
Erotic Irony
0bsession
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Posted - 2008.05.12 13:57:00 -
[2]
Originally by: Goumindong
The complaint about blackops attributes doesn't hold water imo. These ships are not mean't to compete with main battleships and their stats reflect that. Giving them Cov-ops cloaks and buffing their resistances is simply over the top for what already is a very strong ability. The main reason that stealth bombers are not valuable is because they pop so easily[I.E. its still a frigate]. With black-ops you do not have this weakness and as well are looking at much higher DPS as a whole. A module based idea might work, but is pre-mature at this point.
I never mentioned giving them covert cloaks and buffing their resistances excessively but I do think there needs to be more parity between recons and black ops. I don't see why any tech two amarr ship, if nothing else, should have the same cap as its tech one counterpart for example. Things like this don't strike me as deliberate design decisions as much as rushed ship design--all I'm interested is a bare minimum of statistical gain so they are worth building and flying. Right now, fitting the bridge means no tank and I have a hard time justifying flying this when I have so much to lose for comparatively little gain.
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I would be very wary about making a high slot module that would let your ship jump to a covert cyno, as this would then be the method of moving pretty much all fleets around and would bypass one of the primary choke point mechanics in the game that forces fights. As well it would be a really large advantage for alliances/forces which could afford such tools to move their fleet consistently while a very large detriment to those who could not. It would only be a slight increase in cost and would be a boost to middle sized alliances, but still a penalty for smaller raiding gangs etc.
I think we could keep conventional forces using jumpgates and only let covert ships through the cyno.
I'm with you on the philosophy of cyno jammers and the logic behind it but, realistically, what can you do with the covert bridge when tasked with recons? You bridge some recons into a system, lets say your gang is 6 + a black ops. Under the umbrella of small gang gameplay you have no serious gameplay options barring camping the station or catching someone in the belt on entry. You can't do noticeable damage to even the weakest station service and you're certainly not going to tangle with even a small POS.
The recons that could warp cloaked could have just as easily flown to the target system anyway begging the question why try to bridge and go through the hassle of tremendous fuel cost and session change timers when its not needed or advantageous? This gang will lose to a dominix or two to say nothing of a more competent gang having accomplished nothing. Alternatively, you hit the system, you have the advantage but as time goes by their gang gets so large you can't realistically engage so again, while you didn't lose any ships, you didn't inflict any damage and they deterred you. You couldn't feint or really surprise anyone. ___ Eve Players are not very smart. Support Killmail Overhaul
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