Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 62 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |

baltec1
Bat Country Goonswarm Federation
12787
|
Posted - 2014.08.25 20:04:00 -
[1531] - Quote
See all your posts just come across as a bitter armchair general highsec alt who has no idea what they are talking about.
How many times have I had to point out to you that smaller fleets cant even hurt a larger one? You think this is fine? That smaller powers or fleet without the critical mass of logi one have the option of standing down.
I have lost count of the amount of times I have told you what would happen if you just nerf power projection. Fine, ignore the facts, lets take this down another path. If you nerf power projection how are alliances to to survive out on the edges of null? Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.25 21:12:00 -
[1532] - Quote
baltec1 wrote:
I have lost count of the amount of times I have told you what would happen if you just nerf power projection. Fine, ignore the facts, lets take this down another path. If you nerf power projection how are alliances going to survive out on the edges of null?
Local production would be a start. Not like its hard to move stuff with blockade runners either. Done it 1000 times to using regular gates, and wormhole chains that happened to be open that day. Often though territory that I wasn't allied with, and before the balance pass to BRs.
|

baltec1
Bat Country Goonswarm Federation
12789
|
Posted - 2014.08.25 21:23:00 -
[1533] - Quote
Linkxsc162534 wrote:baltec1 wrote:
I have lost count of the amount of times I have told you what would happen if you just nerf power projection. Fine, ignore the facts, lets take this down another path. If you nerf power projection how are alliances going to survive out on the edges of null?
Local production would be a start. Not like its hard to move stuff with blockade runners either. Done it 1000 times to using regular gates, and wormhole chains that happened to be open that day. Often though territory that I wasn't allied with, and before the balance pass to BRs.
Even with the new industry changes you cannot live totally independent from high sec (which is how it should be). You cannot keep an alliance supplied just with blockade runners, you need freighters. Join Bat Country today and defend the Glorious Socialist Dictatorship |

jiujitsutou
Outrider's Black. Sails
4
|
Posted - 2014.08.25 22:50:00 -
[1534] - Quote
baltec1 wrote:
1. If towers had no timers we would burn everything in null and lowsec in a matter of weeks. Both us and PL/N3 have the firepower to torch every tower in an entire region in two days. Its happened before.
2. In 2008 venal residents not only held off the old NC but wiped out their entire supercap fleet while outnumbered. Small fleets used to win vs bigger ones all the time back then because logi were nowhere near as effective as now. Today those same fleets cant even score any kills. RR is responcible for this, if its not fixed then small alliances wont be viable in null unless they join a largepowerblock.
3. Yes, any system will have to be goon proof otherwise we will abuse it. CCP have been forced to make several changes to the game due to our actions from the FW isk fountain to barge buffs to nerfs to sentry drone use.
4. Nothing would make us happier than having all of our space taken off us, I look forwards to that day. A stagnant null is not in our interests hence why we are pushing for the plan we have.
2. This sounds like pure claims since neither rrs nor the ships that usualy fit them have been changed in any meaningfull way if we ignore t1 logis and frigs wich went from garbage to okish. Could you elaborate how rrs have become more effective and in what way you would want to change , so that a big gangs donot profit as much from them as small gangs , how will you address RR BS / RR T3 and RR Carrier (with atleast the last having a major role in evening the odds for certain alliances while beeing outnumbered). |

Jaerlei Zil'Mordrar
Infinitus Influentia
5
|
Posted - 2014.08.25 23:12:00 -
[1535] - Quote
In my mind, the problem has less to do with power projection and more to do with the fact that there is no alternative to power projection. Sure, there's probably some imbalances somewhere in large scale fleet mechanics, but I don't think those problems are at the heart of why we have a stagnant Null Sec.
The stagnation comes from the fact that the only way to claim space is through strategic timer control and fleet posturing. Get a big friggin fleet together when your timer drops and the only way for someone to take your space is to come at you with a bigger fleet. Sure, that makes for a fun(ish) brawl when everyone signs up for it, but scheduled fleet fights make for fun MMA, not fun ships in space. (No offense to the Alliance Tournament.)
If you eliminate the timer posturing completely, and any other "sov mechanics", and simply allow space to be held by those who are there using it, and defending it, then the playerbase will sort everything else out.
The small fleets STILL won't be able to take out the massive fleets, nor should they. But they can annoy the hell out of them until they leave. Or they can spread out and strategically target weak spots INSIDE territory. Large fleets will still be around to defend important assets (like that station that has all of the alliance ammunition and replacement ships and modules and such? Or those important shipping lanes?) and move around space with their lumbering awesomeness.
I think the playerbase can figure out ways to sew death and destruction across Null Sec without fancy territory flags. Sure, we can still argue over the mertis of supercaps and subcaps and whatnot. But at least the world would be on fire again, no?
We'd just have to come up with a new way to calculate the influence map, I suppose. |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.25 23:55:00 -
[1536] - Quote
Heh. The solution to sov stagnation is get rid of the sov thats causing the stagnation. Lol thatd be great. Be like back in the early days where "sov" was people inhabiting an area, not a magical stamp marked on a system. |

baltec1
Bat Country Goonswarm Federation
12792
|
Posted - 2014.08.25 23:55:00 -
[1537] - Quote
jiujitsutou wrote:
2. This sounds like pure claims since neither rrs nor the ships that usualy fit them have been changed in any meaningfull way if we ignore t1 logis and frigs wich went from garbage to okish. Could you elaborate how rrs have become more effective and in what way you would want to change , so that a big gangs donot profit as much from them as small gangs , how will you address RR BS / RR T3 and RR Carrier (with atleast the last having a major role in evening the odds for certain alliances while beeing outnumbered).
Numbers.
Back then you couldn't deploy 25-35 logi in a fleet because you didn't have the manpower to spare to do it or the people with the skills. Same as how the massive capital balls are only now a thing. You also didn't have rigs back then and then when we did it was overly expensive as there was only the large rigs for everything. When we got the med rigs things changed as the logi boats could now become cap stable cheaply and were not reliant upon cap chains.
The fix is relatively simple, you put a stacking penalty in place so that after 4-5 logi ships you see less and less repping just like how damage mods work. This way you nerf the problem but don't impact small scale use of the ships and it would apply to everything from frigates to RR battleships to supercaps. People who say that this would result in smaller fleets being killed even faster than now are talking rubbish. It would be no easier to kill them than now, we simply alpha then off grid. The difference this change would make is that they can kill us in return which means it is now possible to use tactics to win a fight rather than just numbers and raw power. It would return us to how it was back in 2010. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 00:08:00 -
[1538] - Quote
Quoting sucks on my phone.
So baltec. If theres a 5ship limit stacking penalty, or is it a 5 rep penalty ( so only 2 carriers can rep you at once before taking penalties). Also how does it mesh with say getting reps from a triaged carrier, relative to a non triage carrier? Or reps from a logifrig, 20 shield repair bots, and a logistic cruiser? Is there just a set limit, cant rep more than x per second? Or like current EWAR equipments that have a stacking penalty, so depending on the... quality of the reps, the highest quality one goes through, while lower quality ones are penalized
Also, how does it affect cap chaining?
Also how does this affect carriers, that though theyre supposed to be logi ships, can put out BS level dps, while repping and imbalanced amount compared to the nonsiege damage dealing ability of a dread? |

baltec1
Bat Country Goonswarm Federation
12793
|
Posted - 2014.08.26 00:21:00 -
[1539] - Quote
Linkxsc162534 wrote:Quoting sucks on my phone.
So baltec. If theres a 5ship limit stacking penalty, or is it a 5 rep penalty ( so only 2 carriers can rep you at once before taking penalties). Also how does it mesh with say getting reps from a triaged carrier, relative to a non triage carrier? Or reps from a logifrig, 20 shield repair bots, and a logistic cruiser? Is there just a set limit, cant rep more than x per second? Or like current EWAR equipments that have a stacking penalty, so depending on the... quality of the reps, the highest quality one goes through, while lower quality ones are penalized
Also, how does it affect cap chaining?
Also how does this affect carriers, that though theyre supposed to be logi ships, can put out BS level dps, while repping and imbalanced amount compared to the nonsiege damage dealing ability of a dread?
5 ships. Reps from a carrier would take priority over something lesser like a drone or a guardian so you wouldn't lose out that way. Cap chaining would be unaffected. I hold no illusion that it would be a pain for CCP programmers but its the most fair way of doing it so far.
Carriers and supers are a big reason why RR nerfs need to happen as they are effectively invincible to subcaps once you hit a critical mass. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Tredionis
Hedion University Amarr Empire
0
|
Posted - 2014.08.26 00:27:00 -
[1540] - Quote
Hi i want to pick some of your minds about mine idea.
system ownership vs system upgrades
Now this two peaces are bound together, when you grind system in week for timers you got system and can upgrading him to desired lvl, it takes you month or less and it is protected by week of timers and lots of hp. My idea is to seperate those two things in each system place Ihub upgrade with 5 stages(we have 5 lvl of upgrades) amount of hp will be medium, large pos scaling with lvl or same it isnt that important atm.
Mechanic 1.Single Ihub with 5 timers we have 5 lvl of upgrades. is something like destroying pos you shoot it bring it to stage 1 timer come back in 24h and shoot it bring it to stage 2 next timer but if lvl was 5 you just bring all strategic military and industry to lvl 4 destroying 10bilions and 2 weeks of upgrading and bring lots of tears in raters renters and so on.
Scorched earth Dyrector lvl people have ability to destroy 1 lvl of upgrades per week to deny enemy to get infrastructure some espinoge content. I think it can provide pardox when invading force defend systems to safe upgrades. Lvl of upgrades will be conected to moon mining lvl 5 = 100% lvl 1 = 50% to bring more importance to take care of systems.
Oportunity -It bring risk to renting there is no week of timers and lots of hp and week of protection thay pay for upgrades not system -Null sec piracy for real that can pillage systems haras alliances not only thair members -Semi hit in power projection if alliances need to protect thair infrastruture thay can send less people for CTA and deployment. -Make living in null more engeging
Power projection You cant break red vs blue in null sec Eve is game of isk and gain, people dont do something for fun or risk it is not logical. Only way for this is make people more engeded with defending of their home it should bring risk to send your resources in other place of galaxy. If eve have 10k online teleporting still providing big fights.
2.Each ship that use Tytan portal should use fuel like jump capable ships. Cross galaxy carrier jump cost 60mln so if you jump 1000 men people fleet across galaxy it cost you already 60bilons. Small alliances dont spend that much beocuse thay dont have that many people.
3.More npc Null in east will bring some ballance overal more npc null for providing more campaign content for piracy mercenarys.
4.Make min warp range to 100km for ability to jump on logistic in battle.
What do you think ? |
|

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 00:33:00 -
[1541] - Quote
So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well? |

baltec1
Bat Country Goonswarm Federation
12793
|
Posted - 2014.08.26 00:34:00 -
[1542] - Quote
Linkxsc162534 wrote:So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well?
None of those would be impacted. Cap transfers would not be touched, just the reps. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 01:15:00 -
[1543] - Quote
baltec1 wrote:Linkxsc162534 wrote:So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well? None of those would be impacted. Cap transfers would not be touched, just the reps.
Iight.
So heres a thought. Most carriers generally run 2-3 reppers, an energy transfer, triage mod, and often a bomb of some sort or a cloak. How bout (at least for caps) each carrier can only carry 1 repper (of each type, since everyone runs armorfleets, they can if they wish do 1 armor 1 shield and 1 hull, or they can trade the unbonused shield and hull reppers for 2 extra highslot mods),
Carriers and logiships get rebalanced around their single repper by buffing their bonuses. Spidertank bses might take a hit, but perhaps down the line other balance changes could even it out.
Or the repper itself could be buffed, and then nonbonused logi operations (spidertanked bses and bcs come to mind) would benefit. (Although when doing some fact checking just now on eft... arent local reps and remote a little out of sync with eachother? And wht is with the micro remote shield booster...)
This way ccp could have a much easier time balancing it perhaps. Because then itd literally be 5 carriers worth of repping?
Also in the case of subcap logis, they might start carrying smartbombs of their own, or perhaps packing those weapon hardpoints and contributing to the antifrig element or something. |

baltec1
Bat Country Goonswarm Federation
12793
|
Posted - 2014.08.26 01:23:00 -
[1544] - Quote
Linkxsc162534 wrote:baltec1 wrote:Linkxsc162534 wrote:So.. since cap transfers would probably be affected by this change... Would neuts and nosses be stacking penalized as well? None of those would be impacted. Cap transfers would not be touched, just the reps. Iight. So heres a thought. Most carriers generally run 2-3 reppers, an energy transfer, triage mod, and often a bomb of some sort or a cloak. How bout (at least for caps) each carrier can only carry 1 repper (of each type, since everyone runs armorfleets, they can if they wish do 1 armor 1 shield and 1 hull, or they can trade the unbonused shield and hull reppers for 2 extra highslot mods), Carriers and logiships get rebalanced around their single repper by buffing their bonuses. Spidertank bses might take a hit, but perhaps down the line other balance changes could even it out. Or the repper itself could be buffed, and then nonbonused logi operations (spidertanked bses and bcs come to mind) would benefit. (Although when doing some fact checking just now on eft... arent local reps and remote a little out of sync with eachother? And wht is with the micro remote shield booster...) This way ccp could have a much easier time balancing it perhaps. Because then itd literally be 5 carriers worth of repping? Also in the case of subcap logis, they might start carrying smartbombs of their own, or perhaps packing those weapon hardpoints and contributing to the antifrig element or something.
There was another idea for just stopping RR from working in combat and having logi given another role such as anti support or give them remote sensor booster bonuses and the like. A bit of an extreme solution and would result in logi stopping off grid somewhere and damaged ships warping to them for reps before warping back into the fight. Join Bat Country today and defend the Glorious Socialist Dictatorship |

whaynethepain
68
|
Posted - 2014.08.26 03:39:00 -
[1545] - Quote
Are you saying eve is too small?
More systems, or more universes? places away from solar systems? Getting you on your feet.
So you've further to fall. |

jiujitsutou
Outrider's Black. Sails
4
|
Posted - 2014.08.26 05:35:00 -
[1546] - Quote
@ Wayne: Adding more systems in the current system is nonsense they would be taken just as fast , the Point was and is Powerprojection must be hit hard with the nerfhammer.
@ baltec1: So Basicly you want to soft cap rrs while damage still works n+1 ? That does sound stupid to me ignoring the absoulute numbers you suggest. You said it yourself the Problems is your numbers aka the blobb , rigs do play a Part however the umber of available reps didnt actualy change in 2008/9 RR BS were a huge thing it basicly meant that you had 150 reps spread over 150 ships but resulted in the same amount of reps you get nowadays from 25ish logis .Lets just assume you would be rght and the amount of reps did go up significantly , so did the damage on most ships . A Cap to rrs will help the larger groups more than the small ones as theyll just go the way of the Shotgun as they can afford taking more losses anyways. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
156
|
Posted - 2014.08.26 05:48:00 -
[1547] - Quote
I havent had time to read 70+ Pages so this may have been proposed and viciously beaten to death already but here it is back from the dead:
Rather than remove jump drives or increase fuel costs that only harm smaller alliances in the long run add a cool down to all non Black ops jump drives ( that sort of plays into the needed BLOPS Re-balance ) make it 5 minutes for all Caps, cannot be reset by docking. This means you now cannot move your carrier fleet more than a max distance jump in 2 minutes or across Eve with your supers in 10-15 minutes. Instead now you have to jump and either dock and wait the cooldown or jump regroup and wait for the cooldown together in space.
As a Carrier pilot Sure it sucks that now i have to wait an additional 10 minutes to make a 3 jump trip to jita area to pack in some new fitted ships and jump home again. but on the flipside it gives the opponents more time to get the job done and evac. Also means you cant project from region to region as easily, which goes a long way towards the start of healing Null Sec.
And finally its a Terms and Conditions, you accept that when you hit "Jump to Asakai" or whatever that sh*t could hit the fan pretty hard and your stuck there for 5 minutes no matter what no, lol sorry bye i jammed you and jumped back out. Also means supers cant jump in, cap up, and jump out of low sec before ever dropping invulnerability. Another logistic issue that would make projection more difficult and give pirates bigger fish to prey on in turn.
So again theres the idea that MIGHT be back from the dead. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.26 06:38:00 -
[1548] - Quote
OH yes bring RR nerf!
3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Nerf the RR let the scrubs stay up 2 days to rep their tower from RF!
let the small guy stay up and rep sov structure for ages!
If you are going to nerf RR don't do it only for ships! do it for the fun of this game! |

Anthar Thebess
672
|
Posted - 2014.08.26 06:46:00 -
[1549] - Quote
Well if you just make RR also being affected by resistances then this is very easy to fix , just by removing resistances. It will impact all fleets in grate manner without affecting repair of structures.
Lets assume that we can repair 1000 hp per cycle , but ship have 90% maximum against one type of damage then only 100hp will be repaired by cycle.
We will have finally split doctrines - hey we need ALL types of battleships in a fleet !
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 06:58:00 -
[1550] - Quote
cpt Niki wrote:OH yes bring RR nerf!
3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Nerf the RR let the scrubs stay up 2 days to rep their tower from RF!
let the small guy stay up and rep sov structure for ages!
If you are going to nerf RR don't do it only for ships! do it for the fun of this game!
They couldn't possibly balance it such that more modules worked while repping structures now could they?
Also, at the same time going on that whole structures argument we were having earlier in the projection chat. Wouldnt, say 10 carriers maxing out on reppign a station or something, also be the limit that THEY can use? Thats at least a case of some stuff that I could muster the forces to do just as effectively as they could, power projection aside.
Lesse an archon in siege is probably repping ~3600 armor per second (3 reps) or 900 out of triage. If you triage a single archon it'd take you ~4.5hours (260 minutes) to rep 50mil HP (Yes I know, shields and all, but I just happened to have an archon open on EFT). Split that across 10 archons, thats ~ 26 minutes. Ofcourse you might not rep in in triage, and well then your gonna take 4x as long, so a little over 100 minutes or an hour and a half.
But hey lets jump to conclusions suddenly. (note that this would be running off of my 1rep per ship, rebalance. YMMV depending on other methods of balancing the reps) |
|

cpt Niki
Pharmaceutical Development
5
|
Posted - 2014.08.26 07:23:00 -
[1551] - Quote
Linkxsc162534 wrote:cpt Niki wrote:OH yes bring RR nerf!
3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Nerf the RR let the scrubs stay up 2 days to rep their tower from RF!
let the small guy stay up and rep sov structure for ages!
If you are going to nerf RR don't do it only for ships! do it for the fun of this game! They couldn't possibly balance it such that more modules worked while repping structures now could they? Also, at the same time going on that whole structures argument we were having earlier in the projection chat. Wouldnt, say 10 carriers maxing out on reppign a station or something, also be the limit that THEY can use? Thats at least a case of some stuff that I could muster the forces to do just as effectively as they could, power projection aside. Lesse an archon in siege is probably repping ~3600 armor per second (3 reps) or 900 out of triage. If you triage a single archon it'd take you ~4.5hours (260 minutes) to rep 50mil HP (Yes I know, shields and all, but I just happened to have an archon open on EFT). Split that across 10 archons, thats ~ 26 minutes. Ofcourse you might not rep in in triage, and well then your gonna take 4x as long, so a little over 100 minutes or an hour and a half. But hey lets jump to conclusions suddenly. (note that this would be running off of my 1rep per ship, rebalance. YMMV depending on other methods of balancing the reps)
They couldn't possibly balance it such that more modules worked while repping structures now could they?
why? are structures something special that they need to attract the blob and so the small guy can't do any damage to those structures?
So if you have to rep a 10m hp (TCU) you will stay out there for near 2 hours doing it in triage with fleet to support you and get them bored to death because a single triage carrier is not a target to hotdrop.
having it in non triage it will take you 6 hours? with a fleet there waiting. Yes this game is fun.
Nerf the RR, shutdown the API servers. |

baltec1
Bat Country Goonswarm Federation
12801
|
Posted - 2014.08.26 10:35:00 -
[1552] - Quote
jiujitsutou wrote:@ Wayne: Adding more systems in the current system is nonsense they would be taken just as fast , the Point was and is Powerprojection must be hit hard with the nerfhammer.
@ baltec1: So Basicly you want to soft cap rrs while damage still works n+1 ? That does sound stupid to me ignoring the absoulute numbers you suggest. You said it yourself the Problems is your numbers aka the blobb , rigs do play a Part however the umber of available reps didnt actualy change in 2008/9 RR BS were a huge thing it basicly meant that you had 150 reps spread over 150 ships but resulted in the same amount of reps you get nowadays from 25ish logis .Lets just assume you would be rght and the amount of reps did go up significantly , so did the damage on most ships . A Cap to rrs will help the larger groups more than the small ones as theyll just go the way of the Shotgun as they can afford taking more losses anyways.
BS RR back then had a bunch of issues from quickly capping out to range problems. They were not nearly as good at RR as logi ships today which is why they haven't been see for something like 5 years. The N+1 in regards to damage isn't something you can nerf directly unless you do something like remove the broadcast system. Big fleets will still be a powerful tool but they will at least now be killable.
Quote:3-4 modules active to a station rep fleet! YES! I have one week to rep this ****!
Naturally structures would have to have no RR cap on them or have specialist mods or even ships for the job and just that job. Join Bat Country today and defend the Glorious Socialist Dictatorship |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1572
|
Posted - 2014.08.26 10:38:00 -
[1553] - Quote
Anthar Thebess wrote:Well if you just make RR also being affected by resistances then this is very easy to fix , just by removing resistances. It will impact all fleets in grate manner without affecting repair of structures.
Lets assume that we can repair 1000 hp per cycle , but ship have 90% maximum against one type of damage then only 100hp will be repaired by cycle.
We will have finally split doctrines - hey we need ALL types of battleships in a fleet !
The downside of that is that it massively nerfs small fleets as well and changes compeltely the balance of ships (makign resistance bonus far far weaker )
I still prefer to simply reduce massively the range of RR. Logistics should need to MOVE to the shipt hey want to repair, not magically touch them 70 km away. Simply REMOVE the PG bonsu to fit large repairers/transfers, Make them work with medium ones and HALVE the range bonus.. in fact make it so that they barely can be used to repair a pos shield and no inch further.
Large repairers and transfers then can be BUFFED, like double the range and a bit less cap usage (now that logis would not be able to use them) That would create variation in possibilities. Also that would add more need of skill on the logi pilots.
With a small bonus is much easier to overhelm logistics. And this will not affect much smaller fleets. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Anthar Thebess
673
|
Posted - 2014.08.26 12:34:00 -
[1554] - Quote
Range is also issue, but they have to be always able to reach pos. Well there are to many variables just to remove change RR fast.
For example triage carrier repping T3 cruiser almost instantly - for me every thing in this is wrong.
After some thoughts this have to be solved differently.
Maybe adding some negative effects to remote repairs , effects that will grow in a logarithmic way, so at some point they bring to repaired ship more bad than good.
For example. Remote energy transfers : - Signature radius increase. - Targeting Tange Dampening 3 % small 6 % medium 9 % large 20 % Capital
Remote Shield repair - Signature radius increase. 3 % small 6 % medium 9 % large 20 % Capital - Lowering Shield resistances ( to the 0 , so it cannot go negative) 0.5 % small 1 % medium 2.5 % large 4 % Capital
Remote Armor repair - Signature radius increase. 3 % small 6 % medium 9 % large 20 % Capital - Lowering Armor resistances ( to the 0 , so it cannot go negative) 0.5 % small 1 % medium 2.5 % large 4 % Capital
Let assume that this system ticks at 3 repairers, active on a targeted ship. Up to 3 repair systems are free - no negative effect. 4-6 you get 4% reduction to all your armor resistances. 7-9 will get your resistances down by (4+4) * 1.2= 9.6% on all resistances 10-12 will make you (9.6+4)*1.2= 16.32% on all armor resistances down. etc.
Your signature will also be increased.
Those are just suggestions - but they will be heavily affecting all big fleets. No resistances ? Speed? There are many possibilities.
To the point that there will be no more "bring more logistics" but "logistics in wing A only repair target X, rest wait , DO NOT, i repeat DO NOT help" Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
159
|
Posted - 2014.08.26 21:11:00 -
[1555] - Quote
Your argument with triage is all wrong so i have to pose the question have you ever flown a carrier and deployed into triage on tranquility before? Or are you talking about something you have only seen / read about?
The entire point of triage is a shift in energy polarity fields used to augment repair systems and logistic capability's so not only do you rep a lot more both for other people and for yourself but you lose the ability to do anything else including use drones which means when you go into triage more than 1000 DPS has just been nuked from the field for 5 minutes or more. In exchange a ship is now much harder to kill because it is receiving 2000+ Armor HP every 3 seconds ( thats 1 rep usually )
Now what most people do is cry "we cant kill the T3 or whatever thats being repped by an archon, CCP Help me" but there are options available to you that for some reason people don't think to exploit. ( i don't mean bannable exploit )
You could swap primary to the carrier itself and burn it down, sure it reps 20,000 Armor per every 12 seconds or so but it costs quite a bit of cap to do that and its easy if you can apply enough DPS to keep that rep cycling and applying cap pressure through nuets to cap the carrier out and make the T3 or whatever vulnerable once more. Also not in triage a carrier CANNOT UNDER ANY CIRCUMSTANCES recieve remote assistance, if its going down at half triage cycle, its going down before anyone can help it.
You could bump the carrier or the subcap out of repair range, its easier than most people think just nobody thinks to do it for some reason. Conversely with T2 logi ships that rep at 70+ Km's Like theyre supposed to you can damp these ships and bring them into brawling range, 70km reps does you no good with a 30km targeting range. and at 30k your practically in nuet range which opens up doors on its own.
Dreads also exist for a reason, even triage carriers have issues keeping up with an 18K DPS moros or an alpha nag especially since nobody can help them in triage so they have to tank it all by themselves. In pantheon / slowcat setups they can catch reps but you can also drop an alpha dread fleet ( usually if your going against a large pantheon setup you have dreads or supers to help you out )
another good technique is to to JAM the Logistics ships ( not the carriers since triage says no ) even running 2 ECCM they can still be jammed by a good falcon pilot from 70+kms especially if you pile on the racial specific jams needed. no lock means no cap chain or reps which means dead ships. remember mobile depot refit is your friend, use it. ====
Now that rant aside I do agree with stacking penalty for RR, if you have 400 reps on you they shouldn't all be working at maximum efficiency, perhaps a less steep stacking penalty than the current meta so that repping supers or titans under siege is still viable since you cant just rip the rug out from under supers after the recent balance to them again that brought them back to the realm of reason-ability in the first place. Plus that would mean mass dread blobs would be un-stop-able against supers since now the reps were nerfed into oblivion.
even reducing RR based on sig radius would work so that a proteus wont recieve the full power of a rack of reps from an archon making it a bit more reasonable but again it cant be too steep or you penalize people who spent a FULL YEAR OR MORE training into these ships. ===
Also for the other one who said T2 logi should get stuck with medium reps, No they need something that makes them unique its like how a talos fits blaster cannons not medium guns like the other 3 BC's. you can still counter them with above mentioned techniques, it happens all the time. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 21:33:00 -
[1556] - Quote
To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
160
|
Posted - 2014.08.26 21:45:00 -
[1557] - Quote
Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable.
hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively. Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 22:05:00 -
[1558] - Quote
Christopher Mabata wrote:Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively.
Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain.
Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships.
And at the same time, most of your solutions are only for subcap logis not carrier reps, also jams rent highly effective in fleet settings where every ship is getting 50% better sensors than base.
Sigrad based reps would be maybe doable, but wouldnt it be rather unbalanced? I dont know the specific ruleset for the reps, but shield ships are often rather high on sig compared to their armored bretheren. Depending on the balance, you may make shield ships even less desireable to have around. Or they might be vastly better at recieving reps(larger ships get fuller reps from largr rep sources, thing like exprad and sig for missiles) than armor due to their inherentpy higher sigs. |

Christopher Mabata
Dominion Tenebrarum Reverberation Project
160
|
Posted - 2014.08.26 22:18:00 -
[1559] - Quote
Linkxsc162534 wrote:Christopher Mabata wrote:Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively. Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain. Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships. And at the same time, most of your solutions are only for subcap logis not carrier reps, also jams rent highly effective in fleet settings where every ship is getting 50% better sensors than base. Sigrad based reps would be maybe doable, but wouldnt it be rather unbalanced? I dont know the specific ruleset for the reps, but shield ships are often rather high on sig compared to their armored bretheren. Depending on the balance, you may make shield ships even less desireable to have around. Or they might be vastly better at recieving reps(larger ships get fuller reps from largr rep sources, thing like exprad and sig for missiles) than armor due to their inherentpy higher sigs.
that end part coupled with the faster cycle time of shield reps could actually mean more shield cap fleets out and about since the rep would be that much better Is it bad if your friend says "that was a Metaphor" and you say "Meta 4? Get Tech II or faction" ?I love the sound of silent explosions in Space.-á |

Linkxsc162534
Traps 'R' Us
98
|
Posted - 2014.08.26 22:44:00 -
[1560] - Quote
Christopher Mabata wrote:Linkxsc162534 wrote:Christopher Mabata wrote:Linkxsc162534 wrote:To the dude above me. Triage carriers are really REALLY not the problem. Its the carriers that while out of triage with 2-3 reps can rep 600-900dps per second, and can direct the reps from 50 carriers onto a target. Over 30k damage repped per sec before considering resists so its really closer to 100k dps taken off the field. They dont need to triage, because then a single carrier would be killable. hence why i also said they should either nerf that kind of rep based on sig radius or number of reps on grid, pantheon set ups ( slowcats, wrecking-balls etc ) are very difficult to kill, but 12+ alpha nags can pop them 1 at a time and there are other ways to kill them as well. Especially if you keep them bubbled in station and they cant deploy it effectively. Constantly checking number of reps on grid is counterproductive and would be a heavy strain on the server. Thats why aoe ongrid boosting is still a myth because itd be such a drain. Bumping ships is doable, but in 10%tidi very unviable. Also it takes a lot of bumps to bump stuff out of rep range. Esp armor ships. And at the same time, most of your solutions are only for subcap logis not carrier reps, also jams rent highly effective in fleet settings where every ship is getting 50% better sensors than base. Sigrad based reps would be maybe doable, but wouldnt it be rather unbalanced? I dont know the specific ruleset for the reps, but shield ships are often rather high on sig compared to their armored bretheren. Depending on the balance, you may make shield ships even less desireable to have around. Or they might be vastly better at recieving reps(larger ships get fuller reps from largr rep sources, thing like exprad and sig for missiles) than armor due to their inherentpy higher sigs. that end part coupled with the faster cycle time of shield reps could actually mean more shield cap fleets out and about since the rep would be that much better
When someone gets primaried, blast them with tps to boost their sig and make reps land harder... but wait then theyll take more damage. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 50 60 .. 62 :: one page |
First page | Previous page | Next page | Last page |