Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 [17] 18 19 .. 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |

Lucine Delacourt
The Covenant of Blood
16
|
Posted - 2013.09.02 19:04:00 -
[481] - Quote
Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
Obviously the above is an opinion. I have no "proof". I do however feel as though the fact that every unbonused hull in the game ends up with Projectiles on it is telling. |

Cade Windstalker
Donohue Enterprises Ad-Astra
87
|
Posted - 2013.09.02 19:04:00 -
[482] - Quote
Kyon Rheyne wrote:Well, I would love to know how it was taken in account, then. See, every other's race weapon systems receive a boost (or better say a change) according to this race's philosophy while going to t2. DPS of t2 blasters going even more insanely high, while they are still bound to therm/kin damage types, t2 drones become even better while preserving their damage type variety, missiles aquire some specialization traits AND still retain access to all 4 damage type options. And for projectiles - yes, they receive some boost to amount of damage dealed/fall off in other case, but still not even close to blasters (you'll never find an incursion fleet which will accept autocannon boat in DD role), and bound to one of the least convinient damage type for PVE (except, probably, for angels, NPC usually have sufficient amount of exp resist). So, one can't say that such restriction is accompanied by sufficient raw damage boost, for example, which would help to overcome inconviniet NPC's resists. Its higher then with t1 counterparts, but not so much. And this particular case does not fit into the biger picture of t2 boost principles (which, as was showed above, stick with the general racial warfare philosophy) - in almost any guide projectile weapons are described as having good adaptability to different circumstances through great damage type variety.
So, breaking this down a little (seriously this would have been easier to read with more line-breaks):
Void vs Hail: They both do the same base damage, any difference in damage is entirely based on the weapon damage multipliers. For Void 30.8+30.8 = 61.6 and for Hail 48.4+13.2 = 61.6 damage.
They both have range penalties but even after the penalty on Hail 800mm Autocannons are left at 3+18 (all 5 skills) where as Blasters are left at 6.8+6.3. The tracking in this situation is a little better for the Blasters but at optimal+falloff the autocannons are going to track better and are still dealing damage well after the Blasters are missing every shot due to falloff.
As for missions, no one is forcing you to use T2 ammo, most people don't use T2 for missions in general regardless of race.
Also the claim that no one uses Autocannons in Incursions is patently false. For Vanguards that's what you're going to find on the majority of Maelstroms and Macheriels due to the far better tracking against small targets. There are Arty fleet setups but those rely on alpha-striking spawns at range before tracking becomes much of a factor and hybrid boats in those fleets wouldn't generally be using Blasters either.
Kyon Rheyne wrote: Phased Plasma and EMP deal a great amount of therm and em damage respectively, and they are ones of most popular ammo choices for matar boats. Losing them while going to t2 is really painfull.
For PvE or PvP the damage bonus vs the trade-offs is all part of the game, if you think your enemy has more of a thermal or EM hole then you're better off hitting there. For shield ships though Explosive and Kinetic tends to be a good bet because then tend to plug the EM/Thermal hole pretty solidly and I know from experience on my T2 Caldari shield fits that Explosive generally ends up short.
Missiles may get to pick damage type with T2 ammo but that only really generically bonused missile boats which tend to have lower overall DPS than the Caldari Kinetic focused ones do so unless your enemy has a hole that's over 25% lower than his Kinetic you're better off sticking to your high damage ammo. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 19:53:00 -
[483] - Quote
Lucine Delacourt wrote:Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
And I've heard quite the opposite more than once. I can't claim that I was able to compare all weapon systems in the game, though. Well, for sniping purposes where alfa is only thing significant its doing well, as for others fields of applications, I wouldn't be so optimistic. But, regardless of said before, I don't asking for somehow boost projectile ammo. I'm just asking for preserving its initial flavor - variety of damage types. Which for some reason unknown to me were preserved for drones and missiles, but not for projs. |

Mournful Conciousness
Embers Children TOHA Conglomerate
290
|
Posted - 2013.09.02 20:02:00 -
[484] - Quote
Kyon Rheyne wrote:Lucine Delacourt wrote:Projectiles are far and away the best and most used weapon system in the game. It's T2 ammo doesn't need a buff.
And I've heard quite the opposite more than once. I can't claim that I was able to compare all weapon systems in the game, though. Well, for sniping purposes where alfa is only thing significant its doing well, as for others fields of applications, I wouldn't be so optimistic. But, regardless of said before, I don't asking for somehow boost projectile ammo. I'm just asking for preserving its initial flavor - variety of damage types. Which for some reason unknown to me were preserved for drones and missiles, but not for projs.
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore. Winter marauders - Mutant Ninja Space Turtles
|

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 20:07:00 -
[485] - Quote
Cade Windstalker wrote: As for missions, no one is forcing you to use T2 ammo, most people don't use T2 for missions in general regardless of race.
And that mean to be greatly disatvantaged in form of PVE which assume some form of competiotion. For example, combat site racing. Here someone with t2 ammo (which he can easly swithc to accomodate resistances of this particular NPC faction) which basically delivers much more dps than its t1 counterpart can easly outrace you forced to use t1 because your t2 is equally effective due to not so great damage type (exp effectively countered by most NPCs in the game). He will snatch that overseers just in front of you in no time. And even in solo missions with such restrictions in place, you will perform generally worse than those who can select ammo type with any available damage flavor.
Cade Windstalker wrote: For PvE or PvP the damage bonus vs the trade-offs is all part of the game, if you think your enemy has more of a thermal or EM hole then you're better off hitting there. For shield ships though Explosive and Kinetic tends to be a good bet because then tend to plug the EM/Thermal hole pretty solidly and I know from experience on my T2 Caldari shield fits that Explosive generally ends up short.
For PVP (I mean mass pvp, large scale battles) damage flavor is of not so great importance because of omni-tank being almost no-brainer for obvious reasons. Except that in the case of hunting some mission runners in lows/nulls, you won't make any mistakes by chosing those of greater dmg value or range, depending of your role, regardless of its damage type. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.02 20:12:00 -
[486] - Quote
Mournful Conciousness wrote:
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore.
Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all? |

Cade Windstalker
Donohue Enterprises Ad-Astra
89
|
Posted - 2013.09.03 00:00:00 -
[487] - Quote
Kyon Rheyne wrote:Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all?
Probably when they have a good fix for it figured out and ready to deploy?
Sorry, but good game design takes time, it's not just hitting a magic button or locking the devs in until they slide an answer out under the door.
Also in general regarding faction damage ammo, what you are talking about does not translate into any more of an advantage than range, damage projection, or damage application does.
As a general rule the resist values for rats are not so different that you are better off switching from higher damage ammo to lower damage but resist specific ammo unless the difference in DPS is tiny to being with or in specific cases involving specific factions and rats. In general Caldari still use Kinetic against everything if that's where their bonus is. |

Mournful Conciousness
Embers Children TOHA Conglomerate
290
|
Posted - 2013.09.03 00:38:00 -
[488] - Quote
Kyon Rheyne wrote:Mournful Conciousness wrote:
CCP will have this data in a database. I am pretty sure that it if there was an imbalance, with the current prevailing pro-active mood, they'd fix it.
It's not 2011 anymore.
Than how about that sentry drone thing, with ability to transfer sentrys from all over the gang to one particular fast locking boat which will allow for almost instant kill with enormous alfa of even highly tanked BSs? How soon it will be fixed, if at all?
This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation

Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now.
I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months....
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
89
|
Posted - 2013.09.03 00:47:00 -
[489] - Quote
Mournful Conciousness wrote:This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation  Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now. I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months....
Actually the real problem right now is more Sentry Carriers in null. From what I can tell the Domi doctrine actually grew out of that. |

Mournful Conciousness
Embers Children TOHA Conglomerate
290
|
Posted - 2013.09.03 00:51:00 -
[490] - Quote
Cade Windstalker wrote:Mournful Conciousness wrote:This has never been mentioned as a problem before. The phenomenon has arisen only because suddenly domis can use gardes at 70km and curators at 100+km. If they'd left the domi as the brawler ship we all loved we wouldn't be having this conversation  Seriously, drone assist has been around for years. It's just that no-one ever thought to use it until now. I'm pretty sure it'll get fixed. Domis are just too op for words at the moment. I am a gallente fan, so I'm not used to having an OP ship to use. Let me enjoy it for a few months.... Actually the real problem right now is more Sentry Carriers in null. From what I can tell the Domi doctrine actually grew out of that.
Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Winter marauders - Mutant Ninja Space Turtles
|
|

Cade Windstalker
Donohue Enterprises Ad-Astra
89
|
Posted - 2013.09.03 02:12:00 -
[491] - Quote
Mournful Conciousness wrote:Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Doesn't work in low-sec unfortunately.
You're certainly right that this is a FOTM fit, it's just one that likely won't go away until CCP change the mechanics on drone assist. Spider tanking Sentry carriers/Dominixes is pretty damn scary as things go and while changing drone assist won't change that it will at least mean someone besides the FC needs to be at the computer for the fight >.> |

Coolmer
D00M. Northern Coalition.
7
|
Posted - 2013.09.03 11:05:00 -
[492] - Quote
who ever do that rebalance is a little stupid, arty was worst with dps, worst with tracking and awfull with fire rate, worst reload time (u cant all time talk on every balance has most alpha, because with miss u have 0) now u op everything else then fix arty, gj |

Mournful Conciousness
Embers Children TOHA Conglomerate
296
|
Posted - 2013.09.03 11:28:00 -
[493] - Quote
Cade Windstalker wrote:Mournful Conciousness wrote:Well then that's grist to my mill isn't it? Sentry drones are not new, carriers are not new. Drone assist is not new.
Suddenly people are whinging because they's watched a few tournaments.
It's just the flavour of the month right now, that's all.
Don't like sentries? Stealth bomb the f*ckers. It's all over in 15 seconds.
Everything has a counter.
Doesn't work in low-sec unfortunately. You're certainly right that this is a FOTM fit, it's just one that likely won't go away until CCP change the mechanics on drone assist. Spider tanking Sentry carriers/Dominixes is pretty damn scary as things go and while changing drone assist won't change that it will at least mean someone besides the FC needs to be at the computer for the fight >.>
Good point about lowsec, however, I can't think of any famous fights in lowsec that were characterised by domi porcupine fleets.
This idea that no-one needs to be at their keyboards because of drone assist makes good press, because it sounds sensational.
The truth is of course that actually allowing your fleet members to go AFK would be suicidal. If the FC (the assistee) gets blapped, then drones stop functioning and your fleet stops shooting. (didn't this happen in the Fountain war? The goons deliberately targeted known FCs)
I can understand that it's unpleasant to be on the receiving end of sentry drone assists when they scale up to fleet levels. But frankly, all weapons systems scale in an unpleasant way. That's just the nature of fleet warfare.
I don't think there's ever going to be a pleasing answer to fleet battles. They happen for political and economic reasons. The place to focus on in my view is skirmish warfare. Eliminate the threat of instant cyno-death. Start there. The game will be better for it.
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
94
|
Posted - 2013.09.03 13:00:00 -
[494] - Quote
Coolmer wrote:who ever do that rebalance is a little stupid, arty was worst with dps, worst with tracking and awfull with fire rate, worst reload time (u cant all time talk on every balance has most alpha, because with miss u have 0) now u op everything else then fix arty, gj
Well, since it lost the least tracking and gained ROF this would seem to mean that Artillery got *better* compared to other weapon systems. Also you forgot doesn't use cap, can select damage, and has excellent range.
Mournful Conciousness wrote:Good point about lowsec, however, I can't think of any famous fights in lowsec that were characterised by domi porcupine fleets.
This idea that no-one needs to be at their keyboards because of drone assist makes good press, because it sounds sensational.
The truth is of course that actually allowing your fleet members to go AFK would be suicidal. If the FC (the assistee) gets blapped, then drones stop functioning and your fleet stops shooting. (didn't this happen in the Fountain war? The goons deliberately targeted known FCs)
I can understand that it's unpleasant to be on the receiving end of sentry drone assists when they scale up to fleet levels. But frankly, all weapons systems scale in an unpleasant way. That's just the nature of fleet warfare.
I don't think there's ever going to be a pleasing answer to fleet battles. They happen for political and economic reasons. The place to focus on in my view is skirmish warfare. Eliminate the threat of instant cyno-death. Start there. The game will be better for it.
Just because there's never been a famous fight (so far) characterized by heavy Sentry use doesn't mean Drone Assist isn't an issue, and yes the comment about people going AFK is fairly silly in practice.
In reality the issue with drone assist is that you can watch-list 15 people out of the fleet and switch targets without having to actually lock someone just by changing who your drones are set to assist on. This can be used to completely bypass lock times which is especially relevant for a carrier fielding 10-15 damage bonused Sentries. This makes the fleet doctrine extremely resilient in the face of everything from electronic warfare to simply damage because no one needs to fit Sensor Boosters.
Also while I agree that hot-drops are an issue I think the drones thing is likely going to be easier to fix (probably by having drone assist simply work like Fighter assist). |

boernl
L0s Zetas
4
|
Posted - 2013.09.03 13:43:00 -
[495] - Quote
CCP Rise wrote:Good morning space adventurers! IF YOU WANT TO CRITICIZE THIS PROPOSAL PLEASE READ THE EXPLANATION BELOW FIRST <3 Okay so I'm going to give you the numbers first, then do some text walling below to try and explain why we arrived where we did. Medium Rails (all sizes and metas):+15% Rate of Fire +15% Damage Multiplier -15% Tracking Speed Medium Beams:+25% Damage Multiplier -10% Tracking Speed Medium Artillery:+10% Rate of Fire -5% Tracking So the basic idea is that we're increasing damage by quite a lot for all medium long range turrets, while also lowering their tracking a little bit. From a high level, the goal here is to make long range weapons valuable enough that people are able to use them for both PVP and PVE without being laughed at. This is hard to accomplish without stepping heavily on the toes of either large weapons or short-range medium weapons. We felt that a large damage increase was absolutely necessary for there to be any chance of seeing increased use, but the higher damage goes the more pressure gets put on other weapon systems. By making tracking speed a bit worse we preserve a lot of the advantage that medium short-range guns bring, while also making medium long-range guns a great choice verse large guns in many situations. To understand why that last part is true, its VERY important that you understand how tracking works in EVE. I want to use an example here to help illustrate: The tracking speed on a standard Neutron Blaster Talos with Null loaded is .0794 The tracking speed on a new 250mm Railgun Deimos with Antimatter loaded will be .0304 It looks like the Talos tracks 3x as well as the Deimos. In reality, because of the role Signature Resolution plays, the Deimos will actually track moving targets about 19% better than the Null Talos. A real tracking number that combines tracking speed and resolution would look like this: Real tracking on standard Neutron Blaster Talos with Null loaded is .0001985 Real tracking on a new 250mm Railgun Deimos with Antimatter loaded is .0002432 If you want to make this kind of comparison for other ships and situations, divide tracking speed by the signature resolution of the gun and compare the resulting numbers. If you want to see an awesome in-depth explanation for tracking, I recommend reading THIS BLOG by Azual Skoll. One of the discussions we had with the CSM on this topic (there were a lot) revolved around a situation where you get to choose which ship to bring to a fight where you will be shooting at Talwars. Do you want a new medium long-range gun ship, or an Attack BC with large short-range guns. So I made a DPS graph here showing three fits: a 200mm Rail Thorax, a 250mm Rail Deimos, and a Neutron Talos, all of which have 2 tracking enhancers fit. The situation shown would be if the Talwar has MWD on and is moving at full speed at an angle of 60 degrees (hopefully fairly average, though it will vary a lot). You can see what that looks like here: DAMAGE GRAPHThere are of course a lot of other reasons to bring medium long-range ships over large like price, speed, resilience, and the option to shoot to much longer ranges. Overall we are still a tad worried about power creep here, but hopefully this will put medium guns in a healthy place in relation to their competition. Be sure to check out the HEAVY ASSAULT CRUISER REBALANCE as well as many of those ships are affected by this change and vice versa As always, looking forward to feedback. CCP Rise
thanks to rise and his colleages
- medium long range weapons USELESS
-mind links WORTHLESS
-game imporvements after this patch {|||||||||||||||||||||2% } still searching estimated time till complete 5 years |

boernl
L0s Zetas
4
|
Posted - 2013.09.03 13:45:00 -
[496] - Quote
go do something usefull rise like playing tetrist or some
fix the things that are broken and stop f*censored*g this game up |

Mournful Conciousness
Embers Children TOHA Conglomerate
296
|
Posted - 2013.09.03 14:06:00 -
[497] - Quote
umad bro?
Winter marauders - Mutant Ninja Space Turtles
|

boernl
L0s Zetas
4
|
Posted - 2013.09.03 14:12:00 -
[498] - Quote
Mournful Conciousness wrote:umad bro?
you can translate theyr word "rebalancing" into f*censored*g the game up it comes damn close |

Soporo
38
|
Posted - 2013.09.03 15:09:00 -
[499] - Quote
News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled.
-15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox. 
Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats. - H.L. Mencken |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
35
|
Posted - 2013.09.03 15:16:00 -
[500] - Quote
Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox. 
I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad. |
|

Soporo
39
|
Posted - 2013.09.03 15:28:00 -
[501] - Quote
Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad.
Use Eagles if they are so win... Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats. - H.L. Mencken |

Sarkelias Anophius
Strange Energy Gentlemen's Agreement
36
|
Posted - 2013.09.03 19:07:00 -
[502] - Quote
Soporo wrote:Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad. Use Eagles if they are so win...
so you were only saying med rails were bad on caldari ships in bad situations?
|

Aglais
Deep Core Mining Inc. Caldari State
364
|
Posted - 2013.09.03 19:42:00 -
[503] - Quote
Sarkelias Anophius wrote:Soporo wrote:News Flash: Medium Rails continue to be horrible unless hitting far, far above your weight or have something mass tackled. -15% tracking on medium hybrids. Poor rail Eagle, poor rail Moa, poor rail Ferox.  I will continue dualboxing Proteus/Loki and Deimos/Rapier and mock everyone who thinks rails are bad.
I like how you mentioned only Gallente hybrid cruisers in that post. |

Lucine Delacourt
The Covenant of Blood
20
|
Posted - 2013.09.03 19:56:00 -
[504] - Quote
What is wrong with ships needing to be tackled? I keep seeing people complain about struggling to hit non-tackled ships. Long range weapons are better now and should be quite good in gangs. Use short range weapons if you are flying solo. |

Abishai
105
|
Posted - 2013.09.04 01:15:00 -
[505] - Quote
Medium Rails are somehow just as worthless now as they were before. Does anyone at CCP even play this game anymore? |

Mournful Conciousness
Embers Children TOHA Conglomerate
300
|
Posted - 2013.09.04 01:28:00 -
[506] - Quote
Cade Windstalker wrote: In reality the issue with drone assist is that you can watch-list 15 people out of the fleet and switch targets without having to actually lock someone just by changing who your drones are set to assist on. This can be used to completely bypass lock times which is especially relevant for a carrier fielding 10-15 damage bonused Sentries. This makes the fleet doctrine extremely resilient in the face of everything from electronic warfare to simply damage because no one needs to fit Sensor Boosters.
If it's such a big deal it's fairly straightforward to remove drone assist completely. It's unreliable anyway.
Cade Windstalker wrote: Also while I agree that hot-drops are an issue I think the drones thing is likely going to be easier to fix
Just because a thing is difficult does not mean it should not be done. Neither does it mean that it should not be done without delay.
Evil triumphs when good men do nothing.
Hot drops need to be fixed if we want fun fights. Its pretty easy really. Make every ship that cynos or bridges to a beacon land in a random position in the solar system, rather than on the beacon.
Q. how does this help? A. the small gang people being hotdropped have an extra 40 seconds to evade the drop if they know they are outnumbered.
Q. how does this help? A. people won't hot-drop unless they have to for political reasons. If they want a fight they'll have to escalate it carefully.
Q. how does this help? A. It means more fights will actually happen. People will be more inclined to risk fleets on roams. They types of roam fleets will be broader (you are no longer limited to nano-only).
easy.
Next problem?

Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
104
|
Posted - 2013.09.04 02:13:00 -
[507] - Quote
Mournful Conciousness wrote:If it's such a big deal it's fairly straightforward to remove drone assist completely. It's unreliable anyway.
Yes, and I'm sure that this is something they're considering. More likely though they'll just make it like assisting fighters to a ship where assisted drones "replace" your existing drones and you can only have one set at a time assisted to you.
Mournful Conciousness wrote:Just because a thing is difficult does not mean it should not be done. Neither does it mean that it should not be done without delay.
Evil triumphs when good men do nothing.
Yes, but this is hardly evil. Annoying, certainly, but not Evil. It also shouldn't be rushed into since a bad fix could very easily be worse than no fix at all.
Mournful Conciousness wrote:Hot drops need to be fixed if we want fun fights. Its pretty easy really. Make every ship that cynos or bridges to a beacon land in a random position in the solar system, rather than on the beacon. Q. how does this help? A. the small gang people being hotdropped have an extra 40 seconds to evade the drop if they know they are outnumbered. Q. how does this help? A. people won't hot-drop unless they have to for political reasons. If they want a fight they'll have to escalate it carefully. Q. how does this help? A. It means more fights will actually happen. People will be more inclined to risk fleets on roams. They types of roam fleets will be broader (you are no longer limited to nano-only). easy. Next problem? 
The problem with this is that it penalizes attackers overly much by scattering them around the system, could put capital ships in a position where they can't even warp to a celestial due to low cap, and generally amounts to a massive defender's advantage in any fight. It also hurts Jump Freighter logistics massively.
It certainly fixes your complaint with small-gang hot-drops but breaks large fights.
This will probably get attention with the Capitals changes since it affects them the most. Yes, this is a ways off and you're probably not happy with it, but you're hardly the only stakeholder in the issue and pretending like there's some simple, easy fix that's going to, if not satisfy all parties than at least leave most of them not frothing in rage, is silly. |

Mournful Conciousness
Embers Children TOHA Conglomerate
300
|
Posted - 2013.09.04 02:19:00 -
[508] - Quote
Cade Windstalker wrote:The problem with this is that it penalizes attackers overly much by scattering them around the system, could put capital ships in a position where they can't even warp to a celestial due to low cap, and generally amounts to a massive defender's advantage in any fight. It also hurts Jump Freighter logistics massively.
It certainly fixes your complaint with small-gang hot-drops but breaks large fights.
It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
Winter marauders - Mutant Ninja Space Turtles
|

Cade Windstalker
Donohue Enterprises Ad-Astra
108
|
Posted - 2013.09.04 04:01:00 -
[509] - Quote
Mournful Conciousness wrote:It actually does not penalise attackers. It helps them.
I assume you mean in a fleet context?
it would actually allow attackers to stage themselves with somewhat more precision than everyone simply arriving in a humungous blob on top of the cyno beacon.
A few well-placed cloaked scouts could serve as warp-in spots in order to assemble the fleet at the combat site at correct ranges.
Thinking forward to on-grid boosting, initial ship placement will be an important consideration.
Except that generally "in a huge blob and all in one place" is exactly where you want people. Dropping everyone all over the system gives an even remotely prepared enemy time to scan down half your capital ships, tackle them, and pop them.
Dreadnaughts take about 30 seconds to align and warp, if you have probes out when the fleet hits the system you can have people on-grid with these ships before they can align out without even taking into account the time for orders to go out for them to assemble somewhere. It wouldn't even be that hard, just have probing ships outside a staging POS in command of pinning squads, they start furiously scanning as soon as the Cyno drops and with the size of a Dread or Carrier they won't even need to be very tight in their probe formations in order to get a lock. Immediately warp the squad to the signal, tackle, and drop a kill wing on it (which is easy because it's capped out from the jump and trying to regen with cap-boosters). Now the attacker's have lost half their capitals before the fight's even really started. |

Kyon Rheyne
Frisky cancers Roamer Coalition
15
|
Posted - 2013.09.04 10:24:00 -
[510] - Quote
Cade Windstalker wrote: Except that generally "in a huge blob and all in one place" is exactly where you want people. Dropping everyone all over the system gives an even remotely prepared enemy time to scan down half your capital ships, tackle them, and pop them.
But where is the problem here? Just make them ALL drop to one place, but this place should be chosen randomly (or, even better, there should be some "warp's destination coordinates' skew" and whole blob will be dropped in some proximity to the cynofield, at a random spot in an area of, say, 5 au around the cynofield.) |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 [17] 18 19 .. 19 :: one page |
First page | Previous page | Next page | Last page |