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[REQUEST] Remove ridiculous speed boosts!

Author
Meditril
Hoplite Brigade
Ushra'Khan
#1 - 2013-04-10 09:57:53 UTC  |  Edited by: Meditril
I just want to advocate for removing the ridiculouse speed boosts which are provided by Snakes and Offgrid Boosters. Hookbills going over 7000m/s or 9000m/s with heat is completely nonesense, because they arecompletely safe from missiles or drones. Even long range guns have big troubles since they are out of range before you even get a lock or manage to press the fire button.

Removing Speed Boosts would in my opinion solve also most issues with Offgrind Boosters in general. Speed boost simply provides too much power through range control and it breaks the speed rule: you are either fast and fluffy with dps of a wet noodle or you are slow and sturdy/ganky.

As a replacment for the speed boosts (for both, Snakes and Offgrid Boosters) I propose they just provide a bonus for the reduction of overheating damage for modules. So you can use and overheat your modules longer.
Naxirian
Republic Military School
Minmatar Republic
#2 - 2013-04-10 12:26:23 UTC
Odyssey is changing the Hookbill to decrease it's overall top speed and agility, which will have some effect on the problem with them. Condors however will probably remain just as fast. It's an issue that needs to be dealt with most definitely, but for now the only real counter is to have your own off-grid boosts.

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Meditril
Hoplite Brigade
Ushra'Khan
#3 - 2013-04-10 12:56:45 UTC
The Hookbill here was just an example (however a fairly common at the moment).
Speed bosts offgrid or via snakes always have the potential to to create imbalaces for any ship class. In the past the Cynabal was the one used a lot with them, now it is the Hookbill. If CCP nerf the Hookbill to death then tomorrow it will be another ship type. The root cause of all imbalances is simply the speed bosts and therefore it should be removed.
Rroff
Antagonistic Tendencies
#4 - 2013-04-10 12:59:15 UTC  |  Edited by: Rroff
Now if only there were ships with long range webs and scrams and ganglinks to boost them.

BTW arty cane or muninn can be used quite effectively against these ships with a bit of practise.
Buhhdust Princess
Mind Games.
#5 - 2013-04-10 13:05:08 UTC
Rroff wrote:
Now if only there were ships with long range webs and scrams and ganglinks to boost them.

BTW arty cane or muninn can be used quite effectively against these ships with a bit of practise.


What he said.
monkfish2345
School of Applied Knowledge
Caldari State
#6 - 2013-04-10 13:09:40 UTC  |  Edited by: monkfish2345
Probably worth noting that OGB has it's days numbered.

[the other thing to consider with these like a lot of the arguments that were around before the big speed nerf was, in the case of these ships it's all very well being able to go 9km/s but they pose very little threat to anyone.

It's not like when we had invulnerable HACs. for these ships to do anything significant they need to be moving into ranges that will make them vulnerable. especially when you consider a lachesis scram or huginn web will easy reach out beyond their effective ranges.

on top of all of this the amount of risk and investment to put snakes on a ship like this deserves a degree of reward.

edit: and don't forget the new geddon which will pretty much be shutting down anything within 45km post expansion.
Meditril
Hoplite Brigade
Ushra'Khan
#7 - 2013-04-10 15:02:09 UTC  |  Edited by: Meditril
Rroff wrote:
Now if only there were ships with long range webs and scrams and ganglinks to boost them.

BTW arty cane or muninn can be used quite effectively against these ships with a bit of practise.


Unfortunatelly they (as well as Recon Ships) can't enter a novice or small plex. So they are not a viable option in many cases.
monkfish2345
School of Applied Knowledge
Caldari State
#8 - 2013-04-10 15:13:31 UTC
cormorant
Meditril
Hoplite Brigade
Ushra'Khan
#9 - 2013-04-10 15:20:26 UTC
So how many shots a cormorant can do against a 7000m/s brawly Hookbill before it is within scram range? Definatelly not enough to kill him before he is under your guns. Not to mention the kity tracking disrutor Hookbill which will just orbit you at 17km and laugh at you because you don't get any hit once your rails are tracking disrupted.
Mole Guy
Bob's Bait and Tackle
#10 - 2013-04-10 15:23:13 UTC
doesnt seem like that long ago when the "need for speed" patch came out killing the 11k m/s machariel bumping carriers and rorquals off stations and then tackling them...

an 8k frig is way to structurally unsafe.

how about this. a ship should only be able to go a certain % over their base speed before it becomes unsafe and its integrity degraded. itll start taking hull damage (like over heating) which can be repaired at stations or with a hull repper.
a dramiel hits 4500. np. over heat and the stress will begin to take its toll. now, OGB for another 30% or so. then everything else and he is taking damage quickly.
he can still fly it, but he will fly it apart in no time.

great to get away, but not viable for pvp or anything else.


that would make one choose between a really nice gisti mwd and some nano's or a lesser mwd with boosters/implants and other means. start combining them, and the ship will loose 10% of its hull every 2-3 seconds or something.

whatcha think?
Meditril
Hoplite Brigade
Ushra'Khan
#11 - 2013-04-10 15:38:09 UTC
Mole Guy wrote:
doesnt seem like that long ago when the "need for speed" patch came out killing the 11k m/s machariel bumping carriers and rorquals off stations and then tackling them...

an 8k frig is way to structurally unsafe.

how about this. a ship should only be able to go a certain % over their base speed before it becomes unsafe and its integrity degraded. itll start taking hull damage (like over heating) which can be repaired at stations or with a hull repper.
a dramiel hits 4500. np. over heat and the stress will begin to take its toll. now, OGB for another 30% or so. then everything else and he is taking damage quickly.
he can still fly it, but he will fly it apart in no time.

great to get away, but not viable for pvp or anything else.


that would make one choose between a really nice gisti mwd and some nano's or a lesser mwd with boosters/implants and other means. start combining them, and the ship will loose 10% of its hull every 2-3 seconds or something.

whatcha think?


In general a not bad idea but it is not noob prove. I mean, how many people will lose their ships just because FC turned on the speed boost and they haven't noticed it that they are flying too fast?

The main problem with speeds of 5000 m/s are that missiles and drones simply get useless at these speeds. I have no problem if a ship gets to 7000m/s for a short period by overheating but having this as base speed is just game breaking.
Kagura Nikon
Native Freshfood
Minmatar Republic
#12 - 2013-04-10 15:43:13 UTC
the only ridiculous speed boost is the MWD overheat bonus. That one must be tuned down a LOT. Its much larger than a snake set bonus!

"If brute force does not solve your problem....  then you are  surely not using enough!"

StrongSmartSexy
Phenix Revolution
#13 - 2013-04-10 16:18:50 UTC
Mole Guy wrote:
doesnt seem like that long ago when the "need for speed" patch came out killing the 11k m/s machariel bumping carriers and rorquals off stations and then tackling them...

Those were certainly uniquely fun times.
By the way, if I recall correctly pre-nano nerf, the Machariel with drugs, ganglinks, overdrives, snake set and overheated plex MWD allowed it to push 27km/s.
Deerin
East Trading Co Ltd
#14 - 2013-04-10 16:29:26 UTC
Navigation Skill %25 base speed
Snakes %25 base speed

Acceleration Control %25 MWD speed
Zor %5 MWD speed
Boost %35.14 MWD speed
Overheat %50 MWD speed

One solution is:

First make snake bonuses MWD speed bonuses
then make ALL mwd speed bonuses stacking penalized (as they should be. Diminishing returns CCP!!!)

Right now a typical dual damp condor with 1 nano 1 aux rig goes
3989 m/s normally 5692 m/s overheated

Same condor with implants + boosts goes
6756 m/s normally 9772 m/s overloaded
Note that at this point it is uncatchable by regular light missiles or drones.

Same condor with proposed stacking penalty.
5751 m/s normally 7122 m/s overloaded
Still nigh uncatchable, but now manageable
Ush'tar
Doomheim
#15 - 2013-04-10 17:30:47 UTC
Meditril wrote:
Rroff wrote:
Now if only there were ships with long range webs and scrams and ganglinks to boost them.

BTW arty cane or muninn can be used quite effectively against these ships with a bit of practise.


Unfortunatelly they (as well as Recon Ships) can't enter a novice or small plex. So they are not a viable option in many cases.

Let's nerf one of the few tools to counter blob in small gang/solo all across EVE, so that a few frigs have better chances to catch up to each other in novice fw plexes.

Makes sense.
Meditril
Hoplite Brigade
Ushra'Khan
#16 - 2013-04-11 13:12:55 UTC
Ush'tar wrote:

Let's nerf one of the few tools to counter blob in small gang/solo all across EVE, so that a few frigs have better chances to catch up to each other in novice fw plexes.

Makes sense.


With Tier 3 BC there is a perfect weapon available to counter blobs in small gang/solo scenarios. And they will even get more useful if they don't need to fear boosted interceptors crossing 100km within 10 seconds. So I would even say that my requested speed booster nerv will have positive impact on counter blob warefare.
Kagura Nikon
Native Freshfood
Minmatar Republic
#17 - 2013-04-11 13:53:26 UTC
Non overheated Speeds are no where near being too high. The only thing stupid in speed currently is MWD speed bonus on overheat.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Mole Guy
Bob's Bait and Tackle
#18 - 2013-04-11 14:49:56 UTC
StrongSmartSexy wrote:
Mole Guy wrote:
doesnt seem like that long ago when the "need for speed" patch came out killing the 11k m/s machariel bumping carriers and rorquals off stations and then tackling them...

Those were certainly uniquely fun times.
By the way, if I recall correctly pre-nano nerf, the Machariel with drugs, ganglinks, overdrives, snake set and overheated plex MWD allowed it to push 27km/s.



i couldnt tell you how fast. all we saw was a streak. we couldnt even target them.. =)

but, yeah, they were freakin fast. IIRC, mach's could pos bowl. i think they were the only sub cap ship who could.
but i wasnt around them much.

couldnt they pos bowl?
Jacid
Corvix.
#19 - 2013-04-11 15:53:52 UTC
drone navigation computer will get warrior 2s going at least 7km/s maybe more.. I say no to the nerf bat... a person in a 1-2 billion isk clone should have some advantage over someone in a 20mil isk ship + fit
Wolf Kyosuke
Garoun Investment Bank
Gallente Federation
#20 - 2013-04-11 17:41:29 UTC
Jacid wrote:
drone navigation computer will get warrior 2s going at least 7km/s maybe more.. I say no to the nerf bat... a person in a 1-2 billion isk clone should have some advantage over someone in a 20mil isk ship + fit


Was curious and plugged it into PyFA. With 1 Drone Nav warrior 2's are going 8.1km/s, with 2 they're going 10.3km/s. Bit of a specialized fit for a counter, but it's doable.
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