These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Some long term negtive tendenties in PvP.

Author
Podli
Method Synergy
#1 - 2012-03-24 13:36:59 UTC
I would like to bring to your attention some long term tendencies in PvP, observed in the past few years.
I will discuss in details two interconnected aspects in warfare – Logistics ships and Alpha fleets.

I’ve started playing EvE in 2008. PvP career was an instant choice, my first fight was on the 3rd day after my first login, and I still remember it with all the details :)
I liked PvP in Eve, on account of its diversity, the contest of skills and proficiencies between pilots and fleet commanders. A rich choice of formats and tactics to choose from, constantly changing fleet compositions on both sides - I’ve flown in fleets of all sizes, from one man solo-roams, to 0.0 “global” clashes with 4 digits local counts.
Unfortunately, with time passing by, PvP as an art is degrading. And I am very much worried about it.
This degradation is dictated by the game mechanics. One of the major causes for this phenomenon in my opinion is the Logistics ships. Let us look into the way that the growing popularity of the Logistics ships has changed the way a fight is fought between 0.0 CTA fleets as well as mid and small gang roams.
We’ll begin with CTA fleets.
In my first few days in EvE, I’ve absorbed a known saying: “There’s no such thing as a good tank, there’s only bad focus.”
Back then, the only way to survive a well-focused strike was to warp out. The whole fight was planned on that principle. Standard fleet format back in 2008-2009 was sniper-battleships. The requirements to this format were simple – the ability to fire up to 150km distance, MWD and a tank strong enough to sustain one DD activation from a titan. During the fight, each pilot had to be aligned to an object and once focused – he had to warp out. This was a pivotal moment for each fight. If you wanted to take the warp out option from your opponent – you had to hold him in place. Interdictor had to place a bubble on the enemy fleet, and a target caller designated either the ships in the bubble or these that hadn’t have the chance to align after returning to the fight. Everybody tried to get out from the bubbles to regain that warp out capability. If a recon ship such as the Arazu or the Lachesis appeared on the grid – they were instantly primary since it was one more factor that took the ability to warp out away.
2 people commanded the fleet. One FC commanded the battleships, the other – the support which handled the tasks of countering the enemy tacklers and EWAR, tackling the enemy and affecting the enemy fleet with its own EWAR capabilities, with the enemy anti-tacklers as primary target.
The outcome of the battle was highly dependent on the efficiency of each part of the complex machine that the CTA fleet used to be. A group of good pilots, under the command of a good FC could combat a fleet bigger than their own, at times much bigger.
The only thing that ruined the whole picture was terrible lag, which demanded adjustments from the players that were not really a part of the game mechanics. Now days, with TD – the lags are almost gone. Alas - there’s not much left from the complexity of the CTA fleets of the years 2008-2009.
The problem with logistics ships has clearly presented itself after the release of Dominion. Before Dominion, logistics were used to repair ships on “safe-spots”- pilots warped out to get repairs. There are several reasons for that tactic – 0.0 regions could inhabit a limited amount of people whose main income were belt NPCs, so losing a t2 ship was not something everyone could bear too often. Also back then logistics were not flown by the amount of people that fly them today, and a logistics ship could not tank a titan DD activation. After Dominion there were anomalies, non-AOE DD for the titans and over time lots and lots of logistics pilots that gathered the skills and could afford the ships.
Suddenly the saying “There’s no such thing as a good tank, there’s only bad focus.” was no longer relevant. One COULD survive a focus strike without warping out. And as a consequence – we’re observing the degradation of fleet warfare in EvE.
1.There is a situation, where fleets are no longer fighting aligned to objects, and battleships make no attempts to warp out under focus. Their main hope – Logistics repairs.
2.Tackling during the fight is no longer relevant as well. Interdictor pilot sits cloaked in a safe-spot throughout the whole battle, waiting for the moment the enemy will warp out in mass. He’s no longer needed to kill a specific BS.
3.Anti-tacklers – are no longer needed. Our BSs are not warping away too. We see today a picture that would have caused a 2008 FC to blow some serious steam from his ears – our very own heavy interdictor is bubbling our very own fleet in order to interfere with enemies bombing efforts.
4.150km sniping fleets are a thing of the past. DPS from such fleet composition is not enough to break through enemy Logistics repairs.
5.An Alpha fleet appears, based on a dumb principle – one shot, one kill. We see things like the Arti-Abaddon with 270k EHP and 300 DPS. It will take about 15(!) minutes for one of these to kill another one of its kind. I will note that in 2008 some pilots flew out without tank at all (except a DC) against FC orders, with the main risk was to get killed by a titan DD but gaining DPS.
Let’s see, what a proficient BS pilot has to do in combat, both 2008 and 2012 fashions:
2008: The fight has started. Shoot the primary, while aligned. Watch bubbles – if there’s one on me, MWD out. Watch the distance to the enemy, adjust alignment accordingly. Watch overview for mass lock, warp as soon as damage is applied. Warp back in after repairs on a safe spot. Watch enemy interdictors, if in range - shoot him down – he’s more important than primary.
2012: The fight has started. Shoot the primary. Watch overview for mass lock, broadcast for repairs. No maneuvers are required beyond the obvious basics.
Podli
Method Synergy
#2 - 2012-03-24 13:37:45 UTC
So here it is - the degradation of complex and interesting fleet warfare in 2008 to primitive DPS/Tank competition. Combat with outnumbering fleets is almost impossible, given identical fleet formats; despite the removal of one major obstacle that interfered back then – the lags – the lags no longer affect the combat mechanics strongly.
Personal skills back then multiplied the effectiveness of the whole fleet – a skilled pilot warped away under focus 5+ times and returned to battle, thus raising his value versus the value of a non-experienced pilot that found himself in a pod after the first focused strike. Today, the difference between the two pilot models mentioned above are virtually non-existent: the pilot has very little decisions he has to make on his own. The outcome of the battle is dependent on actions of about 10-15 pilots from the 300 fleet total. The rest are extras, performing 3 basic operations throughout the whole show – orbit the anchor, F1 on broadcasted targets, and broadcast for repairs. This kind of a fight is not as interesting for the pilot as the 2008 kind of a fight. No decisions to make, very few factors to observe. For me, the peak was a dialogue I’ve witnessed:
Supercarrier pilot: I am being hit, trying to get under the POS field.
FC: Overheat your hardeners.

FC: You are taking too much damage, too fast?!
Supercarrier pilot: Well the hardeners were burned off, you didn’t tell me to turn overheat off...
If the super carrier pilot, who is in EvE not for one day, can’t think on his own and prevent his tank from being burned off, what is he doing flying a super carrier? Such pilots are a majority already, even in 0.0 “claim alliances”. The sad thing is not only a lesser skill level of pilots in CTA fleets rather than the lack of need to perfect that skill, and grow as a pilot. The minimum “plank” of required skills for a combat pilot (a grunt, if you wish) is achieved after 3 educating ops. All he needs to do is align/warp on command, orbit his anchor, shoot the primary and broadcast for repairs. From this list, the only thing he does at will is broadcast upon lock/incoming damage. Overheating your hardeners under focus is a display of mastery…
The inability to fight with outnumbering enemy is bringing to life the growth of coalitions in 0.0. Numbers are always an advantage, but winning a fight against x3 enemy numbers is almost impossible – you have to adjust to the format of your opponent, use expensive ships. Although I do think that given the chance, some “old” 2008 FCs would fight 200vs.600 if TD was implemented back then, and lags weren’t such a major factor.
Alpha fleet is an issue I want to address separately. Before TD, the preference to use high alpha strike ships was dictated mainly by lags. If the lags add to the “documented” rate of fire 10 more seconds, it’s clear that Minmatar ships loose less DPS than for instance hybrid guns, with their high rate of fire, i.e. the artillery provided de facto greater DPS on the grid. There are fleet formats that depend on one shot-one kill tactics, timed by voice command of the FC.
I believe that such formats are major destructive factor for PvP in EvE. Killing a ship by one salvo does not allow the target to do anything to escape its fate. There’s no way you can counter that, and I believe that it’s not right. A pilot should have a way of saving his ship, whether by warping out or by taking any other action. You can kill enemy tacklers, get out of bubbles but you can’t counter one strike that gets you in a pod in 2 seconds. Neither the pilot, nor the FC can do anything about it. In my opinion, the ability to guarantee a kill without any countermeasures is a destructive factor in PvP mechanics. Obviously you can’t remove the ability as is from the game, but I think that in order to alpha-pop a ship it should take more than 20 Maelstroms (that instantly pop practically every sub-cap in the game right now). IMHO the artillery boost was too much of a boost and 6k-7k alphas from a BS seem more reasonable.
Same factors affect roaming in smaller gangs.
Popularity of logistics ships brought some serious changes to the way gangs roam as well. The issue of a “good tank” is even more pressing in a gang than it is in CTA fleets. It is related to the fact that the majority of roaming ships have a rather good buffer tank – BC, BS, t3 have strong tanks, and in a skirmish with limited numbers getting a quick kill can be quite the challenge. Besides issues with ships “immortality” on the grid, alpha strikes that has the same effect as in CTA engagements, there are a few issues typical to roaming gangs.
Problem #1: “Inability” to score a kill on one of the opponents core ship. Inability is within parentheses, I will explain why. If the opponent is tanking your full DPS, and he has enough of a buffer to allow even inexperienced logistics pilot to get a lock and start pumping, getting a kill will require the opponent making a serious mistake – once again, you can’t affect this fight much, whatever skill you brandish – it won’t matter much. This has brought us to a state where battles between gangs are a rarity, compared (once again) to 2008. The common situation is that either you can’t do anything, or the enemy can’t do anything.
Spectre80
Caldari Provisions
Caldari State
#3 - 2012-03-24 13:39:53 UTC
i have long time thought there is way too much logistics in this game. i would prefer it to be more like naval battles where ships go pass by and shoot broadsides and die when they ******* should but what do i know :P
Podli
Method Synergy
#4 - 2012-03-24 13:40:08 UTC
Problem #2, which is not lesser than the first: the death of many ships to small gang roams, high entry point to PvP (Skill Points wise). Currently, it’s almost an impossible task to find an objective for a t1 cruiser gang. T1 frigates are practically as dead as the t1 cruisers. Fleets consisting of t2 frigates won’t do much good against a gang that has 2 logistics ships – the logi’s will pump out the full DPS the frigates apply. Right now, the majority of encounters result in a one-sided game, unlike “back then”, where the portion of fights where both gangs had chances for success was larger by far. I still remember snipe-cruiser roams in 0.0. A fleet of pro pilots on t2 fitted t1 cruisers with no logistics could fight a fleet of BCs and BSs of comparable numbers. Right now, such an encounter would result in completely justified avoidance by one of the FCs – numbers and strength differ too much, and one of the sides won’t have a chance good enough to get one of the enemy core ships.
Spider tank requires a separate notion. In the first place – capital and supercapital ships; the absolutely massive active tank that can only be breached by even more massive DPS. Meaning – a larger fleet, and no other effective means to counter the mentioned above. 3 carriers hot-drop on a cyno in lowsec would enable “godmode “. That is until someone drops their stakeout supercarriers as a response, and “godmode” switches side. A carrier multiplies the abilities of a small gang, mainly because there are no easy ways to counter it with small numbers. Any damage dealer except sieged dreadnaught and a titan can be countered by tactics, maneuvering and EWAR. Interdictors can be killed, bubbles escaped, interceptors chased away or jammed, long range tacklers damped. If you are not dead after the first alpha, you have a chance to get away, and return to battle. The only effective way to deal with spider tank, be it logistics, carriers or supercarriers – get more DPS, i.e. – numbers.
More and more I am convinced on the destructive effect the spider tank has on PvP in EvE. Spider tank as an ability to negate huge amounts of DPS to the core ships of the fleet, places the DPS and Tank parameters of a fleet in the headline rather than the skill and ingenuity of the pilots and FCs.
I think that spider tank brings the PvP in EvE to poverty, by making the numbers behind the fleet count more than the pilots themselves, by negating their skills and bringing forth the mass effect of the blob. As a consequence, an encounter where both fleets have chances to win is a rarity. What matters are skill points and numbers, as both factors that directly affect the DPS/Tank numbers, hence enforcing higher entry level requirements for new pilots.
What’s to be done with these problems – is up to CCP. I can only offer some suggestions:
1.Raise the locking and operating range for logistics ships allowing them to work at 100km distance.
2.Remove the ability for one logistics ship to repair another logistics ship.
3.Capital remote repair systems/shield transfers should only work in triage mode.
4.In order to close the deal on “immortal” logistics ships once and for all – Add an aggression timer (thus not enabling to dock/jump through gates) on remote shield/armor transfers, with similarity to weapons – the problem of immortal undock logistics is as old as EvE itself.
In conclusion, a word for the critics.
Yes, I know that skill matters in PvP. Yes, I am well aware that there are corporations/alliances that present great related kill mails, despite being in disadvantage.
However, I have described general tendencies, that can be observed by all veteran EvE pilots that have chosen PvP as their path in the game.
Constructive comments are welcome. Motsu speakers opinion will remain … an opinion of a Motsu speaker. For a constructive dialogue on this issue, an overall picture of the field combat is required, seeing your (or the enemies) Drake loosing shield might not be enough.
And as long as that remains true, EvE will remain the best game for me.
Podli
Method Synergy
#5 - 2012-03-24 19:35:37 UTC  |  Edited by: Podli
Spectre80 wrote:
i have long time thought there is way too much logistics in this game. i would prefer it to be more like naval battles where ships go pass by and shoot broadsides and die when they ******* should but what do i know :P

Words of the pilot of alfa-fleet with logi Roll
Aiden Andraste
State War Academy
Caldari State
#6 - 2012-03-24 19:37:00 UTC
lots of ::words:: no content. just like a twinkie.
Serene Repose
#7 - 2012-03-24 19:42:47 UTC  |  Edited by: Serene Repose
I love how people start their walls of text with a bio that's intended to demonstrate their credentials.

PvP sucks cause people that do it make it that way. It's in their natures. I - Me - My. They couldn't organize a Chinese firedrill on a football field. Their main feature in group activities is to sit around and wait for someone else to do something. Sure, get that fabulous ship, perfectly rig it and sit at your low sec gate waiting for a victim to happen by. Web a hauler, kill it and call it PvP.

When that fails, go to high sec and gank miners while showing smacktalk prowess in local. (Now THERE'S a talent!)

There's no PvP 'cause no intelligent people do it. The ones who do, or say they do, couldn't be helped if they were given a fleet of Tech 4 Ulti-ships with a ten billion ISK replacement fund. The life of the un-averse to risk population. QQ about PvP. I've been playing since '05 and that's ALL I've seen - weeping PvP-ers.

If it walks like a duck...quacks...etc. I mean. If you didn't have scrams, every last one of you would scram!
How many crutches do you really need to Pee Vee Pee??

We must accommodate the idiocracy.

Ladie Harlot
Viziam
Amarr Empire
#8 - 2012-03-24 19:46:14 UTC
Serene Repose wrote:
I love how people start their walls of text with a bio that's intended to demonstrate their credentials.

PvP sucks cause people that do it make it that way. It's in their natures. I - Me - My. They couldn't organize a Chinese firedrill on a football field. Their main feature in group activities is to sit around and wait for someone else to do something. Sure, get that fabulous ship, perfectly rig it and sit at your low sec gate waiting for a victim to happen by. Web a hauler, kill it and call it PvP.

When that fails, go to high sec and gank miners while showing their smacktalk prowess in local.

There's no PvP 'cause no intelligent people do it. The ones who do, or say they do, couldn't be helped if they were given a fleet of Tech 4 Ulti-ships with a ten billion ISK replacement fund. The life of the un-averse to risk population. QQ about PvP. I've been playing since '05 and that's ALL I've seen - weeping PvP-ers.

If it walks like a duck...quacks...etc. I mean. If you didn't have scrams, every last one of you would scram!
How many crutches do you really need to Pee Vee Pee??


You might want to leave highsec sometime. There's lots of PvP going on.

The artist formerly known as Ladie Scarlet.

Serene Repose
#9 - 2012-03-24 19:47:35 UTC
Ladie Harlot wrote:
Serene Repose wrote:
I love how people start their walls of text with a bio that's intended to demonstrate their credentials.

PvP sucks cause people that do it make it that way. It's in their natures. I - Me - My. They couldn't organize a Chinese firedrill on a football field. Their main feature in group activities is to sit around and wait for someone else to do something. Sure, get that fabulous ship, perfectly rig it and sit at your low sec gate waiting for a victim to happen by. Web a hauler, kill it and call it PvP.

When that fails, go to high sec and gank miners while showing their smacktalk prowess in local.

There's no PvP 'cause no intelligent people do it. The ones who do, or say they do, couldn't be helped if they were given a fleet of Tech 4 Ulti-ships with a ten billion ISK replacement fund. The life of the un-averse to risk population. QQ about PvP. I've been playing since '05 and that's ALL I've seen - weeping PvP-ers.

If it walks like a duck...quacks...etc. I mean. If you didn't have scrams, every last one of you would scram!
How many crutches do you really need to Pee Vee Pee??


You might want to leave highsec sometime. There's lots of PvP going on.

You always say both of those...you haven't a clue where I play...and the server is going to be crushed by the weight of the PvP Is Dead Threads.

We must accommodate the idiocracy.

Ladie Harlot
Viziam
Amarr Empire
#10 - 2012-03-24 19:50:37 UTC
Serene Repose wrote:
You always say both of those...you haven't a clue where I play.


Sure I do. Based on your response here and your whine threads about gankers you play in high sec.

The artist formerly known as Ladie Scarlet.

Tuirbe Tragmar
Doomheim
#11 - 2012-03-24 19:58:30 UTC
OP, it seems like your complaint stems from a belief that PvP mechanics have been degrading because the average PvPer is becoming stupider and stupider.

Why not get a group of smart PvPers and whack the dumb ones?
Podli
Method Synergy
#12 - 2012-03-24 20:08:08 UTC
Tuirbe Tragmar wrote:
Why not get a group of smart PvPers and whack the dumb ones?

Group of smart PvPers see a gang:
6x armor-tanked close range T3 legions/loki/proteus
1 damnation with T2 links
3x guardians.
And versus this gang not need a smart pilots.
Need just 10k DPS. If you not have 10 000 DPS (just numbers) - you cannot kill any ship in this gang.
Ladie Harlot
Viziam
Amarr Empire
#13 - 2012-03-24 20:10:41 UTC
Podli wrote:
Tuirbe Tragmar wrote:
Why not get a group of smart PvPers and whack the dumb ones?

Group of smart PvPers see a gang:
6x armor-tanked close range T3 legions/loki/proteus
1 damnation with T2 links
3x guardians.
And versus this gang not need a smart pilots.
Need just 10k DPS. If you not have 10 000 DPS (just numbers) - you cannot kill any ship in this gang.


The answer is Falcon.

The artist formerly known as Ladie Scarlet.

Potamus Jenkins
eXceed Inc.
Plucky Adventurers
#14 - 2012-03-24 20:15:03 UTC
Ladie Harlot wrote:
Podli wrote:
Tuirbe Tragmar wrote:
Why not get a group of smart PvPers and whack the dumb ones?

Group of smart PvPers see a gang:
6x armor-tanked close range T3 legions/loki/proteus
1 damnation with T2 links
3x guardians.
And versus this gang not need a smart pilots.
Need just 10k DPS. If you not have 10 000 DPS (just numbers) - you cannot kill any ship in this gang.


The answer is Falcon.



+ neuts
Feligast
Brutor Tribe
Minmatar Republic
#15 - 2012-03-24 20:15:08 UTC
Podli wrote:
Tuirbe Tragmar wrote:
Why not get a group of smart PvPers and whack the dumb ones?

Group of smart PvPers see a gang:
6x armor-tanked close range T3 legions/loki/proteus
1 damnation with T2 links
3x guardians.
And versus this gang not need a smart pilots.
Need just 10k DPS. If you not have 10 000 DPS (just numbers) - you cannot kill any ship in this gang.


You're right, a Falcon with Amarr jammers would be worthless here.

Edit Dammit Harlot. e;fb
Potamus Jenkins
eXceed Inc.
Plucky Adventurers
#16 - 2012-03-24 20:16:22 UTC
ive been reading some WH BR's on FHC. the main issue when fighting in the wh's is usually countering triage carriers and dreads. some of those br's really give good insight on how smallish gangs counter high amounts of RR.
ElQuirko
University of Caille
Gallente Federation
#17 - 2012-03-24 20:17:02 UTC
PASS ME MY CLIMBING EQUIPMENT - I WILL SCALE THE WORD WALL

Dodixie > Hek

Feligast
Brutor Tribe
Minmatar Republic
#18 - 2012-03-24 20:17:45 UTC
Potamus Jenkins wrote:
ive been reading some WH BR's on FHC. the main issue when fighting in the wh's is usually countering triage carriers and dreads. some of those br's really give good insight on how smallish gangs counter high amounts of RR.


Very good point, Bhaalgorns would **** that theoretical gang up.
Potamus Jenkins
eXceed Inc.
Plucky Adventurers
#19 - 2012-03-24 20:18:59 UTC
just seeing how the "neut battle" is like a fight within the fight is very intriguing.
Podli
Method Synergy
#20 - 2012-03-24 20:56:25 UTC
Feligast wrote:

Very good point, Bhaalgorns would **** that theoretical gang up.

Baals - not a good example.

[Celestis, New Setup 1]
Damage Control II
Signal Amplifier II
Signal Amplifier II

10MN MicroWarpdrive I
Remote Sensor Dampener II, Targeting Range Dampening
Remote Sensor Dampener II, Targeting Range Dampening
Remote Sensor Dampener II, Targeting Range Dampening
Remote Sensor Dampener II, Targeting Range Dampening

[empty high slot]
[empty high slot]
[empty high slot]
[empty high slot]

It's a ship that easily neutralizes two falcons. He cost less than falcon, to use no more difficult than falcons. It is universal - he is working against a large number of shiptypes.
All methods of neutralizing the logistics at the moment are realized much more complicated than pumping logists.

(sorry - english speaking skill not 5 lvl :) )
12Next page