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Thread Statistics | Show CCP posts - 8 post(s) |

Madbuster73
C.Q.B Snuffed Out
139
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Posted - 2015.06.17 15:20:09 -
[1501] - Quote
All that this change will do is make Kiting fleets superior to everything..... Just fly around with your Ishtars at 100km kiting your enemy. Nobody will get you because the prober needs to warp to the Ishtars first, and then the fleet will follow later, by that time the Ishtars have moved another 50km!
This change will make kiting the only viable option.
RIP good brawlfights.
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stoicfaux
5910
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Posted - 2015.06.17 15:48:13 -
[1502] - Quote
How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Awkward Pi Duolus
Pator Tech School Minmatar Republic
75
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Posted - 2015.06.17 16:17:36 -
[1503] - Quote
joecuster wrote:These casual tears are the best. Fozzie can rate how good a patch is for the health of the game by how many bads come out of the wood work. The more bads crying, the better it is.
Actually.. no. "Casuals" make up the majority of players, I'd think. As it is, there are a bunch of reasons that are pissing off people who just wanna log on and have fun; not go through hoops to relearn the game. Making the game more tedious and more difficult to get kills on top of that does not help to increase retention.
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baltec1
Bat Country Goonswarm Federation
16237
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Posted - 2015.06.17 16:19:34 -
[1504] - Quote
stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
It doesnt. Cant warp around the grid and entosis at the same time.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Awkward Pi Duolus
Pator Tech School Minmatar Republic
75
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Posted - 2015.06.17 16:35:17 -
[1505] - Quote
HiddenPorpoise wrote:Awkward Pi Duolus wrote:HiddenPorpoise wrote:Awkward Pi Duolus wrote:HiddenPorpoise wrote:If they're anything like my bombing FCs they'll just target a wreck and tell us to warp to that then target a ship. I have never been fleet warped to a hostle grid in a bomber. You kidding.. you're missing out! Also, 'a' ship? You'd so missing out :) You get a timely warp @30 and you can wipe out a whole fleet. Look up some youtube videos of Nulli Secunda first void bombing tengus and then electron bombing them to oblivion. All right into the hostile grid. I don't think you understood any of what I just said. Do tell. What did I miss? Targeting a single ship is to line up the shot on the center of the fleet, we didn't get fleet warps to hostle grids so that lag wouldn't decloak everyone.
Are you using torps or bombs?
Also, "lag" doesn't decloak people - it doesn't even exist anymore due to tidi. A good bomber FC would keep a perch on the hostile grid - say 300 out, and warp you there whlie your bomb tubes cool down. That way you are loaded on grid already. Even better bomber FCs would ask you to keep everything of off your overview that isn't needed to warp in, release payload and warp out. But this isn't a thread about SBs so I'll stop there..
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Awkward Pi Duolus
Pator Tech School Minmatar Republic
75
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Posted - 2015.06.17 16:44:56 -
[1506] - Quote
baltec1 wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
It doesnt. Cant warp around the grid and entosis at the same time.
No, but you do have to warp to the thing entosising your things.
Imagine an orthrus with T2 entosis links, boosted, with slaves, and having had a sip or two of Quafe Zero. Moving at ludicrous speed. First you have to have the prober get close to them. Then you have to warp fleet to prober. They you realize he's kinda far away. So far, in fact, that you will be in warp range again in a few moments. Just so you can start it all over again.
So stoicfaux, it's a pretty direct link - anything that can fit a T2 entosis link and be fast can potentially kite your sov out of existence. :) |

stoicfaux
5910
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Posted - 2015.06.17 17:28:10 -
[1507] - Quote
Disclaimer: Probably (most likely) don't know what I'm talking about.
Attackers put 250km range entosis on brick tank. Attackers (Entosis unit) are off plane in relation to standard warp lanes so the defenders have to get a scout on it first. Bubble is between entosis unit and enemy structure (i.e. the only place the enemy fleet can easily warp from.) Rest of attacking fleet at optimal range to blow up anything that gets bubbled. Standard decloaking items floating in space or smartbombs.
So unless the enemy has extreme sniper fits (200+ km range,) they probably won't have enough time to get close enough to the entosis unit to kill it before it cycles. However, if the defender is sniper fit, then the attacking fleet can warp to the defender and savage the under-tanked and under-gunned defenders with short range weapons.
Plus with lag/tidi/1hz server tick, a small defender probe scout (and pod) may not survive long enough to serve as a warp-to point.
Both friendly and enemy ships will want/need refitting abilities to swap between extreme sniping and normal combat fits. Heavy tank probe scouts may be "mandatory" to survive long enough to serve as a fleet warp-to point. Creating corp bookmarks in advance around structures will probably become mandatory for defense and offense (and possibly pre-positioned cloaked ships as well.)
Note to self: grid fu and drag bubbles.
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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VirusMD
Merchants Trade Consortium The Last Chancers.
10
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Posted - 2015.06.17 17:40:59 -
[1508] - Quote
Phoenix Jones wrote:The change restriction is too high and affects too many areas of life in Eve, from Kspace, to Null, to Wspace. I would propose a smaller iteration to address the concerns of how fleet warp mechanics now work.
- Permit Squad Commanders in a fleet to fleet-warp their squad to bookmarks and probed sigs.
Essentially you move the capabilities of the overall fleet and wing commander down to the squad level. You remove the big flying balls of hurt down to decisions made by the squad commander, permitting them to decide on tactical warp ins, locations and fleet warps for their squad. You restrict fleet warps down to a 10 man team, with a individual per 10 man team making individual decisions for that 10 man team, to support the fleet efforts. Fleet and Wing commanders would lose this ability to warp entire armada's to bookmarks and scanned sigs, but permit smaller skirmish groups/squads to warp their small group to them. You move the leadership role of getting tacticals and flying to the leader of the squad, reducing the blob down to at most, 10 pilots, vs the 100+ null runs into. You now create a new leadership dynamic, and permit new people to have a stepping stone to becoming a Fleet Commander. Squad Leaders gain power, and have a relevant role verses just being a booster for their fleetmates. I'd start with baby steps first, commonly known as "A Iteration" (Thanks for that CCP Rise). Remove the ability for fleet commanders and wing commanders from warping entire groups to bookmarks and scan probes, and reduce it down to the squad level. Try that first. See how it actually works.
Genius this guy ^
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unimatrix0030
Viperfleet Inc. Official Winners Of Takeshi's Castle
188
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Posted - 2015.06.17 17:45:00 -
[1509] - Quote
I still wonder why null sec and low sec gets the free fleet warps to stations and gates, can't they warp there themselfs?
No local in null sec would fix everything!
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Arrendis
GoonWaffe Goonswarm Federation
329
|
Posted - 2015.06.17 18:07:55 -
[1510] - Quote
stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
Well, it does mean that if you can build something that moves fast enough and targets far enough, they're gonna have a ***** of a time warping their tacklers onto you... |
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Rowells
ANZAC ALLIANCE Fidelas Constans
2526
|
Posted - 2015.06.17 18:09:41 -
[1511] - Quote
stoicfaux wrote:Disclaimer: Probably (most likely) don't know what I'm talking about.
Attackers put 250km range entosis on brick tank. Attackers (Entosis unit) are off plane in relation to standard warp lanes so the defenders have to get a scout on it first. Bubble is between entosis unit and enemy structure (i.e. the only place the enemy fleet can easily warp from.) Rest of attacking fleet at optimal range to blow up anything that gets bubbled. Standard decloaking items floating in space or smartbombs.
So unless the enemy has extreme sniper fits (200+ km range,) they probably won't have enough time to get close enough to the entosis unit to kill it before it cycles. However, if the defender is sniper fit, then the attacking fleet can warp to the defender and savage the under-tanked and under-gunned defenders with short range weapons.
Plus with lag/tidi/1hz server tick, a small defender probe scout (and pod) may not survive long enough to serve as a warp-to point.
Both friendly and enemy ships will want/need refitting abilities to swap between extreme sniping and normal combat fits. Heavy tank probe scouts may be "mandatory" to survive long enough to serve as a fleet warp-to point. Creating corp bookmarks in advance around structures will probably become mandatory for defense and offense (and possibly pre-positioned cloaked ships as well.)
Note to self: grid fu and drag bubbles. Warp to node/structure at 100. Prove in warp warp self to e-link dude. Tackle And if your dictors warp themselves they should land before cycle ends (in an optimal situation). You mis-guess his timer then doesn't really matter. |

Rowells
ANZAC ALLIANCE Fidelas Constans
2526
|
Posted - 2015.06.17 18:11:47 -
[1512] - Quote
Arrendis wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
Well, it does mean that if you can build something that moves fast enough and targets far enough, they're gonna have a ***** of a time warping their tacklers onto you... Fortunately, anything filling that description has other viable counters.
I had a talos orbiting 200-250 at 6km/s and a barghest almost ended that escapade. |

Arrendis
GoonWaffe Goonswarm Federation
329
|
Posted - 2015.06.17 18:23:32 -
[1513] - Quote
Rowells wrote:Arrendis wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
Well, it does mean that if you can build something that moves fast enough and targets far enough, they're gonna have a ***** of a time warping their tacklers onto you... Fortunately, anything filling that description has other viable counters. I had a talos orbiting 200-250 at 6km/s and a barghest almost ended that escapade.
Yeah... I've been playing w/the idea of a high-speed ECM ship... someone locks you to stop your entosising, jam 'em.
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Theophilas
Love Squad Confederation of xXPIZZAXx
34
|
Posted - 2015.06.17 18:49:55 -
[1514] - Quote
BadAssMcKill wrote:Have you considered making the game more fun for a change |

Civ Kado
Dutch East Querious Company Phoebe Freeport Republic
81
|
Posted - 2015.06.17 19:03:48 -
[1515] - Quote
ATTENTION, I'VE GOT IT, STOP THE PRESSES! THIS IS NOT A DRILL!
guys, guys, what if, guys, what if we add a stacking penalty to fleets? a fleet of 20 outputs it's full DPS, every additional fleet member outputs 50% of its original DPS. This penalty is cumulative on to the other additional member of the fleet until eventually someone is just outputting close to 0 DPS.
this probably won't solve anything, but the tears it will create will be well worth it. |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
78
|
Posted - 2015.06.17 19:09:04 -
[1516] - Quote
Civ Kado wrote:ATTENTION, I'VE GOT IT, STOP THE PRESSES! THIS IS NOT A DRILL!
guys, guys, what if, guys, what if we add a stacking penalty to fleets? a fleet of 20 outputs it's full DPS, every additional fleet member outputs 50% of its original DPS. This penalty is cumulative on to the other additional member of the fleet until eventually someone is just outputting close to 0 DPS.
this probably won't solve anything, but the tears it will create will be well worth it.
Or.. as FT Diomedes noted earlier, make fleets smaller. 100-man fleets will make alliances that can field 1000 people have 10 FCs. Will force them to think of roles for each FC, commensurate with experience. If you wanna be specially mean, make it 50 :)
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Civ Kado
Dutch East Querious Company Phoebe Freeport Republic
81
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Posted - 2015.06.17 19:12:47 -
[1517] - Quote
Quote:Or.. as FT Diomedes noted earlier, make fleets smaller. 100-man fleets will make alliances that can field 1000 people have 10 FCs. Will force them to think of roles for each FC, commensurate with experience. If you wanna be specially mean, make it 50 :).
I liek my idea better |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
78
|
Posted - 2015.06.17 19:22:40 -
[1518] - Quote
Civ Kado wrote:Quote:Or.. as FT Diomedes noted earlier, make fleets smaller. 100-man fleets will make alliances that can field 1000 people have 10 FCs. Will force them to think of roles for each FC, commensurate with experience. If you wanna be specially mean, make it 50 :). I liek my idea better
Since this is a thread discussing a particularly terrible idea, I guess it's only appropriate it is in good company.
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stoicfaux
5911
|
Posted - 2015.06.17 19:24:46 -
[1519] - Quote
Civ Kado wrote:ATTENTION, I'VE GOT IT, STOP THE PRESSES! THIS IS NOT A DRILL!
guys, guys, what if, guys, what if we add a stacking penalty to fleets? a fleet of 20 outputs it's full DPS, every additional fleet member outputs 50% of its original DPS. This penalty is cumulative on to the other additional member of the fleet until eventually someone is just outputting close to 0 DPS.
this probably won't solve anything, but the tears it will create will be well worth it. Don't forget the stacking penalized logistics component: https://www.reddit.com/r/Eve/comments/3a5kn0/csm10_massacring_sacred_cows_reforming_logistics/
Let's see, between it taking longer to warp a fleet around, fleet warping to non-public objects being more difficult, stacking penalized DPS, stacking penalized logistics, short entosis cycles, short vulnerability timers, and radically different sov mechanics in general, all requiring more distributed leadership and management of fleets, an organization that trains ahead of time[1] to master these new fleet tactics and that has reorganized their fleets accordingly, could overrun organizations still used to "F1 Monkey" tactics and fleet compositions.
Small Mammals versus Dinosaurs, and CCP is the comet? (Or is the comet actually CCP + organizations playing the meta-game (e.g. CSM?))
/tinfoil...
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Arrendis
GoonWaffe Goonswarm Federation
329
|
Posted - 2015.06.17 20:04:46 -
[1520] - Quote
I have to admit, as a dedicated logi pilot, the power of logistics in the current combat model is just beyond broken, and desperately needs fixing.
That said, the problem with any single set 'solution' is the same one that's kept jump fatigue, sov changes, and pretty much every other 'solution' from really having any effect on the big orgs:
There is no problem in the history of mankind for which a solution has been found where that solution was not found quicker, or a better solution found, by the group that could devote more brainpower to the search. There has never been a solution in the history of mankind which cannot be better implemented by the group with more manpower to devote to the task.
Ever.
Strength in numbers isn't always about finding 5 other guys and beating some lone troublemaker to death with aluminum bats in the empty Blockbuster parking lot behind Burger King on Rte 111 at 4:30 in the morning in the dead of winter in 1983 because he owes you te-... er.....
I may have said too much. |
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Frostys Virpio
KarmaFleet Goonswarm Federation
1920
|
Posted - 2015.06.17 20:14:53 -
[1521] - Quote
Arrendis wrote:I have to admit, as a dedicated logi pilot, the power of logistics in the current combat model is just beyond broken, and desperately needs fixing. That said, the problem with any single set 'solution' is the same one that's kept jump fatigue, sov changes, and pretty much every other 'solution' from really having any effect on the big orgs: There is no problem in the history of mankind for which a solution has been found where that solution was not found quicker, or a better solution found, by the group that could devote more brainpower to the search. There has never been a solution in the history of mankind which cannot be better implemented by the group with more manpower to devote to the task. Ever. Strength in numbers isn't always about finding 5 other guys and beating some lone troublemaker to death with aluminum bats in the empty Blockbuster parking lot behind Burger King on Rte 111 at 4:30 in the morning in the dead of winter in 1983 because he owes you te-... er..... I may have said too much.
The game is built around the fact you can always throw more ressources "ISk, ships, bigger/better ships, pilots,..." at a problem and you still have people not understanding every single nerf will be overpowered through with more number untill it become absolutely impossible even for the biggest organisation.
The very premise of the game is what is creating those situations. A game where you can stack the odds to the very limit to your advantage ended up with fights with odds so stacked people refused to undock. Go figure... |

Arrendis
GoonWaffe Goonswarm Federation
330
|
Posted - 2015.06.17 20:24:24 -
[1522] - Quote
Frostys Virpio wrote: The game is built around the fact you can always throw more ressources "ISk, ships, bigger/better ships, pilots,..." at a problem and you still have people not understanding every single nerf will be overpowered through with more number untill it become absolutely impossible even for the biggest organisation.
The very premise of the game is what is creating those situations. A game where you can stack the odds to the very limit to your advantage ended up with fights with odds so stacked people refused to undock. Go figure...
Any 'sandbox' that doesn't artificially limit the amount of manpower you can have playing will fall prey to it. Forget the game's premise - without the artificial limits on raid sizes, it'd be easier to kill a boss in any MMO by bringing 2000 dudes to the fight.
The game isn't built around the ability to throw more resources as a problem - it's built without the artificial constraints that prevent it in other games. A subtle difference, but an important one. Just like the fact that it's built without the artificial concept of 'item binds on acquire', resulted in jetcanning - the game wasn't 'built around the ability to jetcan', it was a result of players not being told 'you can't do this thing that would totally make sense for you to do.'
Which, now, is exactly what we're being told. |

baltec1
Bat Country Goonswarm Federation
16237
|
Posted - 2015.06.17 20:55:32 -
[1523] - Quote
Arrendis wrote:Rowells wrote:Arrendis wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
Well, it does mean that if you can build something that moves fast enough and targets far enough, they're gonna have a ***** of a time warping their tacklers onto you... Fortunately, anything filling that description has other viable counters. I had a talos orbiting 200-250 at 6km/s and a barghest almost ended that escapade. Yeah... I've been playing w/the idea of a high-speed ECM ship... someone locks you to stop your entosising, jam 'em.
Interceptor armed with sensor damp does the job easily enough.
Join Bat Country today and defend the Glorious Socialist Dictatorship
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Frostys Virpio
KarmaFleet Goonswarm Federation
1924
|
Posted - 2015.06.17 21:09:41 -
[1524] - Quote
baltec1 wrote:Arrendis wrote:Rowells wrote:Arrendis wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
Well, it does mean that if you can build something that moves fast enough and targets far enough, they're gonna have a ***** of a time warping their tacklers onto you... Fortunately, anything filling that description has other viable counters. I had a talos orbiting 200-250 at 6km/s and a barghest almost ended that escapade. Yeah... I've been playing w/the idea of a high-speed ECM ship... someone locks you to stop your entosising, jam 'em. Interceptor armed with sensor damp does the job easily enough.
You can get around most of those defense with number, You can only fit so many damps on an inty or ECM mods on an ECM ship after all. Oh look, the solution is again the same as to many problems... |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
78
|
Posted - 2015.06.17 21:18:07 -
[1525] - Quote
Frostys Virpio wrote: You can get around most of those defense with number, You can only fit so many damps on an inty or ECM mods on an ECM ship after all. Oh look, the solution is again the same as to many problems...
Not to mention, you actually have to land anywhere near the inty's lock range. Good luck with that when the task involved is first a scan, and then a warp by the prober, and then a warp by you to the prober :)
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Frostys Virpio
KarmaFleet Goonswarm Federation
1924
|
Posted - 2015.06.17 21:23:05 -
[1526] - Quote
Awkward Pi Duolus wrote:Frostys Virpio wrote: You can get around most of those defense with number, You can only fit so many damps on an inty or ECM mods on an ECM ship after all. Oh look, the solution is again the same as to many problems...
Not to mention, you actually have to land anywhere near the inty's lock range. Good luck with that when the task involved is first a scan, and then a warp by the prober, and then a warp by you to the prober :)
Or you can use the most "OP" thing in this game and clutter the grid around his target with friendly ship. One of them will catch or kill or push it away. A loose ball of caracals with rapid light will force an inty off the field. Entosis inty will still be stupid but at least you can shove him off the field. Letting ships as manoeuvrable and fast as inties being able to run entosis link is where the mistakes was made imo. |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
78
|
Posted - 2015.06.17 21:25:29 -
[1527] - Quote
Frostys Virpio wrote:
Or you can use the most "OP" thing in this game and clutter the grid around his target with friendly ship. One of them will catch or kill or push it away. A loose ball of caracals with rapid light will force an inty off the field. Entosis inty will still be stupid but at least you can shove him off the field. Letting ships as manoeuvrable and fast as inties being able to run entosis link is where the mistakes was made imo.
Yeah..
And then imagine if a group decides to escalate with a bunch of orthruses, which are zipping out at 200km, using T2 links. Any inty or cruiser hull that gets anywhere near it will get evaporated. At least with 10 inties, you could hope that a few of them land scrams and webs. With these changes, they will always land 50-100km behind those guys. If entosis troll wasn't a thing before, now it will be. |

Frostys Virpio
KarmaFleet Goonswarm Federation
1924
|
Posted - 2015.06.17 21:36:09 -
[1528] - Quote
Awkward Pi Duolus wrote:Frostys Virpio wrote:
Or you can use the most "OP" thing in this game and clutter the grid around his target with friendly ship. One of them will catch or kill or push it away. A loose ball of caracals with rapid light will force an inty off the field. Entosis inty will still be stupid but at least you can shove him off the field. Letting ships as manoeuvrable and fast as inties being able to run entosis link is where the mistakes was made imo.
Yeah.. And then imagine if a group decides to escalate with a bunch of orthruses, which are zipping out at 200km, using T2 links. Any inty or cruiser hull that gets anywhere near it will get evaporated. At least with 10 inties, you could hope that a few of them land scrams and webs. With these changes, they will always land 50-100km behind those guys. If entosis troll wasn't a thing before, now it will be.
Fast maneuvrable boat with long range are kinda stupid.
News at 11. |

Dermeisen
20
|
Posted - 2015.06.17 21:43:35 -
[1529] - Quote
baltec1 wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
It doesnt. Cant warp around the grid and entosis at the same time.
I believe that's correct at the level of game mechanics however I anticipate warping to the command/control points that spawn in the system during the new process will involve much probing, engagement and new tactics ....
"Not the Boreworms!"
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Frostys Virpio
KarmaFleet Goonswarm Federation
1925
|
Posted - 2015.06.17 21:48:58 -
[1530] - Quote
Dermeisen wrote:baltec1 wrote:stoicfaux wrote:How does the fleet warp change impact/synergize/undermine the whole entosis capture thing? I keep feeling there's a subtle connection somehow. :/
It doesnt. Cant warp around the grid and entosis at the same time. I believe that's correct at the level of game mechanics however I anticipate warping to the command/control points that spawn in the system during the new process will involve much probing, engagement and new tactics ....
The guy running the link will still be unable to warp as it would break his lock. For the others, it will depend how the nodes are built. It will either permit free warp to it's grid or force a warp-in point. It might be deadspace for example and not permit warp inside of this grid. |
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