These forums have been archived and are now read-only.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

off grid bonus nerf

Author
Skex Relbore
Center for Advanced Studies
Gallente Federation
#21 - 2012-05-01 18:46:08 UTC
Ranger 1 wrote:
I have to agree that it is good game design to have ships that affect combat at least be required to be on the same grid as the combat.


Honestly if they'd just swap the bonus between strat cruisers and command ships 90% of the problem would be solved. Then you'd actually have an incentive to use a command ship (which might as well be on grid since it's trivial to scan one down.)

Of course one thing such a change would result in would be a lot more Rorqual's dying.

BTW do you know why strat cruisers are used as off grid boosters rather than in combat? Because a strat cruiser that's fit for boosting is pretty much useless in combat and implodes the second anyone looks at them crosswise.
Armoured C
The Scope
Gallente Federation
#22 - 2012-05-01 18:48:40 UTC
i like command ships !!

dont nerf em !!

*insert picture of nerf gun*
Large Collidable Object
morons.
#23 - 2012-05-01 18:52:20 UTC  |  Edited by: Large Collidable Object
Varesk wrote:



They have these things in the game called Combat Scanner Probes. They can scan out ships that are sitting in safe spots giving links. I know its hard to believe and totally not real, but they are there. You will need to train some skills and buy a probe launcher. I suggest you go with the Sisters Expanded Launcher with Sister Combat Probes and a Covert Ops Frigate. The ship will give you a bonus to scanning. Also look in to some rigs. They will also help.

There are some great videos on YouTube that will show you how to scan.

Hope this helps.



They will totally help you when the guy operating the boosting alt knows how to use a directional scanner and uses it every now and then - he will then warp to another spot or quickly cloak up, denying his gang his benevolence only for a few seconds and then you can start probing again. Rinse and repeat.

Of course, a prober will also prove to be marvelously useful against a T3 booster sitting in POS shields.

They have these things IRL called Brains. They can stop you from making stupid posts. I know its hard to believe and totally not real, but they are there. Unfortunately you can't just grow a better one if you were born without one.

Hope this helps.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Varesk
Aliastra
Gallente Federation
#24 - 2012-05-01 18:53:23 UTC
Markus Reese wrote:
I know all about the combat scanner probes, I use them and I know how to avoid them. I can get a ship scanned down in rapid order, and know the best way to counter the combat scanner is if you are running a defensive thing, I have 20 safespots set up and park cheap ships at them making a whole pile of deadspaces with ships. Setting my dscan right I know whether it is my site, or other the other locations being scanned.

I also know that I can at a POS all warm and fuzzy where they wouldn't be able to get me, unless a fleetfight wants to occur at the pos. And that is the problem.

Something for nothing and your tank for free. It can be done, but really any half arsed commship pilot can avoid it without difficulty. I am not nor have I ever said that they cannot be countered. The issue is I know how they work, and I know how effective and the power of the booster ships for in reality no risk. I think it is a pathetic sissy way of play which is why I fly mine into combat. Or do you think that sitting at a pos in null is an example of leet play worthy of a Pvp game?


I understand what you are saying, but there is a risk to off gird boosting ships. Not every boosting alt is sitting in a POS, most of the time they are floating in a SS.

Ranger 1
Ranger Corp
Vae. Victis.
#25 - 2012-05-01 19:22:58 UTC  |  Edited by: Ranger 1
Notta Monsta wrote:
Ranger 1 wrote:
I have to agree that it is good game design to have ships that affect combat at least be required to be on the same grid as the combat.


I have too agree 100% for pvp type combat, every piece of the war machine should be on the battlefield. But what about solo pve in a WH or boosting mission running newbs with low SP, I don't think the rats care if there is an off grid booster.

I like my booster toon but don't want to babysit it while on grid in any combat environment, removing off grid boosting would in effect take me out of the boosting business as I would rather pew than boost.


I can understand that, however I also firmly believe that the closer PVE comes to simulating PVP combat conditions the better.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#26 - 2012-05-01 19:25:13 UTC  |  Edited by: Ranger 1
Skex Relbore wrote:
Ranger 1 wrote:
I have to agree that it is good game design to have ships that affect combat at least be required to be on the same grid as the combat.


Honestly if they'd just swap the bonus between strat cruisers and command ships 90% of the problem would be solved. Then you'd actually have an incentive to use a command ship (which might as well be on grid since it's trivial to scan one down.)

Of course one thing such a change would result in would be a lot more Rorqual's dying.

BTW do you know why strat cruisers are used as off grid boosters rather than in combat? Because a strat cruiser that's fit for boosting is pretty much useless in combat and implodes the second anyone looks at them crosswise.


I agree that the Command Ship/Tech 3 command boost bonus need to be swapped or adjusted.

As far as a strat cruiser exploding if fit to boost, well you might need to make some compromises in it's boosting effectivenes to ensure survivability... and just because you would need to be on grid does NOT mean that you have to sit within range of your opponents guns.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Markus Reese
Deep Core Mining Inc.
Caldari State
#27 - 2012-05-01 19:33:36 UTC  |  Edited by: Markus Reese
Notta Monsta wrote:
Ranger 1 wrote:
I have to agree that it is good game design to have ships that affect combat at least be required to be on the same grid as the combat.


I have too agree 100% for pvp type combat, every piece of the war machine should be on the battlefield. But what about solo pve in a WH or boosting mission running newbs with low SP, I don't think the rats care if there is an off grid booster.

I like my booster toon but don't want to babysit it while on grid in any combat environment, removing off grid boosting would in effect take me out of the boosting business as I would rather pew than boost.


Yeah, the assistance of new players is important, but myself, I used to run in a T1 support bc. Particularily a remote support myrm to help then when they got into trouble during training. Outside of that, same thing I think, need to be on grid. Afk pve, no reason to be exempt or have that combat advantage.

As for the babysitting, good if the people cannot/don't want to multibox a command ship pilot on grid. Means those of us who fly em as mains are more useful Twisted

Edit:

Varesk wrote:

I understand what you are saying, but there is a risk to off gird boosting ships. Not every boosting alt is sitting in a POS, most of the time they are floating in a SS.


Those I understand, and of course there is more risk to them. I have been in fights where I am on grid, and while logistics are there, they of course do not primary me. Later into the fight, I have to always be watching range to make sure no tackles are within range else I need to keep on grid boosting, which of course warp shuts down the links. This is late fight, ideally in early parts of the fights, I almost never get targeted.


Hopefully we might get more heavy combat centric form of command ships. Say a link battleship with more tank, but less boosting. The changes that prevent instanuking of command ships (ie doomsays) was a nice change. And in the large fleet fights, there is simply too much alpha to survive. If you go to a command link capital (they can work quite well) run into the doomsdays, though if there are DD, hopefully might have a link titan pilot.

Ideally what is needed is that intermediate between the capitals and the regular command ship for the few hundred people fights where more tank and less booster commship would be the best solution. Besides, everybody wants the khanid abaddon.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Amanda Holland
Doomheim
#28 - 2012-05-01 19:57:26 UTC
SOMEONE hook up an in video time frame to go to so I dont HAVE to listen to this guy

ლ(ಠ益ಠლ) vroom vroom motorcycle CCP to the sandbox: "This "adapt or die" attitude is nothing new to EVE, but we want to give it a constant rhythm that is a bit more under our control than in the past"

Soon Shin
Scarlet Weather Rhapsody
#29 - 2012-05-01 19:59:09 UTC
Too bad all the command ships except for the Damnation sucks.

The Damnation is good because it has double tank bonus which allows it to survive and give boosts to the field.

The Eos is a joke with the least useful leadership bonus, armor repair bonus, hybrid damage bonus with only 5 turrets, and extra drone space bonus. This is the worst ship I have ever seen. The bonuses are poorly thought out on top of the fact that information warfare is not very useful compared to other warfare types.

The claymore has tracking speed, turret bonus, and shield booster bonus. - What a useless combination to have for a FLEET command ship.

The vulture is lulz worthy it has not one but TWO optimal range bonuses for 5 unbonused crappy hybrid turrets and only 1 shield resist bonus. What is this a killmail whoring ship?
Skex Relbore
Center for Advanced Studies
Gallente Federation
#30 - 2012-05-01 20:31:22 UTC
Ranger 1 wrote:
Skex Relbore wrote:
Ranger 1 wrote:
I have to agree that it is good game design to have ships that affect combat at least be required to be on the same grid as the combat.


Honestly if they'd just swap the bonus between strat cruisers and command ships 90% of the problem would be solved. Then you'd actually have an incentive to use a command ship (which might as well be on grid since it's trivial to scan one down.)

Of course one thing such a change would result in would be a lot more Rorqual's dying.

BTW do you know why strat cruisers are used as off grid boosters rather than in combat? Because a strat cruiser that's fit for boosting is pretty much useless in combat and implodes the second anyone looks at them crosswise.


I agree that the Command Ship/Tech 3 command boost bonus need to be swapped or adjusted.

As far as a strat cruiser exploding if fit to boost, well you might need to make some compromises in it's boosting effectivenes to ensure survivability... and just because you would need to be on grid does NOT mean that you have to sit within range of your opponents guns.



Then people would just whine that it should have to be within scram range.

Honestly I think it's a bunch of butt-hurt over nothing. There are some major disadvantages to using a T3 off grid, one while yeah it isn't vulnerable in combat it's also not exceptionally useful in combat beyond the passive bonuses either. Because they are fragile you have to move them into position prior to firing off boosts so if you jump into an enemy gate camp you have to run off find a safe before you start boosting, Which means you either blow any chance of surprise or you have to start the engagement without boosts.

An on grind command ship on the other hand can contribute it's DPS, it's bonuses are applied instantly and wouldn't be mind numbingly boring to fly. The kicker atm is that they only get a 3%/level boost on a rank 8 skill while the strat cruiser grants a 5%/level bonus on a rank 1 skill. and that just ain't right.

Personally I'd like to see T3s lose their bonus and gain the ability to fit 3 links without a command processor. Then you could actually fit one in a similar manner as a command ship and actually be able to be on grid with a fleet and if it's off grid no big deal because it will be tossing inferior bonus's and have to deal with all the other disadvantages inherent in an off grid booster) To further move things in favor of the command ship, give it the 5% boost and suddenly there is substantially more incentive to use them.
Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#31 - 2012-05-01 21:15:01 UTC
I really hope CCP won't remove off-grid boosting. It would seriously nerf Rorquals/Orcas everywhere. It would also place attacking fleets at a disadvantage due to the grid-fu that will happend at every gate/station/pos.

Sigurd Sig Hansen
Doomheim
#32 - 2012-05-01 21:55:07 UTC
I dont wanna subject myself to the mental anguish of listening to that video... is there any timestamp in it to find the info? lol

Mining is the "Deadliest Catch" in this game

Large Collidable Object
morons.
#33 - 2012-05-01 22:54:51 UTC  |  Edited by: Large Collidable Object
Sigurd Sig Hansen wrote:
I dont wanna subject myself to the mental anguish of listening to that video... is there any timestamp in it to find the info? lol



Can't say at which timestamp it was in the vid linked in the first page, but there's also a statement on the issue in the game design panel on 37:30.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Fannie Maes
Doomheim
#34 - 2012-05-01 23:25:55 UTC
As a CS pilot myself I welcome this change, provided they boost them for use on-grid. Cheers!
MotherMoon
Tribal Liberation Force
Minmatar Republic
#35 - 2012-05-01 23:43:38 UTC
Varesk wrote:
Markus Reese wrote:
Aqriue wrote:
I laugh everytime whiney players can't cope with someone meta-gaming better then them, as to deal with an offgrid booster you either catch it before hand or GTFO of the system the boster ship is in; or just bring your own command booster and now its like either side didn't have one (both get buffed up, both are practicly equal!). Really, its that simple as those idiots that say a hullk pilot needs to put a tank on the ship...deal with it yourself and get out of the problem you are facing. Game breaking unfairness...remember nothing is unfair in EVE until you whine about it Roll.


Hello faceless one, your words do not exist because you have no face!

If you did however, I would say it needs to go because anything being done without user imput, risk or challenge is lame. It isn't anything at all to do with the "boster" itself. Plain and simple, sitting in/at a pos boosting is pathetic. U-mad because your dumb freebits afk boosting alt going to become useless and you spent so much into a triple co-pro loki with no offgrid?

This is eve, show up or GTFO. Not in combat is not doing anything therefore should not apply anything.

I never said it was unfair. I can easily sit offgrid, in safespots you name it in my command ship, but I am not a ****ing ***** and lay down my ship. Anything that lets people do stuff in high risk space with no/low risk shouldn't exist. Maybe we should just go whatever and have the ability to use ganglinks while cloaked.



They have these things in the game called Combat Scanner Probes. They can scan out ships that are sitting in safe spots giving links. I know its hard to believe and totally not real, but they are there. You will need to train some skills and buy a probe launcher. I suggest you go with the Sisters Expanded Launcher with Sister Combat Probes and a Covert Ops Frigate. The ship will give you a bonus to scanning. Also look in to some rigs. They will also help.

There are some great videos on YouTube that will show you how to scan.

Hope this helps.


so I'l just sit right outside my pos shield, and then duck in if anyone comes near

http://dl.eve-files.com/media/1206/scimi.jpg

MotherMoon
Tribal Liberation Force
Minmatar Republic
#36 - 2012-05-01 23:44:35 UTC
Fannie Maes wrote:
As a CS pilot myself I welcome this change, provided they boost them for use on-grid. Cheers!


I'm thinking the new target breaker module isw going to come in handy *evil grin*

buffer fit bait command ship , muhahahaha

http://dl.eve-files.com/media/1206/scimi.jpg

Soon Shin
Scarlet Weather Rhapsody
#37 - 2012-05-02 07:44:18 UTC
Problem is that the Damnation is the only real fleet combat ship that can fit a proper tank.

The vulture can only reach half the ehp of the damnation Without Slaves.

With Slaves the difference becomes even bigger.

The claymore and the Eos scales poorly with bigger fleet size due to reliance on active tanking, but i guess its understandable for claymore since its used for roaming gangs.

But the EOS is awful. Its design philosophy sucks and information warfare sucks its never used, it has a very limited use compared to other warfare bonuses.

The EOS is a complete joke it comes with a drone bay size bonus which it only has the bandwidth of a vexor and no drone damage bonus. It has a hybrid damage bonus for 5 turrets which will never be equipped since you need 3 slots to put links.
Then finally the armor repair bonus that hurts EOS as active armor tanking is weak compared to shield tank and repairs at the end of the cycle. It works poorly for fleets.

Fleet command Ships except perhaps the Damnation need some serious looking at.


Memrox
Ministry of War
Amarr Empire
#38 - 2012-05-02 08:39:47 UTC  |  Edited by: Memrox
Was gunna write a big post about why it should be sorted out to On-Grid boosts, we all know it needs changing.

Change
Lugalzagezi666
#39 - 2012-05-02 08:44:07 UTC
Only a year+ overdue on this. Big smile

Imo the gang boosting shouldnt work "on the whole grid", gang mods should have range of around 50k. Command ships would keep smaller effectivness bonus and get new "gang boosting range" bonus (100-200%), t3s would keep higher gang link effectivness bonus.



Dbars Grinding
Center for Advanced Studies
Gallente Federation
#40 - 2012-05-02 10:38:05 UTC
Do you know how long it takes to fkin train for a tengu + links????? wtb sp refund if this happens.

I have more space likes than you.