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Zip Slings
Southern Cross Incorporated Flying Dangerous
52
|
Posted - 2015.03.04 01:19:21 -
[1] - Quote
To address what seem to be the most common complaints people are having...
1. "OMG Interceptors will just win forever and stuff!"
First, no interceptor can target out to 250km. Stop saying this nonsense. A single fleet of Rapid Light Caracals will deal with an Interceptor gang.
Second, "If two or more Entosis Links belonging to different GÇ£sidesGÇ¥ are operational on the same structure at the same time, neither will have any effect and all capture will be paused. This remains true even if one side has more Links operational on the structure than the other side." Did you actually read the ting? Interceptors can't put out the DPS to hold a field. That isn't changing.
Third, to those saying that 1000 interceptors can just win mode forever. Yes. No ****. If you can't field 300 Caracals to spread around the capture Points while they spread their Interceptors the same way then you lose. Surprise surprise there are still advantages to having more people. AKA: Working as intended.
2. "T1 frigate gangs will just reinforce entire regions! Oh no!"
First, there is a warning built in to alert alliances when a Link has started to reinforce one of their structures.
Second, working as ******* intended. If you are so far out of the way from the space that some T1 frigate is reinforcing that you can't flash form a ceptor gang to kill it AND you don't have anyone actyally living in the area then you don't need it and are going to lose it. "Undefended space is easily taken space." Herp derp.
3. "Capitals are dead! Long live capitals!"
First, nothing about this SOV system prevents situations from escalating. For example, your TFI fleets are just moving about the constellation steamrolling the Moas of your enemy. Stuff and things happen and two of the TFI fleets get caught on a gate in bubbles with MJDs on cooldown and the defenders see their advantage and they drop blap dreads to clear out two of the 5 fleets taking their space. Attackers counterdrop supers. Bada-bing bada boom. Supercap slugfest. Relax. (And ignore my obvious lack of caring about how realistic TFIs vs Moas is. Shutup)
Second, all other times that capitals get caught and killed by other capitals ever.
4. "The 'Primetime' Mechanic"
This one is the only one that has some actual merit behind it. There is something to be said for "off" time pilots. So...
My suggested change:
We can keep the proposed 4 hour vulnerability window. Having Alliances have to be most vigilant in their own stated prime time makes sense. BUT the idea that an alliance should be completely invulnerable to SOV attack for the other 20 hours is ridiculous.
Instead, have the other 20 hours work on a sliding scale. 4 hours before and after "primetime," that alliance's structures require Entosis Links to cycle for twice as long as during "primetime." Four hours before and after that, three times as long. Etc. These are numbers off the top of my head and could be thought out more and normalized etc. Either way this makes SOV vulnerable round the clock but MOST vulnerable during primetime and least vulnerable in off times.
The only thing I can't figure out is how to manage when things would come out of reinforce depending on when it was reinforced. Discuss. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
56
|
Posted - 2015.03.04 01:42:14 -
[2] - Quote
Gypsien Agittain wrote:Zip Slings wrote:To address what seem to be the most common complaints people are having...
1. "OMG Interceptors will just win forever and stuff!"
First, no interceptor can target out to 250km. Stop saying this nonsense. A single fleet of Rapid Light Caracals will deal with an Interceptor gang.
If you think anything can engage a ceptor gang, then you don't play the game or have a relevant cognitive disability.
You get in a ceptor and point an asteroid. I'll get in a Caracal or even a ******* Algos and also point that same asteroid. First one that has to warp off or dies is wrong. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
57
|
Posted - 2015.03.04 01:54:17 -
[3] - Quote
I'll see your Ares and raise you a Caracal http://i.imgur.com/LEhErJQ.png
Edit: Make that a T1 Hydraulic Bay Thruster Rig |

Zip Slings
Southern Cross Incorporated Flying Dangerous
60
|
Posted - 2015.03.04 01:56:36 -
[4] - Quote
Lister Vindaloo wrote:There is no excuse for being able to use your 'prime time' window to exclude entire time zones from participating in alliance/corporation activities, it is simply a divisive, segregating mechanic that will disillusion entire groups from attempting to participate in sov warfare, it HAS to go, i dont know how to respond to anyone who supports it as it only reduces content rather than increase it
Have a look at my post: https://forums.eveonline.com/default.aspx?g=posts&m=5547628#post5547628 and let me know what you think |

Zip Slings
Southern Cross Incorporated Flying Dangerous
60
|
Posted - 2015.03.04 01:58:26 -
[5] - Quote
Gypsien Agittain wrote:Zip Slings wrote:Gypsien Agittain wrote:Zip Slings wrote:To address what seem to be the most common complaints people are having...
1. "OMG Interceptors will just win forever and stuff!"
First, no interceptor can target out to 250km. Stop saying this nonsense. A single fleet of Rapid Light Caracals will deal with an Interceptor gang.
If you think anything can engage a ceptor gang, then you don't play the game or have a relevant cognitive disability. You get in a ceptor and point an asteroid. I'll get in a Caracal or even a ******* Algos and also point that same asteroid. First one that has to warp off or dies is wrong. Ayyy...As said, the cognitive issue is real. The ceptor can choose every single engage he gets in, the any-other hull dies or is unable to kill it. You don't get that I don't disagree with the fact "sov needs a revamp". But from needing supers and titans to get sov to be able to contest a system in a frigate there must be a freakin mid-point.
So let the Ceptor reinforce the structure? Is he gonna come back two days later and magically win against the defense fleet of Rapid Light Caracals? |

Zip Slings
Southern Cross Incorporated Flying Dangerous
60
|
Posted - 2015.03.04 01:59:46 -
[6] - Quote
captain foivos wrote:You can't kill what you can't catch, hope that helps.
So Ceptor can't reinforce and Caracal can't catch. Nothing gets reinforced. gg defenders win |

Zip Slings
Southern Cross Incorporated Flying Dangerous
60
|
Posted - 2015.03.04 02:02:48 -
[7] - Quote
Altirius Saldiaro wrote:Lister Vindaloo wrote:There is no excuse for being able to use your 'prime time' window to exclude entire time zones from participating in alliance/corporation activities, it is simply a divisive, segregating mechanic that will disillusion entire groups from attempting to participate in sov warfare, it HAS to go, i dont know how to respond to anyone who supports it as it only reduces content rather than increase it That's BS. If you are EUTZ and your alliamce has aa USTZ window, you can still go attack other EUTZ sov. Therefore you are still participating in sov warfare. If you want to take part in defensive sov warfare in your USTZ window then alarm clock for it. Or leave and join an EUTZ alliance.
Have a look at my post: https://forums.eveonline.com/default.aspx?g=posts&m=5547628#post5547628 and let me know what you think |

Zip Slings
Southern Cross Incorporated Flying Dangerous
63
|
Posted - 2015.03.04 02:06:46 -
[8] - Quote
Ben Ishikela wrote:uiuiuiuiui, .... took some time too read through all of it. its amazingly easy and provides lots of opportunity to fight. Now i even consider going there.
One question for now (more tomorrow) : What happens, if a ship that has applied the link, dies? is its progress deleted? can its progress be continued by friend? does this friend have to have a secondary link already active to be able to continue? If it is like the timer in FW atm, where the timer stops if nothing is active and can even be continued later in these 4 hours, then +1 for this point.
We had the same question. I think it makes sense for any broken link's progress to be saved and either restarted by an ally or undone by an enemy, regardless of why the link was broken. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
63
|
Posted - 2015.03.04 02:07:49 -
[9] - Quote
Hairpins Blueprint wrote:the misles will never get to this ares, not eaven from cerberus. Remeber every second this ceptor do another 4 km, so every second you lose another 4 km from the missle. Missles will run out of fuel before they can get to any of those interceptors. Sniper naga would be much better for this. Chep max range, will track ceptor on this insane orbit with no problems.
Works for me :) anything to get people to shut up about this interceptor nonsense and focus on the actual issues with this system. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
63
|
Posted - 2015.03.04 02:11:44 -
[10] - Quote
captain foivos wrote:Zip Slings wrote:Works for me :) anything to get people to shut up about this interceptor nonsense and focus on the actual issues with this system. the interceptors are an actual issue with the system
You mean the part where people have to actually defend their space when people start reinforcing things? The part where interceptors can't actually hold a field in a real SOV fight? Where exactly should I fear the interceptor? |

Zip Slings
Southern Cross Incorporated Flying Dangerous
63
|
Posted - 2015.03.04 02:13:40 -
[11] - Quote
Roofdog2 wrote:captain foivos wrote:You can't kill what you can't catch, hope that helps. first off, plz bring a 100 of those in my space. its pretty easy to just kill them all without a scratch on my naga. or has noone heard of tracking enhancers on sniper ships? and that nice align time isn't gonne help you since you got a module on which blocks you from warping and has a quite long cicle time. Only thing i think is going to be a problem is the Ihub. An Ihub cost around 350 mil which isn't that big of a deal but the upgrades in there are. At the moment a fully upgraded Ihub costs around 6.5 bil without taking in consideration that you have to move a lot of the upgrades in by fraigter instead of JF couz of the size. And with the new changes you can blow these things up in around 40 min. Looking at the ease of how you can blow one of these up and how mutch they cost, i think the Ihubs need to be rebalanced. Basicly make them less m3 including the upgrades and make them around the 1 bil total cost. Else it will not be worth it hanging something so easely distroyed up in 0.0 , but without them, its not even worth living anywhere in 0.0 at least, thats my vieuw on it.
I don't disagree that a lot of your points on IHubs are valid but they cant be blown up in 40 mins. They can be reinforced, but then everyone has a timer to fight over. Same large scale strategic objective with arguably more complexity/difficulty. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
63
|
Posted - 2015.03.04 02:16:27 -
[12] - Quote
captain foivos wrote:Zip Slings wrote:captain foivos wrote:Zip Slings wrote:Works for me :) anything to get people to shut up about this interceptor nonsense and focus on the actual issues with this system. the interceptors are an actual issue with the system You mean the part where people have to actually defend their space when people start reinforcing things? The part where interceptors can't actually hold a field in a real SOV fight? Where exactly should I fear the interceptor? have you ever been to nullsec serious question
A. Yes. I have lived in null my entire EVE career.
B. This change is designed to change how you think about SOV mechanics. Shocker. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
67
|
Posted - 2015.03.04 03:52:46 -
[13] - Quote
Rowells wrote:Ncc 1709 wrote:will be fleets of T3 destroyers orbiting at 180km doing 15km/s+ cap stable nuking station services etc
And all you need is one ship with your own link to stop them. Any additional ships will be for picking off the T3s
Also, please show us the T3 fit and I'll show you the sniper ship that erases it |

Zip Slings
Southern Cross Incorporated Flying Dangerous
68
|
Posted - 2015.03.04 04:49:57 -
[14] - Quote
Kyonko Nola wrote:M1k3y Koontz wrote:Kyonko Nola wrote:I would strongly suggest you make the modules ship size specific. Otherwise there will be 100 inties circling around the objective all the time In which case an atron (to halt the inty's progress) and a few HACs will have a shooting gallery. I sincerely encourage WAFFLES to try that 100 inties thing. What I am concerned is that with other things happening around the grid, a gang of inties with the module running all the time orbiting 250 km will be hard for the defenders to actually do something about them. Best case, it would be annoying. There are a lot of factors involved and I think that it is extremely disadvantageous for the defenders. But what do I know about SOV. And I do not speak for my corporation, just inputting my opinion for ccp to consider. Also Waffles.
Show me the inty fit that locks at 250. Show me the inty fit that can lock at 250 and tank a sniper Muninn. Show me the inty fit that can lock at 250 and outrun a speed fit PVP inty/pirate frig. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
68
|
Posted - 2015.03.04 04:51:05 -
[15] - Quote
Altirius Saldiaro wrote:Zhalon wrote:1) ....not sure how you address cloaky campers.
No local, no afk cloaker. The answer is to just delay local and actually make nullsec challenging to live in. Guard your gates, scout the routes to your home. There should be consequences for being lazy nullbears.
correct. this system changes how you think about null. If you have a strategically important system that you want to keep, act like it and have a standing fleet to protect your damn space. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
69
|
Posted - 2015.03.04 06:34:08 -
[16] - Quote
Remember. This isn't a "fix null sec forever and for always" expansion. This is a "sovereignty mechancis overhaul" expansion. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 06:47:07 -
[17] - Quote
Primary This Rifter wrote:Sibyyl wrote:Primary This Rifter wrote:And yet you fail to address the reasons why someone might want to hold that sov in the first place. I'm asking because I don't know. Why do alliances hold the space that they do today? The changes don't specifically change the motivations for holding the space, so why would you ask this question now? The biggest reason probably comes down to "we still want to be on top if this game ever becomes fun again".
Quoting myself:
"Remember. This isn't a "fix null sec forever and for always" expansion. This is a "sovereignty mechancis overhaul" expansion."
|

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 07:00:37 -
[18] - Quote
Exe Om wrote:Questions:
- What happens if a pilot is not in an alliance and still go and activate the Entosis link on a structure in an empty system?
- Will there be any roles given to the pilot who actually uses the Enthosis Link, so he can go capture on behalf of the alliance? If not, how can an Alliance leader controls who to attack and who not to when every member goes crazy attacking everyone. Standings and politics get hit. New type of awoxers rise.
- Assuming most of the structure shooting is out, what happens to POCO's? Will the new system be implemented on their ownership switching also?
- Jump Bridges need more explanation for their status during the change of hands of the solar system.
- In stations, when having a research/manufacturing job(or in POS'es manufacturing a capital) the station changes hands, and new owner set crazy tax on indy works, what happens to the active jobs?
Thanks,
Good or bad, change is always good on the long run.
1. Great question
2. Sounds fun!
3. POCOs and POSes are still structure grinds as they are not SOV structures
4. JBs are still tied to SOV level (Strategic?) and once the I-Hub explodes, JBs using that level go inert I would think.
5. During the freeport stage, would defenders not simply cancel all their jobs if they thought there was a chance they could lose? |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 07:02:48 -
[19] - Quote
STUMZ wrote:So all for all multi tz alliances we now see sov decided in one tz's 4 hour window.
How clever is that?
This is the one part of this system that I absolutely expect to change. My suggestion is here: https://forums.eveonline.com/default.aspx?g=posts&m=5547628#post5547628 |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 07:30:05 -
[20] - Quote
Manfred Sideous wrote: Will the Entosis cycle be affected by TIDI? ( I hope so otherwise Wyvern > Levi >Avatar > Aeon supremacy )  I feel like the 4 hour window is to short. (I would recommend 6)  Can a Entosis module be used by a ship in Triage , Siege or Bastion? ( I hope not. )  Will sov cost reduce or increase with Indices? ( If not you are missing the boat )  Besides the name on the map why would anyone choose to move to nullsec? ( Incursions , level 5's already offer more isk per hour than nullsec. )  How does all the Risk of Living in Nullsec compare to the rewards of other safer areas in Eve?  Supercapital Role ? Now let me play game designer if I may. I would use this system along with the Phoebe jump changes. With a few changes and additions. Entosis cycle would be affected by TIDI and would not be able to be activated by a ship in Bastion , Triage or Siege. Sov cost would have a base median value and indices would gain negative values. Meaning @ 0 use they would slowly dip towards negative indices values. The lower the negative value of indices the more expensive the sov bill. The higher the value of positive indices the cheaper the sov bill. Furthermore sovereignty owned by an alliance not connected to the main body of sov would have a premium charge ( a fixed % increase over base sov cost ). Next I would seek to create incentives for people to reside in nullsec. One of the biggest is the ability to be self sustaining via local resources. I would then give the orca , jump freighter , bowhead & rorqual the same fatigue as other ships. I would reduce the JF range of that to all other ships. Doing this would make nullsec so much healthier. A real sense of community when the welfare & supply of the alliance is shared by all. Instead of what we currently have " A few guys and some cynos whisking off to Jita to procure everything players need" When you do this you end up with more players in space doing things to supply the alliance and its members with all the goods and materials they need to function. Furthermore this makes attrition style warfare real. It also adds to the dynamics of living in nullsec. It answers the question of what do "off prime time players do"? Raiding and interfering with groups logistical and production efforts now has real and meaningful ramifications. Defending against those who would seek to raid also has important value. No longer are PVP'rs the end all be all of alliance members. In a nullsec where the chord to easy supply ( Jita) is severed productionist , logisticians , miners now have a important role in nullsec which leads to a more inclusive dynamic atmosphere in alliance culture. It's means empire bordering nullsec regions now have new and unique value that due to the Jump Freighter became unimportant years ago. Conversely deeper remote regions with great riches have unique value due to higher abundance of resources. This all adds to reasons for people in space doing things. Reasons for conquest reasons for defense.
The blog states that " Both the cycle time of the Entosis Link module and the actual capture process will be affected by time dilation."
As far as the "to triage or not to triage" question goes, the blog says: " Capital Ships would have restrictions for using these modules, most likely in the form of a role bonus that increases the cycle time by 400% (this means a 10 minute cycle time for a T2 Entosis Link on a capital ship)."
On that note, I think you might find your supercap role. This is just a gut feeling however, as I have never even sat in a cap. I find myself leaning back and forth on this as I read more comments.
As for the perks of living in null (indicies, rewards, sov costs) I really really hope this is next on CCP's list. I am very much for these changes but in order to make SOV null a meaningful experience there needs to be something other than "identity" at stake.
Those changes to the value of nullsec then make the planned full-nerf to JFs etc. viable and reasonable.
|

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 07:46:23 -
[21] - Quote
Circumstantial Evidence wrote:Manfred Sideous wrote: Will the Entosis cycle be affected by TIDI? ( I hope so otherwise Wyvern > Levi >Avatar > Aeon supremacy ) There was a graph showing all the ships and their usage and damage. In this graph it showed battleships in a great place. Not to overpowered but able to project decent damage their hull size and investment. These two points seem clear, from the dev blogs: 1. TiDI = yes "Both the cycle time of the Entosis Link module and the actual capture process will be affected by time dilation." 2. Battleship position on the graph: one can draw different conclusions from the same set of data. The graph headline was "graph of PVP damage by class" - that implied all PVP damage, everywhere. Therefore its legit to say the figure could be biased in favor of BS damage during SOV grinds, pos & poco bashes - everywhere. Rise's point is that the BS class is getting used and applying lots of damage during the graph period, but for many players, the way they are used (structure grinding), or the fact that their group does not use them or see them around for various reasons, is more important.
Manny is referring to this "fixed" chart http://i.imgur.com/z4ynWV9.png
The graph released by CCP seperates HACs, Cruisers, and T3s. I think that's pretty clearly erroneous |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 07:47:51 -
[22] - Quote
Zappity wrote:Why not allow the first attack to occur any time but the reinforce end during the prime time?
This could work |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 08:00:04 -
[23] - Quote
Vigilanta wrote: 1. if 2 systems are in reinforced and come out of reinforced within say 2 hours of each other its entirely possible that the command node fight form the first will still be going on when the command nodes for the second spawn. How will we be able to differentiate between the command nodes for the different systems ihubs/stations? Also since you are de-linking station control from ihub control how will we be able to differentiate between the command nodes for the station and those for the ihub in a given system if they are spread out across the constellation?
" These Nodes have an equal chance to appear in any system in the constellation, regardless of who owns the Sovereignty in the other systems.
These Command Nodes will be visible through the anomaly scanner, sensor overlay and overview, and will be clearly named after the structure that they apply to."
TLDR it will be very easy to determine what nodes apply to what structures. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 08:05:29 -
[24] - Quote
Vigilanta wrote:ergherhdfgh wrote:Andrea Keuvo wrote:Please tell me that once the Entosis link is activated on a structure it will not be dependent on maintaining a target lock on the structure. If it does, I'm certain that some entities known for blobbing will show up with 600 ecm ships for every "fight" and sov battles will be even worse than they are now. CCP made it fairly clear that the idea is that you should have military control over the grid before you activate the module. So according to their plan in the situation that you put forth here they feel that you should not be using the entosis module anyway. 1 bobm run later or sniping t3, you ahe to start all over and you have to do it x10 to win, seems pretty meh
I feel like the use of the phrase "the capture progress will be paused" hints towards a sliding scale system where any "work done" by an attacker could be easily "undone" by a defender after pushing off the attacker. AKA the progress would be "saved" until the structure was either captured or reset to normal. I expect this to have a gradual decay that might start after a number of hours but thats speculation on my part. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 08:06:16 -
[25] - Quote
Vigilanta wrote:Zip Slings wrote:Vigilanta wrote: 1. if 2 systems are in reinforced and come out of reinforced within say 2 hours of each other its entirely possible that the command node fight form the first will still be going on when the command nodes for the second spawn. How will we be able to differentiate between the command nodes for the different systems ihubs/stations? Also since you are de-linking station control from ihub control how will we be able to differentiate between the command nodes for the station and those for the ihub in a given system if they are spread out across the constellation?
" These Nodes have an equal chance to appear in any system in the constellation, regardless of who owns the Sovereignty in the other systems. These Command Nodes will be visible through the anomaly scanner, sensor overlay and overview, and will be clearly named after the structure that they apply to." TLDR it will be very easy to determine what nodes apply to what structures. Ah i missed that, such a long devblog :P, nice catch and good to know no worries :) |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 08:16:25 -
[26] - Quote
Vigilanta wrote:Zip Slings wrote:Vigilanta wrote:ergherhdfgh wrote:Andrea Keuvo wrote:Please tell me that once the Entosis link is activated on a structure it will not be dependent on maintaining a target lock on the structure. If it does, I'm certain that some entities known for blobbing will show up with 600 ecm ships for every "fight" and sov battles will be even worse than they are now. CCP made it fairly clear that the idea is that you should have military control over the grid before you activate the module. So according to their plan in the situation that you put forth here they feel that you should not be using the entosis module anyway. 1 bobm run later or sniping t3, you ahe to start all over and you have to do it x10 to win, seems pretty meh I feel like the use of the phrase "the capture progress will be paused" hints towards a sliding scale system where any "work done" by an attacker could be easily "undone" by a defender after pushing off the attacker. AKA the progress would be "saved" until the structure was either captured or reset to normal. I expect this to have a gradual decay that might start after a number of hours but thats speculation on my part. Your probably correct, which would be the way to go, but that said, its not actually stated, seems like an important part of the mechanics to have fleshed out when proposing a system. You do see the metric **** ton of "OH MY GOD EVE IS DEAD" on this thread already right? CCP left parts out on purpose ;) These nerds will calm down and accept their fate just like with Phoebe and we will rejoice |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 08:31:37 -
[27] - Quote
Drechlas wrote: I couldn't agree more. We all know that CCP employs statisticians to run some numberporn for Eve Fanfest each year. So surely they must be aware that with statistics and graphs you can prove any point of view on the data. In the presented case the statistics were used to prove your own point instead of reality.
Look at CCP's chart http://cdn1.eveonline.com/www/newssystem/media/66946/1/STEVE_7.png
Now look at a "fixed chart" where actual cruisers (i.e. HACs and T3s are stacked together) and you get something looking like this http://i.imgur.com/z4ynWV9.png
Now imagine the Marauder and Black Ops parts stacked on top of the Battleship line if that makes you feel better. But when you do that, to be fair, you should stack HICs, Force Recons, Logi, and Combat recons on top of the already HUGE cruiser bar. Then you get an idea of why everyone laughed at CCP's graph. The cruiser class of ships is the only thing anyone uses in EVE, followed by frigates. Look at the graph. It's not an exaggeration. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 08:34:26 -
[28] - Quote
Circumstantial Evidence wrote:Zip Slings wrote:Circumstantial Evidence wrote:2. Battleship position on the graph: one can draw different conclusions from the same set of data. The graph headline was "graph of PVP damage by class" - that implied all PVP damage, everywhere. Therefore its legit to say the figure could be biased in favor of BS damage during SOV grinds, pos & poco bashes - everywhere. Rise's point is that the BS class is getting used and applying lots of damage during the graph period, but for many players, the way they are used (structure grinding), or the fact that their group does not use them or see them around for various reasons, is more important.
Manny is referring to this "fixed" chart http://i.imgur.com/z4ynWV9.png
The graph released by CCP seperates HACs, Cruisers, and T3s. I think that's pretty clearly erroneous Ok, thanks - I think I get it. The "fixed" graph stacks all the more popular ships that can actually move, and shows they are all together doing about 5 times more damage than BS class, which has fewer ships in it. Perhaps CCP can be accused of a little bit of sweeping under the rug in plain sight, but I can ask questions about the stacked graph. (Though I'm very late to that party.) It demotes battleships to the second most popular size class by applied damage.... would any number of people complain if they were removed entirely? (Slight sarcasm there.) Is there a similar graph, from prior to the warp speed changes? What is a healthy metric for battleships? Doing maybe half of the combined damage of those three groups of cruiser size hulls - two of which can be set up to be... very damaging? It only demoted battleships to second because nobody bothered to show that even frigate hulls outdamage battleship hulls in terms of usage. Stack frigs, bombers, ceptors, and AFs too. Battleship hulls are a joke in EVE's meta right now. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
70
|
Posted - 2015.03.04 09:02:17 -
[29] - Quote
Lickem Lolly wrote:Welcome to Griefing Online!
I've read the blog a few times and tried very hard to find something positive, but I just don't see it. As someone who has lived in nullsec in small and large alliances, I can tell you this will be horrible.
Major problems:
1) Griefers in interceptors will be pinging our SOV for giggles 24/7
From the original dev blog: " Build costs of approximately 20 million isk for Tech One, and approximately 80 million isk for Tech Two."
I expect CCP to raise this slightly or even dramatically but even if they don't. PLEASE hurl, literally hurl, as many 100M interceptors... as fast as you can, no, actually, faster, oh my god I can't wait just patch Tranquility now... into the waiting and loving arms of literally dozens of different configurations of sniper fit Attack BCs, HACs, and even other ceptors designed to run your ass down. My god I can't wait for those killmails to start rolling in.
TLDR: STOP HYPERBOLIZING ABOUT FRIGATES |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 09:15:57 -
[30] - Quote
Doctor Fabulous MD wrote:Zip Slings wrote: Show me the inty fit that locks at 250. Show me the inty fit that can lock at 250 and tank a sniper Muninn. Show me the inty fit that can lock at 250 and outrun a speed fit PVP inty/pirate frig.
this thing locks at 250 in sniper mode while going 7km/s , and it locks at 175 in speed mode, while going 11km/s (9kms if you dont use snakes+quafe zero) and will speedtank any sniper fit in the game at that speed and range. http://i.imgur.com/t29IKHD.png (yes thats a whole 3 dps at 175km) sniper fits are setup for 100% max tracking, with the smallest guns that will reach optimally at that range + appropriate ammo, hence their lack of targeting range in that graph. If you can find me a fit that tracks anywhere even close to well ill be shocked. It also goes too fast to probe down, and can do the cloak mwd trick so hard its 30km out of a bubble before the MWD stops cycling, so its pretty much uncatchable at gates. Anything lands on grid capable of actually catching it and tackling it (only other T3 destroyers fit with a scram), it can just immediately warp off to a safe and cloak, wait for them to leave, then fire up the sov laser again.
1. Your idea that this Svipul would "just warp" seems to forget the fact that it can't warp for 2 minutes at a time.
2. http://i.imgur.com/waJhtx5.png |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
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Posted - 2015.03.04 09:28:13 -
[31] - Quote
Doctor Fabulous MD wrote:Zip Slings wrote:Doctor Fabulous MD wrote:
Anything lands on grid capable of actually catching it and tackling it (only other T3 destroyers fit with a scram), it can just immediately warp off to a safe and cloak, wait for them to leave, then fire up the sov laser again.
1. Your idea that this Svipul would "just warp" seems to forget the fact that it can't warp for 2 minutes at a time. 2. http://i.imgur.com/waJhtx5.png Yes, i misspoke and edited my post, he would simply have to burn away until warpoff timer expired. That naga fit wont hit at all either.
Propulsion mode: Load Plutonium and swap to tracking speed scripts. I also T2'd both Metastasis adjusters http://i.imgur.com/6EwBR6y.png
Sniper mode: Load Tungsten and go half tracking half optimal scripts http://i.imgur.com/6EwBR6y.png |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 09:41:18 -
[32] - Quote
Doctor Fabulous MD wrote:Zip Slings wrote:Doctor Fabulous MD wrote:Zip Slings wrote:Doctor Fabulous MD wrote:
Anything lands on grid capable of actually catching it and tackling it (only other T3 destroyers fit with a scram), it can just immediately warp off to a safe and cloak, wait for them to leave, then fire up the sov laser again.
1. Your idea that this Svipul would "just warp" seems to forget the fact that it can't warp for 2 minutes at a time. 2. http://i.imgur.com/waJhtx5.png Yes, i misspoke and edited my post, he would simply have to burn away until warpoff timer expired. That naga fit wont hit at all either. Propulsion mode: Load Plutonium and swap to tracking speed scripts. I also T2'd both Metastasis adjusters http://i.imgur.com/6EwBR6y.png
Sniper mode: Load Tungsten and go half tracking half optimal scripts http://i.imgur.com/6EwBR6y.png You do realize thats 0.4 Damage per second right  way less than even the passive shield regen on that thing.
god damnit... graphs and numbers... I was so proud of myself too.
Anyways, http://i.imgur.com/qaDmPO3.png one semi-good warpin and dead Svipul. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 09:45:02 -
[33] - Quote
SilentAsTheGrave wrote:Manfred Sideous wrote: Besides the name on the map why would anyone choose to move to nullsec? ( Incursions , level 5's already offer more isk per hour than nullsec. ) If you are talking high sec Incursions, null anom farming is much better ISK. Level 5 missions pulls in less ISK per tick as well compared to null anoms. (I could be misinformed about this though) You are unfortunately misinformed about this. Incursions are at least 2x better at ISK farming than null sec anoms |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 09:50:27 -
[34] - Quote
Jattila Vrek wrote:It looks unbalanced to me. If I invest 12-42 minutes of my time I can send the defender on a goose chase taking them 10x12 minutes of player time. Lots of timers will be created especially in border regions. Many IHubs and TCUs will be destroyed because defenders will burn out, not necessarily because defenders lose fights.
If I get disrupted my capture will only be paused and I can come back later to finish (in reduced time). Capture progress should be reset at the end of the vulnerability window.
I don't see much need to have both IHubs and TCUs. With their roles degraded I think it would be better to consolidate them into a single structure. Having both just increases the grind.
Continuing to think in a mindset where there is space that you own but aren't physically "in" is a problem a lot of people are having. If you have "border regions" that your pilots aren't physically "in" then you will lose those systems for exactly the reasons you explained. Working as intended. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 09:57:16 -
[35] - Quote
Reiisha wrote:Probably mentioned before, but ah well.
One weird thing to me is offering t1 and t2 versions of the link. No one in their right might is going to use t1 *at all* unless it offers some significant advantage over t2, which it doesn't. Just remove the T2 version and give the T1 version the T2 stats.
Offering T1 and T2 for this module is complexity for complexity's sake, which is just a bad idea. A little naggle maybe but still. You either have a link or you don't.
Also, it feels like the initial entosis link concept (capturing a structure) is basically the same as a structure grind, just with a different weapon. I feel like this is a bad idea - continuing the concept of the grind, just dressing it up differently. Why not keep the tcu, make it invulnerable and make it a king of the hill style battle to capture it, a point system rewarding presence rather than a grind. If the attacker manages to stay on the grind and maintain a better presence they win, and if the defenders manage to take the domineering presence they win.
Of course, i currently don't have the perspective to offer a better solution (although i still insist that a purely activity based system is far better than anything involving structures) i do think the current (proposed) system leans way, WAY too much on structures and a certain form of structure grind, rather than actually rewarding living in systems and constellations. I think the devs may be stuck in a certain mindset and are unable to take a (large) step back to remove themselves from the details of sov mechanics and start over completely, rather than what is basically patching the current sov system.
As far as T1/T2 goes its all about price. The T2 is supposed to be restrictively expensive and the T1 more useful for heavily active tanked ships that don't mind being at close range.
Secondly, the "kind of the hill" battle is won by whoever dumps more people in supers and caps onto the field and tanks for the longest. As in, exactly as it is now. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 10:00:57 -
[36] - Quote
Doctor Fabulous MD wrote:The thing is, even if you land DIRECTLY ontop of the svipul through some kind of insane miracle, its burning at 11KM/s, which means its out of your scram range in a single tick, it takes an absolute minimum of 2 ticks (seconds) to lock something and activate a mod. The best thing i can imagine is just hitting it with a 60KM web after a lucky warpin, but even then it can STILL burn out of range of any ship capable of fitting a 90% web....
My theory crafting assumes you don't have super shiny implants but ARE using quafe zero. If it really is nigh uncatchable (yes Jack Sparrow reference) then why not fit up your own svipul and overheat?
Also I just realized this whole discussion is academic because we don't know the fitting requirements of the T2 module yet. If I were CCP I would make the T2 module make some of these ridiculous fits impossible. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
72
|
Posted - 2015.03.04 10:02:56 -
[37] - Quote
SilentAsTheGrave wrote:I'm also concerned about these structures being placed next to a death star pos. I feel like that raises the bar dramatically in what is needed to contest sov. To a degree that goes against the goal of having this new system become more available to non-bloc groups and enables AFK style empires.
Defending sov should require real players. Not some automated system to do the work for you.
Ihubs can only be placed on planets. TCUs could be placed on deathstar POSes but that's how it is now and somehow people take systems. Also, taking someone's Ihub and station and leaving them their TCU is a possibility. And it wouldn't be long in that scenario before the pack up their Death Star and go home leaving the TCU undefended |

Zip Slings
Southern Cross Incorporated Flying Dangerous
74
|
Posted - 2015.03.04 10:30:36 -
[38] - Quote
Jack Hayson wrote:Doctor Fabulous MD wrote:The thing is, even if you land DIRECTLY ontop of the svipul through some kind of insane miracle, its burning at 11KM/s, which means its out of your scram range in a single tick, it takes an absolute minimum of 2 ticks (seconds) to lock something and activate a mod. The best thing i can imagine is just hitting it with a 60KM web after a lucky warpin, but even then it can STILL burn out of range of any recon ship capable of fitting the multiple webs its going to take to kill it. That thing has an align time of 28 seconds - you don't need to tackle it. (would be pointed by the ento thingy anyway) Just probe and warp on top of it with a long range ship. You'll then have a low EHP target with a 750m sig radius burning in a more or less straight line away from you.
Yeah! That! I thought of it first! |

Zip Slings
Southern Cross Incorporated Flying Dangerous
74
|
Posted - 2015.03.04 10:31:46 -
[39] - Quote
bear mcgreedy wrote:So i've finally gotten round to reading the blogs and looked at it and teh first reaction is you looked at teh faction warfare model and have adapated it to null sec model? In principle i think the idea is a good one sov becomes vulnerable and able to be taken fairly quickly however i have a few questions that seem to be eluded in the posts  you say that it would be more beneficial to the little guy taking sov ( i don't see this as system is undersieged its about the blob recent mechanics its not about the skill sets its about numbers)  it seems we have adapted a capture the flag and defend the flag mechanic.  the freeport idea is ok to a degree however a defending force with a lower player base(aka the little guy) vs a coalition such as n3 or cfc has no chance and can lose that system in a matter of hours - suggest having a draw back here to stop alliances moving the entire fleet in and hell camping the station. giving the attackers the advantage  stop alliances having the timer 2 hrs before dt and two hrs after dt - that way they have to be active and cannot take advantage of any extra down time . keep up the good work i know this is work in progress .
The system still favors those that can leverage a huge force in an organized fashion. Working as intended. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
74
|
Posted - 2015.03.04 10:33:58 -
[40] - Quote
epicurus ataraxia wrote:Zip Slings wrote:Lickem Lolly wrote:Welcome to Griefing Online!
I've read the blog a few times and tried very hard to find something positive, but I just don't see it. As someone who has lived in nullsec in small and large alliances, I can tell you this will be horrible.
Major problems:
1) Griefers in interceptors will be pinging our SOV for giggles 24/7
From the original dev blog: " Build costs of approximately 20 million isk for Tech One, and approximately 80 million isk for Tech Two." I expect CCP to raise this slightly or even dramatically but even if they don't. PLEASE hurl, literally hurl, as many 100M interceptors... as fast as you can, no, actually, faster, oh my god I can't wait just patch Tranquility now... into the waiting and loving arms of literally dozens of different configurations of sniper fit Attack BCs, HACs, and even other ceptors designed to run your ass down. My god I can't wait for those killmails to start rolling in. TLDR: STOP HYPERBOLIZING ABOUT FRIGATES Quite true, but the reason for the hyperbolae is quite clear. When defending a nation/territory, one can have :-  force projection ( in Eve solution well in hand)  Defend one's borders.  Local defence. Now without porous borders, there is no need whatsoever for local defence, one can reinforce the borders and have great swathes of space unoccupied, and unprotected. Interceptors and fast frigates, make the border porous, thereby ENFORCING local defence by people living in occupied systems. THIS IS THE WHOLE POINT OF THE CHANGE. By people campaigning against interceptors they are hoping to fool CCP into undoing all their work. One of two things will happen. If they succeed, they will celebrate their plan and CCP will look stupid. If CCP succeed they will celebrate THEIR plan and those campaigning for "keep it practically as now" will look etc I know where the smart money is betting............
Can we simplify this down to "Zip is right and all you nullbears stop whining"? |

Zip Slings
Southern Cross Incorporated Flying Dangerous
74
|
Posted - 2015.03.04 10:51:11 -
[41] - Quote
Zappity wrote:Will cloaking be disabled while entosis link is active? Oh god I hope so. No sov lazer + cloak trick please CCP |

Zip Slings
Southern Cross Incorporated Flying Dangerous
80
|
Posted - 2015.03.04 20:55:27 -
[42] - Quote
Eli Apol wrote:Skia Aumer wrote:Logan Revelore wrote:I have no idea about sov and null, haven't really involved myself in the game much yet. But to me it seems capital ships will find themselves without a role. Also, it seems to easy too reinforce structures.
And the prime time is not a clever feature. Remove it completely. Logan Revelore wrote:Another note.
This whole proposed system smells and reeks of artifical systems for the sole reason of "game design", with few ties to lore or any ingame sensibilities.
Implementing some abstract dominion based gameplay 'cause "reasons" doesn't really suit EVE imo. I like this man. Cap escalation will still be a thing - if you end up pitting two subcap fleets against each other, eventually triage becomes a valid tactic which then means you might want dreads on grid which then means you might want supers on. Prime time is not good as it is, I agree - I've liked the suggestions for spreading out primetime over longer periods as an alliance grows - either on a system by system basis or on a base member count for the whole alliance maybe upto 16 or even a full 24 hours - whilst still keeping it small and manageable for a small alliance to guard their handful of systems. I'm sure CCP can tie some lore into the command points as required. It's better to have good mechanics and then write a story around those then have crap mechanics because the original lore didn't fit imho.
You are doing God's work sir. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
80
|
Posted - 2015.03.04 20:58:18 -
[43] - Quote
lilol' me wrote:i just read the whole thing again, and i have to say it sounds and looks very very complicated. I thought CCP was trying to get away from complicated. Looks like its been thought about a little too much and made way over complicated.
Also why do we never hear from CCP Seagull on anything?
Imo this is very good complexity. And seeing as I can sit down with my alliance and explain it in about 10-20 minutes means it's not any more complex than learning not to die in an interceptor. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
80
|
Posted - 2015.03.04 21:10:15 -
[44] - Quote
lilol' me wrote:Eli Apol wrote:Skia Aumer wrote:Logan Revelore wrote:I have no idea about sov and null, haven't really involved myself in the game much yet. But to me it seems capital ships will find themselves without a role. Also, it seems to easy too reinforce structures.
And the prime time is not a clever feature. Remove it completely. Logan Revelore wrote:Another note.
This whole proposed system smells and reeks of artifical systems for the sole reason of "game design", with few ties to lore or any ingame sensibilities.
Implementing some abstract dominion based gameplay 'cause "reasons" doesn't really suit EVE imo. I like this man. Cap escalation will still be a thing - if you end up pitting two subcap fleets against each other, eventually triage becomes a valid tactic which then means you might want dreads on grid which then means you might want supers on. Prime time is not good as it is, I agree - I've liked the suggestions for spreading out primetime over longer periods as an alliance grows - either on a system by system basis or on a base member count for the whole alliance maybe upto 16 or even a full 24 hours - whilst still keeping it small and manageable for a small alliance to guard their handful of systems. I'm sure CCP can tie some lore into the command points as required. It's better to have good mechanics and then write a story around those then have crap mechanics because the original lore didn't fit imho. Personally i think the whole prime time idea is ridiculous. The system should be vulnerable anytime of the day. It just gives more of an advantage to the defenders especially large alliances to out blob anyone who tries to do anything in their prime time. I hate this idea.
In defense of primetime: It ties SOV to fights very clearly. It says "We're on at this time and we either undock or get our **** reinforced." It also has absolutely nothing to do with blobbing. Large alliances are large alliances and have large numbers of people (duh) and therefore will have more people than smaller alliances at any given moment. No game mechanic other than one that breaks EVE will change this.
In agreement with your criticism: Invulnerable sov 20 hours a day is not ideal in my opinion. Currently I see 2 different ideas on how to alter this mechanic:
1. Sliding window based on alliance size. Larger alliances have larger windows where their structures are vulnerable and smaller ones have smaller windows to defend.
2. Sliding difficulty. The further away from primetime it gets, the harder it is to reinforce a structure. This difficulty could take the form of longer reinforce times (Sov Lazer has to cycle for longer) or any number of other ideas and mechanics.
The bottom line is that people, like you and I, want there to be smaller entities holding space. If we want that then we have to want some form of the primetime mechanic. Expecting a small group to be able to cover all timezones is simply not going to happen and they will lose their space. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
80
|
Posted - 2015.03.04 21:20:40 -
[45] - Quote
Dalilus wrote:If only CCP would invest the time it took to write this blog, never mind come up with all the sov changes, into updating missions they would get a lot more toons playing....... This is the newest gift to nullbears, among a long list of gifts over the years, to only get a, BWWWAAAAAA that is not what we wanted thread. 
You're wrong.
BUT! Speaking of missions, I know this isn't what this change is targeted at but CCP, allowing alliances to "hire" mission agents to come live in SOV Null stations would be the literal ****. Can you imagine a better "carrot" for sov null? |

Zip Slings
Southern Cross Incorporated Flying Dangerous
81
|
Posted - 2015.03.04 21:30:51 -
[46] - Quote
Skia Aumer wrote:Zip Slings wrote:In defense of primetime: It ties SOV to fights very clearly. It says "We're on at this time and we either undock or get our **** reinforced." It doesnt work like this. Let me explain. Party "A" is holding sov, party "B" wants to take it. "B" moves to a staging system near region "R". "A" creates a dummy alliance, puts all sov in region "R" into this dummy and sets its prime to the weakest time zone of "B". Weaponized boredom, as thay called it.
Then party "B" has their off-TZ guys (or mercenaries) come in and RF the whole region in a night because "A" is in bed. Then "B's" mercs' off TZ guys take the whole region uncontested because "A" were dumb enough to put their region in the hands of a dummy alliance with not enough people and not enough Sov lazers and in a ****** timezone for themselves. Counterplay.
AND CCP planned for this:
"When an alliance changes their prime time window, their new choice will not take effect until after 96 hours have passed. At the end of this 96 hour waiting period all the structures belonging to that alliance will be vulnerable twice in the same 24 hour period (one in the old window and once in the new one). The new setting will then take effect and become the new daily vulnerability window."
However, in defense of your scenario, I would hope that any SOV transfer would, and should, make the window unchangeable for a further amount of time in addition to the 96 hour primetime change. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
81
|
Posted - 2015.03.04 21:41:25 -
[47] - Quote
Gevlon Goblin wrote:The problem with the Entosis trolling isn't that it cannot be countered. It can. The famous "trollceptor" can all be countered by a Rifter with a T1 Entosis link orbiting the structure at 5 km, freezing the timer.
The problem is that countering Entosis trolling is so boring gameplay that you'll wish you'd still be grinding stations in Drakes. Either a mobile group needs to run up and down in the region whacking moles, or every system needs to have guards who just do nothing (or mine/rat at the keyboard) for 4 hours and respond to the ping. If they fail, everyone yell at them because 2 days later 10 nodes needs to be captured. If they win every time, they spent 4 hours of their lives at the keyboard with a handful of trivial killmails.
Again: 4 hours of focused gameplay and practically no result. At least you could watch TV between reloads with the Drake.
The attacker should commit something worth killing, so the defenders - if did their job well - go home with a nice killboard.
Killmails aren't trivial. The T1 mod costs 20M to make (means a markup and more expensive KM) and the T1 mod fitted ships are easily killed
The T2 costs 80M to make. I can't wait for some of those juicy killmails.
TLDR: Reports of interceptors winning EVE after this are wildly overrated. Don't fall victim to the ****** anti-hype. |

Zip Slings
Southern Cross Incorporated Flying Dangerous
81
|
Posted - 2015.03.04 21:45:00 -
[48] - Quote
Skia Aumer wrote:Zip Slings wrote:Skia Aumer wrote:Zip Slings wrote:In defense of primetime: It ties SOV to fights very clearly. It says "We're on at this time and we either undock or get our **** reinforced." It doesnt work like this. Let me explain. Party "A" is holding sov, party "B" wants to take it. "B" moves to a staging system near region "R". "A" creates a dummy alliance, puts all sov in region "R" into this dummy and sets its prime to the weakest time zone of "B". Weaponized boredom, as thay called it. Then party "B" has their off-TZ guys (or mercenaries) come in and RF the whole region in a night because "A" is in bed. Then "B's" mercs' off TZ guys take the whole region uncontested because "A" were dumb enough to put their region in the hands of a dummy alliance with not enough people and not enough Sov lazers and in a ****** timezone for themselves. Counterplay. You do realize that sov-holding alliance usually have more ISK than ~little guy~ to hire mercs? Maybe even accept them to the dummy alliance to woop sov lazers.
Like I said, I see the issue and I hope CCP comes up with a simple solution to it. Don't just gloss over the 96 hour period that I quoted for you. |
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