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Anthar Thebess
1296
|
Posted - 2015.09.09 09:12:13 -
[1] - Quote
Where are we now? In a place where having enough logistic ships in your fleet makes you invulnerable unless someone use a alpha doctrine. So more ships you bring to the fight the better , as very fast you can get to the point where enemy need to blue ball you , as he will not be able to do any damage.
What i propose? Change how the remote aid modules work. Now if ship have 10.000 points of shield and armor , and enemy take 5.000 of them in 15 seconds your logistic wing can instantly repair 5.000 points in 1 cycle , each cycle. My proposition is to change this by introducing a repair pool , that define how much specific hit points can be repaired.
Lets assume that you can repair up to 30% of raw hit points each 15 seconds , all reps above this value will bring you no good or harm. After introducing this change previous example will look like.
Ship have 10.000 points of shield and armor , and enemy take 5.000 of them in 15 seconds your logistic wing can instantly repair 3.000 points in 1 cycle , but for next 15 seconds they cannot help this ship any more.
Just to help smaller units , we can base % repaired based on the hull size , per specific time , lets assume 15 seconds. By hull size: Frigates / destroyers : 70% Cruisers, Battlecruisers , battleships : 30% Capital ships : 15%
Local repairs are not included or affected by this cap.
This will change a lot on the battlefield , and smaller forces will be always able to do damage , as they can do more damage than specific cap every 15 seconds.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 10:25:21 -
[2] - Quote
A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Khan Wrenth
Ore Oppression Prevention and Salvation
213
|
Posted - 2015.09.09 10:40:46 -
[3] - Quote
Rek Seven wrote:A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps.
Even for the relatively short duration I've been on the forums, this gets brought up a lot, and shot down immediately by nullsec groups that outline precisely how they'd use that sort of artificial cap to completely screw you over.
Generally speaking artificial caps are a bad thing and should be avoided whenever possible. Yes, exceptions exist, but only because a better solution hasn't been found yet.
That said, if I were to tweak remote logi, I'd have an idea inspired by the incredibly popular and never-at-all-convtroversial subject of jump fatigue. You receive remote reps...it starts a timer. Next remote rep that lands has a diminished strength by percentage. Perhaps a tenth of a percent. Each additional remote rep that lands increases that lands ups the diminishing return timer by a tenth of a percent. This timer lasts thirty minutes. If you go thirty minutes without remote reps landing (local reps are fine), the diminished rep timer resets completely.
To tweak it, there'd be a multiplier based on what size the remote rep is. 1x (one-tenth of a percent per rep) small, 2x (two-tenths of a percent per rep) for medium, 3x for large, 5x for capital.
But that's just an idea. I'm sure someone could exploit it somehow, but I think it's a slightly better system than what we have now. And remember - improvements have to be just that - improvements! You don't need to replace a bad system with a perfect system, just a better system. And keep improving.
Let's discuss overhauling the way we get intel in EvE.
|

afkalt
Republic Military School Minmatar Republic
1954
|
Posted - 2015.09.09 10:49:07 -
[4] - Quote
Dropping their max locked targets is quicker, easier, rewards enemy FC target switching, provides an indirect cap chaining nerf and doesn't dump on small gang.
Seems simple enough. |

Khan Wrenth
Ore Oppression Prevention and Salvation
213
|
Posted - 2015.09.09 10:55:15 -
[5] - Quote
afkalt wrote:Dropping their max locked targets is quicker, easier, rewards enemy FC target switching, provides an indirect cap chaining nerf and doesn't dump on small gang.
Seems simple enough.
Oftentimes the simplest solutions are the best.
Let's discuss overhauling the way we get intel in EvE.
|

Anthar Thebess
1296
|
Posted - 2015.09.09 11:28:10 -
[6] - Quote
This is interesting , limit logi only to target 2 targets. Problem arise when someone want to use logi to something different , lets also not forget about ultimate logistic ships : carriers. Unless we forbid using capital remote aid without the triage module active ( that will limit number of locket targets ) then we have another important issue.
"Logi Fatigue" is interesting , but i think my solution is easier to compute by server , additionally yours can be easily abused.
"FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

afkalt
Republic Military School Minmatar Republic
1955
|
Posted - 2015.09.09 11:40:43 -
[7] - Quote
Carriers are fine imo because:
a) When caps entire it's not small gang any more b) They serve as a serious raise of the stakes and can provoke escalations - or equally valuably, provide a "look, just **** off" message to a small enemy harassing fleet c) Caps need something these days, more nerfs are not it.
2 is too low, 5 (maybe 6) is a good number. Couple of cap buddies and 3/4 RR targets available. That will fill up real quick even with just the prelock squishies. Auto targetters to rise the number of targets chew highslots so another win there in terms of choices/compromise.
An accompanying buff to armor scan res and nerf to shield would be required as armor are hurt more by target swapping. |

Khan Wrenth
Ore Oppression Prevention and Salvation
214
|
Posted - 2015.09.09 11:41:05 -
[8] - Quote
Anthar Thebess wrote:This is interesting , limit logi only to target 2 targets. Problem arise when someone want to use logi to something different , lets also not forget about ultimate logistic ships : carriers. Unless we forbid using capital remote aid without the triage module active ( that will limit number of locket targets ) then we have another important issue.
"Logi Fatigue" is interesting , but i think my solution is easier to compute by server , additionally yours can be easily abused.
"FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
True but that's why I gave a number that I thought would make such a tactic useless. Perhaps it would need to be less (a hundreth of a percent?), but you'd have to rep a lot before you could make a noticeable difference in incoming rep amount, which is putting you at a significant disadvantage because your logi is being killed off while trying to repair enemy ships. Just doesn't work. The premise was to eliminate long standoffs where either side's logi made it impossible to destroy ships because the amount of logi on the field could overcome all DPS on field. So, over time, that logi would diminish and you'd eventually be able to finish off that target. That is what I understand to be the biggest problem with remote reps - in enough numbers they can make fleets invincible. So, diminishing their use on a per-target basis over time would eliminate that. Numbers would need tweaked, but it's workable.
But again, I also like the idea AFKALT put forth - drop max targets.
Let's discuss overhauling the way we get intel in EvE.
|

Lugh Crow-Slave
1220
|
Posted - 2015.09.09 11:41:21 -
[9] - Quote
Rek Seven wrote:A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps.
I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way
Do this will and you can beat a logi heavy team without alpha
Fuel block colors? Missiles for Caldari T3? Corp Stasis
|

Anthar Thebess
1296
|
Posted - 2015.09.09 11:48:13 -
[10] - Quote
Lugh Crow-Slave wrote:Rek Seven wrote:A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps. I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way Do this will and you can beat a logi heavy team without alpha
"Bring more" is not a good answer , because simply , if enemy is getting more ewar , get more logi ships. Sometimes ewar is useless , or to easy to counter.
Simple example , damps when 2 fleets are sniper doctrines that have logistic ships sitting at 0. You can still scan res damp, but this are usually battleship fleet ....
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Corraidhin Farsaidh
Farsaidh's Freeborn
1672
|
Posted - 2015.09.09 11:48:17 -
[11] - Quote
We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. |

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 11:50:21 -
[12] - Quote
Anthar Thebess wrote: "FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
Simply change the mechanics so that you can only be repped by people in fleet.
Or
Cap the number of reps per size. For example, you can have 4 small, 4 meds, 4 large 4 capital reps on you at the same time.
Lugh Crow-Slave wrote: I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way
Do this will and you can beat a logi heavy team without alpha
You can do that now mate, so i doesn't fix the issue
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Tiddle Jr
Galvanized Inc.
475
|
Posted - 2015.09.09 11:52:52 -
[13] - Quote
Fixing Logistics
Worth to read an consider his words. |

Anthar Thebess
1296
|
Posted - 2015.09.09 11:55:35 -
[14] - Quote
Rek Seven wrote:Anthar Thebess wrote: "FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
Simply change the mechanics so that you can only be repped by people in fleet. Or Cap the number of reps per size. For example, you can have 5 small, 5 meds, 5 large 5 capital reps on you at the same time. Lugh Crow-Slave wrote: I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way
Do this will and you can beat a logi heavy team without alpha
You can do that now mate, so i doesn't fix the issue
You cannot limit reps to fleet only , they have wide use in small gangs, traps, etc etc. When you difference rep size, again you make it harder to calculate.
From coding perspective, i prefer to have 3 additional variables per ship. 1 calculated rep cap for shield 2 calculated rep cap for armor 3 expire timer (no cap for hull?)
After this when specific cap is reached , all incoming reps go to void.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 12:05:33 -
[15] - Quote
Why couldn't reps be fleet only? You could still do everything you can do now as long as you are in the same fleet. The only downside is that you are screwed if you DC.
I don't immediately like the idea of diminishing returns because, for small gangs, it still makes it about how has the most logi.
I guess there needs to be a discussion on what is the acceptable repping power of a fleet. Once that has be decided CCP just need to adjust the mechanics so that there is a rapid falloff in rep power after the this theoretical rep constraint is reached power has been reached.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Anthar Thebess
1296
|
Posted - 2015.09.09 12:08:50 -
[16] - Quote
How often 2 gangs meet,and combine forces to kick 3rd one? Neutral logistic in higsec? They are still there.
But yes this can be disabled, put more strain on the super capital battles as very often there are multiple fleets that rep/shoot single ship.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 12:19:37 -
[17] - Quote
In my experience, combined forces combine their fleets. If they don't they aren't concerned with repping the guys who broadcast history they can't see, they just team up to kill stuff. Neutral reps, for stuff like station games would be unaffected as long as you are in the same fleet.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Anthar Thebess
1297
|
Posted - 2015.09.09 12:22:33 -
[18] - Quote
Rek Seven wrote:In my experience, combined forces combine their fleets. If they don't they aren't concerned with repping the guys who broadcast history they can't see, they just team up to kill stuff. Neutral reps are for stuff like station games is unaffected as as long as you are in the same fleet.
In my experience , when you have 1200 blue on local ( and the same amount of enemy forces) it is hard to put all people in 1 fleet.
Still removing ability to remote aid someone outside your fleet will be huge nerf to capitals and supers - this i like. But very often you fight with your alliance mates without a fleet. Some neut group show up, you undock , and fight 5 vs 5 , and you fleet up at free time.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Omnathious Deninard
Novis Initiis
3085
|
Posted - 2015.09.09 12:48:50 -
[19] - Quote
IMO remote capacitor transfers should use cap booster charges and not create cap from a vacuum.
If you don't follow the rules, neither will I.
|

Frostys Virpio
KarmaFleet Goonswarm Federation
2188
|
Posted - 2015.09.09 13:22:52 -
[20] - Quote
Omnathious Deninard wrote:IMO remote capacitor transfers should use cap booster charges and not create cap from a vacuum.
So you want half the logi boat to have a limited life in a battle while the other half can still keep trucking for an infinite battle duration? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2188
|
Posted - 2015.09.09 13:25:58 -
[21] - Quote
Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe.
Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not? |

elitatwo
Eve Minions Poopstain Removal Team
833
|
Posted - 2015.09.09 13:29:35 -
[22] - Quote
Omnathious Deninard wrote:IMO remote capacitor transfers should use cap booster charges and not create cap from a vacuum.
But that will buff neuts even more. I hate neuts.
Tired of low and nullsec? Join Eve Minions and experience the beauty of wormholes!
|

Destoya
Habitual Euthanasia Pandemic Legion
438
|
Posted - 2015.09.09 14:18:46 -
[23] - Quote
The real broken thing here is warfare links. It makes logistics scale so incredibly well that it leads to the dominance of remote repair on the battlefield.
Having the resist and repair speed warfare links means that you tank 82% more from remote reps than a ship without links, which is just insane. Check out Suitonias post for a more in-depth explanation. https://suitonia.wordpress.com/2015/08/25/links-part-2-just-how-broken-are-links-maths-and-words-edition/ |

Helios Panala
54
|
Posted - 2015.09.09 15:36:48 -
[24] - Quote
Seems pretty well thought out, even remembers to think of the poor logi drones. |

Dr Cedric
Independent Miners Corporation Care Factor
117
|
Posted - 2015.09.09 16:39:37 -
[25] - Quote
Helios Panala wrote:Seems pretty well thought out, even remembers to think of the poor logi drones.
I read through it, and I like it...
But wait, I feel like I've read it before...
Oh, yeah... here it is, like 3 months ago even. Not sure if everyone's feelings have changed, but I got pretty thoroughly Ram-Rodded on that idea. I think it holds merit though.
Cedric
|

Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
441
|
Posted - 2015.09.09 17:31:25 -
[26] - Quote
So what you're basicly saying is: Instead of being repped for that duration, you are continously repped a little amount by each mili-second? Cause if that is what you're saying then yes, supported. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2190
|
Posted - 2015.09.09 17:49:28 -
[27] - Quote
Celthric Kanerian wrote:So what you're basicly saying is: Instead of being repped for that duration, you are continously repped a little amount by each mili-second? Cause if that is what you're saying then yes, supported.
It would be each seconds or the server would **** itself up.
Just sayin'. |

Mr Pimms
Instant Annihilation This Isn't Going To End Well
2
|
Posted - 2015.09.09 17:52:38 -
[28] - Quote
Confirming Logi is working as intended.
No changes needed
GûêGûê
(a¦á_a¦â) yes, quite
|

Markus Reese
Deep Core Mining Inc. Caldari State
558
|
Posted - 2015.09.09 19:08:11 -
[29] - Quote
Posting my two bits without other suggestions read (quick pop in)
Fixing logi really needs a less direct approach. Problem with logi is that the combat promotes alpha an F1. If spread combat is made viable, suddenly logis are needed in higher quantities in a defensive game. Suddenly that becomes a tradeoff. Ships potentially more invincible but logi now more vulnerable. Tradeoff of fleet damage for survivability.
To quote Lfod Shi
The ratting itself is PvE. Getting away with it is PvP.
|

SFM Hobb3s
Wrecking Shots Black Legion.
373
|
Posted - 2015.09.09 19:08:24 -
[30] - Quote
Frostys Virpio wrote:Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not?
I keep going back and rewatching the Eve trailer with the supergate...especially the sequence with the naga firing on the apoc. This video, along with almost all other eve trailers highlights the exact opposite of effective warfare given the current game mechanics...which is focusing all your reps, and all your firepower, on one target. That little Naga, despite how cool that attack run looked, would not be doing 'meaningful' damage in actual Eve battles.
If only there were both diminishing returns on focusing reps and Firepower both, you'd get some interesting and chaotic battles. A lot more exploding ships on both sides. Local reppers on your fleet ships would actually be both useful, and possibly very important in help keeping you alive.
But this all is just speculation. A change to either mechanic would have be be simply 'forced' by CCP. Not even sure they'd want this kind of revolution.
But definitely +1 to Frostys Virpio, these two game mechanics are very intertwined. |

Thron Legacy
White Zulu Scorpion Federation
5
|
Posted - 2015.09.09 20:30:47 -
[31] - Quote
SFM Hobb3s wrote:Frostys Virpio wrote:Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not? I keep going back and rewatching the Eve trailer with the supergate...especially the sequence with the naga firing on the apoc. This video, along with almost all other eve trailers highlights the exact opposite of effective warfare given the current game mechanics...which is focusing all your reps, and all your firepower, on one target. That little Naga, despite how cool that attack run looked, would not be doing 'meaningful' damage in actual Eve battles. If only there were both diminishing returns on focusing reps and Firepower both, you'd get some interesting and chaotic battles. A lot more exploding ships on both sides. Local reppers on your fleet ships would actually be both useful, and possibly very important in help keeping you alive. But this all is just speculation. A change to either mechanic would have be be simply 'forced' by CCP. Not even sure they'd want this kind of revolution. But definitely +1 to Frostys Virpio, these two game mechanics are very intertwined.
Diminishing on both heal and damage... Sounds AWESOME tbh |

Vic Jefferson
GoonWaffe Goonswarm Federation
587
|
Posted - 2015.09.09 21:31:23 -
[32] - Quote
The one thing that never gets mentioned in all these logi threads is the impact of the sniping/kitting meta. Bigger fleets that use overtanked, extreme range, low DPS ships essentially fight a duel to the death with nerf weapons at 100km, then they wonder why they can't break each other's reps.
Granted, brawling needs a lot of things to change to make it viable as a big fleet doctrine, but maybe you should examine both the numbers and the fleet comps that are used before leaping to the erroneous conclusion that Logi is broken in and of itself.
Lowsec/WH people don't have a problem ripping into each other as much as anaemic and impotent Null fleets do. Why is this?
Vote Vic Jefferson for CSM X
|

Tiddle Jr
Brutor Tribe Minmatar Republic
476
|
Posted - 2015.09.09 21:40:07 -
[33] - Quote
Dr Cedric wrote:Helios Panala wrote:Seems pretty well thought out, even remembers to think of the poor logi drones. I read through it, and I like it... But wait, I feel like I've read it before... Oh, yeah... here it is, like 3 months ago even. Not sure if everyone's feelings have changed, but I got pretty thoroughly Ram-Rodded on that idea. I think it holds merit though.
Well at least two individuals who care of modern logistics warefare thinking same way of each other. And it's good.
|

Frostys Virpio
KarmaFleet Goonswarm Federation
2192
|
Posted - 2015.09.09 23:36:11 -
[34] - Quote
Vic Jefferson wrote:The one thing that never gets mentioned in all these logi threads is the impact of the sniping/kitting meta. Bigger fleets that use overtanked, extreme range, low DPS ships essentially fight a duel to the death with nerf weapons at 100km, then they wonder why they can't break each other's reps.
Granted, brawling needs a lot of things to change to make it viable as a big fleet doctrine, but maybe you should examine both the numbers and the fleet comps that are used before leaping to the erroneous conclusion that Logi is broken in and of itself.
Lowsec/WH people don't have a problem ripping into each other as much as anaemic and impotent Null fleets do. Why is this?
I always wonder why people called big fights brawls when long range sentry and rails are the weapon of choices... |

Anthar Thebess
1300
|
Posted - 2015.09.10 07:11:52 -
[35] - Quote
Longrange weapons have lower DPS but usually better alpha strike. If you have enough ships you can alpha enemy ship before he gets enough reps , something that is not possible on closer ranges , as it is easier to rep high DPS but small alpha.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Tiddle Jr
Brutor Tribe Minmatar Republic
476
|
Posted - 2015.09.10 07:47:32 -
[36] - Quote
https://youtu.be/OSxSyv4LC1cc - (0:40 - 0:50) then (1:30 - 1:40) it's all about range  |

afkalt
Republic Military School Minmatar Republic
1963
|
Posted - 2015.09.10 08:50:03 -
[37] - Quote
Vic Jefferson wrote: Lowsec/WH people don't have a problem ripping into each other as much as anaemic and impotent Null fleets do. Why is this?
Well from my experience, WH fleets tend not to be tidi inducing monsters, thus they tend to lack the critical mass required to tip anaemic personal DPS into enough alpha to break things. Equally the same is true for the other side in terms of reps etc.
I guess it is a question of battle scale.
I couldn't comment on lowsec - it has no limitations like WH - perhaps simply a population issue? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2194
|
Posted - 2015.09.10 12:36:58 -
[38] - Quote
Anthar Thebess wrote:Longrange weapons have lower DPS but usually better alpha strike. If you have enough ships you can alpha enemy ship before he gets enough reps , something that is not possible on closer ranges , as it is easier to rep high DPS but small alpha.
Your alpha isn't all that good when using long range ammo. High dps low alpha is only easyer to rep if your reps are still higher than the total dps of your brawling short range enemy. They have both higher dps and more thna likely apply more of it as long as the kiting/sniping didn't re-open the gap. The alpha strategy only work if you ahve your critical mass. If you can't alpha a ship off withing your first 2-3 volley, you are wasting your time as you will not outdo the reps. You potentially can outdo them with higher DPS weapon systems except right now, it's kite/snipe city all the time. |

Luscius Uta
164
|
Posted - 2015.09.10 13:17:38 -
[39] - Quote
Logis needs to be nerfed, there's two things that make them broken and owerpowered: the ability to use large reps and their very small signature radius.
HACs don't get a bonus to large guns, so why Logis have a bonus to large reps? I say replace their CPU/PG reduction of large reps with 7.5% bonus to rep amount as seen on T1 Logis so the only way to fit large reps is to use several fitting mods, sacrificing tank and/or cap stability, and make their signature radius comparable with other T2 Cruisers.
Eventually CCP could introduce a class of T2 Battleship Logis which would have more slots that current Cruiser-based Logis and could fit large reps without fitting sacrifices, but they should also have standard disadvantages of a Battleship, such as high signature radius and low scan resolution (would also be perfect ships to have a bonus to remote sensor boosters).
Drifters have arrived - The End is nigh!
|

Anthar Thebess
1301
|
Posted - 2015.09.10 13:31:40 -
[40] - Quote
Luscius Uta wrote:Logis needs to be nerfed, there's two things that make them broken and owerpowered: the ability to use large reps and their very small signature radius.
HACs don't get a bonus to large guns, so why Logis have a bonus to large reps? I say replace their CPU/PG reduction of large reps with 7.5% bonus to rep amount as seen on T1 Logis so the only way to fit large reps is to use several fitting mods, sacrificing tank and/or cap stability, and make their signature radius comparable with other T2 Cruisers.
Eventually CCP could introduce a class of T2 Battleship Logis which would have more slots that current Cruiser-based Logis and could fit large reps without fitting sacrifices, but they should also have standard disadvantages of a Battleship, such as high signature radius and low scan resolution (would also be perfect ships to have a bonus to remote sensor boosters).
People are using very often medium reps , as they allow to fit more tank. You simply need more logistics, that are harder to kill.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Frostys Virpio
KarmaFleet Goonswarm Federation
2194
|
Posted - 2015.09.10 13:38:38 -
[41] - Quote
Anthar Thebess wrote:Luscius Uta wrote:Logis needs to be nerfed, there's two things that make them broken and owerpowered: the ability to use large reps and their very small signature radius.
HACs don't get a bonus to large guns, so why Logis have a bonus to large reps? I say replace their CPU/PG reduction of large reps with 7.5% bonus to rep amount as seen on T1 Logis so the only way to fit large reps is to use several fitting mods, sacrificing tank and/or cap stability, and make their signature radius comparable with other T2 Cruisers.
Eventually CCP could introduce a class of T2 Battleship Logis which would have more slots that current Cruiser-based Logis and could fit large reps without fitting sacrifices, but they should also have standard disadvantages of a Battleship, such as high signature radius and low scan resolution (would also be perfect ships to have a bonus to remote sensor boosters). People are using very often medium reps , as they allow to fit more tank. You simply need more logistics, that are harder to kill.
You also need less cap mods or can use more practical ones because the drain is lower. |

Solarus Explorer
The Church of Awesome Heiian Conglomerate
6
|
Posted - 2015.09.10 15:39:35 -
[42] - Quote
I realize i also posted this in the Marauders thread, but its probably relevant here as well.
How about adding a new high slot module that prevents the target from receiving any remote reps? This would help counter logi, and it can have significant fitting/cap usage to compensate. But this basically allows people to overcome the swarms of logi that currently prevail.
Alternatively the new module could decrease the effectiveness of remote assistance by a said percentage (instead of prohibiting it completely)...... |

Frostys Virpio
KarmaFleet Goonswarm Federation
2194
|
Posted - 2015.09.10 16:12:43 -
[43] - Quote
Solarus Explorer wrote:I realize i also posted this in the Marauders thread, but its probably relevant here as well.
How about adding a new high slot module that prevents the target from receiving any remote reps? This would help counter logi, and it can have significant fitting/cap usage to compensate. But this basically allows people to overcome the swarms of logi that currently prevail.
Alternatively the new module could decrease the effectiveness of remote assistance by a said percentage (instead of prohibiting it completely)......
Then we all go with drone doctrines and use all our free high slots to use this new module completely cripplig the other side while still keeping our tank and DPS intact? |

Vic Jefferson
GoonWaffe Goonswarm Federation
587
|
Posted - 2015.09.10 19:21:35 -
[44] - Quote
afkalt wrote:Vic Jefferson wrote: Lowsec/WH people don't have a problem ripping into each other as much as anaemic and impotent Null fleets do. Why is this?
Well from my experience, WH fleets tend not to be tidi inducing monsters, thus they tend to lack the critical mass required to tip anaemic personal DPS into enough alpha to break things. Equally the same is true for the other side in terms of reps etc. I guess it is a question of battle scale. I couldn't comment on lowsec - it has no limitations like WH - perhaps simply a population issue?
WH people are among the most competent players in the game. They know how to counter logi and even triage sometimes without needing multiple full fleets to do so, and have no trouble thoroughly annihilating each other. An overwhelming majority of the logi is broken chorus tends to be sov-null people who have have become willing participants in exacerbating this problem. Now, Ill hand it to you that the present ship meta doesn't help, and WHs naturally avoid some of the scale issues, but some of the blame clearly falls on the people involved. If you were not fighting at extreme ranges, a whole new set of tactics can actually come into play, but since no side is actually interested in a fight verbatim, you almost never get an actual fight. You get the whole procession of space turtles lining up, either nothing happens at all, or one side breaks the other's logi, causing the entire rest of the fleet to boogie out. It is surprisingly bloodless, and surprisingly foreign from the idea of epic space conflict where both sides are fully committed to a slugfest.
Now, I won't deny that there would need to be a whole range of good changes to open up a scenario where these tactics weren't optimal for winning. Bomb damage still needs to go down, short range weapons need a massive buff to account for the application disparity, etc. I just don't find it a coincidence at all who is calling for the changes. Scale and ship meta may heavily color your ship choices, but that's a problem with those two things. If logi was TRULY broken, you wouldn't have 90% of the complaints coming from sov-null alone.
Vote Vic Jefferson for CSM X
|

SFM Hobb3s
Wrecking Shots
376
|
Posted - 2015.09.18 14:38:31 -
[45] - Quote
SFM Hobb3s wrote:Frostys Virpio wrote:Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not? I keep going back and rewatching the Eve trailer with the supergate...especially the sequence with the naga firing on the apoc. This video, along with almost all other eve trailers highlights the exact opposite of effective warfare given the current game mechanics...which is focusing all your reps, and all your firepower, on one target. That little Naga, despite how cool that attack run looked, would not be doing 'meaningful' damage in actual Eve battles. If only there were both diminishing returns on focusing reps and Firepower both, you'd get some interesting and chaotic battles. A lot more exploding ships on both sides. Local reppers on your fleet ships would actually be both useful, and possibly very important in help keeping you alive. But this all is just speculation. A change to either mechanic would have be be simply 'forced' by CCP. Not even sure they'd want this kind of revolution. But definitely +1 to Frostys Virpio, these two game mechanics are very intertwined.
Interestingly enough CCP has announced what I believe to be the first time they have ever forced 'damage mitigation', in regards to citadel combat. Guess the idea is not so far-fetched. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2218
|
Posted - 2015.09.18 14:47:45 -
[46] - Quote
SFM Hobb3s wrote:SFM Hobb3s wrote:Frostys Virpio wrote:Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not? I keep going back and rewatching the Eve trailer with the supergate...especially the sequence with the naga firing on the apoc. This video, along with almost all other eve trailers highlights the exact opposite of effective warfare given the current game mechanics...which is focusing all your reps, and all your firepower, on one target. That little Naga, despite how cool that attack run looked, would not be doing 'meaningful' damage in actual Eve battles. If only there were both diminishing returns on focusing reps and Firepower both, you'd get some interesting and chaotic battles. A lot more exploding ships on both sides. Local reppers on your fleet ships would actually be both useful, and possibly very important in help keeping you alive. But this all is just speculation. A change to either mechanic would have be be simply 'forced' by CCP. Not even sure they'd want this kind of revolution. But definitely +1 to Frostys Virpio, these two game mechanics are very intertwined. Interestingly enough CCP has announced what I believe to be the first time they have ever forced 'damage mitigation', in regards to citadel combat. Guess the idea is not so far-fetched.
I want to see how the dps cap will interact with reps. Is it going to be like the entosis cap where the reps would apply to the overload of damage still leaving DPS at the cap if enough number are present? Is this even possible seeing as they don't have any effect on each others right now (reps are applied to the target, not countering them like a web counter speed). |

Cristl
253
|
Posted - 2015.09.18 15:09:44 -
[47] - Quote
Frostys Virpio wrote:SFM Hobb3s wrote: Interestingly enough CCP has announced what I believe to be the first time they have ever forced 'damage mitigation', in regards to citadel combat. Guess the idea is not so far-fetched.
I want to see how the dps cap will interact with reps. Is it going to be like the entosis cap where the reps would apply to the overload of damage still leaving DPS at the cap if enough number are present? Is this even possible seeing as they don't have any effect on each others right now (reps are applied to the target, not countering them like a web counter speed).
I don't think you are able to rep the citadels at all. |

Mike Voidstar
Voidstar Free Flight Foundation
875
|
Posted - 2015.09.18 17:05:41 -
[48] - Quote
They could always change reps to something funky like a limited stacking refreshing hitpoint buffer.
Rather than healing x amount to the appropriate bar, they just make that bar much bigger for the length of the cycle. The extra buffer would be damaged first, but damage that overcomes it stays unless repaired by local reps. With limited stacking only a certain number of these buffers would stack, and beyond that point no further could be applied. If you make it so that a cycle cannot be ended prematurely then reps are quite severely limited.
Alpha becomes much less of an issue, as the reps can be applied before any damage occurs, and you have the entire length of the cycle to overcome the added hitpoints. Fitting choices open up as local reps now interact with logi in a beneficial way, with hard choices between rep power, resists and weapon mods all competing meaningfully for slots. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2218
|
Posted - 2015.09.18 17:12:34 -
[49] - Quote
Mike Voidstar wrote:They could always change reps to something funky like a limited stacking refreshing hitpoint buffer.
Rather than healing x amount to the appropriate bar, they just make that bar much bigger for the length of the cycle. The extra buffer would be damaged first, but damage that overcomes it stays unless repaired by local reps. With limited stacking only a certain number of these buffers would stack, and beyond that point no further could be applied. If you make it so that a cycle cannot be ended prematurely then reps are quite severely limited.
Alpha becomes much less of an issue, as the reps can be applied before any damage occurs, and you have the entire length of the cycle to overcome the added hitpoints. Fitting choices open up as local reps now interact with logi in a beneficial way, with hard choices between rep power, resists and weapon mods all competing meaningfully for slots.
If rep has a cap, then anyone can just keep dps-ing through it so you might as well not bring logi and take more dps on board to go through your enemy faster. Local rep would not work with that because no ship would be able to rep with the required efficiency to ever survive while also supporting enough buffer to counter an alpha kill. Even if we push to the limit and allow more fitting space on all ship so they can field buffer mods + resist mods + local reps, you would run out of cap in no time. If we add cap boosters on those already impossible fits, we run into the issue of charge deciding when your ship die instead of the efficiency of your fleet. |

Mike Voidstar
Voidstar Free Flight Foundation
875
|
Posted - 2015.09.18 17:31:07 -
[50] - Quote
Frostys Virpio wrote:Mike Voidstar wrote:They could always change reps to something funky like a limited stacking refreshing hitpoint buffer.
Rather than healing x amount to the appropriate bar, they just make that bar much bigger for the length of the cycle. The extra buffer would be damaged first, but damage that overcomes it stays unless repaired by local reps. With limited stacking only a certain number of these buffers would stack, and beyond that point no further could be applied. If you make it so that a cycle cannot be ended prematurely then reps are quite severely limited.
Alpha becomes much less of an issue, as the reps can be applied before any damage occurs, and you have the entire length of the cycle to overcome the added hitpoints. Fitting choices open up as local reps now interact with logi in a beneficial way, with hard choices between rep power, resists and weapon mods all competing meaningfully for slots. If rep has a cap, then anyone can just keep dps-ing through it so you might as well not bring logi and take more dps on board to go through your enemy faster. Local rep would not work with that because no ship would be able to rep with the required efficiency to ever survive while also supporting enough buffer to counter an alpha kill. Even if we push to the limit and allow more fitting space on all ship so they can field buffer mods + resist mods + local reps, you would run out of cap in no time. If we add cap boosters on those already impossible fits, we run into the issue of charge deciding when your ship die instead of the efficiency of your fleet.
True, the only way to truely limit reps is to also limit damage to something reasonable as well. Missile damage concepts of limiting damage by signiture would probably be the best way to do that. Once damage reaches a certain magnitude then more is just redundant. If you want to encourage diversity you could make that magnitude on a per resist basis, so that mixing weapons and ammo helps to scale larger groups. That would also give The damage locked missile bonuses a better reason to exist, more damage is good but diverse damage has its own benefit. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
64
|
Posted - 2015.09.18 22:03:23 -
[51] - Quote
This Mittani post is considerably more well put together than anything posted on the forums so far. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2628
|
Posted - 2015.09.18 22:18:05 -
[52] - Quote
I think logi ships are just overpowered, and that if T2 logi were nerfed to 1/4th of the repair output they would still be very popular in fleets but no longer an I-WIN button. I insist that 1/4th output is more than enough and would not even begin to push them into obscurity.
But I support cutting their output to half what it is, and I'll settle for no less. Also T1 logi already reps about half the rate of T2 last I checked, after the change they should be made to rep about 20% less than T2.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Vic Jefferson
Stimulus Rote Kapelle
612
|
Posted - 2015.09.18 22:33:21 -
[53] - Quote
Reaver Glitterstim wrote:I think logi ships are just overpowered, and that if T2 logi were nerfed to 1/4th of the repair output they would still be very popular in fleets but no longer an I-WIN button. I insist that 1/4th output is more than enough and would not even begin to push them into obscurity.
But I support cutting their output to half what it is, and I'll settle for no less. Also T1 logi already reps about half the rate of T2 last I checked, after the change they should be made to rep about 20% less than T2.
This is silly. Big ticket null fleets will just bring N times more of them where 1/N is the amount the module is changed by.
If you don't like the tactics of big ticket null fleets, go somewhere else to find fun.
Vote Vic Jefferson for CSM X
|

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2628
|
Posted - 2015.09.18 22:37:25 -
[54] - Quote
Vic Jefferson wrote:This is silly. Big ticket null fleets will just bring N times more of them where 1/N is the amount the module is changed by.
If you don't like the tactics of big ticket null fleets, go somewhere else to find fun. Someone told me this once before, maybe it was you. I responded with an explanation showing that your mathematical relationship is backward. Reduce logi output and you reduce the number of logi brought. Not the other way around.
Here's another one for you: 1.) The optimum percentage of logi in a fleet is greater than the percentage of players who want to fly logi  2.) Reducing logi output will reduce the optimum number of logi in a fleet 
 So reducing logi output will improve the percentage of players flying what they want to fly.
P.S. update your forum signature
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Vic Jefferson
Stimulus Rote Kapelle
612
|
Posted - 2015.09.18 22:58:54 -
[55] - Quote
Reaver Glitterstim wrote:So reducing logi output will improve the percentage of players flying what they want to fly.
Sure. Reduce logi output, fly what you want to fly, but rest assured, there will be plenty of people who will simply bring more logi to compensate, and you will be right back here, complaining it is broken, and that either it needs further nerfs or your favourite comp needs buffs. EvE players, particularly those in large groups, can be made to endure almost any tactic, almost any comp, if the all important strategic objective can be assuredly won by their implementation.
it''ll just increase the disparity between fun-havers and serious business types. Fun havers won't have the numbers to make the now nerfed logi relevant, and serious business types will have free reign of the mechanic.
Vote Vic Jefferson for CSM X
|

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2628
|
Posted - 2015.09.18 23:08:34 -
[56] - Quote
Vic Jefferson wrote:Sure. Reduce logi output, fly what you want to fly, but rest assured, there will be plenty of people who will simply bring more logi to compensate, Reducing logi effectiveness reduces its fleet value. This causes other ships to be valued more in relation to it. If this were false, and your understanding true, then making logi extremely weak would cause players to bring fleets of almost purely logi.
Please either acknowledge the point, or explain your disagreement. Then we can move on with the discussion.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Ersahi Kir
Brutor Tribe Minmatar Republic
409
|
Posted - 2015.09.18 23:30:20 -
[57] - Quote
Logi is just very binary. If a fleets logi can't pull a ship back from the brink then it's likely so useless that you may as well put everyone in a DPS ship instead. That's the problem with just about every suggestion, if they're nerfed to the point that they aren't cockblocking enemy fleets then they're just going to be replaced wholesale a fleet.
Which brings up an interesting point. Would you rather fight against fleets with logi, or would you rather fight against fleets with a metric ton of EWAR to try to reduce the losses (and the SRP payouts because of it)? I remember some cases of pilots complaining about 20 minute lock times in 10% tidi, which I imagine is less fun than anything else. |

Vic Jefferson
Stimulus Rote Kapelle
612
|
Posted - 2015.09.18 23:34:17 -
[58] - Quote
Reaver Glitterstim wrote:Vic Jefferson wrote:Sure. Reduce logi output, fly what you want to fly, but rest assured, there will be plenty of people who will simply bring more logi to compensate, Reducing logi effectiveness reduces its fleet value. This causes other ships to be valued more in relation to it. If this were false, and your understanding true, then making logi extremely weak would cause players to bring fleets of almost purely logi. Please either acknowledge the point, or explain your disagreement. Then we can move on with the discussion.
A fleet that cannot be killed is infinitely valuable. Even if you had to bring like 40% logi or more for peak effectiveness, especially large or dedicated entities would have little trouble doing so if it ensured an advantage. If they lack sufficient damage, they simply bring another full fleet consisting of 40% logi, now you can both inflict losses while not receiving any. Having a situation where it is impossible for one side to inflict losses is bad.
Say hello to the Red Queen. This would perpetuate a situation where you would need to bring increasing numbers of ships people may not want to fly just to be stay competitive.
Your proposed fix would just raise the logi bar for null, while making them impractical for lots of small gang scenarios.
Vote Vic Jefferson for CSM X
|

Aven Valkyr
Aven's Flight School Zero Fux.
6
|
Posted - 2015.09.18 23:52:59 -
[59] - Quote
I haven't read the whole thread but I need to say something here.
As a logi pilot, -1 to this idea.
What about incursion pilots? by your standards you would need 5 - 6 logi pilots to compliment a fleet running vanguards that only rewards 10 - 11 players anyway. That would totally screw over the PVE community.
If CCP actually takes this post seriously, and I hope they don't, then all the things suggested here should only relate to PVP.
I don't know if you actually fly logi, but being a logi pilot is very demanding as it is. You can't always lock up the whole fleet. It takes a huge amount of actual pilot skill, and I'm not talking about SP. Having the overview working for you, watchlist up, fleet broadcasts open, having to orbit things, enabling AB's and support mods, launching drones to get on killmails, all while keeping the fleet alive is extremely taxing.
If any proposed nerfs actually go through, like reduced repair amount for additional cycles down to a certain limit, or limit how many modules we can fit, or anything that nerfs logi in some way, should also see some sort of buff, like the scimitar's remote tracking bonus or something. If they do any proposed nerfs, and the community is looking for a solution, then here is my proposal:
Add more logi boats to the game. Give them each some way of assisting the fleet in other ways in relation to the nerf. Give them all some sort of fleet assistance module, such as the scimi's remote tracking computers.
One way you could do this is by making it for PVP to have the proposed changes as stated in previous topics in this thread. As soon as a logi boat repairs someone on a criminal timer then the suggested nerfs happen. But then depending on the ship the other fleet assistance modules come up. A person could get very creative here. This topic is now getting lengthy but let me further clarify what I"m suggesting:
Make a global change where anyone trying to remote repair someone with a PVP timer has reduced cycle time, or can't repair as much on a gradual repair decrease. This is a GLOBAL thing for ALL logi boats. However, introduce a new class of "pvp" style logi boats. For example:
-Caldari PVP logi boat: Caldari cruiser: 100% bonus to transfer range for remote shield and remote capacitor transmission modules per level 15% reduction in capacitor need for the activation of remote shield and remote capacitor transmission modules per level Logistics: 50% bonus to range for remote ECCM modules per level 75% bonus to strength of remote ECCM modules per level Role Bonus: 80% reduction in powergrid and CPU needs of remote shield and remote capacitor transmission modules 25% bonus to shield amount 50% bonus to gravimetric sensor strength
This is just an example. And please don't hate on it. My main point here is, if you are going to nerf logi, make the nerf apply to PVP ONLY. Leave PVE logistics alone. It's fine the way it is. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2628
|
Posted - 2015.09.19 02:16:24 -
[60] - Quote
Vic Jefferson wrote:A fleet that cannot be killed is infinitely valuable. Even if you had to bring like 40% logi or more for peak effectiveness, There is no such thing as peak effectiveness, what matters is how many you're up against and for how long. Bringing more logi lets you sustain more damage, but bringing more shooty-ships lets you reduce the length of time you sustain damage.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Mike Voidstar
Voidstar Free Flight Foundation
876
|
Posted - 2015.09.19 03:14:26 -
[61] - Quote
Aven Valkyr wrote:I haven't read the whole thread but I need to say something here.
As a logi pilot, -1 to this idea.
What about incursion pilots? by your standards you would need 5 - 6 logi pilots to compliment a fleet running vanguards that only rewards 10 - 11 players anyway. That would totally screw over the PVE community.
If CCP actually takes this post seriously, and I hope they don't, then all the things suggested here should only relate to PVP.
I don't know if you actually fly logi, but being a logi pilot is very demanding as it is. You can't always lock up the whole fleet. It takes a huge amount of actual pilot skill, and I'm not talking about SP. Having the overview working for you, watchlist up, fleet broadcasts open, having to orbit things, enabling AB's and support mods, launching drones to get on killmails, all while keeping the fleet alive is extremely taxing.
If any proposed nerfs actually go through, like reduced repair amount for additional cycles down to a certain limit, or limit how many modules we can fit, or anything that nerfs logi in some way, should also see some sort of buff, like the scimitar's remote tracking bonus or something. If they do any proposed nerfs, and the community is looking for a solution, then here is my proposal:
Add more logi boats to the game. Give them each some way of assisting the fleet in other ways in relation to the nerf. Give them all some sort of fleet assistance module, such as the scimi's remote tracking computers.
One way you could do this is by making it for PVP to have the proposed changes as stated in previous topics in this thread. As soon as a logi boat repairs someone on a criminal timer then the suggested nerfs happen. But then depending on the ship the other fleet assistance modules come up. A person could get very creative here. This topic is now getting lengthy but let me further clarify what I"m suggesting:
Make a global change where anyone trying to remote repair someone with a PVP timer has reduced cycle time, or can't repair as much on a gradual repair decrease. This is a GLOBAL thing for ALL logi boats. However, introduce a new class of "pvp" style logi boats. For example:
-Caldari PVP logi boat: Caldari cruiser: 100% bonus to transfer range for remote shield and remote capacitor transmission modules per level 15% reduction in capacitor need for the activation of remote shield and remote capacitor transmission modules per level Logistics: 50% bonus to range for remote ECCM modules per level 75% bonus to strength of remote ECCM modules per level Role Bonus: 80% reduction in powergrid and CPU needs of remote shield and remote capacitor transmission modules 25% bonus to shield amount 50% bonus to gravimetric sensor strength
This is just an example. And please don't hate on it. My main point here is, if you are going to nerf logi, make the nerf apply to PVP ONLY. Leave PVE logistics alone. It's fine the way it is.
The T2 logistics cruisers already do this. Gallente Onerios does remote tracking computers, Ammar Guardian does really spectacular cap transfer. I don't recall the secondary support of the other two, but they all do something besides repair, it's just overshadowed by their primary focus. |

Azazel The Misanthrope
Proioxis Assault Force Exodus.
65
|
Posted - 2015.09.19 03:21:54 -
[62] - Quote
Azazel The Misanthrope wrote:This Mittani post is considerably more well put together than anything posted on the forums so far.
Did anyone read this article? This is a very well written article.
|

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2630
|
Posted - 2015.09.19 04:21:31 -
[63] - Quote
Azazel The Misanthrope wrote:Did anyone read this article? This is a very well written article.
I read it, and I think it's an interesting idea and a possibility. I disagree with the writer about the drone bays, however; I think the current drone bays are more than enough to repair ships in addition to the other effects.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Azazel The Misanthrope
Proioxis Assault Force Exodus.
66
|
Posted - 2015.09.19 04:30:21 -
[64] - Quote
Reaver Glitterstim wrote:Azazel The Misanthrope wrote:Did anyone read this article? This is a very well written article.
I read it, and I think it's an interesting idea and a possibility. I disagree with the writer about the drone bays, however; I think the current drone bays are more than enough to repair ships in addition to the other effects.
I am glad that you read it, I am just relieved that it offers the most "out of the box" solution presented thus far that I have read.
I can not reiterate enough the validity of this article, I would like everyone who reads this forum, to read that article. It is a very well expounded article. |

Ersahi Kir
Brutor Tribe Minmatar Republic
410
|
Posted - 2015.09.19 06:25:45 -
[65] - Quote
Mike Voidstar wrote:The T2 logistics cruisers already do this. Gallente Onerios does remote tracking computers, Ammar Guardian does really spectacular cap transfer. I don't recall the secondary support of the other two, but they all do something besides repair, it's just overshadowed by their primary focus.
Gallente and Minmatar both do remote tracking (with armor and shield respectively).
Amarr and Caldari both do cap transfer (with armor and shield respectively). |

Asuka Solo
Instant Annihilation This Isn't Going To End Well
2997
|
Posted - 2015.09.19 07:08:45 -
[66] - Quote
Azazel The Misanthrope wrote:Reaver Glitterstim wrote:Azazel The Misanthrope wrote:Did anyone read this article? This is a very well written article.
I read it, and I think it's an interesting idea and a possibility. I disagree with the writer about the drone bays, however; I think the current drone bays are more than enough to repair ships in addition to the other effects. I am glad that you read it, I am just relieved that it offers the most "out of the box" solution presented thus far that I have read. I can not reiterate enough the validity of this article, I would like everyone who reads this forum, to read that article. It is a very well expounded article.
-1 to this p.o.s article you enjoy promoting.
Turning live saving boats into 3rd party tanking boats is not my idea of a fun time as its going to turn all fitting doctrines into ganking boats and destroy spider tanking carriers.
Eve is about Capital ships, WiS, Boobs, PI and Isk!
|

Amarisen Gream
Divine Demise Apocalypse Now.
127
|
Posted - 2015.09.19 07:32:50 -
[67] - Quote
Not sure where I posted this idea -
Why not change the way the racial ships preform logistics!
Amarr/Caldari = burst rr. High repair rate with longer cycle Gallentte/Min = steady flow. Low but constant repair rate.
xoxo
Amarisen Gream
|

Unit562
Vortex Innovations And Industry
5
|
Posted - 2015.09.20 11:25:27 -
[68] - Quote
This is what I hear: "I can't FC, pick targets, counter fleets, or be a competent pvp'er in any way, shape, or form."
It's really simple, like learn how to fly a Curse, problem solved. Before you spout your mouth off, It's really that simple. |

Anthar Thebess
1307
|
Posted - 2015.09.20 11:38:12 -
[69] - Quote
CCP want to introduce similar mechanic to citadels , they can get specific amount of damage in 30s , rest will be migrated. Lets use the same thing in remote aid modules.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Khan Wrenth
Ore Oppression Prevention and Salvation
231
|
Posted - 2015.09.20 14:58:57 -
[70] - Quote
Please note I came up with this proposal not out of self-interest, but because it comes up often and I like trying to come up with ideas. I don't have a horse in this race, I don't live out in Null or have to deal with the invincible wall of logi. However, as it comes up often, it does seem like a problem that could use tweaking, and my idea is to tweak it to reduce these problems. Actually I do have a logi pilot (fully trained, not been able to fly it yet due to conflicting schedules with corp), so I don't actually want a logi nerf. However, people have made a good case in the past as to why logi becomes a problem in large scale (and it seems like it might get nerfed someday, so why not do it smartly now?), so my idea is to have logi scale itself down over time.
That said...
Since I have so much free time, I chewed on the numbers a bit from that idea I threw out there. For a recap, my idea was remote logi fatigue. When you get remote repped as a pilot, and this timer is bound to the pilot not the ship, you start to gain repair fatigue. Each successive repair gradually increases this fatigue. This fatigue, over time, reduces the amount of hitpoints restored to your ship by a percentage. The fatigue is on a timer, if you go a certain period of time without receiving remote reps, it resets completely.
My starting proposal uses these numbers. These can be tweaked to adjust to discussion.
Fatigue timer 30 minutes Fatigue per rep 0.002% Max fatigue possible 30% Multiplier for source of reps generating fatigue ---Small remote repair source: 1x ---Medium remote repair source: 2x ---Large remote repair source: 3x ---Capital remote repair source: 5x
Throwing numbers and equations into Open Office spreadsheet, I got these results...
Small and medium rep sources, gradually increasing the fatigue on the target pilot, would be able to rep for a little more than five and a half minutes before the target pilot maxed out his fatigue. Larges would max out their fatigue at three and three-quarter minutes, and capital modules would max out logi fatigue in two and a half minutes.
Why this won't hurt small gang too much This is designed to have logi be less effective over long periods of time, so invincible walls of remote repair can't as easily dominate large battles. Small gangs, working in smaller and quicker battles, would not be in battle long enough to generate higher amounts of fatigue that would effect their reps.
Why the enemy can't use this against you Well, they can, technically, but not as easily as other ideas proposed. In the past, people have floated the idea of a max limit of remote logi per target, which obviously the enemy can use their own to block yours. In this case, all you would be doing is generating a small bit of extra fatigue, so if you tried repping your enemy, you'd simply end up repping your enemy but just a tiny bit less, while they are still blasting you away. Theoretically you could be extending the life of their fatigue, but that alone won't help you much if you're losing ships in the meanwhile.
They will just bring more logi! And where will these extra pilots come from? If people have 10 guys ready to roam, they have 10 guys. Taking one more guy out of a DPS or tackle ship for another logi just gimps you. And in larger scale, if you have 200 pilots to commit to a fight, you have 200, gimped logi doesn't magically create another pilot or two for you to command. And moving one DPS guy to logi again gimps your damage output and just hinders your ability to fire through their logi and get their ships.
What is the point? That logi keeps being the backbone of a well organized fleet, that has limitations that scale so defense can't scale indefinitely. I've played a lot of games...when its too easy to defend over offend, stalemates happen and it gets boring. You want a game where offense is favored. This reduces the reliance of logi for long-term battles, favors local reps and DPS output to destroy enemy ships before they can destroy you.
Structures need repping too Since my proposal puts the timer on pilots, structures wouldn't get a fatigue timer. So your remote logi needs on structures would not be effected.
Let's discuss overhauling the way we get intel in EvE.
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