Lord TGR wrote:Andy Landen wrote:Your scout reveals that the next system is also clear so your capital enters warp. A hostile fleet enters the scout's system with 10 more seconds left before you land on the gate in the adjacent system.
Giving you a shittonne of time to log off.
Would anyone like to enlighten TGR about log-off mechanics?
Lord TGR wrote:Andy Landen wrote:They dscan and sees no ships; your scout is cloaked and they suspect as much. Suspecting that your scout is a scout for a capital, his fleet splits up and jumps to the neighboring systems. One of them comes through to your system just in time to see the capital come out of warp.
So they've entered a neighbouring system 10 seconds before you land on the gate TO that system, scanned the entire system (impressive, since one dscan doesn't necessarily cover the entire system), spread the entire fleet across all gates and sending at least 1 through to other side, all in time to see you drop out of warp? So all that in 10 seconds?
Impressive. Impossible, but impressive.
Jump into a frigate, let alone an interceptor, and watch how the previous buffs to frigate warp speed really make a frigate fly through systems in seconds. Spreading to the gates with a hostile in system is standard procedure for trying to catch the hostile. And while the hostiles zip to the gates, the dscans commence. There is nothing new in these tactics. Please tell me that you have been in a roam or two that have spread to cover all the gates in a system in order to catch a hostile. Then count the number of seconds for your frigate to cross 10AU. not so impossible now is it?
PS: You might want to check your facts about log off mechanics. It doesn't work like it used to where a supercap could logoff and be safe regardless of what was on him because they couldn't drive through the hp fast enough. These days, the only way to secure safe log off in space is to leave fleet, power off all modules and select safe log off for 30s. It's funny how safe log off is your best reply to the previous scenario. Pretty sure log-off during warp doesn't keep your ship from landing. If it still does, I have to wonder how CCP missed that in their aggro logoff timer overhaul a while back; renders the safe logoff feature a bit obsolete and pointless. Take that scenario forward 10-15s seconds where the cap is landing on gate or has jumped through when the hostiles enter that adjacent system and the cap needs 30-42s after grid has loaded in order to align out of there. The frigate comes through the gate and immediately aggros the cap and bumps it regardless of log off.
Two more quick points:
I never said that the point was to feed cap kills. I said that a major selling point was to tailor a description of the mechanic with the idea that there would be lots of caps tired of waiting to jump and going through gates to get caught by anyone.
Also, the point about BLOPS was not that they would form the primary combat forces but only that they would serve quite well for moving cap pilots quickly across large distances to the cap ships staged in the next combat region. That was following the numbers of 80% reduction to jump fatigue and 12-15ly jump distances. Perhaps CCP has toned down these bonuses since I last saw them.