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Zed Rachalon
The Icarus Factor
0
|
Posted - 2014.10.01 18:34:00 -
[1] - Quote
With all this talk about power projection and apex forces, the conversation always lands on supercapitals. They drop on top of you, murderize everything on grid, and jump out without any threat from anyone, save another capital blob.
I have no problems with supers being incredibly strong. You shelled out a lot of time any money for that ship, so getting plenty of use out of it is perfectly fine.
What's not fine is the lack of counter play. From a game design standpoint, counter play is: "if my opponent does A, he has the advantage, but I can do B to try to take the advantage back". Unfortunately, when the only counter to A is more A, whoever has the most A wins.
Capitals have always held a distinct advantage over the myriads of subs in the area of ewar immunity. The idea was quite simple when it was implemented. How could a single tracking disrupter possibly affect something the size of a city? It was then decided that with all their redundant systems, capitals ought to be immune to ewar.
What happened, as a result, was that capitals no longer had to fear one of the main forms of counter play. They removed B from the equation, so the answer to A became more A.
That being said, your incredibly expensive ship shouldn't be counterable by a kid in a Scorpion, but how about 5 of them? 10? 20? 50?
I propose replacing the outright immunity to ewar with a sensor redundancy score. Each ewar effect successfully applied to the ship would knock a few points off the score, but the ship itself is unaffected. When an ewar effect times out, the points come back. If at any point the score reaches 0, the ship's immunity is removed until the score climbs back up again. With a single value, you can simulate the effects of multiple overlapping systems being knocked offline one by one until the ship as a whole is exposed.
This modification still leaves the capital with a unique niche and advantage, but allows a coordinated group of reasonable size to still present a threat. The counter to A would again be a reasonable amount of B. It makes bringing a contingent of sub-capital escorts to pick off some of the small ships an option worthy of consideration.
This also provides a possible answer for what the SoE ships are actually good at. As science vessels, a certain amount of redundancy in their sensors is to be expected. (Though, admittedly, it would be far less than that of a capital ship.) It gives the Nestor a unique roles as a slightly more robust logistics battleship. It at least makes more sense than a ship maintenance bay. |

Tengu Grib
Happy Fun times
441
|
Posted - 2014.10.01 18:56:00 -
[2] - Quote
Interesting proposal. I think I kind of like it. Tengu Grib> I read that as "Suddenly Noobships" and it made me want to hot drop someone with noobships. Buhhdust Princess> You have set us a challenge..We will try and do it!!!!!!!!!!! https://www.youtube.com/watch?v=GEeBnYi5bG0&feature=youtu.be |

Eldwinn
SomeWhat SophiSticateD Shadow Cartel
25
|
Posted - 2014.10.01 19:18:00 -
[3] - Quote
+1. Very interesting approach to the issue. |

Nariya Kentaya
The Pulsar Innovation Surely You're Joking
1556
|
Posted - 2014.10.01 19:52:00 -
[4] - Quote
Zed Rachalon wrote:With all this talk about power projection and apex forces, the conversation always lands on supercapitals. They drop on top of you, murderize everything on grid, and jump out without any threat from anyone, save another capital blob.
I have no problems with supers being incredibly strong. You shelled out a lot of time any money for that ship, so getting plenty of use out of it is perfectly fine.
What's not fine is the lack of counter play. From a game design standpoint, counter play is: "if my opponent does A, he has the advantage, but I can do B to try to take the advantage back". Unfortunately, when the only counter to A is more A, whoever has the most A wins.
Capitals have always held a distinct advantage over the myriads of subs in the area of ewar immunity. The idea was quite simple when it was implemented. How could a single tracking disrupter possibly affect something the size of a city? It was then decided that with all their redundant systems, capitals ought to be immune to ewar.
What happened, as a result, was that capitals no longer had to fear one of the main forms of counter play. They removed B from the equation, so the answer to A became more A.
That being said, your incredibly expensive ship shouldn't be counterable by a kid in a Scorpion, but how about 5 of them? 10? 20? 50?
I propose replacing the outright immunity to ewar with a sensor redundancy score. Each ewar effect successfully applied to the ship would knock a few points off the score, but the ship itself is unaffected. When an ewar effect times out, the points come back. If at any point the score reaches 0, the ship's immunity is removed until the score climbs back up again. With a single value, you can simulate the effects of multiple overlapping systems being knocked offline one by one until the ship as a whole is exposed.
This modification still leaves the capital with a unique niche and advantage, but allows a coordinated group of reasonable size to still present a threat. The counter to A would again be a reasonable amount of B. It makes bringing a contingent of sub-capital escorts to pick off some of the small ships an option worthy of consideration.
This also provides a possible answer for what the SoE ships are actually good at. As science vessels, a certain amount of redundancy in their sensors is to be expected. (Though, admittedly, it would be far less than that of a capital ship.) It gives the Nestor a unique roles as a slightly more robust logistics battleship. It at least makes more sense than a ship maintenance bay. An absurdly high EWAR resistance is better than outright immunity, because if i have enough blackbirds, there can only be so many "redundant systems" to target before the capital is **** out of luck |

ShahFluffers
Ice Fire Warriors Late Night Alliance
6224
|
Posted - 2014.10.01 20:13:00 -
[5] - Quote
Supported. We even have certain mechanics that can support this theme. For example; Deep Space Transports have a built-in "immunity" to two warp disruptors or one warp scrambler. A Titan could have +20 warp disruption immunity or somesuch (which would not step on the toes of a HIC). Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?" |

Alvatore DiMarco
Capricious Endeavours Ltd
2824
|
Posted - 2014.10.01 20:17:00 -
[6] - Quote
This is a good approach to the problem. It gets a +1 and a like from me.
Specialized scriptable EWAR modules that only go on EAFs and Recons (think hictor infinipoints) could be useful for this problem as well, while giving these ship classes additional roles and tools. |

Iain Cariaba
415
|
Posted - 2014.10.01 20:40:00 -
[7] - Quote
+1 for feasability, +1 for originality, but -2 because I couldn't find where you were whining over your most recent lossmail and asking for nerfs to whatever killed you.  Disclaimer: My opinion does not necessarily reflect that of my corp or alliance. My opinion is my own, and if you don't like, that is your problem. |

Zed Rachalon
The Icarus Factor
1
|
Posted - 2014.10.01 21:07:00 -
[8] - Quote
Iain Cariaba wrote:+1 for feasability, +1 for originality, but -2 because I couldn't find where you were whining over your most recent lossmail and asking for nerfs to whatever killed you. 
I've never had the honor of getting blapped by a super. I cloak through gatecamps, work quickly, and cloak back.
I just dislike the idea of having hard "walls" in the sandbox. |

Zan Shiro
Alternative Enterprises
495
|
Posted - 2014.10.01 22:07:00 -
[9] - Quote
I like this idea. The e-war immunity never sat well with me. It probably sounded good in theory back in the days when ccp believed cost would limit its numbers. But we know how that worked out lol.
Doesn't have them jammed real easy but doesn't have them untouchable, fair mix to me. |

Angelique Duchemin
GoonWaffe Goonswarm Federation
888
|
Posted - 2014.10.01 22:14:00 -
[10] - Quote
I like it.
Let a thousand Celestis fly. The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity. |

Zmikund
Center for Advanced Studies Gallente Federation
4
|
Posted - 2014.10.01 22:36:00 -
[11] - Quote
Good idea, but what caught me more is how everywhere they call nestor useless ... after his last changes i think nestor is perfectly fine ... it was designed as wormhole vessel and as one its perfect for its role ... i dont see any reason why should be nestor changed to fit into 0.0 roles ... you have black ops wormholers cant use, so why shouldnt wormholers have ship designed specially for them? why should be everything only about 0.0? |

Zed Rachalon
The Icarus Factor
4
|
Posted - 2014.10.02 00:29:00 -
[12] - Quote
Zmikund wrote:Good idea, but what caught me more is how everywhere they call nestor useless ... after his last changes i think nestor is perfectly fine ... it was designed as wormhole vessel and as one its perfect for its role ... i dont see any reason why should be nestor changed to fit into 0.0 roles ... you have black ops wormholers cant use, so why shouldnt wormholers have ship designed specially for them? why should be everything only about 0.0?
It's a fair point, and I agree that the mass and agility changes they made to it serve it well for wormholes. I just figured the sensor redundancy would fit with it lore-wise and would mesh well with the other ship bonuses they gave it. |

Verdis deMosays
Alexylva Paradox Low-Class
47
|
Posted - 2014.10.02 00:57:00 -
[13] - Quote
As a pilot of Falcons, Blackbirds, and even the ugly ducking of the Scorpion, I give this a +1.
Please let there be some ewar other than damps!
And let the Supercaps fear the recons. |

Aivlis Eldelbar
Ubuntu Inc. The Fourth District
30
|
Posted - 2014.10.02 00:58:00 -
[14] - Quote
Supported, it's actually a doable idea that could expand on a currently stale mechanic. |

Zed Rachalon
The Icarus Factor
6
|
Posted - 2014.10.08 22:03:00 -
[15] - Quote
Given the proposed jump range changes and the expected fragmentation of null, this might also lead to some interesting fights.
As an example, we could take the current state of affairs with HERO and Provibloc. HERO uses a lot of members in subcapital ships and was doing well against Provi's subcapital fleets, flipping system after system until the heavyweights took notice. They began to drop blobs of capitals on them at their leisure, halting the advance in its tracks.
Most expect drops like this to become rarer, and overall they would be right. Roaming fleets of supers will be replaced by smaller, less mobile fleets. Multiple capital fleets in the same area won't last long and eventually they will distribute themselves out, dropping on subcapital fleets entering their general vicinity. I expect these kinds of encounters to be more common as low sec and even some high sec corps try to chip away at pieces of sov, large coordinated groups of pilots getting overwhelmed by a much smaller force of capitals left over from the Great Dominion Arms Race.
With the possibility of ewar, the large, sub-capital group still stands a chance, provided they do everything right. (which is not an easy task) The result is more fights where each side still has a chance, and people can still hold the advantage over others without completely outclassing them. This could very well result if more "gud fite"s. |

Arthur Aihaken
X A X
3851
|
Posted - 2014.10.08 22:26:00 -
[16] - Quote
+1 and kudos on an original idea.  I am currently away, traveling through time and will be returning last week. |

Paranoid Loyd
2155
|
Posted - 2014.10.08 22:27:00 -
[17] - Quote
An original idea without any whine that makes sense and people agree with? What is this madness? "PvE in EVE is a trap to turn you into PvP content, don't confuse it for actual gameplay." Lipbite |

Lugh Crow-Slave
Guardians of the Morrigan
117
|
Posted - 2014.10.08 22:35:00 -
[18] - Quote
ShahFluffers wrote:Supported. We even have certain mechanics that can support this theme. For example; Deep Space Transports have a built-in "immunity" to two warp disruptors or one warp scrambler. A Titan could have +20 warp disruption immunity or somesuch (which would not step on the toes of a HIC).
I'm going to assume this post is about suppers and not capitals in siege/triage. I like the over all idea except they need to keep their warp cor immunity or (yes it will step on the toes of a HIC). lets say its strength is +20 that would mean i only need 3 dedicated frigs with scrams to hold it down and i would much rather through 10-12 cheap scraming frigs over a HIC |

Zed Rachalon
The Icarus Factor
8
|
Posted - 2014.10.09 14:13:00 -
[19] - Quote
Lugh Crow-Slave wrote:ShahFluffers wrote:Supported. We even have certain mechanics that can support this theme. For example; Deep Space Transports have a built-in "immunity" to two warp disruptors or one warp scrambler. A Titan could have +20 warp disruption immunity or somesuch (which would not step on the toes of a HIC). I'm going to assume this post is about suppers and not capitals in siege/triage. I like the over all idea except they need to keep their warp cor immunity or (yes it will step on the toes of a HIC). lets say its strength is +20 that would mean i only need 3 dedicated frigs with scrams to hold it down and i would much rather through 10-12 cheap scraming frigs over a HIC
And that's part of the beauty of this solution. It's not too far off from what the players already know, and it's a numerical stat, meaning CCP can adjust it at their discretion to decide how many cheap scramming frigs it takes to hold a Nyx. If the HIC isn't seeing use any more, they can pad the number a bit to increase its viability. It's a very flexible change. |

Hopelesshobo
Tactical Nuclear Penguin's
328
|
Posted - 2014.10.09 17:02:00 -
[20] - Quote
I would like to point one thing out, in that if you are trying to EWAR a super carrier, your doing it wrong (Except for neuts). You would be better off taking those 15 EWAR ships, and jamming out it's drones. Bombers already have a tough time hitting anything except a capital or a painted/webbed battleship, just imagine a tracking disruptor on each on.
With all that said, I do like the idea of a +xx strength to it's EWAR immunity instead of being flat EWAR immune. But, I feel that if this change were to be implemented, that new cap modules be introduced that increase that EWAR immunity level. That would only be fair because it would allow the super to choose between awesome tank, or being able to push past the EWAR and actually do something. Lowering the average to make you look better since 2012. |

ShahFluffers
Ice Fire Warriors Late Night Alliance
6306
|
Posted - 2014.10.09 17:07:00 -
[21] - Quote
Lugh Crow-Slave wrote:ShahFluffers wrote:Supported. We even have certain mechanics that can support this theme. For example; Deep Space Transports have a built-in "immunity" to two warp disruptors or one warp scrambler. A Titan could have +20 warp disruption immunity or somesuch (which would not step on the toes of a HIC). I'm going to assume this post is about suppers and not capitals in siege/triage. I like the over all idea except they need to keep their warp cor immunity or (yes it will step on the toes of a HIC). lets say its strength is +20 that would mean i only need 3 dedicated frigs with scrams to hold it down and i would much rather through 10-12 cheap scraming frigs over a HIC Indeed. I am talking about supers and not sieged/triaged capitals.
As for the warp strength I put down... see it as a place holder. It can be +30 or something.
And no, it won't step on the toes of the HIC. The HIC is a single ship that can point any one ship by itself regardless of its warp core strength or how many warp core stabilizers are fitted. It is (sorta) like the difference between a regular frigate and an Interceptor. Both can do the same thing (intercept and warp disrupt)... but one can do it MUCH better. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?" |

ShahFluffers
Ice Fire Warriors Snuffed Out
6902
|
Posted - 2014.10.09 17:07:50 -
[22] - Quote
Lugh Crow-Slave wrote:ShahFluffers wrote:Supported. We even have certain mechanics that can support this theme. For example; Deep Space Transports have a built-in "immunity" to two warp disruptors or one warp scrambler. A Titan could have +20 warp disruption immunity or somesuch (which would not step on the toes of a HIC). I'm going to assume this post is about suppers and not capitals in siege/triage. I like the over all idea except they need to keep their warp cor immunity or (yes it will step on the toes of a HIC). lets say its strength is +20 that would mean i only need 3 dedicated frigs with scrams to hold it down and i would much rather through 10-12 cheap scraming frigs over a HIC Indeed. I am talking about supers and not sieged/triaged capitals.
As for the warp strength I put down... see it as a place holder. It can be +30 or something.
And no, it won't step on the toes of the HIC. The HIC is a single ship that can point any one ship by itself regardless of its warp core strength or how many warp core stabilizers are fitted. It is (sorta) like the difference between a regular frigate and an Interceptor. Both can do the same thing (intercept and warp disrupt)... but one can do it MUCH better.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
|

Old Man Parmala
Talons Co.
0
|
Posted - 2014.10.09 17:25:00 -
[23] - Quote
This is an incredibly well thought out way of doing this... |

Old Man Parmala
Talons Co.
1
|
Posted - 2014.10.09 17:25:13 -
[24] - Quote
This is an incredibly well thought out way of doing this... |

Vadeim Rizen
Origin. Black Legion.
90
|
Posted - 2014.10.09 21:01:00 -
[25] - Quote
I like the idea, in fact i stated something similar in a forum post the other day. Though i only stated it for the sake of warp strength. So along those same lines I've always thought BS should have +1 warp strength standard, Carriers/Dreads +3 and Supers +6 or something similar. I've always thought it to be slightly dumb that a t1 frig can perma-hold a carrier. I actually like that you took this a step further and suggested other forms of e-war as well. It would definitely make supers much more vulnerable in low-sec which I think is a positive. As it stands right now, to tackle a super really needs not only 1 hic but atleast another 2 sitting on a titan behind it because hics are so vulnerable to neuts/ecm/drones from a super or any of it's support fleet. IMO it's kind of dumb only one type of ship can hold down a super.
edit: along the same lines i think it would be cool if carriers were given + tackle strength for its own warp disruptors. How is it feasible for 1 or 2 hics to hold down a super but not 5 archons? |

Vadeim Rizen
Doughboys Snuffed Out
117
|
Posted - 2014.10.09 21:01:42 -
[26] - Quote
I like the idea, in fact i stated something similar in a forum post the other day. Though i only stated it for the sake of warp strength. So along those same lines I've always thought BS should have +1 warp strength standard, Carriers/Dreads +3 and Supers +6 or something similar. I've always thought it to be slightly dumb that a t1 frig can perma-hold a carrier. I actually like that you took this a step further and suggested other forms of e-war as well. It would definitely make supers much more vulnerable in low-sec which I think is a positive. As it stands right now, to tackle a super really needs not only 1 hic but atleast another 2 sitting on a titan behind it because hics are so vulnerable to neuts/ecm/drones from a super or any of it's support fleet. IMO it's kind of dumb only one type of ship can hold down a super.
edit: along the same lines i think it would be cool if carriers were given + tackle strength for its own warp disruptors. How is it feasible for 1 or 2 hics to hold down a super but not 5 archons? |

Zed Rachalon
The Icarus Factor
9
|
Posted - 2014.10.10 16:16:00 -
[27] - Quote
Vadeim Rizen wrote:I like the idea, in fact i stated something similar in a forum post the other day. Though i only stated it for the sake of warp strength. So along those same lines I've always thought BS should have +1 warp strength standard, Carriers/Dreads +3 and Supers +6 or something similar. I've always thought it to be slightly dumb that a t1 frig can perma-hold a carrier. I actually like that you took this a step further and suggested other forms of e-war as well. It would definitely make supers much more vulnerable in low-sec which I think is a positive. As it stands right now, to tackle a super really needs not only 1 hic but atleast another 2 sitting on a titan behind it because hics are so vulnerable to neuts/ecm/drones from a super or any of it's support fleet. IMO it's kind of dumb only one type of ship can hold down a super.
edit: along the same lines i think it would be cool if carriers were given + tackle strength for its own warp disruptors. How is it feasible for 1 or 2 hics to hold down a super but not 5 archons?
The +1 warp strength for BS makes sense lore-wise, but I do worry about it ruining the paper rock scissors setup that subcapitals have going now.
There's a nice cycle (Frig < Cruiser < BS < Frig) , but it's still possible to build to fight effectively against something out of your size class. Sig tanked frigates have long been one of the best counters to BS class ships, but a BS can drop a gun size and add a web/painter to be effective against frigates but less effective at fighting other battleships. It's a nice case of Perfect Imbalance. |

Zed Rachalon
The Icarus Factor
19
|
Posted - 2014.10.10 16:16:25 -
[28] - Quote
Vadeim Rizen wrote:I like the idea, in fact i stated something similar in a forum post the other day. Though i only stated it for the sake of warp strength. So along those same lines I've always thought BS should have +1 warp strength standard, Carriers/Dreads +3 and Supers +6 or something similar. I've always thought it to be slightly dumb that a t1 frig can perma-hold a carrier. I actually like that you took this a step further and suggested other forms of e-war as well. It would definitely make supers much more vulnerable in low-sec which I think is a positive. As it stands right now, to tackle a super really needs not only 1 hic but atleast another 2 sitting on a titan behind it because hics are so vulnerable to neuts/ecm/drones from a super or any of it's support fleet. IMO it's kind of dumb only one type of ship can hold down a super.
edit: along the same lines i think it would be cool if carriers were given + tackle strength for its own warp disruptors. How is it feasible for 1 or 2 hics to hold down a super but not 5 archons?
The +1 warp strength for BS makes sense lore-wise, but I do worry about it ruining the paper rock scissors setup that subcapitals have going now.
There's a nice cycle (Frig < Cruiser < BS < Frig) , but it's still possible to build to fight effectively against something out of your size class. Sig tanked frigates have long been one of the best counters to BS class ships, but a BS can drop a gun size and add a web/painter to be effective against frigates but less effective at fighting other battleships. It's a nice case of Perfect Imbalance. |

Rahelis
Tris Legomenon
120
|
Posted - 2014.10.10 17:36:00 -
[29] - Quote
Very good idea that would give EVE more depth and ship types more face - love it.
Caps using gates will need some warp core strengh bonus to travel anyhow.
BS in low sec would be more usefull with a warp core strength bonus too.
Finally I love ewar and would appreciate its use in more situations. |

Rahelis
Copperhead Arsenal The Fourth District
120
|
Posted - 2014.10.10 17:36:06 -
[30] - Quote
Very good idea that would give EVE more depth and ship types more face - love it.
Caps using gates will need some warp core strengh bonus to travel anyhow.
BS in low sec would be more usefull with a warp core strength bonus too.
Finally I love ewar and would appreciate its use in more situations. |

Zed Rachalon
The Icarus Factor
19
|
Posted - 2014.12.23 19:42:37 -
[31] - Quote
So since we've now had a chance to see how Rhea has affected things, how does the suggestion sit with everyone now? |

Aiyshimin
Shiva Furnace
278
|
Posted - 2014.12.23 20:01:38 -
[32] - Quote
So the answer to supers should not be another super, but a blob of boxed alts in T1 ewar?
Great idea indeed
|

Zed Rachalon
The Icarus Factor
19
|
Posted - 2014.12.23 20:10:42 -
[33] - Quote
Seeing as how CCP is now banning for use of ISBoxer, I don't see this being very common. However, if they can alt+tab between 5 to 10 alts and successfuly ewar the super with all of them without buying the farm, more power to them. That kind of skill is worth rewarding. |

Joe Risalo
State War Academy Caldari State
736
|
Posted - 2014.12.23 20:58:38 -
[34] - Quote
Zed Rachalon wrote:Seeing as how CCP is now banning for use of ISBoxer, I don't see this being very common. However, if they can alt+tab between 5 to 10 alts and successfuly ewar the super with all of them without buying the farm, more power to them. That kind of skill is worth rewarding.
Yeah, i'm gonna agree with this.
I very much like the idea posted in the OP.
If one player that is multi-boxing is capable of accomplishing this, that man deserves a cookie....Seriously..
I would also like to mention that the likelihood of a solo player with multiple characters is out roaming on his lonesome is very slim.
I would also like to mention that the likelihood of that unlikely to exist situation coming across a lone capital with no other support, anywhere near him, is somewhere is the realm of seeing a minotaur riding a unicorn, that's spearing an elf, that's firing arrows at a werewolf, who's trying to chase a cow, which jumped over the moon to escape and smacked into a flying pig, which was somewhere off the edge of the world, which was all lit up by the lights of Eldorado, where its citizens were battling the undead for control of Pandora's box, which was guarded by a Phoenix, which was feasting on the dead corpse of an Eve Pilot...
Basically, it's very unlikely... |

Damjan Fox
Fox Industries and Exploration
81
|
Posted - 2014.12.23 21:05:37 -
[35] - Quote
+1 for you OP.
(and +1 for the guy above me. )
Quote:seeing a minotaur riding a unicorn, that's spearing an elf, that's firing arrows at a werewolf, who's trying to chase a cow, which jumped over the moon to escape and smacked into a flying pig, which was somewhere off the edge of the world, which was all lit up by the lights of Eldorado, where its citizens were battling the undead for control of Pandora's box, which was guarded by a Phoenix, which was feasting on the dead corpse of an Eve Pilot...
Basically, it's very unlikely... |

Tappits
North Eastern Swat Pandemic Legion
80
|
Posted - 2014.12.24 01:44:57 -
[36] - Quote
Zed Rachalon wrote:I propose replacing the outright immunity to ewar with a sensor redundancy score. Each ewar effect successfully applied to the ship would knock a few points off the score, but the ship itself is unaffected. When an ewar effect times out, the points come back. If at any point the score reaches 0, the ship's immunity is removed until the score climbs back up again. With a single value, you can simulate the effects of multiple overlapping systems being knocked offline one by one until the ship as a whole is exposed.
This modification still leaves the capital with a unique niche and advantage, but allows a coordinated group of reasonable size to still present a threat. The counter to A would again be a reasonable amount of B. It makes bringing a contingent of sub-capital escorts to pick off some of the small ships an option worthy of consideration.
This also provides a possible answer for what the SoE ships are actually good at. As science vessels, a certain amount of redundancy in their sensors is to be expected. (Though, admittedly, it would be far less than that of a capital ship.) It gives the Nestor a unique roles as a slightly more robust logistics battleship. It at least makes more sense than a ship maintenance bay.
So if you have N+1 you win?
People that have never been in a real super cap fight should not even think about proposing changes,
If a sub Cap fleet is fighting a solely super-cap fleet then the Supers loose, because after about 5mins all the fighters/bombers will be dead and dps less If the supers have reasonably large Sub cap fleet as well and there combined power is enough to win the fight you loose.
All you have to do to win Vs supers is win the Subcap fight and keep them bubbled. then you can bump them off one at a time and kill them while the rest of there gang watches while thinking to themselves o **** i hope i am not nest. |

Aiyshimin
Shiva Furnace
279
|
Posted - 2014.12.24 12:20:46 -
[37] - Quote
Zed Rachalon wrote:Seeing as how CCP is now banning for use of ISBoxer, I don't see this being very common. However, if they can alt+tab between 5 to 10 alts and successfuly ewar the super with all of them without buying the farm, more power to them. That kind of skill is worth rewarding.
Yeah but for the fact that they are not banning the use of isbotter, only the broadcasting functionality.
That said, alt-tabbing four-five alts with three scrams each would be trivial
Your idea is bad and strongly favours the blob.
|

colera deldios
280
|
Posted - 2014.12.24 12:31:29 -
[38] - Quote
Man this forum is neverending in posts from incompetent people crying out for CCP to make the game easier for them.
First if you are fighting a supercapital blob with subcapts they are pretty much as good as dead. This is not if or maybe but a proven fact just few weeks ago NC. lost 4-5 /7-8 supers to a 200 man CFC fleet. Kadeshi fielded some 10 Supers and lost 2 to PL/Laserhawks fleet etc..
Supers are currently super underpowered that the only place they have any more value is in really massive fights or here and there being able to assign fighters.
Also people who know jack **** about the topic should really not be making suggestions about the topic. |

Lugh Crow-Slave
333
|
Posted - 2014.12.24 12:32:01 -
[39] - Quote
ShahFluffers wrote:Lugh Crow-Slave wrote:ShahFluffers wrote:Supported. We even have certain mechanics that can support this theme. For example; Deep Space Transports have a built-in "immunity" to two warp disruptors or one warp scrambler. A Titan could have +20 warp disruption immunity or somesuch (which would not step on the toes of a HIC). I'm going to assume this post is about suppers and not capitals in siege/triage. I like the over all idea except they need to keep their warp cor immunity or (yes it will step on the toes of a HIC). lets say its strength is +20 that would mean i only need 3 dedicated frigs with scrams to hold it down and i would much rather through 10-12 cheap scraming frigs over a HIC Indeed. I am talking about supers and not sieged/triaged capitals. As for the warp strength I put down... see it as a place holder. It can be +30 or something. And no, it won't step on the toes of the HIC. The HIC is a single ship that can point any one ship by itself regardless of its warp core strength or how many warp core stabilizers are fitted. It is (sorta) like the difference between a regular frigate and an Interceptor. Both can do the same thing (intercept and warp disrupt)... but one can do it MUCH better.
I still feel like it would since in this case the frigs would be more effective in that its allot easier to kill one HIC than a swarm of frigs and the frigs are also not only easier to get a pilot into but much much cheaper to lose.
not saying this is an overall bad idea just one flaw i say and it may be as simple as the HIC needing some form of a role change to keep it relevant but who knows |

Swiftstrike1
Swiftstrike Incorporated
847
|
Posted - 2014.12.24 12:43:55 -
[40] - Quote
Nice idea in principle, but the problem is that current game mechanics won't allow it. I am referring to stacking penalties. They apply to offensive modules in the same way they apply to local bonuses.
ECM does not have a stacking penalty because of its unique nature, but all other e-war does have stacking penalties. The first 7 modules have decreasing strength on target, then modules 8+ have no effect at all.
Targeting, Sensors and ECM Overhaul
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Sean Parisi
Fugutive Task Force A T O N E M E N T
584
|
Posted - 2014.12.24 12:47:23 -
[41] - Quote
Agreed. Never liked the fact super capitals had "Immunity" - making them risk adverse with proper planning. When I was relatively new in the game we had a guy drop a Nyx on our pos, tearing apart everyone. Even though our POS has the massive MASSIVE batteries for warp disruption - he was able to just warp off after obliterating everything. At the end of the day with enough power it should no longer be immune. |

Lugh Crow-Slave
333
|
Posted - 2014.12.24 12:48:15 -
[42] - Quote
Swiftstrike1 wrote:Nice idea in principle, but the problem is that current game mechanics won't allow it. I am referring to stacking penalties. They apply to offensive modules in the same way they apply to local bonuses.
ECM does not have a stacking penalty because of its unique nature, but all other e-war does have stacking penalties. The first 7 modules have decreasing strength on target, then modules 8+ have no effect at all. It's not the first 7 it's in the order of most effective to least effective so if there were enough to break through you would still feel the effect |

Zed Rachalon
The Icarus Factor
28
|
Posted - 2014.12.29 22:05:13 -
[43] - Quote
Swiftstrike1 wrote:Nice idea in principle, but the problem is that current game mechanics won't allow it. I am referring to stacking penalties. They apply to offensive modules in the same way they apply to local bonuses.
ECM does not have a stacking penalty because of its unique nature, but all other e-war does have stacking penalties. The first 7 modules have decreasing strength on target, then modules 8+ have no effect at all.
I don't really see this being too much of an issue. If a ship is above the threshold for redundancy, it just eats the ewar attempt, drops the redundancy score by the appropriate amount, and doesn't apply the diminishing returns.
In practice, if a ship can eat 7 attempts before becoming vulnerable, the first 7 effects (say sensor damps) deplete the redundancy score, but the 8th one takes effect at no diminishing returns and damps the ship until it either wears off or the score rises above the threshold again. |

Incinerator570
Phoibe Enterprises
0
|
Posted - 2014.12.30 03:36:13 -
[44] - Quote
Overall, I think this is a great idea. Except for one minor problem: ECMs.
The system would be well balanced for all forms of EW except for ECMs, namely because while everything else has a 100% chance of working as long as the target is within range, ECMs only have a percentage chance of working. And that chance is astronomically low against a supercap's sensor strength. Even if one rebalanced their sensor strength to a lower value (or the inverse, giving ECM modules an extra bonus when used against supercaps), you still have the percentage chance.
i.e. if each ECM has a 50% chance of working, and this is a very optimistic value, you would need twice as many ECMs to overcome the EW threshold, on average, as you would sensor damps for example. For 25% you would need four times as many, and so on. |

Joe Risalo
State War Academy Caldari State
752
|
Posted - 2014.12.30 14:37:46 -
[45] - Quote
Incinerator570 wrote:Overall, I think this is a great idea. Except for one minor problem: ECMs.
The system would be well balanced for all forms of EW except for ECMs, namely because while everything else has a 100% chance of working as long as the target is within range, ECMs only have a percentage chance of working. And that chance is astronomically low against a supercap's sensor strength. Even if one rebalanced their sensor strength to a lower value (or the inverse, giving ECM modules an extra bonus when used against supercaps), you still have the percentage chance.
i.e. if each ECM has a 50% chance of working, and this is a very optimistic value, you would need twice as many ECMs to overcome the EW threshold, on average, as you would sensor damps for example. For 25% you would need four times as many, and so on.
Perhaps ECM and ship sensor strength need to be reworked.
Instead of ECM having a chance hit, it instead will always hit, but will remove a set number of sensor points (sensor strength) from the targeted ship. Certain ships will be bonused to ECM, as usual. All ships will have their sensor strength rebalanced to factor this in. Weaker ships, of course, having weaker sensors.
Certain ships will have significantly high sensor strength, mostly capitals. Specialty ships, like Marauders in bastion, will essentially have their sensors set to infinity symbol when in bastion, to show they're completely immune.
Falloff will not longer effect ECm chance to hit, but will instead effect efficiency. So if your ECM typically removes 5 sensor strength, it would reduce over fall off, but unlike most turrets/modules, max fall off would not be half, it would instead be 1, and anything past fall off would be 0.
Sensor strength would also effect max locked targets, with a certain number of points representing a target lock. So, if you have 100 point sensor strength, with 10 max targets, if I take away 10 sensor strength, you lose one locked target. This way, you can have some sort of effect, even if you don't have enough ECM to completely block the target.
ECCM modules would essentially stack on more sensor strength, requiring more ECM to lock you out as a whole, but also more ECM for each individual target lock capability.
This would not only allow ECM to be a bit more useful on non-bonused ships, but you could also be able to tactically reduce ECM to your ship by increasing falloff of the ship ECM'ing you. Thus reducing the amount of effective ECM.
So not only can you negate ECM with ECCM, but you can also negate with pilot Skill. |

Serendipity Lost
Repo Industries
741
|
Posted - 2014.12.30 15:09:10 -
[46] - Quote
colera deldios wrote:Man this forum is neverending in posts from incompetent people crying out for CCP to make the game easier for them.
First if you are fighting a supercapital blob with subcapts they are pretty much as good as dead. This is not if or maybe but a proven fact just few weeks ago NC. lost 4-5 /7-8 supers to a 200 man CFC fleet. Kadeshi fielded some 10 Supers and lost 2 to PL/Laserhawks fleet etc..
Supers are currently super underpowered that the only place they have any more value is in really massive fights or here and there being able to assign fighters.
Also people who know jack **** about the topic should really not be making suggestions about the topic.
The PL expert 2 posts above yours said that subcaps will always beat supers. Now you're saying the subcaps are as good as dead (this is not if or maybe but a proven fact.....)
You're both self proclaimed experts.... but you are in direct opposition.... I'm confused.
Is there a 3rd expert that can clear all this up?? |

Ronny Hugo
Dark Fusion Industries Limitless Redux
74
|
Posted - 2014.12.30 16:01:39 -
[47] - Quote
Hopelesshobo wrote:I would like to point one thing out, in that if you are trying to EWAR a super carrier, your doing it wrong (Except for neuts). You would be better off taking those 15 EWAR ships, and jamming out it's drones. Bombers already have a tough time hitting anything except a capital or a painted/webbed battleship, just imagine a tracking disruptor on each on.
With all that said, I do like the idea of a +xx strength to it's EWAR immunity instead of being flat EWAR immune. But, I feel that if this change were to be implemented, that new cap modules be introduced that increase that EWAR immunity level. That would only be fair because it would allow the super to choose between awesome tank, or being able to push past the EWAR and actually do something.
+1 to the original post if this above quote is also implemented. But not sure how it would be implemented, maybe its a medium slot module for shield tanking supers and low slot module for armor tanking supers? |

Zimmer Jones
Aliastra Gallente Federation
23
|
Posted - 2014.12.30 16:47:49 -
[48] - Quote
+1 supported. Give the supers/titans awesome capacity, just not outright immunity. capital mods for extra. high numbers look better to me than out right immunity, would like to see the same for "interdiction nullification" on dictor/hictor bubbles. if they have the numbers to throw and need to focus, its better than "one module(ecm) to ruin them all, except these special ships, cause they're special." dogpile jams and you should be able to jam anyone.
could work well with other RNG unfriendly ideas |

Zed Rachalon
The Icarus Factor
35
|
Posted - 2014.12.30 21:45:07 -
[49] - Quote
Joe Risalo wrote:
Perhaps ECM and ship sensor strength need to be reworked.
Instead of ECM having a chance hit, it instead will always hit, but will remove a set number of sensor points (sensor strength) from the targeted ship. Certain ships will be bonused to ECM, as usual. All ships will have their sensor strength rebalanced to factor this in. Weaker ships, of course, having weaker sensors.
Certain ships will have significantly high sensor strength, mostly capitals. Specialty ships, like Marauders in bastion, will essentially have their sensors set to infinity symbol when in bastion, to show they're completely immune.
Falloff will not longer effect ECm chance to hit, but will instead effect efficiency. So if your ECM typically removes 5 sensor strength, it would reduce over fall off, but unlike most turrets/modules, max fall off would not be half, it would instead be 1, and anything past fall off would be 0.
Sensor strength would also effect max locked targets, with a certain number of points representing a target lock. So, if you have 100 point sensor strength, with 10 max targets, if I take away 10 sensor strength, you lose one locked target. This way, you can have some sort of effect, even if you don't have enough ECM to completely block the target.
ECCM modules would essentially stack on more sensor strength, requiring more ECM to lock you out as a whole, but also more ECM for each individual target lock capability.
This would not only allow ECM to be a bit more useful on non-bonused ships, but you could also be able to tactically reduce ECM to your ship by increasing falloff of the ship ECM'ing you. Thus reducing the amount of effective ECM.
So not only can you negate ECM with ECCM, but you can also negate with pilot Skill.
I would like a slightly more deterministic function for ECM as well as removing the "fit or die" countermeasure they have going, but I figured, for ease of implementation and not rocking the boat too much, any ECM attempt on a super would count as an ewar attempt and would be blocked and reduce redundancy before it tried calculating success or failure to jam. |

Krops Vont
Genii Federation
31
|
Posted - 2014.12.31 04:40:56 -
[50] - Quote
Props for use and well thought counterplay. INB4 dev post.
Seriously, if a dreadnought's only counter is more dreadnought or a sluggish support fleet...
As with any human, we must map out everything for the sake of living. So what happens when you put the same aspect in a game with random events? They go nuts trying to figure out how to predict and map out everything.
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