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Thread Statistics | Show CCP posts - 2 post(s) |

Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.04 08:25:00 -
[1]
Edited by: Kanuo Ashkeron on 04/09/2006 08:24:54 I think the lag is the real problem. And maybe a few things like Tracking computers and sensor boosters (as they do both enhance range/locking time AND tracking/locking range). But the lag actually denies you to use tactics which need good timing and coordination. And that are the key features of good tactics: Timing and coordination.
If you send a few interceptors to the enemy blob to provide a warp in point for the close range group, they actually cannot determine the right time to issue the warp-in command.
A second problem is of course the sniping small-ships on long range. I don¦t know how easy it would be to implement, but I think making the sig radius of guns dependant on the target range should solve such problems.
425mm t2 rail, Sig radius: 400m + 1 m/km range
Kanuo
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.04 11:45:00 -
[2]
Edited by: Kanuo Ashkeron on 04/09/2006 11:46:54 I think many people see the problem from a wrong angle. I think the problem is not the blob. The problem is, that you can do nothing about it. If there would be the stone-scissor-paper game with tactics as well as with modules there would be no problem.
If someone is using the blob-tactic, take out the anti-blob tactic and you win. But that¦s not possible today. And as stated above, and I think many other posters have the same opinion, lag is the first and biggest enemy of advanced (anti-blob) tactics.
Again, the blob is only the symptom not the cause.
Kanuo
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.05 09:59:00 -
[3]
Originally by: Ris Dnalor
2. Active scanning interference. Every ship has a scanner strength, as well as a scan resolution & max targeting range. There's alot of em signals being sent out, especially in a large fleet battle. It would make sense that if too many ships were too close together, that their scanners would interefere with each other... causing a reduciton in targeting range, & scan resolution, based on the scanner str of the nearby ships as well as their distance from each other. I would think that radar would interfere with radar more "effectively" than radar would interfere with ladar, etc etc... but i would think that some interference would & should exist, which would encourage ppl to spread out their fleets a bit.
Maybe this could be implemented by giving each ship a default module like the Remote Dampener but works like a ECM burst. By default module I mean it is just there but don¦t need any slot cap, pg or cpu (just to clarify that bit). As suggested the stats should depend on sensor type and sensor strenght, and the range could be about 7km + 7km.
Kanuo
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.05 11:34:00 -
[4]
Edited by: Kanuo Ashkeron on 05/09/2006 11:34:51
Originally by: Haruko Red
Blobbing is not the problem - epic fleet battles are the reason to play this game for me. Focus fire is.
Why focus fire exists? Tux thinks it's a result of tight fleet formations and long range guns. But in my opinoin it's a result of battles being held in SPACE.
Huge open space with no obstacles, no friendly fire and no directional tracking automaticly create a perfect conditions for sniping and blobbing.
How to solve this problem? Two words: TACTICAL ENVIRONMENT.
You are completly right. You cannot hide, you cannot cover you can do nothing in space. So you cannot compare EVE-warfare to infantry warfare but more to naval warfare. And in this, technology superiority is one of the only determining parameters.
I suggested something about Tactical Enviroments a month ago.
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.07 06:38:00 -
[5]
Originally by: Lincoln Armm Fleet battles part I:
First off there is a problem and fixing lag, which is, again outside of the purview of design wonĘt fix it.
If you mean, that fixing lag, wouldn¦t fix the fleet battle problem, you are wrong.
To part two of your post. What should defensive groups good for? I mean you suggested a few things, but how do they fit in the current game? Or how should the current game being altered so that you suggestions are useful?
Kanuo
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.08 10:57:00 -
[6]
Originally by: Rolled
The ability to warp to with in 15km of anything you have locked.
Lock your opposition and warp to them. You still have alignment time for the enemy blob to target and fire on you. You are deffinitally not safe even when in gun range as you will now be targets of the enemy fleet's drones and it's own short range ships. All this time in the enemy camp you also won't be aligned to a safe spot.
Thoughts?
Sounds good. But should come with the splitting of Sensor booster into two mods. So you need special ships which can lock the snipers (which are usually far away).
Kanuo
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.08 13:27:00 -
[7]
Originally by: Shidhe
Originally by: Rolled ...
Problem - goodbye to all long range PvP setups. This is too drastic - and removes nuch of the need to have fast ships.
How do u lock a sniper without sensor boosters?
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Kanuo Ashkeron
Eve Defence Force Ascendant Frontier
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Posted - 2006.09.08 13:27:00 -
[8]
Originally by: Shidhe
Originally by: Rolled ...
Problem - goodbye to all long range PvP setups. This is too drastic - and removes nuch of the need to have fast ships.
How do u lock a sniper without sensor boosters?
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