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ry ry
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Posted - 2009.01.09 14:12:00 -
[61]
Edited by: ry ry on 09/01/2009 14:17:49
Quote: In high sec... you cannot pave the way, as any aggression would invoke concord, your only chance is to have sufficient remote repair capabilites and fast lock on the target upon de-cloak to nullify the Alpha strike.
look at it like this - you have a t1 hauler that can carry loads of bits and bobs worth a small fortune. you bring along 4 battleships as support, the hauler gets instapopped. what if you'd just fitted up the 4 BS something like this...
[Typhoon, Haulphoon] Expanded Cargohold II Expanded Cargohold II Expanded Cargohold II Expanded Cargohold II Expanded Cargohold II Expanded Cargohold II Expanded Cargohold II
100MN MicroWarpdrive II Large Shield Extender II Large Shield Extender II Large Shield Extender II
[empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot]
Anti-EM Screen Reinforcer II Anti-Thermal Screen Reinforcer II Core Defence Field Extender II
they'd have a cargo capacity of a little over 3400. *4 = 13600. that's more than a max skilled, fully expanded bestower. they'd also have about 49k EHP each, and if one popped you'd still have 3/4 of your cargo still safely in ships. you wouldn't even need to bring the industrial alt along to fly the hauler.
the trick is finding the right tool for the job, and for transporting valuables t1 haulers ain't it.
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SentryRaven
KIA Corp
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Posted - 2009.01.09 14:18:00 -
[62]
Edited by: SentryRaven on 09/01/2009 14:18:28 True again, the limitation is only that to haul bigger items (although I don't know if there is any that are so huge) you will need to resort to industrials or transports or freighters again, or if it's "bobs and bits", do more runs.....
49k EHP.... that gankable? --------
EBANK Forum Manager |

ry ry
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Posted - 2009.01.09 14:20:00 -
[63]
i ninja edited the tank on there, and changing one of the cargo expanders for a DC2 adds another 10k EHP.
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ry ry
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Posted - 2009.01.09 14:24:00 -
[64]
a fully t2 fitted max skilled Tempest does 4980 alpha before resists, misses etc.
so yeah the haulphoon is still gankable, but it'd take a lot of battleships to kill it.
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baltec1
R.U.S.T. Atlas Alliance
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Posted - 2009.01.09 14:29:00 -
[65]
why dont you just use a blockade runner fitted with a cov ops cloak and mwd in high sec? They are almost impossible to stop. |

Corwain
Gallente Dark Skullz Empire Intrepid Crossing
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Posted - 2009.01.09 14:34:00 -
[66]
TBH losec is the safest place in EVE if you've got a freaking clue. The ONLY 2 things that could potentially catch you off guard are HICs remote sensorboosted out the wazoo and (if you're in a small untanked ship) smartbombing BS. |

ry ry
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Posted - 2009.01.09 14:35:00 -
[67]
Edited by: ry ry on 09/01/2009 14:37:02 baltec1, i reported your post by mistake the first time i tried to reply. hopefully the mod who gets the ticket will realise! :x
because you need to train for them? lack of required skills must be the only reason the guys piloting these t1 indies full of Phat Lewt aren't flying blockade runners.
seriously the whole argument seems to revolve around the sort of logic that would have people who fill their lows with warp stabs complaining that all the enemy needs to bring is one more point than they have lows and suddenly they can't escape and their warp stabs are useless. |

SentryRaven
KIA Corp
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Posted - 2009.01.09 14:38:00 -
[68]
Originally by: baltec1 why dont you just use a blockade runner fitted with a cov ops cloak and mwd in high sec? They are almost impossible to stop.
Because they are obviously not the solution to every job... ;) |

Tzar'rim
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Posted - 2009.01.09 14:39:00 -
[69]
How fricking difficult can it be!
- scout checks next system's ingate and scans for any group of ships which might be capable of ganking - freighter warps to outgate and when at gate scout scans again - if scanner is clear, freighter jumps, gets webbed by the scout and insta warps to a station - freighter waits till the scout is in front again and checks the next system
Now they either have to time their warp-in/attack perfectly OR they need to sacrifice 2 groups of ships (one at the outgate forcing the freighter to jump and one at the ingate completing the job).
All you fricking need is a scout, a station to warp to and some fricking effort!
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SentryRaven
KIA Corp
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Posted - 2009.01.09 14:43:00 -
[70]
Originally by: Tzar'rim Edited by: Tzar''rim on 09/01/2009 14:41:05 How fricking difficult can it be!
- scout checks next system's ingate and scans for any group of ships which might be capable of ganking - freighter warps to outgate and when at gate scout scans again - if scanner is clear, freighter jumps, gets webbed by the scout and insta warps to a station - freighter waits till the scout is in front again and has checked the next system
Now they either have to time their warp-in/attack perfectly OR they need to sacrifice 2 groups of ships (one at the outgate forcing the freighter to jump and one at the ingate completing the job).
All you fricking need is a scout, a station to warp to and some fricking effort!
Indeed, because your scout is the only one that is capable to get a lock before the attackers do. |

baltec1
R.U.S.T. Atlas Alliance
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Posted - 2009.01.09 14:46:00 -
[71]
Originally by: ry ry Edited by: ry ry on 09/01/2009 14:37:02 baltec1, i reported your post by mistake the first time i tried to reply. hopefully the mod who gets the ticket will realise! :x
uh oh |

Tzar'rim
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Posted - 2009.01.09 14:47:00 -
[72]
Originally by: SentryRaven
Originally by: Tzar'rim Edited by: Tzar''rim on 09/01/2009 14:41:05 How fricking difficult can it be!
- scout checks next system's ingate and scans for any group of ships which might be capable of ganking - freighter warps to outgate and when at gate scout scans again - if scanner is clear, freighter jumps, gets webbed by the scout and insta warps to a station - freighter waits till the scout is in front again and has checked the next system
Now they either have to time their warp-in/attack perfectly OR they need to sacrifice 2 groups of ships (one at the outgate forcing the freighter to jump and one at the ingate completing the job).
All you fricking need is a scout, a station to warp to and some fricking effort!
Indeed, because your scout is the only one that is capable to get a lock before the attackers do.
Have you actually read my post and tried to understand the tactics part or are you just good at blobbing? |

Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2009.01.09 15:01:00 -
[73]
A new logistics module that you can fire once every 15 minutes, and it makes the target ship immune to all forms of e-war for 60 seconds.
Wyvern & Chimera fitting flowchart
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SentryRaven
KIA Corp
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Posted - 2009.01.09 15:12:00 -
[74]
Originally by: Tzar'rim
Have you actually read my post and tried to understand the tactics part or are you just good at blobbing?
I have read it, and even if it's two groups that try to gank, your webbing alt will not help it.... will it? --------
EBANK Forum Manager |

Cpt Lollercakes
Warriors of COAD
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Posted - 2009.01.09 15:36:00 -
[75]
Originally by: Sokratesz A new logistics module that you can fire once every 15 minutes, and it makes the target ship immune to all forms of e-war for 60 seconds.
Would turn carriers into MOM's. |

Marchocias
Silent Ninja's
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Posted - 2009.01.09 15:59:00 -
[76]
Er... extra modules for this? Probably pointless.
However, adding new capabilities to the contracts system might work.
EG, the person hauling sets up a contract for his defender (or defenders, if contract is taken by a corp), which defines a container full of stuff to be hauled, a destination (station / pos / system), a reward for the defender (if the stuff makes it), and possibly some collateral to be put up be the defender, etc.
Obviously, you'd also need something which checks that the defender, or at least one of multiple defenders, is never in a different solar system for more than a minute, and never leaves gang, or the contract is voided.
If we want the game to be more about co-operation, then modules are not really the answer... game mechanics are, and contracts looks like the best bet in this situation. ---- Yaaaaaaaaaaaaaaaaaaaaaaaa*coughcough*aaaaaaaaaaaaaaaaaaaaaaaaaaarrr!! |

Larkonis Trassler
Neo Spartans
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Posted - 2009.01.09 16:03:00 -
[77]
Ref insurance payouts and not getting them if Concorded... It was actually what the playerbase wanted for the last suicide gank nerf, many gankers included. Instead we got the increased concord response time, I believe in an effort to make suicide ganking more of a team effort and so little nubbins and carebears don't quit when they shoot their mate's mission wreck or accidently set off a smartbomb. Calm Your Passion |

Ovno ConSyquence
Amarr Imperial Shipment
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Posted - 2009.01.09 16:06:00 -
[78]
Originally by: Marchocias Er... extra modules for this? Probably pointless.
However, adding new capabilities to the contracts system might work.
EG, the person hauling sets up a contract for his defender (or defenders, if contract is taken by a corp), which defines a container full of stuff to be hauled, a destination (station / pos / system), a reward for the defender (if the stuff makes it), and possibly some collateral to be put up be the defender, etc.
Obviously, you'd also need something which checks that the defender, or at least one of multiple defenders, is never in a different solar system for more than a minute, and never leaves gang, or the contract is voided.
If we want the game to be more about co-operation, then modules are not really the answer... game mechanics are, and contracts looks like the best bet in this situation.
Problem is even if the defender is by your side for the entire journey the best he can do is pop your can when you get ganked so that the pirates don't get the loot anyway...
Which is probably what I'd do with my alt if it ever happened to me 
Or I suppose you could fly an empty hauler along side ready to try and scoop it if needs be, either way would deny the pirate the loot and thus damage their sec status loss to isk ratio. |

Marchocias
Silent Ninja's
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Posted - 2009.01.09 16:16:00 -
[79]
Edited by: Marchocias on 09/01/2009 16:18:15 Certainly some of the modules you described wouldn't be too bad (although I'm sure there are consequences that I've not considered)... but I think it really needs something in the contracts system to make it viable.
Contracts are the answer to everything.
Got ganked in lo-sec? Should've taken out a protection contract!
Getting smacked by some tard? Contract killers ftw!
Can't get enough exotic dancers? Contract some pimp to deliver them to you once a week! |

Ovno ConSyquence
Amarr Imperial Shipment
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Posted - 2009.01.09 16:18:00 -
[80]
Originally by: Marchocias Certainly some of the modules you described wouldn't be too bad (although I'm sure there are consequences that I've not considered)... but I think it really needs something in the contracts system to make it viable.
I'm of the opinion that pretty much everything needs contracts.
I'd be all up for contracts (with collateral) to go with it would improve the whole thing a fair bit.
And maybe allow the shooting/looting of cans if contracted to that player. |

Arvald
Caldari MasterBlasters Inc. CORPVS DELICTI
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Posted - 2009.01.09 16:41:00 -
[81]
2 drakes with damamge transfer mods, not even jesus could pop them
i edit spelling for no one |

Tzar'rim
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Posted - 2009.01.09 17:29:00 -
[82]
Originally by: SentryRaven
Originally by: Tzar'rim
Have you actually read my post and tried to understand the tactics part or are you just good at blobbing?
I have read it, and even if it's two groups that try to gank, your webbing alt will not help it.... will it?
If it's 2 groups then there must be something really bloody valuable in that freighter, in which case it goes back to the old "be careful what you move at once" rule. Using effort takes away MOST of the risk but (obviously) not all, nor should it.
Asking for all kinds of game interventions and options instead of just using logic and some tactics is not the way to go.
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2009.01.09 17:34:00 -
[83]
Originally by: Ovno ConSyquence The problems...
No trade through lowsec. Constant forum whining about suicide ganking. No way to defend others from attack because all buffing modules work after the fact.
A solution?
Modules to allow players to defend other players.
Such as
A damage transfer module, allowing you to absorb the damage done to another player, until you get popped of course.
A remote resistance booster, allowing you to boost the resistances of another player, by reducing your own.
A remote shield and armour reenforcer module, allowing you to up the shield or armour hp of another player, by reducing you own.
A remote sig radius reducer, allowing you to decrease the sig radius of a another player making them harder to hit, at the expense of increasing your own
A remote sensor blocker, allowing you to make another player harder to lock at the expense of making you easier to lock.
A remote warp core stab, allowing you to increase the warp core strength of another player while at the same time preventing yourself from warping for 30 seconds or so.
With these simple tools industrials and the like could hire wingmen to protect them when carrying valuable cargo through suicide ganking hot spots or even through lowsec making piracy more interesting, creating a new career of escort (not that kind ) and enabling traders to utilise profitable dangerous trade routes.
Obviously these mods would have to stake properly even when used by multiple escorts to prevent abuse.
There are already plenty of tools for combat escort.
Remote armor reps, remote shield reps, remote cap transfers.
Everything you suggested would be horribly overpowered when used by gangs. Just look at a 10 man remote rep BS gang as it is.  |

Togg Bott
Minmatar League of the Tiger and Tentacle
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Posted - 2009.01.09 18:42:00 -
[84]
ok...didnt read every post...so if someone here already said this... then ignore me...instead of fitting buffing mods to a ship to transfer HP to a freaghter....have the freighter install mods to RECIEVE the buff's... this would take precious slots that no combat pilot would want to lose... but a freighter and maybe a miner would sacrifice to be able to survive. that solves the problem of pvp ships using it. |

Dibsi Dei
Salamyhkaisten kilta
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Posted - 2009.01.09 18:53:00 -
[85]
Originally by: Grek Forto What about Transport Ships then? Being invisible isn't good enough?
this |

Soporo
Caldari The Graduates Morsus Mihi
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Posted - 2009.01.09 18:59:00 -
[86]
The problem isnt freighters so much, as they have a ******ed amount of hp or Bloackade Runners, it's Transports and Miners.
Some way to force the attacker to deal with the cover would be a good thing, imo. Less insta-pop, more real pew. |

Felix Dzerzhinsky
Caldari Destructive Influence Band of Brothers
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Posted - 2009.01.09 19:06:00 -
[87]
These proposed changes may fix high sec empire ganking - which is relativly rare. But will completely transform lowsec and null sec pvp - I think you have not thought the impacts through sufficiently.
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Vaal Erit
Science and Trade Institute
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Posted - 2009.01.09 19:08:00 -
[88]
There are already plenty of protection for haulers of all kinds.
The blockade runner transports can haul 7-8k m3 and if you lose one of those in high sec, then you are afk and deserve to die. Cov ops cloak makes you invulnerable in high sec. Invulnerable. I have one. Invulnerable.
The deep space transports have huge amounts of hit points and great resists. 40,000 effective hit points and over 20,000 m3 carried. Really, look them up. In addition to the +2 warp strength you will need tackle and a lot of instant dps to even have a shot at killing one. Bring along the corresponding logistic ship (shield for bustard/mastodon, armor for the impel/occator) and there is no way you will be suicide ganked. Maybe there are only noob logistics pilots on this forum, but it is called pre-locking, and hey why don't you throw on the reps anyways just to make sure? You don't alpha a tanked ship, plenty of time to get repairing modules active on the ship you are escorting.
The methods for avoiding suicide ganking are already in the game. Training for transport ships is not difficult: spaceship command 3, industry V and racial industrial to V. Cloaking 4 if you want to use the cov ops cloak. Come on, is that so difficult? I know I train much more than that to fly a HAC/recon/HIC efficiently.
Furthermore, I like the assumption that people would actually fly such a "escort ship". People afk haul hundreds of millions of isk in cargo in un-tanked tech 1 haulers because they are lazy and dumb. People will never "hire" an "escort ship" because it is much more profitable to just use that other player to haul and make 2x the money. It is extremely rare that someone on the ball with a good ship gets suicide ganked. There is no more 2 minute jita undock blackout screen. Concord comes much faster and the security penalties are a lot worse. If you get suicided under current mechanics you are dumb and deserve it.
Lastly, as someone above may have mentioned, there is an escort ship: the hyena, rapier and huginn all suffice. If you don't know the webbing trick then that is too bad, but you can make a freighter insta warp from each and every gate. A suicide ganker has to scan you and then use his crystal ball to figure out what your destination is and then use a magic portal to get ganking ships in ahead of you. If you are not afk, most suicide ganking teams won't even have time to scan you let alone have time to figure out if you are worth attacking.
In conclusion, there is no problem with a very experienced team grouping up together to surprise an un-tanked ship without proper escort. In fact, it is fully intended to be like this. If you cannot handle current mechanics then you completely fail at the game and need to stfu or gtfo. --
http://desusig.crumplecorn.com/sigs.html
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Venkul Mul
Gallente
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Posted - 2009.01.09 19:26:00 -
[89]
Originally by: SentryRaven Edited by: SentryRaven on 09/01/2009 14:18:28 True again, the limitation is only that to haul bigger items (although I don't know if there is any that are so huge) you will need to resort to industrials or transports or freighters again, or if it's "bobs and bits", do more runs.....
49k EHP.... that gankable?
That set up can transport 1 frigate in each BS against 5 in the Bestower, 0 destroyers against 2, 0 cruisers against 1, (and a max expanded Iteron V, even without rigs, reach 25K m3, 8 BS to replace it).
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Tippia
Raddick Explorations BlackWater.
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Posted - 2009.01.09 19:37:00 -
[90]
Originally by: Venkul Mul That set up can transport 1 frigate in each BS against 5 in the Bestower, 0 destroyers against 2, 0 cruisers against 1, (and a max expanded Iteron V, even without rigs, reach 25K m3, 8 BS to replace it).
…so use a DST. They start out at 40-50k EHP and you can push those into the 100k EHP region. |
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