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Warp Core Stabilizer - How to improve the current module use in PVP

Author
Evora Pirkibo
Tribal Liberation Force
Minmatar Republic
#21 - 2014-10-05 04:52:41 UTC  |  Edited by: Evora Pirkibo
I also would like this to be addressed. We used to have a method of catching them involving a combat covops or an astero sneaking up and bumping them off course to point with the targeting delay. The "cloaking solution" ruined that, and was honestly a silly way to address the issue. Since you couldn't capture while cloaked you at least pay attention enough to see them coming on d-scan or land on grid. Now you can just wait for the alarm and hit warp, you'll make it out almost every time.

That does not mean it is the only method.

Note: You can set the alarm to wherever you want, anywhere from 1% to 99%. Not to mention the audible notification upon aggression.
Jason Ozran wrote:
Current issues

  1. Doesn't require any specific skills (Warp Drive Operation Level 1 + Navigation Level 1, taking just a few minutes)
  2. Can be fitted on every single ship due to low PWG and CPU requirements (1MW + 30 TF)
  3. The drawback is totally irrelevant (-50% targeting range / -50% scan resolution)
  4. No limitation on how many can be fitted
  5. No limitation on where it can be used (high/low/nullsec, FW, Missions, etc.)
  6. There are currently no adaptive counter-measure to this module (only heavy interdictors have infinite point strength)

I however disagree with most of your current issues.

  1. This is okay. No well skilled experienced pilot really needs WCS's to operate outside of a few specific situations. It can be far more useful to those with less skill and experience, and possibly less ISK. One could argue more of its purpose lies there.

  2. Because it can be very useful to those the fitting requirements should be low, but notice they are not low enough to be fitted on freighters or JF's. But also low enough to be used for most situations like moving ships. Also 30CPU is not insignificant. This is working as intended.

  3. The drawback is totally relevant. (-50% targeting range / -50% scan resolution) WCS's have no true place in earnest combat. Imagine this applied to combat where your target applies damage sooner. If long kiting (generally 18ishkm+) could quite possibly out range your lock, if you even manage one. Then think of stacking.

  4. For the above mentioned reasons and purposes this is also working as intended.

  5. This is true, but limiting by type of space is a mistake. If anyone remembers MWD's not working in certain missions you may have the idea. Simply make WCS's not function in deadspace, including missions and DED plexes. Simply put: If acceleration gate : no WCS effect. This balances, as your potential aggressor has to take it to come after you, more time to be seen on D-scan and reacted to.

  6. Yes there are. Warp core disruption is the counter for warp core strength. Another infinite point mod is an unnecessary use of dev time. And can defeat the purpose of some of the aforementioned points. Notice how HIC's don't have high scan res, a frig/destroyer infipoint could defeat the point of moving ships mentioned earlier.


Furthermore, the expansion of the 0m radius of the capture point (the mechanic "preventing" cloaking) is a ineffective means of combating farmers. One can simply sit near the edge, and if watching their scanner carefully, simply move away and cloak. Understandably frustrating but at least they are at the keyboard. As a result it arbitrarily limits a strategy of an aggressor from using the same mechanic against them. This is unbalanced and should be rolled back.

Cloaking isn't a problem, and never was. Its was and still is a frustration, but can be combated with both strategy, and on field tactics.

Edit: Perhaps I should make my own OP. What do you think Paranoid Loyd? (Dig the sig btw.)

On a long enough timeline, the life expectancy of everyone drops to zero.

Jason Ozran
The Tuskers
The Tuskers Co.
#22 - 2014-10-05 10:01:38 UTC
FT Diomedes wrote:
You could also consider bring a mobile depot along and adjusting your mid slots during the course of the roam.

This is usually feasible on cruisers, but on frigates that's more difficult since it would usually take more than half the cargo space, therefore limiting what you can carry, such as ammunition and/or cap boosters.


Hopelesshobo wrote:
1. The T2s require even more skill then T1...who would have thought?
2. DC2s can be fit on any ship as well, and that module gives most, if not every ship out there the largest EHP increase for a single module.

Couple of things here: DC is not the topic of this thread, but whatever. DC is a module that improve your ability to fight, not a kind of anti-game measure such as the WCS or ECM. Plus if you did spent some time doing fits, you would know that DC, although being a very decent and useful module, doesn't necessarily means more tank, especially on frigs (same on T3s).


Hopelesshobo wrote:
I however disagree with most of your current issues.

Not really actually Big smile

We do agree on one of the main concern, the one regarding the limitation to enter anything that owns a warp gate. As you say, most of the players that don't want to engage because they decide their ship is not the proper counter to yours already have at least 15 seconds to see you coming on dscan and landing inside, which is more than enough time to leave, counting on that they are active, which they should be. Changing this will be a great (and simple) thing to do. And Large FW plexes don't have gate, therefore you can still fit WCS since your opponent can land right on your face and get more chances to get you. Sounds fair to me Blink

Where I think it needs some slight changes, it's that WCS could become, like any other module, part of a fitting strategy, hence the change of drawback. Don't forget that people don't care about its drawback atm, they care about warping out. And that's where it should be nerfed, therefore moving it to agility. Also, as of now, you have on one side proper PVP players that never fit one, for obvious reasons, and on the other side the FW army of freshly created characters sitting at 0 in a fully stabbed ship. Nothing in between, and quotes from local or above comments show that clearly.

Regarding infinite point, if that ever comes in the dev's mind, I agree there has to be some drawbacks to limit its efficiency: reduced scan resolution, use of a high slot (equal less damage projection), and maybe some other.

Remember that those ideas are proposals, I don't pretend to own the ultimate solution, I am just trying to see what can be done. Thanks for your opinion btw :)
Arla Sarain
#23 - 2014-10-05 11:29:59 UTC
Jason Ozran wrote:

How can you plan ahead that the guy is gonna be stabbed? You can't, so why would you sacrifice fits that make sense, with prop/web/point/tank when you can't plan it and take the risk to fight a regular pvper?

Just like with everything else in this game - you have to be proactive and not reactive.

How do you know the guy you will fight in a plex will not be a double web kite fit?
Or that it will be a non tackle 2- mid slot ship?
You don't.

You have to speculate and anticipate.
Altrue
Exploration Frontier inc
Tactical-Retreat
#24 - 2014-10-05 11:35:21 UTC
WCS offer HUGE penalties in exchange of the premise of surviving a 1v1 engagment.

If you want to counter WCS, play with friends, or even A friend. That's all you need to counter WCSs.

This is an MMO after all.


You whine, but take into consideration the downsides of fitting a WCS.

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[Ex-F] CEO - Eve-guides.fr

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Jason Ozran
The Tuskers
The Tuskers Co.
#25 - 2014-10-05 12:35:29 UTC
Altrue wrote:
WCS offer HUGE penalties in exchange of the premise of surviving a 1v1 engagment.

If you want to counter WCS, play with friends, or even A friend. That's all you need to counter WCSs.

This is an MMO after all.


You whine, but take into consideration the downsides of fitting a WCS.

You state the obvious. I clearly mentioned I was roaming solo because that's what some people do in this game (quite a bunch of them actually). Clearly not easy those days, and this is making it even worst. Also, it's not because you are always in a fleet than everybody is.


Arla Sarain wrote:
Just like with everything else in this game - you have to be proactive and not reactive.

How do you know the guy you will fight in a plex will not be a double web kite fit?
Or that it will be a non tackle 2- mid slot ship?
You don't.

You have to speculate and anticipate.

Speculating has always been part of the game, and that's why I like it personally. But to push further in your direction, where you expect a griffin to be ECM, a punisher to be armor or a firetail to be dual web/arty or AC fit, warp core stabs are just a general module. You can anticipate or decide to not engage a fit that might kill you, but you can't anticipate WCS, making them pretty lame in the way they are being used at the moment.
Dr Jihad Alhariri
Dr Jihad's Brigade of Interstellar Mujahideen
#26 - 2014-10-05 13:27:40 UTC  |  Edited by: Dr Jihad Alhariri
I actually agree with the OP that WCS mods are problematic, but everybody else here is burning him alive at the stake. I am not so sure I am ready to burn alongside him.

Overall, I agree that WCS mods should incur more costs to the player's ship given that the whole intent of the mod is to escape PvP scenarios. The first thing that comes to mind is a mass and/or signature radius penalty in addition to the existing targeting range and scan resolution penalties.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#27 - 2014-10-05 13:39:01 UTC
No changes are required with WCS in my view. Want to trap a stabbed frig? Fit more scram, you can always fit more scram than a defender can fit WCS. In fitting a high numbr of WCS a player gimps their combat utility to the point that all they can do is run. They will die before they get a single target lock if you catch them. Want to sneak up and catch someone? Run a cov-ops in with armour tank and scrams galore. Bring a friend and split the scrams between you. I'm sure there are many ways to trap players in WCS ships.
Christopher Mabata
Northern Accounts and Systems
#28 - 2014-10-05 13:47:58 UTC
If there weren't ways to catch stabbed ships, something would have been done about it
there are ways to catch stabbed ships, so quit whining about it and do something to stop them warping off you have dozens of options

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Jason Ozran
The Tuskers
The Tuskers Co.
#29 - 2014-10-05 13:48:34 UTC  |  Edited by: Jason Ozran
Christopher Mabata wrote:
If there weren't ways to catch stabbed ships, something would have been done about it
there are ways to catch stabbed ships, so quit whining about it and do something to stop them warping off you have dozens of options

Corraidhin Farsaidh wrote:
No changes are required with WCS in my view. Want to trap a stabbed frig? Fit more scram, you can always fit more scram than a defender can fit WCS. In fitting a high numbr of WCS a player gimps their combat utility to the point that all they can do is run. They will die before they get a single target lock if you catch them. Want to sneak up and catch someone? Run a cov-ops in with armour tank and scrams galore. Bring a friend and split the scrams between you. I'm sure there are many ways to trap players in WCS ships.

If you had read the previous posts, you would have realized that everything you propose is already well-known, we don't need to know that scrams counter this module. What we are trying to discuss here is how to reduce their efficiency a bit and make it harder to just leave a fight when you are committed.


Dr Jihad Alhariri wrote:
I actually agree with the OP that WCS mods are problematic, but everybody else here is burning him alive at the stake. I am not so sure I am ready to burn alongside him.

Overall, I agree that WCS mods should incur more costs to the player's ship given that the whole intent of the mod is to escape PvP scenarios. The first thing that comes to mind is a mass and/or signature radius penalty in addition to the existing targeting range and scan resolution penalties.

You basically summarized what is in my mind. It should be slighly more costly and difficult to use, and a few effective maluses would help in that way.
Christopher Mabata
Northern Accounts and Systems
#30 - 2014-10-05 14:09:15 UTC  |  Edited by: Christopher Mabata
"If you had read the previous posts, you would have realized that everything you propose is already well-known, we don't need to know that scrams counter this module. What we are trying to discuss here is how to reduce their efficiency a bit and make it harder to just leave a fight when you are committed."

First of all if your semi AFK deplexing a site your probably not commiting to a fight when you undock with stabs fitted, lets just get that straight. Second of all if you commit to a fight and want to evac or preserve your investment and you have stabs available and they dont have enough interdiction to stop you then thats the attackers fault not the pilot who warped off because of stabs. The simple fact of the matter is there are ways to stop stabs, all of which are extremely well known and working as intended.

If you dont have the interdiction to a hold a target there, you dont deserve the kill, simple as that
The Game encourages player interaction in many ways, this is one of them. Target keeps warping off? Bring friends to tackle it

Everytime a stabbed ship survives 2 things happen.
1. The Devs can pat themselves on the back because they designed a module that is working with virtually no glitches every day and has gone some time without any major changes or an overhaul
and
2. Someone cries about it because they dont think its fair that their prey got away using applied game mechanics

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Donnachadh
United Allegiance of Undesirables
#31 - 2014-10-05 14:21:55 UTC
Alvatore DiMarco wrote:
Sometimes the PvPers whine louder and more ridiculously than the PvEers they make fun of.

This is one of those times.


Ah so eloquently put.
As a carebear nothing is more gratifying than watching the tears flow from a PvP'er that is out thought and out played by a carebear target.

The OP idea is trying to achieve the same thing as topics full of changes to the WD system, in other words force others to fight.
Stabs being broken is irrelevant, your problems with them are irrelevant the bottom line here is that you want CCP to make changes to the game so that others are FORCED to fight in a situation where they do not want to fight. As others have pointed out you and CCP cannot do that, take away any possibility they have of escaping and they just leave the game forever. But before you state how great that would be for the game just think about this, no more easy kills only a universe filled with those looking to kill YOU.
Jason Ozran
The Tuskers
The Tuskers Co.
#32 - 2014-10-05 14:31:15 UTC  |  Edited by: Jason Ozran
Donnachadh wrote:
Alvatore DiMarco wrote:
Sometimes the PvPers whine louder and more ridiculously than the PvEers they make fun of.

This is one of those times.


Ah so eloquently put.
As a carebear nothing is more gratifying than watching the tears flow from a PvP'er that is out thought and out played by a carebear target.

The OP idea is trying to achieve the same thing as topics full of changes to the WD system, in other words force others to fight.
Stabs being broken is irrelevant, your problems with them are irrelevant the bottom line here is that you want CCP to make changes to the game so that others are FORCED to fight in a situation where they do not want to fight. As others have pointed out you and CCP cannot do that, take away any possibility they have of escaping and they just leave the game forever. But before you state how great that would be for the game just think about this, no more easy kills only a universe filled with those looking to kill YOU.

Please read the previous posts. You are 100 AU away from the topic. FYI, the guys farming are usually PVP targets, not PVE ones.

Once again, the idea is not to remove WCS, it is to make ADJUSTEMENTS. You already have plenty of ways to escape a fight, but this one is just one too easy and way too used, just like the ishtar has become THE T2 cruiser to use recently. And when something is just too good, it is usually a good thing to nerf it slightly to reequilibrate the game. CCP is currently nerfing the cap range of capitals, you really believe everybody's gonna leave? No, they will adapt, like everybody did since 11 years, and this will create new ways of fighting. I did adapt myself, but small changed in game mechanics can help making it a better game. And in this case, limit the AFK farming in the FW. If you want to be AFK and not risk a thing, you go to high security status area, not low ones.

While I am at it, keep using "tears" and "whines" in all your messages. There is nothing better to discard any of your non-arguments.
Derath Ellecon
University of Caille
Gallente Federation
#33 - 2014-10-05 14:50:14 UTC
Jason Ozran wrote:
Paranoid Loyd wrote:
I have caught many stabbed farmers, it simply requires you to narrow your engagement envelope to only them. You apparently found 8 out of 8 that were stabbed so why not change your fit?

All of the changes you propose will not stop people from farming. You don't need stabs to farm, anyone who is competent will be gone before you land, if they don't want to fight, making warp stabs hard to fit is not going to make them want to fight.

How can you plan ahead that the guy is gonna be stabbed? You can't, so why would you sacrifice fits that make sense, with prop/web/point/tank when you can't plan it and take the risk to fight a regular pvper? Of course if someone comes back to the same plex, I'll go with 3 scram and try to get it, but usually as long as you stay in local they won't go back there. Warping away before you land is part of the game, never mentioned this as an issue. It's when you are committed that you should be able to leave in such an easy way, unless you get out of point range or anything like that.


QFT

It seems like you have already compiled some good data to be able to plan ahead (8 out of 8 farmers are stabbed). So maybe you have to plan your fit around the prey you are hunting likely being stabbed?
Drake Doe
88Th Tax Haven
#34 - 2014-10-05 14:56:51 UTC
I remember a rather common term used to describe what people should do about things that aren't broken, Adapt or die. Or in this case, whine or die.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Christopher Mabata
Northern Accounts and Systems
#35 - 2014-10-05 15:05:05 UTC
OP: "Once again, the idea is not to remove WCS, it is to make ADJUSTEMENTS. You already have plenty of ways to escape a fight, but this one is just one too easy and way too used"

So because its:
A. Used By people
B. Easy to do
C. "Too Popular"
D. Stopping you fluffing your killboard with cheap frigs

its should be adjusted so people cant do it like they have been for years?
Confirming conflict of interest
/thread

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Verdis deMosays
Center for Advanced Studies
Gallente Federation
#36 - 2014-10-05 15:24:24 UTC
Besides, if it frustrates you to need extra points on your scram to hold them, you haven't looked enough. Some faction/pirate scrams have 3 points of disruption. If you fit 2 of them, they would need 6 WCS to warp off. Since I don't know of a frig with 6 lows, you have whatever you want to tackle in a small plex by the cojones. All at the cost of some extra isk and 1extra mid filled.
Jason Ozran
The Tuskers
The Tuskers Co.
#37 - 2014-10-05 15:29:00 UTC
Christopher Mabata wrote:
OP: "Once again, the idea is not to remove WCS, it is to make ADJUSTEMENTS. You already have plenty of ways to escape a fight, but this one is just one too easy and way too used"

So because its:
A. Used By people
B. Easy to do
C. "Too Popular"
D. Stopping you fluffing your killboard with cheap frigs

its should be adjusted so people cant do it like they have been for years?
Confirming conflict of interest
/thread

Confirming ******** post.


Verdis deMosays wrote:
Besides, if it frustrates you to need extra points on your scram to hold them, you haven't looked enough. Some faction/pirate scrams have 3 points of disruption. If you fit 2 of them, they would need 6 WCS to warp off. Since I don't know of a frig with 6 lows, you have whatever you want to tackle in a small plex by the *******. All at the cost of some extra isk and 1extra mid filled.
/thread

Here we go, yet another answer to explain how scrambler works. Read the damn post, and also tell me who is going to put 2x True Sansha Warp Scrambler (200M a piece) on a T1 frigate? Do you even think before writing such stupidities?
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#38 - 2014-10-05 15:37:39 UTC  |  Edited by: Corraidhin Farsaidh
Jason Ozran wrote:
Christopher Mabata wrote:
If there weren't ways to catch stabbed ships, something would have been done about it
there are ways to catch stabbed ships, so quit whining about it and do something to stop them warping off you have dozens of options

Corraidhin Farsaidh wrote:
No changes are required with WCS in my view. Want to trap a stabbed frig? Fit more scram, you can always fit more scram than a defender can fit WCS. In fitting a high numbr of WCS a player gimps their combat utility to the point that all they can do is run. They will die before they get a single target lock if you catch them. Want to sneak up and catch someone? Run a cov-ops in with armour tank and scrams galore. Bring a friend and split the scrams between you. I'm sure there are many ways to trap players in WCS ships.

If you had read the previous posts, you would have realized that everything you propose is already well-known, we don't need to know that scrams counter this module. What we are trying to discuss here is how to reduce their efficiency a bit and make it harder to just leave a fight when you are committed.


Corraidhin Farsaidh wrote:
I actually agree with the OP that WCS mods are problematic, but everybody else here is burning him alive at the stake. I am not so sure I am ready to burn alongside him.

Overall, I agree that WCS mods should incur more costs to the player's ship given that the whole intent of the mod is to escape PvP scenarios. The first thing that comes to mind is a mass and/or signature radius penalty in addition to the existing targeting range and scan resolution penalties.

You basically summarized what is in my mind. It should be slighly more costly and difficult to use, and a few effective maluses would help in that way.


The second quote wasn't me and misrepresents my view. Your response to my actual post misses my point whilst reiterating it. I didn't propose anything but rather I stated that WCS are fine *because* the counters are well known. There is no efficiency here to take into account, you either have enough WCS or scram or you don't.

Without checking to be sure I believe that any tech 1 frig has 3 low slots therefore 3 WCS maximum whilst utterly gimping combat utility and survivability. Any like for like counter tech 1 frig can use 2 mid slots to *guarantee* catching a fully WCS fit tech 1 frig whilst still having a mid slot spare. This already puts an attacker at an advantage

Anybody complaining that a frig etc escaped them because of WCS simply didn't fit their ship well enough for the job at hand. The defender in this case 'won' the engagement as their fit and tactics worked better than the attackers. Complaining that someone didn't stand still and die as you shot them really holds no water as the attacker already knows and should have prepared for the fit they expect to encounter.
Drake Doe
88Th Tax Haven
#39 - 2014-10-05 15:39:53 UTC
You can't question other people's thinking when you acknowledge that their are counters to wcs, you mainly come across people fitted for farming, yet you still won't adapt your cookie cutter fit to catch said farmers.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Jason Ozran
The Tuskers
The Tuskers Co.
#40 - 2014-10-05 20:35:03 UTC  |  Edited by: Jason Ozran
I am sorry but you just can't say "your fit is bad, you should have been able to catch people with warp core stab" the first time you are going for them. Nobody, absolutely nobody, goes to engage someone with more than one scrambler, that would just be completely stupid (exception of some garmur with short+long point, due to its bonuses). Yes I got 8 in a row stabbed, but how could I know before? Maybe tomorrow I'll have 8 real fights in a row, therefore your "put 3 scrams" arguments is simply invalid for a regular use. And for refitting I already said earlier that people don't go back to the plex til you are in local, so forget about that argument.

Now I agree, it happens, and that's why instead of saying "from now on, you can't fit WCS on any ship anywhere anymore", I, from the beginning of this thread, proposed some minor changes to make it a little more challenging, while giving more chance for everybody to get his part of the fun. You guys, on the other hand, are just 100 miles away from the ideas behind this topic. If it is to tell me I can put 3 scrams, or that "I should know" because I can guess all the fits, well thank you captain obvious, but that's not what I am looking for here. However, if you are willing to discuss the present ideas, or propose new ones, then you are more than welcome!

P.S: Corraidhin Farsaidh my bad for the wrong name in the quote. Edited my message and corrected with proper one.