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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Major Trant
287 Marine Regiment
1509
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Posted - 2016.08.30 09:37:45 -
[1] - Quote
Overall I love the proposed changes but a couple of queries.
1. Will acceleration gate activation cancel the effect? This will have a huge impact on FW plexes, Incursion sites and some missions (burner missions).
2. How will the wearing off of a shield or armor HP effect be handled, when said ship is in low shield or armor? 2a. How will the application of a new shield or armor HP effect by handled when said ship has no shield or armor?
3. If the same boost is applied before the first wears off, will the timer be extended? Assuming yes, how will it handle things if the second boost has a lower strength? ie: Will the lower strength be applied (1). Immediately; (2). At the end of the first boost timer; (3) The higher boost will remain throughout. |
Major Trant
287 Marine Regiment
1509
|
Posted - 2016.08.30 09:56:19 -
[2] - Quote
After these changes there won't be any need for a fleet hierarchy, therefore is the fleet window being simplified accordingly and will the maximum number of allowed fleet mates be upped? |
Major Trant
287 Marine Regiment
1509
|
Posted - 2016.08.30 10:07:45 -
[3] - Quote
Ginger Naari wrote:Major Trant wrote:Overall I love the proposed changes but a couple of queries.
1. Will acceleration gate activation cancel the effect? This will have a huge impact on FW plexes, Incursion sites and some missions (burner missions)... As far as I can make out only using a warp gate, pos shield or docking will cancel it. Good point about missioning though, if the ship you are in can't access the pocket how do you get boosts?...
CCP Devblog wrote:Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. Sounds to me like a boosting ship can sit on an acceleration gate and boost a fleet before they go in. Effectively maintaining offgrid boosting. That is fine for Incursions and missions runners, but for fighting in FW plexes that is a PITA for the defending fleet, they won't be able to get a T3 or Command ship inside a medium or small plex, so won't have boosts. The attackers can sit outside with a command ship, boost up and enter without risk to the command ship. |
Major Trant
287 Marine Regiment
1509
|
Posted - 2016.08.30 10:11:20 -
[4] - Quote
Irya Boone wrote:No effect In FW plexes !! please and thank you Agreed.
At the same time remove the sec hit for shooting neutrals inside a FW plex. |
Major Trant
287 Marine Regiment
1509
|
Posted - 2016.08.30 10:19:10 -
[5] - Quote
Ginger Naari wrote:Major Trant wrote:Ginger Naari wrote:Major Trant wrote:Overall I love the proposed changes but a couple of queries.
1. Will acceleration gate activation cancel the effect? This will have a huge impact on FW plexes, Incursion sites and some missions (burner missions)... As far as I can make out only using a warp gate, pos shield or docking will cancel it. Good point about missioning though, if the ship you are in can't access the pocket how do you get boosts?... CCP Devblog wrote:Activating a Command Burst will generate a weapons timer and therefore prevent the boosting ship from jumping through gates or docking for one minute. Sounds to me like a boosting ship can sit on an acceleration gate and boost a fleet before they go in. Effectively maintaining offgrid boosting. That is fine for Incursions and missions runners, but for fighting in FW plexes that is a PITA for the defending fleet, they won't be able to get a T3 or Command ship inside a medium or small plex, so won't have boosts. The attackers can sit outside with a command ship, boost up and enter without risk to the command ship. How do you maintain them though? They seem to only have a short duration and you have a very limited range to apply them. The first minute of the fight is the most important and often determines it's outcome. As for range, the fleet stacks up on the acceleration gate, perfect place to apply the boosts. |
Major Trant
287 Marine Regiment
1511
|
Posted - 2016.08.30 12:55:41 -
[6] - Quote
Desiderya wrote:The initial boost on the warp in is indeed an advantage. But on the other hand, plex advantage is also a big deal... Yes it is, but there is a clear exploit going to be available here. People who attack FW plexes are still going to be setting up dedicated off grid boosters. A Claymore with a set of 3 boosting rigs and 6 boosting modules for example. The attacking fleet warps to the gate and aligns. FC calls fleet in, Claymore fires off all 6 boosts and then warps to safety. Throw in a second booster alt and you can apply all 12 boosts.
Yes it only applies for one minute (or slightly more depending on skills), but the attacker also has the advantage of deciding whether to take the fight or not. He simply doesn't activate the gate if he hasn't got an overwhelming advantage and is sure he can break the enemy in that first minute.
If anything this will make offgrid boosting safer. At least in the current system it is possible to hunt them down. But the new system allows them to bounce to a safe and cloak up or simply bounce between safes. |
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