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To CCP: If OGB is being removed Is there going to be a SP refund?

Author
NEONOVUS
Mindstar Technology
Goonswarm Federation
#181 - 2012-12-13 00:57:33 UTC
I will buy any OGB for 800 mil when the patch goes live.
There now you all have something to do.

Also when I am booster in a fleet, why do my stats never change in the fitting window?
Sisohiv
Center for Advanced Studies
Gallente Federation
#182 - 2012-12-13 01:00:04 UTC
Gangname Style wrote:
CATPAIN KIRK wrote:
Gangname Style wrote:
huh?




Diesel 47? Is that you or is there really more than one person being that unfathomably dumb?


English please.

Skydell wrote:
I understand why the OP is frustrated. I have the leadership group of skills all trained. Spec's to 4, everything else to 5. Throw in a T2 hard wire and put me in a battle cruiser it sticks a big fucken bulls eye on my forehead. Titans are the new Command Ships. I don't know what they plan to do with the T2 battle Cruisers but they won't be leading fleets in Alpha blobs Online.


But when a blob is fighting a smaller gang, they can comfortably have a command ship and not have to worry about it dying.

Wheres the solution to that?


Or have an Erebus on grid with 37.5% armor HP boost, on top of the gang boosts.
The truth is, off grid bonus favors the blobs and that really won't change by putting them on grid.
ConranAntoni
Deep Core Mining Inc.
Caldari State
#183 - 2012-12-13 01:16:40 UTC
The tears of scrubs who think elite pvp consists of running around in a Cynabel with offgrid boosts is hilarious.

Please keep going so I can get a third bucketful.

Empyrean Warriors - Recruiting now.

James Amril-Kesh
Viziam
Amarr Empire
#184 - 2012-12-13 01:21:48 UTC
James Amril-Kesh wrote:
So wait, my interceptor should automatically lose skirmish bonuses as soon as I warp after an enemy I want to tackle for my gang?
Seems pretty dumb to me.
Better fix: disallow activation of gang links in warp, disallow activation of gang links within a certain distance of POS shields, and bloom signature radius by several hundred percent while gang links are active (alternatively reduce cut sensor strength and scan res by 90% or thereabouts, would probably be a better solution to avoid boosters taking ridiculous amounts of damage from capital weapons).
The result: making OGB vulnerable and really easy to find.

Enjoying the rain today? ;)

ERin Erkkinen
Science and Trade Institute
Caldari State
#185 - 2012-12-13 01:32:28 UTC
Gangname Style wrote:
ERin Erkkinen wrote:
no you will not get sp back when they change the way "OGB" work you skills still there just have to risk the ship to do it deal with or in the word off CCP Guard "HTFU"


Wondering why people who oppose OGBs don't just "HTFU" instead of whining for removal. Lol



Just like those t3 pilot crying about not beable to eject anymore. OGBing is a chicken man boost just a t3 pilot ejecting i combat to save is sp.
Sisohiv
Center for Advanced Studies
Gallente Federation
#186 - 2012-12-13 01:35:23 UTC
ConranAntoni wrote:
The tears of scrubs who think elite pvp consists of running around in a Cynabel with offgrid boosts is hilarious.

Please keep going so I can get a third bucketful.


True, it's much easier than that. Just stay cloaked and feed on anything that can't dictate range. Pretty much anything that didn't require Winmatar to fly.
Ong
Lumberjack Commandos
#187 - 2012-12-13 01:37:06 UTC  |  Edited by: Ong
Removing OGB will make it very hard for those of us that don't like to be in blobs (by blobs im talking 10+). If me and 4 corpies decide to go roam we don't exactly have the numbers for us to lose a dps or a recon to be in a command (they do awful dps when running links) or yet another to logy to keep said command alive when the locals form up the 30 man gang to come fight us.

We are taking the risk by fighting outnumbered, often 4:1, we deserve a little help that comes from an OGB alt. Its what makes 90% of small gang pvp possible in this game, its is simply not possible for us to keep our gang mate alive in a command ship when a tier 3 bc gang lands, or any 20+ man gang for that matter.

The blob that comes to fight us can spare pilots to come in a command and bring a logy or 2 to keep it alive, we cant.
This will be yet another change that favours the blob over those that don't. Its yet another example of a csm and development team that is based in larger scale pvp.

The simple solution that would keep both sides happy is this:

Make tech 3's able to OGB but make them only able to boost for a single squad, that's 9 people max other then the char in the T3. Keep the reduction in boost amount (3% I believe)

Make Commands be able to boost a fleet, this makes people that fly with 10+ have to bring logy that is needed to keep a command alive.

This is the only way I can see to keep small gang and solo pvp alive.
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#188 - 2012-12-13 01:59:29 UTC
Only skill reimbursment I remember is getting refunded for the SP I sunk in learning skills (RIP) when they were removed.
ConranAntoni
Deep Core Mining Inc.
Caldari State
#189 - 2012-12-13 02:06:49 UTC
Ong wrote:
Removing OGB will make it very hard for those of us that don't like to be in blobs (by blobs im talking 10+). If me and 4 corpies decide to go roam we don't exactly have the numbers for us to lose a dps or a recon to be in a command (they do awful dps when running links) or yet another to logy to keep said command alive when the locals form up the 30 man gang to come fight us.

We are taking the risk by fighting outnumbered, often 4:1, we deserve a little help that comes from an OGB alt. Its what makes 90% of small gang pvp possible in this game, its is simply not possible for us to keep our gang mate alive in a command ship when a tier 3 bc gang lands, or any 20+ man gang for that matter.

The blob that comes to fight us can spare pilots to come in a command and bring a logy or 2 to keep it alive, we cant.
This will be yet another change that favours the blob over those that don't. Its yet another example of a csm and development team that is based in larger scale pvp.

The simple solution that would keep both sides happy is this:

Make tech 3's able to OGB but make them only able to boost for a single squad, that's 9 people max other then the char in the T3. Keep the reduction in boost amount (3% I believe)

Make Commands be able to boost a fleet, this makes people that fly with 10+ have to bring logy that is needed to keep a command alive.

This is the only way I can see to keep small gang and solo pvp alive.


I too am terrible at choosing gangs to engage nearer my size.

I mean it's not like one of your members could bring a Claymore or anything that can support ganglinks *and* be capable on not popping when looked at. I mean I *should* be allowed to herpaderp in one system with my offgrid booster sitting there in a pos while I trounce terrible Drake pilots in my crystal implant set, running full ganglinks and being just oh so cool.

And I say this coming from a viewpoint of someone who reguarly has an offgrid booster in fleet. This change is a positive step forward, making fleets a bit more of a tactical battle than "derp imma primary teh CAEN".

Oh CCP why do you make it harder for the little guy to fight big bad blobs and make me think about my fleet comps rather than kiting away, why. Is my kiting hero Tengu that much of an evil in the EvE universe?

Empyrean Warriors - Recruiting now.

Ong
Lumberjack Commandos
#190 - 2012-12-13 02:24:08 UTC
ConranAntoni wrote:
Ong wrote:
Removing OGB will make it very hard for those of us that don't like to be in blobs (by blobs im talking 10+). If me and 4 corpies decide to go roam we don't exactly have the numbers for us to lose a dps or a recon to be in a command (they do awful dps when running links) or yet another to logy to keep said command alive when the locals form up the 30 man gang to come fight us.

We are taking the risk by fighting outnumbered, often 4:1, we deserve a little help that comes from an OGB alt. Its what makes 90% of small gang pvp possible in this game, its is simply not possible for us to keep our gang mate alive in a command ship when a tier 3 bc gang lands, or any 20+ man gang for that matter.

The blob that comes to fight us can spare pilots to come in a command and bring a logy or 2 to keep it alive, we cant.
This will be yet another change that favours the blob over those that don't. Its yet another example of a csm and development team that is based in larger scale pvp.

The simple solution that would keep both sides happy is this:

Make tech 3's able to OGB but make them only able to boost for a single squad, that's 9 people max other then the char in the T3. Keep the reduction in boost amount (3% I believe)

Make Commands be able to boost a fleet, this makes people that fly with 10+ have to bring logy that is needed to keep a command alive.

This is the only way I can see to keep small gang and solo pvp alive.


I too am terrible at choosing gangs to engage nearer my size.

I mean it's not like one of your members could bring a Claymore or anything that can support ganglinks *and* be capable on not popping when looked at. I mean I *should* be allowed to herpaderp in one system with my offgrid booster sitting there in a pos while I trounce terrible Drake pilots in my crystal implant set, running full ganglinks and being just oh so cool.

And I say this coming from a viewpoint of someone who reguarly has an offgrid booster in fleet. This change is a positive step forward, making fleets a bit more of a tactical battle than "derp imma primary teh CAEN".

Oh CCP why do you make it harder for the little guy to fight big bad blobs and make me think about my fleet comps rather than kiting away, why. Is my kiting hero Tengu that much of an evil in the EvE universe?


Claymore with its own bonus's does just under 2kms, it can be pretty much outrun or at least matched by pretty much every other shield ship in the game with the same bonus's. Explain to me how that ship is meant to stay alive even with 135K ehp? (while doing a massive 279 dps)

Oh and if that's all you do is camp provi and gank drakes with you links I feel bad for you, you should try fighting outnumbered, it actually takes skill/risk.
baltec1
Bat Country
Pandemic Horde
#191 - 2012-12-13 02:45:46 UTC
Ong wrote:
[quote=ConranAntoni]
Claymore with its own bonus's does just under 2kms, it can be pretty much outrun or at least matched by pretty much every other shield ship in the game with the same bonus's. Explain to me how that ship is meant to stay alive even with 135K ehp? (while doing a massive 279 dps)

Oh and if that's all you do is camp provi and gank drakes with you links I feel bad for you, you should try fighting outnumbered, it actually takes skill/risk.

given that command ships have been the lead anchor ship in most drake fleets in the cfc for years now I would think they can take the punishment inflicted by small gang fights.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#192 - 2012-12-13 02:49:52 UTC
Xindi Kraid wrote:
Only skill reimbursment I remember is getting refunded for the SP I sunk in learning skills (RIP) when they were removed.

There was also the social connections skills being consolidated.
Marlona Sky
State War Academy
Caldari State
#193 - 2012-12-13 03:03:42 UTC
James Amril-Kesh wrote:
So wait, my interceptor should automatically lose skirmish bonuses as soon as I warp after an enemy I want to tackle for my gang?
Seems pretty dumb to me.
Better fix: disallow activation of gang links in warp, disallow activation of gang links within a certain distance of POS shields, and bloom signature radius by several hundred percent while gang links are active (alternatively reduce cut sensor strength and scan res by 90% or thereabouts, would probably be a better solution to avoid boosters taking ridiculous amounts of damage from capital weapons).
The result: making OGB vulnerable and really easy to find.

It is not possible to activate gang links in warp already. I am for being a substantial distance out of a pos shield to activate them. Increasing signature radius would penalize those who are on the battlefield. Sensor strength reduction to make is easier to prob is nice, but everyone at a safe spot with boosters spams the directional scanner so much it would make worm hole dwellers say, "God damn!" Also those on the battlefield would become perma jammed the whole fight by a couple light ECM drones.

I would be more for the sensor strength change if ECM had a completed overhaul or all EW drones were removed until the EW overhaul.
Theodoric Darkwind
The Scope
Gallente Federation
#194 - 2012-12-13 04:29:25 UTC
Gangname Style wrote:

nope think again.

totally fine with ogb removal, not fine with my alt becoming worthless after months of training skills for OGB.


Fit a tank, actually fly it in your fleet, problem solved.
Ranger 1
Ranger Corp
Vae. Victis.
#195 - 2012-12-13 05:12:56 UTC
Ong wrote:
ConranAntoni wrote:
Ong wrote:
Removing OGB will make it very hard for those of us that don't like to be in blobs (by blobs im talking 10+). If me and 4 corpies decide to go roam we don't exactly have the numbers for us to lose a dps or a recon to be in a command (they do awful dps when running links) or yet another to logy to keep said command alive when the locals form up the 30 man gang to come fight us.

We are taking the risk by fighting outnumbered, often 4:1, we deserve a little help that comes from an OGB alt. Its what makes 90% of small gang pvp possible in this game, its is simply not possible for us to keep our gang mate alive in a command ship when a tier 3 bc gang lands, or any 20+ man gang for that matter.

The blob that comes to fight us can spare pilots to come in a command and bring a logy or 2 to keep it alive, we cant.
This will be yet another change that favours the blob over those that don't. Its yet another example of a csm and development team that is based in larger scale pvp.

The simple solution that would keep both sides happy is this:

Make tech 3's able to OGB but make them only able to boost for a single squad, that's 9 people max other then the char in the T3. Keep the reduction in boost amount (3% I believe)

Make Commands be able to boost a fleet, this makes people that fly with 10+ have to bring logy that is needed to keep a command alive.

This is the only way I can see to keep small gang and solo pvp alive.


I too am terrible at choosing gangs to engage nearer my size.

I mean it's not like one of your members could bring a Claymore or anything that can support ganglinks *and* be capable on not popping when looked at. I mean I *should* be allowed to herpaderp in one system with my offgrid booster sitting there in a pos while I trounce terrible Drake pilots in my crystal implant set, running full ganglinks and being just oh so cool.

And I say this coming from a viewpoint of someone who reguarly has an offgrid booster in fleet. This change is a positive step forward, making fleets a bit more of a tactical battle than "derp imma primary teh CAEN".

Oh CCP why do you make it harder for the little guy to fight big bad blobs and make me think about my fleet comps rather than kiting away, why. Is my kiting hero Tengu that much of an evil in the EvE universe?


Claymore with its own bonus's does just under 2kms, it can be pretty much outrun or at least matched by pretty much every other shield ship in the game with the same bonus's. Explain to me how that ship is meant to stay alive even with 135K ehp? (while doing a massive 279 dps)

Oh and if that's all you do is camp provi and gank drakes with you links I feel bad for you, you should try fighting outnumbered, it actually takes skill/risk.

If skill was actually the driving factor behind your gangs you wouldn't have to ask how to keep a Claymore alive in combat.

It's been pointed out before, but lets try it again... T3's and Command ships are both going to be overhauled when these changes go through. Until we know the details of those changes, debating the survivability of either T3's or Command ships in an on grid situation is more than a little pointless.

In general we know they are leaning towards:
1: All Command ships being able to use 2 links.
2: All Command ships will have their combat capabilities boosted, significantly in many cases.
3: All Command ships will provide more of a bonus when boosting than a T3 will be capable of.
4: T3's will be capable of running 3 gang links, but with lesser bonuses.
5: T3 subsystems in general are going to be rebalanced as well with on grid boosting in mind, possibly their cost as well.

So in essence everything you think about how these ships should be used is about to be thrown out the window.

Really gentlemen, what's the point.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Andski
Science and Trade Institute
Caldari State
#196 - 2012-12-13 05:50:49 UTC
lol anyone who thinks that removing off-grid boosting is going to be a buff to ~~~~~teh blob~~~~~ is out of their minds because I can't count the number of times I've scouted systems for dudes putting T3 boosters in place prior to huge fights over timers

train command ships and adapt, stop being babbies over actually having to risk ships that affect fights

oh and fyi I wrote an article on why off-grid boosting should stay, here: http://evenews24.com/2012/07/21/why-offgrid-boosting-should-stay

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Skydell
Bad Girl Posse
#197 - 2012-12-13 06:16:43 UTC
Andski wrote:
lol anyone who thinks that removing off-grid boosting is going to be a buff to ~~~~~teh blob~~~~~ is out of their minds because I can't count the number of times I've scouted systems for dudes putting T3 boosters in place prior to huge fights over timers

train command ships and adapt, stop being babbies over actually having to risk ships that affect fights

oh and fyi I wrote an article on why off-grid boosting should stay, here: http://evenews24.com/2012/07/21/why-offgrid-boosting-should-stay


Caldari here.

Another 100 MN Tengu on the way.
You know that will get nerfed in the next year, right?
It's been the same ritual for 9 years.

Nerf the nerf that nerfed the nerf because someone cried on the forum that something was OP.

I'd like to see off grid gone but I'd like to see battles be more than 250 vs 1 X 2.
Ned Gurnham
Doomheim
#198 - 2012-12-13 06:18:45 UTC
When they remove off grid boosting they will also be rebalancing Command Ships and T3 Warfare Link subsystems to make them more useful in a fight. Even after the rebalance I doubt you'll be able to run 6 at a time while also having a decent tank and DPS output but who cares. If I remember correctly from CCP's early plans with them you'll be able to run 3 while still being viable in a fight.

I wouldn't mind an optional and one time only total refund of all SP for existing players though. There have been several changes to several areas of the game over the years so why not. Just make sure to finish all the ship balancing before the refund.
Schalac
Apocalypse Reign
#199 - 2012-12-13 06:28:36 UTC
I say keep off grid boosting but reduce the boost bonus of T3's down to 0.5 % per level and only allow them to fit one link. Then give command ships a 10% per level boost to links and reduce their tank to 1/4 of what it currently is and add a beacon to them that when they turn on their links they are directly warpable to.

SCHALAC HAS SPOKEN!! http://eveboard.com/pilot/Schalac

Ra'Shyne Viper
Native Freshfood
#200 - 2012-12-13 06:29:29 UTC
ITT: Eve online, where players have so many alts they need another alt to boost those alts.

DUST 514 player

Ingame name: Vin Vicious