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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
M Thomas
Adhocracy Incorporated Adhocracy
35
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Posted - 2013.11.13 22:05:00 -
[61] - Quote
So how many Depots can a single pilot deploy in space at the same time?
I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger. |
Lunaleil Fournier
StarFleet Enterprises Fatal Ascension
30
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Posted - 2013.11.13 22:05:00 -
[62] - Quote
I like the addition of these structures but not the rules that govern them. They can be placed too close to stations and gates for my personal preferences. They will be everywhere due to their super low cost, but entirely way too hard to get rid of with a reinforcement timer (and shield recharge).
Raise the cost or remove the reinforcement. |
Xaarous
Fleetworks Silent Infinity
6
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Posted - 2013.11.13 22:18:00 -
[63] - Quote
I have to agree that Anchoring I as a pre-req for anything that persists across sessions seems both realistic and - assuming you DON'T want these things showing up on trial accounts - practical.
Overall I love these new structures. My one suggestion for the "New Placeables" - have them auto-create a personal bookmark when you place them (or at least when they finish coming online).
Otherwise, I can imagine a lot of frustration when you finish a mission, drop the tractor unit, go turn in and reship to a Noctis, undock...and now you have to probe down your own structure. |
Phoenix Jones
Shockwave Innovations Surely You're Joking
255
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Posted - 2013.11.13 22:19:00 -
[64] - Quote
I'm somewhat agreeing with the issues people are posting. These are great for small gangs, but potentially abusive to large gangs also. Even a bit overkill.
The issues seem solely to be with the mobile depot.
1) should be nowhere near a starbase 2) should not be usable when in combat (aka your combat flagged).
I'm not sure what will happen if there is no limit. They might be thrown around like cans in space. Heck people could anchor a can in a deep safe (they are unscannable), throw this mobile unit out, refit here stuff, scoop it and put it in the anchored can for storage). No need to worry bout the unit cause hell, you just scooped it and put it into a can that can't be scanned down.
Wonder if that would work....
Anchor a can in a deep, throw a bunch of these in there, have your team warp to it, deploy, refit, scoop and drop back into can, warp off...
Someone try that :-) Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Vincent Athena
V.I.C.E.
2262
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Posted - 2013.11.13 22:23:00 -
[65] - Quote
M Thomas wrote:So how many Depots can a single pilot deploy in space at the same time?
I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger. If you are jumping carriers in W and see a depot appear, shoot it before it activates. Depots have to be 5 km apart, so that limits the number a pilot can use i the short time available before dieing. Also if there are two carriers near each other they may not be able to both deploy depots. http://vincentoneve.wordpress.com/ |
Vincent Athena
V.I.C.E.
2263
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Posted - 2013.11.13 22:27:00 -
[66] - Quote
Altrue wrote:Currently two tractor units at range of eachothers end up, at some point or another, to exchange their wrecks repeatedly. Is it an inteded mechanic to prevent the use of multiple tractor structure at the same point ? Think big: 10 tractor units and 10 wrecks. Or 100. Or 1000. Or lagging out Jita. http://vincentoneve.wordpress.com/ |
Altrue
Exploration Frontier inc
704
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Posted - 2013.11.13 22:33:00 -
[67] - Quote
If I fly a pimped ship in PvE (or incursions) and I have pre-anchored a mobile depot near me, I can just drop my stuff there before dying. Sweet !
And you said that a marauder soloting incursions was OP, but this... THIS is OP :D
In a PvP situation it would be cool that, if the mobile depot is in reinforced, you can only TAKE stuff from it, not being able to store anything. It would at least solve the issue of saving your fitting if you had a pre-anchored depot.
In a PvE situation however, I don't see how you could prevent people from unfitting and dropping all their fit into the depot before dying. But bypassing part of death consequences like this seems really bad imo.
Edit : Vincent Athena wrote:Altrue wrote:Currently two tractor units at range of eachothers end up, at some point or another, to exchange their wrecks repeatedly. Is it an inteded mechanic to prevent the use of multiple tractor structure at the same point ? Think big: 10 tractor units and 10 wrecks. Or 100. Or 1000. Or lagging out Jita.
I need to make a video of dancing wrecks in accelerated speed now ! G££ <= Me |
M Thomas
Adhocracy Incorporated Adhocracy
36
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Posted - 2013.11.13 22:33:00 -
[68] - Quote
Vincent Athena wrote:M Thomas wrote:So how many Depots can a single pilot deploy in space at the same time?
I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger. If you are jumping carriers in W and see a depot appear, shoot it before it activates. Depots have to be 5 km apart, so that limits the number a pilot can use i the short time available before dieing. Also if there are two carriers near each other they may not be able to both deploy depots.
I was probably too specific in my example of abuse. Pretend I said null sec, low sec, high sec, with any situation were someone can quickly stash expensive loot after waiting 60 seconds. Not sure how having to watch for mobile depots to shoot before they anchor while trying to shoot space ships is a game play improvement. |
Makoto Priano
Priano Trans-Stellar State Services Ishuk-Raata Enforcement Directive
5455
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Posted - 2013.11.13 22:59:00 -
[69] - Quote
Yeah. I definitely feel that the onlining time needs to be longer -- 2 minutes? 3? -- and that it shouldn't be scoopable while reinforced. Otherwise, you run into the exact issue listed before, where someone empties a reinforced depot, scoops, replants in the same spot, and laughs merrily as they recloak somewhere in system.
Further, increasing expense to something like 10m would be nifty. This way, they're not something that you just spooge over the map without concern-- while mobile and useful, they're still worth keeping an eye on.
My thoughts are basically as such: enabling guerrilla warfare isn't necessarily about giving players indestructible bases whereever they please, it's about giving them the basic ability to act and requiring vigilance on the part of the defender, such that the defender has an incentive to police and enforce their hold on territory. Priano Trans-Stellar: elegant solutions for the State's needs |
Ranger 1
Ranger Corp
4843
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Posted - 2013.11.13 23:04:00 -
[70] - Quote
Excellent, but a couple of points?
1: Mobile Depot that is in reinforced mode can be scooped and then immediately redeployed at full? Or no? If so, that's a problem.
2: Perhaps it would be better if when exiting reinforced mode with zero shields that there is zero shield regen until the shield is repaired to +25% by someone, or the base is scooped and then redeployed after a suitable amount of time has passed. Actually, I think it would be best if they simply didn't regenerate at all until repaired above 25% period, even after being redeployed. To carve a successful niche for yourself in EVE you need to be able to out sell, out produce, out fight,-á out run, or out wit your competitors. If you can do none of the above, your only option is to complain on the forums that somehow you are at a disadvantage using the exact same tool set-áas the rest of the player base. |
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Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.13 23:11:00 -
[71] - Quote
Vincent Athena wrote:Tippia wrote:Sarmatiko wrote:Can someone describe exact practical scenario in which Orca pilot will fit Tractor Beam instead of 3 mindlinks? Laser efficiency link, shield harmonizing link GÇö leaves one slot for a tractor for sucking up cans from spread-out Hulks. Locutus ofBorg wrote:Do we know if NPCs will agro onto tractor structures? Blog says no. Many orca pilots, including my alt, fit the shield harmonizing, and two laser links: range and speed. Orca pilots are going to use tractor units.
Why would You fit warefare link for a ship that is used to close wormholes??? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.13 23:13:00 -
[72] - Quote
CCP Fozzie wrote:Lolmer wrote:Shouldn't all of these deployables require " Anchoring I" trained at the least? They are, after all, being anchored in space. This would also disallow Trial Accounts from using them, which is a Good Thing(TM). The Anchoring skill is required for the two most advanced of these structures (the Cyno Inhib and Siphon). The Depot and Tractor Unit are intended to be fairly entry level so they do not require skills to deploy.
is this step one into the removal of some of non-needed corporation managment skills like anchoring? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Max Kolonko
High Voltage Industries Ash Alliance
356
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Posted - 2013.11.13 23:15:00 -
[73] - Quote
CCP Masterplan wrote:Depots will decay 30 days after the owner last interacts with it
Does the fitting service works if the ship has less than 25% shield or during RF?
Can i keep it living with logistics ships even on armor and still use it to combat refit? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Max Kolonko
High Voltage Industries Ash Alliance
358
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Posted - 2013.11.13 23:17:00 -
[74] - Quote
CCP Fozzie wrote:Altrue wrote:What happens if the mobile depot is getting shot while it's anchoring. Does it go into reinforced ? No, if shot below 25% shield during the activation period it does not enter reinforced mode and can be killed immediately.
what if it live trough activation time on structure or basically on low shield below 25% treshold? Can it still be used to refit? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Tessen
Stellar Tide
1
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Posted - 2013.11.13 23:17:00 -
[75] - Quote
Mobile Tractor Unit badly need an integrated Salvager... |
Max Kolonko
High Voltage Industries Ash Alliance
358
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Posted - 2013.11.13 23:18:00 -
[76] - Quote
Tessen wrote:Mobile Tractor Unit badly need an integrated Salvager...
Salvage drones ^^ Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Fire'Marshal Bill
Parks 'n Wrecks Wildlife Management
1
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Posted - 2013.11.13 23:19:00 -
[77] - Quote
REPOST: The tractor Beam unit, can it be opened by anyone? Pilot only? Corp? Fleet? Shooting grants suspect as mentioned, but is it steal-capable?
I edited my post earlier, but haz not seen a replay. Probably just skimmed over due to edit. Thanks! |
Lair Osen
71
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Posted - 2013.11.13 23:26:00 -
[78] - Quote
Fire'Marshal Bill wrote:REPOST: The tractor Beam unit, can it be opened by anyone? Pilot only? Corp? Fleet? Shooting grants suspect as mentioned, but is it steal-capable?
I edited my post earlier, but haz not seen a replay. Probably just skimmed over due to edit. Thanks!
You can destroy it and it will drop a can/wreck with some of the loot inside after dealing with the loot fairy. |
Lair Osen
71
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Posted - 2013.11.13 23:28:00 -
[79] - Quote
Will there be a way to hide the Depot timer space icon from the UI? because I noticed on the test server, having RFd depots with big red icons all over the place is rather annoying? |
Benny Ohu
Chaotic Tranquility Casoff
1796
|
Posted - 2013.11.13 23:29:00 -
[80] - Quote
Kahega Amielden wrote:So if I want to kill a <1 million ISK deployable structure i need to shoot it, wait 48 hours, and hope that I come back within 10 minutes of it starting to regen its shields?
That's absurd. Space will be littered with them because they will just not be worth the coordination and effort to take down. They should require some tending to be capable of recharging their shields, and have a 24h reinforcement timer at the maximum. I agree, this is weird. I reckon the thing should be vulnerable for a good amount of time after coming out if they're not repped up.
How long will it take for it to go from zero percent shield to twenty-five percent after coming out of reinforced mode? |
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Vincent Athena
V.I.C.E.
2263
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Posted - 2013.11.13 23:29:00 -
[81] - Quote
Max Kolonko wrote:Vincent Athena wrote:Tippia wrote:Sarmatiko wrote:Can someone describe exact practical scenario in which Orca pilot will fit Tractor Beam instead of 3 mindlinks? Laser efficiency link, shield harmonizing link GÇö leaves one slot for a tractor for sucking up cans from spread-out Hulks. Locutus ofBorg wrote:Do we know if NPCs will agro onto tractor structures? Blog says no. Many orca pilots, including my alt, fit the shield harmonizing, and two laser links: range and speed. Orca pilots are going to use tractor units. Why would You fit warefare link for a ship that is used to close wormholes??? I use it to boost my mining fleet in high sec. Also to store the ore and spare crystals. The shield harmonizing link is to make the Hulks less vulnerable to ganks.
Currently you can scoop the mobile depot and redeploy it fully operational, even if it is in reinforced. I tested that on Sisi. http://vincentoneve.wordpress.com/ |
Phoenix Jones
Shockwave Innovations Surely You're Joking
257
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Posted - 2013.11.13 23:30:00 -
[82] - Quote
Max Kolonko wrote:CCP Fozzie wrote:Lolmer wrote:Shouldn't all of these deployables require " Anchoring I" trained at the least? They are, after all, being anchored in space. This would also disallow Trial Accounts from using them, which is a Good Thing(TM). The Anchoring skill is required for the two most advanced of these structures (the Cyno Inhib and Siphon). The Depot and Tractor Unit are intended to be fairly entry level so they do not require skills to deploy. is this step one into the removal of some of non-needed corporation managment skills like anchoring?
Originally the siphon unit had no anchoring skill requirement.
If you go back about 2 or 3 weeks ago, a few of us (me included) posted that having day 0 trial alts and biosmass characters mass spamming systems with mobile siphon units would be bad, as there would be 0 accountability for them, and there would be potential abuse of trial accounts for doing this. After the dev's discussed it, they changed it to require the anchoring skill (anchoring cannot be trained on trial accounts). That was the solution that was decided upon to at least somewhat address the possible spam of some of these units.
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Vincent Athena
V.I.C.E.
2263
|
Posted - 2013.11.13 23:33:00 -
[83] - Quote
Lair Osen wrote:Fire'Marshal Bill wrote:REPOST: The tractor Beam unit, can it be opened by anyone? Pilot only? Corp? Fleet? Shooting grants suspect as mentioned, but is it steal-capable?
I edited my post earlier, but haz not seen a replay. Probably just skimmed over due to edit. Thanks! You can destroy it and it will drop a can/wreck with some of the loot inside after dealing with the loot fairy. The tractor unit can be looted by anyone, no shooting required. If it is not yours, you get a suspect flag, just as if you looted wrecks that were not yours directly. Essentially its a jet can with a tractor.
But it does mean if you are ninja looting and find a mission space where one of these was left running, you got a one stop loot stealing opportunity. http://vincentoneve.wordpress.com/ |
Max Kolonko
High Voltage Industries Ash Alliance
358
|
Posted - 2013.11.13 23:38:00 -
[84] - Quote
Max Kolonko wrote:CCP Fozzie wrote:Altrue wrote:What happens if the mobile depot is getting shot while it's anchoring. Does it go into reinforced ? No, if shot below 25% shield during the activation period it does not enter reinforced mode and can be killed immediately. what if it live trough activation time on structure or basically on low shield below 25% treshold? Can it still be used to refit?
And bonus question: Can I scoop it when it is in armor/structure/below 25% shield? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
362
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Posted - 2013.11.13 23:41:00 -
[85] - Quote
CCP Fozzie wrote:Angry Mustache wrote:
From the patch notes, it seems like a depot owner will be able to scoop a reinforced Depot, then immediately re-plonk it to refresh the timer and put all his stuff back in. In essence, as long as you log in once every two days, your mobile depot and the stuff within is Perfectly Safe.
If the Mobile Depot provided anywhere near the strategic value of a POS or provided any income whatsoever that would be an excellent point Exactly, it doesn't provide an income, so why should it be much much easier to keep around, and (for all intents and purposes) nearly immune to attack. A 48 hour timer, plus the ability to scoop it while its reinforced, plus only a 10 minute window to hit it again (if it hasn't been scooped) means these things are simply not worth the effort to try to kill.
I guess you want these things spewed everywhere. This is way to defensively OP. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Marlona Sky
D00M. Northern Coalition.
4467
|
Posted - 2013.11.13 23:51:00 -
[86] - Quote
Turns out that the Mobile Depot has a 87% increase in Tornados landing on grid with it. While you are sleeping.
This working as intended? . |
stoicfaux
3352
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Posted - 2013.11.13 23:51:00 -
[87] - Quote
The mobile depot is a mission runner's dream, more so if you run a laser boat:
1. warp in to pocket. 2. deploy mobile depot. after one minute, 3. swap between long and sort range waepons. This is "instant" for lasers and requires a 5-10 second reload for other weapons. 4. swap out for tank modules on the fly instead of warping out.
So far on sisi, the mobile depot doesn't allow you to use saved fittings, so you have to manually drag and drop items to from your cargo, container in cargo, or from the depot's cargo.
Which, IMHO, is going to lead to an increase in macro use to avoid tedious on the fly refitting. Which could lead to a slippery slope...
And that's ignoring the problem that MR's no longer have to put serious effort into fitting their ships, especially in regards to weapon ranges. OTOH, this could let CCP get rid of a lot of the hull range bonuses...
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Mara Tessidar
Bat Country Goonswarm Federation
984
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Posted - 2013.11.14 00:05:00 -
[88] - Quote
Whoever came up with this was criminally stupid.
"Oh, gee, my depot got put into reinforced mode." --> Scoop --> Redeploy
What a ****ing brilliant idea. Add in there the fact that it costs less than a million ISK, only takes up 50m3 of space, anchors in 1 minute, and has a vulnerability period after a 2-day reinforcement cycle of
TEN
FUCKING
MINUTES
These things are functionally unkillable--and not even worth destroying in the first place. :golfclap: |
Mara Tessidar
Bat Country Goonswarm Federation
984
|
Posted - 2013.11.14 00:12:00 -
[89] - Quote
I kept trying to imagine CCP's thought process behind this but every time I did I came to the conclusion that there was no thought process. |
Benny Ohu
Chaotic Tranquility Casoff
1796
|
Posted - 2013.11.14 00:23:00 -
[90] - Quote
It's seriously actually ten minutes? I thought the dude I quoted earlier was being dramatic when he said that. I see CCP Masterplan's post now :S
That's insane. |
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