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Thanatos Marathon
Black Fox Marauders
505
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Posted - 2015.09.23 18:31:10 -
[91] - Quote
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 |
Bienator II
madmen of the skies
3397
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Posted - 2015.09.23 21:13:59 -
[92] - Quote
what happened to the CSM minutes?
how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value
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Yang Aurilen
The Mjolnir Bloc The Bloc
897
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Posted - 2015.09.24 04:26:03 -
[93] - 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?
Post with your NPC alt main and not your main main alt!
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Thanatos Marathon
Black Fox Marauders
521
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Posted - 2015.09.27 01:01:46 -
[94] - Quote
Yang Aurilen wrote: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?
Just ask any CCP dev who has ever looked at it, or CSM reps. |
Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
199
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Posted - 2015.09.27 12:34:20 -
[95] - Quote
How about civilian plexes for rookie ships only.
10mins capture time, 500LP in t1, and no effect on system control.
Support a fairer loyalty point market for faction war:
The sinews of war; infinite money.
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Master Sergeant MacRobert
Pyre Falcon Defence and Security Multicultural F1 Brigade
230
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Posted - 2015.10.09 12:58:33 -
[96] - Quote
Another (yes it is rather late now) idea that may benefit the Militia newbro's "orientation" would be to perhaps add a couple of jump gates from the high sec system that links the Warzone to the nearest trade hub.
Eg:
Caldari Nourvoukaiken would receive two additional jumps connecting to Kedama and Onatoh.
Amarr Are less affected as Sasiekko, Myherra & Netsalakka are all connected and all link to lowsec.
Gallente Villore would be linked to Jovainnon and Vifrevaert
etc..
?
"Remedy this situation or you shall live out the rest of your life in a pain amplifier"
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Oreb Wing
Federal Defense Union Gallente Federation
104
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Posted - 2015.10.15 04:19:19 -
[97] - Quote
Came back from the dead so I could chime in my ten cents. Biggest problems I see (or saw) from new players is:
1) got killed in high sec at the nearest militia station to respective faction trade hub. 9 times out of 10 off the undock. Changes have been proposed. I would like to add that I access a murder nest of Norv. for a few quick modules/rigs here and there. I will be sad to lose access to an enemy station in such cases.
2) awoxers. Best plan was to shift default overview tags to bump friendly associations higher that criminal status', imo. When awoxing occurs to the unsuspecting allied faction pilot, the heavy consequence for ally aggression seems like the best bet also.
3)isk generation in lowsec. Many new recruits have trouble understanding how to convert LP once they have it, or where, which leads them, naturally, to the closest 'safest' militia station, where much butthurt ensues as they attempt to undock with they new goodies. PI is actually very lucrative within lowsec and can generate enough for a single account to fly t1 frig-cruiser in a haphazard way. DED/anoms get cleared by proficient EU time zone minorities, in most cases. FW LP plexing is not so bad. FW missions...
4)FW missions have been the greatest flaw and boon. An expansive article can be made on its effects on tier swing, its manipulation for market scarcity price modulation for relevant navy ships/modules. The ships mostly responsible are stealth bombers, who, much like yore Entosis link interceptors of null, can exploit the system while doing so in a very proficient and safer way. Restrict t2&t3 from entering these missions and this will end with a horrible gasp. No need for reward calculation changes or added npc's/sentry turrets. Every faction can use its own respective navy cruiser to complete these solo, if uninterrupted. :) The payout is worth that risk. It is very high. It ultimately affects the poorest when their bread and butter LP items are devalued.
There is no grey area when the light of reason directs wisdom
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Spartikos Asterius
Gallente Special Operations Center
0
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Posted - 2015.10.27 21:17:10 -
[98] - Quote
X Gallentius wrote:I think the guys above have covered most of the stuff.
Default Militia-specific overview available. Stops newbie awox issues of newbs shooting FW pilots with low standings. Automatic suspect flag in plexes. Keeps noob standings high so they can still live in high sec. Get rid of allied-militia purple OR hammer standings for allied militia kills (Gallente on Minmatar violence, for example). - The current war is defined as Gallente+Minmatar vs. Caldari+Amarr. - Either set the game up so this is true, or break it apart to a real four way war. No ambiguity. Ban high sec station access to opposing militia. Gets rid of high sec station games (vets preying on noobs in Jita/Dodixie/Rens).
Edit: Re-phrasing to emphasize pain points for noobs: 1. Getting killed by own militia because they accidently shoot fellow militia and / or fleet mates because overview is set up poorly. 2. Sec status loss having to fight neutrals in plexes makes living in high sec very difficult. 3. Large barrier to entry for living in low sec without logistics backbone. 4. Understanding why somebody who is purple can shoot you with no repercussions. Like, WTF?!!! 5. Getting griefed in high sec by high sec camping specialists. Why are these guys able to dock in enemy systems?
I second all of this. I, and many others, can't be more emphatic about the issues addressed by X Gallentius. |
Burtakus
Justified Chaos Spaceship Bebop
37
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Posted - 2015.11.04 17:53:03 -
[99] - Quote
Lots of great ideas. It's is wonderful to see so many folks with a vested interest in making FW a better place in EVE. I can only add my perspective based on my experiences. FW is the reason I got back into EVE after a 4-year break and why I stay in EVE . Keeping it healthy is trough these ideas mentioned is great.
It would be nice if there was a capability for each NPC corp to have rotation assignments where veterans can take a month (or some other arbitrary time frame) and be on assignment to an NPC corp with the goal of teaching the newbros a specific skill in FW. This could include basics such as fitting a proper PvP ship, fleet mechanics and roles, tackling, etc. Eve-UNI does this for the general population but a capability for each faction to be able to do that would be great.
Make it so Missions need to be run in a PvP ship. Not sure how exactly to make that happen but the recent Blood Raider sites could probably form a good starting point.
I don't really see an issues with Garmurs and Worms. Yes, they are somewhat OP, but they are easily countered if you know what you are doing. T3D's are similar to Garmurs and Worms in that they are somewhat OP but easily countered in my opinion. For the newbros that counter primarily consists of forming a small fleet and using sheer numbers to overtake them. To that end forming fleets of noobs should be made easier. Perhaps that could be a part of the NPC corp thing where visiting FC's help the new bros go out and kill shinies.
The standing hit and suspect timer that you get to shooting a neutral that enters your plex is very annoying and very damaging to a new person getting into the spirit of FW. I am strongly of the opinion that entering a plex gives you a suspect timer unless in FW
I also don't see too much of an issue with the current state of high sec hunting except perhaps the distracting the Navy thing. Never done that so not sure how it works but the escalating effects on higher security systems works well enough that it can be a fairly risky proposition to camp.
Not going to address OGB's since that topic induces vomiting all over the forums and has been covered ad naseum.
+ most of what was already said.
Burt
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Doctor Knuckles
Black Fox Marauders
177
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Posted - 2015.11.05 11:20:51 -
[100] - Quote
Cearain wrote:Thanatos Marathon wrote: I definitely fall on the side of reducing the strength of the garmur and worm. Other pirate frigs are stronk, but those two are just nuts.
One thing that sort of makes this hard to understand in faction war is the plex restrictions versus the actual intended power of the ships. http://cdn1.eveonline.com/www/newssystem/media/8742/1/Shiptech_1920.jpg Note some modification of this here: https://www.youtube.com/watch?v=sKx87NwKaIE&feature=youtu.be&t=8m19s Now according to this chart it would seem that pirate faction frigates are supposed to be more powerful than tech 2 frigates. Now I think with interceptors ccp did accomplish its objective. I wouldn't say interceptors are more powerful than pirate frigates but they are more specialized and perform their specialized role better. But assault frigates just seem clearly more powerful than pirate ships except for the garmur and worm. So the question is whether the other pirate ships are supposed to be where the garmur and worm are, or are assault ships supposed to be stronger than pirate frigates as the current plex restrictions seem to imply? It would make sense that a pirate frigate that costs 2 to 3 times as much as a assault frigate would be more powerful. But it seems to me that other than the worm and garmur they are clearly less powerful. The daredevil is sort of middle of the road. But the dram succubus and cruror are quite a bit weaker than afs. I would say the succubus cruror and dram are on par with plain navy frigates that often cost about 20% as much. I would say you have in order gaining power 1)vannilla t1 frigates, 2)navy faction frigates along with succubus, cruror and dram, 3)Daredevil and t1 destroyers 4) AFs 5) worm and garmur IMO if ccp wants to justify the price of pirate frigates so they are more powerfull than afs then they need to bring the other pirate frigs up to be competitive with the worm and garmur. (I would think they would also then not allow pirate frigates in novices) If however they want the power of the ships to match the plex restrictions so t2 ships should be more powerfull then it would seem we should bring the pirate ships in line with the daredevil.
what
no, just no. Except the Cruor, pirate frigs (well, some fits) can absolutely **** on most AFs, and generally rip navy frigs apart, no way they can be put on the same level
Example, Succubus (underpowered in your opinion) can completely murder hawks, harpies, enyons, wolves, jags, retris. TBH the only ones it has problems dealing with are brick tank ishkurs and vengeances, but it can easily disengage from them.
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Cearain
Goose Swarm Coalition
1429
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Posted - 2015.11.05 20:57:07 -
[101] - Quote
Doctor Knuckles wrote:Cearain wrote:Thanatos Marathon wrote: I definitely fall on the side of reducing the strength of the garmur and worm. Other pirate frigs are stronk, but those two are just nuts.
One thing that sort of makes this hard to understand in faction war is the plex restrictions versus the actual intended power of the ships. http://cdn1.eveonline.com/www/newssystem/media/8742/1/Shiptech_1920.jpg Note some modification of this here: https://www.youtube.com/watch?v=sKx87NwKaIE&feature=youtu.be&t=8m19s Now according to this chart it would seem that pirate faction frigates are supposed to be more powerful than tech 2 frigates. Now I think with interceptors ccp did accomplish its objective. I wouldn't say interceptors are more powerful than pirate frigates but they are more specialized and perform their specialized role better. But assault frigates just seem clearly more powerful than pirate ships except for the garmur and worm. So the question is whether the other pirate ships are supposed to be where the garmur and worm are, or are assault ships supposed to be stronger than pirate frigates as the current plex restrictions seem to imply? It would make sense that a pirate frigate that costs 2 to 3 times as much as a assault frigate would be more powerful. But it seems to me that other than the worm and garmur they are clearly less powerful. The daredevil is sort of middle of the road. But the dram succubus and cruror are quite a bit weaker than afs. I would say the succubus cruror and dram are on par with plain navy frigates that often cost about 20% as much. I would say you have in order gaining power 1)vannilla t1 frigates, 2)navy faction frigates along with succubus, cruror and dram, 3)Daredevil and t1 destroyers 4) AFs 5) worm and garmur IMO if ccp wants to justify the price of pirate frigates so they are more powerfull than afs then they need to bring the other pirate frigs up to be competitive with the worm and garmur. (I would think they would also then not allow pirate frigates in novices) If however they want the power of the ships to match the plex restrictions so t2 ships should be more powerfull then it would seem we should bring the pirate ships in line with the daredevil. what no, just no. Except the Cruor, pirate frigs (well, some fits) can absolutely **** on most AFs, and generally rip navy frigs apart, no way they can be put on the same level Example, Succubus (underpowered in your opinion) can completely murder hawks, harpies, enyons, wolves, jags, retris. TBH the only ones it has problems dealing with are brick tank ishkurs and vengeances, but it can easily disengage from them.
I don't know what to say other than I just disagree on both a fleet level and on a smaller gang/solo level. Wolves and Jags are not great I agree. But a gang of them could easilly fight off a group succubus. The retribution is one ship that I agree could use a buff. The succubus may be able to get away but it won't hold a plex from the vast majority of assault ships.
They cost 2-3xs as much and are just weaker than afs.
Yes pirate frigates are generally are stronger than navy frigates but they are supposed to be since they are about 5-6xs the cost. Even there the dramiel is pretty pathetic.
edit: tracking might be an issue for solo wolves so I changed that to groups.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Doctor Knuckles
Black Fox Marauders
178
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Posted - 2015.11.06 14:55:51 -
[102] - Quote
Cearain wrote:
I don't know what to say other than I just disagree on both a fleet level and on a smaller gang/solo level. Wolves and Jags are not great I agree. But a gang of them could easilly fight off a group succubus. The retribution is one ship that I agree could use a buff. The succubus may be able to get away but it won't hold a plex from the vast majority of assault ships.
They cost 2-3xs as much and are just weaker than afs.
Succubus is no fleet hull (like most pirate frigs). It shines as a solo boat, or at most as a (very) small gang guest star.
But solo... oh man. I ******* love it. Try it again, trust me.
But, let's take a moment to see how it fares against AFs, 1v1.
- Hawk, the classic dual masb fit. Succubus orbits at edge of scram range fast as ****, rockets fall short or deal extremely low damage if he loads javs. You're shooting into its resist hole. Hawk dies.
- Harpy. Blaster fit? Orbit at scram range, or keep at distance or orbit close if you're rocking an armor fit with a TD. Rails? orbit close, it won't track you for ****. Flawless victory both cases. Once again shooting into resist hole.
- Enyo. Same as Harpy mostly, blaster enyos might need a td on them to outrack them tho. Not shooting into resist hole but enyos aren't generally all that tanky
- Retri. Well, two mids, you know how it goes.
Wolf and Jag, they suck, they die.
Now this leaves only Ishkur and Vengeance. Both are usually bricks, but tbh they can be done, just not easily. Ishkur if you manage to **** up its drones and still be alive (not impossible at all, your uber AB will reduce incoming damage quite a lot) he's toast really. Vengeance is trickier for the simple reason that it could literally take you ages to kill, but he can't really blap you either tbh |
Cearain
Goose Swarm Coalition
1429
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Posted - 2015.11.06 18:12:02 -
[103] - Quote
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.
Make faction war occupancy pvp instead of pve
https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Yang Aurilen
Conspiracy Theory. Project.Mayhem.
968
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Posted - 2015.11.06 22:57:14 -
[104] - 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.
Post with your NPC alt main and not your main main alt!
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Demerius Xenocratus
Rapid Withdrawal
727
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Posted - 2015.11.07 18:58:59 -
[105] - Quote
I think the pirate frigs are mostly okay except for the garmur and the worm. Both of which only go from really good to pants on insane when combined with links.
Seriously, EFT a dual republic fleet MSE fit worm with max links. It's got almost as much EHP as a T1 cruiser. And the 10k m/s garmur needs no introduction.
The primary weakness of AF's is their speed, or lack thereof. They can't dictate range. |
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