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Planned lowsec sentry "fix" - you guys serious?

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Author
Janet Patton
Brony Express
#161 - 2012-08-03 01:41:55 UTC
Destiny Corrupted wrote:
So you're saying that killing them at gates prevents them from coming back, but killing them in mission sites doesn't? Whether they die via gate camp, or I hunt them down and kill them, the end result is the same: they won't come back. The only way to make them come back is to not kill them at all.


That is a lot more time for them to experience and learn lowsec at least. Also it sounds like you are part of the problem why people don't want to go to lowsec. Praying on those that don't nearly have the experience or wherewithal to give you a decent fight. If people know they are just going to get smashed, it turns them off from wanting to return and participate.

Why do I have this sig? I don't smoke.

Jerick Ludhowe
Internet Tuff Guys
#162 - 2012-08-03 01:43:00 UTC  |  Edited by: Jerick Ludhowe
Worst proposed change of the year. Congratz CCP on knowing next to nothing about your own game yet again.

P.S. This CSM guy actually thinks he knows what he is talking about, kinda funny tbh Lol
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#163 - 2012-08-03 01:44:06 UTC
Herzog, this change is going to make camping easier, not harder. We'll be able to use 5k-scan resolution frigates to tackle with ease. It's people like camp busters and faction warfare crews that this change will hurt, because being the first to aggro means you'll be the first to eat the sentries.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Bloodpetal
Tir Capital Management Group
#164 - 2012-08-03 01:44:44 UTC  |  Edited by: Bloodpetal
I agree with the dissenters. At first I thought it was a good idea, but after dwelling on it... 4.5 minutes is a stupidly short amount of time to go from 50 DPS to 25000 DPS+ (average tank of an Archon in Triage with Dual Reps).

By the time you're wiping out carriers in triage with 25000 DPS, nothing else will even think about surviving, and forget about getting back up on a gate.

And how does it scale against multiple combatants randomly flying in? What if a random battlecruiser with GCC warps to the gate that is totally uninvolved? it gets WTFPWNED because there's been a carrier sitting there for 3 minutes with GCC waiting to troll people?

Whatever.

I don't mind the escalating sentry gun damage, mostly because on the low end it'll mean that fights don't get ****** up by sentry so bad, but if by 5 minutes you're saying there will be 25000+DPS coming from sentries, that's bad.

Where I am.

Herzog Wolfhammer
Sigma Special Tactics Group
#165 - 2012-08-03 01:48:25 UTC
Destiny Corrupted wrote:
Herzog, this change is going to make camping easier, not harder. We'll be able to use 5k-scan resolution frigates to tackle with ease. It's people like camp busters and faction warfare crews that this change will hurt, because being the first to aggro means you'll be the first to eat the sentries.




Hmmm


Perhaps it's simply the cap drop they are after with the 4.5 min cap death idea?


Already there are good crews with instalock setups but I understand what you mean and hope that the aggro mechanics are not as "black and white".

Bring back DEEEEP Space!

Roll Sizzle Beef
Space Mutiny
#166 - 2012-08-03 01:50:27 UTC
Bloodpetal wrote:
I agree. 4.5 minutes is a stupidly short amount of time.

By the time you're wiping out carriers with 5000 DPS, whatever.

And how does it scale against multiple combatants?

What if a random battlecruiser with GCC warps to the gate that is totally uninvolved? it gets WTFPWNED because there's been a carrier sitting there for 3 minutes with GCC waiting to troll people?

Whatever.

I don't mind the escalating sentry gun damage, mostly because on the low end it'll mean that fights don't get ****** up by sentry so bad, but if by 4 minutes you're saying there will be 5000+DPS coming from sentries, that's bad.



It couldn't possibly be reset per target and no longer juggles targets. Because that would require more changes than discussed and that never happens.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#167 - 2012-08-03 01:54:33 UTC  |  Edited by: Destiny Corrupted
Janet Patton wrote:
Destiny Corrupted wrote:
So you're saying that killing them at gates prevents them from coming back, but killing them in mission sites doesn't? Whether they die via gate camp, or I hunt them down and kill them, the end result is the same: they won't come back. The only way to make them come back is to not kill them at all.


That is a lot more time for them to experience and learn lowsec at least. Also it sounds like you are part of the problem why people don't want to go to lowsec. Praying on those that don't nearly have the experience or wherewithal to give you a decent fight. If people know they are just going to get smashed, it turns them off from wanting to return and participate.

I will concede to you here. They will indeed have more time to experience and learn low-sec. About two to ten minutes more than they would have if they died to a gate camp. And no, I'm not part of the problem; I'm simply playing a game where I shoot targets of opportunity.

Bloodpetal wrote:
I don't mind the escalating sentry gun damage, mostly because on the low end it'll mean that fights don't get ****** up by sentry so bad, but if by 4 minutes you're saying there will be 5000+DPS coming from sentries, that's bad.

It's actually going to be closer to 15,000 dps average over four and a half minutes. Let's say that the carrier has 2 million EHP, and with two repairers in triage mode it will repair another 20,000 EHP per second (two repairers at about 1,000 armor/second, 80% resists, and a triage module which multiplies the tank by 4). Thus, the sentries take out about 7,400,000 EHP in four and a half minutes. That means the average volley per gun is going to be about 27,500 EHP, and because of the buildup, it would actually be significantly more towards the end of those four and a half minutes. We're talking hundreds of thousands in damage per shot.

Please note, above numbers are rough estimates.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sentamon
Imperial Academy
Amarr Empire
#168 - 2012-08-03 01:55:05 UTC
Ganker tears refilling the Ice Belts. Wahoo. P

~ Professional Forum Alt  ~

Kiagon Fiero
Republic University
Minmatar Republic
#169 - 2012-08-03 02:00:58 UTC
Being able to to use interceptors and other frigs to tackle will make it much more dangerous for any industrialists, new players in small ships, etc.

The ramping damage will make it impractical for larger gangs to fight each other on gates. So it's easier to victimize loners and much more difficult to engage gangs who want to fight back. Doesn't sound good if you're looking for fights.
Capitol One
Blue Canary
Watch This
#170 - 2012-08-03 02:01:28 UTC
Crossposting from: https://forums.eveonline.com/default.aspx?g=posts&t=139688&p=6

Stressing that this is a BAD IDEA. Like another poster mentioned, all this will do is make for even less fights in lowsec.
A major part of lowsec dwellers are pirates/outlaws and engage under sentry fire a lot.

You're looking at 10-20 man gangs with maybe 1 Triage for reps as a very common theme in lowsec. With these changes these groups (a major part of lowsec pvp) would simply not engage on a gate, hotdrop/trap a neutral roaming gang because the incoming dps for even a 5-10 minute engagement would be too much.

I mean, what are the chances of 20 man bc gang agreeing to fight the Shadow Cartel Faction BS gang with Triage on a planet because SC can't engage them on a gate?

This would DESTROY lowsec.

Seriously, what the ****.

---

Additionally, if the gateguns have the dps to take out a triage archon in 4.5 minutes (damage steadily increasing) we'd be looking at Battleships, guardians and other similar ships popping in 1 or 2 shots by the guns, perfect tracking and all that.

It seems this change is to allow for frigates to pvp on gates without instapopping.

Why not Nerf gateguns instead of buffing them? Make them work with tracking and factoring in signature/speed, so a frigate would hardly feel the effects of the gateguns while BC's and up will probably be hit as per normal standards. No need of increased and insane dps (kill Triage carriers, WTF ccp?).

Also, anyone who's complaining about gatecamps. Get a scout, do some research, don't blindjump into a system like Amamake from Osoggur that's famously camped most of the time. Using even a little bit of common sense will see you through these terrible gatecamps. No need to destroy lowsec so you can be safe.
Tippia
Sunshine and Lollipops
#171 - 2012-08-03 02:01:56 UTC
Herzog Wolfhammer wrote:
Hmmm

Perhaps it's simply the cap drop they are after with the 4.5 min cap death idea?
…and that's kind of what I'm after with the whole “what's the problem?” line of questioning.

My immediate impression was exactly that: they're going after some specific form of camping, but they're choosing a solution that ruins all kinds of gameplay and actually makes lowsec even less appealing to those who are reticent to go there. If cap camps are a problem, have the sentries rapid-fire omega-station style citadel torps in response to this obvious precursor to an invasion of empire-sovereign space.

I distinctly feel a lack of detail as far as defining the problem here, and without such a definition, all solutions will be awful because they don't actually solve anything concrete.
Kiagon Fiero
Republic University
Minmatar Republic
#172 - 2012-08-03 02:02:33 UTC
Sentamon wrote:
Ganker tears refilling the Ice Belts. Wahoo. P



Wrong. This change is ganker heaven.

Tears are coming from people who want to fight in small gangs versus other small gangs in competitive fights.
Chainsaw Plankton
FaDoyToy
#173 - 2012-08-03 02:06:11 UTC
Spurty wrote:
sYnc Vir wrote:


I highlighted the part that made me chuckle.

If anyone thinks gate guns are sh!t, I simply ask you to take the standard armor cane into your nearest losec, and engage a nuetral Armor Ruppy.

When you're dead 60 seconds later, please return to this post and explain why gate guns require fixing.


Talk about creating an artificial environment to prove your point. This is not the norm.

Add at least 10 people to the mix and constantly cycle damage off of each ship until every ship and drone has been shot once before returning to the original target.

Don't forget to place an NPC character in a orca at the high sec gate, ready to jump because of zero agro, so those that can't just warp away can just 'store their ships instantly'.

Not sure what the current purpose of gate guns is right now, but it isn't to clear the gates :o

Make anyone sat at a gate in low sec build aggression to the guns.

I demand 'cranky' gate guns!!


first some of us like small gangs. nearly all of my kills are with less than 10 people on the mail. and last I checked the guns were random.
second gate guns are pretty rough on drones. of course the more people there are the less impact they have.
third the orca's bay is rather small, you might save a few bcs/cruisers that way

in my experience when you are in a small camp, usually you have a hic, aa few more, usually either bs or bc. under the proposed change a dual asb ship would probably be able to tank that till the damage gets so much you just die to gate guns. 4.5mins to kill a triage carrier... ouch. hell as is they usually can do a pretty good job fighting back, I remember a few people that would regularly come by and kick our camp in the balls.

perhaps it would make more sense to scale the damage based on the number of people about? although aren't big brawls something that should be encouraged and celebrated? sig based might be okay, I wouldn't really mind a nice big middle finger to caps, then again as said a bunch having a deterrent to small ships is mostly a good thing.

ahhh wtf do I care, I've been all Bear lately

@ChainsawPlankto on twitter

Bloodpetal
Tir Capital Management Group
#174 - 2012-08-03 02:12:08 UTC  |  Edited by: Bloodpetal
@ Destiny, this isn't good. A gate fight can last more than 2-3 minutes. If you scale DPS from 50 DPS to 25000 DPS at the 5 minute mark. I had a friend make a chart with a linear plot and an exponential curved plot to show us how fast it will get to ridiculous levels ::

http://i.imgur.com/87ycx.png

Vertical Axis = DPS
Horizontal Axis = Minutes

By the time you reach 1 minute on the linear level we're already talking about 5000 DPS.

On a curve, you're talking about app 1000 DPS, at 2 minutes you'll reach around 5000 DPS, by the time you get to 3 minutes you're at 10,000 DPS, and so on.

At 4 minutes you're around 20,000 DPS on both curves.

Sure, you can make the curve more shallow on the exponential, but you can see why this gets pretty hard to balance and pretty ridiculous real fast if you're using Triage Archons as the target DPS to overcome...

Where I am.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#175 - 2012-08-03 02:16:26 UTC
It has to be exponential by the way because if it isn't, the whole frigates being able to survive sentries initially wouldn't be viable. So yeah, by the end of the fifth minute, you'd be getting hit for six-figure amounts.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Chainsaw Plankton
FaDoyToy
#176 - 2012-08-03 02:21:17 UTC
Kiagon Fiero wrote:
Sentamon wrote:
Ganker tears refilling the Ice Belts. Wahoo. P



Wrong. This change is ganker heaven.

Tears are coming from people who want to fight in small gangs versus other small gangs in competitive fights.



indeed....

have fun running the instalock/tackle ceptors + t3 bcs lowsec camps.....

@ChainsawPlankto on twitter

Styth spiting
Brutor Tribe
Minmatar Republic
#177 - 2012-08-03 02:22:27 UTC
This will be one of the best updates in regards to PVP in quite a while. This will single handily increase PVP over the next few weeks/months and help with people moving more out of high sec and cause people to really re-think the risk/rewards of lowsec.


The biggest issue with people not wanting to deal with lowsec is simply entering the system or leaving station is just too risky and not worth it. Unless you have 2 accounts or are space rich and have no worries about losing a few hundred mission isk the risk/reward is just not worth it. So they continue on in high sec or wh's.

With this update it will mean more people will now be more willing to enter and explore lowsec while still taking the risks of players being able to engage them. Players will now be willing to take advantage of low sec missions, pi, mining, sites, etc meaning far more chances for PVP. You'll also start seeing far more players using wh entrances/exits, hauling goods in and out and generally far more likely to travel though these systems while still being a possible target.

The only people who this hurts are people not willing to deal with null sov yet want to control a system and the people who do gate camps (which really, thats not pvp). While at the same time there will be a far GREATER number of targets available, they will just require the aggressors to you know, actually put some type of effort into it.

Low sec folks seem to have been too spoiled with the ease of ganking in highsec and should embrace a change like this. Now instead of dealing with Concord you'll have tons of people attempting to mine in low sec. You'll have players bringing in their shiny new mission running ships and all sorts of new targets to watch for (haulers from wh's anyone?).
Tippia
Sunshine and Lollipops
#178 - 2012-08-03 02:25:14 UTC
Styth spiting wrote:
The biggest issue with people not wanting to deal with lowsec is simply entering the system or leaving station is just too risky and not worth it.
…and this idea makes it even riskier, on top of making other forms of lowsec PvP much harder to get.
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#179 - 2012-08-03 02:27:47 UTC  |  Edited by: Destiny Corrupted
I really hope the above poster was being sarcastic/trolling.

Edit: the one above Tippia's post.

Oh man, it's like I'm sandwiched between two idiots now.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Frying Doom
#180 - 2012-08-03 02:33:39 UTC
Hell and people think care bears whine alot.

The amount of tears from gankers and now pirates are hilarious and it all seems to stem from inability to adapt.

You know adapt, the very thing that people have been telling carebears to do for years. Sure lo-sec will change and more people will want to use it. Not just noobs, Vets and pirates. More players will probably enter lo-sec if there were not smart bombing idiots sitting at gates for hours a day, hoping to pop some ones pod.

Yes you will have to work more for kills and actually PvP.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!