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The Logistics Fix Roundup

Author
baltec1
Bat Country
The Initiative.
#41 - 2014-09-17 13:01:26 UTC
Frostys Virpio wrote:
baltec1 wrote:


Yet, in the past when logi was not a widely used as today smaller fleets often dunked larger fleets due to using better tactics and better counters. I'll take it being challenging to beat a much larger fleet over it being impossible.


Didn't those fight usually involve smaller group of T2 ships dumbstering T1 fleet because I remember seeing that a few time. Before logi got used as much as now also refer to before tiericide so T2 were at a bigger advantage over T1 than they are now.

I'm not saying skill was not part of the equation but there were also more factor into it than less logi.


Today t1 hulls are more than able to compete with t2 so we have a lot more options than back then. So if anything, smaller forces would have an easier time today if we deal with logi making fleets effectively invincible.
Galmas
United System's Commonwealth
#42 - 2014-09-17 13:06:43 UTC
I just hope that any change to logis is not going to ruin them for small fleets cause in small fleets with a bunch of logis they are not broken at all, can be countered nicely and all that.

That some feel it is broken when you have 100 logis.... oh well. I am happy that they haven't shut down w-space yet. : )
baltec1
Bat Country
The Initiative.
#43 - 2014-09-17 13:10:04 UTC
Galmas wrote:
I just hope that any change to logis is not going to ruin them for small fleets cause in small fleets with a bunch of logis they are not broken at all, can be countered nicely and all that.

That some feel it is broken when you have 100 logis.... oh well. I am happy that they haven't shut down w-space yet. : )


Its just the high end that needs a nerf.Blink
Frostys Virpio
State War Academy
Caldari State
#44 - 2014-09-17 13:25:19 UTC
baltec1 wrote:
Frostys Virpio wrote:
baltec1 wrote:


Yet, in the past when logi was not a widely used as today smaller fleets often dunked larger fleets due to using better tactics and better counters. I'll take it being challenging to beat a much larger fleet over it being impossible.


Didn't those fight usually involve smaller group of T2 ships dumbstering T1 fleet because I remember seeing that a few time. Before logi got used as much as now also refer to before tiericide so T2 were at a bigger advantage over T1 than they are now.

I'm not saying skill was not part of the equation but there were also more factor into it than less logi.


Today t1 hulls are more than able to compete with t2 so we have a lot more options than back then. So if anything, smaller forces would have an easier time today if we deal with logi making fleets effectively invincible.


I'm pretty sure it was the smaller side using T2 to dumbster the larger one who was fielding T1. T1 being closer to T2 remove that edge the smaller group had by investing in high SP hulls.

As for only the high end needing a nerf, we can't really go another route than stacking penalty after a treshold of reps is attained or we will impact smaller group which already have working counters.

GRRRGOONS your numbers break everything!!! :D
FearlessLittleToaster
GoonWaffe
Goonswarm Federation
#45 - 2014-09-17 14:39:31 UTC
Frostys Virpio wrote:
baltec1 wrote:
[quote=Frostys Virpio][quote=baltec1]

Yet, in the past when logi was not a widely used as today smaller fleets often dunked larger fleets due to using better tactics and better counters. I'll take it being challenging to beat a much larger fleet over it being impossible.


Didn't those fight usually involve smaller group of T2 ships dumbstering T1 fleet because I remember seeing that a few time. Before logi got used as much as now also refer to before tiericide so T2 were at a bigger advantage over T1 than they are now.

I'm not saying skill was not part of the equation but there were also more factor into it than less logi.


One of the big issues here is logi numbers, you are right that they aren't the only factor but they are certainly a big one.

Once upon a time a weaker entity could still cause a larger one to bleed for a timed objective. They might lose, but if they were good they could inflict losses far in excess of what they suffered. Having this happen repeatedly might make a bigger entity reconsider if they really wanted the objective all that badly, but now because of mass logi they don't have to make that choice.

Its basically impossible to break the reps of a major strategic fleet without bring your own strategic fleet. A R32 moon in Querious and Sov in YAO (the capital of the CFC) cost exactly the same for the CFC to defend (leaving out the ozone/fuel costs of moving the fleet) against any enemy but N3. Nothing.
Ghaustyl Kathix
Rising Thunder
#46 - 2014-09-17 16:04:48 UTC
FearlessLittleToaster wrote:
- A logistics cruiser can out-repair the damage of three or more battleships
Two battleships will out-DPS a Guardian's reps with fleet boosts.

Quote:
- In large fights it is difficult to counter your opponents reps without being able to simply destroy their ships through alpha strike.
EWar and cap warfare. Jams and and Armageddon's range-enhanced neuts work really well. Your argument in the Mittani articles you linked were "EWar should work against T1 and T2 logistics, but supercarriers are immune to EWar. That's why EWar doesn't work against T1 and T2 logistics." (I'm glad you didn't repeat it here). Also, in large fights, it's very difficult for the opposing logi to keep up, if you're switching targets. You can pretty easily easily pick off a few enemy logi like that.

Quote:
Give smaller/lower SP/lower budget entities a way to inflict meaningful attrition on on more powerful opponents rather than just getting obliterated, and thereby encourage more instability in nullsec.
You mean like logi accomplishes? Because the T1 logi are lower-SP/lower-budget and are still effective.

Anyway, a bigger reason for the null-sec stagnation is basically the two large power blocs that can move massive fleets around very easily, and people just don't have time right now to slog through massive structure grinds.
Frostys Virpio
State War Academy
Caldari State
#47 - 2014-09-17 17:17:12 UTC
FearlessLittleToaster wrote:
Frostys Virpio wrote:
baltec1 wrote:
[quote=Frostys Virpio][quote=baltec1]

Yet, in the past when logi was not a widely used as today smaller fleets often dunked larger fleets due to using better tactics and better counters. I'll take it being challenging to beat a much larger fleet over it being impossible.


Didn't those fight usually involve smaller group of T2 ships dumbstering T1 fleet because I remember seeing that a few time. Before logi got used as much as now also refer to before tiericide so T2 were at a bigger advantage over T1 than they are now.

I'm not saying skill was not part of the equation but there were also more factor into it than less logi.


One of the big issues here is logi numbers, you are right that they aren't the only factor but they are certainly a big one.

Once upon a time a weaker entity could still cause a larger one to bleed for a timed objective. They might lose, but if they were good they could inflict losses far in excess of what they suffered. Having this happen repeatedly might make a bigger entity reconsider if they really wanted the objective all that badly, but now because of mass logi they don't have to make that choice.

Its basically impossible to break the reps of a major strategic fleet without bring your own strategic fleet. A R32 moon in Querious and Sov in YAO (the capital of the CFC) cost exactly the same for the CFC to defend (leaving out the ozone/fuel costs of moving the fleet) against any enemy but N3. Nothing.


Let's say we cap the number of ship which can rep a target to 10. You drop a boot fleet on a R32 for the timer. How many battleship do the smaller side has to bring to break through and land it's first kill?

I don't expect an exact number because there is obviously a few variable which could change the number but an informed guess from someone who would know better than me would probably shed some light on what type of numbers would start to feel balanced.
Dr Cedric
Science and Trade Institute
Caldari State
#48 - 2014-09-17 20:20:16 UTC
What would happen if instead of a Logi being able to fit 3-5 large sized modules, it could only fit one? Similar to how there are certain modules which a ship can only fit one of, like triage or siege modules. Wouldn't this make it harder for Logi to manage multiple targets? And then, FC target calling/switching becomes that much more important.

So then you quadruple the cap usage / effectiveness of every remote cap/armor/shield module, quadruple the fitting cost (or not?) and your Logi is now dedicated to one target at a time. Could work for capitals too, double the fittings, cap cost and effectiveness, limit to one per ship.

One other option is to undo the "infinite" capacitor that a Logi chain can create. This adds another effective counter (neuts/NOS/cap bombs) to the Logi situation.

The two changes together could add some interesting changes to the current Logi/anti-Logi meta.

Cedric

baltec1
Bat Country
The Initiative.
#49 - 2014-09-17 20:50:35 UTC  |  Edited by: baltec1
Ghaustyl Kathix wrote:
Two battleships will out-DPS a Guardian's reps with fleet boosts.


A standard logi will out rep 3.5 "baltecs" at their optimal range.

Ghaustyl Kathix wrote:

EWar and cap warfare. Jams and and Armageddon's range-enhanced neuts work really well. Your argument in the Mittani articles you linked were "EWar should work against T1 and T2 logistics, but supercarriers are immune to EWar. That's why EWar doesn't work against T1 and T2 logistics." (I'm glad you didn't repeat it here). Also, in large fights, it's very difficult for the opposing logi to keep up, if you're switching targets. You can pretty easily easily pick off a few enemy logi like that.


The only valid E-war in big fleet fights are damps that requires an entire secondary fleet to be dedicated to the task. Outside of the CFC you simply will not find enough pilots to field the ships needed to pull it off. ECM was retired from everyones fleets several years ago as it simply does not work and neuts also do not work in fights of this scale.

Ghaustyl Kathix wrote:

You mean like logi accomplishes? Because the T1 logi are lower-SP/lower-budget and are still effective.

Anyway, a bigger reason for the null-sec stagnation is basically the two large power blocs that can move massive fleets around very easily, and people just don't have time right now to slog through massive structure grinds.


It doesn't matter how we deploy our fleets, the big issues is that nobody can kill them when they get there.
Rroff
Antagonistic Tendencies
#50 - 2014-09-17 21:37:27 UTC
baltec1 wrote:
also do not work in fights of this scale.


Well there is your problem right there not logistics at all :S
baltec1
Bat Country
The Initiative.
#51 - 2014-09-17 21:55:11 UTC
Rroff wrote:
baltec1 wrote:
also do not work in fights of this scale.


Well there is your problem right there not logistics at all :S


Its logistics that makes us unkillable so yea, its logi.
FearlessLittleToaster
GoonWaffe
Goonswarm Federation
#52 - 2014-09-17 22:17:46 UTC
This board hates quotes for some reason so I bolded each point to respond instead.

A logistics cruiser can out-repair the damage of three or more battleships[/quote]Two battleships will out-DPS a Guardian's reps with fleet boosts.

Could you show your work for this? I ran the numbers using the CFC standard fleet battleships and a bonused guardian for this and it came out to more than three even before transversal and optimal range were factored in. If you don't work resists into the equasion what you say is correct though.

Or alternately are you using some kind of super short range high DPS fit? In theory those work but in practice that massive damage rarely gets applied because its so hard to get that close.

EWar and cap warfare. Jams and and Armageddon's range-enhanced neuts work really well.
In large fights it is difficult to counter your opponents reps without being able to simply destroy their ships through alpha strike.


In large scale fights at least these don't work so hot. With the exception of damps, sometimes, usually when the fleet is already way over the numbers needed to alpha targets, simply piling on more DPS to blap enemies and render their reps irrelevant is a better use for those pilots.

Those Geddon neuts still only work out to the optimal range of a Baltec Megan so they have about the survivability of a gerbil in a blender. If geddons and falcons are such an effective counter why have the two massive coalitions with dedicated FC theorycraft teams, thousands of pilots, and massive war budgets not been bringing wings of these ships to major fights?

Your argument in the Mittani articles you linked were "EWar should work against T1 and T2 logistics, but supercarriers are immune to EWar. That's why EWar doesn't work against T1 and T2 logistics." (I'm glad you didn't repeat it here). Also, in large fights, it's very difficult for the opposing logi to keep up, if you're switching targets. You can pretty easily easily pick off a few enemy logi like that.

I'm not sure what you think I'm arguing. Ewar does work against T1 and T2 logistics, just not well enough to prevent the situation I am describing where it often makes it pointless to undock against a bigger opponent. Supercarriers and the wrecking ball are a whole different animal.

As for cycling targets, sure it works. Sometimes. Its what happens when you need to break hostile rep because its the only way to do it most of the time, because there is nothing else that messes with logi very effectively. And the bigger the fights the more this applies.

Give smaller/lower SP/lower budget entities a way to inflict meaningful attrition on on more powerful opponents rather than just getting obliterated, and thereby encourage more instability in nullsec. You mean like logi accomplishes? Because the T1 logi are lower-SP/lower-budget and are still effective.

Sure smaller entities can use T1 logistics but all that does is slightly extend the time it takes a bigger foe to obliterate them. The issue here is that the smaller guy can't scratch the bigger one. If the little guy brings all DPS, kills nothing, and gets wiped out in two minutes or brings some logi of his own, kills nothing, and gets wiped out in five minutes the end result is identical. Either way it would be dumb for him to even undock because he doesn't even have a ghost of a chance of winning.

Anyway, a bigger reason for the null-sec stagnation is basically the two large power blocs that can move massive fleets around very easily, and people just don't have time right now to slog through massive structure grinds.

Is the problem that they can move easily or that they are unbeatable anywhere they go? I agree if you mean the giant blobs of supers that define the game but subcap mobility would not be such an issue if they could be forced to take losses and bring in reinforcements.
FearlessLittleToaster
GoonWaffe
Goonswarm Federation
#53 - 2014-09-17 22:28:22 UTC
Rroff wrote:
baltec1 wrote:
also do not work in fights of this scale.


Well there is your problem right there not logistics at all :S


Keep in mind that everything I am arguing here comes down to a question of attrition or the lack thereof. Right now if you get enough high EHP ships with enough rep you enter a sort of fleet god-mode and take no damage unless the enemy brings some MASSIVE numbers in response.

The effects of this are subtle but extremely far reaching as people usually won't undock to die in a fire if they aren't going to take anything with them.

So really the chain of events comes down to this:

1. People hate losing stuff but like killing the enemy.

2. If you get more people, jack up the EHP on your ships, and field lots of logi, you can avoid losing stuff.

3. To kill stuff against an enemy who has done step two already you need lots of people so you can do step two even more.

4. Repeat steps two and three until you hit numbers that can just alpha everything, ever. Everyone is forced into larger and larger groups just to be competitive. Anyone who does not adapt becomes irrelevant to the timed fight/owning stuff game.

Sure people can be great lowsec pirates without numbers but the moment they dip their toes into any moon or sov gameply a bigger group is just going to drive 200 battleships and 50 logistics over them while laughing. And that's not even bringing supers into it.
Nevyn Auscent
Broke Sauce
#54 - 2014-09-17 22:28:41 UTC
baltec1 wrote:


Happened over a decade ago because of the 8 heatsink geddon abuse, they are also mitigated by resists to a great degree. RR is not mitigated by anything.

Uh, that is not a DPS stacking penalty. That is a fitting stacking penalty.
If 2 Geddons shoot at me, I don't take less damage from the second Geddon, DPS scales linearly for the number of ships you have shooting.
If Logi does not scale linearly, the blob simply overwhelms anyone smaller than them anyway, and they won't take losses like they do currently anyway, because of scale of DPS vs Logi will kill the small guy that much faster.

If you want to limit effective number of logi that can rep one pilot, you also have to limit effective number of DPS that can hurt one pilot to encourage wings & squads splitting targets rather than entire fleets still primarying a single target and that target dying in a fire even faster than it does currently.

The two are intrinsically linked.
FearlessLittleToaster
GoonWaffe
Goonswarm Federation
#55 - 2014-09-17 22:30:31 UTC
Dr Cedric wrote:
What would happen if instead of a Logi being able to fit 3-5 large sized modules, it could only fit one? Similar to how there are certain modules which a ship can only fit one of, like triage or siege modules. Wouldn't this make it harder for Logi to manage multiple targets? And then, FC target calling/switching becomes that much more important.

So then you quadruple the cap usage / effectiveness of every remote cap/armor/shield module, quadruple the fitting cost (or not?) and your Logi is now dedicated to one target at a time. Could work for capitals too, double the fittings, cap cost and effectiveness, limit to one per ship.

One other option is to undo the "infinite" capacitor that a Logi chain can create. This adds another effective counter (neuts/NOS/cap bombs) to the Logi situation.

The two changes together could add some interesting changes to the current Logi/anti-Logi meta.


Its an interesting idea but it would probably just make them pointless. Right now Logis don't split reps most of the time, they just have multiple targets locked and switch between them as damage comes in. Having a primary target means that for the most part only one guy is taking fire so only one guy needs reps.

As for neuts and nos, they would need to work from farther away to be viable more than anything.
baltec1
Bat Country
The Initiative.
#56 - 2014-09-17 23:18:07 UTC
Nevyn Auscent wrote:
baltec1 wrote:


Happened over a decade ago because of the 8 heatsink geddon abuse, they are also mitigated by resists to a great degree. RR is not mitigated by anything.

Uh, that is not a DPS stacking penalty. That is a fitting stacking penalty.
If 2 Geddons shoot at me, I don't take less damage from the second Geddon, DPS scales linearly for the number of ships you have shooting.
If Logi does not scale linearly, the blob simply overwhelms anyone smaller than them anyway, and they won't take losses like they do currently anyway, because of scale of DPS vs Logi will kill the small guy that much faster.

If you want to limit effective number of logi that can rep one pilot, you also have to limit effective number of DPS that can hurt one pilot to encourage wings & squads splitting targets rather than entire fleets still primarying a single target and that target dying in a fire even faster than it does currently.

The two are intrinsically linked.


They are not.

You cannot alpha something faster than we do now, the idea that taking away logi will mean we kill smaller fleets even faster is a myth. The only thing that would change is that the smaller fleet can kill us in return rather than just getting torn apart for no gain.
Rroff
Antagonistic Tendencies
#57 - 2014-09-18 01:11:39 UTC  |  Edited by: Rroff
FearlessLittleToaster wrote:

Keep in mind that everything I am arguing here comes down to a question of attrition or the lack thereof. Right now if you get enough high EHP ships with enough rep you enter a sort of fleet god-mode and take no damage unless the enemy brings some MASSIVE numbers in response.


While my post was somewhat a mix of a bit of a dig and tongue in cheek - in smaller engagements in wormholes and lowsec often logistics are much more counterable and not unbalanced at all. I know its a bit of a different story in bigger engagements.


FearlessLittleToaster wrote:

As for neuts and nos, they would need to work from farther away to be viable more than anything.


There is a way to undo guardian chains, etc. from ~100km (not using ecm or damps) which would be quite feasible for larger entities to do :D

EDIT: There is another way to do it which hadn't occurred to me until posting then but it would mean having line grunts who were half paying attention to the game. (And counterable once people caught on).
Frostys Virpio
State War Academy
Caldari State
#58 - 2014-09-18 12:30:44 UTC
baltec1 wrote:


A standard logi will out rep 3.5 "baltecs" at their optimal range.



So about 7 for a carrier?
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