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The New Target Breaker Module: Massive Impact on Fleet Fights?

Author
Nova Fox
Novafox Shipyards
#21 - 2012-03-25 09:18:24 UTC  |  Edited by: Nova Fox
Just saying they had it on the fan fest schedule and skipped it.

Anyone else want to fillin the blanks for him?

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ElQuirko
University of Caille
Gallente Federation
#22 - 2012-03-25 09:24:42 UTC
Stealth sniperfleet warfare enrichment?

MJDs - jump towards the snipers that are offgrid
MJD bubble - stop jumping towards the snipers once the enemy have taken the bait and are shooting at prophecies with huge brick buffers and can't warp due to bubbles
Lockbreaker - targets being sniped at have an opportunity to escape
Active hardener - allows the sniper fits to cram more damage lowslots in due to no need for multiple hardeners

Dodixie > Hek

IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#23 - 2012-03-25 09:38:57 UTC
Nice, so surely it just becomes a race as to who gets the first lock after the cycle, hostile fleet or friendly logi?

I don't really see the point to be honest, a larger fleet can still split its fire.



Also in before

"I'm primary! need locks"
"USE BROADCAST FOR LOCKS! FFS"
*friendly fleet locks*
/target break
Nova Fox
Novafox Shipyards
#24 - 2012-03-25 09:44:17 UTC
Mind you this has a RoF.

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Morgan North
Dark-Rising
Wrecking Machine.
#25 - 2012-03-25 09:44:20 UTC
If I was there I would've asked this (And if a Dev look at this question maybe he can respond :) ):

Why for shield boosters, which naturally should use cap, and not for armor repairers, that evidently need material to replace the damage?
Zoe Decay
Imperial Shipment
Amarr Empire
#26 - 2012-03-25 09:47:45 UTC
Break the blob at all costs. I approve of this change.
Trading Unknown
Doomheim
#27 - 2012-03-25 10:07:11 UTC
Quote:
What does everyone else think?


FOF MISSALES!!
Di Mulle
#28 - 2012-03-25 10:26:54 UTC
Large Collidable Object wrote:

However this may be a bit problematic with titans and supers where successfully taking the sip down requires a huge amount of players to lock the target (provided anyone still flies titans and supers when it comes out due to goons nerfing them beyond uselessness).


It was clearly noted - not usable by caps.
<<Insert some waste of screen space here>>
Skorpynekomimi
#29 - 2012-03-25 10:30:31 UTC
So, do we get a lock warning alarm other than auto target back to go with this thing?

Economic PVP

Roime
Mea Culpa.
Shadow Cartel
#30 - 2012-03-25 10:40:55 UTC
All those new modules sound very nice indeed!

Mmmm Drone dmg mods <333

Target Breaker will require a lot of mass testing to see how it really works. Alphaing primaries is the one mechanic that keeps me strictly focused on small gang pvp. I'd love to take part in huge space battles, but the reality of them doesn't sound so romantic as my mental image.

.

Revolution Rising
Last-Light Holdings
#31 - 2012-03-25 10:42:24 UTC
I think it would be OMFGWTFBBQ awesome to get rid of the entire idea of... primaries. Shocked

I know right.

But, engagements would be far far far more fun. Smaller gangs working together as part of a larger fleet taking down ships they are designed to take down perhaps ?

I think that would be awesome to not just be one cog in someone's machine that just targets what they are told to and hit f1 - it is boring as hell.

.

Tobiaz
Spacerats
#32 - 2012-03-25 10:47:49 UTC  |  Edited by: Tobiaz
Nairb Hig wrote:
I like anything that is anti-blob. I would be concerned about implementation and balancing, as usual, but by merely suggesting this module they show what they are thinking about. Which pleases me.


Best anti-blob measure would be nerfing strategic projection of forces: ie. nerfing warpspeed, cutting highway gates and increasing fuelcosts for jumpbridges and such. It's the main reason for the players' ability to blob.

This module might affect the tactics of fighting against a blob a bit, but it will be extremely hard to balance between 'must-have' and 'useless', and it won't, not even in the slightest, reduce players blobbing up.

I like it though. It will lessen alpha (though a good FC will just stagger his primary call to counter it), smaller ships will be a bit more effective in big fights, and perhaps people will stop whining about ECM and focus on this for a while about how it messes with their DPS.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Savage Creampuff
Vivid Entertainment Group
#33 - 2012-03-25 10:50:30 UTC
+1 for friendly locking
Trading Unknown
Doomheim
#34 - 2012-03-25 10:58:49 UTC
Skorpynekomimi wrote:
So, do we get a lock warning alarm other than auto target back to go with this thing?


You can watch your overview. :P
Mara Rinn
Cosmic Goo Convertor
#35 - 2012-03-25 11:01:27 UTC  |  Edited by: Mara Rinn
(The replay on EVE TV finished at about 11:20UTC)
Sendo Jarix
Caldari Provisions
Caldari State
#36 - 2012-03-25 11:06:18 UTC
The problem with this is how do you balance it to scale from 30 people all the way up to 1000 ?

Secondly maximum TiDi fights get rather tedious as it is with how long they last, this is just going to result in less people dying over even longer periods. That said though they were pretty clear these are all work in progress and may not show up at all not much point worrying about it till it hits SiSi.
gfldex
#37 - 2012-03-25 11:33:05 UTC  |  Edited by: gfldex
Before Target Breaker you have to one volley ships in fleet fights because of tons and tons of logis. After Target Breaker you will have to one volley ships in fleet fights because of tons and tons of logis.

If you take all the sand out of the box, only the cat poo will remain.

Tanya Powers
Doomheim
#38 - 2012-03-25 11:39:48 UTC
Mr Epeen wrote:
My first thought is that large long engagements are now going to be large really, really long engagements.

Mr Epeen Cool


That's exactly my thoughts too. If it changes the "one shot" concept (bye artillery?) it only helps logistics making fights looooong.
Tobiaz
Spacerats
#39 - 2012-03-25 11:40:47 UTC
gfldex wrote:
Before Target Breaker you have to one volley ships in fleet fights because of tons and tons of logis. After Target Breaker you will have to one volley ships in fleet fights because of tons and tons of logis.


*cough* ECM *cough*

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Cindy Marco
Sebiestor Tribe
Minmatar Republic
#40 - 2012-03-25 11:50:02 UTC
I don't think the lock breaker will make much of a difference. It would have been useful before TIDI, but these days you can reasonably expect that the server will actually accept commands.

If anything, alpha will matter more. Now you will just start locking later, so your guns are ready to cycle when you lock. With your guns already active, they fire immediately upon locking. Hence, no chance for the module to break your lock. If your fleet has high alpha you pop the ship before a 2ed volley would be needed anyway.