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Gate aggro

First post
Author
Sibyyl
Garoun Investment Bank
Gallente Federation
#21 - 2015-06-07 15:02:04 UTC

It's called a Weapons Timer and it's working as intended. Next.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Darth Terona
Horde Vanguard.
Pandemic Horde
#22 - 2015-06-07 15:03:46 UTC
Not sure if troll...

If this was not the case, everyone would just fight on the gate and jump out when things got hairy.. Which would shift the entire meta for the worse
Nevil Oscillator
#23 - 2015-06-07 15:20:17 UTC
I used to think this was a pretty raw deal, someone has you scrammed and you can't use a jammer to break the scram and get away.

Then I found out a scram doesn't stop you going through a gate.
Cancel Align NOW
Royal Amarr Institute
Amarr Empire
#24 - 2015-06-07 22:10:33 UTC
If the timer was reduced to 0 seconds then shooting at everything on a gate would become the default strategy in any system under 0.5 Removing the timer removes any possible consequence for the aggressor.
Murauke
Space Wolves ind.
Solyaris Chtonium
#25 - 2015-06-07 22:17:14 UTC  |  Edited by: Murauke
Personally I do see both reasons for extending the gate timer as well as decreasing the gate timer.

Extending it will ensure pilots really do consider all of the consequences of engaging in all forms from engaging in space (belts, planets, moons and dungeons) as well as on gates (which in my opinion is where the majority of PVP occurs).

However, I have to somewhat agree that the decision to engage or not to engage is in some way related directly or indirectly to gate timer. That is, and I agree, what drives a dull and predictable game.

There is another side of choosing to fight and that is flight, however we very rarely have the opportunity to flight. Do not mistake me I am not saying that because someone made a bad choice they should be able to survive what I am saying is that a bad choice shouldn't 9 times out of 10 result in destruction. If you could half that you might just increase the amount of content in the game. 90% of the time the chase is just as thrilling as the end game.
Aza Ebanu
Brutor Tribe
Minmatar Republic
#26 - 2015-06-08 07:32:09 UTC  |  Edited by: Aza Ebanu
Christopher Mabata wrote:
Im in agreement with most of the people on this thread, if you choose to fight you should have to deal with any related consequences, including waiting one whole minute before you can retreat.

Plenty of mechanics to help make it easier are available too, Nuetral logistics in highsec space, use of ewar to warp off and back when the timer is up, refitting on something to save shiny modules from loss, etc.

change this and the new meta will be undock alpha fleet, fire pot shot, dock/jump
Repeat until hostiles have given up or have been rekt


Not to mention the highsec f**kery that could result, so no not supported

PS: I think this belongs in F&I Subthread

Nope its a broken game mechanic that is unsupported by lore. Criminal/aggressor timers should be removed entirely from the game. The gate guns should do their job more effectively and that's it. Hell why not add a warp scrm/web to the gate in addition to the guns? That would remove the whole need for timers all together. The station games you mentioned don't exist anymore. The issues you have with neutrals is directly related to criminal systems and have nothing to do with gate jump mechanics or aggression timers. If you agree with most in this thread, it is because you do not understand EVE Online, or you just want to fit in with the majority.
Remiel Pollard
Aliastra
Gallente Federation
#27 - 2015-06-08 07:37:06 UTC
All they need to do is change it so the weapons timer doesn't start counting down until you've both stopped shooting and being shot. The only way you get an aggression timer is by opening fire, so if you're going to pick a fight you should be made to finish it, whether you've stopped shooting yourself or not.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Remiel Pollard
Aliastra
Gallente Federation
#28 - 2015-06-08 07:38:36 UTC
Aza Ebanu wrote:
The station games you mentioned don't exist anymore.


Rubbish.

“Some capsuleers claim that ECM is 'dishonorable' and 'unfair'. Jam those ones first, and kill them last.” - Jirai 'Fatal' Laitanen, Pithum Nullifier Training Manual c. YC104

Aza Ebanu
Brutor Tribe
Minmatar Republic
#29 - 2015-06-08 07:40:41 UTC
Remiel Pollard wrote:
Aza Ebanu wrote:
The station games you mentioned don't exist anymore.


Rubbish.

They don't. He pulled that scenario from his rear cavity.
Murauke
Space Wolves ind.
Solyaris Chtonium
#30 - 2015-06-08 08:20:11 UTC  |  Edited by: Murauke
Aza Ebanu wrote:
Remiel Pollard wrote:
Aza Ebanu wrote:
The station games you mentioned don't exist anymore.


Rubbish.

They don't. He pulled that scenario from his rear cavity.


Pretty sure the OP mentions GATE AGGRO, it's nothing to do with station games. Separate the two scenarios and concentrate on gate aggro/timer.

But whilst we are here, station timer should be doubled this is really a pain point for any engagements on station especially with how tanky ships are these days. as People's skills and desposable income has increased station timers have not compensated, i do see a lot of battles on stations where the agressor is able to engage on a long undock and tank a full fleet before docking up again. Something that would only be possible with high skills, expensive mods, implants and OGB.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#31 - 2015-06-08 08:35:30 UTC
I love how the OP didnt even posit a position either way just said here is a problem... but thats neither here nor there atm.

Remiel Pollard posted a decent idea imo though so thumbs up and +1 for his idea.

Another option is adding some RNG element into it so that you may only have a minute of aggression or you might get the max of say 2, 3 or even 5 mins. Forcing people into situations where you dont know if youll be able to tank or not might make it somewhat interesting.

But in response to the OP it was worse before the change imo so even though its not the best solution its still not a bad one.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Doc J
Space Wolves ind.
Solyaris Chtonium
#32 - 2015-06-08 11:17:57 UTC
Eternus8lux8lucis wrote:
I love how the OP didnt even posit a position either way just said here is a problem... but thats neither here nor there atm.

Remiel Pollard posted a decent idea imo though so thumbs up and +1 for his idea.

Another option is adding some RNG element into it so that you may only have a minute of aggression or you might get the max of say 2, 3 or even 5 mins. Forcing people into situations where you dont know if youll be able to tank or not might make it somewhat interesting.

But in response to the OP it was worse before the change imo so even though its not the best solution its still not a bad one.


I don't agree with Remiel's post, If that came in you would not see any engagements at all.. I think it was said earlier but your decision to engage is based on what you see and understand. Typically when on a gate you engage and usually it is followed by a gang that has jumped into system or has been cyno-ed in. At that point your dead so the choice to engage now seems a rather pointless act, despite weighing up what you see.

If you force people into "you chose to fight now fight" the only fights that occur are those over assets, you have to give us more freedom and that includes the chance to survive if things go south or don't go according to plan.
zelalot
Space Wolves ind.
Solyaris Chtonium
#33 - 2015-06-10 08:17:33 UTC
I like the idea of separating timers into different elements: station timer, gate timer.

I also believe in changing things every so often so that things don't stagnate and I feel the game is at that point. It's been a while since this changed.
Delt0r Garsk
Shits N Giggles
#34 - 2015-06-10 10:50:59 UTC
changing some arbitrary thing just because it hasn't changed in a while is stupid.

Lots of things have changed. In fact they have been some pretty huge changes to the game in the last year. Jump fatigue was simply a massive change. Fozzy Sov is no small change either.

Weapons timers are working as intended and require no change.

Station games are still pretty lame.

AKA the scientist.

Death and Glory!

Well fun is also good.

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