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Remote Repairing: Why no risk PVP is ruining Warfare

Author
Junia Naqada
Viziam
Amarr Empire
#1 - 2013-06-01 12:12:46 UTC  |  Edited by: Junia Naqada
Dear Denizens of Pew!

Today, I would like to address an ever more growing problem that I, and most of my peers, consider to be a severe detriment in EVE warfare: Absurdly Strong Remote Repair

History:

If you, like me, have been around for over a decade you should recall that for the first few years remote repairing was an oddity that was hardly ever observed because it was woefully useless, meaning that people either fielded DPS, Buffer Tank, and/or EW.

EVE was in effect lacking a "healer" class, meaning that almost every engagement, produced casualties on both sides.


But half a dozen HP buffs and remote repair buffs later, Remote Repairing, i.e. the Healer class, became a viable thing to field in any given engagement. This of course famously apexed with triage carriers that could effectively project tanks who could contain whole fleets worth of dps.

This, in my mind, was bad because it turned much of 0.0 warfare into "Who can switch targets the fastest, and who can field the highest alpha?". Now, some might say, that this is what PVP was about mostly anyway, and you would be quite right, but what the carriers did was to allow for a fleet to remain unscathed while the other one either retreated or got obliterated.

Granted, at first this wasnt very wide spread, and logistic ships like the guardian were still relatively uncommon.

It was a problem, but it was contained to boring 0.0 anyway.


Problem:

Now you might ask: "whats the problem here then?"

The problem is that we now have ubiquitous t1, t2, and capital remote rapair ships in every gang ranging from 5 - 500 people alike.

Let me just show you the math for a second:

A single t1 Augoror can effectively project 2.200 DPS tank on a standard ft t1 ship, without overhating, once in a cap chain FOREVER.

And since usually no one fields one logi, but rather 2-3 at once, you have a situation where:

In any given 7 people t1 cruiser gang, said gang has access to at least 7.000 DPS worth of tank, forever!


Now still, some poeple might say, "So What?!"

Well, it means that you need 15+ cruisers to break said tank. So, in effect, 3 people are outdoing the work of 15 people. While that in itself might sound like not too bad way to *fight the blob*. The truth is, that the blob uses logistics more than anyone else, meaning that the blob becomes exponentially more powerful.

The counters to remote repair are obviously

-ECM (which forces every fleet to field Caldari Falcons etc, which are unreliable too due to 140+ sensor strength on logis)
- EXTREME Alpha, which either means artillery and/or 50+ people
- Luck, hoping that the logi pilots are noobs who cant read a watchlist....
-Neutralizers, which work fine, but are utopic to effectively use in any 10+ engagement, especially if the logis are at 40+ km range.

But despitbe being very much unpractical to counter, logis create an even greater challenge:

No Risk PVP!

Instead in a fight 25 vs 35 of both sides losing half their ships, where everyone has to pay a price, we are now in a situation where either no one in either fleets can break each others tanks, and they just mutually disengage. Or if one fleet malfunctions that entire fleet is wiped out while the "winners" are in no danger of losing even a frigate!

That is the bane of meaningful PVP. Fights dont become close, they either become a 15 minute light show which everyone leaves intact, or they become a one-sided risk less ****.


It gets worse:

This problem has been around with t3s + guardians / basilisks and/or carriers for years. Driving thousands of people out of 0.0 into what they call "small gang pvp". However, with the recent rebalancing for t1 ships (which was direly needed), logistic ships have become ubiquitous in EVERY gang.

T1 frigates? logi crap
T1 cruisers? logi crap
T1 battlescruisers and above? t2 logi crap

Unkillable t1 frigate gangs, really?! A few days ago we were in a fight where 25 of our t1 frigates supported by a total of 3 logistics ships battled a fleet of 28 t1 frigates with 4 logistic frigs, in close range combat in a plex, and for 30 minutes straight NOT A SINGLE FRIGATE died.

With our fleet only warping off after two of our logistic frigate pilots CTDed.

Who in their right mind would think this is a good mechanic?!


FYI ccp has been blocking logi spam in the PVP Tournaments for years now. Why? Because it is boring and detrimental to PVP enjoyment.


Next Post >>
Junia Naqada
Viziam
Amarr Empire
#2 - 2013-06-01 12:13:39 UTC
So, what can be done?

The change needs to occur within the remote Repair modules themselves. The role of a medic is something that some people enjoy, and i think its fair to let the be that, BUT it cant be that 3 people can outdo 20+.

So, First of all, greatly increase the repair amount on a remote armor repair module, like 8-10 fold. At the same time increase the Duration cycle by a factor of no less than 5. AND limit remote repair modules to logistic ships only AND limit them to 1 module per ship.

That way, logistic ships still retain a crucial role in engagement, and serve their role POSfare etc, while at the same time preventing unbreakable gangs.


Further benefits from that change:

Everyone is currently bitching about how t3 gangs are OP. That that is true. But lets see what the deal with t3 gangs is:

They're fast
They're hard hitting

They're very expensive 1b+ each
They're a sore loss, 80+ hours of SP loss after each death

Hmm, that balances out in my mind, BUT, the problem with t3 gangs is what?

T3s never die in gang fights, due to guardians/basilisks


So, by simply balancing remote repair modules, you not only increase over all PVP enjoyment, and increase demand in ships and modules due to more ships being destroyed in better, more gratifying fights,

It is uo to YOU the player to make the devs aware oft hat travesty!
Rroff
Antagonistic Tendencies
#3 - 2013-06-01 12:17:45 UTC  |  Edited by: Rroff
Or alternatively start fitting out your gangs with counters to logistics platforms... theres loads missing from your list and even some of those can be made to work effectively but people rarely bother bringing them to fights hence stalemates.

RR isn't the problem...


EDIT: Don't want to make it easy for people but for example even 3 remote sensor damps from an unbonused ship will force T2 logistics into neut range or stop it being able to rep from range. Combine with some ecm and additional scan res damping and that gives you loads of chances to break a hostile gang's logistics.
Alvatore DiMarco
Capricious Endeavours Ltd
#4 - 2013-06-01 12:38:12 UTC
When Odyssey comes, 5%-resist-per-level ships become 4%-per-level. I wonder what that will mean for the future of RR.

On June 4th, let's find out.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#5 - 2013-06-01 12:47:21 UTC
I don't like at all the priest/chaman "healer" style but mostly because I don't feel any logic behind it on space ships.

I'm not a big fan or user, mostly ran my Basi on SISI in large fleets and it's stupidly OP what you can do with without much effort other than keep the chain cap.
On tandem with a Chimaera and a Guardian we could keep an entire 50+guys fleet (and several others too) without a single loss or an occasional inty OS vs other large gangs often full of pirate gank ships, and I'm really really terrible at using those since I don't like this gaming style at all.
Only way to get us killed was to bring either double the numbers with healers or Supers and heavy neut ships with tons of dps

On TQ I don't fly those mainly because once you start having one in your hangar you can't do anything else, everyone will bother you at log in to come with reps here and there like if they were unable to train themselves for those.

Besides this useless point, those space priests (Basi/Guardian) or shamans (oneiros/Scimi) are clearly OP.
Those are great ships for players who like that gaming style, in large fleets numbers it's just insane those can keep reps on a 150K+ EHP BS getting alpha strikes from hundreds of BSs. (alpha strikes can get 20k critical, regulars around 12/15K)

But in the end it's the number of reps and how good they keep your fleet alive that makes the difference, not really the DPS it self so yes imho there's a problem with those that needs a good take a look at.

removed inappropriate ASCII art signature - CCP Eterne

Rroff
Antagonistic Tendencies
#6 - 2013-06-01 12:55:57 UTC
Sergeant Acht Scultz wrote:

I'm not a big fan or user, mostly ran my Basi on SISI in large fleets and it's stupidly OP what you can do with without much effort other than keep the chain cap.


Thats because as a gross generalisation no one bothers to try and actively counter them. Run into a fleet that has a doctrine to deal with logistics and its a whole differenty story regarding effort.
Mike Voidstar
Voidstar Free Flight Foundation
#7 - 2013-06-01 12:56:25 UTC
Try splitting your DPS among several targets. If they have 3 logis and you are firing at 4 targets, they can't rep everybody. Make sure your 4 targets include the 3 logis
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#8 - 2013-06-01 12:56:38 UTC
Alvatore DiMarco wrote:
When Odyssey comes, 5%-resist-per-level ships become 4%-per-level. I wonder what that will mean for the future of RR.

On June 4th, let's find out.



Not all ships have those 4% per level. Maelstroms are more about 150K EHP vs Abbys over/around 200 (player skills) and all you need to keep your fleet up is 25% logistics, 30% and your fleet becomes completely invulnerable.
Of course this becomes more problematic when you fight ships with not only tons more of raw HP but on top have higher resists that increase exponentially the total EHP AND the incoming reps.

So the 4% instead of 5% will not change that much, I'd even say it will change absolutely nothing.

0 Skills and naked an abby has already more ehp than a maelstrom, add skills +buffer/platings and you get a huge EHP space brick blaping with pulses+scorch at Rails optimal, easy to put reps on and since the higher resist value makes your reps stronger you can even put some remote energy on them to get full cap back and keep firing.
Try to do this on an Hyperion or Mega fleet and see what happens.

removed inappropriate ASCII art signature - CCP Eterne

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#9 - 2013-06-01 13:03:12 UTC  |  Edited by: Sergeant Acht Scultz
Rroff wrote:
Sergeant Acht Scultz wrote:

I'm not a big fan or user, mostly ran my Basi on SISI in large fleets and it's stupidly OP what you can do with without much effort other than keep the chain cap.


Thats because as a gross generalisation no one bothers to try and actively counter them. Run into a fleet that has a doctrine to deal with logistics and its a whole differenty story regarding effort.



There's no special doctrine against that a part from "set your tab to logistics only and by range, primary "x,y,z" fire on my mark": boum!- alphad logi with over 2000000K Alpha, that's not strategy it's logic you can't keep reps on whatever ship with as much alpha and it's the only fleet type that can handle vs guardians/abbys or almost everything else, only because alpha is as stupidly OP as Logistics.

EDIT: because it's worth the edit = and you can only alpha logistics if you have a fleet with people with 2 neurons working together, the moment you have half of those that are simple pawns putting a gun on each ship on grid to put a shot on them just to be on the km's and you will never kill any logistic or any ship at all.

removed inappropriate ASCII art signature - CCP Eterne

Rroff
Antagonistic Tendencies
#10 - 2013-06-01 13:11:06 UTC  |  Edited by: Rroff
Sergeant Acht Scultz wrote:

There's no special doctrine againt that a part from "set your tab to logistics only and by range, primary "x,y,z" fire on my mark": boum alphad logi with over 2000000K Alpha, that's not strategy it's logic you can't keep reps on whatever ship with as much alpha and it's the only fleet type that can handle vs guardians/abbys or almost everything else, only because alpha is as stupidly OP as Logistics.


Course there is, the other day I was in a fight in lowsec... both sides had 4 guardians, we had only 6 high damage ships + support (they had around 15 high dps ships + support), we won with only one loss (suicide tackle to get the fight started) if you go by the logic of the posters above we should never have been able to break the reps of 4 guardians.
Abrazzar
Vardaugas Family
#11 - 2013-06-01 13:11:44 UTC
New module: Emission Disruptor

Reduces remote transfers from the targeted ship by x%, stacking penalized.
Affects shield, armor, hull, energy, nos and neut, either with a script to switch of different modules for categories (shield, nanites, energy)
High slot module, more CPU heavy than PG, fit as utility.
T2 versions of the T1 logistics frigates can become specialized ships on it.

No more derivative countermeasures against logistics, you now have the specialized tool for just that (and nothing else).
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#12 - 2013-06-01 13:22:15 UTC
Rroff wrote:
Sergeant Acht Scultz wrote:

There's no special doctrine againt that a part from "set your tab to logistics only and by range, primary "x,y,z" fire on my mark": boum alphad logi with over 2000000K Alpha, that's not strategy it's logic you can't keep reps on whatever ship with as much alpha and it's the only fleet type that can handle vs guardians/abbys or almost everything else, only because alpha is as stupidly OP as Logistics.


Course there is, the other day I was in a fight in lowsec... both sides had 4 guardians, we had only 6 high damage ships + support (they had around 15 high dps ships + support), we won with only one loss (suicide tackle to get the fight started) if you go by the logic of the posters above we should never have been able to break the reps of 4 guardians.



It doesn't prove there's a special doctrine, only that you might find better players or worst.

Try to pick your gang and fight Hydra same numbers with less reps, chances they will win the fight are huge.
I like to fight them in small gangs, those pitches really know how to fight, counter logis/reccons, keep distance when it's needed etc, they're the opponent you like to loose against because you will learn tons of stuff.
The opposite is true also, already fought bigger gangs with way more logistics and still kill them all because those were terrible, a single mistake from one of them and the fight is over.

You need to put same ships numbers side to side and players skills admitting both are equal in terms of skill and tactics, then figure what happens, and the result is not very good because clearly logistics have a far greater impact on the end of the fight than dps ships.

Now don't get me wrong, I'm not resuming everything to large fleets and know you can win/loose against logistics roaming gangs depending on who is the FC and how good they do but in the end you can safely say that if you killed a higher number of logistics gang/fleet it's probably because they messed up their reps not necessary because there's a special tactic.

removed inappropriate ASCII art signature - CCP Eterne

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#13 - 2013-06-01 13:32:13 UTC
Abrazzar wrote:
New module: Emission Disruptor

Reduces remote transfers from the targeted ship by x%, stacking penalized.
Affects shield, armor, hull, energy, nos and neut, either with a script to switch of different modules for categories (shield, nanites, energy)
High slot module, more CPU heavy than PG, fit as utility.
T2 versions of the T1 logistics frigates can become specialized ships on it.

No more derivative countermeasures against logistics, you now have the specialized tool for just that (and nothing else).


Well you have reccons and EAFs that have, or at least were designed for, this role. Main problem is that those can't survive long enough with their terrible EHP.

Armor fit the lachesis and it gets a paper thin tank on top of pretty bad DAMPS, long point is clearly very good.
Fit it with shield MWD and long point, you can push it at 80k EHP 109km point mwd all around the place AND cap stable, yes sir !!

The point? -it can't do it's main job: damp = because damps are crap for fleet/large gang work
ECM?-pick scorpions instead of Falcons or Griffins
TP?- should I say lol?
Tracking disruption?-can help but just as like damps for large fleets/gangs it doesn't have a significant impact logistics can't counter.

Actually the only counter to a good logistics fleet is a higher logistics fleet and dps numbers unless logistics mess up -which happens often

removed inappropriate ASCII art signature - CCP Eterne

DeLindsay
Galaxies Fall
#14 - 2013-06-01 13:47:38 UTC
Rroff wrote:
Or alternatively start fitting out your gangs with counters to logistics platforms... theres loads missing from your list and even some of those can be made to work effectively but people rarely bother bringing them to fights hence stalemates.

RR isn't the problem...


EDIT: Don't want to make it easy for people but for example even 3 remote sensor damps from an unbonused ship will force T2 logistics into neut range or stop it being able to rep from range. Combine with some ecm and additional scan res damping and that gives you loads of chances to break a hostile gang's logistics.

This. Just because you and your gang can't be bothered to learn how to take out Logistics ships doesn't mean that it's a broken or OP mechanic. Logi are absurdly easy to counter if you understand how they work. You need to understand that a "cap stable" Logi is only barely so, and once that has been broken it'll be cap dry in seconds > 1-2 minutes, depending on what you did to remove the stability.

The Operative: "There are a lot of innocent people being killed in the air right now".

Capt. Malcolm Reynolds: "You have no idea how true that is".

Ellendras Silver
CrashCat Corporation
#15 - 2013-06-01 13:56:28 UTC
i see the problem stated in the openings post


Junia Naqada wrote:
So, what can be done?

The change needs to occur within the remote Repair modules themselves. The role of a medic is something that some people enjoy, and i think its fair to let the be that, BUT it cant be that 3 people can outdo 20+.

i totaly agree here


Quote:

So, First of all, greatly increase the repair amount on a remote armor repair module, like 8-10 fold. At the same time increase the Duration cycle by a factor of no less than 5. AND limit remote repair modules to logistic ships only AND limit them to 1 module per ship.

That way, logistic ships still retain a crucial role in engagement, and serve their role POSfare etc, while at the same time preventing unbreakable gangs.

this solution is going to **** WH people like crazy so if this is going to be the solution (which i think it isnt) they need to rebalance WH sites completly


Quote:

Further benefits from that change:

Everyone is currently bitching about how t3 gangs are OP. That that is true. But lets see what the deal with t3 gangs is:

They're fast
They're hard hitting

They're very expensive 1b+ each
They're a sore loss, 80+ hours of SP loss after each death

Hmm, that balances out in my mind, BUT, the problem with t3 gangs is what?

T3s never die in gang fights, due to guardians/basilisks


So, by simply balancing remote repair modules, you not only increase over all PVP enjoyment, and increase demand in ships and modules due to more ships being destroyed in better, more gratifying fights,

It is uo to YOU the player to make the devs aware oft hat travesty!



T3 ships are meant to be very versatile and highly adaptive in some cases they are doing that too well for instance boosting any T3 ship wil outperform any commandship on boosts and optins (nullified, covert op cloak) but this is allready under the attention of CCP we just dont know how they intend to fix it.

[u]Carpe noctem[/u]

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#16 - 2013-06-01 14:07:51 UTC
DeLindsay wrote:
Rroff wrote:
Or alternatively start fitting out your gangs with counters to logistics platforms... theres loads missing from your list and even some of those can be made to work effectively but people rarely bother bringing them to fights hence stalemates.

RR isn't the problem...


EDIT: Don't want to make it easy for people but for example even 3 remote sensor damps from an unbonused ship will force T2 logistics into neut range or stop it being able to rep from range. Combine with some ecm and additional scan res damping and that gives you loads of chances to break a hostile gang's logistics.
easy if you know this special tactic cuz im a pvp god how could you all be so stupid


countering a trio of augorors is no easy feat and by no means 'barely cap stable' standard augoror fit is in excess of 120 cap a second. making you have to bring 2 ashimmus with 7 medium neuts to take our their cap stability. so even if you have 2 ashimmus, and enough jam strenght for 164 sensor strength augorors, and the augorors are less than 10km because damps are free with cereal now. what is this easy counter. besides having a bigger blob.

Amarr Militia Representative - A jar of nitro

Rroff
Antagonistic Tendencies
#17 - 2013-06-01 14:10:58 UTC
Sergeant Acht Scultz wrote:

It doesn't prove there's a special doctrine, only that you might find better players or worst.

Try to pick your gang and fight Hydra same numbers with less reps, chances they will win the fight are huge.
I like to fight them in small gangs, those pitches really know how to fight, counter logis/reccons, keep distance when it's needed etc, they're the opponent you like to loose against because you will learn tons of stuff.
The opposite is true also, already fought bigger gangs with way more logistics and still kill them all because those were terrible, a single mistake from one of them and the fight is over.

You need to put same ships numbers side to side and players skills admitting both are equal in terms of skill and tactics, then figure what happens, and the result is not very good because clearly logistics have a far greater impact on the end of the fight than dps ships.

Now don't get me wrong, I'm not resuming everything to large fleets and know you can win/loose against logistics roaming gangs depending on who is the FC and how good they do but in the end you can safely say that if you killed a higher number of logistics gang/fleet it's probably because they messed up their reps not necessary because there's a special tactic.


Fought hydra a few times, sometimes wins, sometimes losses, some of the most memorable fights I've been in have been against hydra due to their willingness to take a fight with a decently thought out setup rather than sticking with cookie cutter setups. How we'd have done in that particular instance I wouldn't want to call.
Syrias Bizniz
some random local shitlords
#18 - 2013-06-01 14:13:10 UTC
Remote Reps have a range in which they can be applied, defined by 2 factors: Module Optimal Range and Targeting Range of the using ship.

They use the ships local capacitor to project a fix amount of raw hitpoints onto a target ship.

They have a cycle-time which they need to run, and only at the beginning (or end) of a cycle, the actual hitpoints get injected. This matters for the first cycle on shield reps, which will boost the hp immediately, but when looking at a sustained repping, the difference becomes obsolete.



How do Logistics usually work?

You have at least 2 dedicated logistics ship, because if you bring less, your single logistics ship would get primaried, die, and would have been of no value for your fleet. They try staying harms away while being still able to apply their LogiLove™ onto their beloved comrades. There are 2 major different styles, the cap-independent usually utilized by Gallente and Minmatar ships, and the cap-dependent, usually Caldari and Amarr ships. The latter require a friendly, usually logistics ship, to project an Energy Transfer onto them to create capacitor out of nowhere, while projecting one onto them (or their designated cap-buddy), too.


Since the most logistic ships are cruiser sized vessels, their flat capacitor amount is relatively low, somewhere in the range of 1200-1800.

They also have fairly small signatures, mitigating a lot of incoming DPS unless they are getting tackled really nasty.



So, how could you potentially counter these factors that apply to logistics ships?


1 - Jam them. ECM works wonders, especially onto capchains!
- But they have ECCM, and yes, especially the Augoror can reach some really, really absurd sensor strengths.
2 - Bring more DPS than they can rep!
- Note: The lower a ships resistances on the damage type it suffers, the less effective the incoming reps become! Teach your scrubs what damagetype to use when and why.
3 - Disrupt their sensors! Forcing them to close in from their relativly save range can f uck them up big time! Because during the time they need to close in to rep their buddies, these wont get reps - and die. Once they're in, you can unleash a storm onto themselves, especially with point
4 - Energy Neutralizing! It takes roughly 3 Heavy Energy Neutralizers to cap-out a single cruiser hull, disabling their reps, active tanking modules, ECCM modules, propmod, Energy Transfer and everything else it wants to do with it's precious capacitor! Coordinate this well and crush their capchains! Some wellplaced neuting-boats can greatly reduce a whole logistics fleet ability to provide reps, enabling your dps ships to burn through targets with ease.


Doesn't work you say? Then you never tried. After all, EVE Online is not only a game about skillpoints, but also about actual player skill.

If you and your guys aren't smart enough to either break their logi or not engage gangs that just aren't in your engagement profile (you know, measuring how much dps you can apply (roughly), and how much they can tank (roughly)), you deserve getting obliterated and/or not getting any killmails.

It's just the same as if you took out your 15 man frigate gang and engaged 5 SFIs. You just KNOW you're getting screwed.



Also, lol @ 30 minute frigate brawl and no kills, you are certainly terrible in calling targets and getting your fleet members to actually do what they're told to.
Rroff
Antagonistic Tendencies
#19 - 2013-06-01 14:18:52 UTC
Flyinghotpocket wrote:

countering a trio of augorors is no easy feat and by no means 'barely cap stable' standard augoror fit is in excess of 120 cap a second. making you have to bring 2 ashimmus with 7 medium neuts to take our their cap stability. so even if you have 2 ashimmus, and enough jam strenght for 164 sensor strength augorors, and the augorors are less than 10km because damps are free with cereal now. what is this easy counter. besides having a bigger blob.


164 strength doesn't make you immune to jams and you only need one jam to stick to potentially pull apart their logistics platform (assuming you use jamming as part of your counter which isn't the only way).
Abrazzar
Vardaugas Family
#20 - 2013-06-01 14:24:42 UTC
This whole discussion reminds me of what went down before the nano-nerf.
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