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Endless Subversion
The Accursed
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Posted - 2008.12.09 22:41:00 -
[1]
Edited by: Endless Subversion on 09/12/2008 22:42:23 I hear ya Bellum.
The more I play in this new combat environment, the less I like it and that's a crap feeling to have after a content patch.
Small gang, low sec pvp has taken yet another nerf. Exactly what wasn't needed.
Also, falcons! FFS they were actually BUFFED this patch. Ah... what?
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Endless Subversion
The Accursed
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Posted - 2008.12.10 18:46:00 -
[2]
Look at the names in this thread.
There are a large number of extremely experienced small gang PvPers all saying the same thing, small gang pvp got a nerf.
Fix this please! |

Endless Subversion
The Accursed
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Posted - 2008.12.10 23:46:00 -
[3]
Edited by: Endless Subversion on 10/12/2008 23:50:08
Originally by: Gnomes Rock
Darkfall on the 22nd Jan though. \o/
Our corp, a hardcore small gang pvp corp with most players sitting around 2-3 years in eve, were having a discussion about this patch that ended with trying Darkfall being a solution.
Adapt or die!
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Endless Subversion
The Accursed
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Posted - 2008.12.10 23:49:00 -
[4]
Originally by: Jezala Edited by: Jezala on 10/12/2008 22:52:07
As a representative of an organization that specializes in small and large scale pvp in both low-sec and high-sec, allow me to toss my 2 cents in here.
The net result of changes introduced by QR is that it now requires a minimum of 3 pilots per target to guarantee a kill at a gate. Why 3?
1. Dedicated fast lock tackler. The agility changes has made it such that 90% of all targets require a dedicated fast locker to scram the target before it gets into warp. This applies to all targets in battlecruiser class sizes and below. Combine this with the changes to the gate sizes and you'll see that the tackler is required to fit a 1-pt warp disruptor.
2. The fire support ship. Once the target has been warp scrammed, the fire support ship brings the DPS to take down the target.
3. Secondary dedicated fast lock tackler on the other side of the gate. The web changes introduced by QR has made it such that webifiers/web drones are an ineffective tool to prevent a target from burning back to the gate and jumping across. Combine the webbing changes with the fact that many ships are now buffer tank fitted, you'll find that the target has more than enough HP to travel back to the gate even when webbed.
Now prior to QR, it wasn't unusual for a sensor boosted cruiser or BC to tackle ships of equivalent class sizes or one class size smaller. Not only could they get a warp scram before the target got into warp, they could also web the target to prevent burn back to the gate, and they would also have sufficient firepower/tank to take down the target. Now it takes at least 3 ships post-QR to accomplish what 1 ship was reasonable at pre-QR.
This means that for small scale engagements, we need to operate as small blobs to guarantee that targets are locked down and unable to runaway from engagements. It's problematic for small scale engagements that contain anywhere from 1 to 8 hostile ships.
Once the size of the engagement grows beyond 8 hostile ships we have found that it stops becoming a significant issue up until the point where we've reduced our targets to the point that they are retreating from the fight. During the retreating phase we run into the same issues of targets able to burn back to the gate and tanking long enough to jump across which is forcing us to deploy multiple fast locking tacklers on the other side of the gate. Because battleships, battlecruisers, and even some cruisers are too slow to tackle targets (agility changes introduced by QR), we are forced to deploy dedicated fast lock tacklers.
Therefore even in large scale engagements, the web and agility changes have inadvertently pushed pvpers in high and low sec space to use blobbing tactics to make up for the tackling deficiencies introduced by the changes.
this, THIS!
Better have at least three players in your gang with TWO of them being tacklers to get ANY kills now.
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