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Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
46
|
Posted - 2014.08.17 21:22:00 -
[1381] - Quote
baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do.
If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it.
For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X.
The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it.
You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'
What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress. 
"The unending paradox is that we do learn through pain." |

Anthar Thebess
655
|
Posted - 2014.08.17 21:33:00 -
[1382] - Quote
First of all. If you have 20 timers in CFC/NCPL space. The same day 5 of them in the same hour but in 4 different regions - what will you do?
Send some force , prepare ships, try to minimize damage. What we are saying is that if you are not using space there will be NO timers if 2-3 people live in a constellation, they smart bomb whole time ... you have 2-3 hour timer. Can you react to this?
People are suggesting missions , as a system that could : - generate enough income to feed alliance - make a content for PVP
Make 1 agent site ( proper upgrade) for constellation. You get missions 50% in this system, 30 % in constellation , 20% in any system your alliance owns. Missions are offered only to people owning this system. Agents relay on communication tower on this site - any one can destroy it, and after this new one have to be put in place, and the online timer for it is 20 minutes.
So if you not defend it , all people in constellation are blocked from missions for at least 20minutes.
Will those agents be pirate faction? No. They are reserved to NPC and COSMOS space. Sov agents should be from some other faction, offering none or minimal LP.
Why? Because LP is as worth as many people are doing missions, so : - if we put higsec missions , people living in higsec will have their income reduced - FW lp? Fw could be less dessired, and lowsec will get big nerf - pirate lp? Rattlesnake, Balaghorn, Nightare, Machariel ~ 150mil each - any one?
Instead of damaging existing faction it is easy to create new faction(s). Let them sell modifications to T1 Hulls of a given race - cruser/ BC hull.
Omen -> 'fleet' omen (+25% armor points, requires T1 hull , no other changes) Tornado -> 'fleet' Tornado (+25% shield hp, etc)
Just suggestion, but for sure - new stuff from those LP stores, not present in any other LP store , well except ammo.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

MeBiatch
GRR GOONS
1914
|
Posted - 2014.08.18 02:16:00 -
[1383] - Quote
baltec1 wrote:
Remote Repair:
One of the biggest issues with fighting in nullsec is that smaller fleets cannot hurt large ones thanks to RR support. There is no point in attacking if you cant hurt your enemy so the only answer is to stand down. This problem only gets worse when you start dropping capitals which are now all but immortal vs subcaps. The answer here is to implement diminishing returns on RR so that past a point more reps add nothing.
This will result in much more bloody fights and smaller fleets can stand a chance to at the very least cause some damage.
Capitals, supers and titans:
A pain to everyone including the people that fly them.
Wreckingball/boot fleet needs to die. Carriers should at the very least lose the ability to drop sentries, probably even just be able to launch fighters. This combined with the RR nerf would end the near immortal deathballs.
Supers meanwhile need two things. First they should lose their Ewar immunity, then in return they and titans gain the ability to dock in stations. This solves the long standing problem of high skilled player leaving due to being stuck in these space coffins and getting bored with life.
i have come up with a few ideas for RR balance over the years
https://forums.eveonline.com/default.aspx?g=posts&m=3858512
https://forums.eveonline.com/default.aspx?g=posts&m=4228671
https://forums.eveonline.com/default.aspx?g=posts&m=3886910
https://forums.eveonline.com/default.aspx?g=posts&m=192982
https://forums.eveonline.com/default.aspx?g=posts&t=133253
There are no stupid Questions... just stupid people... CCP Goliath wrote:
Ugh ti-di pooping makes me sad. |

Madam Secretary
Bitter Vet Social Club
0
|
Posted - 2014.08.18 02:22:00 -
[1384] - Quote
One method for implementing a residency requirement might include regular attacks by Pirate NPC on Sov structures, they are after all pirates . They would do everything required to capture the system but would not take ownership of it after destroying all Sov structures. |

fukier
1159
|
Posted - 2014.08.18 02:24:00 -
[1385] - Quote
I came up with this idea that helps deal with force projection here is the sum of it
Quote:SuperCapital and Force projection is way too easy in EvE. As it stands you can hotdrop 40 Titians and 40 SC with a full subcap force with just one cyno.
My Proposal is to give mass limits on CynoGÇÖs and Titan Jump Bridges to limit the ability to easily hot drop ship across the EVE Universe.
The idea is if you want to move more then 8 Titans or 10ish Super Carriers you will need to have more then one active Cyno.
A regular Cyno will now have a mass limit of around 20 billion kg.
Also if you want to Bridge your fleet you will need more then one Titan (Titan JB mass limit is independent from Cyno Mass limit)
Titan JB will now be a two way Worm Hole that has a mass limit of 10 billion kg which is ruff around 50ish battleships.
Hopefully if balanced correctly this will make it much harder to move mega fleets around and will allow for more flavor when doing fleet ops.
I am not sure if this should also include covert cynos this is up to debate.
Also an idea for cap ships is having an independent spool up time for Jump Drives that way you cant just use ET and cap rechargers to move cap fleets fast.
Also Now fow a titan to use its Bridge it needs to be sitting outside the pos shield.
TLDR: Cyno now has a mass limit of 20 billion kg (just over 8 Titans or 10 super carriers) Titan Jump Bridge now works as a two way Worm Hole that has a mass limit of 10 billion kg (about 50ish Battleships) Jump Drives now have an independent spool up time to activate (time is 10 min with a new skill that can reduce to 5 min at lev V) Also if a titan wants to activate the Bridge it needs to be sitting outside the pos shield. At the end of the game both the pawn and the Queen go in the same box. |

baltec1
Bat Country Goonswarm Federation
12722
|
Posted - 2014.08.18 03:55:00 -
[1386] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress. 
It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same.
You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time.
Join Bat Country today and defend the Glorious Socialist Dictatorship |

Dr Cedric
Independent Miners Corporation Care Factor
70
|
Posted - 2014.08.18 06:01:00 -
[1387] - Quote
Problem with that Baltec is that the bigger alliance will always win. You (the small alliance) can only kamikazee the other guy (the big alliance) for so long. As soon as everyone has exhausted their assets (alliance/corp and individual) the bigger alliance that had more assets still wins. Logi or no, the bigger guy wins.
If you want to nerf Logi, then put an "explosion radius" effect on the shield/armor/cap transporter. Caps heal caps, T2 heal BS, T1 cruiser heal cruiser and Frigs heal frigs. Gives a fleet a reason to run squads/wings w/ the appropriate ships/sizes
Cedric
|

baltec1
Bat Country Goonswarm Federation
12724
|
Posted - 2014.08.18 06:34:00 -
[1388] - Quote
Dr Cedric wrote:Problem with that Baltec is that the bigger alliance will always win. You (the small alliance) can only kamikazee the other guy (the big alliance) for so long. As soon as everyone has exhausted their assets (alliance/corp and individual) the bigger alliance that had more assets still wins. Logi or no, the bigger guy wins.
If you want to nerf Logi, then put an "explosion radius" effect on the shield/armor/cap transporter. Caps heal caps, T2 heal BS, T1 cruiser heal cruiser and Frigs heal frigs. Gives a fleet a reason to run squads/wings w/ the appropriate ships/sizes
Bigger alliances always win right now. If you want smaller powers in nullsec you have to nerf RR otherwise we will continue to have one sided slaughters. Having diminishing returns on logi means they continue to be effective in smaller fleet roams but in big fleet engagements they dont make one side unkillable. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.18 06:47:00 -
[1389] - Quote
Kill the API keys.
Make mail notification on the last timer only.
**** out of game management! |

Anthar Thebess
656
|
Posted - 2014.08.18 08:47:00 -
[1390] - Quote
cpt Niki wrote:Kill the API keys.
Make mail notification on the last timer only.
**** out of game management!
This is good idea. Now most of the bigger alliances are routing all their warnings to some additional tools , that usually broadcast them to all FC using a jabber.
Even if no one from the corporation is around , information about someone shooting something is transmitted to alliance members. If this was CCP idea , there should be some API specially for this. Now it is just abuse of the mechanic. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 10:28:00 -
[1391] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress.  It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same. You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time.
Your doing that thing where you just repeat yourself without addressing what has just been put in front of you.
The larger fleet will only roll over the smaller even faster, with no effective defense being able to be mounted by the smaller in a defensive situation.
Your change doesn't balance anything, you haven't showed where it does. You haven't shown how this doesn't provide the same advantage to a larger fleet vs a smaller one (all things are equal here)
You aren't balancing fights to the advantage of small fleets; though perhaps to the advantage of larger but cheaper fleets You're only doing away with any ability to construct a defense against any fleet past a certain size.
It's amazing you think this will fix 0.0.. but power projection? Oh, no, that's nothing, *wave arms* look over here at this RR nerf 
"The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 10:40:00 -
[1392] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress.  It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same. You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time. Your doing that thing where you just repeat yourself without addressing what has just been put in front of you. The larger fleet will only roll over the smaller even faster,with no effective defense being able to be mounted by the smaller in a defensive situation. Your change doesn't balance anything, you haven't showed where it does. You haven't shown how this doesn't provide the same advantage to a larger fleet vs a smaller one (all things are equal here) You aren't balancing fights to the advantage of small fleets; though perhaps to the advantage of larger but cheaper fleets You're only doing away with any ability to construct a defense against any fleet past a certain size. It's amazing you think this will fix 0.0.. but power projection? Oh, no, that's nothing, *wave arms* look over here at this RR nerf 
You ignore the fact that it used to happen before CCP buffed RR.
We currently are in a situation where the bigger fleet takes near no losses while the smaller one gets wiped out entirely. People wont fight if they can kill anything which is why RR must be nerfed so that smaller alliances can at least stand some chance. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 10:48:00 -
[1393] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:Ninteen Seventy-Nine wrote:baltec1 wrote:
A few years ago small fleet we able to take on much larger fleets and while they lost the battle they often caused more damage. RR changes now means that today large fleets with a lot of logi often dont lose a single ship while the enemy loses everything. There is zero chance for a small fleet to do anything so they don't bother undocking. This also happens with subcaps vs capital blobs and capital vs capital fights.
If smaller alliances are to ever be a thing in null we need to nerf RR in fleets so that they can stand any chance of doing anything vs the likes of the CFC.
It doesn't have anything to do with smaller fleets vs larger fleets. It has to do with smaller ships overcoming significant defenses. I don't want to go all "grrrr goons" on you but you can't believe people wouldn't see what this would do. If this was done, then the defensive rep ability of any one target will be X and all you need to do is field X to defeat it. For anyone able to field X as cheaply as possible, winning would only be a matter of persistence. And neither skill nor scale would be able to amount a better defense than X. The bigger blob still wins (as before), but removing any ability by the defensive party to hold against it. You're making this sound like: click here for 'The Secret To Fixing Eve CCP Doesn't Want You To Know About'What you're talking about is the ability to throw cheap waves of DPS against any defense and being guaranteed offensive progress.  It has everything to do with smaller fleets. Fights today are entirely one sided with zero chance of winning if you dont bring a set amount of logi. We are forever being told the enemy has stood down and it is always because they lack critical mass for logi or lack the firepower to break ours. We do exactly the same. You dont see mid size roaming gangs anymore or hear about small fleets winning against much bigger ones like we used to. RR has become too powerful and is limiting fights. If you want to fix null you must allow smaller alliances to be able to cause damage to the big boys, otherwise they will be slaughtered every time. Your doing that thing where you just repeat yourself without addressing what has just been put in front of you. The larger fleet will only roll over the smaller even faster,with no effective defense being able to be mounted by the smaller in a defensive situation. Your change doesn't balance anything, you haven't showed where it does. You haven't shown how this doesn't provide the same advantage to a larger fleet vs a smaller one (all things are equal here) You aren't balancing fights to the advantage of small fleets; though perhaps to the advantage of larger but cheaper fleets You're only doing away with any ability to construct a defense against any fleet past a certain size. It's amazing you think this will fix 0.0.. but power projection? Oh, no, that's nothing, *wave arms* look over here at this RR nerf  You ignore the fact that it used to happen before CCP buffed RR. We currently are in a situation where the bigger fleet takes near no losses while the smaller one gets wiped out entirely. People wont fight if they can kill anything which is why RR must be nerfed so that smaller alliances can at least stand some chance.
People used to mine in battleships to build their fleets. That doesn't serve as evidence of any great balance theory.
You haven't quantified anything here. And more importantly, you haven't responded to the other effects this change would introduce.
We aren't interested in your personal faith and beliefs, put up or shut up. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 10:59:00 -
[1394] - Quote
This from a pair of NPC corp alts who have likely never been in null for more than a month.
I have indeed told you exactly why the RR change is needed, you are simply chosing to ignore it because you seem to think that the current situation of unkillable blobs and one sided slaughters is better than a smaller fleet being able to at the very least take a large number of ships with them. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 11:26:00 -
[1395] - Quote
Lol, better attack me vs my points eh baltec?
You literally haven't explained anything. Stating a thing doesn't magically make it so.
See it works like this:
In a situation of equal distanced goals across eve A,B,C ,D; by nerfing power projection and slowing response times we can provide a situation where only two strategic goals can be accomplished in X time without utilization of mechanics that offer other delimiting and impacting downsides. This changes the status quo as timer based defenses can be strategized by region and thus exploited whereas they cannot be currently
Your retort to that is "nothing will change we r persistant" (ignoring no one mentioned YOU to begin with :p)
You then state if we remove remote reps smaller fleets will win.
I asked how this does any sort of thing (how on earth does rr removal help 50 of a hull stand against 150)?
"Well it just does, it used to happen dog"
In fact, I'm in fleets all the time where our ability to better use RR is the sole reason we're able to stand against larger groups.
You not only haven't provided any logical proof of your statements, current reality contradicts the way you seem to think offense/defense works. "The unending paradox is that we do learn through pain." |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.18 11:30:00 -
[1396] - Quote
RR is good,
You can kill RR with many ways, I believe you need more f1 peasants in megas than in ecm damp ceptors or anything that can kill the RR.
|

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 13:10:00 -
[1397] - Quote
Ninteen Seventy-Nine wrote:Lol, better attack me vs my points eh baltec?
You literally haven't explained anything. Stating a thing doesn't magically make it so.
See it works like this:
In a situation of equal distanced goals across eve A,B,C ,D; by nerfing power projection and slowing response times we can provide a situation where only two strategic goals can be accomplished in X time without utilization of mechanics that offer other delimiting and impacting downsides. This changes the status quo as timer based defenses can be strategized by region and thus exploited whereas they cannot be currently
Your retort to that is "nothing will change we r persistant" (ignoring no one mentioned YOU to begin with :p)
You then state if we remove remote reps smaller fleets will win.
I asked how this does any sort of thing (how on earth does rr removal help 50 of a hull stand against 150)?
"Well it just does, it used to happen dog"
In fact, I'm in fleets all the time where our ability to better use RR is the sole reason we're able to stand against larger groups.
You not only haven't provided any logical proof of your statements, current reality contradicts the way you seem to think offense/defense works.
EG deal with threat A
SV deal with threat B
Freedom deal with threat C
FA deal with threat C
That leaves several other sigs for further deployment. At the same time our enemy cannot deploy as quickly as before so we have the exact same situation as now only slower. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 13:17:00 -
[1398] - Quote
cpt Niki wrote:RR is good,
You can kill RR with many ways, I believe you need more f1 peasants in megas than in ecm damp ceptors or anything that can kill the RR.
Past a point you cant, that is the problem. Right now fight all go the same way, one side takes few losses the other gets wiped out. A fight with even losses on both sides just doesn't happen anymore. Throw in a boot fleet and the enemy subcaps can either quit the fight or die without any hope of killing anything. Join Bat Country today and defend the Glorious Socialist Dictatorship |

cpt Niki
Pwn 'N Play Nulli Secunda
4
|
Posted - 2014.08.18 13:27:00 -
[1399] - Quote
baltec1 wrote:cpt Niki wrote:RR is good,
You can kill RR with many ways, I believe you need more f1 peasants in megas than in ecm damp ceptors or anything that can kill the RR.
Past a point you cant, that is the problem. Right now fight all go the same way, one side takes few losses the other gets wiped out. A fight with even losses on both sides just doesn't happen anymore. Throw in a boot fleet and the enemy subcaps can either quit the fight or die without any hope of killing anything.
So there is your problem, not the RR. stop bringing 1k peasants and you can have it. Stop the nerf, search deeper for a solution.
A great Idea is also a grid with points, CCP should make a way to give points to every ship that is on grid and taking in account the standings will vanish (like AT) those points that exceed the limit! Yes that way we will have a fair fight!
Kill the API make out of game management not possible! Make players talk to each other to gain trust Make those who play the game to spent time to Manage their alliance / corporation / coalition.
No notifications for everything! go out there and see if your borders are been invaded.
Search something else in the core gameplay not ideas like nerf this nerf that!
Whatever you propose is based on the ******* numbers! they have 100 logis go out there with 200 blackbirds you think blackberds are paperthin? go with scorpions.
the logi shi..t has a counter but you are asking for more peasants in dps ships. |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 13:36:00 -
[1400] - Quote
baltec1 wrote:Ninteen Seventy-Nine wrote:Lol, better attack me vs my points eh baltec?
You literally haven't explained anything. Stating a thing doesn't magically make it so.
See it works like this:
In a situation of equal distanced goals across eve A,B,C ,D; by nerfing power projection and slowing response times we can provide a situation where only two strategic goals can be accomplished in X time without utilization of mechanics that offer other delimiting and impacting downsides. This changes the status quo as timer based defenses can be strategized by region and thus exploited whereas they cannot be currently
Your retort to that is "nothing will change we r persistant" (ignoring no one mentioned YOU to begin with :p)
You then state if we remove remote reps smaller fleets will win.
I asked how this does any sort of thing (how on earth does rr removal help 50 of a hull stand against 150)?
"Well it just does, it used to happen dog"
In fact, I'm in fleets all the time where our ability to better use RR is the sole reason we're able to stand against larger groups.
You not only haven't provided any logical proof of your statements, current reality contradicts the way you seem to think offense/defense works. EG deal with threat A SV deal with threat B Freedom deal with threat C FA deal with
Yes, duh, ttp
And never the twain shall meet while accomplishing their individual goals to bail out the other should one of these turn out bad; or not without abandoning/diverting from its own task.
By seperating and crucially, yes, slowing it down, groups will have to committ to actions by only having the ability to address so much in a given period of time.
Because you cannot conquer what can never (practically speaking) be divided. This doesn't occur to you as a change for the better from today though I imagine.
But removing RR is going to make it all better.... because. Amazing. :D "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 13:46:00 -
[1401] - Quote
http://themittani.com/features/rethinking-nullsec
A more in depth look at nulls problems including RR. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
47
|
Posted - 2014.08.18 14:16:00 -
[1402] - Quote
baltec1 wrote:http://themittani.com/features/rethinking-nullsec
A more in depth look at nulls problems including RR.
Yes that article isn't news. Nor is it filled with much aside from fantasy replacements for RR that are all shot down as short sighted by its own author and contingent on many other unspecified changes needing to take place.
It's right that the paradigm needs to change but attacks that from the complete wrong direction. The problem is the need to field a ball of motherships and titans to begin with.
And that will not be accomplished nor nullified by hamfisted changes to pvp logistics as a whole in some vain attempt to change only the largest null battleballs. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 14:52:00 -
[1403] - Quote
Ninteen Seventy-Nine wrote:baltec1 wrote:http://themittani.com/features/rethinking-nullsec
A more in depth look at nulls problems including RR. Yes that article isn't news. Nor is it filled with much aside from fantasy replacements for RR that are all shot down as short sighted by its own author and contingent on many other unspecified changes needing to take place. It's right that the paradigm needs to change but attacks that from the complete wrong direction. The problem is the need to field a ball of motherships and titans to begin with. And that will not be accomplished nor nullified by hamfisted changes to pvp logistics as a whole in some vain attempt to change only the largest null battleballs.
Logistics are exactly the cause of these massive fleets. You need to bring the firepower to alpha ships before reps can land which means massive fleets. Boot fleet and wrecking ball are the natural evolution of the logi/alpha meta that the current mechanics demand. Smaller alliances have no hope of even killing anything in fights vs the big powers.
Yes, people dont like to hear this. People dont want to lose the current logistics meta. But it needs to happen in order for smaller alliances to be viable in null sec no mater what sov system is put in place. Hell my name will one of the first called out in any fight, but I accept that this change needs to happen. Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
4
|
Posted - 2014.08.18 15:00:00 -
[1404] - Quote
baltec1 wrote:
Logistics are exactly the cause of these massive fleets. You need to bring the firepower to alpha ships before reps can land which means massive fleets. Boot fleet and wrecking ball are the natural evolution of the logi/alpha meta that the current mechanics demand. Smaller alliances have no hope of even killing anything in fights vs the big powers.
.
Try capacitor warfare or e-war. The tools are there for you to deal with these issues. It is up to the players to find counters to the current meta, not CCP. You goons are always asking for the game to be changed when you can't figure something out. Usually there is always a solution and you just aren't willing to see it or try it. Your problems are caused by your own hubris and unwillingness to adapt.
Nullsec stagnation has nothing to do with these mechanics. The reason there is a blue doughnut is because the leadership of the two big power blocks have chosen not to fight. You want CCP to change the game for you when the players have the power to change it for themselves. How typical. |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
48
|
Posted - 2014.08.18 15:07:00 -
[1405] - Quote
No.
Massive fleets are the cause of massive fleets. You're just trying to sell some 'new truth' at this point.
And your solution isn't going to change any of that. There will remain (or increase) the need to throw massive numbers at a target goal.
All it does is eliminate defensive options so that fights would boil down to spam of dps/ewar. Absolutely nothing you've said here or contained in those articles suggests otherwise. No 'small fleets now defeating superior numbers' nor how this magically breaks up huge fleet sizes.
But do you know what would break those fleets up?
Needing to divide themselves to commit to fights on seperate fronts and removing the ability for everyone to instantly respond to assist their friends on the opposite side of known space. "The unending paradox is that we do learn through pain." |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 15:11:00 -
[1406] - Quote
NoLife NoFriends StillPosting wrote:baltec1 wrote:
Logistics are exactly the cause of these massive fleets. You need to bring the firepower to alpha ships before reps can land which means massive fleets. Boot fleet and wrecking ball are the natural evolution of the logi/alpha meta that the current mechanics demand. Smaller alliances have no hope of even killing anything in fights vs the big powers.
.
Try capacitor warfare or e-war. The tools are there for you to deal with these issues. It is up to the players to find counters to the current meta, not CCP. You goons are always asking for the game to be changed when you can't figure something out. Usually there is always a solution and you just aren't willing to see it or try it. Your problems are caused by your own hubris and unwillingness to adapt.
Cap warfare doesnt work and ECM wont either. Both do poorly in large fleets as it is impossible to cordinate them. We do use damps in FYF but they are useless vs wreckingball fleets and only marginally effective vs subcaps.
The only people who think ECM and neuts are viable are people have never fought in null sec wars. Join Bat Country today and defend the Glorious Socialist Dictatorship |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 15:15:00 -
[1407] - Quote
Ninteen Seventy-Nine wrote:No.
Massive fleets are the cause of massive fleets. You're just trying to sell some 'new truth' at this point.
And your solution isn't going to change any of that. There will remain (or increase) the need to throw massive numbers at a target goal.
All it does is eliminate defensive options so that fights would boil down to spam of dps/ewar. Absolutely nothing you've said here or contained in those articles suggests otherwise. No 'small fleets now defeating superior numbers' nor how this magically breaks up huge fleet sizes.
But do you know what would break those fleets up?
Needing to divide themselves to commit to fights on seperate fronts and removing the ability for everyone to instantly respond to assist their friends on the opposite side of known space.
I already showed you that we already split our forces up. The exact same deployment structure we use now would continue to be effective if you remove jump bridges, and all capitals entirely from the game. Join Bat Country today and defend the Glorious Socialist Dictatorship |

NoLife NoFriends StillPosting
Science and Trade Institute Caldari State
8
|
Posted - 2014.08.18 15:20:00 -
[1408] - Quote
baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .

Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort. |

baltec1
Bat Country Goonswarm Federation
12725
|
Posted - 2014.08.18 15:25:00 -
[1409] - Quote
NoLife NoFriends StillPosting wrote:baltec1 wrote: Both do poorly in large fleets as it is impossible to cordinate them. .  Sounds like Goons need to learn to play instead of face rolling to victory via numbers. There is a solution, you are just unwilling put forth the effort.
More like you need to go learn more about this game. Tell me, if these weapon systems are so good why does nobody use them against us? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Ninteen Seventy-Nine
Pator Tech School Minmatar Republic
48
|
Posted - 2014.08.18 15:26:00 -
[1410] - Quote
Look, I'm honestly not out to just play your devils advocate. You make some reasonable points. And I'm certainly not ttacking your organization.
If you have an issue with massive balls (lol)... of capital ships RR each other
its far more healthy for 00 landscape to disincentivize those 'all in one system' fights and far more measured and logical to look at the abilities and roles of cap and supercaps themselves than to think the fix is to rework eve combat mechanics from the ground up. "The unending paradox is that we do learn through pain." |
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