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Jump changes (tasty tears available?)

Author
Polymer
Caldari Provisions
Caldari State
#1 - 2014-10-13 04:57:36 UTC
Hey guys the nice people at CCP help and support have asked me to forward this to you. Granted I don't believe that it will gain any amount of support, but hey worth a try?

So if you have read on past the subject line I see that you are curious or mildly entertained. Perhaps you would like to see where I am going with this. Probably yelling about get to the point.

Well lets continue on with some history. I have flown capitals and supercapitals as my primary ship for quiet some time. Around 2005. Yeah I know kinda a big commitment.

Through the years I have had my titan, from one of the first built in my corporation and part of the old Morsus Mihi alliance. I was disappointed that the AOE Doomsday had disappeared before I had the chance. But at least I still could single DD subcaps and had tracking on my guns. So I was still combat viable. Although my leanings towards helping my alliance and generally my corp I really did love to portal people. Be it one ship or many. Basically making the game alot more fun for those involved.

With this idea, I didn't mind the tracking nerf, the DD being only able to hit capital class ships. Because I was still able to help my alliance and corp. Through the years the distance between our fights have always increased, not because of "mega" coalitions which are a problem. But because of how empty 0.0 is. With this in mind I started two new things that most alliances do not have.

The first thing I came across was the idea that not only blues have problems with distances but also reds. Its hard to get trapped in systems with no escape, and no reinforcements. With the idea on multiple times I have portaled our enemies home. Its to make the game fun for everyone. Getting hell camped in a system isn't fun for the reds or the blues. So with my titan, I could solve the problem.

The second thing that I saw, was the huge cost of moving things to deep 0.0. Jump Freighters are a marvelous patch (to fix logistics issues) but were relatively new to the game and had difficulties with moving sov structures. So I saw an opportunity but to maximize movement and reduce cost. I purchased multiple titans to assist with a "titan jump portal chain" which allowed me to move much.

With more titans I was able to affect logistics for my whole alliance and also helped out other corporations and people to help with moving their personal goods and alliance as a whole.

With all this in mind, My game has become centered around 7ish accounts with cyno alts and titans to be able to do logistics and make a difference.

Now we get to the brass tacs. You knew this was coming when you saw me talk about capitals. The jump range nerf. Altogether I didn't have a problem with the increased cost of fuel for all my ships. Even then I don't mind the range nerfs or the cooldown. But what breaks my gameplay that I use to help others. Is to do titan portals.

Now I know that people don't like titans, more of the reason is because they are so expensive and people generally dislike what they see as "unobtainable." They like it even less when someone has more than one. The main question in my mind is,

What is the role of the titan?

Take a look at the multiple articles before and after nerf, and see how useless the portal is now. Also why would you take a titan when a dread can do more damage? Granted people will say its alright they are already overpowered. But compared to what? If a 2-3b isk dread can do better damage. Why does it cost ~100b to get a titan which is turning into the same thing for the most part.

So yes people you might have found tears, but its more of frustration, I have had my titan through all these changes.

Tracking nerf
DD nerf
Jump fuel Nerf
Drone Nerf
etc.

Don't you worry little trolls, I don't give away my chars or items.

Oh and hey guys! Alliance, coalition, and enemies. I have always been there for you and hope to have something to be able to help you all out with later.
Burneddi
Avanto
Hole Control
#2 - 2014-10-13 06:40:52 UTC
So what's the feature suggestion here? This just looks like a "m-muh supercaps" complaint.

Oh, there's a question.

Polymers wrote:
What is the role of the titan?

Bridging stuff and killing other capitals with guns and DDs. Also sitting in a POS offgrid boosting, until that's nerfed.

It's not that CCP are nerfing capitals because of people whining about them; it's that they've finally after ten years in development realized that cost as a balancing factor is a dumb idea. As in, a ship should have a cost matching its status, but a high cost does not justify out of whack power.

However, fixing ten years of power creep takes time, and capitals are probably the single most power creeped class in the entire game mostly because of how dumb the first implementations of them were. "Uhh.... they're big, and really expensive (in 2005 terms)... and uhh, flat out stronger than any other ship in the game. Ship it!"
Alavaria Fera
GoonWaffe
#3 - 2014-10-13 06:59:36 UTC
When titans can go through gates I am sure they can ongrid boost.

Time to nerf off-grid boosts so that only those who dare can have their boosts. With an Erebus on field.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#4 - 2014-10-13 08:06:58 UTC  |  Edited by: xttz
Polymer wrote:
Why does it cost ~100b to get a titan which is turning into the same thing for the most part.


A better question is why do you think 100b should buy you something awesome? The man responsible for adding titans to the game, former lead game designer Oveur, said: "Titans were never meant to be cost effective... it's a huge ****."

Polymer wrote:
What is the role of the titan?


In short, it's in flux. The jump changes don't necessarily mean Titans are useless. In fact, it opens up new doors for them in a few scenarios. The most obvious avenue is that the ever-present shadow of being hot-dropped by any major alliance anywhere in-game just got a fair bit shorter. Between jump fatigue and TIDI, capital forces are far more subject to lengthy delays in crossing the map to reach an impromptu fight. This potentially makes Titan use a fair bit safer than before.

The removal of pod-jumping opens up the use of the Clone Vat Bay module, especially if CCP take this opportunity to tweak it to be less... obnoxious to use.

Looking forward, CCP have also said they're working toward on-grid boosting. Once they overcome those technical hurdles you can bet Titans will be at the apex of that mechanic. There are also (an as-yet unknown) further changes to null-sec sovereignty on the horizon. Titans may well end up playing a key role in that. This is speculation of course, but certain devs have talked about Outpost destruction. Doomsdays could well end up playing a role in that future game-mechanic.

Don't assume that Titans will remain in this state forever. The landscape is rapidly shifting around them and I have no doubt that in time they will adjust to compensate.
Alavaria Fera
GoonWaffe
#5 - 2014-10-13 08:26:44 UTC  |  Edited by: Alavaria Fera
xttz wrote:
The removal of pod-jumping opens up the use of the Clone Vat Bay module, especially if CCP take this opportunity to tweak it to be less... obnoxious to use.

Shouldn't they be checking to see if we use it, and if so nerfing it?

xttz wrote:
Looking forward, CCP have also said they're working toward on-grid boosting. Once they overcome those technical hurdles you can bet Titans will be at the apex of that mechanic.

That would be great, no more "solo" or "small gang" with boosters, you need a titan and of course carefully check there isn't some evil blob of titans taking gates towards you...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Alavaria Fera
GoonWaffe
#6 - 2014-10-13 08:34:13 UTC  |  Edited by: Alavaria Fera
xttz wrote:
Polymer wrote:
Why does it cost ~100b to get a titan which is turning into the same thing for the most part.


A better question is why do you think 100b should buy you something awesome? The man responsible for adding titans to the game, former lead game designer Oveur, said: "Titans were never meant to be cost effective... it's a huge ****."

However, titans were meant to be rare and powerful...

But according to the "isk on field" theory of supercap battles, titans were meant to be blobbed in as great a number as possible ((of course with supercarriers, the other non-dockable ship)

Essentially, while not necessarily cost effective, blobbing SO MANY of them together makes them very effective, albeit against forces only worth, say 1/10 of the titan blob.

FORTUNATELY, a force of dreads and carriers worth anywhere near the titan blob will result in TiDi so massive that the only real killing will be done with doomsdays thanks to module lock. So they are rather effective

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2014-10-13 08:50:00 UTC
Polymer
Caldari Provisions
Caldari State
#8 - 2014-10-13 22:25:02 UTC
Burneddi wrote:
So what's the feature suggestion here? This just looks like a "m-muh supercaps" complaint.

Oh, there's a question.

Polymers wrote:
What is the role of the titan?

Bridging stuff and killing other capitals with guns and DDs. Also sitting in a POS offgrid boosting, until that's nerfed.

It's not that CCP are nerfing capitals because of people whining about them; it's that they've finally after ten years in development realized that cost as a balancing factor is a dumb idea. As in, a ship should have a cost matching its status, but a high cost does not justify out of whack power.

However, fixing ten years of power creep takes time, and capitals are probably the single most power creeped class in the entire game mostly because of how dumb the first implementations of them were. "Uhh.... they're big, and really expensive (in 2005 terms)... and uhh, flat out stronger than any other ship in the game. Ship it!"


Thanks for the response, but let me tell you what it really is like. Titan guns aren't as powerful as a dreads. So using the guns are a nice thing to have but the DD is the real powerhouse. But that is assuming that you have capitals or supers on the field.

CCP is welcome to correct me on this, but having been through all the iterations and changes to supers. They didn't intend them to be so widespread (titans). Saying they have always been in development is a stretch, they actually have been nerfed and changed based on the changing roles that CCP wanted them to have in 0.0. Of course we players are responsible for the majority of the nerfs, as CCP never dreamed of us using them the way we do.

Fixing? or more like patching. Yes, things in the game change. Its the same for all the ships that have been in EvE, but capitals have gone through alot of the growing pains at the negative end. With the T2 siege love, and fighterbombers, super carriers and capitals saw some real love. But Titans have had their roles change quiet a bit.

Alavaria Fera wrote:
When titans can go through gates I am sure they can ongrid boost.

Time to nerf off-grid boosts so that only those who dare can have their boosts. With an Erebus on field.

Erebus on field or titans on field is always a recipe for disaster, with the current game it was nearly impossible and a very bad idea with how you can project strength. Which is way I actually like the jump range nerf. (just not the portal range nerf). With the changes, yes it is possible. But if you remember back before there was so many supers and titan. People used to dogpile from everywhere to kill a titan. Much like Sir Molle and his titan loses from back in the BoB days.

I would see that a hictor would be a staple in the roaming fleets, at least I would because you never know when you will find a super pilot trying to get his isk worth out of these things. With capitals using gates. I would do drive by DDs, but I wouldn't keep them on the field.

Polymer
Caldari Provisions
Caldari State
#9 - 2014-10-13 22:32:02 UTC  |  Edited by: Polymer
xttz wrote:
Polymer wrote:
Why does it cost ~100b to get a titan which is turning into the same thing for the most part.


A better question is why do you think 100b should buy you something awesome? The man responsible for adding titans to the game, former lead game designer Oveur, said: "Titans were never meant to be cost effective... it's a huge ****."


Thats true, but as in any huge ***** its all in how you use it.

Also who would buy them if they didn't do something that fit into a niche?

xttz wrote:
Polymer wrote:
What is the role of the titan?


In short, it's in flux. The jump changes don't necessarily mean Titans are useless. In fact, it opens up new doors for them in a few scenarios. The most obvious avenue is that the ever-present shadow of being hot-dropped by any major alliance anywhere in-game just got a fair bit shorter. Between jump fatigue and TIDI, capital forces are far more subject to lengthy delays in crossing the map to reach an impromptu fight. This potentially makes Titan use a fair bit safer than before.

The removal of pod-jumping opens up the use of the Clone Vat Bay module, especially if CCP take this opportunity to tweak it to be less... obnoxious to use.

Looking forward, CCP have also said they're working toward on-grid boosting. Once they overcome those technical hurdles you can bet Titans will be at the apex of that mechanic. There are also (an as-yet unknown) further changes to null-sec sovereignty on the horizon. Titans may well end up playing a key role in that. This is speculation of course, but certain devs have talked about Outpost destruction. Doomsdays could well end up playing a role in that future game-mechanic.

Don't assume that Titans will remain in this state forever. The landscape is rapidly shifting around them and I have no doubt that in time they will adjust to compensate.


I agree there is always going to be new doors. Now the Clone Vat Bay module has been tried before. Back during the second delve deployment in Morsus Mihi, we got everyone with a rorq and Titan to train up the vat bays. the number of problems that occurs with this is staggering. More to the point, If you die you don't goto the titan, you must jump to it. The other problem was that the clone had to be inserted into the vat bay and once you jump to it, it is used up. Even if they happen to tweak it, it would take some major coding, etc. More of the "effort" side of things for something that would still be a "niche" thing. They don't change stuff for the small guys, just the larger complaining body.

On-grid boosting titans are a dangerous slope, that leads to who can dogpile. The blob will return using a titan like that. I think overall they are trying to get away from 1 ship changing the landscape. I agree that DDs have been promised to do more, pretty much since they changed them from AOE, but generally I can't hold my breath that long to wait for these "changes"

Yes things do change alot. But how fast do you think this will change when it affects maybe 1% of EvE players? After 10 years of playing this game they have shifted more away from the small guys. It is a business after all.
Ioci
Bad Girl Posse
#10 - 2014-10-13 22:45:42 UTC
I agree, OP.

EVE and CCP have used Super Capitals as their whipping boy for a very long time and it's getting old. I was fortunate, I made one on Test Server and avoided them on TQ as a result.

You guys need a way out. 100% breakdown on capital parts at Capital storage or a way to decommission them to stations. Not really a docking of one but a contract style packing of it where it can be stored. "Oh we didn't mean it" when they introduced them is pure rubbish. They did and they are the developers. They need to use some ethic in how they scale them down in the game.

R.I.P. Vile Rat

Polymer
Caldari Provisions
Caldari State
#11 - 2014-10-13 22:47:35 UTC
Alavaria Fera wrote:
xttz wrote:
Polymer wrote:
Why does it cost ~100b to get a titan which is turning into the same thing for the most part.


A better question is why do you think 100b should buy you something awesome? The man responsible for adding titans to the game, former lead game designer Oveur, said: "Titans were never meant to be cost effective... it's a huge ****."

However, titans were meant to be rare and powerful...

But according to the "isk on field" theory of supercap battles, titans were meant to be blobbed in as great a number as possible ((of course with supercarriers, the other non-dockable ship)

Essentially, while not necessarily cost effective, blobbing SO MANY of them together makes them very effective, albeit against forces only worth, say 1/10 of the titan blob.

FORTUNATELY, a force of dreads and carriers worth anywhere near the titan blob will result in TiDi so massive that the only real killing will be done with doomsdays thanks to module lock. So they are rather effective


I agree, and that is where the players brought about their own nerfbats honestly. With enough titans there is of course not much people can do against it. Alot of that comes from EHP and the shear amount of them. With the new changes alot will change with that. When supercapital fleets get engaged there is a support fleet. Because titans cannot track worth a damn. But they can still feel relatively safe because a fleet of small ships really cannot do too much to the bigger blob.. Which will allow time for reinforcements to arrive.

Every large scale batte with supers has started with similar escalations, where the only option to save the fleets was to escape, because they just take some damn long to kill, the dogpile effect on the servers is the larger problem, but it occurs because you can't kill them fast enough with the smaller ships.

Now granted I would hate for my Titans to lose even more EHP than they already have. But you also have to look at what we put on these things. You have a fleet of 100 t2 equipped ships which cost around the same amount as the titan. Where the titan has officer and deadspace fit which costs billions. You really cannot tell what a subcap fleet if fit similarly would do to a titan fleet.

Really what have I been saying? Well alot of the nerfs are to combat, which I have done alot. I was in B-R and most of the largest battles in the game. But over the years with everything that has been going on, mine swapped the roles to more logistical reasons. To help fleets out, because believe it or not. 0.0 is pretty damn big.
Alavaria Fera
GoonWaffe
#12 - 2014-10-14 00:30:31 UTC  |  Edited by: Alavaria Fera
I actually think if you're referring specifically to fighting subcaps, you would get most out of carriers. But a good titan force is also important, in that case, to support the carriers. But that would make it just supercaps and caps.

Thankfully they can all take gates together. Yeah it will be a fun roam.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Polymer
Caldari Provisions
Caldari State
#13 - 2014-10-14 02:00:35 UTC
Alavaria Fera wrote:
I actually think if you're referring specifically to fighting subcaps, you would get most out of carriers. But a good titan force is also important, in that case, to support the carriers. But that would make it just supercaps and caps.

Thankfully they can all take gates together. Yeah it will be a fun roam.


Carriers are nice, with some of our doctrines. But many people forget how long it takes for a titan to get into warp, much less actually get to the gate.

I really don't want to spend all day getting 10 jumps away via gates in supercapitals.

Overall I see a decline in capital usage, just because of the massive amount of time will be required just to move any amount of distance from the original location. Specifically since capitals and supercapitals still will be unable to use jump bridges.