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End Yourself
Core Domination
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Posted - 2006.09.02 14:03:00 -
[1]
Edited by: End Yourself on 02/09/2006 14:04:22 Well in the blog it was mentioned that there is close to no downside having a close formation
imo there is one in the game now: interdictors
Once your fleet is inside the sphere the battle can be considered lost. What about strengthening the bubbling threat to blobbed fleets?
What about for example a covert ops ship that can launch spheres? That maybe can even launch spheres without having to uncloak? Or that uncloaks the same moment it launches the sphere?
Or evem better a new shiptype(beeing able to mount cocd, or even better beeing cloaked 24/7 without the need for a module. No need to drive cocd prices up even more) that can transform into a warp bubble generator itself. Activating a module that makes your ship become stationary and generate a warp bubble. Make it have quite a few hp so it is a sure kill but will force the hostile fleet to switch targets for a short while. Should also not be inexpensive so it can get you an advantage using it but costs quite a bit also.
Well got more ideas but would like to see some community input first. And yes, i'm aware that this might get overpowered.
--- Fighting for peace is like screwing for virginity.
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Mr Popov
Shadow Company Alektorophobia
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Posted - 2006.09.02 17:48:00 -
[2]
A ship or module that can launch a warp disrupt probe like a missile.
It will be slow velocity, but will track it's target. Upon impact it does 0 damage, but deploys a xxkm warp bubble that sits stationary, but can be targetted so the fleet directs some of it's fire to the bubble probe. Or attaches to the target ship? pop the ship and the bubble pops (on second thought that would be exploitable by shooting your own inties with them then have them orbit at high velocity.)
Of course the rof on this module or ship would be such that you can only fire once every long while (and fix where jumping/docking resets the timer).
Anyway, just contributing some ideas.
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Zheng Tao
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Posted - 2006.09.02 18:13:00 -
[3]
Or new bubbles for AoW webbing or even ECM (although this could be extremely overpowered).
What about exploding ships causing damage to nearby vessels? It'd force people to keep distance from friends but could result in some problem in normal PvP (someone popping an opponent and going down in the resulting explosion!)
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.09.02 18:18:00 -
[4]
Lag kinda prevents interdictors from doing this. (what you do... warp in behind your fleet by far so you're on the other side of the grid, well away from the enemy, when the first enemy ship goes down, you warp to the can, pop a bubble in the hopes of grabbing as many enemies as possible. Bonus points for immediately hitting warp and then bubbling so you get out too) --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Caleb Paine
Infinite Technologies
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Posted - 2006.09.02 18:41:00 -
[5]
How about ships getting interferance from eachother, if there's a bunch of ships close to eachother their engines can't go full burn and they lose agility and topspeed.
Death smiles at us all, all a man can do is smile back. |

Naqoyqatsi
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Posted - 2006.09.02 19:06:00 -
[6]
Edited by: Naqoyqatsi on 02/09/2006 19:07:28 What about this as a potential solution on the ECM side?
Worm Generator - mid slot A dedicated computer and communications array designed to hack into enemy systems and begin the propagation of a disruptive worm. This worm piggybacks on the local comms of all warships within 400km that are either ganged with or corpmates of the targetted ship and attempts to disrupt targetting within that group. Because it is a worm, the strength of the disruption increases with the number of ships effected. (The exact value can be adjusted during testing for balance and lag limits.) The worm effectively reduces the signature of any ships the victim tries to target by 0-99%.
This might also be paired with a counter anti-virus module that weakens the effect to allow larger groups, but this should a) not allow unlimited group sizes and b) incur cross-ship stacking penalties. |

Max Hardcase
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Posted - 2006.09.02 19:12:00 -
[7]
Edited by: Max Hardcase on 02/09/2006 19:13:04 Lol they complain about the nber long range fleet BS setup and they are going to bring out a new BS with an optimal range bonus  ---------------------------------------------- Max Hardcase > yawn-o-rama Max Hardcase > is this typical of RA warfare ? FreaKsh0 > yes boredom fitted in all their high slots |

xeom
Veto.
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Posted - 2006.09.02 19:56:00 -
[8]
Originally by: Max Hardcase Edited by: Max Hardcase on 02/09/2006 19:13:04 Lol they complain about the nber long range fleet BS setup and they are going to bring out a new BS with an optimal range bonus 
wont make a difference how far he can hit if they nerf it correctly.That is blobing and sensor boosters.
CCP where are our t2 shield power relays? |

SAW 249
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Posted - 2006.09.02 20:52:00 -
[9]
Originally by: Max Hardcase Edited by: Max Hardcase on 02/09/2006 19:13:04 Lol they complain about the nber long range fleet BS setup and they are going to bring out a new BS with an optimal range bonus 
lol Rohk ftw
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Zagarath
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Posted - 2006.09.02 20:55:00 -
[10]
Formations are a great idea for fleet combat. Sounds like their thinking of putting splash back on torps, or another weapon that can cause havok in a tight formation.
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jbob2000
Gallente The Taining corp Knights Of the Southerncross
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Posted - 2006.09.03 01:59:00 -
[11]
Originally by: Zagarath Formations are a great idea for fleet combat. Sounds like their thinking of putting splash back on torps, or another weapon that can cause havok in a tight formation.
lose the sig...
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Jai Cee
UK Corp Lotka Volterra
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Posted - 2006.09.03 05:12:00 -
[12]
Rather than going about adding fancy things to fix the problem why not kill two birds with one stone and allow anyship to be warped to that is >150km away. Now you can't bring a huge blob in at extreme ranges because an Interdictor can ground a lot of your fleet instantly. You now bring BS in between 100-140km which gives frigs etc more chance to get in and tackle.
The counter to this is to not blob. Tada, boring sniping fleet->fleet combat is reduced with almost no effort.
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Jacob Holland
Gallente FIRMA Interstellar Alcohol Conglomerate
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Posted - 2006.09.03 10:27:00 -
[13]
The reason for the Blob is less a question of tactics as mechanics for the most part - because combat is focussed on choke-points (Stargates, stations...etc) and the gang warp brings everyone in in... well a big blob really... there isn't much in the way of an option. Coordinating multiple gangs to warp in close enough to the same time isn't practical in most cases, though when it can be organised it works rather well. Of course the tactic is dicouraged by the mechanics anyway (gang skills, gang assist mods and the gang tools all work better the larger your gang). Cutting range won't stop the blob, it won't prevent the "Oh, I was primary was I?", all it will do is mean FCs warp their gangs in closer, allowing shorter range, higher DPS ships into the fray sooner and therefore cutting the time the primary target is looking at his shields/armour/structure dropping. People are generally risk averse and will follow the path of least resistance, gate snipers will fit for a 250km optimal or as close as they can get simply because they can engage targets with minimal chance of response (plus as FCs often require long range to minimise the risks of tackling the 90km scrambler range of the Arazu has immediately pushed that up).
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Artiglio Nero
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Posted - 2006.09.03 11:55:00 -
[14]
......
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Patch86
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Posted - 2006.09.03 12:50:00 -
[15]
To the OP: Covert Op's Destroyers, with interdictor powers? I like it! I'd like to see the beleaguered destroyer hull get some more uses in T2. Of course it'd have to be balanced so that regular interdictors stgill have the better interdictor bonus to balance out the cloaking bonus, but that could be a winner.
Ont he whole blobbing thing- I don't hate it, but I don't love it either. Would be nice to see more tactics injected into fleet formations, and one way to do that is to make blobs less functional. Another good idea I heard on another such thread was the suggestion of Energy Neutralizer Smart Bombs, with a greater range than damage Smart Bombs. Tuxford says more potent AoE weapons is the answer; I'm not sure that "more potent" ones would be good, but maybe simply more choice in AoE.
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End Yourself
Core Domination
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Posted - 2006.09.03 14:14:00 -
[16]
Edited by: End Yourself on 03/09/2006 14:14:30
Originally by: Jai Cee Rather than going about adding fancy things to fix the problem why not kill two birds with one stone and allow anyship to be warped to that is >150km away. Now you can't bring a huge blob in at extreme ranges because an Interdictor can ground a lot of your fleet instantly. You now bring BS in between 100-140km which gives frigs etc more chance to get in and tackle.
The counter to this is to not blob. Tada, boring sniping fleet->fleet combat is reduced with almost no effort.
Sounds good to me. What about displacing another bird with that stone?
The bird also known as 100% safe safespots. Safespots are still way too safe. And i'm not even talking about offgrid. The weakest safespot(few hundred thousand km from celestial object) is 100% safe if you dont go afk and scan for probes. In other words 100% safe if you have the faintest idea about what you are doing.
I would like that to change. Lets make every ship further away than 150km from your ship and closer than 0.5au warpable. Yes, ships which are NOT in the same grid as well. This is sort of the same as launching 3 probes in same spot just without the need to wait 70 seconds. And more important without the annoying habbit of hostiles logging off the same moment they spot your 3au probes on scanner.
And on top of it this adds player skills as requirement for succesfull probing again. Spotting SS on scanner, manually triangulating it, dropping bms mid warp...... Just like in the good old times.
Probes are just fubared: Only good to find an abandoned ship, someone afk or a complete retard. They require close to 0 player skills, just patience.
Leave Observators in game. Rest can be removed after adding the option to warp to every other ship within 150km<target<0.5au.
--- Fighting for peace is like screwing for virginity.
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