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Jump Freighters are 100% invulnerable in lowsec and need a nerf

Author
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#21 - 2013-07-29 14:31:13 UTC
/me hands tissues to Heather to pad her bra-- *ahem*.. killboard with.
RoAnnon
Republic University
Minmatar Republic
#22 - 2013-07-29 15:16:58 UTC
I like the way almost every idea on this forum boils down to "I can't figure out how to kill it so it must be OP and needs to be nerfed!" You just need to figure out the vulnerabilities of the situation and play to those. The fact that JFs get killed all the time pretty much shows they can be killed, so the initial complaint is moot.

So, you're a bounty hunter. No, that ain't it at all. Then what are you? I'm a bounty hunter.

Broadcast4Reps

Eve Vegas 2015 Pub Crawl Group 9

Houston EVE Meet

Gizznitt Malikite
Agony Unleashed
Agony Empire
#23 - 2013-07-29 15:31:12 UTC
Emma Yobibit wrote:
Heather Tsukaya wrote:
Aquila Sagitta wrote:
..uhh so whats your idea/feature?

Maybe disallow cynos super close to stations.


So you want jump freighters to jump in 5km from a station, that means it would take about an average of more then 50 seconds for them to get about in docking range

Rending cynos usless because freighters take about 40-50 seconds to warp, cynos exist to remove the gate camping problem.


A few things to consider:

1.) With a properly positioned cyno on a station, a JF is 100% immune to death upon warp in.
-- That said, people often suck at placing cyno's on a station.
  • It's easy to bounce off a station, and an unlucky bounce will result in a JF 500+m from station before it can "dock".
  • A cyno spot that lands 95% of JF's perfectly within dock range without bouncing, has a 5% chance of cynoing the JF beyond dock range.

  • 2.) POS force fields have a mechanic that prevents ships cyno'ing directly into the POS FF. I'm honestly not 100% familiar with the mechanic, but from my "limited" understanding if you attempt to cyno into a FF you end up many km's beyond the FF. If a similar mechanic were implented at stations, it would not be the end of the world.
  • People would simply cyno in to a safe spot and warp to the station. Web to warp will get a JF into warp faster than a dictor could warp to the cyno.
  • The "you land 5 km's from the station when jumping into a cyno at zero from station" has a much larger impact on hotdrops. If someone is using a carrier to rep their buddy on station, and you want to drop dreads, or anything for that matter, on top of it to kill it, you suddenly land much farther from the target. 5 km's from station could easily mean 20-40 km's from your target, very much changing the dynamic of hotdropping stuff on a station. This isn't a terrible thing either, it is simply something people would have to adapt to.

  • 3.) Your JF pilots will hate you for this implementation... They don't want to risk a 6-10b isk worth of stuff so you can make a shiny killmail out of them, and they already have to worry about imperfect cyno's as it is.
    Asuka Solo
    I N E X T R E M I S
    Tactical Narcotics Team
    #24 - 2013-07-29 15:39:27 UTC  |  Edited by: Asuka Solo
    Simple fix.

    Delete cynos.

    Allow capitals to jump themselves.

    They wont be able to jump directly on a station... but then again, you wont know they jumped into local to begin with either.

    So your problem has very little to do with JF's being safe.... it has more to do with your inability to make low-sec less safe.

    So can I haz your stuff now?

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

    Ellendras Silver
    CrashCat Corporation
    #25 - 2013-07-29 15:50:11 UTC
    RoAnnon wrote:
    I like the way almost every idea on this forum boils down to "I can't figure out how to kill it so it must be OP and needs to be nerfed!" You just need to figure out the vulnerabilities of the situation and play to those. The fact that JFs get killed all the time pretty much shows they can be killed, so the initial complaint is moot.


    if pilot doesn't make a mistake (which isn't that hard) you will never ever loose a JF. that is a fact every JF that is lost is lost because of stupid mistakes like jump to a beacon in the hope it isn't camped, oops camped help oh NM i am dead.

    [u]Carpe noctem[/u]

    Istyn
    Freight Club
    #26 - 2013-07-29 16:28:23 UTC
    Ellendras Silver wrote:
    RoAnnon wrote:
    I like the way almost every idea on this forum boils down to "I can't figure out how to kill it so it must be OP and needs to be nerfed!" You just need to figure out the vulnerabilities of the situation and play to those. The fact that JFs get killed all the time pretty much shows they can be killed, so the initial complaint is moot.


    if pilot doesn't make a mistake (which isn't that hard) you will never ever loose a JF. .


    This is true for pretty much every ship.
    Sigras
    Conglomo
    #27 - 2013-07-29 20:47:52 UTC
    Tell me, how exactly would you catch this ship . . . anywhere

    [Loki, GingerbreadMan]
    Damage Control II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II

    100MN Afterburner II
    Adaptive Invulnerability Field II
    Kinetic Deflection Field II
    Explosive Deflection Field II

    Covert Ops Cloaking Device II
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]


    Loki Propulsion - Interdiction Nullifier
    Loki Offensive - Covert Reconfiguration
    Loki Engineering - Power Core Multiplier
    Loki Electronics - Dissolution Sequencer
    Loki Defensive - Amplification Node

    Its not like PvPers have no unkillable ships.
    Ellendras Silver
    CrashCat Corporation
    #28 - 2013-07-29 21:57:40 UTC
    Istyn wrote:
    Ellendras Silver wrote:
    RoAnnon wrote:
    I like the way almost every idea on this forum boils down to "I can't figure out how to kill it so it must be OP and needs to be nerfed!" You just need to figure out the vulnerabilities of the situation and play to those. The fact that JFs get killed all the time pretty much shows they can be killed, so the initial complaint is moot.


    if pilot doesn't make a mistake (which isn't that hard) you will never ever loose a JF. .


    This is true for pretty much every ship.


    sure thing plz take your meds Straight

    [u]Carpe noctem[/u]

    Ellendras Silver
    CrashCat Corporation
    #29 - 2013-07-29 21:59:18 UTC
    Sigras wrote:
    Tell me, how exactly would you catch this ship . . . anywhere

    [Loki, GingerbreadMan]
    Damage Control II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II

    100MN Afterburner II
    Adaptive Invulnerability Field II
    Kinetic Deflection Field II
    Explosive Deflection Field II

    Covert Ops Cloaking Device II
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]


    Loki Propulsion - Interdiction Nullifier
    Loki Offensive - Covert Reconfiguration
    Loki Engineering - Power Core Multiplier
    Loki Electronics - Dissolution Sequencer
    Loki Defensive - Amplification Node

    Its not like PvPers have no unkillable ships.


    perfect example i really hoped someone would reply with something like this... you know CCP finds this OP they don't want a T3 be able to be nullified and covert ops Cool

    [u]Carpe noctem[/u]

    Kahega Amielden
    Rifterlings
    #30 - 2013-07-29 22:18:08 UTC
    Of course you're virtually unkillable if you make no mistakes. That's true no matter what you do. If you're running missions or exploration complexes and drop cans at the acceleration gate warpin and watch dscan/local vigorously, there is no way that anyone is ever going to successfully gank you.

    Traveling through lowsec is 100% safe if you fly in a covert ops or use a scout (scout can be in something like a noobship)

    Mining in lowsec even is 100% safe if you stay prealigned and ready to warp as soon as anything shows up on overview.


    The point is that everyone is human and eventually makes mistakes, and then you can kill them.
    Ellendras Silver
    CrashCat Corporation
    #31 - 2013-07-29 22:53:02 UTC
    Kahega Amielden wrote:
    Of course you're virtually unkillable if you make no mistakes. That's true no matter what you do. If you're running missions or exploration complexes and drop cans at the acceleration gate warpin and watch dscan/local vigorously, there is no way that anyone is ever going to successfully gank you.

    Traveling through lowsec is 100% safe if you fly in a covert ops or use a scout (scout can be in something like a noobship)

    Mining in lowsec even is 100% safe if you stay prealigned and ready to warp as soon as anything shows up on overview.


    The point is that everyone is human and eventually makes mistakes, and then you can kill them.


    dont be silly if you fly with any normal ship your chance to get cought and die is never ever 0% in case of JFs it is if performed well.

    [u]Carpe noctem[/u]

    Voith
    Republic Military School
    Minmatar Republic
    #32 - 2013-07-30 00:28:21 UTC
    Goon Wiki:
    As of today, Assault frigates are considered to be largely useless for both PVE and PVP. The reasons are detailed below.
    Doed
    Tyrfing Industries
    #33 - 2013-07-30 05:56:13 UTC
    Oh noes, you can't freekill 7B loot pinatas in lowsec ! what a disaster! go away.
    Frank Pannon
    Emerald Swine Escavations
    #34 - 2013-07-30 07:13:50 UTC
    OP I read your thoughts, but all I could hear was: waaaah-waaaah-waaaaaaah

    Check eve-kill for hisec/lowsec JF kills. There is no 100% safety.
    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #35 - 2013-07-30 11:13:29 UTC
    While they are NOT invulnerable. Jump freighters damaged a lot the opportunities for a lot of fun operations and counter operations in the game.

    I think a MINOR, but effective nerf would maybe to make impossible to jump FROM high sec, so you need to jump into a low sec system to do it, actually creating some minor risk.


    Also all cyno jumping, on my eyes, should have a charge up time, just like micro jump drives. ENough so that you can get pointed if you do not have at least a forward scout to warn you.

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

    Istyn
    Freight Club
    #36 - 2013-07-30 12:10:33 UTC
    Ellendras Silver wrote:
    Istyn wrote:
    Ellendras Silver wrote:
    RoAnnon wrote:
    I like the way almost every idea on this forum boils down to "I can't figure out how to kill it so it must be OP and needs to be nerfed!" You just need to figure out the vulnerabilities of the situation and play to those. The fact that JFs get killed all the time pretty much shows they can be killed, so the initial complaint is moot.


    if pilot doesn't make a mistake (which isn't that hard) you will never ever loose a JF. .


    This is true for pretty much every ship.


    sure thing plz take your meds Straight



    Riveting argument there, clearly your knowledge on this subject is extensive.
    Dyexz
    Comrades in Construction
    TOG - The Older Gamers Alliance
    #37 - 2013-07-30 17:08:18 UTC  |  Edited by: Dyexz
    @Heather Tsukaya

    I take it that you do not fly capital ships or at least not the kind of ships that is defenseless. Maybe you should try and look at it from the JF pilots perspective instead of your small narrow-minded perspective. Just flying a ~7 billion isk ship makes you a huge target enough as it is, not to mention that it is completely defenseless.

    Let me just ask you this, would you slap a sticker saying "Here, free shiny kill-mail for you" on the side of a ~7 billion ship? I sertantly would not !

    Placing a cyno so close to a station is just a precaution but it is by no means fail-prove, and mistakes causes very big vulnerabilities when piloting a JF. There is no safe place in New Eden, not High security space, not Low security space, not Null security space nor even Wormhole space is safe. It doesn't matter what kind of ship you fly being in space means taking risks, that is probably why your flying in Low-sec space hoping to find some unfortunately few capsuleers that have had their luck run out.

    What would the point of EVE's foundation be if there wasn't methods to feel/be safe ?
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #38 - 2013-07-30 17:22:49 UTC
    Dyexz wrote:
    @Heather Tsukaya

    I take it that you do not fly capital ships or at least not the kind of ships that is defenseless. Maybe you should try and look at it from the JF pilots perspective instead of your small narrow-minded perspective. Just flying a ~7 billion isk ship makes you a huge target enough as it is, not to mention that it is completely defenseless.

    Let me just ask you think, would you slap a sticker saying "Here, free shiny kill-mail for you" on the side of a ~7 billion ship? I sertantly would not !

    Placing a cyno so close to a station is just a precaution but it is by no means fail-prove, and mistakes causes very big vulnerabilities when piloting a JF. There is no safe place in New Eden, not High security space, not Low security space, not Null security space nor even Wormhole space is safe. It doesn't matter what kind of ship you fly being in space means taking risks, that is probably why your flying in Low-sec space hoping to find some unfortunately few capsuleers that have had their luck run out.

    What would the point of EVE's foundation be if there wasn't methods to feel/be safe ?


    Actually, I think EvE offers too many methods for pilots to feel/be safe.

    Omniscient local means you can be 100% certain you are safe at the moment, allowing you to min/max your ship for isk making purposes and not worry about interaction with opponents. This makes people whine, cry, and throw a hissy-fit anytime someone leaves a cloaked hostile in system, because they no longer feel 100% safe. I believe people should operate while under constant danger, and the rewards should basically reflect the risks/danger ever-present.

    Covert, Nullified t3's means you can travel from point A to point B without fear of getting caught, without need for travel preparation (i.e. no scout, no bookmarks needed). The only way you lose them is due to piloting error and/or unfortunate lag.

    Jump Mechanics allow people to transport ships from point A to point B while completely invulnerable to getting caught. The only way you lose your carrier/JF during jump-travel is by piloting error (primarily bad cyno placement) and/or unfortunate luck (like dc'ing).

    Let's be frank, EvE has been becoming safer and safer as it evolves, and adding some danger back into the game is generally a good thing. At the same time, I would rather target local chat being used as an intel tool rather than jump logistics.
    Solutio Letum
    The Scope
    Gallente Federation
    #39 - 2013-07-30 21:38:07 UTC
    Sigras wrote:
    Tell me, how exactly would you catch this ship . . . anywhere

    [Loki, GingerbreadMan]
    Damage Control II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II

    100MN Afterburner II
    Adaptive Invulnerability Field II
    Kinetic Deflection Field II
    Explosive Deflection Field II

    Covert Ops Cloaking Device II
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]


    Loki Propulsion - Interdiction Nullifier
    Loki Offensive - Covert Reconfiguration
    Loki Engineering - Power Core Multiplier
    Loki Electronics - Dissolution Sequencer
    Loki Defensive - Amplification Node

    Its not like PvPers have no unkillable ships.


    1- Setup up camp
    2- Get an interceptor with +5 000mm sensor res
    3- Lock him, point him...

    There you go, if when he clicks cloak hes 1Hz for the server behind when you click target he wont be able to cloak.
    All needs to be done is the killing now

    5 000mm is not a hard number to reach, a single sensor booster with 3 remote sensor boosters on top can make you reach it, you can target frigates in 0.5 seconds, meaning faster then the server clock.

    To be sure you can even get in some range sensor scrips with a faction point to get over 50km of pointing range.
    Or a +3 strengh True Sansha point, with 24km of range i think? not sure id have to check again what its like on interceptors
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #40 - 2013-07-30 22:33:18 UTC
    Solutio Letum wrote:
    Sigras wrote:
    Tell me, how exactly would you catch this ship . . . anywhere

    [Loki, GingerbreadMan]
    Damage Control II
    Nanofiber Internal Structure II
    Nanofiber Internal Structure II
    Energized Adaptive Nano Membrane II
    Energized Adaptive Nano Membrane II

    100MN Afterburner II
    Adaptive Invulnerability Field II
    Kinetic Deflection Field II
    Explosive Deflection Field II

    Covert Ops Cloaking Device II
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]
    [empty high slot]


    Loki Propulsion - Interdiction Nullifier
    Loki Offensive - Covert Reconfiguration
    Loki Engineering - Power Core Multiplier
    Loki Electronics - Dissolution Sequencer
    Loki Defensive - Amplification Node

    Its not like PvPers have no unkillable ships.


    1- Setup up camp
    2- Get an interceptor with +5 000mm sensor res
    3- Lock him, point him...

    There you go, if when he clicks cloak hes 1Hz for the server behind when you click target he wont be able to cloak.
    All needs to be done is the killing now

    5 000mm is not a hard number to reach, a single sensor booster with 3 remote sensor boosters on top can make you reach it, you can target frigates in 0.5 seconds, meaning faster then the server clock.

    To be sure you can even get in some range sensor scrips with a faction point to get over 50km of pointing range.
    Or a +3 strengh True Sansha point, with 24km of range i think? not sure id have to check again what its like on interceptors


    You will ONLY get a successful lock if the Loki pilot has an unfortunate lag spike!

    Server Ticks (1 hz):
    0: Loki loads grid under cloak.
    1: Loki double clicks in space (or aligns or hits warp to). This info is sent to the server.
    2: A: Loki activates cloak to cloak up.
    2: B: Loki appears on your overview. You spam lock.
    3: A: Loki is cloaked, (and warping away freely).
    3: B: You get the "successful" lock this tick.
    3: C: The server invalidates your lock/lock attempt because they are cloaked.
    4 or 5: The loki disappears from your overview, flying off safely.

    Now, If you are lucky, the loki misses the cloak activation on tick 2, and you get the successful lock prior to him cloaking. I haven't done enough tests to verify how truly successful instalocking ships are at catching IN T3's, but my experience has been it is pretty luck based (and shoddy, tbh).
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