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BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
98
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Posted - 2014.08.04 00:51:00 -
[1] - Quote
I'll go through this thread fully later. But for now first thoughts.
You're currently spit out between 0 and 10km in a bell curve. Will CCP be grabbing the outside end of the bell curve and adjusting that or will CCP be making "bands" by moving both ends based on ship class. As a Battleship slinger, this makes me sad. It's already hard to find times to use them. Really need numbers here. Fozzie can you drop the current thoughts on numbers down like now please. Earlier you do it the less people freak out. Can see an upside if CovOPs are always spawning inside the WH itself. No more auto cloaky run away for you. I guess this ends any kind of non Logi RR gangs. RIP Domi. Hello Nestor?
If you're doing this, maybe add common directionality to the spawn locations so fleets stick together? As in if you're on the true north side of the WH when you jump you pop out on the south side, give or take a bit of an angle?
Doing the opposite of your current thoughts could be an interesting idea. The heavier the closer to the WH. Catching Covops is already hard so throw them out there while allowing the heavy stuff to have the safety of the WH.
Since you're tweaking anyway, make the polarisation timer based off something on the ship too. Sensor Strength would be my preference. Higher = lower timer. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
98
|
Posted - 2014.08.04 03:16:00 -
[2] - Quote
More I think on it the more I'm not too worried about this.
You can still roll your (at least lower WH) static just fine. Just means we'll be seeing either 200km bm's away from the wh to bounce to or MJD's becoming more popular. A few more seconds far side won't hurt anyone and you gain the advantage of (potentially, random and all...) being further away from any tacklers chasing you.
Cloaky Dictors take a hit, not necessarily a bad thing.
It's going to mean less point blank fights on wormholes, though an increase in long pointers webbers and intys. Not necessarily a bad thing.
Big boost to Logi and local Reppers. RR Domi's DIAF finally. Local repper guys aren't dealing with the ENTIRE gang all at once. They get a chance to settle in or kite off.
You know what'd be cool, make Black Hole's the anti Cataclysmic Variables. Massive nerf bat to RR range in them. That could be real cool with this, especially for us unique snowflake pilots.
I still want to see numbers though. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
98
|
Posted - 2014.08.04 03:53:00 -
[3] - Quote
pyropwnsu wrote:If this is an intended feature, it is a huge mistake. Finding content in wormhole space is already very difficult, and sometimes ends up being nothing but ganks. This would increase the ganks-to-realpvp ratio by alot. We don't want to gank rolling capitals, we want to fight.
I understand the want for people to "give it the good old college try" in pvp rather than insta-rolling when they see hostiles, but this would just turn into mass x-logs instead. W-space is already too quiet as it is.
This is not the way.
You're going to have to explain how this will cause less fights as I'm not seeing it. I can see it increasing the viability of fleet comps for sure. It'll mean there's more chance to catch stragglers alone.
The only way the ratio would change is if you get more ganks, nothing wrong with that. Who knows, maybe those ganks will escalate into a fight. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
98
|
Posted - 2014.08.04 05:49:00 -
[4] - Quote
pyropwnsu wrote:BayneNothos wrote:
You're going to have to explain how this will cause less fights as I'm not seeing it. I can see it increasing the viability of fleet comps for sure. It'll mean there's more chance to catch stragglers alone.
The only way the ratio would change is if you get more ganks, nothing wrong with that. Who knows, maybe those ganks will escalate into a fight.
The entertainment value of the increase in ganks does not outweigh the increase in rolling time, in my opinion. More X-logs = Less people to shoot at = wormhole space is more quiet than it already is. The cons very very heavily outweigh the pros.
You're adding literally two short warp jumps for each BS jump. +150km from WH and back to the WH. That's a bit over a minute. Not that it matters as you'll still have the polarisation timer to deal with. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
98
|
Posted - 2014.08.04 06:06:00 -
[5] - Quote
Angrod Losshelin wrote:BayneNothos wrote:
You're adding literally two short warp jumps for each BS jump. +150km from WH and back to the WH. That's a bit over a minute. Not that it matters as you'll still have the polarisation timer to deal with.
That turns into a 2-3 min warp in a dread plus a 30 second align so still with the 6 mins added on. That equates to a 600% increase in WH rolling time....serously 600% wtf?
LOLWUT. If it's taking you 2-3 minutes to warp 150km, you're failing somewhere.
Lets put it this way. Time on far side of WH. You have to warp to your side no matter what. All that matters is time on the far side. Currently: 1-2 seconds. Under this system: ~1 minute.
That's hardly the epic disaster of game ending proportions you think it is. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
99
|
Posted - 2014.08.04 07:39:00 -
[6] - Quote
Syndiaan wrote:So when you jump a WH you get shot out in random directions and distance based on mass.... Here is wormhole PvP between corps if this is implemented.
20 vs 20 looking for a fight sitting on the other side of each other.
Team A: You jump over first!
Team B: No you jump over first!
Team A: No you jump over first!
Team B: No you!
Team A: No you!!!
Team B: NO YOU!!!!
Team A: YOU!!!!!!
everyone leaves....
Sounds beneficial against the standard T3+Logi Blob. Logi has to now sit next to the WH and can't burn out lest they get caught by the people jumping in. This means Logi sits next to everything else you plan to pew. Much more useful. Your own Logi now sits a fair distance out from the enemy so it's not getting auto tackled straight away anymore.
I think some people need to do less stressing out and more thinking on how to exploit this for their own benefit. It's really not going to shut down W Space. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
99
|
Posted - 2014.08.04 08:00:00 -
[7] - Quote
Syndiaan wrote:BayneNothos wrote:
Sounds beneficial against the standard T3+Logi Blob. Logi has to now sit next to the WH and can't burn out lest they get caught by the people jumping in. This means Logi sits next to everything else you plan to pew. Much more useful. Your own Logi now sits a fair distance out from the enemy so it's not getting auto tackled straight away anymore.
I think some people need to do less stressing out and more thinking on how to exploit this for their own benefit. It's really not going to shut down W Space.
I do not disagree that the whole T3 and logi needs work, but CCP is already rebalancing T3 ships, which is long overdue IMO. I think they should finish doing that before also screwing around with other game mechanics.
The T3 Blobs comes from all WH fights starting within Scram/Web/Bubble range. No T3 changes will stop that. Use of T3's come about due to them surviving well in that situation. The Proteus especially. If they no longer become dominant in that environment then another ship class will take it's place. Brick HAC's for example.
This gives options.
I'd really like to see it go more crazy, like adding directionality, so if you come in at one angle you come out at the polar opposite angle with a slight variation. Mostly I want it to still feel different from jumping a gate. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
99
|
Posted - 2014.08.04 15:54:00 -
[8] - Quote
I live in a C4, lets review how this will effect my life.
Rolling the WH under non combat conditions: Adds the whole one minute to the procedure... Jump WH, warp up to bm, warp back, jump back, rinse repeat. Only time ANY extra time is added is on the last jump as I for the rest you're waiting for the polarisation timer anyway.
Rolling while hostiles are around: Guess I'll actually have to use a combat ship to do it now. Damn CCP and them making me fight!. Ultimately it's a safety calculation as previously. If it's safe it's safe, if it's not it's not. Putting in a tiny more effort doesn't change that.
Other people rolling WH's: Makes it a bit easier to catch those not paying attention and means doing more than flying to zero on a WH and hoping things will work out right. People actually paying attention turn into legitimate fights now. Mixed gangs required with inties and long webbers to hold stuff out at range. More gang choice is always good.
Hole control under sieges: Bit more tricky now though with covops (cause they're lighter) spawning nearer the WH, not a huge deal still. Maybe we'll start to see suicide BS's used to bring pods back in? Jump in, eject, warp pod out.
Catching Covops: No change as they spawn close anyway.
Catching other bigger stuff: Means I need to bring along something to tackle (an Inty for example) while the rest of us fly over. Hardly a big deal.
Hauling stuff with hostiles around: Really no different than how it is now. Getting caught 20km off the WH is no different to getting caught at zero and jumping back. More options in defensive modules like neuts to shake off small stuff, ecm bursts, smartbombs become available as you're not blocked by the wh anymore. Means webbing things into warp is a bit more difficult, and by more difficult I mean I need to board a different ship. Tough stuff.
Jumping into Hostiles: Now here's where it gets cool. I have options now. Currently I need to assume I'll be scrammed/webbed/bubbled the second I jump through. No so anymore. Kitting ships are now an option (OMG the Talos is back baby!) Heavy ships that local rep are more of an option. Long scrammers, sniper boats, RSD's. All kinds of cool stuff becomes available when the fight doesn't exist start to end under 10km. Also means people have a much harder time failing out when things go bad. You will have to more often decide to re-escalate the fight or cut your losses where they are.
Seriously people need to chill out for a sec and actually think about things. It's really not changing much at all. The biggest issue with this is that it's changing WH mechanics to one that's a bit too similar to how a stargate works. I'd rather WH's stay dramatically different from K Space as much as possible.
But ultimately give it a week and everyone will have adjusted and we'll be back to normal transmission. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
99
|
Posted - 2014.08.05 00:17:00 -
[9] - Quote
Nazori Naskingar wrote:Being a pilot who has always been part of smaller wormhole pvp fleets. There is always 2 ways to handle a very large wormhole entity that you get connected to.
Option 1: Combat roll the hole Option 2: Afk in POS for the day
If this change takes effect there will be only 1 of those options left...
Sigh, still wrong
Current: Option 1: Combat roll the hole with minimal risk if they scan the new WH out fast. Option 2: Afk in POS for the day
New: Option 1: Combat roll the hole with a bit more risk and a bit more time for them to scan the WH down. Option 2: Afk in POS for the day
Nothing changes in your options. If the gang was there at the WH you wouldn't be doing the combat roll anyway, that doesn't change. All that changes is there's now a minute long window in which they can scan you down. Congrats you now have to risk something to continue your bearing. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
100
|
Posted - 2014.08.05 00:59:00 -
[10] - Quote
Undermine Dahl wrote:
you may have read this corbexx but Here it is. it would cause problems in invasions and as my group has about 10-20 active people online and fighting Ixtab on an invasion is a big no no as we only have a few caps seeded and it would be too much of a loss to lose any t3s at that point
A reason this would have been bad is my corp has just invaded a c5 with a c3 static to get more pvp, isk and so on. When we had the op planned we had our scout report that Ixtab had a hole open and was scouting our target. There was a stratios and a scanning frig in the target hole so we waited until it looked good. we logged on the seeded caps and crashed the hole as our support t3s landed to hopefully keep our caps safe. we ended up trapping the strat and killing it. If we where not able to quickly crash a hole by roundtripping the stage 2 hole with 3 t3s and a carrier then we would have had to wait for either ixtab to warp stuff to the hole and close it (which would also take longer because of either a bunch of battleships or caps having to burn or bounce) or we would have to wait until it crashed in 24 hours. This does not sound like any fun as we where already going to be bashing the inactive peoples pos so we could use it for pvp.
So your complaint is that you have to risk something for a short time?
Here's what would have happened. You would have jumped the WH, webbed and bounced to a spot 200km away, then webbed and bounced back and closed the WH. That's it. Unless the Ixtab fleet was on the WH itself, in which case you never would have jumped anyway, nothing changes. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
100
|
Posted - 2014.08.05 03:05:00 -
[11] - Quote
CCP Fozzie wrote:Good afternoon everyone.
We'll be posting a dev blog with the whole collection of proposed changes next week and we will be very interested in taking your feedback then. In the meantime I advise you all to not panic. Nobody is out to get you. .
Bolding by me. Deep breaths, relax. Wait for the blog. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
100
|
Posted - 2014.08.05 03:56:00 -
[12] - Quote
O'nira wrote:
they don't need a gang to stop you combat rolling after change, they need 1 cloaky interceptor with 2 scrams on it and boosts in system, your day is now ruined by a single ship that costs 50m.
how do you not see that?
the time to scan the wh down is the same btw.
how the hell are you in a 50man corp and don't absolutely hate this idea the moment you see it
Cloaky interceptor huh... (I do understand what you mean, just teasing) LOLing aside....
You do know you can fight back against interceptors right? Drones, smart bombs (OMG we can use them now!) neuts, RSD's, other people in your corp. Hell you can use the crash as bait if you really want. (OMG MOAR CONTENT) This all just becomes part of you deciding to combat roll or not. Just like it is now.
And on the combat probing, there's only a 30s (align time) window where you're in the right position to be caught out far. Too early or too late and they'll get a 100% at an in between spot. Probes take time to move, even if it's not moving at all, takes time to scan, takes time to warp to the spot, to lock, human failure, all kinds of stuff. It's not a guaranteed catch by any means.
I did hate it initially, then I actually thought on it a bit and saw the benefits. Is crashing slightly more risky, yes but really who cares. Since when is anything out here meant to be risk free. In return we're gaining heaps. More opportunity to catch things. More ship types used. Mixed gangs. There's a lot here to like. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 08:04:00 -
[13] - Quote
corbexx wrote:
The slight issue here is that all that takes time. not alot but still time. The otherpeople had that wh. you jump through you still have to have some one burn 150plus km.doing 3km a sec is still a min (yeah ok you can do that before the cap goes through). You then have to align and get webbed which doesnt take long but at this point your agressed so if anything goes wrong logging off is now a real issue. then realign which in a cap takes a little while (not long but this isnt a interceptor we're talking about) all they have to do is land a hic or dic and bubble up before you start your warp back. and yeah you coudl fight your way through but some times you don't have numbers and need to quickly colapse in some ones face.
If you need to snap shut a WH so fast that a Dictor/HIC is going to land inside that time, shouldn't there be risk involved in that? Right now it's fleet jumps out, fleet jumps back and unless someone gets a freak bump or the WH gods throw you outside jump range you're fully safe. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 09:57:00 -
[14] - Quote
Papa Django wrote:
A cruiser is around 10m mass. A 100MN MWD (not an AB) fitted on a cruiser and active add 50m mass.
So a back and forth is 120m
2b / 120m = 16.6
What is the issue with my math.
Add to this 4 mins polarisation + travel back to the hole.
For 4 pilot it is a 30/45 mins jobs. And, (if you really are an old wh player) you know you have often to roll 3 or 4 wh to find what you want.
This is insane, the only result is to ruin game experience for wh resident.
Less player in wh = less pvp.
You can **** yourself all day on new strategies to use on hole with this tweak, if nobody want to engage you will get less pvp.
Nobody have already given a good reason to do that tweak.
There's no extra time as once you jump back you still have to wait on the polarisation timer. It'll take you just as long as it takes now. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 13:07:00 -
[15] - Quote
Serendipity Lost wrote:
I think a lot of you folks are focussed on the little picture. How this change will make this or that more or less fun. I'm asking you to look at the bigger picture. What does wh space have that has made it what it is? WH mechanics.
The big 3 are: 1. no local 2. mass limits 3. polarization timers
These 3 things are what made/makes wh space what it is. Decloaking out of jump range takes away 1 of the 3 pillars of wh PVP - the ability to control wh mass. This change will take away that control. Some will argue it just adds risk to wh control.
Let's be honest - you catch a cap out of jump range - it's not gonna make it back. We're not a bunch of marmites camping th 4-4 undock. We know how to web. We know how to bump. Saying it adds risk is just crap. This change makes capital size loot pinatas. Larger corps are all for it. Smaller corps are all against it. It's pretty clear to all parties what this change is about. This is a clear choice by CCP to push the blob into wh space or stand up for the little guys.
This is about ganking guys rolling wh - it's not about pvp. This is cheap stuff pvp. Counter - get a 30 man t3 fleet to protect your rolling assets. If you don't have one, make one.
It doesn't take your second pillar away in any way shape or form, it slightly delays it. It's got nothing to do with the blob or any such rubbish. A cap 1m out or 100km out of a WH is a loot pinata, this change doesn't change that in any way shape or form. It's just clearer now.
Right now you have one direction on ship choice, one. You go point blank scram web or you die. Period. EVERY FIGHT through a WH start in Scram/Web range. EVERY ONE. NO EXCEPTIONS.
This change allows gaps to form, allow kitting ships to exist. This allows other ship classes like recons and interceptors to be more useful by catching targets further away. We may even start to see shield ships again.
Here's the thing, when you have room to move, you can fight bigger groups. Go check out CCP Rise's pre CCP Youtube Channel, plenty of vids on there with him doing exactly that. When you start caught and pummelled the only options you have are jump back or die. This'll give you a new one, manoeuvre.
Random side note, it'd be really cool if you came out the polar opposite side of the WH you came in and kept up your speed. Figuring out the vector to the WH when you click jump shouldn't be that hard and neither is reversing it. Ships that undock already start at speed so that code is already there. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 13:31:00 -
[16] - Quote
Pavel Sohaj wrote:
I wonder what hole you literally live in. I had my ship jump to a WH only to have snipers on the other side. Not everybody goes Geronimo straight up, despite your claim IN CAPS LOCK, which in my book totally proves that it is true.
Rest is just a joke. How do kiting ships spread over huge distance help against blobing armor T3 gank, is beyond me.
Speed thing, agree on that.
C4, as stated earlier. I'm being deliberately hyperbolic because poking the bear is keeping me amused while I download the Singularity update (Curious why it's 950mb...). OF course not everyone goes point blank straight up but it is generally preferable as it's the best way to catch something. That's what happens when everything will decloak within scram range.
It helps as the kiters aren't tackled straight away and killed, they can keep away from the short range T3's and plink away at them. You can warp elsewhere and pick off the quick warpers as they land before the logi gets there and resets their chains up. You can constantly crash back to the WH and try to isolate slower ships into bad positions via polarisation.
Ultimately the fights that stick out in my mind aren't the ones that start with me jumping into some or someone jumping into me. They start via a warp in and things moving all around the place because of it. The close range brawls feel too often like who can count to 100 first. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 14:03:00 -
[17] - Quote
Pavel Sohaj wrote: I wonder what hole you literally live in. I had my ship jump to a WH only to have snipers on the other side. Not everybody goes Geronimo straight up, despite your claim IN CAPS LOCK, which in my book totally proves that it is true.
Rest is just a joke. How do kiting ships spread over huge distance help against blobing armor T3 gank, is beyond me.
Speed thing, agree on that.
Oh snap I thought your name seemed familiar. Remember this fight?
https://zkillboard.com/br/1392/
We'll ignore your Alt posting :P
That fight was fun. I knew it was a trap, the Navy Aug kinda made that obvious but I took a swing anyway as I could move around initially. 3/4 of the people on that KM wouldn't be there if whatever it was that caught me had just killed me then and there instead of you guys #falcon'd me to all get on the mail. Even still it was a blast to have. If that was on a WH you woulda caught me before I got any distance and it'd have been over in seconds. Instead I almost took down your Legion. Thats what I'd like more of and this feels like it'd accomplish that.
To Meytal: Yes it is too similar to stargates and I'd much prefer something super unique. I'd just like that uniquety to allow more than one type of fleet comp. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 14:59:00 -
[18] - Quote
corbexx wrote: Dust forums are pretty bad as well way more hostile than over here.
To be fair on the Dust Bunnies, I'm sure if next Fanfest EvE Keynote CCP announced EvE2 and left with a peace out like they did in the Dust one last year, we'd be acting the same. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.05 16:15:00 -
[19] - Quote
Just for the lulz, 8 jumps with a mega and a pod on Singularity. Dunno if this is old or new jump range numbers.
8 Plate Mega + MWD High: 9.4km Low: 8.0km Average: 8.8km
Pod High: 6.2km Low: 3.6km Average: 5.1km
Really just stopping you from auto jumping back at that distance. Anyone bored enough to go jump a carrier through some WH's a few times and do the same? |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.06 00:21:00 -
[20] - Quote
Von Keigai wrote: This concerns me. It appears that every ship will always appear outside of the wormhole's decloak distance. This will make my form of hunting considerably less viable.
I hunt in wormholes. Usually I am alone, in a stealth bomber. I hunt for any kind of weak ship not in a POS, but among the most usual things I hunt (though not kill) are cloaky scouts. If a cloaky scout can always cloak safely against me, my chance of killing him is zero unless he makes a mistake or I happen to be right on top of him. Currently, there is always the incentive to go for it, on the small but real chance than he is within the wormhole's decloak distance. If he is, then I have the time to lock and can possibly kill. What usually happens is I uncloak, and I go for the lock but fail when he cloaks. This is good because I get a big thrill, and he gets a thrill. We both end up with racing hearts and feeling alive. People who feel alive keep playing.
Another thing I dislike about this, is its effect on me, the hunter. It makes me safer, since currently I too can be killed if I happen to appear too close to a wormhole and someone is there hunting me. Every jump I make into a new system is a bit dangerous. Don't take that way.
Yah was kinda surprised to have the pod out that far. Was really expecting it to be sitting at like 1km. It's kinda hard though if the goal is to create more time on the side of a WH you don't want to be on. Going further out means you have to travel back, but you can cloak, further in means no cloak but instant back. |

BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
101
|
Posted - 2014.08.06 05:43:00 -
[21] - Quote
Traiori wrote:ODSTSNAKEZZ wrote: Actually current sisi has the high end for caps being 40k then for battleships and below mostly >10k unless RNG screws you or your covered in plates.
Corp mate tested this earlier, had capsules landing at ~5K, cruisers at ~10-15K, battleships at ~20, carriers ~30, dreads ~40. If someone could confirm that he didn't manage to confuse cruisers, command ships and battleships that would be great.
This isn't what I was getting when I was testing. Full plated MWD mega was averaging around 8.5km. My post is somewhere up above.
Edit: From previous post 8 Plate Mega + MWD High: 9.4km Low: 8.0km Average: 8.8km
Pod High: 6.2km Low: 3.6km Average: 5.1km |
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