Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Corraidhin Farsaidh
Farsaidh's Freeborn
679
|
Posted - 2014.10.04 17:58:00 -
[1] - Quote
Paranoid Loyd wrote:I have caught many stabbed farmers, it simply requires you to narrow your engagement envelope to only them. You apparently found 8 out of 8 that were stabbed so why not change your fit?
All of the changes you propose will not stop people from farming. You don't need stabs to farm, anyone who is competent will be gone before you land, if they don't want to fight, making warp stabs hard to fit is not going to make them want to fight.
Suerly along these lines a player hunting stabbed FW people could fit an armour tanked ship with 2 scrams and catch anybody? Go overboard and fit 3 scrams if need be, you'll still have your tank and if say you fly an ishkur you'd have drone hell for that scrammed frig that has no low slots other than WCS so crap tank and equally crap target lock time. |

Corraidhin Farsaidh
Farsaidh's Freeborn
681
|
Posted - 2014.10.05 13:39:00 -
[2] - Quote
No changes are required with WCS in my view. Want to trap a stabbed frig? Fit more scram, you can always fit more scram than a defender can fit WCS. In fitting a high numbr of WCS a player gimps their combat utility to the point that all they can do is run. They will die before they get a single target lock if you catch them. Want to sneak up and catch someone? Run a cov-ops in with armour tank and scrams galore. Bring a friend and split the scrams between you. I'm sure there are many ways to trap players in WCS ships. |

Corraidhin Farsaidh
Farsaidh's Freeborn
682
|
Posted - 2014.10.05 15:37:00 -
[3] - Quote
Jason Ozran wrote:Christopher Mabata wrote:If there weren't ways to catch stabbed ships, something would have been done about it there are ways to catch stabbed ships, so quit whining about it and do something to stop them warping off you have dozens of options Corraidhin Farsaidh wrote:No changes are required with WCS in my view. Want to trap a stabbed frig? Fit more scram, you can always fit more scram than a defender can fit WCS. In fitting a high numbr of WCS a player gimps their combat utility to the point that all they can do is run. They will die before they get a single target lock if you catch them. Want to sneak up and catch someone? Run a cov-ops in with armour tank and scrams galore. Bring a friend and split the scrams between you. I'm sure there are many ways to trap players in WCS ships. If you had read the previous posts, you would have realized that everything you propose is already well-known, we don't need to know that scrams counter this module. What we are trying to discuss here is how to reduce their efficiency a bit and make it harder to just leave a fight when you are committed. Corraidhin Farsaidh wrote:I actually agree with the OP that WCS mods are problematic, but everybody else here is burning him alive at the stake. I am not so sure I am ready to burn alongside him.
Overall, I agree that WCS mods should incur more costs to the player's ship given that the whole intent of the mod is to escape PvP scenarios. The first thing that comes to mind is a mass and/or signature radius penalty in addition to the existing targeting range and scan resolution penalties. You basically summarized what is in my mind. It should be slighly more costly and difficult to use, and a few effective maluses would help in that way.
The second quote wasn't me and misrepresents my view. Your response to my actual post misses my point whilst reiterating it. I didn't propose anything but rather I stated that WCS are fine *because* the counters are well known. There is no efficiency here to take into account, you either have enough WCS or scram or you don't.
Without checking to be sure I believe that any tech 1 frig has 3 low slots therefore 3 WCS maximum whilst utterly gimping combat utility and survivability. Any like for like counter tech 1 frig can use 2 mid slots to *guarantee* catching a fully WCS fit tech 1 frig whilst still having a mid slot spare. This already puts an attacker at an advantage
Anybody complaining that a frig etc escaped them because of WCS simply didn't fit their ship well enough for the job at hand. The defender in this case 'won' the engagement as their fit and tactics worked better than the attackers. Complaining that someone didn't stand still and die as you shot them really holds no water as the attacker already knows and should have prepared for the fit they expect to encounter. |

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.05 21:37:00 -
[4] - Quote
Jason Ozran wrote:I am sorry but you just can't say "your fit is bad, you should have been able to catch people with warp core stab" the first time you are going for them. Nobody, absolutely nobody, goes to engage someone with more than one scrambler, that would just be completely stupid (exception of some garmur with short+long point, due to its bonuses). Yes I got 8 in a row stabbed, but how could I know before? Maybe tomorrow I'll have 8 real fights in a row, therefore your "put 3 scrams" arguments is simply invalid for a regular use. And for refitting I already said earlier that people don't go back to the plex til you are in local, so forget about that argument.
Now I agree, it happens, and that's why instead of saying "from now on, you can't fit WCS on any ship anywhere anymore", I, from the beginning of this thread, proposed some minor changes to make it a little more challenging, while giving more chance for everybody to get his part of the fun. You guys, on the other hand, are just 100 miles away from the ideas behind this topic. If it is to tell me I can put 3 scrams, or that "I should know" because I can guess all the fits, well thank you captain obvious, but that's not what I am looking for here. However, if you are willing to discuss the present ideas, or propose new ones, then you are more than welcome!
P.S: Corraidhin Farsaidh my bad for the wrong name in the quote. Edited my message and corrected with proper one.
No problem on the mis-quote, very easy to do here :D
As for the proposal any suggestion here actively needs people to question it to either show the reasons why it won't work or to prove why it will. I also said on like for like frigs (as a simple example) you actually need to sacrifice less slots to guarantee catching the WCS fitted ship. No flaming here, just straight fact. Make a note of the names who are stab fitted, carry a mobile depot and when they are in system swap your fit to the fit you *believe* they will have. Note that here I do not believe that anybody can or indeed should be able to know the fit an enemy will be carrying. That's why you need to take the risk to sacrifice mids for scram to guarantee the catch. If the enemey have successfully fit to prevent this then they have defeated your purpose and succeeded in theirs. An alternative is to bring a friend and both apply scrams with no need to change your usual PvP fit.
|

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 09:35:00 -
[5] - Quote
Jason Ozran wrote:Mobile Depot are not an option due to low cargo space in small ships. But we have stations so we usually can refit on the way, which I do a lot already. Now yeah, someone could even trap me by fitting WCS, warping out, then come back with a proper PVP fit and me coming with 3 scramblers I wouldn't be able to do **** and would probably end up dying. Except that never happened in 2 years actively playing :)
Among the propositions made on first page, I think a good point raised earlier was that increasing CPU/PWG is not a good idea since some ships like freighters have very limiting fitting capabilities. So this one is out. However, as some mentioned in this topic, preventing to use WCS in places protected by a warp gate would be an easy solution: people inside will still have time to leave since warping to the gate, activating and landing take easily 20-30 seconds, and that will let a small chance for the aggressor to get a fight. Coupled with a slight increase in skill requirements (1 day vs 10 min) and limit the number of WCS to 3 (need two scramblers), that would reduce slightly their perfect efficiency without making them useless at all.
Limiting the number of WCS that can be fit is hamstringing industrial pilots. As for efficiency as I have previousy stated it isn't a consideraion, you either have enough WCS to escape or enough scram to capture, there is no 90% escaped. There is no reason why they couldn't introduce something that disables WCS much like some combat anom pockets disable MWD though.
|

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 12:40:00 -
[6] - Quote
Jason Ozran wrote: Sorry but some people in this game like to do things by themselves without necessarily relying on others. That probably will sound strange, especially since quite a few people here that reacted are from nullsec or high-sec, but that's reality. And fitting scramblers is not always the solution, as discussed previously.
I most often run my chosen activities solo and as such have to regularly refit my ships for a given purpose and/or sec status region. Why should a change be made to a prefectly good and well balanced module simply to allow FW pilots easier kills? Change your fit to catch the wcs ship. If that means more risk as you have to use 2 scram instead of one so be it, make your fitting choice and live with the consequences.
Edit: scrams *are* always the solution to WCS as you can with absolute certainty fit more scram than an enemy can fit WCS.Because you don't want to fit more of a counter module is never going to be a good reason to nerf the module you wish to counter. |

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 12:51:00 -
[7] - Quote
Daichi Yamato wrote:... i know its hard for solo pilots...
Actually its not but don't tell anyone. You just have to plan for what you wish to achieve :D |

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 13:06:00 -
[8] - Quote
Jason Ozran wrote:.... I even see the same guys in the same systems doing the same plexes all day long :)
And you don't look up their kills to see their fits and refit accordingly??? |

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 13:14:00 -
[9] - Quote
One previous suggestion I made that OP may consider constructive is that the thingybob you must orbit should have an area of effect that's 10-20km larger than the maximum orbit radius in which anyone trying to warp gets the standard 'interference is preventing you from running away' message... |

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 14:00:00 -
[10] - Quote
Ashlar Vellum wrote:Corraidhin Farsaidh wrote:One previous suggestion I made that OP may consider constructive is that the thingybob you must orbit should have an area of effect that's 10-20km larger than the maximum orbit radius in which anyone trying to warp gets the standard 'interference is preventing you from running away' message... It is a half-baked solution that doesn't solve much.
I need a better oven :D Or just save the money and re-iterate 'bring more scram...' again  |

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 21:06:00 -
[11] - Quote
Ashlar Vellum wrote:Corraidhin Farsaidh wrote:Ashlar Vellum wrote:Corraidhin Farsaidh wrote:One previous suggestion I made that OP may consider constructive is that the thingybob you must orbit should have an area of effect that's 10-20km larger than the maximum orbit radius in which anyone trying to warp gets the standard 'interference is preventing you from running away' message... It is a half-baked solution that doesn't solve much. I need a better oven :D Or just save the money and re-iterate 'bring more scram...' again  Ok. The first concern is - making scrams and points obsolete in plexes and alpha reign supreme. Second, you can do some neat things now that will become impossible if there would be 10-20km bubble inside. I'm talking about separating gangs by acceleration gate killing the first tackle and warping away just as cavalry arrives or quickly bounce in and out to see who's in a plex etc. Third is unavoidable pod loss that will most certainly happen with in-plex bubbles.
All good points, so simply bringing enough scram is the order of the day
|

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.06 22:35:00 -
[12] - Quote
Christopher Mabata wrote:Samuel Wess wrote:Warp core stabilizers were very well designed in the past, since they had penalties that stopped people to engage in pve or pvp activities (except some 1 stab macro ravens that still worked). Introduction of relics a pve content that doesnt require anything, encourages excessive use of stabilizers with no penalty to activity. I use some 3 points scramblers on frigates now, and over 30% of the targets when tackled still warp out. Interceptors really need a bonus to warp strength disruption cause they just dont have enough midslots to be properly fit for tackle anymore. Hmm thats interesting, one ceptor with Extended Point and Scram Ranges, and another with Strength of Disruption, makes the lesser used ceptors more valuable and seems to offer an avenue to avoid this issue. though i think it should be a role bonus not per level as it could become extremely hard to balance if it were per level
Except this then makes interceptors OP against haulers and seems unecessary since you can already fit enough scram to catch any frig or like for like vessel
|

Corraidhin Farsaidh
Farsaidh's Freeborn
683
|
Posted - 2014.10.07 15:44:00 -
[13] - Quote
Since I don't want to be accused of not reading the original post I'll take it bit by bit where relevant:
Jason Ozran wrote:...waffle... ExampleI was roaming around solo in Devoid and Bleak Lands in a standard Hookbill, looking for some pew-pew with FW guys, usually open to fights. Did about 20 jumps in the area before docking. During that roam, I engaged 8 people, out of which 8 out there were stabbed. Yes, all of them. I was carrying a Warp Disruptor at first and then swapped for a Warp Scrambler on the way, but that didn't prevented them from warping out. Here are some of the comments from local: Quote:[15:14:34] XXXXX > im here to make money not to get blobed by uuuh i dont wana 1v1 cause im a ***** retards Quote:[15:21:37] XXXXX > lol sorry dude [15:21:44] XXXXX > I'm studying for exams while d-plexing :P No need to be a genius to understand that this module basically allow people to be completely AFK while farming the game for ISK (I thought we already had highsec for that...), and leave any fights even when committed, even when you have a scrambler fitted.
So here you quote two people who escaped you because they had fit their ship to allow them to and you hadn't fit your ship with sufficient scram (*a scrambler fitted* as quoted). They fit correctly for their goals and thwarted you in yours therefore legitimately 'won' the engagement on their terms. Also if they were AFK no amount of WCS would help as the ship does not auto-warp if attacked, you would simply sidle up, target and annihilate them if they were not at their keyboard.
Jason Ozran wrote:Now let's have a look at the module itself and some of its characteristics, and what can be some potential solutions/ideas to improve the current situation: Current issues
- Doesn't require any specific skills (Warp Drive Operation Level 1 + Navigation Level 1, taking just a few minutes)
- Can be fitted on every single ship due to low PWG and CPU requirements (1MW + 30 TF)
- The drawback is totally irrelevant (-50% targeting range / -50% scan resolution)
- No limitation on how many can be fitted
- No limitation on where it can be used (high/low/nullsec, FW, Missions, etc.)
- There are currently no adaptive counter-measure to this module (only heavy interdictors have infinite point strength)
Tech I WCS is just that, a tech I module. It should not require huge skills to use.
The drawback is pretty damn relevant as you are trying to kill them. If you have enough scram they won't even get a lock on you before exploding.
The number of low slots is a very hard limit on how many WCS can be fit and you as the aggressor can *always* bring more scram than the defender can fit WCS.
There doesn't need to be an adaptive counter as you have a perfect hard counter in scrams.
Jason Ozran wrote: Ideas ...ideas that are no use due to the points above...
Now, those are just ideas that some friends and myself had after some discussion ingame. I'm sure there will be plenty more, and hopefully we can end up in a situation where WCS actually have some value which comes at a price and need to be trained.
So you discussed this with friends? Why then do you not bring them along to apply more scram without changing the fit you find so endearing? WCS already comes at a huge cost, if you mess up you die. No ifs, no buts. If you fail to apply your scram correctly you still have combat utility. The WCS fit vessel has virtually none.
Hopefully this makes my point clearly with direct reference to the amended original OP.
|

Corraidhin Farsaidh
Farsaidh's Freeborn
684
|
Posted - 2014.10.08 21:53:00 -
[14] - Quote
Jason Ozran wrote: I would agree with you if you could tell me what or who it would impact, except the guys in the FW warfare.
Any newer pilot flying a nereus with multi-stabs through losec for a start. It really isn't a problem with WCS, any problem you have is with FW mechanics and you don't change a module that is currently perfectly well balanced to fix a game mechanic in a niche area. |

Corraidhin Farsaidh
Farsaidh's Freeborn
684
|
Posted - 2014.10.09 08:56:00 -
[15] - Quote
Jason Ozran wrote:Daichi Yamato wrote:Jason Ozran wrote: I would agree with you if you could tell me what or who it would impact,
For the third time, Haulers and travel fits in general. Hauler/Travel fit = if you have three stabs (which is the limit I am proposing) and a guy is trying to kill you, it is either at a gate, at a POCO or at the undock of a station. On a gate, to be able to lock you and point you fast enough he will have a disruptor (cause you will appear at best 15k from him), or he has many friends (like it is the case in gate camps usually), and 3 or 5 stabs are not gonna change a damn thing. He will escape in the first example, and be ****** in the second one not matter what. My multi-stabbed (more than 3) nereus got me through many gatecamps where several guys trid to scram/disrupt me and got me through because I planned for that event and fit my ship accordingly. My fit defeated theirs for the purpose of me making losec runs. Your proposal would go a long way to making t2 haulers mandatory for any losec indy/PI activity and therefore push unecessary additonal training onto new players before they could go try such things.
Jason Ozran wrote:I would totally understand if I was asking to remove that item from the game, because in that case it would be impossible to use T1 haulers anymore. But I am realistic, and just asking for some minor adjustments. It is just that you guys don't wanna hear about it at all. Hopelesshobo wrote:What T1 frig can warp out in half a second with low slots full of stabs? You want me to give you the exact timing or what? I was attacking a guy the other day, he was scrammed and had 3 WCS, totally afk in a plex (0 m/s), lost all his shield and was bleeding armor fast. The guy came back in front of his computer, hit warp, 2 seconds later he was gone. With my slight change of penalties, he would have probably die which was to be deserved for being afk farming. If he would have been there, he would have warped out from the start, and even with a reduction of agility and align time, would have escaped. But in this case it would be OK, since he is active and not totally away.
You are asking for adjustments to an already perfectly fine module to allow you to get easier kills solo. Clearly the guy wasn't totally AFK as he warped out. Bring a friend with more scram or apply more DPS with a different ship. I change my fits all the time for various pruposes to achieve my goals, why should you not have to do the same?
Ed: How do you know the guy wasn't sat at the keyboard laughing at you as he waited just for the right moment to warp out? |

Corraidhin Farsaidh
Farsaidh's Freeborn
684
|
Posted - 2014.10.09 15:18:00 -
[16] - Quote
Jason Ozran wrote:..., some ships don't have enough mids (some frigates have only 2)...
I'd suggest using a different frig then. Also 2 mids = 2 scram = 4 points of scram, more than the 3 WCS that can be fit by tech I frig. You can already out-scram a frig fitted with 3 WCS in any standard tech I frig. |

Corraidhin Farsaidh
Farsaidh's Freeborn
687
|
Posted - 2014.10.09 23:42:00 -
[17] - Quote
Ashlar Vellum wrote:Corraidhin Farsaidh wrote:Also 2 mids = 2 scram = 4 points of scram, more than the 3 WCS that can be fit by tech I frig Wrong, best ship of choice for semi-afk de-plexing is incursus or punisher both with 4 lows.
So if you know there are lots of stabs in use bring a frig with 3 scram, that will counter up to 5 WCS, or bring a friend...why the fixation with solo? If you go in solo you are specifically limiting yourself and therefore need a specific fit to accomplich the goals you have. 3 scram should stop just about anyone I would think. |

Corraidhin Farsaidh
Farsaidh's Freeborn
687
|
Posted - 2014.10.10 08:06:00 -
[18] - Quote
Donnachadh wrote:Jason Ozran wrote:And that makes total sense: the only people that use them are not those who want to pvp. Many pages back I posted that this was just another one of the never ending stream of "force people to PvP" topics. OP condemned me for not ready his post, yet here in his own words he admits that my assessment was essentially correct. OP has made several other statements that are flat out false. My son and at least a dozen of his friends are all FW pilots and have been for years, I have never heard them talk about the stabbed pilots so not ALL FW people are concerned about this. This same group of FW pilots has never once complained about the afk / semi afk plexers, in fact they relish finding them because they are easy kills. Point and shoot, or hell just alpha them out of existence in which case the WCS actually helps them because of the nerfs required to fit them.
It's also worth noting that PvP doesn't just mean engaging with guns/missiles but is a much broader term. The player who escapes destruction by use of WCS has achieved their goal at the expense of the aggressor not getting a kill. They win the engagement on their terms by fitting appropriately for their needs. |
|
|