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Capitol One
Snuff Box Snuffed Out
188
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Posted - 2015.12.28 22:52:28 -
[1] - Quote
In its current form, the RMJD is very overpowered and hard to counter. A relatively small group (10-15) can wreak havoc on an organized fleet with little penalty or counter play.
My suggested change would be thus:
Make the RMJD module targeted instead of being AOE.
So if you want to jump a 10 man logistics group away, you need to bring 10 command destroyers. It would also give more time to counter-scram the destroyer. |

elitatwo
Eve Minions The-Company
993
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Posted - 2015.12.28 23:28:12 -
[2] - Quote
This could be the text for a new EVE song about blobbing and that poor little ship with his 8256347569276571345678 logi buddies that couldn't..
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
570
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Posted - 2015.12.29 00:07:56 -
[3] - Quote
Capitol One wrote: Make the RMJD module targeted instead of being AOE. .
That would destroy the entire purpose of the ship... It is meant to break apart other fleets.
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mrjknyazev
Cookies Dealers The Gorgon Empire
5
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Posted - 2015.12.29 01:25:50 -
[4] - Quote
Allow your logi pilots to fly by themselves, instead of orbiting an anchor. |

Capitol One
Snuff Box Snuffed Out
188
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Posted - 2015.12.29 02:56:48 -
[5] - Quote
mrjknyazev wrote:Allow your logi pilots to fly by themselves, instead of orbiting an anchor.
That is very hard when the rep range is about 12km. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2830
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Posted - 2015.12.29 03:14:50 -
[6] - Quote
Capitol One wrote:So if you want to jump a 10 man logistics group away, you need to bring 10 command destroyers. It would also give more time to counter-scram the destroyer. The way I see it is this: you've got to ask yourself one question. You've got to decide if you want your logi group to stay on top of the fleet, or separated in a satellite group. You've got to ask yourself: "do I feel safe?"
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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Mr Twinkie
Black Serpent Technologies The-Culture
33
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Posted - 2015.12.29 04:38:27 -
[7] - Quote
I actually like the targeted idea. But instead have it effect all ships that are currently locked and not just one.
MAMBA Head of IT
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Jacob Gault
PH0ENIX COMPANY Phoenix Company Alliance
0
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Posted - 2015.12.29 04:45:59 -
[8] - Quote
It would just be easier to only allow one to run when turn on. In other words, once a ship turns it's MJU on other one could not be turn on next to it. You would need to space out a bit more in order to use yours or wait for near by unit one to jump away to run yours. |

elitatwo
Eve Minions The-Company
996
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Posted - 2015.12.29 05:34:30 -
[9] - Quote
Jacob Gault wrote:It would just be easier to only allow one to run when turn on. In other words, once a ship turns it's MJU on other one could not be turn on next to it. You would need to space out a bit more in order to use yours or wait for near by unit one to jump away to run yours....If you don't like it Im not sure what to tell you.. enjoy the sand box mate...
LOL
In case you are one of those that cannot undock without your logi buddies that keep your stabber alive while you "fight" a Harbinger, maybe you could reduce your waiting time by doing the tutorial again before you undock next time.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
|

Kenrailae
mind games. Suddenly Spaceships.
534
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Posted - 2015.12.29 10:56:01 -
[10] - Quote
Command destroyers are great in smaller gang. I am not sure how I feel about them in larger gang yet. They DO seem to carry quite a bit higher of a force multiplier value than just about any other single ship. A falcon has a maximum number of people it can jam. A Huginn a maximum it can web, a dread a finite limit to how many it can lock and apply damage to in relative quick succession, an archon an upper limit on how much it can rep.
These things do not. They are very small, light ships that's only upper limit is how many people are in range, not scrammed. The argument of 'just scram it,' again, works in smaller scale. But even getting into 10-15, it becomes untenable. I would be more in favor to an upper mass limit or number of entities sort of upper limit imposed on them.
The Law is a point of View
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Top Guac
Mexican Avacado Syndicate
69
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Posted - 2015.12.29 11:00:47 -
[11] - Quote
Niraia already has a thread with this very same idea.
Did we really need another.
Snuff really have gone downhill. Can't even forum. |

Kenrailae
mind games. Suddenly Spaceships.
534
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Posted - 2015.12.29 11:22:20 -
[12] - Quote
Top Guac wrote:Niraia already has a thread with this very same idea.
Did we really need another.
Snuff really have gone downhill. Can't even forum.
I know this is an odd concept, so bear with me, but some people actually play Eve to play Eve; not everyone spends half their time shedding braincells on reddit. Niraia's thread is titled command destroyers, which does not implicitly imply their RMJD functionality. Without reading the thread, it is easy to see how someone(s), as multiple people have responded to this thread, did not look at that thread because it did not grab our attention as being about RMJD's.
I'm sure the concept of playing Eve will be foreign to you, so I don't expect you to understand. Thank you for trying though.
The Law is a point of View
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Kagura Nikon
Bon Jovian Drifters Did he say Jump
2105
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Posted - 2015.12.29 12:08:53 -
[13] - Quote
Capitol One wrote:In its current form, the RMJD is very overpowered and hard to counter. A relatively small group (10-15) can wreak havoc on an organized fleet with little penalty or counter play.
My suggested change would be thus:
Make the RMJD module targeted instead of being AOE.
So if you want to jump a 10 man logistics group away, you need to bring 10 command destroyers. It would also give more time to counter-scram the destroyer.
I think the idea of the module was exactly that. Make organized fleets less prevalent and make individual capability of adapt and do the best possible after the fleet is scattered matter more.
LEts be honest, there are tons of self proclaimed pvpers out there that if they are scattered in grid they are completely unable to fly by themselves to tackle important targets or to regroup in an effective way without the FC explaining everything bit by bit.
This ship will make personal skill and perception of the battle very relevant again
"If brute force does not solve your problem.... then you are surely not using enough!"
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Soldarius
O C C U P Y Test Alliance Please Ignore
1436
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Posted - 2015.12.29 15:07:34 -
[14] - Quote
Capitol One wrote:mrjknyazev wrote:Allow your logi pilots to fly by themselves, instead of orbiting an anchor. That is very hard when the rep range is about 12km.
Optimal + falloff is actually better than before. You just don't get as much raw rep power at that range.
http://youtu.be/YVkUvmDQ3HY
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Hopelesshobo
Tactical Nuclear Penguin's
524
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Posted - 2015.12.29 17:06:55 -
[15] - Quote
Kenrailae wrote:Command destroyers are great in smaller gang. I am not sure how I feel about them in larger gang yet. They DO seem to carry quite a bit higher of a force multiplier value than just about any other single ship. A falcon has a maximum number of people it can jam. A Huginn a maximum it can web, a dread a finite limit to how many it can lock and apply damage to in relative quick succession, an archon an upper limit on how much it can rep.
These things do not. They are very small, light ships that's only upper limit is how many people are in range, not scrammed. The argument of 'just scram it,' again, works in smaller scale. But even getting into 10-15, it becomes untenable. I would be more in favor to an upper mass limit or number of entities sort of upper limit imposed on them.
Keep in mind, in your examples that a falcon and huginn have a much larger sphere of influence. The ship is designed to scale well, it is meant to be at the head of the fleet with 2 different fleet bonuses (Boosts and the MJD).
Kenrailae wrote: These things do not. They are very small, light ships that's only upper limit is how many people are in range, not scrammed. The argument of 'just scram it,' again, works in smaller scale. But even getting into 10-15, it becomes untenable. I would be more in favor to an upper mass limit or number of entities sort of upper limit imposed on them.
I'm envisioning a scram chain to match the guardian cap chain.... 1 up 1 down .
TBH, I'm surprised nobody has mentioned the utility of using these when you have a fleet travelling through nulsec that isn't nullified and either can't equip, or doesn't want to equip an MJD of their own.
Lowering the average to make you look better since 2012.
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Bumblefck
Kerensky Initiatives
9909
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Posted - 2015.12.29 17:08:17 -
[16] - Quote
What's in your wallet?
Bad ideas, apparently...
Got a HoleySheet1 corpse? I'll buy it for 200m!
Bumble's Space Log
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Arya Regnar
Darwins Right Hand
829
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Posted - 2015.12.29 17:09:57 -
[17] - Quote
The part where this can mess with big fleets is exactly why this should stay lol.
EvE-Mail me if you need anything.
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Kenrailae
Mind Games. Suddenly Spaceships.
536
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Posted - 2015.12.30 01:58:39 -
[18] - Quote
Hopelesshobo wrote:
Keep in mind, in your examples that a falcon and huginn have a much larger sphere of influence. The ship is designed to scale well, it is meant to be at the head of the fleet with 2 different fleet bonuses (Boosts and the MJD).
Yeah, there is that. I hadn't specifically thought of that. But it's still a numbers game. In the example fight this is referring to(Ikoskio or however it's spelled), the vast fleet size differences still made these things extremely powerful for the larger side, and not a viable option for the smaller side.
There are about a billion and one other arguments that can be had between point A and point Z, including Legion logi, slippery petes, min/maxed mach fleets, Grr Goons, supers, titans, slow cats, fighting, not fighting...... I'm not going to bog discussion down in any of those, reddit has that covered I'm sure.
At the end of all of it, we still get down to the vast swathes of much larger, in fact some of the largest non-capital ships in the game, these things can just whisk away en masse. I agree their 'impact' range is rather small, but within that, it's ability to force multiply is unparalleled. I do think the RMJD/G should have an upper limit, be it locked targets, mass, number of entities, something. That goes for both disrupting an enemy fleet and trying to save one of your own. A single Falcon is annoying, but still largely ineffective, in larger fleets. One of these things can still be brutally effective. Yes, I know Ikoskio used a wing of 10 or something. That was just good planning. In no way do I want these removed, just some sort of upper limit imposed.
The Law is a point of View
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Rowells
ANZAC ALLIANCE Fidelas Constans
2871
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Posted - 2015.12.30 02:17:13 -
[19] - Quote
My only complaint is how disorienting they can be. I'd rather they had some sort of rapid warp or movement animation to kind of show you where you went. I'm not a computer, so triangulating myself off suddenly larger distances means more zooming out and camera spinning to get my bearings. Not entirely unbearable, but still annoying. |

Lugh Crow-Slave
1357
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Posted - 2015.12.30 08:48:31 -
[20] - Quote
The counter you ate looking for is a hic several 37km scrams will turn off most mjfg long enough to kill them
However ffs the command dessies need a speed nerf
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Bad Messenger
Rehabilitation Clinic
859
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Posted - 2015.12.30 08:55:15 -
[21] - Quote
Capitol One wrote:mrjknyazev wrote:Allow your logi pilots to fly by themselves, instead of orbiting an anchor. That is very hard when the rep range is about 12km.
Did i get it right? You have tactic that does not work and you want that CCP changes game mechanics to make it work? |

Lugh Crow-Slave
1357
|
Posted - 2015.12.30 09:03:55 -
[22] - Quote
Capitol One wrote:mrjknyazev wrote:Allow your logi pilots to fly by themselves, instead of orbiting an anchor. That is very hard when the rep range is about 12km.
Not really I did it all the time in blops fleets
Or does however take a bit more effort and attention
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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RcTamiya
SUPREME MATHEMATICS A Band Apart.
45
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Posted - 2015.12.30 09:41:23 -
[23] - Quote
Lugh Crow-Slave wrote:The counter you ate looking for is a hic several 37km scrams will turn off most mjfg long enough to kill them
failcon disagrees. Bhaalgorn laughs at you Armageddon giggles. Jammgu asks for more Targets.
Nope. 37km scramb vs 2 CDs @100k  |

Sigras
Conglomo
1102
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Posted - 2015.12.30 09:45:43 -
[24] - Quote
Capitol One wrote:mrjknyazev wrote:Allow your logi pilots to fly by themselves, instead of orbiting an anchor. That is very hard when the rep range is about 12km. Last I checked, logistics cruisers had > 30 km range with additional falloff. Even logistics frigates have major falloff beyond 12km.
We need more AOE effects to counter blobs, not less. |

Morrigan LeSante
Senex Legio The OSS
946
|
Posted - 2015.12.30 10:14:29 -
[25] - Quote
Yes but chaining is 100% unstoppable and is yet another nail in the coffin of not-small ships. It can be worked around, but the impact is a bit disproportionate to the investment.
The mechanic is basically fine, but the lack of counterplay to chained jumps is....meh. |

Capitol One
Snuff Box Snuffed Out
188
|
Posted - 2015.12.30 17:50:54 -
[26] - Quote
The mechanic is OP, especially when used by the blob. These things will always benefit the larger fleet because they will have more command destroyers to throw at you and more tackle to keep things pinned down.
It's not possible to counter them by offensively scramming them, we've tried. Either too many are warped in at once that overwhelm your anti-cd ships, and since there's no limit to how many CD's can activate their RMJD in a closed space, you only need 1 to activate.
Then there's chain jumping, which there's no offensive counter to.
Basically, there's no offensive counter to these ships, you have to scram yourself.
The ability of these ships is far too powerful considering there are no drawbacks or actual offensive counters to them. There's no AOE anti micro jump drive module, you can't jam them or damp them to reduce their effectiveness. Their tank is too high to be smartbombed realistically.
So yes, CCP once again released an untested mechanic that is far too powerful without much thought beyond "this should shake things up".
In reality it only benefits small gang ganks and large blobs to **** over a smaller fleets even harder. |

Arya Regnar
Darwins Right Hand
831
|
Posted - 2015.12.31 04:40:41 -
[27] - Quote
Lugh Crow-Slave wrote:The counter you ate looking for is a hic several 37km scrams will turn off most mjfg long enough to kill them
However ffs the command dessies need a speed nerf No the speed needs to stay if CCP are to ever implement on grid links.
Otherwise nano gangs are as good as dead.
EvE-Mail me if you need anything.
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