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Thread Statistics | Show CCP posts - 9 post(s) |
FT Diomedes
The Graduates Forged of Fire
912
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Posted - 2015.03.26 13:45:27 -
[2221] - Quote
Mario Putzo wrote:FT Diomedes wrote:
I find shooting structures in subcapitals to be very boring. I find it quite exciting when I have Dreadnoughts and/or Supercapitals, in Siege mode, and committed to the fight.
There is absolutely nothing stopping you from committing Capitals and Super Capitals to a fight in FozzieSov. Of course fighting ships and fighting structures is a much different risk, and most folks will shy away from fielding their big toys against things that will shoot back and actually try to kill them.
If you cannot be bothered to come attack my 2 billion ISK Dreadnoughts, who are stuck in siege mode and cannot run away at all, then perhaps you don't deserve to hold your space? See what I did there?
When people commit Dreadnoughts, they are throwing down a 2B ISK asset and saying, "come at me, bro." Fighting structures with Dreadnoughts requires way more balls than bringing your kiting fleet and orbiting some structure while waiting to see what shows up (and burning off grid if you cannot handle it).
You know full and well that unless I am part of a blob the size of CFC, there is no way I am able to field the five fleets of capital ships which would be required to successfully employ capitals in Trollsov. Not to mention the 400% time increase for using capitals. So, no, capitals don't have a sensible role in Trollsov.
The Greatest Ship Ever. Credit to Shahfluffers.
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FT Diomedes
The Graduates Forged of Fire
912
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Posted - 2015.03.26 13:55:02 -
[2222] - Quote
Aiyshimin wrote:FT Diomedes wrote:I posted this over in the main thread, but I am curious to see people's thoughts specifically as it relates to the issues associated with destroying things via Entosis.
One of the things that has bothered me the most about the proposed sovereignty system is that it allows small, non-committal entities to destroy valuable things without committing very much of their own to the fight. With destructible stations coming SoonTM, this is particularly troubling. In light of that, I suggest the following compromise.
In the proposed system, f I go into your system and run my Entosis link on your I-Hub and you do not stop me by chasing me away or blowing up my ship, it generates the standard timers as proposed by Fozzie. Forty-eight hours later, we have the multi-node Entosis capture point battles (or you blue ball me). If I win, I keep my stuff.
Under the proposed system, "If the attackers win a capture event for a Territorial Claim Unit or Infrastructure Hub, then the structure explodes and any alliance will be free to attempt deploying of their own replacement structures."
Now, here is my suggestion: "If the attackers win a capture event for a Territorial Claim Unit or Infrastructure Hub, then the structure becomes vulnerable to capture, theft, or destruction."
A vulnerable structure may be captured when any alliance/corporation runs one Entosis cycle on it, at any time (no prime time window). Once captured, the structure belongs to that alliance and becomes vulnerable again during the next day's prime time for the capturing alliance. The captured structure retains the indices and other advantages earned by the previous owner[s].
A vulnerable structure may be stolen when any player scoops the structure into the cargo hold of his ship. Structures too large to fit into a ship cannot be stolen. Once scooped, the structure loses the indices and other advantages earned by the previous owner[s].
A vulnerable structure can be destroyed at any time, provided someone is willing to shoot at it long enough or bring enough [big] ships to do the job quickly. While there are no reinforcement timers, the structures all have a significant amount of hit points. In the event of destruction, the structure loss mail will belong to the last alliance/corporation to own the structure.
I think that is a reasonable compromise. What say you?
Advantages over the current proposal: 1. It still gives attackers a way to make people undock and fight to defend their space. 2. It requires real commitment to actually destroy any structure. 3. It preserves a role for Dreadnoughts and other big ships in the destruction of structures. 4. It allows for more emergent gameplay and player interaction. 5. Assuming that some structures are the right size, it could allow for some interesting choices regarding Freighters and Jump Freighters.
I see no disadvantages of this system versus the current proposal. Except it completely nullifies the change by once again creating the need to bring a massive blob of caps and supers for the final grind. Which is what you probably want to achieve anyway.
Not if you want to capture the space - only if you want to destroy it. It requires no additional effort if you want to capture and hold the space yourself. I edited my post to make that more clear.
The Greatest Ship Ever. Credit to Shahfluffers.
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rsantos
Mosquito Squadron Mordus Angels
41
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Posted - 2015.03.26 14:05:00 -
[2223] - Quote
FT Diomedes wrote:Mario Putzo wrote:FT Diomedes wrote:
I find shooting structures in subcapitals to be very boring. I find it quite exciting when I have Dreadnoughts and/or Supercapitals, in Siege mode, and committed to the fight.
There is absolutely nothing stopping you from committing Capitals and Super Capitals to a fight in FozzieSov. Of course fighting ships and fighting structures is a much different risk, and most folks will shy away from fielding their big toys against things that will shoot back and actually try to kill them. If you cannot be bothered to come attack my 2 billion ISK Dreadnoughts, who are stuck in siege mode and cannot run away at all, then perhaps you don't deserve to hold your space? See what I did there? When people commit Dreadnoughts, they are throwing down a 2B ISK asset and saying, "come at me, bro." Fighting structures with Dreadnoughts requires way more balls than bringing your kiting fleet and orbiting some structure while waiting to see what shows up (and burning off grid if you cannot handle it). You know full and well that unless I am part of a blob the size of CFC, there is no way I am able to field the five fleets of capital ships which would be required to successfully employ capitals in Trollsov. Not to mention the 400% time increase for using capitals. So, no, capitals don't have a sensible role in Trollsov.
I would just like to point that ANYTHING that ends up limiting mobility, hull choice or the ability to disengage, will make n+1 a must and in the end you will have your trollsov dreads. That what CFC wants! You just said it! No one will out blob you.
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Soldarius
Kosher Nostra The 99 Percent
1196
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Posted - 2015.03.26 14:08:28 -
[2224] - Quote
Rowells wrote:Aureus Ahishatsu wrote:I'll post this hear since I already mentioned it in the wormhole forums. how (if at all) are wh dwellers supposed to defend their structures if they can all be reinforced in the minimal time since we cannot claim sov? Wh dwellers aren't going to stick around if every structure can be re'fed in only 10 minutes. good luck getting to the other capture points in the constellation.
Yah, Entosis Links and constellation-capture events are pretty pointless in w-space.
So I think the larger structures (equivalent to stations) will simply not be available in w-space, thus preservation the status quo there.
http://youtu.be/YVkUvmDQ3HY
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Alavaria Fera
GoonWaffe
6676
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Posted - 2015.03.26 16:50:51 -
[2225] - Quote
rsantos wrote:FT Diomedes wrote:Mario Putzo wrote: There is absolutely nothing stopping you from committing Capitals and Super Capitals to a fight in FozzieSov. Of course fighting ships and fighting structures is a much different risk, and most folks will shy away from fielding their big toys against things that will shoot back and actually try to kill them.
If you cannot be bothered to come attack my 2 billion ISK Dreadnoughts, who are stuck in siege mode and cannot run away at all, then perhaps you don't deserve to hold your space? See what I did there? When people commit Dreadnoughts, they are throwing down a 2B ISK asset and saying, "come at me, bro." Fighting structures with Dreadnoughts requires way more balls than bringing your kiting fleet and orbiting some structure while waiting to see what shows up (and burning off grid if you cannot handle it). You know full and well that unless I am part of a blob the size of CFC, there is no way I am able to field the five fleets of capital ships which would be required to successfully employ capitals in Trollsov. Not to mention the 400% time increase for using capitals. So, no, capitals don't have a sensible role in Trollsov. I would just like to point that ANYTHING that ends up limiting mobility, hull choice or the ability to disengage, will make n+1 a must and in the end you will have your trollsov dreads. That what CFC wants! You just said it! No one will out blob you. Don't worry, you can continue using the interceptors you do now, they will definitely have max mobility, what with fastest warp, fastest align, interdiction nullification.
This thread has already been used to convince ccp that the sov laser concept is the ideal instrument to shake up sov (you could just add even more fatigue**, but this is more elegant).
Any ship with big tank shouldn't be allowed to use the sov laser, it's an option that has the most value to blobbers (specifically blobbers with blobs of big-tank ships, ie: supercaps) and therefore shouldn't be allowed to exist.
**remember how much fatigue was a major success in shaking up null?
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Mario Putzo
Welping and Dunking.
1130
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Posted - 2015.03.26 16:59:03 -
[2226] - Quote
Alavaria Fera wrote: **remember how much fatigue was a major success in shaking up null?
It was never intended to on its own. |
Mario Putzo
Welping and Dunking.
1130
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Posted - 2015.03.26 17:05:29 -
[2227] - Quote
FT Diomedes wrote:Mario Putzo wrote:FT Diomedes wrote:
I find shooting structures in subcapitals to be very boring. I find it quite exciting when I have Dreadnoughts and/or Supercapitals, in Siege mode, and committed to the fight.
There is absolutely nothing stopping you from committing Capitals and Super Capitals to a fight in FozzieSov. Of course fighting ships and fighting structures is a much different risk, and most folks will shy away from fielding their big toys against things that will shoot back and actually try to kill them. If you cannot be bothered to come attack my 2 billion ISK Dreadnoughts, who are stuck in siege mode and cannot run away at all, then perhaps you don't deserve to hold your space? See what I did there?
Im not sure what your point is in response to what I wrote. You made a post asking to have capitals and super capitals to remain relevant in usage in contesting or defending sov. I simply pointed out there is nothing in the proposed changes that does not allow one to use these ships for that purpose. Sure they won't be the ones applying entosis links, but they will certainly still retain their strength in combat situations and offer greater support to fleets applying entosis links as well as force people to escalate if they wish to combat them reliably.
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Soldarius
Kosher Nostra The 99 Percent
1197
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Posted - 2015.03.26 19:22:59 -
[2228] - Quote
Mario Putzo wrote:Sure they won't be the ones applying entosis links
Who says?
http://youtu.be/YVkUvmDQ3HY
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Cade Windstalker
Donohue Enterprises Ad-Astra
313
|
Posted - 2015.03.26 22:05:51 -
[2229] - Quote
Specia1 K wrote:Cade Windstalker wrote:
...the general consensus seems to be that an Interceptor is going to be at only slightly more risk of being blown up harassing Sov than it is sitting in station in Jita...
It is not the consensus in this thread. Disingenuous comments like this negate your whole argument and demonstrate your lack of experience and knowledge in this discussion. You have made some good arguments in previous posts, btw.
I'm well aware of what I'm saying. The intent is to invite people to disagree with me. If no one does then my assumption seems to be correct, if someone does then discussion happens.
So far the balance of points seems to be in favor of Interceptors being nearly impossible to catch in the time it takes a T2 Entosis Link to cycle. This matches my personal experience chasing Interceptors. While it's certainly possible to drive them off grid if you can't kill them then the attacker is risking nothing more than time for their attack and that doesn't strike me as a fair trade for the annoyance value of "Your space-thingy is under attack! (x20)".
Since part of the stated goal of this Sov rebuild is to make Sov itself more of a driver of interesting content and less of a chore (ala, shoot structures in a cap fleet for four hours while you watch Netflix) I'd say this is at least a valid concern.
BTW, if it'll help I'll try to change "no one is saying" to "I haven't seen anyone saying" since that's what I meant. I literally have not seen anyone saying that letting an NPC AI defend sov from serious attempts to take it is a good idea.
FT Diomedes wrote:I find shooting structures in subcapitals to be very boring. I find it quite exciting when I have Dreadnoughts and/or Supercapitals, in Siege mode, and committed to the fight.
Even when there is no actual "fight" going on, just a bunch of dreads and support ships grinding through a few dozen POSes (or whatever) in an evening?
If you've already beaten them for control of the beacons there's certainly not likely to be any response to you trying to blow up whatever you've just captured.
FT Diomedes wrote: You know full and well that unless I am part of a blob the size of CFC, there is no way I am able to field the five fleets of capital ships which would be required to successfully employ capitals in Trollsov. Not to mention the 400% time increase for using capitals. So, no, capitals don't have a sensible role in Trollsov.
Capitals are also going to be rebalanced because the majority opinion among the player base seems to be that they're in a very bad place and have been for years. A big part of this being the dependence of the current system on large fleets of Capitals and Super Capitals.
Also there's no increase in time required to capture something with an Entosis Link (assuming something else does the initial cycle anyway), the cycle time just gets longer, exposing you to more risk.
Mario Putzo wrote:They are risking something, and perhaps even more of an investment, spending time playing chicken and time is the single most valuable commodity in EVE, as it is in life. Just because you don't agree on the value of the risk does not mean there is not risk.
Even by that metric they're causing the defenders to risk more than the attackers, since a single Interceptor still requires someone to come deal with him, which means the defenders need to rally up and go chase him off, thus wasting their time as well. If a single Inty manages to pull two people away from ratting he's probably wasted more of someone's time than he's spent trolling them.
If his entire goal is to waste peoples' time and troll them then he hasn't even risked or wasted anything. If he pulls someone off to chase him off, win. If he gets the timer finished, also a win. Win/win situation.
And yes, my entire point here is that I don't agree with the apparent level of risk to the Inty pilot. Other people may disagree. |
Cade Windstalker
Donohue Enterprises Ad-Astra
313
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Posted - 2015.03.26 22:07:56 -
[2230] - Quote
Mario Putzo wrote:Having a Random 4 hour window is a poor design, because it allows a group of people to essentially force people to stand around with their thumb in their ass doing nothing for 4 hours (if they choose to defend an asset). As I said earlier time is the most valuable commodity in the game, and having an unadjustable 4 hour window where nothing at all could happen is bad. Who wants to sit around for 4 hours doing nothing. No one.
I'm not sure why you would have to sit around sitting on your thumbs for 4 hours. This 4 hours window is supposed to be set when your player-base is the most active. If you're utilizing all of your space then there should be people in most if not all of your systems doing whatever they want, which means you'll know when a hostile incursion occurs you'll have some idea of numbers, and even if neither of the above are true there's an Alliance-wide mail that will go out saying "Yo! Guys! Space-thingy is being Entosis'd over here and has X time left!" at which point you'll have between 10 and 40 minutes to respond. With full occupancy around 30-40 minutes at the least. More than enough time to get everyone together into a fleet, fit up the ships, go to the bathroom, and go kick invader arse. |
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Zeus Sparta
The Arcadian Sun
0
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Posted - 2015.03.26 22:25:27 -
[2231] - Quote
Another possible addition or a whole separate part is the ability to convert offline Control Towers. Would also help clear up a lot of unused moons too. |
Cade Windstalker
Donohue Enterprises Ad-Astra
313
|
Posted - 2015.03.26 22:26:34 -
[2232] - Quote
Zeus Sparta wrote:Another possible addition or a whole separate part is the ability to convert offline Control Towers. Would also help clear up a lot of unused moons too.
You can report these if the entity that owns them no longer exists and CCP will remove them. Otherwise just war-dec the guys and shoot their stuff. |
rsantos
Mosquito Squadron Mordus Angels
41
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Posted - 2015.03.26 23:03:22 -
[2233] - Quote
Alavaria Fera wrote: I would just like to point that ANYTHING that ends up limiting mobility, hull choice or the ability to disengage, will make n+1 a must and in the end you will have your trollsov dreads. That what CFC wants! You just said it! No one will out blob you. Don't worry, you can continue using the interceptors you do now, they will definitely have max mobility, what with fastest warp, fastest align, interdiction nullification.
This thread has already been used to convince ccp that the sov laser concept is the ideal instrument to shake up sov (you could just add even more fatigue**, but this is more elegant).
Any ship with big tank shouldn't be allowed to use the sov laser, it's an option that has the most value to blobbers (specifically blobbers with blobs of big-tank ships, ie: supercaps) and therefore shouldn't be allowed to exist.
**remember how much fatigue was a major success in shaking up null?
If CCP reversed the interceptor changes I would be very happy! |
Mario Putzo
Welping and Dunking.
1130
|
Posted - 2015.03.27 03:50:48 -
[2234] - Quote
Cade Windstalker wrote:Mario Putzo wrote:Having a Random 4 hour window is a poor design, because it allows a group of people to essentially force people to stand around with their thumb in their ass doing nothing for 4 hours (if they choose to defend an asset). As I said earlier time is the most valuable commodity in the game, and having an unadjustable 4 hour window where nothing at all could happen is bad. Who wants to sit around for 4 hours doing nothing. No one. I'm not sure why you would have to sit around sitting on your thumbs for 4 hours. This 4 hours window is supposed to be set when your player-base is the most active. If you're utilizing all of your space then there should be people in most if not all of your systems doing whatever they want, which means you'll know when a hostile incursion occurs you'll have some idea of numbers, and even if neither of the above are true there's an Alliance-wide mail that will go out saying "Yo! Guys! Space-thingy is being Entosis'd over here and has X time left!" at which point you'll have between 10 and 40 minutes to respond. With full occupancy around 30-40 minutes at the least. More than enough time to get everyone together into a fleet, fit up the ships, go to the bathroom, and go kick invader arse.
Surely you're joking. Either you don't understand the importance of system control in contested space, or you are just being ignorant for the sake of being ignorant.
There is not an entity in this game that is going to cede control to an attacker for an exit window during a contested timer unless they are pants on head ********.
Your synopsis is bang on for the instigation phase...but when the real event kicks off, your method will result in a loss the majority of the time, ceding control of a contested grid is ******* ******** if you actually plan on defending it...much like ceding control of a contested grid is ******* ******** if you actually plan on taking it.
For example...remember 6VDT when TEST decided they had tons of time, and CFC just said **** it we will sit in the system all day and wait for the timer because then TEST will have to fight through us just to get to the grid to defend against us. Remember how that scenario played out.
Scratch DPSing **** replace it with Entosis linking ****, and you will get the same outcome every time. |
Serendipity Lost
Repo Industries
891
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Posted - 2015.03.27 04:18:36 -
[2235] - Quote
Forgive me for not reading 98 pages. Just a quick question: Can I pop out of a wh and use the entosis hoo haw to mess w/ a random systems sov in the 24 hour window that said wh connection exists? |
Serendipity Lost
Repo Industries
891
|
Posted - 2015.03.27 04:25:58 -
[2236] - Quote
Putting a few things together from different posts, it seems like there is a good deal of concern over interceptors w/ the entosis thingy just making a mess of things.
What's the range on the entosis thinger? I was looking at the new structure fitting picture and saw 2 smartbombs in the structure high slot fittings. I would imagine that if the structure smartbomb range was enough to cover the range of an inty using the entosis thinger, then it may not be that much of a problem.
Is entosis thinger range fixed or based on the ship using it??
Am I mixing apples and oranges here? |
Arrendis
GoonWaffe Goonswarm Federation
320
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Posted - 2015.03.27 05:20:30 -
[2237] - Quote
Serendipity Lost wrote:Putting a few things together from different posts, it seems like there is a good deal of concern over interceptors w/ the entosis thingy just making a mess of things.
What's the range on the entosis thinger? I was looking at the new structure fitting picture and saw 2 smartbombs in the structure high slot fittings. I would imagine that if the structure smartbomb range was enough to cover the range of an inty using the entosis thinger, then it may not be that much of a problem.
Is entosis thinger range fixed or based on the ship using it??
Am I mixing apples and oranges here?
On the T2, the range is 250km, so functionally, the limit is the Interceptor's targeting range.
That said, the interceptors probably aren't going to be a problem. |
Mario Putzo
Welping and Dunking.
1130
|
Posted - 2015.03.27 06:18:18 -
[2238] - Quote
Serendipity Lost wrote:Forgive me for not reading 98 pages. Just a quick question: Can I pop out of a wh and use the entosis hoo haw to mess w/ a random systems sov in the 24 hour window that said wh connection exists?
Yes you would be able to do that. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
2028
|
Posted - 2015.03.27 09:37:31 -
[2239] - Quote
Mario Putzo wrote:Serendipity Lost wrote:Forgive me for not reading 98 pages. Just a quick question: Can I pop out of a wh and use the entosis hoo haw to mess w/ a random systems sov in the 24 hour window that said wh connection exists? Yes you would be able to do that.
and that is why this new system will force people to LIVE and work on the systems they really want to keep.
"If brute force does not solve your problem.... then you are surely not using enough!"
For the rest hire PoH |
Recruitment
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Mario Putzo
Welping and Dunking.
1130
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Posted - 2015.03.28 03:43:39 -
[2240] - Quote
Kagura Nikon wrote:Mario Putzo wrote:Serendipity Lost wrote:Forgive me for not reading 98 pages. Just a quick question: Can I pop out of a wh and use the entosis hoo haw to mess w/ a random systems sov in the 24 hour window that said wh connection exists? Yes you would be able to do that. and that is why this new system will force people to LIVE and work on the systems they really want to keep.
Which is the best update this game has made in years to Null Sec, hence the plethora of Null Sec posters bitter posting about having to actively defend their space apart from just showing up to a predetermined timer fight. |
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Alavaria Fera
GoonWaffe
6676
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Posted - 2015.03.28 04:18:28 -
[2241] - Quote
Yes, our 0.0 nightmare will be shattered
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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Ben Ishikela
29
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Posted - 2015.03.28 06:29:37 -
[2242] - Quote
CCP Fozzie wrote: (1)As much as possible, the Entosis Link capture progress should reflect which group has effective military control of the grid.
(2)The optimal strategy for fighting over a location with the Entosis Link should be to gain effective control of the grid.
This is the other side of the coin. (4)In practice it means that we should discourage mechanics that lead to indefinite stalemates over a structure or command node. This is the reason for the "no remote reps" condition on active Links. This is also the goal that trollceptors would contradict if they were to become dominant.
Here are just some thoughts. unrefined. and in no particular order
@(1)&(2):If defender has at least same "control" of the grid, no capture progress should be made. The defender is winning, if he manages to hold a stalemate. Who holds the Fortress after Battles and Sieges in human history? Thedefender owns it until they are starved out (logisitc interuption). Or the attacker breaks the defence. Therefore i think there needs to be an option to not have to chase and kill the attacker all the time if he runs pillaging though your lands and is faster (stinky pete, trollceptor,.....). The defender should just have to errect walls. Therefore its on the attacker to break the stalemate. He has the initiative and can decide time and place. He can gather intel first of what "walls" needed to break. hint: there are battering rams and other siege stuff available to smash the walls (see ECM, damps(some extend), big alpha dmg). If they would not be there, bad choice options then. But this should be balanced by other means than balancing just a single module.
"(2)=>(4)" is very well true out of a attacker perspective. Therefore if the attacker is lame and does not provide content, he should not be rewarded by any progress. If the defender is already commited (structure value etc.). The attacker needs to commit something to a fight also or its just trolling and should not be rewarded as much. As stated above a defender cant hunt all the other parties in the game all the time just to defend one structure. Grand scale "stalemates" are essential to diplomacy.
Logistic and Ewar is very interesting teamplay and newbro friendly. imho please incentivice the use of it. Please introduce more active option to counter ewar. just fit eccm is lame. remote eccm is great teamplay. also when being jammed, the "nothing can do"-awefulness for 20seconds needs to change. If lock is lost during active entosis link, the progress of cycle is lost anyway. Therefore some suggestion on ecm about reduction of cycletime and "just loose lock like ecmburst" might be viable again. Also no ewar immunity anywhere (there would be ways to buff your capital against ecm, right?).
Stalemate encourage excalation, right? If no OR looking at tactics how to outplay your opponent while fighting is boring, then go home! @(4): if "indefinite Stalemates" are a possibity, something else is broken. not just one module!!
TLDR: Therefore i vote for remote assist still possible on active entosers. +1 for electronic warfare use to counter logi. After all i'd like to fly small-scale and attack whatever is undefended. Or outtank a siege for 4hours of vulnerable primetime in active logi and support battles.
Additional feature to help (2) ("status reflects control"): If two entosis links are active (stalemate), move progress slowly to the "middle"(50%). speed affected by capture speed of both parties. move it faster, the more the progress is away from middle and vice versa. or shift the middle to anything 0-100%, depending on if system has an activity index modifier thing (0 for lvl5. 100% for inactive).
--- You can always cancel remote assist possibility in future patches, when you see that its not good. vice versa is no so possible, is it?
Add new modules or ships that can use tactics and strategies to beat the current meta or use totaly different gameplay to do so! yay :)
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Aiyshimin
Fistful of Finns Triumvirate.
493
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Posted - 2015.03.28 08:24:24 -
[2243] - Quote
Posting these questions again, as players are already planning their tactics and strategies for the summer, we deserve some more information.
Aiyshimin wrote:Some specific questions on the Command Node capture event:
- Are the Command Nodes in deadspace? (like Large FW complexes)
- Is the exact victory condition for the event just "whoever first completes 10 nodes"?
- Can NPC corp members use Entosis Links on structures?
- Does the Entosis Link cycle continue without target lock?
- Do the nodes have a visible timer for everyone on grid?
and a few more:
- Do the nodes allow anchoring deployables in their vicinity?
- Will the nodes have a decloaking sphere around them?
The deadspace or not part is the most important now, along with the "tug of war" specifics. Thanks! |
Veskrashen
Justified Chaos Spaceship Bebop
854
|
Posted - 2015.03.28 15:58:06 -
[2244] - Quote
Arrendis wrote:That said, the interceptors probably aren't going to be a problem. CULTURAL VICTORY!
We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."
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Miner Hottie
Valar Morghulis. Goonswarm Federation
123
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Posted - 2015.03.29 02:18:20 -
[2245] - Quote
Mario Putzo wrote:Kagura Nikon wrote:Mario Putzo wrote:Serendipity Lost wrote:Forgive me for not reading 98 pages. Just a quick question: Can I pop out of a wh and use the entosis hoo haw to mess w/ a random systems sov in the 24 hour window that said wh connection exists? Yes you would be able to do that. and that is why this new system will force people to LIVE and work on the systems they really want to keep. Which is the best update this game has made in years to Null Sec, hence the plethora of Null Sec posters bitter posting about having to actively defend their space apart from just showing up to a predetermined timer fight.
Um we Goonswarm, live in Deklein, which has some of the highest sov indexs in all of null sec, we live the **** out our space. The ability to properly live and rat in our space causes the system sprawl you see. Ratting in a system below 0.6 is generally bad. Hence we rarely bother with them unless one of our more autistic memebrs rats rally points for the 6 of 10 escalation. If this was properly addressed (and some of fozzies comments about null sec income lead me to believe he won't touch it because its "fine") then the sprawl will continue with remaining systems held for completeness or left a wasteland.
It's all about how hot my mining lasers get.
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Cade Windstalker
Donohue Enterprises Ad-Astra
316
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Posted - 2015.03.29 07:35:38 -
[2246] - Quote
Miner Hottie wrote:Um we Goonswarm, live in Deklein, which has some of the highest sov indexs in all of null sec, we live the **** out our space. The ability to properly live and rat in our space causes the system sprawl you see. Ratting in a system below 0.6 is generally bad. Hence we rarely bother with them unless one of our more autistic memebrs rats rally points for the 6 of 10 escalation. If this was properly addressed (and some of fozzies comments about null sec income lead me to believe he won't touch it because its "fine") then the sprawl will continue with remaining systems held for completeness or left a wasteland.
If these new structures let you dial-a-yield on the sec status of your systems then it's likely the bad areas will fade or be rented off (depending on the level of customization). The alternative is anything that's not locked down getting the crap harassed out of it because 15 minute timers and "lol goons".
I think if this system doesn't at least make it significantly harder to hold large chunks of space, "for completeness" or otherwise, then it's failed at least one of its objectives. If you can actually hold it, or its being worked by the members, then great whatever, but un-used space should be hard to defend. |
Arkumord Churhee
Bavarian Unstressed Mining Mob Synergy of Steel
27
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Posted - 2015.03.29 11:37:56 -
[2247] - Quote
Didn't read the entire thread, so my idea might actually be nothing new at all...
I'd be fine with interceptors fitting the Entosis Link, as long as: - The Entosis Link can't be fitted together with a cloaking device - While the entosis link is active, all other active modules are deactivated and their effect negated instantly (however receiving a cooldown lasting as long as the rest of the cycle would have lasted).
This would render the attacking ship sufficiently vulnerable so trollceptors would be easy prey, without hindering serious fleets too much.
The cooldown on modules deactivating would be there so you can't use this to insta-cancel your cyno / bastion / siege / triage / whatever. |
Alavaria Fera
GoonWaffe
6677
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Posted - 2015.03.29 19:41:55 -
[2248] - Quote
Miner Hottie wrote:Um we Goonswarm, live in Deklein, which has some of the highest sov indexs in all of null sec, we live the **** out our space. The ability to properly live and rat in our space causes the system sprawl you see. Ratting in a system below 0.6 is generally bad. Hence we rarely bother with them unless one of our more autistic memebrs rats rally points for the 6 of 10 escalation. If this was properly addressed (and some of fozzies comments about null sec income lead me to believe he won't touch it because its "fine") then the sprawl will continue with remaining systems held for completeness or left a wasteland. A wasteland would definitely be a shakeup of sov.
But there's other ways to make a wasteland, that also make you cry.
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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d0cTeR9
Astro Technologies SpaceMonkey's Alliance
105
|
Posted - 2015.03.29 23:53:34 -
[2249] - Quote
Trollceptors are real... just go to null sec and look at all those gangs in ceptors doing w/e they want.
So when this new anti-sov module is active: -100% speed Can't jump/Cyno out No remote help allowed |
Tappits
North Eastern Swat Pandemic Legion
87
|
Posted - 2015.03.30 11:29:24 -
[2250] - Quote
Just make the Laser pointer things range scale to what ship its fitted to so frigs get a 10-15 km range destroyers have 15-20 cruisers get 25-35 battle cruisers something like 40-60 BS get 75-100 and caps can be 100-125 carriers dreads 150 supers 200 and titans 250 |
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