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Yang Aurilen
The Mjolnir Bloc The Bloc
810
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Posted - 2015.08.24 23:28:58 -
[1] - Quote
Dear CCP please fix the default overview of all newbros. Like seriously he was shooting at our entire fleet because he sees us as suspects/pirates. Said newbro in question: https://zkillboard.com/kill/48626902/
I mean damn everyone was telling him stop even the guys in his fleet.
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Yang Aurilen
The Mjolnir Bloc The Bloc
813
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Posted - 2015.08.25 02:28:06 -
[2] - Quote
Nameira Vanis-Tor wrote:Yang Aurilen wrote:Dear CCP please fix the default overview of all newbros. Like seriously he was shooting at our entire fleet because he sees us as suspects/pirates. Said newbro in question: https://zkillboard.com/kill/48626902/ I mean damn everyone was telling him stop even the guys in his fleet. Although this is a common problem it is much easier to fix now that you can link and share overview layouts.
That usually only happens once one of you dies(usually the newbie) since most people won't stop shooting at some one they're shooting if they asked for it since it might be a trick.
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Yang Aurilen
The Mjolnir Bloc The Bloc
834
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Posted - 2015.08.30 23:51:12 -
[3] - Quote
Tek Stalker wrote:The first 3 things that come to mind for me are.
1.) Overview help. So many new pilots make the mistake of targeting a bitter old vet in the same militia. He in turns replies with killing that pilot for his mistake. LetGÇÖs face it for new pilots the Overview can be a bit too much handle.
2.) Suspect Timers when hitting plex gates. Most new pilots learn very fast. That neutrals and pirates warp into your plex looking for PvP. Taking the standing hit for attacking them or waiting for them to aggress you in awful. If youGÇÖre active it doesnGÇÖt take long for your security status to become an issue. This is a real issue for players in NPC or small corporations that donGÇÖt have low sec logistics. Flying to your trade hub to get a ship with the fear of NPC's killing you is not good.
3.) Enemy Militia being able to sit outside high sec LP hubs and blap new pilots all day long is a problem. They do the work to get enough LP to get some items or ship. These items are lost to veteran pilots with nothing else to do. I am not sure this encourages pilots to stick with Faction Warfare. You would think your faction police would respond like Concord.
These ideas are to make FW better for new pilots and pilots that are new to Eve.
Indeed. I'm all for your first proposal. The second one needs tweaking such that militia members don't get suspect timers and only neutrals get it. Also buff the faction navy to faction police level and you'll probably see a drop in highsec FW ganking.
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Yang Aurilen
The Mjolnir Bloc The Bloc
836
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Posted - 2015.08.31 10:29:23 -
[4] - Quote
Veskrashen wrote:Yang Aurilen wrote:Tek Stalker wrote:The first 3 things that come to mind for me are.
1.) Overview help. So many new pilots make the mistake of targeting a bitter old vet in the same militia. He in turns replies with killing that pilot for his mistake. LetGÇÖs face it for new pilots the Overview can be a bit too much handle.
2.) Suspect Timers when hitting plex gates. Most new pilots learn very fast. That neutrals and pirates warp into your plex looking for PvP. Taking the standing hit for attacking them or waiting for them to aggress you in awful. If youGÇÖre active it doesnGÇÖt take long for your security status to become an issue. This is a real issue for players in NPC or small corporations that donGÇÖt have low sec logistics. Flying to your trade hub to get a ship with the fear of NPC's killing you is not good.
3.) Enemy Militia being able to sit outside high sec LP hubs and blap new pilots all day long is a problem. They do the work to get enough LP to get some items or ship. These items are lost to veteran pilots with nothing else to do. I am not sure this encourages pilots to stick with Faction Warfare. You would think your faction police would respond like Concord.
These ideas are to make FW better for new pilots and pilots that are new to Eve.
Indeed. I'm all for your first proposal. The second one needs tweaking such that militia members don't get suspect timers and only neutrals get it. Also buff the faction navy to faction police level and you'll probably see a drop in highsec FW ganking. They're already talking about suspect timers on plexes, which would solve a lot of problems IMO. Having NPC Navies that actually made a difference so that highsec was actually less dangerous in practice than lowsec would really help too. Though watching my alliance mates nuke people in Jita is hillarious, I must admit...
What I'm saying is don't give the FW guys suspect timers. Just give it to neutrals because why in the world would your random FW dude doing an intended game mechanic get a suspect timer for?
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Yang Aurilen
The Mjolnir Bloc The Bloc
847
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Posted - 2015.09.04 10:21:54 -
[5] - Quote
Master Sergeant MacRobert wrote:The most sensible option is to cause no penalty to anyone inside a FW Plex, who is attempting to engage in player on player aggression. Why?: A suspect flag is a penalty to a neutral. Now take the scenario that the occupant of the plex is a farmer and just warps off (readily aligned) when the neutral lands. Multiply and you have one very de-motivated neutral PvPer (even without the suspect flag which means he/she could be blown up by anyone on a gate after the farmer left them empty of content)There should be no penalty for a FW Militia pilot choosing to engage anyone inside a FW capture plex. There really should not be any penalty for anyone under these circumstances (we want War!). Two mechanisms I would immediately introduce:
- No sec status hits inside FW plex's. I don't care how you implement it but just do it.
- When a Militia pilot warps into a plex that has been partially captured. The timer rolls back at twice the speed that it climbs, as long as the militia pilot remains. They still have to "capture" the plex at normal speed but this means that they can undo work of someone who will not face up and confront them (which seems fair to me).
1. Suspect for neutrals on gate activation is the most elegant and well, easiest solution for CCP since suspect timers already exist under the crime watch system. Having CCP code stuff so that you don't incur a sec penalty in lowsec in a really specific portion of space seems time-intensive to be fair. Also you don't think farmers are also demotivating for the FW peeps that actually fight for FW?
2. Care to elaborate? Which militia pilot? Are you saying that any if I oplexed a novice for 4 minutes it will only take 2 minutes for someone to deplex it?
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Yang Aurilen
The Mjolnir Bloc The Bloc
869
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Posted - 2015.09.11 13:34:23 -
[6] - Quote
Nameira Vanis-Tor wrote:Hidden Snake wrote:Nameira Vanis-Tor wrote:IbanezLaney wrote:No need for aggression/suspect timers really.
They just need to make killing plex rats give some sec status increase like any other rat.
That way anyone who is actively o-plexing for their militia will easily offset any status hits just from continuing to do what they already do. An interesting idea, could cause problems on a lore side though. Your sec status is universal for high sec as it is assigned by CONCORD. Your sec status increases because you kill rats that are a universal threat to the High Sec Empires e.g. Blood Raiers, Angel Cartel, Drones etc. It would be strange for CONCORD to credit you sec status for destroying empire navy ships defending their own military installations within their own sovereign space surely? there is allways a way ... just ignore the rolleplaying part Well you could have the pressure on the Empires becoming too much and they have to rely on the militias completely to defend their warzone holdings. Then use the Empires new weakness to have every Plex occupied by the territory specific pirate rats who are 'attacking' the installation. So Angel Cartel rats in Mini Space, Blood Raiders in Amarr, Serpentis in Gallente and Guristas in Caldari. Then anyone either d-plexing or o-plexing would have to kill the rat, thus gaining sec status and the rat would attack a random capsuleer regardless of faction affiliation. This then helps the sec status issue, is compatible with the lore and hurts stabbed/afk d-plexers. Thoughts?
How would that hurt stabbed farmers? They don't shoot back anyways and just roll over and die while rolling in dosh, LP and killrights WHILE maintaining their current sec status.
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Yang Aurilen
The Mjolnir Bloc The Bloc
897
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Posted - 2015.09.24 04:26:03 -
[7] - Quote
Thanatos Marathon wrote:Fourteen Maken wrote:If LP was taxable it would make fw corps better able to fund SRP, and pay fc's to take new bro's on roams/ create content etc. It would also incentivise corps to recruit new players and make sure the new players know what they're doing because they can be out earning LP from day one if they're shown how to do it right. The NPC militia corps should also have a flat tax, allowing player run corps to undercut it and give lone wolfs more incentive to join up. I think it would help in a lot of ways, and what's good for FW is good for everyone in it - including new players. Legacy Code. Not happening anytime soon. - Than
LP is legacy code? Care to provide a source on that claim?
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Yang Aurilen
Conspiracy Theory. Project.Mayhem.
968
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Posted - 2015.11.06 22:57:14 -
[8] - Quote
Cearain wrote:Solo: All the mwd Afs are faster than an ab succubus. AFs have a nice bonus to mwds and usually decent fitting room (which the succubus lacks). So fitting a succubus to kite will probably not turn out well against most afs. I would rather have the mwd af every time. If you put a mwd on a succubus you are either losing a valuable mid (if you dual prop) or losing the main point of the ship (if you go without an ab).
Hawk: my CN rockets on a hawk hit out past scram range. Even with missile projection and bombardment at level 4 you hit to 13.2k. Most competent hawk pilots will at least put one tech 2 em shield rig on. Whether its 2 masbs or 1 with 2 webs the hawk has this fight pretty easilly. If you happened to fit a td to your succubus its even easier for the hawk. You might be able to get away but that is about it.
You may be able to get in close on a rail harpy or enyo but with an mwd they are faster than your succubus, albeit less manuverable. I'm calling that just a fun fight but I would still pick the rail mwd kiters.
As far as a blaster harpy/enyo with no back up plan for long range or scram kiting, then yeah they will die. But they will die to a kestrel. That is just a dumb way to fit a solo ship. Give me 2 enyos or 2 blarpys versus 2 succubus's and I am betting pretty hard on the afs.
As for the 2 midslot afs that is a problem for solo. The retri is really only about as good as the coercer. But in a gang with some some sort of logi the retri might have a place - I can't say.
The wolf has the resist profile to make shield tank but only has 2 midslots. Yeah that ship is in a bad place.
The jag is pretty bad as far as afs but that will likely kill or chase off a succubus fairly easilly. You seem to agree on the vengence and ishkur.
So solo I would say jag, hawk, ishkur and vengence win. I would take a rail harpy over a succubus but I would call that a tie. Enyo as a solo ship is better for jumping in on more than one frigate than a succubus but I will give you that and the wolf and retri.
The but the wolf and retri are really not solo ships with only 2 midslots.
So if solo is supposed to justify the succubus costing 2-3xs as much as an af I am not seeing it at all. There are just many clearly stronger afs to choose from. Its an overpriced ship that I would really love to be decent.
By and large what I said applies to all the other pirate frigates as well except the garmur and worm. The afs are simply more powerfull even when flown solo.
The big advantage of the succubus is that it is not so strong as afs so you will get more fights than if you sit there in a hawk ishkur or vengence.
You forgot the best part. Can enter novices so you can murder those who think they're safe inside novices.
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