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Thread Statistics | Show CCP posts - 2 post(s) |
Elena Martith
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Posted - 2007.05.12 20:34:00 -
[31]
Regarding the increase to DD warm up
I'm not so sure this is a good idea since I think its ok as it is - as it stands, in a no lag situation, if you are aligned and not bubbled, you can get out ok. The problem arises due to the fact that when the DD is activated, most people are horribly lagged, and so die before they even get a chance to react, or even load the warpm up animation. Sadly I can't think of a solution to this.
I'm glad CCP is looking at making Supercaps unable to jump out of bubbles, but the problem is that most of them fit officer smartbombs, which can take out the dictor bubbles.
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2007.05.12 20:38:00 -
[32]
Originally by: Bozse
Originally by: Malachon Draco
Originally by: Rod Blaine Edited by: Rod Blaine on 12/05/2007 19:46:27
Quote:
A titan will sit around long enough for a bubble to be deployed?
A medium T2 bubble takes 2 minutes to anchor and has 12k shield hitpoints, either he runs before its done or just blows it up.
2 minutes yes. And a small one has what ? 12K hp's, with a smartbomb or two, that's a lot of cycles especially when even one carrier shows up to remote rep the bubble. Or when it's anchored outside range of the smartbombs.
how long do 12k shield HP last vs a doomsday?
Forever as bubbles doesn't take dmg from the DD.
How many capital weapons are usually on a Titan? 3? 4? You can't rep what just died to burst damage. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Bozse
Caldari Reikoku Band of Brothers
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Posted - 2007.05.12 20:46:00 -
[33]
Originally by: Hllaxiu
How many capital weapons are usually on a Titan? 3? 4? You can't rep what just died to burst damage.
I sugest u fit a dread with 3 or 4 guns then start shooting a bubble without siege and see how long it takes before using that as an argument.
Originally by: CCP Wrangler EVE is designed to be a dark and harsh world
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Bozse
Caldari Reikoku Band of Brothers
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Posted - 2007.05.12 20:49:00 -
[34]
Edited by: Bozse on 12/05/2007 20:47:37 A question for u Oveur about the triage module, "Max active drone modifier -100%" while i have no issue with this on a carrier for 700m-1b but seems kinda harsh for a 20b isk MS, any thoughts about giving the MS some bonus to allow atleast some fighter controll ?
Originally by: CCP Wrangler EVE is designed to be a dark and harsh world
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2007.05.12 20:59:00 -
[35]
Originally by: Bozse
Originally by: Hllaxiu
How many capital weapons are usually on a Titan? 3? 4? You can't rep what just died to burst damage.
I sugest u fit a dread with 3 or 4 guns then start shooting a bubble without siege and see how long it takes before using that as an argument.
Uh, I thought we were talking about the small ones? Those go down fast, medium ones don't take that long to go down either. Larges take a beating but take 8 minutes to anchor... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Bozse
Caldari Reikoku Band of Brothers
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Posted - 2007.05.12 21:25:00 -
[36]
Originally by: Hllaxiu
Originally by: Bozse
Originally by: Hllaxiu
How many capital weapons are usually on a Titan? 3? 4? You can't rep what just died to burst damage.
I sugest u fit a dread with 3 or 4 guns then start shooting a bubble without siege and see how long it takes before using that as an argument.
Uh, I thought we were talking about the small ones? Those go down fast, medium ones don't take that long to go down either. Larges take a beating but take 8 minutes to anchor...
Wasn't realy my point.
Dual giga beam laser: ROF: 13.5 sec DMG x: 6x
Multifrequency XL: 56 EM 40 Therm
96 x (6 x 1.25 x 1.25 = 9.375) = 900 900 / 13.5 = 66.666 dps / gun 66.666 * 4 = 267 dps (rounded up) 12000 / 267 = 45 seconds to take down shields of a medium t2 without resists.
This is assuming the titan has 4 guns fitted and lvl 5 titan and capital gun skill, this after the time to lock the bubble so burst dmg isn't enough to just blow it up at will.
Originally by: CCP Wrangler EVE is designed to be a dark and harsh world
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Rod Blaine
Evolution Band of Brothers
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Posted - 2007.05.12 21:32:00 -
[37]
Edited by: Rod Blaine on 12/05/2007 21:31:40
We're talking t2 bubbles, not t1.
The issue is in those first two minutes. Dictor bubbles in the current state won't cut it, unless CCP give us dictor bubbles with a larger radius or special ones for capitals only with a larger radius.
[center] Old blog |
Deva Blackfire
DAB RAZOR Alliance
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Posted - 2007.05.12 21:37:00 -
[38]
Originally by: Rod Blaine
If your fleet lags, so does the titan. A titan can only fire it's DD when it's loaded up. No more remote DD means equal chances for everyone as far as lag is concerned.
Yes, BUT: 1. titan pilot clicks DD, 5 minute lag 2. enemy sees DD animation, clicks warp out 3. enemy waits 5 minutes before they can warp out (they are dead already)
This is the problem with lag. Only way to evade titan DD in this situation is to be omnipotent and click warp out exact time titan pilot launches DD.
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Rod Blaine
Evolution Band of Brothers
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Posted - 2007.05.12 21:53:00 -
[39]
Originally by: Deva Blackfire
Originally by: Rod Blaine
If your fleet lags, so does the titan. A titan can only fire it's DD when it's loaded up. No more remote DD means equal chances for everyone as far as lag is concerned.
Yes, BUT: 1. titan pilot clicks DD, 5 minute lag 2. enemy sees DD animation, clicks warp out 3. enemy waits 5 minutes before they can warp out (they are dead already)
This is the problem with lag. Only way to evade titan DD in this situation is to be omnipotent and click warp out exact time titan pilot launches DD.
Yes, noticing the DD firing needs enhancement as Oveur said. You should however see the titan coming on your scanner, giving you another 30 seconds at minimum to initiate that warp before he can even start firing the DD.
There's the issue with the DD itself causing specific lag however yes. That's something most of us have noticed already, and something that CCP needs to try and adress. It's however not something you should be taking into account when balancing this as it's not something that happens every time nor for everyone.
[center] Old blog |
Major Stormer
Caldari Infinitus Odium
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Posted - 2007.05.12 22:20:00 -
[40]
Edited by: Major Stormer on 12/05/2007 22:17:51 One thing im interested in is addressing the huge size of these ships in relation to combat.
For example, lets take the titan. Ive seen Evil thugs, and bloody hell its huge.
When you drop a dictor bubble for example, it only takes into effect if the little box is in the area, thats "where" the titan is. This usually does matter on most ships becuase they are not as big as planets. Yet with titans it can matter quite a bit with the size of them. I was wondering if there was any plans to make area of effect hit titans more effectivly on their positions? And possiblely the same with titans aoe etc.
Thanks
Major
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Dwindlehop
Queens of the Stone Age Anarchy Empire
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Posted - 2007.05.12 22:29:00 -
[41]
Will AoE anti-deathball mods be accompanied by the introduction of precision warping and squad formations? If fleets don't have formations, then the AoE mods will be overpowered on introduction because of the ways gates and gang warp work.
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Aykroyd
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Posted - 2007.05.12 22:59:00 -
[42]
I'm extremely disappointed in the proposed Bomb implementation. Instead of increased survial rate and a bit more functionality we recieve a massive alpha with virtually assured death for the SB pilot.
1) Pilot deploys bomb
2a) enemy targets bomb and attempts to destroy it (20 sec window)
2b) enemy cap pilot uses 10km smartbomb and bomb goes poof
3) Pilot unable to recloak due to bomb timer so is locked by the enemy and droned to death due to having the HP of a gnat. With sentries and lock skills and boosters possible for pilot to be killed before deployment is high
Why isn't the device impact detonated? With 1000 inertia modifier you better get damn close to drop this thing as currently designed. You have damned little chance of surviving the drop and the enemy has a lot of ability to avoid/prevent detonation.
Wheres is the benefit? SB currently decloaks to fire cruise missiles and likely dies at range before he can recloak/ warp. SB goes to bomb at virtually pointblank range and its supposed to be better? Like right inside the fighter and drone aggro area for instance?
Huge alpha may be good but frankly less damage and AE with more range and survival would have been better.
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Will Hunter
The Dogs Danglies Strength in Numbers.
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Posted - 2007.05.12 22:59:00 -
[43]
Imho the remote dd was always overkill and only added to the issue of killing an online player manned titan, but with the removal of remote dd, there is a better chance to avoid doomsdays. Good scouting of the system you intend to fight in seems to be the key:
Your 100+ blob vs a titan holding alliance, jump your scout in, scout reports titan sitting at the gate with a large bubble - don't jump in or jump in some dreads etc...
Your 100+ fleet flying to another gate where there is a titan waiting with a large warp bubble - your cv ops should tell you not to warp there... or sacrifice some of your fleet to get dd so that the rest can engage the now dd'less titan.
Your 100+ fleet sniping at a gate awaiting the titan holding fleet to engage (no titan at the grid yet) - your fleet leader keeps scanning the max/local range of area, if a titan is found near by warp to a safe or pilot i.e. an inty flying away from the gate at mwd speed outside the current grid, have your fleet aligned in this direction, so when the dd alert shows your fleet has somewhere to fly to, and now the titan has wasted its dd. Plus you can get back to your original position fairly quickly and engage the enemy again.
Seems more simple to avoid the titans after this change although I understand that lag will alter the outcome of most possible engagements.
Regarding the triage mode, sounds great, but i hope they change the interface to allow repairing gang members without locking their ships. ----------------------------------------------
If at first you don't succeed, give up - you tried once already.
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Plymer Ization
Infinitus Odium
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Posted - 2007.05.12 23:06:00 -
[44]
I have a few questions regarding the Triage Module(since it's going to be Seige-mode-like):
1. Why is there no immunity to EW? 2. Because of no EW immunity, why does speed have to be reduced to zero? 3. If we are vulnerable to EW and cannot move, why can't we use fighters/drones to defend ourselves?
Kinda seems a little unfair from my limited understanding of it so far.
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Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.05.12 23:06:00 -
[45]
Originally by: Rod Blaine
Originally by: Deva Blackfire
Originally by: Rod Blaine
If your fleet lags, so does the titan. A titan can only fire it's DD when it's loaded up. No more remote DD means equal chances for everyone as far as lag is concerned.
Yes, BUT: 1. titan pilot clicks DD, 5 minute lag 2. enemy sees DD animation, clicks warp out 3. enemy waits 5 minutes before they can warp out (they are dead already)
This is the problem with lag. Only way to evade titan DD in this situation is to be omnipotent and click warp out exact time titan pilot launches DD.
Yes, noticing the DD firing needs enhancement as Oveur said. You should however see the titan coming on your scanner, giving you another 30 seconds at minimum to initiate that warp before he can even start firing the DD.
There's the issue with the DD itself causing specific lag however yes. That's something most of us have noticed already, and something that CCP needs to try and adress. It's however not something you should be taking into account when balancing this as it's not something that happens every time nor for everyone.
I don't understand why you should not take it into account.
The titan is intended to be used in situations which often have a high amount of lag (i.e. fleetfights). They generate additional lag themselves. Those are parameters that need to be taken into account when designing or adjusting a weapon. Just ignoring it because it 'shouldnt'be there' is silly. Its there, its a huge factor in the deadliness of the weapon, how can you not take it into account?
signature removed - please contact us to find out why (include the URL of your sig) - Jacques([email protected]) |
Garrett Crowe
Caldari Turbulent
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Posted - 2007.05.12 23:11:00 -
[46]
Edited by: Garrett Crowe on 12/05/2007 23:09:41 CLICK ME ---
Originally by: CCP Ginger. ...Or as I like to refer to myself. An imported sperm bank.
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Will Hunter
The Dogs Danglies Strength in Numbers.
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Posted - 2007.05.12 23:22:00 -
[47]
Originally by: Plymer Ization 3. If we are vulnerable to EW and cannot move, why can't we use fighters/drones to defend ourselves?
Kinda seems a little unfair from my limited understanding of it so far.
Seems like the intention is to get carriers/motherships on the front lines (which is great - I never liked sitting in the pos in my archon), Ization is correct, all it will take is an opposing fleet to bring lots of ecm ships to remove the effectiveness of the triage mode. If the devs are reading I hope they would bring in an extra bonus like no ewar for carriers during the duration of the triage mode - after all no drones means that a carrier is bringing no damage to the battle... ----------------------------------------------
If at first you don't succeed, give up - you tried once already.
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Moraguth
Amarr Rangers
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Posted - 2007.05.12 23:32:00 -
[48]
Edited by: Moraguth on 12/05/2007 23:34:06
Originally by: Garrett Crowe Edited by: Garrett Crowe on 12/05/2007 23:09:41 CLICK ME
You are my HERO! Now I just need to know how much the module and the skill cost (or even the BPO cost).
EDIT: Remote hull repairers eh? The only thing i see that is very bad for this module is the fact that it just means the archon (in my case) will run out of capacitor even faster than before. Sure, we'll be able to pump out alot more armor/energy to our allies faster, but we'll also be sucking our own capacitors dry that much faster. I'd like to see a cap use bonus for this module as well.
good game |
Ha'Uler
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Posted - 2007.05.12 23:46:00 -
[49]
Why should motherships and titans not be affected by standard warp scramblers? It should be up to the alliance that owns supercaps to protect them, not some game mechanic. They'd still be very powerful, but at least they couldn't attack an enemy and then warp away at the slightest hint of trouble. It would also solve the problem of supercaps in lowsec.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.05.12 23:52:00 -
[50]
Originally by: Malachon Draco
I don't understand why you should not take it into account.
The titan is intended to be used in situations which often have a high amount of lag (i.e. fleetfights). They generate additional lag themselves. Those are parameters that need to be taken into account when designing or adjusting a weapon. Just ignoring it because it 'shouldnt'be there' is silly. Its there, its a huge factor in the deadliness of the weapon, how can you not take it into account?
Personally, I think that one single person being in control of when one person must warp out is ridiculous. I've said a lot about Titans already, but the difference between an odious "blob" and one guy firing a doomsday is that that big blob is a group of people, and that group of people needs to work together to be effective. If portions of the "blob" are removed (killed or incapacitated, whatever), they are dramatically less effective, but the Titan's effectiveness doesn't change at all until it is completely destroyed. When itÆs a group versus another group, at least that means there will be balanced combat, even if itÆs the completely overexaggerated "get called primary and blow up in an instant" kind of combat. While it may not be perfect when it comes to trying to let people have fun, it is at least balanced. A fight between 100 people versus 20 people may not be "sporting" for the smaller group, but if 20 people were able to beat 100 consistently for no reason other than "the larger group outnumbered them and it wasn't fair", then that's nonsense.
On the same token, saying that somebody should be able to have game-breaking abilities just because they threw down some cash is just as illogical. It is nearly impossible to prove that a ship is worth the money, but it can be very clear to see that a ship can be overpowered. If Titans are meant to be rare, majestic, and magnificent assets to a force for a relatively high price, then the force that afforded it should be willing to protect and coordinate with it as well. The players themselves should be what protect their assets and creations, not overly-generous game mechanics.
Balance comes first. Making it ôworth the moneyö comes afterward, but can never preclude maintaining balance itself. It is an immutable element of game design.
Originally by: Will Hunter
Seems like the intention is to get carriers/motherships on the front lines (which is great - I never liked sitting in the pos in my archon), Ization is correct, all it will take is an opposing fleet to bring lots of ecm ships to remove the effectiveness of the triage mode. If the devs are reading I hope they would bring in an extra bonus like no ewar for carriers during the duration of the triage mode - after all no drones means that a carrier is bringing no damage to the battle...
Fit an ECCM and almost anything battleship and above is practically unjammable. Seems weird to actually use one, I know, but seriously, that's what they're there for.
That, and if you have a ship that has incredible healing capabilities and a remarkable tank, then you can't knock it out easily and you can't knock out his friends that he is assisting easily either. Given this, the only way to prevent that ship from doing what it's doing at this point is to use electronic warfare, which has only temporary effectiveness, mind you. A balanced ship has limitations, and fun combat has complexity. If you're worried about electronic warfare, then kill the jammers/dampers, fit an ECCM or a sensor booster - use your imagination. When faced with a challenge, do what everybody says to do regarding capital ships: adapt.
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Hinterwaeldler
Aces and Eights Enterprises R i s e
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Posted - 2007.05.12 23:54:00 -
[51]
Edited by: Hinterwaeldler on 12/05/2007 23:52:25 It's a tad off topic, but the best way to combat a hangover is to drink lots of water (1L at least) before going to bed. And eat lemons the next day.
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BluOrange
Gallente Agony Unleashed Agony Empire
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Posted - 2007.05.13 00:15:00 -
[52]
These are my personal opinions, and do not constitute a statement by Agony Unleashed:
1) Great blog. Meaningful communication ftw!
2) Titan changes
Looks like a step in the right direction. I'm not going to comment on the DDD(DD) changes because I don't have enough knowledge to say anything. I do feel, however, that anyone who manages to bring a destroyer to within bubble range of a titan has already achieved something amazing - saying 'you shouldn't be able to do it with just a destroyer' ignores the fact that bringing a destroyer that close will require as much skill as hitting a 2m exhaust port with a photon torpedo.
2) Bombs
Bombs will not fix the real blob problem (lag), they are fixing the fake blob problem (powerballs). However, now that the bombs are stealth-bomber only, that limits their deployment quite significantly - we won't see every pilot and his mother equipping them after all. (Presumably the CPU requirement from previously-released screenshots will be multiplied by a hundred so that the bomber's 99% reduction comes into play.)
Stealth bombers definitely needed a boost. The stuff in the screenshots (actually giving them enough CPU, grid and lanucher slots that they could actually fit the cruise missile launchers they supposedly got a bonus towards) was enough to make me buy four of them before the prices went through the roof. Bomb launchers take the stealth bomber well beyond 'useful' and make them 'essential tactical considerations', even if you don't have them. Hopefully this change doesn't make them winbuttons, I think it's too early to tell.
(Regarding ECM burst vs capital ship... er, way to miss the point, Oveur. People aren't complaining that they can't stop cap ships from targeting, they're complaining that they can't stop them from disengaging. If we're going to have massively powerful burst weapons, a warp scramble burst would ludicrous fun for bomber pilots. 2 second duration, 20 second rate of fire, maybe?)
3) Triage mode
Looks great.
4) Mothership ECM Bomb
Yeah, whatever. I really don't understand why the devs are portraying tightly-packed formations as some kind of 'problem that needs fixing'. The picture depicting a tight formation as 'n00bs that blob too close together' strongly suggests that the artist has no idea of how fleet movement is implemented in the game, or the fact that skilled players will tend to take advantage of gadgets like remote armour repairers that strongly encourage tight formations. Please bear that in mind next time the Devs feel like telling Agony pilots to express themselves more sensitively
5) On powerballs in general
It seems that there is a lot of momentum behind a drive to break up 'powerballs' among the devs. Breaking powerballs would be a Bad Thing (tm) - it risks making logistics ships useless, and saying "We are fixing blobs" by addressing something irrelevant to the real blob problem is at best misleading, and at worst deceptive.
However, as it stands, every single game mechanic encourages tight formations. If balanced correctly, then something to encourage dispersed formations would be good. People would then have to make choices about how wide to spread their forces, and take a number of factors into consideration.
Making formation choices require more consideration (introducing a real decision to be made) is good for the game. But please don't say you're fixing blobbing, because you're not. ------ Agony Unleashed is recruiting. |
Nyphur
Pillowsoft
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Posted - 2007.05.13 00:22:00 -
[53]
What ever happened to the idea to give titans siege modules? If you want to force them onto the front lines, you need some way to keep them safe besides forcing carriers with triage modules to get in there. If it's going to deploy a doomsday device, I'd like to think the thing is on its own and surrounded by enemies, not in the middle of a friendly fleet.
Also, is there any plan to make the superweapons what they were originally intended to be rather than all of them being giant smartbombs with different graphical effects? I remember when the amarr titan's superweapon was being talked about as if it was going to be a giant monodirectional beam that you had to manually aim.
Eve-Tanking.com - For tanking spreadsheet and resources. |
Parallax Error
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.05.13 00:40:00 -
[54]
Ok, so dreads can go into siege and still hit defend themselves, especially the Moros. A Carrier can go into Triage mode and lose its 1000dps (the same as a Mega Pulse 2 Armageddon) and become utterly defenseless?
Really nice option.
Can you move/be remote repaired/ scrambled etc under triage? Ie does it follow the same rules as siege?
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Aidelon
Caldari AWE Corporation Intrepid Crossing
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Posted - 2007.05.13 00:40:00 -
[55]
" I really don't understand why the devs are portraying tightly-packed formations as some kind of 'problem that needs fixing'. The picture depicting a tight formation as 'n00bs that blob too close together' strongly suggests that the artist has no idea of how fleet movement is implemented in the game, or the fact that skilled players will tend to take advantage of gadgets like remote armour repairers that strongly encourage tight formations. Please bear that in mind next time the Devs feel like telling Agony pilots to express themselves more sensitively "
I 100% agree. I don't think there's a problem with blob combat. Gang warp puts you in a blob. Jumping on a gate puts you relatively close together especially for a large fleet. Big ships are slow, it takes time to move away from one another when the game put you there in the first place.
And the comment on the logistics side is good too. Whats the point in remote reppers when you can't be close to ships?
No, it's not fun to jump into a system and be bbq suace'd in .5678 seconds. But it's also not fun not being able to work together with your team (See: M**M**O gameplay, teamwork, etc) because getting close to anybody makes you a prime target for a looks-to-be-superpowered bomb.
Personally, I'd take working with my team over not being bbq sauce'd in fleet ops so fast anyday.
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Merin Ryskin
FinFleet
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Posted - 2007.05.13 02:25:00 -
[56]
Re: removing remote fighters. Please don't, unless you plan to give carriers some ewar immunity in return. Carriers are supposed to stay out of the way and launch fighters from a safe distance. Forcing them to the front lines is just the fastest way to get them damped and killed.
Re: bombs. A few issues I see:
1) 15 second delay before explosion = useless without suicide tacklers holding down the target. An alert target is going to be safely in warp or out of the blast range by the time it finally goes off.
2) 250 HP + only one bomb per bomber = extremely vulnerable to smartbombs and/or escorts. We should at least be able to drop a full load of three per bomber to give a fair chance of getting at least one to go off. An anti-blob weapon shouldn't require a matching blob of bombers to be effective.
3) Fixed bomb with no stand-off ability = dead bomber, and again little chance of actually hitting the target. The target can fairly easily MWD out of the blast range, but bombers are slow and handle like a brick on ice. And that's assuming the bomber can even get into position without getting too close to something and de-cloaking.
4) Still no comment on the lack of stealth issue. We need the covert ops cloak to make it a true stealth bomber. Outside of camping a fixed point (and camps suck for everyone), having to warp in uncloaked and appear on the overview completely blows the bomber's cover and any chance of a successful ambush.
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Aykroyd
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Posted - 2007.05.13 02:58:00 -
[57]
Part of the issue is the unfortunate naming of the SB and the image it invokes. The idea of something like a F117 Nighthawk swooping in an dropping a paveway or similar and vanishing. Unfortunately Eve doesn't play like that, its much more a Naval style game and the image of stealth in Naval ops has always been the Submarine.
Frankly the new bombs are time limited mines with a very restrictive delivery system yet lacking contact detonation. I jsut don't think this will work as intended.
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R0ot
InNova Tech Inc Xelas Alliance
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Posted - 2007.05.13 03:01:00 -
[58]
Very nice of CCP to mention the thread about Beachie88 ------------------------------------------------------------------
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.05.13 03:11:00 -
[59]
This is another one of the those dev blogs that makes me wonder if the person writing it actually understands the terminology used in the game. The issue with blobs has nothing to do with ships actually being in close proximity with each other, it has to do with the fact that a large number of ships are there in the first place. Anyone can hit anyone, and whoever get's primaried is going to be WTFBBQ'd in short order and lag tends to rule the day.
The problem will not be solved by giving people more WTFBBQ weapons that will, like everything else abotu AoE weapons, mostly effect frigs and thus the ability of low SP players to participate in the game. The problem will be solved by creating territorial objectives which don't requite 60-80 ships just to attack (shooting a small POS in reasonable time takes this many people).
Furthermore, before solving a problem, the devs would be well advised to actually stop making it integral to game mechanics - there's simply no way to warp to a location in a spread out pattern and that's ********. There are way too many things in EVE which already only work because the UI and manoeuvering options are hopelessly inadequate.
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Jin Entres
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.05.13 03:14:00 -
[60]
People, please do not treat motherships and titans as the same. A titan has little incentive to engage in combat other than to launch it's DD, therefore fitting mostly for capacitor to ensure a quick getaway. The immunity to scrambling is vital to both, but introducing a capital scrambler -- which some of you have suggested -- would greatly and specificly weaken motherships because they want and need to be on the battlefield, in combat; unlike titans.
In fact, that immunity is their single most important ability. Without it they are just carriers with extra fighters and extra room and a hugely inproportionate cost and severe drawbacks (no docking and short jump range). Such a solution would therefore render the class pretty much useless, even though it might have some merit in addressing titan slipperiness.
Disallowing the use of jump drive within a bubble goes some way toward introducing the needed risk in operating supercapitals. The self-evident problem with such balancing is of course the risk of making it too easy. A supercapital shouldn't be caught with generalised half-assed setups and tactics. While it's clear that anchored bubbles should fully prevent both warp and jump drive of any ship, interdictor bubbles are different. Dictors are the norm in pretty much any gangs in 0.0 nowadays, and as such making them too good against supercapitals would not be fair. People have argued that all supercapitals have 10km smartbombs (a few of which by the way cost as much as a mothership) which results in great difficulty in deploying one effectively. I wouldn't object to a 1km increase in their (bubbles') radius, but I think that the issue should be approached differently.
As stated above, I think that the emphasis on balancing the supercapital survivability issue should be on the titan and not the mothership due to their very different nature and threat level. As suggested at least in some form in previous posts, one possible way would be to force a titan to stay on the battlefield, or at least give it incentive to. I think that requiring the DD to be used in Siege Mode would certainly demand commitment to defense, moving the emphasis of titans from solo slapsticks to co-operative weapons. In turn, the siege mode would compensate by providing the titan with a sturdier tank and dreadlike damage (aswell as the ability to be used like dreads, on the field). As for the mothership: Triage Mode might well provide a good incentive to commit to a battle and give enemies time to anchor a bubble. They should be able to use their fighters in TMÖ() aswell, though. But considering their limited effectiveness, it's not unreasonable that motherships are as hard to catch as they are, except perhaps in lowsec.
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