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Warfare & Tactics

 
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Current FW mechianism is really bad

First post
Author
Hidden Snake
Inglorious-Basterds
#141 - 2014-07-14 12:25:17 UTC  |  Edited by: Hidden Snake
Motorbit wrote:
the buff to the rats active tank, the higher respawn frequency of the rats are intended to stop players to abuse fw as farmwille.

in this, these changes fail hard.

income now is much more dependend on the ability to kill the rats quickly, and so it now requires a much more pve orientet fit to run the complexes.
personally i never pvp if i am flying a pve fitted ship, and so these changes that where intended to stop farming made me a farmer.


another bad sideeffect is that it now is much harder for newbs to make any money in fw at all. i think this is another very bad effect, as fw always has been a good alternative to higsec security missions for noobs with balls.

now, i wont even talk about the cloaking changes, becuase of cause even tho these changes fail too, the changes to the cloaking mecanics just have no impact whatsoever and at last did not make anything worse. so its pointless to talk about this to much.


tldr:

i hate the changes.. they completely fail in what they intended to acchive.
i think they do more harm then good and are a missed opportunity to improve fw.


not in the business anymore, but I see some logical flaw here

.... to kill rats quickly .... means more dps and it means pvp setup (at least in the times I was soaked in FW it was like this) .

pve setups are tank oriented.


But I was out of the game for more then a year ... maybe some stuff changed. But what I see so far is a tearfall of the cloaky farming horde (which was the plague of the FW).

Anyway my mind is already free of complaints, because I have seen so many mechanics changes, I feel, there is nothing like a bad or good.
Motorbit
Moira.
#142 - 2014-07-14 12:32:49 UTC
Veshta Yoshida wrote:
Baron' Soontir Fel wrote:
FW rats do NOT attack neutrals or pirates. They will only attack the opposing militia and its ally.

Confirm it and bug report it .. doubtful that is the intention. If it is then CCP are doing the hard stuff again Big smile

it has always been like this. sadly, the fact that it sucks doestn make it a bug.
Zarnak Wulf
Task Force 641
Empyrean Edict
#143 - 2014-07-14 14:27:56 UTC
Taking over a system should be hard. You're denying the enemy docking rights. Turn back the rats from being able to chase down nano ships and always hitting. That will fix the kiting dilemma. Other then that I don't understand the complaints.

From 2009 - 2012 the plexes had around four waves of five normal DPS rats coming at you. You now have one fellow armed with a nerf bat and a Kevlar jacket. If it kills farming then mission accomplished.
Chewytowel Haklar
Brutor Tribe
Minmatar Republic
#144 - 2014-07-14 15:18:11 UTC
Zarnak Wulf wrote:
Taking over a system should be hard. You're denying the enemy docking rights. Turn back the rats from being able to chase down nano ships and always hitting. That will fix the kiting dilemma. Other then that I don't understand the complaints.

From 2009 - 2012 the plexes had around four waves of five normal DPS rats coming at you. You now have one fellow armed with a nerf bat and a Kevlar jacket. If it kills farming then mission accomplished.


It just means you have to do something now to earn your lp, that's it. I can still farm away and avoid pvp all I want.
Zarnak Wulf
Task Force 641
Empyrean Edict
#145 - 2014-07-14 15:49:14 UTC
Chewytowel Haklar wrote:
Zarnak Wulf wrote:
Taking over a system should be hard. You're denying the enemy docking rights. Turn back the rats from being able to chase down nano ships and always hitting. That will fix the kiting dilemma. Other then that I don't understand the complaints.

From 2009 - 2012 the plexes had around four waves of five normal DPS rats coming at you. You now have one fellow armed with a nerf bat and a Kevlar jacket. If it kills farming then mission accomplished.


It just means you have to do something now to earn your lp, that's it. I can still farm away and avoid pvp all I want.


Statistically irrelevant. Take a look at the Amarr/ Minmatar war zone. Many Amarr militias have been in Huola for over a week now. Minmatar militia is at tier 4. Amarr militia is at tier one. And still:

Sahtogas - consistently in the teens in terms of contested percentage. Recently entered the low 20's.
Oyonato - consistently around 50% contested.
Sosan - was 45% when the siege started. It was 40% last night when I logged.
Siseide - single digits or zero.
Auga - single digits or zero.
Arzad - consistently around 30% contested.
Asghed - consistently around 30% contested.

Other systems ARE rising into the 60% range, but that's after a full week of neglect.

As to 'fighting', your other point, - there are plenty out there willing to fight. Finding one has never been an issue for me.
Ashlar Vellum
Esquire Armaments
#146 - 2014-07-14 16:55:46 UTC
O-plexing is ok as is in my opinion.
Only thing that could have some more work is rats applying damage when you engage other pilots. In small or novice it's ok, but in medium and large things get tricky especially if you are in a paper thin kitey frig. But that is a small problem if a problem at all and compared to pre-kronos new o-plexing is just golden.

Motorbit wrote:

income now is much more dependend on the ability to kill the rats quickly, and so it now requires a much more pve orientet fit to run the complexes.
personally i never pvp if i am flying a pve fitted ship, and so these changes that where intended to stop farming made me a farmer.

Can you explain more, 'cause from my side nothing really changed that much. Except maybe kite condors became a rarity.

Sara Tosa wrote:

so basically just because of a little aspect of the game (defensive plexing in FW) you want to remove the main mobility defence in the whole game?

I'm sorry, what? Please show me where I specifically said that, before we continue.
Baron' Soontir Fel
Deep Core Mining Inc.
Caldari State
#147 - 2014-07-14 17:34:10 UTC
I think they just need to revert the novice frig back to what it used to be, and keep the other plexes the way they are now.
(and allow covert cloaks)

That way we can still see Maulus's/Crucifiers/Condors/LML Kestrels in novices, but farmers are still limited to novice plexes only.

Sure it'll drive up the contested rates across the board and give some farmers some ground, but I think the payoff is completely worth it. The NPC rats shouldn't be determining what kind of PvP fit I can bring.


I really don't see another way to fix this just because a day old toon can hop into a meta merlin and pump out 90 dps with blasters with regular ammo while a trained pilot can hop into a LML Kestrel and put out 77 dps with faction ammo.
Sara Tosa
School of Applied Knowledge
Caldari State
#148 - 2014-07-15 07:28:08 UTC
Ashlar Vellum wrote:

Sara Tosa wrote:

so basically just because of a little aspect of the game (defensive plexing in FW) you want to remove the main mobility defence in the whole game?

I'm sorry, what? Please show me where I specifically said that, before we continue.

here:
Ashlar Vellum wrote:

Stabs are needed for travel. You have to move assets.


One way would be to disarm weapons when stabs are fitted. Malus on scan res and lock range maybe is not enough. Another way would be to dramatically increase CPU needs - maybe 4 times.

you are requiring that every ship with stabs gets spayed thus removing stabs from game
who in his right mind would use stabs with this kind of negative?