thing its enough?)) Fine, give me a second... Ok, Passive shield regen is 86, so I guess not. Phobos w/ neutrons and 3x mag stabs (see: not how phobos is fit): 436 DPS Nyx has 1064039 Shield EHP Ignoring passive regen, it will take the Phobos 2440 seconds to break shields or 40.6 minutes. Lets look at armor EHP 32,970,318 75,619 seconds 1260 minutes 20 hours 1875000 Structure EHP 4300 seconds 71 minutes OR: 21.85 Hours (this is using antimatter M because I am lazy) For Void: 17.04 hours This all assumes no damage loss due to shield regeneration This is probably the highest dps thing you will come up against in a SC, it has to be in range of your officer smartbombs, and will run out of ammo at: ((315m3 cargo) / (.025 m3/charge) ) / (5* (charges / 2.89 seconds)) = 7282 Seconds 121 minutes 2 hours So, there is no reason to think you will lose your SC to a solo Hic/dic. If he manages to sit on top of you in neut range and smartbomb range receiving ammo drops from his indy alt for 17 hours and you can not get someone to save you, you deserve to lose your SC. If you lose it to his gang, you really should be more careful and deploy with support, and it is not to be considered losing it to a solo hic.
Gratz for taking the time to spell it out, tought anyone with two brain cells to rub together would have already realized how hollow the "SC are expensives, they should'nt die to lone hictors!" argument is. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.17 09:46:00 -
[17] - Quote
Stealthiest wrote:Point 5 - New ships - Titan Killers - should be introduced. Several people have suggested a new ship class be introduced that is damned expensive. Like 250B to build....
I don't think an even bigger ship is the answer. It put a steep entry ticket to any alliance trying to get some 0.0 space, and it would just be a race at who get the most of those monsters, a race the DRF would be in position to win. If one powerblock has 15 titan killers on the fields and 50 titans, no one is going to jump in with their 5 titan killers.
The answer is the Dreadnought. It needs to be revamped enough that you can play the attrition game against supercap blobs. If 150 dreds+ support jump on 50 supercaps + equal support, the result needed is 15-25 dead supers in return of the entire dead dread fleet. Supercaps would still have their use, as they're individually far superior to caps, but it wouldn't be faisible for a powerbloc to rely only on them.
And think on how the mineral market would get stimulated by such slaughter. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.18 15:18:00 -
[18] - Quote
Grath Telkin wrote:A) 50% tracking buff while in siege is huge. I shouldn't need to explain that to you.
What? I missed that one. Not that I dislike this change. Where is the dev post about this?
/me finish amarr dread V tonight. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.18 20:06:00 -
[19] - Quote
wanking monkey girl wrote: make the log off timer longer but to make it so you can have a ship in space for 23hours after its logged off. this is a step to far for even PL
If a logged off super end up tackled, I really don't see it stay in space for 23 hours. Not with everyone, their grand-mothers and theirs dogs wanting to be on the killmail, or a piece of the loot. So it's a moot point. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.19 15:29:00 -
[20] - Quote
Samanta Raiolaser wrote:There is no other alliance in EVE that can gather as many duders as goons & co can.
The DRF could, and did. Do you seriously think that having supercaps will lower the amount of players in your alliance who want to join the fleet?
Quote: Tell me please, who is gonna use anything other than a odd triage carrier in a fleet fight? So why would a group of people pay CCP one extra sub to be stuck in one ship that you might use once i a while if u are lucky to have one dumb dude in range doing something stupid with his own super?
Dunno. Maybe those who are interested in winning the fight? Last time I checked, 49 abbadons + 1 Nyx were still better than 50 abbadons.
Is it different now?
Quote: You can ask anyone you know that owns a SC or a Titan if they think its worth having up to 20 years worth of plex/gametime or an huge amount of subcapital ships (like...years worth of ships) + paying one extra sub so you can use it like... never.
I supsect that Seleene, for one, would approve of the nerfs. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.19 20:18:00 -
[21] - Quote
Dank Man wrote:Nerf logoff timer to 23 hrs max, take away drones, and nerf EHP by 20%... so tons of SCs die. Any of the most powerful entities have isk to replace any lost SCs very quickly... So populations of SCs go down... people cheer, all small alliances have had their SC fleets destroyed, build times are still as long and build costs still as high. Big alliances continue to hold massive fleets of useless SCs likely on accounts they have let expire. Everyone fights in subcaps... hooray?
Wrong, everyone fight with dread/carrier/support fleets, and Hooray! |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.19 22:28:00 -
[22] - Quote
Dank Man wrote:Lol Subtarian so group A correctly predicts the 2nd most expensive and 2nd hardest to train (if not hardest to train due to immense drone skills 20m+) biggest ships in the game would be very powerful in groups. Lots of people see this ship as the best for the multiple uses and circumstances, so it becomes FOTM for the vets, therefor because some noobs havnt had time to train for them and cant beat these skilled vets they cry that their ships are OP, your argument seems to be flawless.
"Best for multiple uses and circumstances" -> proof it needs a nerf.
"FOTM for vets" -> another proof it need a nerf.
Assumption that only noobs want supercaps nerfed -> Arrogance + Ignorance.
Not very skilled at arguing your point, are you?
Jaiimez Skor wrote: I still believe they need a certain amount of effectiveness against subcapitals, atleast some level of self-defence, as it has been said before, now a lone supercarrier is completely screwed if caught out, some people think this is a good thing, however I disagree and think it will be the death of supercarriers
You're basing your argument on the assumption that A/ A lone supercarrier deserve to live, B/ that whatever tackle it will have time to chew trought the dozen of millions EHP before the supercarrier get some help.
I disagree on both premises. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.20 11:03:00 -
[23] - Quote
wanking monkey girl wrote:sc drone bay let them have 20 fighter bombers and 20 fighters and a small drone bay with about 500m3.
That would be like an Abbadon pilot wanting to have 8 guns that can turn into Tachyons/Mega Pulse/Medium Pulse by pressing a button.
Good for the pilot? Yes.
Good for the game? Hell no.
I am glad they are going to force supercarrier pilots to make compromises, just like everyone else has to. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.21 08:58:00 -
[24] - Quote
John Hand wrote:http://evedreams.wordpress.com/2011/10/21/46/ This guy sounds good.
This guy does a lot of ranting but little arguing, bont bother to give any hard number, and back up his point only by claiming that a supercarrier should remain OP because it's expensive.
You can find this point debunked in this very thread enough times already. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.21 10:43:00 -
[25] - Quote
Yes. Disappointed? |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.23 06:05:00 -
[26] - Quote
Mioelnir wrote: What he is arguing is basic risk vs reward. You want the reward of a 20b killmail? Bring 20b in ships. Any ships. Even ignoring insurance and putting a fleet bs at an average 200 million, thats 100 fleet bs. I HIGHLY doubt you will find a supercap that got caught by 100 bs and lived to tell the tale.
You're basically saying that an Estamel fitted BS should be able to solo your deadspace carrier, then.
And what about a 50-titans blob? Should it be killable only by a a blob of 15 000 BS?
The flaws of your reasoning are obvious.
Eve's power curve is based on diminishing returns. You pay double to have something that perform 10% better. Get used to it. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.23 16:08:00 -
[27] - Quote
Samanta Raiolaser wrote:First of all, please stop with those references to RL ships and RL money. This is a game, the only thing that should be considered is the effort that is put by someone into something. ... Stuff
And even with those nerfs the supers will still be the most powerfull ships by a wide margin, so what are you complaining about?
Let's speak about effort put by the pilots.
I know one supercap pilot who, years ago, built himself a Wyvern. He did it all with the assistance of only one other player, so I'd have to agree that he deserved a bit of overpoweredness. And supercaps were still rare back then, only a half-dozen total for the whole of TCF. So it didn't matter if it was overpowered or not.
Now, take one random supercap pilot from an alliance like Shadow of Death. Odds are that the supercarrier/titan in question has been built with money coming from moon goo, or from renters. How much effort really comes from the pilot? Or even his corpmates? The answer is: not much, most of the task doesn't take active participation. And now that supers are that common, their balance really matter. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.28 20:41:00 -
[28] - Quote
HELIC0N ONE wrote:Charles Edisson wrote:HICs are disigned to tackle supers after all, Dictors were not. You realise that when supercaps lost their bubble immunity, Hictors hadn't even been introduced to the game yet? Revelations II explicitly made regular Dictors the supercap-tackling hull.
To be more precise, HICs were introduced in a large part because it was relatively easy for supercaps to get out of dictor bubbles by using their officer smartbombs. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.10.29 19:32:00 -
[29] - Quote
Space Ra wrote:Lucky I don't fly a moros, whit rate of fire bonus there gone be even more cap hungry, itGÇÖs like dropping a low slot... And if you chance capacitor leves, that would mean extra tanking.
For a mother ship/super carrier (master of drones) it will be a bit odd if they won't master most drones any more.
And better stop training for t2 drones if you just gone fly dread/super/titan. What a waste of skill training for so many...
Haven't you looked at the hybrid changes? Their cap usage is cut by a good 40%. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.11.03 09:03:00 -
[30] - Quote
Brandon Tsero wrote:Super-carriers should honestly be able to carry 20 stealth bombers, 20 fighters, and at least have 5000 drone bay left to work with small anti sub-cap drones. Make them able to fight back in a Super vs. 100 sub cap fleet then be totally useless(maybe limit it to 10 drones(non fighter/fighter bomber), or give the Super a fighter tracking bonus? Making the super-carrier a sitting duck isn't the answer  , people will stop using them  . Dumbing them down, yes. The other changes are 100% great.
Can I get my Mega to have it's large railguns turn into large blasters or small railguns whenever I want, too, so I don't have to use my brain or make a choice?
Do this, or I'll stop using it. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.11.04 14:50:00 -
[31] - Quote
Draconus Lofwyr wrote:the easiest compromise is just to remove the drone number bonus from non fighter drones. so its back to the base 5 non-fighter drones if i have to use those types to defend myself and leave the drone bay as is.
Her's the core of the issue: you don't understand that capital were never meant for solo play, far less supercaps. You already have those effective drones for defense. You'll find them in the "Friends" section.
CCP does NOT want you to be anything but a wreck in the making if you're caught solo. They are enforcing it now. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.11.05 07:15:00 -
[32] - Quote
You're delluding yourself.
The few players using supercaps for solo pvp do it because they want risk-free pvp. They'll log in their supers only when they expect to fight at most a handfull of subcap, and when there is no risk to be hotdropped. Typical low-sec wannabe pvpers mentality.
Those who do real solo pvp aren't afraid of doing it with subcaps.
The blob argument is ridiculous anyway. Alliances always bring as many people as they can to each and every fight, regardless of ship type. Nerfs will change the ship types used, but not the amount of players who are interested in pvp.
Have you ever seen a fleet leader say to one of his own "Stay home, we have already OP supercaps, we don't need more than XX subcap"? No? Might say a lot about your reasoning... |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.11.05 13:44:00 -
[33] - Quote
Xhondo Dhoru wrote: Supers that are solo or in small groups are far easier to kill than those with 50 in gang. The upcoming changes will strongly discourage the people who use them in smaller engagements from continuing to do so, and will essentially force them to join a coalition with massive blue lists.
Silly me, I tought a player joined or stayed in a corp/alliance because of the other people inside it. Not because it allowed safe use of one particular ship class. 
Quote: Your perception of "stay home we already have enough people" is fundamentally wrong. In reality the statement is "do not engage until we have a 2:1 numerical advantage." But with the cool new adjustments this will likely turn into "Never engage unless we have a 5:1 advantage"
In short, those players you're refering to are cowards, and shouldn't use supers if they're not ready to lose them when the situation justify taking a chance..
Nothing wrong with CCp's changes, if they push those players out of supercaps, or shoot them from under their feet. |

Shadowsword
The Scope Gallente Federation
116
|
Posted - 2011.11.16 11:25:00 -
[34] - Quote
Tore Vest wrote:I guess CCP is tired of this game.......
Ontopic: Last erebus killed went down within 5 minutes... How fast have CCP planned that the lagest ship in EVE should die ? 30 sec ?
That Erebus was logged off, didn't have any active hardener, wasn't remore repped, and took multiple doomsdays shots on top of all the conventionnal dps.
If you're trying to use that kill as an argument, you must be getting really desesperate.
Velin Dhal wrote:Well as of right now, I'm on the test server with the new patch. Way to drop the ball CCP.
Hybrid balancing is great stuff, but I'm glad to see that once again, the older players in eve get screwed over. From the nerfs I'm seeing on here, you didn't listen to anyone in this thread. The massive Super nerf I'm seeing here is insanity. They are completely worthless.
Good job CCP on making Test and Goons now strong enough to push just about anyone they want out of Null. Seeming you just made the counter to their high member count disappear. Who needs skills points anymore when you can just have 3000 noobs.
Its getting more and more pointless to keep paying for a game that keeps alienating its older players.
Ahah, more despair.
And believing that pre-nerf supers stopped the blobbing. Such innocence is almost touching... |
| |
|