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Strata Maslav
V0LTA WE FORM V0LTA
139
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Posted - 2015.09.28 17:54:50 -
[1] - Quote
TL:DR, In the interests of fun, lets move to a reasonable 'time till death' to allow targeted players to react to incoming fire and in doing so, reward reactive piloting and decision making
I think everyone can agree, fighting fleets employing alpha tactics is not interesting. You are locked and destroyed. Much of the reactions are in vain as you watch your ship simply evaporate from 100% health. As the victim alpha tactics seems ridiculously strong and 'un-fun.'
'What was I supposed to do? One minute I am at full health the next minute I have exploded.'
Surely we should just nerf Alpha, because it doesn't make for interesting interaction? The reality is most weapon systems with high Alpha like artilleries, have actually lower DPS.
Then why do people use weapons with high alpha?
The real evil here is large scale logistics, and its only counter, to blow the ship up before it can be activated(shield) or applied(armour).
If you are fighting a fleet with a large logistics wing and you are unable to destroy a ship instantly, you might as well not undock because you are not going to kill anything.
I know this is hyperbole, but with a large enough logics fleet backing a pilot up, he/she could be triple webbed and scrammed, go afk and be easily propped up by his friends.
Yes there are methods to increase damage onto a target, especially one put under energy neutralising pressure but with enough logistics on field, the only reliable way of removing a ship from the grid is alpha.
What we are sorely lacking currently is a way to counter the strength of logistics on a target ship, or the ability to slowly break through powerful logistics repairs on a target even when we have full control of the ship we have called primary.
The metric that we should be putting an emphasis on is player piloting, which beyond broadcasting for repairs logistics seems to remove. If I am being repaired for damage then what a fleet can output then I just need to sit here and turn my guns on. Moving to a safer ranged when engaged or warping out is unnecessary, as once the repairs have started, they will probably hold. Other then overheating my resistance modules (if I have time to do so) I have had very little hand in surviving. If I live the enemy didn't have enough alpha (or messed up) or they did have alpha and I am dead. There was no meaningful decision which significantly increased my chance of survival.
Surviving or dying at this point has little to with my actions. Its like piano being dropped on your head as your walked down the street, wrong time/wrong place.
We should be emphasising players reactively piloting their own ships to be the biggest variable.
So logistics needs a counter and one does not include instantly exploding would great.
One way would be a the introduction of a new EWAR type, that slowly reduced the effectiveness of remote repairs on the targeted ship. For example the debuff could start at 10% reduction in efficiency and each cycle could cumulatively add 10% up to an upperlimit of between 50-70%.
If the debuff wasn't refreshed within say 20 seconds (10 second cycle time) then it would be removed fully. So warp off of grid or getting range of the debuffing ship would allow you to receive reps. While the aggressor would want to keep you locked down and eventually break you.
Another alternative is weapons platforms with low initial DPS which after each consecutive cycle increases in damage. Imagine a wave emitter which slowly heats up the hull of the ship (your spacepotato in a microwave). If there was a limit to amount of these weapons that could be targeted on a single ship or create (deminishing returns, lets call it 'wave interference') then you could ensure that large fleet would have to split their focus to several targets. The target in this case would see that they were under fire and it would be best if they could get range on the aggressor. This would give the pilot a meaningful chance at piloting his ship to safety and allow his ship to 'cooldown' while if his ship is successfully tackled the damage would continue to pile up until their destruction. Logistics could give the pilot more time to escape but we wouldn't have the current stagnation that can result in high logistics counts in fleet fights.
My favourite place to see these weapons would be capital ships. Their slow lock time and low on-grid mobility would mean that unless paired with a significant support fleet they couldn't keep the target locked down long enough to destroy it. This would be different to the days of 'Blap Capitals' because the pilot would have fair warning and therefore time to warp away or move out of range. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2279
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Posted - 2015.09.28 18:37:22 -
[2] - Quote
Why should logi be limited if damage dealer are not? |
Hengle Teron
Order In Disorder Virtus Crusade Protectorate
58202
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Posted - 2015.09.28 18:50:01 -
[3] - Quote
Remote Repair Fatigue ! |
Saisin
Chao3's Rogue Operatives Corp Chao3 Alliance
295
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Posted - 2015.09.28 18:52:02 -
[4] - Quote
I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...
This said, I like how your ideas would cause each players to indeed react individually, and may be in fact a great separation for capitals, these ships requiring more individual thoughts and management that sub-caps, and may still be valid even with remote rep stacking penalties were becoming a thing.
"surrender your ego, be free". innuendo.
solo? There is a new hope...
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Frostys Virpio
KarmaFleet Goonswarm Federation
2279
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Posted - 2015.09.28 18:57:05 -
[5] - Quote
Saisin wrote:I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...
Cool as long as you apply the same stacking penalty to weapon systems too. If everything is supposed to suffer stacking penalty, then everything should. |
Ransu Asanari
AQUILA INC Verge of Collapse
361
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Posted - 2015.09.28 19:23:45 -
[6] - Quote
I'd love to see the Damage Mitigation logic being developed for Citadels applied to spaceships as well. This could be something added to Capitals - hopefully with the rebalance, with Doomsdays being the only way to circumvent the damage cap per interval.
These could also be added to subcaps with a scaling ceiling per ship class on how much damage per interval they can take. That would help address some of the "Finger of Death" scenarios we've seen in the past, where an entire Slowcat or Drone fleet is able to assign drones to a few triggers, and apply all of the damage instantly to one target without the chance to react. This was somewhat reduced by the 50 drone assign limit, but AlphaFleets are still alive and kicking (Maelstroms/Tornados best example), and your summary of what large fleet combat has boiled down to is accurate.
In normal large scale fleet fights, an individual pilot being yellowboxed by an entire fleet can broadcast for reps early, overheat hardeners, and turn to align out and get transversal on the enemy gang to reduce incoming damage. In some cases they can spool up their MJD to jump out of bubbles and warp off as well, then warp back to receive reps. However with an AlphaFleet they may not have reaction time to do any of that, which is what I'd like to see changed - this won't "slow down" combat that much, but would make it more engaging for the individual pilot in large scale fights, which seems to be the goal for a lot of changes CCP is doing.
Changing Logistics to providing remote buffs instead of remote reps would be another good way to address this - either buffing the ship's capacity to remote repair with a local repper, or increasing resistances. Both of which can be calculated with stacking penalties a lot easier than remote repair can. This article had some interesting ideas on how to change Logistics.
The idea of adding more debuffs in game is also interesting. I could see this being added to the Caldari lineup, since it doesn't have a secondary EWAR type other than ECM - which needs its own balance changes. I think it would be better to address Logistics reps directly, rather than just introducing a counter that large fleets will need to always bring though. |
Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
481
|
Posted - 2015.09.28 19:30:43 -
[7] - Quote
Strata Maslav wrote: The reality is most weapon systems with high Alpha like artilleries, actually have lower DPS.
That made me laugh quite hard. Real life artilleries may have "Low dps rofl" but they have incredible total damage, similar to how alpha striking works in EVE.
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Leto Aramaus
Spiritus Draconis Spaceship Bebop
255
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Posted - 2015.09.28 21:26:26 -
[8] - Quote
Quote:What we are sorely lacking currently is a way to counter the strength of logistics on a target ship, or the ability to slowly break through powerful logistics repairs on a target even when we have full control of the ship.
Stopped reading here.
Have you heard of E-war? We have had these various modules, for years, that are all ways to counter logistics.
ECM: Chance to break the locks of repair ships Sensor Damp: Reduce the targeting range or lock speed of repair ships Neutralizers: Turn off the hardeners of the target ship, or turn off the repairs of the repair ships
Protip: Putting scan resolution scripted Damps on the repair ships, then breaking their locks with complementary ECM... is a supremely effective way of negating remote repair and allowing you time to destroy ships.
How can you seriously type out this long post and say something like "we currently have no way to counter remote repair" if you've actually played EVE for more than a month?
First of all, DPS is the direct counter to remote repair. DPS::RR ECM::ECCM Neuts::Transfers Damps::Sebo
There is a direct counter to everything. DPS is that counter for logistics. Then there's several forms of E-war that are indirect counters to both DPS and Logi.
The UI update we deserve
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Kenrailae
Mind Games. Suddenly Spaceships.
515
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Posted - 2015.09.28 21:33:02 -
[9] - Quote
Obligatory Line of sight fixes logi and DPS caps.......
Working within the current mechanics, DPS is not capped on how many guns you can activate on a target, likewise logistics shouldn't be. As unfun as alpha and unbreakable logi are, it's bad sense to have 250 guys be able to shoot 1 person but only 2 rep him :/
The Law is a point of View
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2645
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Posted - 2015.09.29 00:36:17 -
[10] - Quote
I think logi just needs to be nerfed. Alpha probably needs to be buffed a bit if logi is as strong as it is and I still am not seeing Maelstrom fleets.
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
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Nevyn Auscent
Broke Sauce
2543
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Posted - 2015.09.29 01:22:36 -
[11] - Quote
Reaver Glitterstim wrote:I think logi just needs to be nerfed. Alpha probably needs to be buffed a bit if logi is as strong as it is and I still am not seeing Maelstrom fleets. You can't just nerf Logi. If you are going to nerf logi you have to do massive changes to vast areas of the game. You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null. Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different.
Alpha volleying ships off the bad is a bad game experience and we should never be designing towards that being easier. |
Dr Cedric
Independent Miners Corporation Care Factor
123
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Posted - 2015.09.29 01:35:30 -
[12] - Quote
Frostys Virpio wrote:Why should logi be limited if damage dealer are not?
I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote.
Also... it would seem you got your wish, at least with structures
Cedric
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Strata Maslav
V0LTA WE FORM V0LTA
140
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Posted - 2015.09.29 08:45:31 -
[13] - Quote
Quote:Remote Repair Fatigue !
While adding 'ammo' or creating a fatigue might solve part of the problem, they would also interfere with PvE usage of remote repairs. Forms of EWAR can be effective against logistics, but they are hardly perfect and can be countered by ECCM or fitting Sensor Boosters.
What I really would like to look at is a increasing the time a target has to react to incoming damage without inadvertently buffing logistics, which would only see the creation of further stagnation due to remote repairs. |
Faxat
1
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Posted - 2015.09.29 08:46:55 -
[14] - Quote
I've been tinkering with logistics mechanic lately, and a few weeks ago I saw a blog arguing a strong case for shifting logistics into resist/boost modifiers/capacitor roles, and putting the main repair role on the targets themselves. I hope that is the way we are headed, and I'd personally love to take it as far as maybe dismantling the entire logistics class of ships and rather spread the bonuses over several ships. With this in mind I have an actual suggestion to counter alpha mechanics somewhat, and to bridge the gap between shield booster and extenders.
With the recent appearance of doomsdaying sleeper battleships there is a mechanic around the buffer shield they have on top of normal shields that I find interesting. What if every ship could generate such a buffer by running a local shieldbooster/armorrepper after the shields were full. This buffer would not be repairable by logistics, and would be a bandaid/incentive for people to move towards a life where logistic wings would be actual "support ship" and not the core requirement for a fleet getting off the ground or not.
As for balance issues resulting from this, I'd like to think that the current divide between pve and pvp fittings were blurred slightly and would create for more interesting battles all around.
Faxat out! o/
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Frostys Virpio
KarmaFleet Goonswarm Federation
2281
|
Posted - 2015.09.29 13:37:00 -
[15] - Quote
Dr Cedric wrote:Frostys Virpio wrote:Why should logi be limited if damage dealer are not? I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote. Also... it would seem you got your wish, at least with structures
I always bring that point because nobody ever presented a good counter to it. Nobody ever find a way to demonstrate how N+1 is broken for only one side of the equation. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2281
|
Posted - 2015.09.29 13:57:08 -
[16] - Quote
Faxat wrote:I've been tinkering with logistics mechanic lately, and a few weeks ago I saw a blog arguing a strong case for shifting logistics into resist/boost modifiers/capacitor roles, and putting the main repair role on the targets themselves. I hope that is the way we are headed, and I'd personally love to take it as far as maybe dismantling the entire logistics class of ships and rather spread the bonuses over several ships. With this in mind I have an actual suggestion to counter alpha mechanics somewhat, and to bridge the gap between shield booster and extenders.
With the recent appearance of doomsdaying sleeper battleships there is a mechanic around the buffer shield they have on top of normal shields that I find interesting. What if every ship could generate such a buffer by running a local shieldbooster/armorrepper after the shields were full. This buffer would not be repairable by logistics, and would be a bandaid/incentive for people to move towards a life where logistic wings would be actual "support ship" and not the core requirement for a fleet getting off the ground or not.
As for balance issues resulting from this, I'd like to think that the current divide between pve and pvp fittings were blurred slightly and would create for more interesting battles all around.
You would still bring logi because no fitting will be able to sustain a large enough repper to counter the enemy's combined DPS. Unless of course you think your ship should die no matter what with just a time variation in how long you survived by using more cap booster to cycle your oversized repper a few more cycle before your inevitable fate is met. |
Lady Rift
What Shall We Call It
223
|
Posted - 2015.09.29 14:49:41 -
[17] - Quote
Dr Cedric wrote:Frostys Virpio wrote:Why should logi be limited if damage dealer are not? I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote. Also... it would seem you got your wish, at least with structures
has anyone been able to counter that quote in a semi sensible manner?
In structures logi isn't just limited it is't allowed at all. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2646
|
Posted - 2015.09.29 15:04:18 -
[18] - Quote
Nevyn Auscent wrote:You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null. Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different. Logi in mass blob warfare is OP Logi in small gang warfare is MASSIVELY OP Logi in fleet based PVE is just as much as is needed
A lot of PVE has absurdly high incoming damage because logi can handle it. It's hugely unbalanced for PVP but you see that MUCH less in blob warfare because forty five battleships can break your tank no matter how many logi are on you.
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
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Frostys Virpio
KarmaFleet Goonswarm Federation
2283
|
Posted - 2015.09.29 15:36:15 -
[19] - Quote
Reaver Glitterstim wrote:Nevyn Auscent wrote:You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null. Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different. Logi in mass blob warfare is OP Logi in small gang warfare is MASSIVELY OP Logi in fleet based PVE is just as much as is needed A lot of PVE has absurdly high incoming damage because logi can handle it. It's hugely unbalanced for PVP but you see that MUCH less in blob warfare because forty five battleships can break your tank no matter how many logi are on you.
In blob warfare, most of the balance get's destroyed because the number are just too high. That's a core problem of how the game is designed but we live with it because the majority seem to prefer being able to drop any number of fleetmate on a target than being limited since only a hard limit would prevent this from happening. No what you try to do, unlimited number will always destroy how things were though out because of their unlimited nature. Logi in large number are already unable to really work at peak throughtput because they have to wait for damage to be applied for their rep to be effective. If my fellow logi finish topping off your armor after some damage, my reps will be wasted unless you take more damage before my cycle end. DPS has no such issue as any "wasted" DPS is just a sign of a target having successfully being defeated. There is never any limit to DPS until objective achieved but this is not a negative point as you are making progress.
In small scale warfare, logi are much more counterable if you are willing to put the effort in. Their point of failure is much smaller because redundancy is greatly reduced. a wing of 3 logi can be countered in a more precise manner than a 40 man logi wing. The issue is most people want to be "1337 DPS" and top killmail number more than they want their fleet to succede. You never have any issue getting 1 more DPS for your fleet but 1 falcon? 1 Huggin? You'll be looking for those even if they are technically more power added to a fleet than another token DPS. People don't seem to get that so we get small roaming gang without offensive support having trouble defeating a similar force with defensive support.
PvE can easyly be re-tuned if it's seen as necessary after any change to logistics happen. The content is balanced around some numbers and fleet have adapted to it. Logi aren't "too powerful" for PvE, they are just used in a number to make it efficient. The number of logi in PvE fleet will always vary around what the DPS in the site is. Nerfing them does not change this player behaviour of protecting their assets by making sure the risk of it going boom is controlled at a relatively low chance because losing no amtter how you slice it, losing assets while trying to gain assets is counter productive so you might as well put in the effort to not lose your grinding boat unless you like grinding a new grinding boat...
Nerfing Logi is not gonna solve any of those problems. Blob gonna blob, small gang gonna small gang and PvEfleet gonna FvEfleet just like the haters keep on hating. |
SFM Hobb3s
Wrecking Shots Northern Coalition.
377
|
Posted - 2015.09.29 16:22:42 -
[20] - Quote
Many months ago I predicted CCP would consider implementing some kind of damage mitigation in conjunction with logi diminished returns. It was laughed at back then, but now that CCP is implementing it for citadels there's a lot more of you now bringing it up and seeing potential.
My argument from the past still holds true, if you were to implement a system that effectively mitigates incoming fire to discourage having whole fleets alpha just one target at a time, and accompany this system with severely diminished returns on logi, the end result will be fights that actually do look as chaotic and intense as the trailers.
Implementing this on citadels is a good beginning. There's a lot to the game mechanic that will likely have to be tailored before its working as intended.
A potential method of introducing damage mitigation against ships in a fleet would be to create a system that temporarily results in the target ships shield and armor resists ballooning (ie to 99%) should it receive a certain amount of incoming dps. DPS that did not come from your own fleet in an effort to cheat the system of course (imagine spider-tanking at a dps level). |
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Grorious Reader
Mongorian Horde
34
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Posted - 2015.09.29 16:29:59 -
[21] - Quote
You could have remote rep and transfer modules reduce the ship's effective sensor strength, thus making them particularly more vulnerable to ECM. Or you could increase the cap drain of such modules and reduce the bonuses some ships get to cap transfer, making them more easily countered by neuts.
To more directly address alpha-centric strategy, you could have logi repair at a slower rate but increase damage resistance on the target ship. This could allow for 1 or 2 logi ships to be just as effective overall as they currently are, but since damage resistances have stacking penalties, the total benefits of logi would decrease with greater numbers. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2648
|
Posted - 2015.09.29 17:46:19 -
[22] - Quote
Frostys Virpio wrote:The issue is most people want to be "1337 DPS" and top killmail number more than they want their fleet to succede. You never have any issue getting 1 more DPS for your fleet but 1 falcon? 1 Huggin? You'll be looking for those even if they are technically more power added to a fleet than another token DPS. People don't seem to get that so we get small roaming gang without offensive support having trouble defeating a similar force with defensive support.
PvE can easyly be re-tuned if it's seen as necessary after any change to logistics happen. The content is balanced around some numbers and fleet have adapted to it. Logi aren't "too powerful" for PvE, they are just used in a number to make it efficient. You're absolutely right about people not being willing to fly what's best for the fleet, often people prefer pew pew over a ship that's simply better in many ways even just for the individual in the fleet. But that indicates a flaw in the way optimum fleet layout is balanced versus what players want to fly. There are a handful of players who actually like flying logi or EWAR, and crowds who like to fly guns or missiles. We should be pushing the ideal fleet balance to reflect what people want to fly--make a few EWAR or logi useful, but have their usefulness scale downward with greater numbers. This will also help squash infinite sustainment in fleets, and make it so both sides take damage in a real fight, even if one side is a lot bigger. If you want to not lose any ships, you should: A.) be out of their shooting range B.) have more hit points than they can take out before they die, or C.) not give them a chance to track you Facebrawling with logi shouldn't be a way to avoid taking fleet losses. Logi should have either a weaker role during a fight or a role less sustainable, while they also assist in getting the fleet ready again between fights.
It is hard to suggest that logi are not overpowered when they rep EHP multiple times as fast as a DPS ship takes them down.
Grorious Reader wrote:You could have remote rep and transfer modules reduce the ship's effective sensor strength, thus making them particularly more vulnerable to ECM. Or you could increase the cap drain of such modules and reduce the bonuses some ships get to cap transfer, making them more easily countered by neuts.
To more directly address alpha-centric strategy, you could have logi repair at a slower rate but increase damage resistance on the target ship. This could allow for 1 or 2 logi ships to be just as effective overall as they currently are, but since damage resistances have stacking penalties, the total benefits of logi would decrease with greater numbers. I'd like to see logi come in two flavors: remote repair and remote resistance boosting. They could be weak individually, but would compound well together. All in all, the net EHP regen should be balanced to be lower than before, since the total EHP of the target is going up. This will make logi less sustainable in small to medium gangs and less useless in alpha fleets.
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
|
Saisin
Chao3's Rogue Operatives Corp Chao3 Alliance
296
|
Posted - 2015.09.29 17:56:41 -
[23] - Quote
Frostys Virpio wrote:Saisin wrote:I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...
Cool as long as you apply the same stacking penalty to weapon systems too. If everything is supposed to suffer stacking penalty, then everything should.
DPS modules on ships do not have stacking penalties. The line of suggestion I support on this is to use a system for fleet effect control that players are already familiar with modules and has been a big part of Eve game design since the start. DPS have never been capped on ship modules.
Now the damage mitigation would cap damage on the largest end game structures. This new concept prevents the N+1 domination that can only be countered by more alts/players, foprcing the larger forces to split across multiple objectives to remain efficient.
The current power of the Imperium is their numbers and having used all the technics the game offers to reduce the size of other groups, from sowing dissenssions through anonymous alts, leveraging the CSM to limit the effectiveness of new features that would threaten their ISK making, and developing a propaganda and media machine to keep their numbers growing. They certainly succeeded, like the roman empire did through conquest, organisation and assimilation.
The game must provide mechanics to allow smaller groups to effectively challenge their domination, and this can only occur if the game system stops making N+1 the ultimate response to every major battles.
"surrender your ego, be free". innuendo.
solo? There is a new hope...
|
Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:00:20 -
[24] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:The issue is most people want to be "1337 DPS" and top killmail number more than they want their fleet to succede. You never have any issue getting 1 more DPS for your fleet but 1 falcon? 1 Huggin? You'll be looking for those even if they are technically more power added to a fleet than another token DPS. People don't seem to get that so we get small roaming gang without offensive support having trouble defeating a similar force with defensive support.
PvE can easyly be re-tuned if it's seen as necessary after any change to logistics happen. The content is balanced around some numbers and fleet have adapted to it. Logi aren't "too powerful" for PvE, they are just used in a number to make it efficient. You're absolutely right about people not being willing to fly what's best for the fleet, often people prefer pew pew over a ship that's simply better in many ways even just for the individual in the fleet. But that indicates a flaw in the way optimum fleet layout is balanced versus what players want to fly. There are a handful of players who actually like flying logi or EWAR, and crowds who like to fly guns or missiles. We should be pushing the ideal fleet balance to reflect what people want to fly--make a few EWAR or logi useful, but have their usefulness scale downward with greater numbers. This will also help squash infinite sustainment in fleets, and make it so both sides take damage in a real fight, even if one side is a lot bigger.
If you are not willing to field support ships, your whole fleet deserve to die drowned in it's own tears of agony as a few logi rep through your DPS. |
Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:05:12 -
[25] - Quote
Saisin wrote:Frostys Virpio wrote:Saisin wrote:I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...
Cool as long as you apply the same stacking penalty to weapon systems too. If everything is supposed to suffer stacking penalty, then everything should. DPS modules on ships do not have stacking penalties. The line of suggestion I support on this is to use a system for fleet effect control that players are already familiar with modules and has been a big part of Eve game design since the start. DPS have never been capped on ship modules. Now the damage mitigation would cap damage on the largest end game structures. This new concept prevents the N+1 domination that can only be countered by more alts/players, foprcing the larger forces to split across multiple objectives to remain efficient. The current power of the Imperium is their numbers and having used all the technics the game offers to reduce the size of other groups, from sowing dissenssions through anonymous alts, leveraging the CSM to limit the effectiveness of new features that would threaten their ISK making, and developing a propaganda and media machine to keep their numbers growing. They certainly succeeded, like the roman empire did through conquest, organisation and assimilation. The game must provide mechanics to allow smaller groups to effectively challenge their domination, and this can only occur if the game system stops making N+1 the ultimate response to every major battles.
What is it gonna change for your small group if we blow up your structure in 20 minutes instead of 5? |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2648
|
Posted - 2015.09.29 18:10:02 -
[26] - Quote
Frostys Virpio wrote:If you are not willing to field support ships, your whole fleet deserve to die There's no reason to hate people for enjoying what they enjoy, and there's no reason to purposely balance the game against the fun of the players.
Frostys Virpio wrote:drowned in it's own tears of agony as a few logi rep through your DPS. blatantly overpowered logi
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
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Frostys Virpio
KarmaFleet Goonswarm Federation
2284
|
Posted - 2015.09.29 18:18:18 -
[27] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:If you are not willing to field support ships, your whole fleet deserve to die There's no reason to hate people for enjoying what they enjoy, and there's no reason to purposely balance the game against the fun of the players. Frostys Virpio wrote:drowned in it's own tears of agony as a few logi rep through your DPS. blatantly overpowered logi
Oh no, the other side is using force multiplier and ship that synergize with each other to win against our bunch of "fun" ship. Nerf them CCP. |
Leto Aramaus
Spiritus Draconis Spaceship Bebop
259
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Posted - 2015.09.29 18:20:46 -
[28] - Quote
Frostys Virpio wrote:
What is it gonna change for your small group if we blow up your structure in 20 minutes instead of 5?
Absolutely nothing.
There are other ways that we could change the game to make smaller entities less able to be completely bulldozed by mega-blocs. Damage mitigation, IMO, is not the way to do it.
If Goons bring 100,000 DPS to a grid, a structure (or ship) with 1 million HP (0% resists) should die in 10 seconds.
No to damage mitigation of any kind, until I hear a compelling argument for why, and a sensible technical way for how.
The UI update we deserve
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2648
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Posted - 2015.09.29 18:33:03 -
[29] - Quote
Frostys Virpio wrote:Oh no, the other side is using force multiplier and ship that synergize with each other to win against our bunch of "fun" ship. Nerf them CCP. I'm not suggesting giving unsynergized fleets any sort of advantage.
I am suggesting that proper synergies could be more fun for all parties involved. I am also suggesting that logi is too powerful. You like letting the smarter side win? Well logi currently is always the right answer. Nerf it and suddenly other choices become relevant, now smartness matters more.
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
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Frostys Virpio
KarmaFleet Goonswarm Federation
2284
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Posted - 2015.09.29 18:42:14 -
[30] - Quote
Reaver Glitterstim wrote:Frostys Virpio wrote:Oh no, the other side is using force multiplier and ship that synergize with each other to win against our bunch of "fun" ship. Nerf them CCP. I'm not suggesting giving unsynergized fleets any sort of advantage. I am suggesting that proper synergies could be more fun for all parties involved. I am also suggesting that logi is too powerful. You like letting the smarter side win? Well logi currently is always the right answer. Nerf it and suddenly other choices become relevant, now smartness matters more.
The choice in small gang is already relevant. It's not my fault people would rather be the 14th caracal instead of the 1st Blackbird/Celestis/Bellicose. Those put more pressure on the logi on the other side than a caracal. Why aren't they flow more? They are not fun? What's so fun about shooting at ship that you won't kill? What isn't fun about making the other ship die because you make your whole fleet more effective or the enemy less effective?
The real issue is not logi, it's the player. They would rather mash F1 on a primary instead of F1, F2 and F3 to cripple 3 enemy... |
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