
Eli Stan
Center for Advanced Studies Gallente Federation
234
|
Posted - 2015.06.24 21:07:38 -
[1] - Quote
Vic Jefferson wrote:I don't see why you want to enable more kiting tactics in general here. Fleets in the same system should have a very hard time avoiding each other. Big battles are continuing to produce smaller and smaller body counts because all the kiting doctrines allow it to be so easy to either not engage, or disengage after the fact. It creates boring, one dimensional game play. People want to see big numbers on both sides, and have a fight worth remembering. The toxic range and speed meta is killing this at every level.
Now obviously, no one really has man-mode brawls any more, especially at large scale...because bombs, and because a kiting fleet will decimate a brawling one, especially in the wake of these changes. Brawling is dead in this game period now really, or at the very least a few steps closer to it.
You needed a bandaid to deal with bombing runs, and you prescribed instead a game changing frontal lobotomy which still skirts around actually solving bombers.
Adding more tedium to an already tedious game, where you literally need to work to squeeze the fun out of it, is really only a way to keep masochists subscribed.
Basically, this. ^^ CAS is a brawling sort of NPSI, and we already have enough difficulty getting kiting gangs to engage. Encouraging kiting/sniping even more will simply mean fewer fights. We usually just wait for long-range gangs on the other side of a gate, but if they're smart they won't come into us and decloak within scram range. In which case, we simply go on about our business and ignore them as they have no ability to catch us either, and maybe we run into Clockwork Pineapple or similar brawlers and many explosions and much fun is had by all participants. Or if we do manage to be in a position to catch something, either via fleet warp to a scan probe result which is as often done by a line member as the FC, or some fleet member has a previous bookmark near the hostiles, the kiting gangs often bug out and we're left with only a single uneventful kill.
On one hand we have game mechanics like weapon timers preventing gate jumping in order to force conflict, while on the other hand we have new game mechanics promoting conflicts from beyond 150 km promoting the ability to disengage... Seems a bit of cognitive dissonance there.
Kiting gangs have the tools (speed, range) to execute their style of combat - don't take away punting from the toolbox of the brawling gang.
(I guess it is a luxury for us that we can be a mobile combat force - we don't mind ignoring and bypassing a long-range fleet if we judge we can't get any kills from it. However if we were concerned about a static structure, like a TCU, I guess it'd be different - we'd have to engage regardless in which case, I suppose, kiting/sniping vs kiting/sniping it is. -shrug-) |