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SuperCap Proliferation

Author
Tiberius Murderhorne
CONTRATTO
#1 - 2013-01-16 14:35:13 UTC
OK so this is going to insight rage from a few people...

SuperCaps are still way OP in large groups, the owners of them flock together for this very purpose.

I have had supers dropped on me a couple times during my game life, it always makes me laugh as basically there is nothing else you can do....

the only counter to them is to bring more, this only makes the problem worse... so how about these for some ideas? a couple of them have been suggested before:-

1. what if an alliance could only have 5 motherships and 2 titans at once and that was a hard cap?
(once the hard cap is reached a member cannot join an alliance in a supercap)

2. hard caps on fleets? no more than 5 in a fleet at anyone time?

3. as already posted before what about a mass limit on a cyno? once the mass is reached no one can jump?

4. return jump timers not based on cap for supers, once you have used a cyno you cannot jump again for 10 mins?
(this stops the in kill and out in a min, have experienced this first hand, supers dropped on me I was killed and they where gone again all in under 2 mins, with zero danger to the owners)

am I alone in thinking that 1 day eve will just be supers if we carry on as we are..... one giant coalition with 20k supers ruling all of null sec... sounds lame!

Flame Away

Cheers
Tib

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

Destination SkillQueue
Doomheim
#2 - 2013-01-16 15:08:12 UTC
Hard caps don't belong in this game and can be worked around anyway. All that would need to happen is people starting their own supercap organizations with the intent of circumventing the limits. Not to mention there are already multiple organizations who would be forced to kick their members to comply with the limit. It's a stupid idea and isn't worth wasting CCPs time with.

Mass limits will just increase the amount of logistics needed to move large fleets around. This isn't bad, but be aware that it works both ways and won't alter the effectiveness of supers. While they have a limit on how many supers they can drop on you, you're unlikely to be able to counter them with your own reinforcements. They also have stronger logistic arms, so they can also out cyno you. This is more of a power projection limitation then anything else.

Jump timers will increase the risk of deployment and slow down their movement. It won't change their effectiveness either and is again mostly a power projection limitation, that also adds risks to their use. This won't change the OP nature of supers in any way either. The problem is, that as long as you ignore the actual "problem" it isn't going to be fixed. If that problem is super cap effectiveness in combat, then that is the thing that needs rebalancing. Making moving them around harder just limits their offensive uses and reigns in power projection. That might not be a bad thing, but it also isn't a solution to the problem you present.

The only real solution is to try to reach a balance where no amount of any one ship type can become a I-win button no matter how many of them you gather in one fleet. We actually don't know how CCP plans to address this with supers, since they said specifically, that the previous supercap nerf was a temporary measure to hold them until the ship rebalancing effort reaches them. Your fears are not warranted though, because there will never be a time when supers rule all null combat, since CCP will change them to non-combat ships before allowing them to destroy the game to that extent.
Scuzzy Logic
Space Spuds
#3 - 2013-01-16 15:34:30 UTC
I'm still a big fan on the idea of a gravity bomb that would deal damage scaling with the mass of all the ships caught within its range.

Oh, hello 14 Titans! *boom*

Would make fleet deployment less dumb than just MOAR CAPS and promote fleets of varying ship sizes to try to keep the mass down. The sweet spot would be at 5 titans's worth of mass to blow them to shreds. Would force larget fleets to either spread apart into waves (wings actually being meaningful) or just spread apart very far onto the battlefield instead of pouring 20 capships onto one cyno hotdrop.

Make it mountable on T2 BS based on the tier-3 battleships and you're set.

Forlorn Wongraven
Habitual Euthanasia
Pandemic Legion
#4 - 2013-01-16 16:09:28 UTC  |  Edited by: Forlorn Wongraven
The damage of supercap proliferation has already been done years ago. Hard caps don't work, as there are easy ways to get around those (making multiple alliances as example). No matter how low or high you make those hard caps btw. Supercarriers are not I-WIN buttons anymore since the rebalance and being hotdropped by somebody makes you feel stupid if its either 50 Hurricanes or 10 Nyx, but no game mechanic could prevent that. The current state of coalitions in null already established safe OOG comms and if you just put each corp in an alliance wouldn't prevent anything. Mass per cyno doesn't matter either as they are easy ways to get around those too. First cyno with a bomber, second with the 5 HIC that were bridged which light 5 cynos for 5 carriers that light cynos and so on. Hey we light cynos with supercarriers and titans if needed today already.

There are plenty of alliances and players that like massive fights that happen once or twice each year with a now-stable server for even 2000+ people in one system. Don't limit other players because you think it is not e-honor alike.

Winner ATXI , 3rd place ATXII, winner ATXIII, 2nd ATXIV - follow me on twitter: @ForlornW

Ganthrithor
School of Applied Knowledge
Caldari State
#5 - 2013-01-16 22:33:01 UTC
Crimeo Khamsi
Viziam
Amarr Empire
#6 - 2013-01-16 22:50:59 UTC
Hard caps on things like alliances or fleets are useless. You can't make game mechanics that stop people from being friends. They will simply use 3rd party voice chat, etc. to communicate with other alliances and fleets, and still function for all practical purposes as one fleet/alliance.

Hard caps on the number of some type of ship that can be on a grid WOULD work to solve the literal problem, but would cause way more problems in return, and would make the game feel cheap and nerfy.
Alex Grison
Grison Universal
#7 - 2013-01-16 23:03:11 UTC
so basically you want to make it so that there is nothing people can do to get a large advantage over you, in your subcap ships.

yes

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#8 - 2013-01-17 05:03:40 UTC
Tiberius Murderhorne wrote:


SuperCaps are still way OP in large groups, the owners of them flock together for this very purpose.



Funny. I see the same thing being done with T3s, Battle-cruisers and Battleships when taking on a single target.

Not much to do but bring a bigger group of t3s, BCs and BSs.

And we know sub cap proliferation makes those few thousand supers look like an insignificant spec on a pie chart if the numbers were ever tallied...

So lets put a hard cap on fleet size...

Limit the number of sub caps an alliance can have....

And a mass limit on star gates... can't have power projection with sub cap blobs ruining our game by instantly traveling from 1 gate to a next...

Seriously Dude... go hang.


Eve is about Capital ships, WiS, Boobs, PI and Isk!

Tiberius Murderhorne
CONTRATTO
#9 - 2013-01-17 09:34:09 UTC
some good points and some super owners i see,

this is about a counter, there are counters to most things in this game,

1. A big fleet of shield canes gets shredded by a well organised fleet of bombers.
2. A few Ewar ships can disrupt a much bigger fleet.

just as a couple examples, but what do you do when supers hit the field? how many dreads does it take to knock-out say 9 supers? be it that 9 supers can drop a dread in under 2 mins.....

they cannot be removed from the game, but their current role as super iWin pawn mobiles is just nuts, unless there is a counter!

how about an anti super ewar platform? that can jam a super?
or an anti fighter bomber ship that is specifically designed to kill fighter bombers??
or a bomber designed to drop capitals? (The mother of all bombs.... )
Capital Destroyer - capital weapons but on a BS size hull? (terrible tracking so that they can only really engage capitals?)

all of these options would force a supercap fleet to have support,

there must be some balance! Fozzy im looking at you! :P

Cheers
Tib

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

Tiberius Murderhorne
CONTRATTO
#10 - 2013-01-17 09:39:08 UTC
Asuka Solo wrote:




Funny. I see the same thing being done with T3s, Battle-cruisers and Battleships when taking on a single target.



Yea you do but! they can only be dropped instantly on a target because of supers, if they are coming in from a gate then the smaller group has a chance to run,

in the current form supers are not being used in big 2000+ man fleets, they are being dropped on single people and small groups for ganks.... what is the counter other than "don't fly in low/null or dont engage that lone cruiser as it might have a cyno" - what rubbish that's what's going to kill this game... no wonder people wont leave highsec....

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#11 - 2013-01-17 15:22:00 UTC  |  Edited by: Asuka Solo
Tiberius Murderhorne wrote:
Asuka Solo wrote:




Funny. I see the same thing being done with T3s, Battle-cruisers and Battleships when taking on a single target.



Yea you do but! they can only be dropped instantly on a target because of supers, if they are coming in from a gate then the smaller group has a chance to run,

in the current form supers are not being used in big 2000+ man fleets, they are being dropped on single people and small groups for ganks.... what is the counter other than "don't fly in low/null or dont engage that lone cruiser as it might have a cyno" - what rubbish that's what's going to kill this game... no wonder people wont leave highsec....


1 Huge problem with your logic.

Supers take years to target anything as small as your rifter even if SEBO fitted. You have all the time in the world to GTFO. If only that other rifter didn't have you pointed.... But I'm not going to point out the fact that you fail at shooting down the drones of a SC or the lack of broseffettes at your party....

I'd rather point out that this is the age old "AFK cloaker in local is preventing me from ratting and mining" argument..... So lets delete local and watch the problem disappear..

Ergo, remove precision jumping/dropping...

Delete cynos and allow caps to jump themselves and supers to bridge ships into random locations spread out 100 000s of KMs within the same system.

Caps can now move freely without alt requirements or 10 minute cooldowns, adding to power projection fears of insecure hobos, but can no longer land directly on top of a specified point et mass, thus completely eliminating power projection issues arising out of bridging and jump drives for gangs of huge ships that ruin your sub cap fung-schway.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Bubanni
Center for Advanced Studies
Gallente Federation
#12 - 2013-01-17 15:29:58 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=194759 <- better supercap nerf suggestion than yours :), limiting supercaps in fleet/alliance/corp wont have any effect as they will just be multiple fleets/alliances/corps then...

I am suggesting a change to the ewar immunity, to allow ewar to be used against supercaps and even sieged dreads and triaged carriers... but at a effectiveness of only 10%... this would allow enough subcaps to be even more effective than they already are against capitals and supercapitals... the ewar immunity is one of the biggest strenghts of them if you ask me....

In my post I do a little number crunching to show how it's not too big a nerf, but would change the battlefield alot vs supercaps

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Tiberius Murderhorne
CONTRATTO
#13 - 2013-01-17 15:34:27 UTC  |  Edited by: Tiberius Murderhorne
Asuka Solo wrote:





Bull**** the problem is not about having a rifter dropped on, what a ridiculous counter to my point.....

even the leaders of the major alliances agree that supers are way over powered, this discussion was an idea of how to balance them not remove them from the game...

at the moment the primary use for a mother ships is them being dropped on single people and small fleets, because they are an instant I win and gtfo....

It has not always been like that, supercaps should go back to being fleet support and anti capital platforms with about half of the damage they do not at least....

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

Tiberius Murderhorne
CONTRATTO
#14 - 2013-01-17 15:35:51 UTC
Bubanni wrote:
https://forums.eveonline.com/default.aspx?g=posts&t=194759 <- better supercap nerf suggestion than yours :), limiting supercaps in fleet/alliance/corp wont have any effect as they will just be multiple fleets/alliances/corps then...

I am suggesting a change to the ewar immunity, to allow ewar to be used against supercaps and even sieged dreads and triaged carriers... but at a effectiveness of only 10%... this would allow enough subcaps to be even more effective than they already are against capitals and supercapitals... the ewar immunity is one of the biggest strenghts of them if you ask me....

In my post I do a little number crunching to show how it's not too big a nerf, but would change the battlefield alot vs supercaps


Now that is more like it,

my suggestion was just a suggestion.....

but clearly something needs to change from its current state. The Ewar idea is good, (see one post of mine further up!)

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

Nikk Narrel
Moonlit Bonsai
#15 - 2013-01-17 16:09:10 UTC
Asuka Solo wrote:
Supers take years to target anything as small as your rifter even if SEBO fitted. You have all the time in the world to GTFO. If only that other rifter didn't have you pointed.... But I'm not going to point out the fact that you fail at shooting down the drones of a SC or the lack of broseffettes at your party....

I'd rather point out that this is the age old "AFK cloaker in local is preventing me from ratting and mining" argument..... So lets delete local and watch the problem disappear..

Ergo, remove precision jumping/dropping...

Delete cynos and allow caps to jump themselves and supers to bridge ships into random locations spread out 100 000s of KMs within the same system.

Caps can now move freely without alt requirements or 10 minute cooldowns, adding to power projection fears of insecure hobos, but can no longer land directly on top of a specified point et mass, thus completely eliminating power projection issues arising out of bridging and jump drives for gangs of huge ships that ruin your sub cap fung-schway.

THIS

The whole idea of cynos, originally, was not to hot drop. It was the movement between locations for reasonable deployment for ships that could not use a gate system.

A cyno put the equivalent of a local bus stop into the target system, but in exchange created a beacon that could be locked onto and warped to by hostile forces.
The beacon was the intended balance for this, it allowed the enemy to warp to the targets that were coming in.
(If the targets were going to be on the same grid at all, the beacon would be MEANINGLESS, so it's obvious intent was not specific to hot dropping)
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#16 - 2013-01-17 16:18:05 UTC
Tiberius Murderhorne wrote:

Bull**** the problem is not about having a rifter dropped on, what a ridiculous counter to my point.....


Your point is still mute because it takes that SC ages to target your BS.

And 95% of the counter proposals out there just want to make frigates and other sub capitals I-win buttons against supers who can no longer even target your small ass, never mind eat you alive.

No.

Delete cynos, give Capitals new super e-war modules to lock them down and hurt them.

Extend invalid targeting to sub caps trying to lock supers.

Problem solved.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#17 - 2013-01-17 16:18:27 UTC  |  Edited by: Hakan MacTrew
What about the addition of sub-cap ships designed to combat capitals? I know a BC sized super -bomber has been suggested before, or what about a super tackling BS?
Tiberius Murderhorne
CONTRATTO
#18 - 2013-01-17 16:49:20 UTC
Asuka Solo wrote:
Tiberius Murderhorne wrote:

Bull**** the problem is not about having a rifter dropped on, what a ridiculous counter to my point.....


Your point is still mute because it takes that SC ages to target your BS.

And 95% of the counter proposals out there just want to make frigates and other sub capitals I-win buttons against supers who can no longer even target your small ass, never mind eat you alive.

No.

Delete cynos, give Capitals new super e-war modules to lock them down and hurt them.

Extend invalid targeting to sub caps trying to lock supers.

Problem solved.


A Super does not take ages to lock a cruiser.... I watched supers drop a t3 in under a min this included targeting time.....

im confused at the rest of your suggestion.....

Disclaimer : My posting does not always reflect my Corps views or my allience views.... Infact sometimes it does not even reflect my views!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#19 - 2013-01-17 18:17:46 UTC  |  Edited by: Asuka Solo
Tiberius Murderhorne wrote:

A Super does not take ages to lock a cruiser.... I watched supers drop a t3 in under a min this included targeting time.....


Its called a target painter fitted on fast locking sub caps (you know, your pals in smaller ships).

Working as intended.

And multiple SCs pushing thousands of DPS each, ganking a single t3 which doesn't even have 25k of actual hit points... in under a minute... you dont say.... I've watched Battleship blobs do the same.

Go play in EFT. Even if you just fit SEBOs and 3 t2 rigs (which you cant) to a SC.... scan res is <400.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#20 - 2013-01-17 18:30:45 UTC  |  Edited by: Asuka Solo
Hakan MacTrew wrote:
What about the addition of sub-cap ships designed to cobmat capitals? I know a BC sized super -bomber has been suggested before, or what about a super tackling BS?


I have no problems with this. Except the BS. Why every new ship in Eve has to be a Battleships is just beyond me. I think we have enough of those by now to be honest.

But hen you dont get to cry about capitals designed to take out sub-caps either.

Everything has a counter in Eve. And if it doesn't, it will eventually.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

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