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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
928
|
Posted - 2015.03.01 23:18:32 -
[721] - Quote
Dean Dewitt wrote:
This is ASSIST not ASSIGNING, can we talk about the issue with people who know what they are talking about?
There needs to be a sticky lol - the number of people bringing up the same wrong misconceptions and/or blatantly incorrect use of the terminology (that is excusable if you've never actually flown a carrier) repeatedly is funny.
EDIT: Does anyone know if "attack and follow" actually works? (if disabled) I've always just left it on and micro-managed fighter actions i.e. swapping targets/recalling/reassigning to prevent them warping off after someone. |

Kelakh Cynbal
Interstellar Racketeering Syndicate
1
|
Posted - 2015.03.01 23:31:32 -
[722] - Quote
Greetings,
Please leave as is.
I am against this change.
|

d0cTeR9
Astro Technologies SpaceMonkey's Alliance
51
|
Posted - 2015.03.01 23:45:42 -
[723] - Quote
So far people asking for 'skynet' to be gone, are people admitting to wanting easy kills... or simply not being prepared and their jack-of-all-trades interceptor isn't powerful enough...
They show up in a small-medium gang, in someone's territory, and get kill because suddenly someone is fighting back, and using capital help (in this case, fighter support)...
Isn't that the point!?
Those roaming gangs simply have to bring some ships to deal with fighters... again, isn't that the point of having different modules/ships/etc?
Next up, take away the ability of dreads to shoot anything but POS/Stations! |

Yazzinra
Scorpion Ventures Rim Worlds Protectorate
60
|
Posted - 2015.03.01 23:46:31 -
[724] - Quote
Racadiciu Velea wrote:Yazzinra wrote: Isn't the obvious answer to "skynet" just to remove the bonuses from the carrier (in the case of the thanatos) and modules when the fighters are assigned to someone? Few pilots used fighter assignment till the skills/module changes were introduced since fighters really are not ideal against small targets without them. You just made fighters viable after years of near uselessness, now you want to nerf them?
People are using fighters just because of the tracking and damage bonuses from modules. From those modules, the fighters have the ability to project damage to battleships and even cruiser sized hulls. If you remove those bonuses, along with the fighter delegation, then you have to ask yourself, what is the purpose of the fighter in the first place? People would just stop using them as they did before the fighter buffs. Why not remove the fighters completely in that case?
We're saying the same thing, I may have just worded it poorly. Trying to use my phone for forums is not ideal. |

Byson1
Origin Unlimited Natural Selection Initiative
23
|
Posted - 2015.03.02 00:27:13 -
[725] - Quote
beakerax wrote:This would be more convincing if you weren't defending people who are unwilling to actually deploy their carriers on-grid.
All i hear is cry cry cry. If you want to do something rather than cry,
Hot drop the pos with the carrier. take down the pos. Target fighters. It's doable- why have CCP make carriers pathetic?
Yes everyone wants carriers to warp to gates- GUESS WHAT, Until carriers can really do the damage for 'their risk' aka cost no one is going to do that. IT'S ********.
THE ONLY ONES GOING TO DO might be LARGE ALLIANCES
IS THIS WHAT CCP WANTS? LARGE COALITIONS AND ALLIANCES THE ONLY ONES ABLE TO FIELD CAPS?
What? should we make this so you can fly in with your shuttle and destroy carriers?
Fighters are expensive. More so than most frigs, so to say sticking a few on a frig is no risk is BS.
FIGHTERS CAN POP.
Keep crying, it shows how pathetic you are.
|

FleetAdmiralHarper
Kitchen Sink Kapitals
35
|
Posted - 2015.03.02 01:00:51 -
[726] - Quote
This just in, Mass Carrier and Super carrier pilot Un-subs Coming In Scylla!
Nothing will change and CCP wont listen to me/ this post/ or any of us. but this rant still needs to happen because its honest feedback.
That said CCP is still a bunch of dumb Phucks... They over buffed the carriers by allowing DDAs to affect fighters/bombers, then sit here and wonder why its now an issue..
Skynet was NEVER an issue back in the day... But CCP will never admit they screwed up, because they have no spine, no **** and no balls. not a single 1 of them... OH NOOO... Clearly the solution is to cut someones head off because they have an ear infection, then proceed to say "well the rest of you is fine, you should be happy"
i agree Fighters WERE crappy back then. now they are OP. all they needed was a 15-25% damage buff. not a freaking 125% buff from cramming 4+ DDAs in the lows of carriers.
The solution for the carriers/skynet is as follows 1: make it so they cant assign fighters unless 50km from a pos. (this allows a gang with logi and DPS to kill it pretty easily, then warp out. as well as Headshoting from titans) 2: Remove DDAs affecting fighters/fighter bombers. 3: give the supers their 3 fighters per level back. 4: make fighters & fighter bombers more kill able by allowing them to be Warp Jammed by dictors, hictors. and point modules. (they should never of been immune in the 1st place) 5: reset the fighters/bombers DPS to how they were before the carrier changes last year, then add a 15-25% damage buff so they are alittle bit better than heavy drones, and actually have a point..
If you don't remove the fighter assist, and opt instead to implement to above 1-5 changes, and people are still complaining/losing ships in fights because they are to R3tarded to shoot the fighters, than its their fault.
Fighter drones aren't freaking cheap. Each one basically cost a what a blank Tech 1 Tier 1 BattleCruiser Hull does, and their supply is HIGHLY limited. Plus its not as if they have 3890389019083 of the things like they do with light drones. depending on the carrier/drone bay size, they have 15-20 MAX! Thats it.... Supers have slightly more obviously but its not an issue.
Carriers, and fighter assist was/is a good force multiplier for the little guys who cant have 39038901231553489023894=23rm3jrj3453 members in a big gay boring skill-less blob to throw into every fight. On top of that, the way the assist works now makes sense. modern carriers dont move into freaking battleship gun range to launch fighters/bombers at their targets, you never even see the carriers.. thats how it currently works ingame. thats how it works in reality. and that's how it should CONTINUE TO WORK!
as for not providing Gameplay for the carrier pilot??? what are you smoking?
were a small corp, im a carrier pilot i often sit there, giving fighters to corp mates in PVP battle or ratting. You get a feeling like your in the CIC of battlestar galactica. I LOVE to sit there and feel like an admiral on the flagship of the fleet, while listening to battle chatter on the radio, while also jacking off to the 2nd hand action...
It gives you a sense and feeling of power and action that you cannot get when you're in LITERALLY EVERY OTHER SHIP IN THE GAME, on field and focused on staying alive in a fight.
yet another reason not to do this is because you're literally alienating your customers who spent 1 YEAR of REAL TIME and 240$ on subscriptions to train a decent carrier to do the very game mechanic you are about to remove.. You are literally Phucking them out of the game, and making their work/effort wasted and pointless.
This is something that will ROYALLY p1$$ people off and lose you subscribers.
I won't ever be subbing my alt carrier anymore. and my main will be following it if this change goes through anyway. you can silence and ban me for speaking out like this, but you will just be doing me a favor anyway, besides you can't silence and ban the truth.
AND IM NOT THE ONLY ONE who feels this way either.
Hey CCP i should work for you, i have some dumb ass ideas too.. how about we make Logi ships not heal anymore because its over powered? and while were at it, we should make T2 cruisers have the same resists, stats and bonuses as t1 cruisers. but still cost like 200M+ for just the hull.
hell lets do that for all t2 and t3 ships.
Recons shouldn't cloak anymore either, because that's over powered, and dumb, and stupid.
Please fire your Game Devs and minor management and replace them with competent people.
://End Feedback/Rant |

Shodan Of Citadel
School of Applied Knowledge Caldari State
2
|
Posted - 2015.03.02 01:24:32 -
[727] - Quote
leave the **** alone.
When carrier sends fighters to someone, that someone needs to have the fighter skill trained up letting them manage 1 fighter per level which is going to mean most you'll see on 1 ceptor is 3-4 fighters so will need to spread their fighters over 3-4 people.
|

beakerax
Pator Tech School Minmatar Republic
43
|
Posted - 2015.03.02 01:34:41 -
[728] - Quote
Byson1 wrote:beakerax wrote:This would be more convincing if you weren't defending people who are unwilling to actually deploy their carriers on-grid. All i hear is cry cry cry. If you want to do something rather than cry, Hot drop the pos with the carrier. take down the pos. Target fighters. It's doable- why have CCP make carriers pathetic?Yes everyone wants carriers to warp to gates- GUESS WHAT, Until carriers can really do the damage for 'their risk' aka cost no one is going to do that. IT'S ********. THE ONLY ONES GOING TO DO might be LARGE ALLIANCES IS THIS WHAT CCP WANTS? LARGE COALITIONS AND ALLIANCES THE ONLY ONES ABLE TO FIELD CAPS? What? should we make this so you can fly in with your shuttle and destroy carriers? Fighters are expensive. More so than most frigs, so to say sticking a few on a frig is no risk is BS. FIGHTERS CAN POP. Keep crying, it shows how pathetic you are. whoa
scroll up |

Crimsons Storm
Pseudonym. Shadow Cartel
7
|
Posted - 2015.03.02 01:50:25 -
[729] - Quote
CCP Rise wrote:As announced last night on the o7 show, we have a list of high-impact balance changes planned for Scylla. This thread is for discussing the proposed removal of fighter assist for carriers and super carriers. This change being largely driven by 'skynetting' which is a tactic where carriers and super carriers can sit in near perfect safety at the edge of starbase shields and assign thousands of DPS worth of fighter drones to their fleet mates who can fly whatever ship they want, while wielding an enormous amount of damage. We feel this is not meeting our standards for risk vs reward and therefor would like to remove the ability to assist fighters. More details are covered in this dev blog. A particular point of feedback that we are interested in surrounds the ability of fighters to warp. We know that in some circumstances it can be frustrating to have your fighters warp off grid to chase a target when you would rather have them move to another target on grid with you instead. We also know that fighter warping is unique and provides some interesting gameplay in some scenarios. Would you prefer that we removed the ability for fighters to warp or that we left warping in, despite the absence of assist? Look forward to your feedback.
Carriers - which CCP have labelled on several occasions as logistical tools in the past, have first had their jump range kicked in the teethGǪ..and now you propose to kill one of the few things left that they are good for / makes them unique.
I agree GÇô skynet is kinda gay, but its not game killingGǪ.i also agree there probably needs to be more risk and I like the idea of not being able to assign fighters within x km of POS shields.
Did you even consider that it (thanatos, with maximum skills, fitted for delegation) 1 carrier (15 fighters) still requires 4 actual people (5 fighters per * 3 + the carrier pilot) each of the 3 still only deals ~1000 DPS each + ship DPSGǪ..of which in your crappy example (the shuttle) has none and in most cases is usually ****** frigatesGǪ.and lets also consider the fact that in your example the shuttle didnGÇÖt have a point on the atronGǪ.that kind of rationalization boarders on GÇ£reductio ad absurdumGÇ£
ItGÇÖs all good for you to ask for our opinions but the consensus rarely has any impact on the decisions you guys make, regardless of how much insist that it does (with things like CSM)
Sorry for the bluntness but no wonder your subscription numbers and activity seems to be in a state of decline |

Keretech
Mobius Construct Dreamcatchers.
0
|
Posted - 2015.03.02 01:59:32 -
[730] - Quote
Well,
my vote is NO please do not completely nerf carrier & motherships without reasonable and maybe creative change to gameplay.
If you want to nerf bat something for now just limit delegation to larger ships:
- Frigates 0 - Cruisers 3 + 2 normal drones - BC and up 5 fighters
Carriers were nerfed several times already, otherwise just cancel this class refund skill points refund ships as dreads and be done with it. Duh.
Or
Make carriers really carriers ->
1) Carry pilots -> pilot grabs fighter (pbbly improved somehow) and goes to battle, 2) Pilot can dock into carrier in egg only, and then can jump with carrier 3) Carrier cannot 'carry' ships anymore so whoever is on-board cannot bring ship to battlefield. 4) There can be whole tree of different fighters sizes, types etc with skill books etc like for carrier pilot so for fighters pilots
I know that opens few cans of worms, but it would make carrier real carrier.....and make game-play more fun.
In the mean time please fix POS defense - so it really works, and also rather work on more anchorable structures - space habitats, fortresses, landing platforms.
Also please fix funny physics - that bumping million ton ship with paperweight frigate is just weird.
Peace!
|

Jenn aSide
Smokin Aces.
10006
|
Posted - 2015.03.02 02:04:08 -
[731] - Quote
Yazzinra wrote:I'm sure someone in the thread has said it, but:
Isn't the obvious answer to "skynet" just to remove the bonuses from the carrier (in the case of the thanatos) and modules when the fighters are assigned to someone? Few pilots used fighter assignment till the skills/module changes were introduced since fighters really are not ideal against small targets without them. You just made fighters viable after years of near uselessness, now you want to nerf them?
I think most everyone agrees fighters warping is fine and should be left alone. It really is a cool feature.
Yea, it's been said (a few dozen times now) but can't hurt to say it again.
That's the part that's really galling to me, it's super easy to see the cause of the problem (CCP's previous buffs to fighters) but rather than just fix what they created the idea here is to nix a unique and ancient game mechanic in and of itself didn't cause the problem.'
It just keeps happening. For example, in pve you used to be able to reset expedition timers by going to the system and warping to it. A very small number of people abused this by cargo scanning overseers and if they didn't like the loot, they'd just come back the next day and try again (everything resets at down time).
Was CCP's answer to this? Was it the common sense "make overseers unscannable blockade runners are" (ie the scalpel option)? Nope, it was get rid of the ability to reset all together. So now it don't matter that you get an escalation late into your session and want to come back later and reset so you can do it a couple days later. Now you got 24 hours, period, all because a FEW people abused something.
It's extremely lazy development policy if you ask me.
|

Andriea Chikatilo
Down to None
1
|
Posted - 2015.03.02 02:10:13 -
[732] - Quote
Well, you have already ruined carriers for jumping and helping to move assets around new Eden. Lets not kill them and make them worthless. Tell your people to take longer coffee breaks to help justify their isk making and leave unbroken stuff alone. |

Assassn Gallic
Big Diggers Get Off My Lawn
20
|
Posted - 2015.03.02 02:28:38 -
[733] - Quote
Before we nerf fighters some more, can we look at some of the things still needing to be fixed?
Fighter auto-agression only works on 1 target and then they turn idle. Fighters were (In my opinion wrongly nerfed with scan res) Albeit it, mostly a moot point now, but fighters are unable to be assigned in 0.4 systems (last i checked)
Scan res thread : https://forums.eveonline.com/default.aspx?g=posts&m=5530245#post5530245
Removing content should never be the goal, fix the problem not the mechanic.
Eg : Make fighters unable to be assigned if within 50 km of a star gate and Pos. (this goes for after they are assigned also)
|

Arthur Aihaken
X A X
4096
|
Posted - 2015.03.02 02:35:55 -
[734] - Quote
So... When are carriers going to be allowed into high-sec?
I am currently away, traveling through time and will be returning last week.
|

Nada Spai
Republic Military School Minmatar Republic
0
|
Posted - 2015.03.02 02:51:03 -
[735] - Quote
fighters should definitely still warp, as they are more like frigs than drones and it adds a degree of difficulty to using them as well as fighting them. the question you were looking to answer was not "are fighters op" but "how do we stop skynet" so this is the answer i propose. Fighters should be able to be assigned to any other ship to control while ON GRID WITH THE CARRIER/SUPER! Once they leave that grid, they can longer issue an order to the fighters, who would return to the carrier after completed its final orders. Regular drones can be assisted so it isnt reasonable to say fighters have no right to be. A bs can assign drones to a frig to make up for lower scan res, a carrier should be able to do the same. Changing fighter assist to require both ships be on the same grid most definitely includes the amount of risk to a capital as you are intending, and it will lower the overall dominance skynet has over a system by requiring caps to stay more connected to the fight. |

Bowboy686 Renalard
Scrum Squad Defiant Ebil.
2
|
Posted - 2015.03.02 04:01:32 -
[736] - Quote
What if we keep the assist but they wont be able to warp after the target, but if the carrier is controlling the drones then they can warp after who ever they want. This way you can assist fighters but you would have to be on the same grid as the carrier.
Problem solved :) |

d0cTeR9
Astro Technologies SpaceMonkey's Alliance
54
|
Posted - 2015.03.02 04:02:34 -
[737] - Quote
SIMPLEST solutions: Modules do not boost fighters/fighter bombers + fighters/fighter bombers do not follow enemy targets in warp.
Makes everyone happy, less dps, carriers/supercarriers still a bit useful...
Everyone copy paste to show CCP. |

Darmok Tamal
Kitchen Sink Kapitals
6
|
Posted - 2015.03.02 04:23:50 -
[738] - Quote
FleetAdmiralHarper wrote:This just in, Mass Carrier and Super carrier pilot Un-subs Coming In Scylla!
Nothing will change and CCP wont listen to me/ this post/ or any of us. but this rant still needs to happen because its honest feedback.
That said CCP is still a bunch of dumb Phucks... They over buffed the carriers by allowing DDAs to affect fighters/bombers, then sit here and wonder why its now an issue..
Skynet was NEVER an issue back in the day... But CCP will never admit they screwed up, because they have no spine, no **** and no balls. not a single 1 of them... OH NOOO... Clearly the solution is to cut someones head off because they have an ear infection, then proceed to say "well the rest of you is fine, you should be happy"
i agree Fighters WERE crappy back then. now they are OP. all they needed was a 15-25% damage buff. not a freaking 125% buff from cramming 4+ DDAs in the lows of carriers.
The solution for the carriers/skynet is as follows 1: make it so they cant assign fighters unless 50km from a pos. (this allows a gang with logi and DPS to kill it pretty easily, then warp out. as well as Headshoting from titans) 2: Remove DDAs affecting fighters/fighter bombers. 3: give the supers their 3 fighters per level back. 4: make fighters & fighter bombers more kill able by allowing them to be Warp Jammed by dictors, hictors. and point modules. (they should never of been immune in the 1st place) 5: reset the fighters/bombers DPS to how they were before the carrier changes last year, then add a 15-25% damage buff so they are alittle bit better than heavy drones, and actually have a point..
If you don't remove the fighter assist, and opt instead to implement to above 1-5 changes, and people are still complaining/losing ships in fights because they are to R3tarded to shoot the fighters, than its their fault.
Fighter drones aren't freaking cheap. Each one basically cost a what a blank Tech 1 Tier 1 BattleCruiser Hull does, and their supply is HIGHLY limited. Plus its not as if they have 3890389019083 of the things like they do with light drones. depending on the carrier/drone bay size, they have 15-20 MAX! Thats it.... Supers have slightly more obviously but its not an issue.
Carriers, and fighter assist was/is a good force multiplier for the little guys who cant have 39038901231553489023894=23rm3jrj3453 members in a big gay boring skill-less blob to throw into every fight. On top of that, the way the assist works now makes sense. modern carriers dont move into freaking battleship gun range to launch fighters/bombers at their targets, you never even see the carriers.. thats how it currently works ingame. thats how it works in reality. and that's how it should CONTINUE TO WORK!
as for not providing Gameplay for the carrier pilot??? what are you smoking?
were a small corp, im a carrier pilot i often sit there, giving fighters to corp mates in PVP battle or ratting. You get a feeling like your in the CIC of battlestar galactica. I LOVE to sit there and feel like an admiral on the flagship of the fleet, while listening to battle chatter on the radio, while also jacking off to the 2nd hand action...
It gives you a sense and feeling of power and action that you cannot get when you're in LITERALLY EVERY OTHER SHIP IN THE GAME, on field and focused on staying alive in a fight.
yet another reason not to do this is because you're literally alienating your customers who spent 1 YEAR of REAL TIME and 240$ on subscriptions to train a decent carrier to do the very game mechanic you are about to remove.. You are literally Phucking them out of the game, and making their work/effort wasted and pointless.
This is something that will ROYALLY p1$$ people off and lose you subscribers.
I won't ever be subbing my alt carrier anymore. and my main will be following it if this change goes through anyway. you can silence and ban me for speaking out like this, but you will just be doing me a favor anyway, besides you can't silence and ban the truth.
AND IM NOT THE ONLY ONE who feels this way either.
Hey CCP i should work for you, i have some dumb ass ideas too.. how about we make Logi ships not heal anymore because its over powered? and while were at it, we should make T2 cruisers have the same resists, stats and bonuses as t1 cruisers. but still cost like 200M+ for just the hull.
hell lets do that for all t2 and t3 ships.
Recons shouldn't cloak anymore either, because that's over powered, and dumb, and stupid.
Please fire your current roster of Game Devs and Minor management personnel, and replace them with competent people. Thank you.
://End Feedback/Rant
One of us. One of us. One of us. One of us. One of us.
Hey CCP, can you suck my ****? I have a nice big black one pointed at you ready to **** on all of your monitors for ******* with my carrier.
Thanks and goodbye o7
|

Silent Silhouette
Noir. Academy Of Sound Mind
13
|
Posted - 2015.03.02 04:30:15 -
[739] - Quote
I also the fighter and drones should have their own bays. I think that carrier should have drones but not the near unlimited waves of them. |

Mike Azariah
The Scope Gallente Federation
2525
|
Posted - 2015.03.02 04:36:37 -
[740] - Quote
I know this is a hard concept to grasp for some of you.
Polite works far better then inarticulate swearing and insults. You are mad, we get that and do not need you to make any sexual references to prove that for you sex and anger are one and the same.
You don't like the changes? Some of you have done a fine job of suggesting alternatives or asking for lessening of the changes ot just voicing your concerns. Good.
Others, not so much.
Me? I am in favour of the change because I never think a person should be able to be totally uninvolved and still be a part of the on field force. I dislike off-grid boosting for the same reason.
But the fighters were a mechanic that was fine, for a while, but then became abused more and more. What did you expect? That since it was fine yesterday it must be fine today and always will be? The game changes, for the better or worse will show in the longer run. But if you want to be heard, if you want to have a single iota of a chance to be heard by CCP then keep it civil.
If what I said ticked you off . . . well, I am running for CSMX. Vote accordingly.
m
Mike Azariah-á CSM8 and now CSM9
|

Remiel Pollard
Shock Treatment Ministries
6533
|
Posted - 2015.03.02 04:47:34 -
[741] - Quote
There was, of course, a simpler way of solving this problem without nerfing the uniqueness of fighters.
Make aggression rules apply to the ship they're assigned to. Small frigates instalocking ships on gates in lowsec go boom to gate guns the moment any fighters/drones assigned to them aggress something. It should have really been the only solution considered, but instead another element of the sandbox and the nature of EVE in general is killed off in a kneejerk reaction to what really amounts as nothing more than increased forum whining due to an influx of CCP's latest target audience - people who play every other MMO that EVE isn't.
GÇ£Some capsuleers claim that ECM is 'dishonorable' and 'unfair'.
Jam those ones first, and kill them last.GÇ¥
- Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104
|

Udonor
Native Freshfood Minmatar Republic
67
|
Posted - 2015.03.02 04:52:47 -
[742] - Quote
There really is no wrong change. Sure status quo versus some new strategy yada yada. Somebody wins and someone else is always unhappy.
But removing fighter assist and especially warp does tend to make carriers into frontline capitals ships (dreadnaughts) instead of protected off main battle grid assets as they now need to be on-grid to see targets. So triage mode will probably become the normal mode of deployment and thus whoever loses battle will normally lose all carriers they brought, not just some.
That in turn may bring the Titan effect to any battle with many carriers at stake (i.e. battles don't break off when who will win overall battle should be clear but continues until one side actually loses all carriers). IDK if that is desirable or not. Probably longer battles but how much I won't guess. Perhaps more players forced to go AFK for work before ship dies. Or maybe EVE will just evolve smaller cheaper carriers and fighters as frontline ships to reduce ISK losses and keep typical battle lengths under control.
BUT if you want keep carriers as sometimes distant contributing targets to be hunted off-grid with their own separate battles to destroy/survive to parallel WWII carriers... that rejected interference mechanic between POS shields and carriers fighter operational bandwidth still looks good.
Simplified version: knock base POS shields down 10% per fighter in operation within say 150 km of POS. Max fighters equal no base POS shield to help carrier. POS itself left more vulnerable as base points must regenerate after carrier stops fighter ops in range. Would certainly make people hesitate to conduct actual operation of carriers near shields of POS with real non-combat value. Not sure what the break even cost point would be for anchoring combat dedicated POS tower but it might be comparable to prices for better officer resist modules. After all as the number of fighters is reduced to keep more base POS shield, the effectiveness of the carrier DPS falls as well.
Alternative forms are possible if you want more spectacular risk-consequence: make that per fighter interference a chance of catastrophic shield energy release turn protection into an area effect bomb!!!
|

ISD Supogo
ISD Community Communications Liaisons
466
|
Posted - 2015.03.02 04:54:48 -
[743] - Quote
Removed a post.
Quote:Forum rules2. Be respectful toward others at all times.The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others. 4. Personal attacks are prohibited.Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not conductive to the community spirit that CCP promotes. As such, this kind of behavior will not be tolerated. 8. Use of profanity is prohibited.The use of profanity is prohibited on the EVE Online forums. This includes the partial masking of letters using numbers or alternate symbols, and any attempts at bypassing the profanity filter. 31. Abuse of CCP employees and ISD volunteers is prohibited.CCP operate a zero tolerance policy on abuse of CCP employees and ISD volunteers. This includes but is not limited to personal attacks, trolling, GÇ£outingGÇ¥ of CCP employee or ISD volunteer player identities, and the use of any former player identities when referring to the aforementioned parties. Our forums are designed to be a place where players and developers can exchange ideas in a polite and friendly manner for the betterment of EVE Online. Players who attack or abuse employees of CCP, or ISD volunteers, will be permanently banned from the EVE Online forums across all their accounts with no recourse, and may also be subject to action against their game accounts.
ISD Supogo
Lieutenant Commander
Community Communication Liaisons (CCLs)
Interstellar Services Department
|

Udonor
Native Freshfood Minmatar Republic
67
|
Posted - 2015.03.02 05:07:18 -
[744] - Quote
Remiel Pollard wrote:There was, of course, a simpler way of solving this problem without nerfing the uniqueness of fighters.
Make aggression rules apply to the ship they're assigned to. Small frigates instalocking ships on gates in lowsec go boom to gate guns the moment any fighters/drones assigned to them aggress something. It should have really been the only solution considered, but instead another element of the sandbox and the nature of EVE in general is killed off in a kneejerk reaction to what really amounts as nothing more than increased forum whining due to an influx of CCP's latest target audience - people who play every other MMO that EVE isn't.
Its low sec. Can't have gate guns shooting suspects with deadly effect. That would take out 80% of roam groups and stop capsuleer hot pursuit. Plus gate guns would need to be more deadly and proof against just being blown away for convenience. (From the flashing red pod killer outlaws in gate camps I passed I assume they can still be taken out really easily and don't come back until next DT.)
If you change gate guns to shoot suspect small frigates, next you will be wanting to shoot the rare disco BS parked on gates to kill frigates, pods, and bad tanked haulers warping to zero. Gate guns would need to be much more deadly for that. |

FleetAdmiralHarper
Kitchen Sink Kapitals
42
|
Posted - 2015.03.02 05:08:45 -
[745] - Quote
ISD Supogo wrote:Removed a post. Quote:Forum rules2. Be respectful toward others at all times.The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others. 4. Personal attacks are prohibited.Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not conductive to the community spirit that CCP promotes. As such, this kind of behavior will not be tolerated. 8. Use of profanity is prohibited.The use of profanity is prohibited on the EVE Online forums. This includes the partial masking of letters using numbers or alternate symbols, and any attempts at bypassing the profanity filter. 31. Abuse of CCP employees and ISD volunteers is prohibited.CCP operate a zero tolerance policy on abuse of CCP employees and ISD volunteers. This includes but is not limited to personal attacks, trolling, GÇ£outingGÇ¥ of CCP employee or ISD volunteer player identities, and the use of any former player identities when referring to the aforementioned parties. Our forums are designed to be a place where players and developers can exchange ideas in a polite and friendly manner for the betterment of EVE Online. Players who attack or abuse employees of CCP, or ISD volunteers, will be permanently banned from the EVE Online forums across all their accounts with no recourse, and may also be subject to action against their game accounts.
mad bro? you can silence me but you cant silence the truth!
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Remiel Pollard
Shock Treatment Ministries
6534
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Posted - 2015.03.02 05:23:25 -
[746] - Quote
Udonor wrote:Remiel Pollard wrote:There was, of course, a simpler way of solving this problem without nerfing the uniqueness of fighters.
Make aggression rules apply to the ship they're assigned to. Small frigates instalocking ships on gates in lowsec go boom to gate guns the moment any fighters/drones assigned to them aggress something. It should have really been the only solution considered, but instead another element of the sandbox and the nature of EVE in general is killed off in a kneejerk reaction to what really amounts as nothing more than increased forum whining due to an influx of CCP's latest target audience - people who play every other MMO that EVE isn't. Its low sec. Can't have gate guns shooting suspects with deadly effect. That would take out 80% of roam groups and stop capsuleer hot pursuit. Plus gate guns would need to be more deadly and proof against just being blown away for convenience. (From the flashing red pod killer outlaws in gate camps I passed I assume they can still be taken out really easily and don't come back until next DT.) If you change gate guns to shoot suspect small frigates, next you will be wanting to shoot the rare disco BS parked on gates to kill frigates, pods, and bad tanked haulers warping to zero. Gate guns would need to be much more deadly for that.
If you attack someone in lowsec, on a gate, the guns will shoot you if it would be a criminal act in high sec. That is, if you don't have a legal engagement with what you're shooting at. Have you been to low sec lately? Gate guns DO shoot suspect small frigates when said suspect small frigates are flashing yellow as a result of an attack on that gate. That's how it works - attacking someone illegally in low makes you suspect, not criminal. I suggest you visit low and find out for yourself, things are different there than in high sec. The only small ship that can permatank gate guns that I know of is a duel-rep fit Confessor in defence mode (haven't tried the Svipul yet), and if you need fighter assist on a 'fessor, you're doing it wrong.
I'm suggesting any ship fighters are assigned to be shot at by gate guns when using assisted fighters to engage on gates. That way, it would be no different than if the ship itself were firing the shots.
And here, of course, we see another element of the problem with kneejerk reactionary nerfing - most of the players doing the complaining don't really understand how EVE works, and/or the intricacies of many of the mechanics at play.
GÇ£Some capsuleers claim that ECM is 'dishonorable' and 'unfair'.
Jam those ones first, and kill them last.GÇ¥
- Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104
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Anazuz Aknak
BAND of MAGNUS
0
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Posted - 2015.03.02 05:23:56 -
[747] - Quote
Hopelesshobo wrote:Instead of removing fighter assist, why not create a highslot module called a Fighter Assist Link. This module would allow a certain amount of bandwidth of fighters and bombers to be assigned. They could come in a variety of sizes so small ships might only be able to have 1 fighter assisted to it, while a large one could have several bombers assigned to it.
Splendid.
And what about that people can choose if his fighter go follow/focus or not by just use checkbox? |

Remiel Pollard
Shock Treatment Ministries
6534
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Posted - 2015.03.02 05:27:16 -
[748] - Quote
FleetAdmiralHarper wrote:
mad bro? you can silence me but you cant silence the truth!
Truth is a religious concept. Come back and try again when you have facts, supported with data and/or citations. GG.
GÇ£Some capsuleers claim that ECM is 'dishonorable' and 'unfair'.
Jam those ones first, and kill them last.GÇ¥
- Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104
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Udonor
Native Freshfood Minmatar Republic
67
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Posted - 2015.03.02 05:36:37 -
[749] - Quote
Remiel Pollard wrote:There was, of course, a simpler way of solving this problem without nerfing the uniqueness of fighters.
Make aggression rules apply to the ship they're assigned to. Small frigates instalocking ships on gates in lowsec go boom to gate guns the moment any fighters/drones assigned to them aggress something. It should have really been the only solution considered, but instead another element of the sandbox and the nature of EVE in general is killed off in a kneejerk reaction to what really amounts as nothing more than increased forum whining due to an influx of CCP's latest target audience - people who play every other MMO that EVE isn't.
Now if you don't mind upsetting the status quo in low sec...
CCP could create some real fun from predatory antics at gates. That is CONCORD actions are what makes hi-sec instead of low sec. So logically Empire Navies and Police should be what make low sec into low sec instead of null.
Therefore any suspect acts committed on the same grid as a gate could have a low chance of generating an Empire NPC Factional "Incursion". After all gate space and activity is likely monitored from the gate structure. Suspect activity at gates could be interpreted as disruptive and interfering with the flow of local Empire faction commerce and economy. Whether NPC owned or not there are tax considerations,e tc. Such Empire Incursions if they occur would lack the surgical precision and certain immediate deadliness of CONCORD responses. They would certainly appear near gate and mobile portions then patrol planets and moon. Thus they might well stumble across suspect carriers at now suspect POS (extending shield aid to carrier) anywhere in system -- or not before suspect timer expires. Of course factional politics would not support factional Navy/Police Incursions lasting more than half an hour without additional suspect activity or NPC Faction kills (local grid escalation too).
Repeated suspect activity within a certain time frame (i.e. the moving average of suspect acts per minute) could gradually increase probability and possible size of response. There might even be a mechanism that causes a brief Empire Navy Incursion across the entire constellation. |

Udonor
Native Freshfood Minmatar Republic
67
|
Posted - 2015.03.02 05:41:08 -
[750] - Quote
Remiel Pollard wrote:FleetAdmiralHarper wrote:
mad bro? you can silence me but you cant silence the truth!
Truth is a religious concept. Come back and try again when you have facts, supported with data and/or citations. GG.
The best data is supported by superior firepower (as data can be faked and twisted & the legitimacy of authorities on citations is usually a bigger religious issue than the truth itself).
This issue should be decided by a duel between the sides. Name a place and time. Appoint leaders for a battle royale or appoint champions. (LOL probably a battle royale for each side to decide those issues too.)
I am protesting that CCP has no Popcorn BPO for my grandstand concession stand. |
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