
Brother Mercury
Fire on the Mountain
14
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Posted - 2015.03.04 00:25:21 -
[1] - Quote
This patch makes it nearly worthless (save for POS BASH) to log in supers or dreads. j
Let's see what some fun scenarios will happen if you attempt to use supercaps and capitals in this new sov:
Scenario 1:
Attacker comes and starts entosis link on structure. Want to use your caps to defend against the initial entosis link? Nope, never-mind too slow, you'll never be able to get there in the minutes it takes to reinforce, and even if you do get there in time and your alliance drops a cap fleet on grid near the attacker's target structure -- JUST KIDDING -- the attackers were entosis linking a bait structure, the structure they really wanted to reinforce was in another constellation. Have fun trying to come and stop this one with your caps because now you have space aids and half your fleet (read: supers and titans) can't gate jump. Congratulations you've just wasted an hour of your life moving a capital fleet and then waiting for space aids to go away.
Scenario 2:
Your structure is reinforced and it is now in the "command node" part of the new sov mechanics. Your alliance has prepared though and has two moderate size sub-cap fleets in addition to a good size supercap/cap fleet to help capture the nodes. Your FC finds the first node first and your subcap fleet gets on grid only to find the attackers have arrived first. It's a close fight so your alliance calls for 1/2 the capital fleet to jump in. As soon as the enemy sees the capitals land, they turn tail with minimal loses and head to the next command node two jumps away. Your capital ships have space aids and your supercaps can't jump gates, but you have to send your sub-caps regardless or you'll lose the next node. Now your supercap/capital fleet is sitting, without subcap support, in the first command node essentially doing nothing while they wait for their space aids to go away.
It's OK your FC says: we have more capitals and another subcap group. Great! So your fleet gets to the next node but the attackers have large numbers so you are forced again to drop the rest of your capitals/supercaps to guarantee that you'll hold the command node. When the enemy attackers see your second capital fleet land, they again immediately "LOL" in local and go to the next node with their entire force.
Now your alliance has two split capital groups with no or little subcap support (because you need to compete for the other nodes) sitting in space with their space aids. You might say: "so what, your now have won a whopping 2 combat nodes man!" But, meanwhile the attackers are loling around the constellation going to the next node with all their forces still intact and with no capitals (still potentially in reserve) and don't give a flying f*ck about your two capital groups because there are EIGHT more nodes to take and they can just LOL out and peace if you bring your big guns.
You can take the fundamentals of these scenarios and slightly change them, but the impacts on supercap and capital use is the same: what is the point of using supercaps or dreads? If there are always at least 10 command nodes (with the potential of there being many more) why even bother? What logical attacker or defender would even bother trying to use supercaps to defend 1 or 2 nodes when there's 8 more to mess with and dropping your supercaps on any 1 or 2 nodes would leave them in an exposed postion.
I dont know how to fix it but there NEEDS to be a valid reason/opportunities to use supercaps and dreads and titans. |