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Thread Statistics | Show CCP posts - 7 post(s) |
kego
Amarr Black Avatar Firmus Ixion
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Posted - 2007.05.04 20:32:00 -
[31]
Suggestion: have the anchoring box change color once at the required distance from the tower rather than having to guess the distance ... trying to anchor and then not being able to.
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Kaylana Syi
The Nest Interstellar Alcohol Conglomerate
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Posted - 2007.05.04 20:40:00 -
[32]
If you give massive hp boost to the guns and the focus fire ability /w the ability to control what they target you have a winner. You'll loose so many dreads on a well protected POS that it will make people think twice before they bring in the dreads.
You commit a mothership or a carrier squad to kill the guns and you could have a massacre of those ships on your hands if you are serious about claiming space.
I see really good changes here beneath the surface. Lets just hope you don't break the system even more. It can't get much worse than it is now tbh.
Team Minmatar
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Jordan Musgrat
Convergent Firmus Ixion
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Posted - 2007.05.04 20:56:00 -
[33]
I retract my support for these new features. Fix your game first, then add to it. Poses work, they don't lag out or anything. -----------
Primary is family values, secondary is 0.0... |
Trigger64
Gallente Black Avatar Firmus Ixion
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Posted - 2007.05.04 21:18:00 -
[34]
Edited by: Trigger64 on 04/05/2007 21:14:36
Originally by: Jordan Musgrat I retract my support for these new features. Fix your game first, then add to it. <sarcasm>POSes work, they don't lag out or anything.</sarcasm>
Bump
Edit: i SpeL gUt!
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Aelena Thraant
Shadows of the Dead Aftermath Alliance
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Posted - 2007.05.04 21:29:00 -
[35]
Ok 1st off... All my production items got moved out of the pos bubble.. Though they are not targetable...
Now to the nitty gritty... Pos warfare is boring for the most part.... These changes do not make that better... Though a lot of details were left out. Jump Bridges are awesome though..
Now I do have a new idea for a pos structure... POS Neut - Make them about 4x a heavy Neut energy wise... or make 2 version.. 1 close range high sucking :D and 1 long range not so much sucking... I also thing that poses should be able to scramble supercapitals... Which hopefully would keep the solo motherships away.
Are shield harding arrays going to get moved out as well? Fighting a pos with 14+ hardners really sucks even with a good number of capitals. The only advantage is that they have crap dps so support can be brought in.
It would be nice to allow the jump bridge to be accessible by Alliance members... and maybe for allies??/
Also are you saying that they get disabled but not destroyed while the pos is alive?
I'll get on this weekend and test these changes as well...
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vostok
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Posted - 2007.05.04 21:39:00 -
[36]
Edited by: vostok on 04/05/2007 21:37:25 right just been on test with my carrier (thanatos with 12 fighters) took down a stasis webber in 25 minutes while tanking 7 cruise missile battery and 3 large arty (T2 tank)
if this is how easy it will be to disarm a pos... well a group of say 5 dreads would take down defences on a deathstar in no time at all
and yes all the shield hardners are sitting outside the pos, ill try killing one of those next :)
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rodgerd
Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.04 21:51:00 -
[37]
I have to say I'm pretty skeptical about the POS jump bridges. This has the potential to make 0.0 sov space less risky than Empire for alliances, and eliminate the value of wolfpack ops in harrassing enemy logistics. -- Not the opinions of my corp or my alliance. |
vostok
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Posted - 2007.05.04 22:24:00 -
[38]
citadel torp battery out in 22 minutes with around 1500 dps
there also seems to be some kind of problem with the agro on the pos. twice now it has stopped attacking me and then started again about 1 or 2 minutes later for no real reason. it doesnt shoot anything else it just does nothing. sometimes it will fire off a single volly and then stop targetting me
i think this is due to a wreathe i dropped from my ship maintanence, it seems to be drawing agro but not being shot.
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minemine 04
Gallente World Order The Imperial Order
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Posted - 2007.05.04 22:31:00 -
[39]
something I've noticed thus far...
The guns (and mods such as Webber and scram arrays / batteries) are too small to receive a full hit from a dread. They have way to much structure hp, and they cannot be painted (says they are invulnerable). I think something in that list needs to be rectified...
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vostok
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Posted - 2007.05.04 22:41:00 -
[40]
Originally by: minemine 04 something I've noticed thus far...
The guns (and mods such as Webber and scram arrays / batteries) are too small to receive a full hit from a dread. They have way to much structure hp, and they cannot be painted (says they are invulnerable). I think something in that list needs to be rectified...
WTF they are SO easy to take out now its not like you have to kill all of its hull, just offline it... im sure a sieged dread still does a hell of a lot more damage than a thanatos does but im killing them easy enough. a group of spider tanked carriers would wreck a pos.
i guess this is why jumping from pos to pos would be a good thing... so people could move to defend their pos because they're going to need to LOL
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Bruno Capri
Minmatar The Scarecrows
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Posted - 2007.05.04 23:20:00 -
[41]
After running some tests with vostok, we've concluded that a single carrier can probably disable a POS unless it's got like 10 Citadels & 6 or more Large Turrets online, but if it has all that online then what is the point of a POS apart from being a deathstar.
Some other things I noticed as vostok pummeled my poor POS:
1) I had no idea what the status of the structure being attacked was. I couldn't target it from inside the forcefield to check it and unless I've missed something, there is no info in the Tower Management window (maybe this is coming soon).
2) As vost already said, the AI seems a little odd. Even with his corp set to -10, the batteries only fired once every so often. The only time they fired constantly was when they were actually under attack.
3) If I was to try and rearm a battery I would probably get popped unless I'm superfast.
These are just some things to think about; I haven't really thought of resolutions for them yet, it's too late to think properly. _______________ Fight the Power |
Dianabolic
Reikoku Band of Brothers
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Posted - 2007.05.04 23:24:00 -
[42]
As a suggestion for an alternative to pos <> pos jump gates (as much as I love the idea...) how about pos CYNO arrays? (permanent cyno arrays) that we can use to jump cap ships to / us portals to?
Reikoku Diplomatic Forums |
Nicholai Pestot
Gallente Havoc Inc
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Posted - 2007.05.04 23:25:00 -
[43]
I believe this is a good change.
-POS are easer to engage allowing you to attack multiple POS at the same time.
-Moving ships about becomes easer allowing you to defend multiple POS at the same time.
-DD's make attacking with one giant fleet at one location a bad idea.
This sounds like a prelude to blob reduction.
Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie ([email protected]) |
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BH Desryn
ISD BH Interstellar Services Department
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Posted - 2007.05.05 00:42:00 -
[44]
For people who want a Starbase to pew pew, I have one setup on Planet 6 Moon 2 in FD-MLJ.
Also join the "Starbase-warfare" channel on sisi.
[Bug Report Here] |
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.05.05 00:47:00 -
[45]
1% structure is a stupid deactivation amount. Why would I not just pop the thing?
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BH Desryn
ISD BH Interstellar Services Department
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Posted - 2007.05.05 01:03:00 -
[46]
They deactivate once they've taken 1% structure damage (so they are at 99%). However they have huge structure hp which allows a defending fleet to repair them and reactivate.
Shield hardeners are still inside the forcefield.
[Bug Report Here] |
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vostok
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Posted - 2007.05.05 01:06:00 -
[47]
Originally by: Dianabolic As a suggestion for an alternative to pos <> pos jump gates (as much as I love the idea...) how about pos CYNO arrays? (permanent cyno arrays) that we can use to jump cap ships to / us portals to?
this would be tricky since you have to be in gang to use a cyno. im not quite sure how you would implement this, perhaps by having it show up different on the map and having a corp/alliance role so that you could select who could use such a cyno
Originally by: James Duar 1% structure is a stupid deactivation amount. Why would I not just pop the thing?
its not 1% structure left, its 1% damaged, so unless you want to deal 50,000,000 damage instead of 500,000 you just disable it
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Valmic
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Posted - 2007.05.05 01:32:00 -
[48]
Edited by: Valmic on 05/05/2007 01:30:25
Originally by: Aelena Thraant Ok 1st off... All my production items got moved out of the pos bubble.. Though they are not targetable.....
I would have made a Petition but "The amount of open petitions for this user has already been reached."
But my point is I am trying to add some parts to my Capital Ship Assembly Array, I am flying away from my tower since the array is now 32km away, the problem is when I get there it tells me I have to be closer than 1500 bla bla bla. So I do a bit a troubleshooting and eject from the ship. Well it sends me right back to the center of the POS. I have done this 6 times with the same problem each time.
So the issue might be that the Array is outside the POS? And if thatĘs the case is there a way to move it back inside without loosening the 10,000,000m3 that I have in it?
OFFTOPIC (Kind of):
The system that I am in seems to have a HUGE amount if Mobile Small Warp Disruptors, We are talking about 300 or more and they are all over! This is a issue because when I warp back to the station it always warps me past the station by 80km even when I setup a bookmark 80km on the other side of the station.
So think of a 80m/s Charon trying to move 80km and not being able to warp! It blows lol
Thank god this is on the test server!!!
EDIT:Valimc is my alt Scioneth is my main
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Scioneth
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Posted - 2007.05.05 01:33:00 -
[49]
DOH! The last post was mine, after I previewed my post it reset my Character sorry!
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BH Desryn
ISD BH Interstellar Services Department
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Posted - 2007.05.05 03:04:00 -
[50]
Evemail me the system name on sisi and I'll try and clean up the bubbles.
[Bug Report Here] |
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.05.05 04:33:00 -
[51]
If you ask me, I see the idea of POS jump portal generators, even if its like a personal stargate between to POSes, as being bad for small-scale PvP. The biggest drawback to large gangs (aside from lag) is that they are far slower than a small group of ships (1-7). With the ability to jump around strategically in a way that a small gang cannot, the large gang effectively becomes more mobile than the small one.
Seems counterproductive...though I haven't seen what exactly it is yet. |
Dark Blossom
Gallente Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.05.05 06:07:00 -
[52]
ok, so after playing with the POS's today and have about 18 hangar arrays pushed outside of the bubble, im a bit disgruntled to say the least,none the less it was easily fixable just a bit time consuming.
Heres my list things i'm going to discuss
- Equipment placement - Ideas for defensive POS equipment - Misc ideas
There are a few issues i have with this new system. I do like the fact that we can now target and shoot defensive equipment but placing the equipment is a real pain. Its nice that when u go to anchor something u can choose where to put it in space, but the arrow system can get very tedious the further out you go. When going out 35KM from the POS its hard to get a good view on the arrows to properly move the equipment to where you want it. From that I think a new placement system needs to be developed to make anchoring a bit easier
With that first thing being said i'll go into some ideas that i think would make POS warefare a bit better. Its going to be way to easy to start taking out defensive arrays, so i think that some other POS equipment needs to be developed to help the resistances on equipment shielding. Much like hardeners for the POS shield itself, the equipment is protected and benefits from the shield resistances, but the equipment outside of the POS now does not. I believe the equipment should have the same chance as everything else.
Now for some Misc. Ideas. I believe that setting up a POS is alot of waiting and downtime, with anchoring, unanchoring, and onlinin delays. Either let the POS multitask, or let the POS queue up its tasks. With a jump bridge between POS's now, POS's will have a much larger use somethings should be updated. I dont forsee any reasons agaisnt something such as this, but i could be wrong.
hope this helps I'm setting up 6 large towers as of now and am fitting them with an assortment of stuff, preparing for mothership production and testing the whole thing out on full scale, 6 different times. ill keep my eye out for any glitches along the way
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Obsidian Hawk
Gallente RONA Corporation
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Posted - 2007.05.05 06:41:00 -
[53]
Ok I will be honest, I hate the new system, plain and simple. Recent pos testing revealed that a group of battleships with good tanks could go in and off line all the guns by giving them the 1% damage and then the dreads can come in and fire away without any worries. Second, when testing with my corp the guns took their sweet time to fire, sometimes they did not fire at all for periods of minutes.
Honestly pos's seem like they have been nerfed, it is not that hard to render them defenseless very fast, as soon as the dreads off line the guns by giving them that 1% hull damage what is to stop them warping in the giant support fleet to off the pos with a 500 ship lag fest.
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vostok
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Posted - 2007.05.05 06:54:00 -
[54]
took me about 4 hours afk to disable a pos of:
7 citadel torp batteries 3 large arty 1 stasis webifier
i tanked all of this solo not to mention it would have gone down a hell of a lot faster had i been there for any of it. a small gang of capitals could strip a standard pos of defences so fast its really not even funny. i dont think hp on the guns is the issue here either, since using a ddd to clear them already isnt at all viable considering how easily they can be taken down anyway. ddd would just be expencive
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Tobias Sjodin
Caldari Ore Mongers R0ADKILL
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Posted - 2007.05.05 07:12:00 -
[55]
What is this supposed to solve?
Will it solve a blob of dreads? No... they will still be needed to take down the POS-shield. Difference is they can now do that without taking fire (when the guns have been dealt with).
This is just stupid.
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Bittersweet Blossom
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Posted - 2007.05.05 07:19:00 -
[56]
thinking about it, i just had an idea, what about a repper system for the POS's equipment to counter the quick disabling of guns, inda like fitting a ship, but a pos, with a repper system and a capacitor, make POS's a bit more customizable. maybe something to work off of
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Serenity Steele
Rearden Steele
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Posted - 2007.05.05 11:03:00 -
[57]
Could we please have an explanation of the reasoning and goals of EvE for placing the defensive stuctures outside the POS shield?
If this was supplied, then we players can think together with CCP on how to achieve the goals, rather than waste time being test-dummies and having to come up with our own reasoning.
I can think of 10 good/bad results in balance, but without a direction, I might as well save my text.
Eve Strategic Maps - Outpost Alert - System Sovereignty - Alliance Rank |
Stalert Balakos
Fallen Angels Inc INVICTUS.
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Posted - 2007.05.05 11:08:00 -
[58]
I'm a bit confused by these changes. I thought one of the key purposes of changes to POS warfare would be to give small, roaming gangs a role in POS/sovereignty warfare but I just can't see a gang of 6-7 inties orbiting a POS gun for half an hour to knock it out (could they even carry enough ammo?).
By linking the destruction of POS defences to firepower (by giving them a huge HP increase) you merely encourage blobs. All attackers will want to minimise their exposure at a hostile POS so you just bring more and more guys to knock out the defences quicker. Hey presto, you've got a blob and the lag associated with it.
I think it would be a good idea to remove firepower from the equation by allowing certain classes of ship (cov ops and recons spring to mind) to "hack" starbase structures. That would have the same effect (ie, offlining a POS's defences) without bringing a huge blob to do so.
Of course, it should be pretty difficult to do with a sliding scale according to how damaging each hack is (ie, guns should be tricky, labs even tougher and towers themselves exceptionally difficult). The POS owners should also get an Evemail saying the starbase is under cyberattack.
It gives the roaming gang a chance to do something more effective than simply hanging around looking for ganks and gives the defenders the chance to counterattack and take down the hackers.
It would also open up some nice possibilities for sneaky commando style ops, such as: Hacking the labs to make copies of the BPOs under research Pausing (but probably not canceling) manufacturing jobs Stealing moon mins You could even lock the owners out of their own POS (until they hack it back)
Not sure how this system should be allowed to affect sovereignty etc but I think it's something we could all give some thought to.
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aeti
Band of Brothers
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Posted - 2007.05.05 12:02:00 -
[59]
why did hangers, assembly arrays etc get moved outside the shields?
you cannot target them, but it should be easy enough to surround one with a bunch of smartbombing carriers and remove one
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Sniser
4S Corporation Morsus Mihi
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Posted - 2007.05.05 12:11:00 -
[60]
Originally by: Spikum Edited by: Spikum on 04/05/2007 17:21:00 In my opinion there should be atleast two types of poses:
1: Complete Logistic pos, with weak self defence but able to "fitt" Miningmods and all this producing stuff
2: Sovereignity only, tanked and high damage dealing with the restriction to have like only 3 per system or whatever
pos spam ftl imho :(
yes please, nothing is more boring than pos spam -.-
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