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How To Make Sniping Viable

Author
Tricia McMillyn
#1 - 2011-11-03 14:19:09 UTC
1. Remove 249km targeting range limit
2. Increase min warp distance from 150km to 1000km
3. Celestials interfere with probes making anything too close to a celestial unprobable

What do I win?
Dilligafmofo
The Branded Few
#2 - 2011-11-03 14:22:33 UTC
A slap?
Tricia McMillyn
#3 - 2011-11-03 14:23:58 UTC
Dilligafmofo wrote:
A slap?

Don't hate.
Dilligafmofo
The Branded Few
#4 - 2011-11-03 14:28:31 UTC
I don't, just thought it might make someone smile.

Whats the thinking behind to warp to 1000k?
Tricia McMillyn
#5 - 2011-11-03 14:30:17 UTC
Dilligafmofo wrote:
I don't, just thought it might make someone smile.

Whats the thinking behind to warp to 1000k?

Give snipers some room so their targets can't warp directly to them from on grid.
Party Lips
Calamitous-Intent
Feign Disorder
#6 - 2011-11-03 14:54:47 UTC
Tricia McMillyn wrote:
Dilligafmofo wrote:
I don't, just thought it might make someone smile.

Whats the thinking behind to warp to 1000k?

Give snipers some room so their targets can't warp directly to them from on grid.


sniping is allready viable. you're just doing it wrong.
Tricia McMillyn
#7 - 2011-11-03 14:57:59 UTC
Party Lips wrote:
sniping is allready viable. you're just doing it wrong.
Sniping at ranges under 150km is viable. Sniping beyond that is not.
March rabbit
Aliastra
Gallente Federation
#8 - 2011-11-03 15:38:19 UTC
is there any ships with good alpha for sniping?

never understand how does sniping without alpha work. You can't hold your target so without alpha it simply leaves......

The Mittani: "the inappropriate drunked joke"

Derath Ellecon
Washburne Holdings
#9 - 2011-11-03 15:53:07 UTC
March rabbit wrote:
is there any ships with good alpha for sniping?

never understand how does sniping without alpha work. You can't hold your target so without alpha it simply leaves......




Fleet engagements?
Tamiya Sarossa
Resistance is Character Forming
#10 - 2011-11-03 21:25:23 UTC
Objects near celestials being unprobeable is terrible, as much as I'd love my worry free safes.

Increase in max targeting range definetely, increase in grid warping would also be good, but I'd leave it at 250 or so.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#11 - 2011-11-03 21:39:57 UTC
Tricia McMillyn wrote:
1. Remove 249km targeting range limit


Yeah, I agree with this.

Quote:
2. Increase min warp distance from 150km to 1000km


Guess my 300km bounce just became a 1300km bounce, but OK, I'm just going to stretch the grid to accomodate.

Quote:
3. Celestials interfere with probes making anything too close to a celestial unprobable


**** yeah, risk-free mission-running.
Killstealing
Brutor Tribe
Minmatar Republic
#12 - 2011-11-04 00:16:40 UTC
grid-fu makes this really dumb
FloppieTheBanjoClown
Wardecs Without Borders
#13 - 2011-11-04 00:46:08 UTC  |  Edited by: FloppieTheBanjoClown
That's not making snipers viable, that's wrecking the game in an attempt at making snipers virtually unstoppable.

Your scanning nerf is particularly poorly thought out. You're proposing a method for creating unscannable safe spots around celestial in which entire fleets could be staged. Did you honestly think that was a bright idea?

All that aside, I could still use a pair of covops and an interceptor to get warp-to locations on your snipers in a very short time, and you wouldn't even know it was happening. Put the covops at the most convenient celestial, move the inty until the snipers are in line with the celestial to the inty, and warp a covops to 100 from the inty. Warp the next covops to 100, and just leapfrog them until they have a good range on the snipers. Once one of the covops ships has a range on them, a fleet holding at a safe spot that YOU CAN'T SCAN DOWN warps to whatever range from the covops will land them right on top of the snipers. I could probably set that up in two minutes, depending on how long it took the inty to get a good angle.

The only good suggestion here is #1. There shouldn't be an arbitrary limit to targeting range: if a ship's systems can exceed that, let it. And if they want to prevent stuff on-grid warps to their snipers, they can put bubbles in the way.

Founding member of the Belligerent Undesirables movement.

Kuhn Arashi
Caldari Provisions
Caldari State
#14 - 2011-11-04 00:54:51 UTC
I think removing the ability to warp within grid and removing the targeting limit of 249.99 km's would aid in getting snipers back onto the battlefield.
FloppieTheBanjoClown
Wardecs Without Borders
#15 - 2011-11-04 01:11:04 UTC
Killstealing wrote:
grid-fu makes this really dumb

grid-fu is a little silly in the first place. When I can sit <5 km away from a ship and not be able to see it because it's on a different grid, it completely breaks immersion. Add to that the advanced tricks that knowledgeable players can use and you have a serious imbalance afforded to people who know how to manipulate grids over those who don't fully understand the system.

When I first started playing with game mechanics on my own, I thought stuff dropped off your overview at a certain distance because you had a limited sensor range. The more I think about it, the more I think that's how the game SHOULD work, and I don't really understand why CCP uses this goofy grid system in the first place.

Founding member of the Belligerent Undesirables movement.

FloppieTheBanjoClown
Wardecs Without Borders
#16 - 2011-11-04 01:12:51 UTC
Kuhn Arashi wrote:
I think removing the ability to warp within grid and removing the targeting limit of 249.99 km's would aid in getting snipers back onto the battlefield.


So long as grids can be stretched, you shouldn't be able to remove on-grid warping.

Founding member of the Belligerent Undesirables movement.

Loraine Gess
Confedeferate Union of Tax Legalists
#17 - 2011-11-04 07:09:40 UTC
FloppieTheBanjoClown wrote:
Killstealing wrote:
grid-fu makes this really dumb

grid-fu is a little silly in the first place. When I can sit <5 km away from a ship and not be able to see it because it's on a different grid, it completely breaks immersion. Add to that the advanced tricks that knowledgeable players can use and you have a serious imbalance afforded to people who know how to manipulate grids over those who don't fully understand the system.

When I first started playing with game mechanics on my own, I thought stuff dropped off your overview at a certain distance because you had a limited sensor range. The more I think about it, the more I think that's how the game SHOULD work, and I don't really understand why CCP uses this goofy grid system in the first place.




Because that's how the engine works.


Grid-fu is bannable nowadays, anyway.
Ynot Eyob
Nisroc Angels
#18 - 2011-11-04 12:01:01 UTC  |  Edited by: Ynot Eyob
Tricia McMillyn wrote:
Sniping at ranges under 150km is viable. Sniping beyond that is not.


Killed a moving Dramlin at 232KM with a Tempest and another at 216KM.

Sniping demands skills, and movememt. If enemy are smart enough to get a cloaking ship "slowboat" 150km, you eighter have your tacticals set wrong, and stay at the same spot to long. If enemy gets a interceptor on top of you, again your not aligned, and you stay at the same spot to long.

If you dont check for combat probes .. your doing it wrong

Nisroc - Angel of Freedom Nisroc is known as "The Great Eagle".

Mfume Apocal
Brutor Tribe
Minmatar Republic
#19 - 2011-11-04 12:18:56 UTC  |  Edited by: Mfume Apocal
Loraine Gess wrote:
Grid-fu is bannable nowadays, anyway.


no it is not, it's not even considered an exploit unless you're truly egregious like hiding stations and poses with it.
Khors
Doomheim
#20 - 2011-11-05 13:26:35 UTC  |  Edited by: Khors
Shooting from 300 km does not make probes find you any slower.

Edit: I supposed I misread the minimum 1000km warp distance. Would delete post if I could be arsed finding out how.
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