Quote:As far as my (incredibly educated and somewhat relevent due to my eve situation) opinion goes - this is a GOOD change, but only if they slightly tweak what they have now.
I am all for making it harder to bear in wspace, and I am all for making committing capitals a srsbsns thing (you have no idea how much I ******* hate shitlers who intentionally crit holes or **** with their caps, or park their fleet on a WH with a cap ready to disengage and collapse hole the second they start losing).
What I am NOT for is punishing individuals for being ballsy and trying to commit caps to a WH.
The range is good in my opinion - near the edge of triage rep range from the hole @ 0.
One really important thing this mixes up in the meta is the typical jump into perfectly setup blapdreads optimal.
With your caps landing in a random direction 40k off, you can potentially land on the opposite side from setup dreads with your caps. This greatly helps triage in the meta, since you cannot currently use triage against competent Wspace alliances at present if they're in their home holes(and tbh u need proper shield nidhoggur or shield archon if you want to use it at all - armor triage archons eat **** and die so fast vs even a single dread + subcaps).
A side effect of this is further enforcing the fact that revelations are a bad joke, armor moros are utter ****, naglfars are stronk, and phoenix are magic that ain't noone understand or gotta explain. Close range dreads need to be properly fit to project damage at a minimum to 40k if u want to hit opposing caps @ jumpin if you're pre-setting up @0 on the hole. Anywhere else and you could end up further away.
What this DOESN'T help is the exact thing. Your capitals can land spread out 80k apart. This forces you to make a choice between one or the other, and removes the ability of friendly triage to potentially rep each other or dreads. This punishes individuals jumping into others' holes with anything more than a single cap, which is quite honestly stupid.
Fortunately, this is easily fixed - make the direction random only once. This way, hostiles cannot know where to setup to land you perfectly in optimal, yet, you still land at range.
Simply have your caps land in a 10k deviation, 40k off the hole. This way you can still deploy multiple caps and be confident in not having them be suicidally wasted jumping into hostiles for a fight.
Problem solved - carebear rolling is removed against active/proactive opponents, and while rage-rolling is slowed, it is not significantly impacted by these changes - in an empty WH its rather easy to get back on the hole in jump range within 30 seconds to a minute or so, tops.
I am very ok with these changes and, if CCP takes the slight tweak I outlined above, looking forward to them hitting TQ for some awesome fights. :)