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Why the excessive range on logistics?

First post
Author
Altrue
Exploration Frontier inc
Tactical-Retreat
#41 - 2013-01-06 13:11:12 UTC  |  Edited by: Altrue
YuuKnow wrote:
Xercodo wrote:
Logi on the field? Get on that **** with damps, ECM and have something burn out to them to web then **** out of them so you can dispose of them.


Yeah, that's the current 'meta'. It boils down to a rock/paper/scissors.

Logi beats DPS
EWAR beats Logi
DPS beats EWAR

but in the end it becomes predictable and uninteresting.


*sigh*

With such reasoning you can make everything sound boring. If you think that EVE is only about Logi, DPS and EWAR then you should start practicing PVP again. You know : Less crying, more playing.


Logistics are THE thing allowing EVE PVP to unleash it's true potential, by making possible original combinaison of ships that wouldn't have worked otherwise due to a lack of tanking. (random example, Naga brawler)
Logistics are THE thing making EWAR ships a viable choice in PVP.
Logistics are THE thing making you play smart, because you can't just focus something until it pops.

So please, for the love of Bob, turn your tongue inside your month tree times before speaking.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

YuuKnow
The Scope
#42 - 2013-01-06 13:32:11 UTC  |  Edited by: YuuKnow
Karak Terrel wrote:
YuuKnow wrote:

On a side note. I'm curious to whether anyone watching this video would actually say that it was a cool fight. To me it is an example of the problem of how boring logi fights are.

The other guys would probably say it was a cool fight. It also shows the true problem you seam to have with logis. You can't just "Guys, if ya have time, shoot se Harbinger", you should probably switch all at the same time to take them down with an alpha strike before the logi pilot can switch the rep. Well in this case there was not enough dmg available anyway to brake their armor buffers. A good FC would have noticed that.


Probably because they won.

Logis are good in that it allows for smaller gangs to be able to engage larger gangs which is good. But they're are other ways of fighting outnumbered too. All I'm saying is that logi free engagements are more interesting because when logis are involved its becomes a simple DPS vs RepRate from what I've experienced. Compare the perma-rep/Logi engagements above with a logi-free engagement of Kil2's or one of Duncan Tanner's engagements here with anti-logi tatics here.

yk
Idicious Lightbane
Garoun Investment Bank
Gallente Federation
#43 - 2013-01-06 14:18:10 UTC  |  Edited by: Idicious Lightbane
YuuKnow wrote:
Karak Terrel wrote:
YuuKnow wrote:

On a side note. I'm curious to whether anyone watching this video would actually say that it was a cool fight. To me it is an example of the problem of how boring logi fights are.

The other guys would probably say it was a cool fight. It also shows the true problem you seam to have with logis. You can't just "Guys, if ya have time, shoot se Harbinger", you should probably switch all at the same time to take them down with an alpha strike before the logi pilot can switch the rep. Well in this case there was not enough dmg available anyway to brake their armor buffers. A good FC would have noticed that.


Probably because they won.

Logis are good in that it allows for smaller gangs to be able to engage larger gangs which is good. But they're are other ways of fighting outnumbered too. All I'm saying is that logi free engagements are more interesting because when logis are involved its becomes a simple DPS vs RepRate from what I've experienced. Compare the perma-rep/Logi engagements above with a logi-free engagement of Kil2's or one of Duncan Tanner's engagements here with anti-logi tatics here.

yk


Fights without logi's are in brawls pure dps to buffer ratio of both fleets, in kiting dps vs range/damage mitigation/gtfo ability. Close range brawls without logi while enjoyable because of the vast ammount of explosions in a short time are tacticly rather uninteresting. Having to factor in breaking logi cap chain, bringing enough alpha if you can't overpower the reps with dps, ewar'ing the logy to mitigate their effectiveness all add's tactics and depth to fights imo.
And tbh I'd rather have an hour long fight than a 5 minute one.

Solo/duo engagements are imo not a good place to look at logi balance from, you are conciously vastly limiting what you can engage when you choose to go out solo, in most cases gangs with logi are out of the question.
Karak Terrel
Foundation for CODE and THE NEW ORDER
#44 - 2013-01-06 14:41:07 UTC  |  Edited by: Karak Terrel
YuuKnow wrote:
Compare the perma-rep/Logi engagements above with a logi-free engagement of Kil2's or one of Duncan Tanner's engagements here with anti-logi tatics here.

yk


Yes, they are indeed interesting, i love Kil2's videos. But he does solo PvP, he would probably never engage a group that has logi ships no matter what the rep range is. He has very clever positioning and separation tactics and many things more that is just awesome. But EVE PvP is diverse and not only solo PvP makes for interesting fights. The Rooks and Kings videos are a good example. The triage carrier is the ultimate logi ship. The fight is totally different and the skills involved are totally different than what kil2 does, but they are still interesting. Maybe not in your eyes.

If you don't like fights with logis in fleet then don't engage in those fights. What you can't do is come in here and demand a nerf to logi ships just because you only like fast "we just kick each others shins"-fights. There are other people that play EVE BECAUSE its has that diverse PvP possibilities.
Tippia
Sunshine and Lollipops
#45 - 2013-01-06 14:47:35 UTC
YuuKnow wrote:
[Maybe an optimal range and falloff penalty to reps are in order. CCP should consider it.
What for?
Ginger Barbarella
#46 - 2013-01-06 14:49:37 UTC
YuuKnow wrote:
Call me a whiner, and at the expected protest of the logi's, but why did CCP grant such an excessive rep range to all the logistic ships in the game? Seems like it makes maneuvering and mobility less of a factor and encourages more of a boring rock/paper/scissors game.

yk


Any monkey can shoot a gun... it takes skill and strategy to correctly run a logi group, here or in real life.

"Blow it all on Quafe and strippers." --- Sorlac

Rain6639
GoonWaffe
Goonswarm Federation
#47 - 2013-01-06 14:54:07 UTC
YuuKnow wrote:

I'm thinking sig radius for both T1 and T2 Logis should be about 120m. Range bonus 500% (instead of 1000%) for T1 and only at 100% range bonus for T2.

yk



wow, that's... actually quite fair~

those figures are also what you get when a logistics cruiser is hit with target painters and sensor damps, OP. all it takes is some mid slots in your gang. (sounds like 1 target painter, and 3 sensor damps)

enough teasing, though... I just really enjoy logistics, OP. that's all.

I was also curious if you would end up describing my remote rep rattlesnake gang, in terms of sig radius and transfer range. (you wouldn't like those either).
Karrl Tian
Doomheim
#48 - 2013-01-06 15:49:13 UTC
Kitty Bear wrote:
Xercodo wrote:
Logi on the field? Get on that **** with damps, ECM and have something burn out to them to web then **** out of them so you can dispose of them.


Primary is another name for this right ?


Yep.
YuuKnow
The Scope
#49 - 2013-01-06 17:02:05 UTC
Tippia wrote:
YuuKnow wrote:
[Maybe an optimal range and falloff penalty to reps are in order. CCP should consider it.
What for?

To make logi fights more variable and dynamic.

yk
Tippia
Sunshine and Lollipops
#50 - 2013-01-06 17:16:28 UTC
YuuKnow wrote:
To make logi fights more variable and dynamic.
Not really, no. People would just stay closer and it would end up being a straight nerf for no good reason.

It's trying to solve a problem that doesn't even exist.
YuuKnow
The Scope
#51 - 2013-01-06 17:23:28 UTC  |  Edited by: YuuKnow
Karak Terrel wrote:
Yes, they are indeed interesting, i love Kil2's videos. But he does solo PvP, he would probably never engage a group that has logi ships no matter what the rep range is. He has very clever positioning and separation tactics and many things more that is just awesome. But EVE PvP is diverse and not only solo PvP makes for interesting fights. The Rooks and Kings videos are a good example. The triage carrier is the ultimate logi ship. The fight is totally different and the skills involved are totally different than what kil2 does, but they are still interesting. Maybe not in your eyes.

If you don't like fights with logis in fleet then don't engage in those fights. What you can't do is come in here and demand a nerf to logi ships just because you only like fast "we just kick each others shins"-fights. There are other people that play EVE BECAUSE its has that diverse PvP possibilities.

Those were small group pvp to be accurate.

I love the R&K video and watched it about 10 times. But if you dissect the video a bit to *what* made it sooo good it was there's a lot to be said about the actually fight mechancis seperate from what actually made the video great. What makes the video superb is...

1) Lord Malfador's narrating is on a professional level
2) The backstory and politics of the conflict are framed superbly
3) Corps involved are setup beutifully
4) The music sets the tone, and the FCs is dramatic

...but the fight itself (watch it with the sound off) IMHO shows the problem. All the *major* players involved were fairly stationary and the end equation just like all other logi fights boiled down to dps vs rep. Notice how at the end when the fight was "won" it was actually still going because R&K had won the dps vs rep equation? Lord Malfador states it plainly that Agent's rep is now unbeateable and the battle is now determined.

I'm not saying 'Get rid of alll logistics!'. Just tweak it a bit to be more dynamic. Whatever tweak that will not have a real effect on large fleet warfare, while making small group more interesting.

yk
Tippia
Sunshine and Lollipops
#52 - 2013-01-06 17:34:49 UTC  |  Edited by: Tippia
YuuKnow wrote:
...but the fight itself (watch it with the sound off) IMHO shows the problem. All the *major* players involved were fairly stationary and the end equation just like all other logi fights boiled down to dps vs rep.
…and there is no way to ever change that while still maintaining any kind of rep functionality in the game. In fact, what you're suggesting would only make it worse: less room and reason to move around, and still be a matter of winning the applied DPS war.

Quote:
Whatever tweak that will not have a real effect on large fleet warfare, while making small group more interesting.
Not going to happen. If it works for the large fleet, it will work for the small one unless you make the system completely illogical unintuitive. As it is, logistics is what makes small group more interesting than large fights: because the logi actually make a difference and because there are so many ways to beat it that you have to account for on both sides.

Either way, whatever problem you think arises with logis, range isn't one of them.
YuuKnow
The Scope
#53 - 2013-01-06 17:35:30 UTC  |  Edited by: YuuKnow
Tippia wrote:
YuuKnow wrote:
To make logi fights more variable and dynamic.
Not really, no. People would just stay closer and it would end up being a straight nerf for no good reason.

It's trying to solve a problem that doesn't even exist.


Their are no 'problems' in video games. Just game mechanics. The *challenge* is to make fights as intersting and dynamic as possible.

Again just look at ATX and New Eden Open to see how logi ships had to be restricted in order to protect the matches from the boredom which is the current logistics mechanics.

off for now

yk
Tippia
Sunshine and Lollipops
#54 - 2013-01-06 17:41:30 UTC
YuuKnow wrote:
Their are no 'problems' in video games. Just game mechanics. The *challenge* is to make fights as intersting and dynamic as possible.
Reducing the ability to move around and making equipment choices less relevant achieves neither of those goals.

Quote:
Again just look at ATX and New Eden Open to see how logi ships had to be restricted in order to protect the matches from the boredom which is the current logistics mechanics.
…except that real fights don't ever work like that. They illustrate what happens when you mix people who don't understand how to win (by scoring points) with a restricted environment. You'll also notice that the teams that did logi-spam never won anything.

In terms of a real fight, that meant they lost, and if anything, the ability to stall a fight to that extent is an example of exactly the kind of interesting dynamics you're asking for: stay alive until you can break off or until reinforcements arrive (alternatively, pound the crap out of them before they can do either of those).
Karak Terrel
Foundation for CODE and THE NEW ORDER
#55 - 2013-01-06 17:44:54 UTC
YuuKnow wrote:

...but the fight itself (watch it with the sound off) IMHO shows the problem. All the *major* players involved were fairly stationary and the end equation just like all other logi fights boiled down to dps vs rep. Notice how at the end when the fight was "won" it was actually still going because R&K had won the dps vs rep equation? Lord Malfador states it plainly that Agent's rep is now unbeateable and the battle is now determined.


And you really watched it 10 times? Because AHARM had 2 triage carrier on the field, they even had at least one dred so they had superior rep and dps on the field. Now you say it then all boils down to dps vs rep, how come AHARM lost that fight?

I think you complete miss the point. You say you watched that video 10 times but did not notice that the key was cap warfare which rendered the enemy triage and dps useless. Also the reper you mentioned and the unbeatable tank was a local one.

there are tons of counters to logistic ships. Bringing tons of logis to the field is not a guaranteed win. I don't know why you demand CCP should nerf logis when you as well could prepare for them with a few modules even in a small fleet. There are actually many examples and suggestions how you can beat them all over this thread.
Ranger 1
Ranger Corp
Vae. Victis.
#56 - 2013-01-06 19:35:40 UTC
I'd prefer not to dumb down combat in favor of short range DPS beats all.

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

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#57 - 2013-01-06 19:52:50 UTC
YuuKnow wrote:
Call me a whiner, and at the expected protest of the logi's, but why did CCP grant such an excessive rep range to all the logistic ships in the game? Seems like it makes maneuvering and mobility less of a factor and encourages more of a boring rock/paper/scissors game.

yk



Obviously you've never run an incursion where many times ships at the opposite end of each room are out of range - even with the long repping ranges. Snipers are easily out of range in many fightts due to their crazy long range ability.. We have to move in range to rep them. So if we nerf the rep range are we also going to nerf the sniper range? I don't think so.

-1 myopically bad idea.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Katran Luftschreck
Royal Ammatar Engineering Corps
#58 - 2013-01-06 20:24:48 UTC
Mayhaw Morgan wrote:
[quote=Moonaura]Imagine a ship that had a 1000% bonus to it's weapons range (autocannons, for example). Imagine a ship that equipped weapons and/or modules of a larger class, Tier 3 battlecruisers and stealth bombers come to mind. But, also imagine something like a Myrmidon with a large armor repairer or a Rokh with a capital class shield booster.


All destroyers get +50% range to their weapons. Numerous ships get massive bonuses to missile range. Also: Oracle, Naga, Talos and Tornado. Look 'em up.

http://youtu.be/t0q2F8NsYQ0

Super spikinator
Hegemonous Conscripts
#59 - 2013-01-06 22:04:56 UTC
Katran Luftschreck wrote:
Mayhaw Morgan wrote:
[quote=Moonaura]Imagine a ship that had a 1000% bonus to it's weapons range (autocannons, for example). Imagine a ship that equipped weapons and/or modules of a larger class, Tier 3 battlecruisers and stealth bombers come to mind. But, also imagine something like a Myrmidon with a large armor repairer or a Rokh with a capital class shield booster.


All destroyers get +50% range to their weapons. Numerous ships get massive bonuses to missile range. Also: Oracle, Naga, Talos and Tornado. Look 'em up.


It is nice to bring up destroyer gun range since the destroyer base target range is a whopping 30km on average. They also have half the base shield, armour and hull of a logistics cruiser. Also, Destroyers are T1, for the killing of frigates, the base hull for interdictors and in the case of the cormorant - hobo mining.

Now, I agree that logistics cruiser should have some sort of range boost, considering that remote high slots do have some low ranges, they do have to look after a fleet and make sure the pewpew happens. What I think that people are trying to get at though is that perhaps they could have a little less range.

This topic, though, reminds me of an older series of topics about a single ship. That ship was doubly rebalanced by a rework of its bonuses and a nerf to its primary utility of choice. That ship was also a support ship, not a gunship. That ship was the Falcon.
Olleybear
Infinite Point
Pandemic Horde
#60 - 2013-01-06 23:19:10 UTC
Not all logistic ship pilots know how to fit or fly them. They make great targets of opportunity for pvpers when in the middle of a decent sized brawl.

What goes on in a 50 vs 50 man brawl? For starters, everyone is listening to their FC on who to shoot. People are screaming needing reps when they are shot and logistics are trying to keep up. People looking for cynos. Distractions all over the field of battle. Me, I'm in a T1 cruiser. What harm can I do?

What I'm going to be looking for is the opposing fleets logistics. Its great fun to mwd towards and lock down a logistics ship who is not expecting it. They panic and they try to run, but I am faster. This tidbit of chaos inserted into a fight has a chance of disrupting the logi chain and removing reps from my sides primary targets. Now, give me 1 or 2 more buddies in cruisers flying with me for extra dps and we start to become a real threat to the logis. They in turn need to concentrate more on us than on their job of repping who has been primaried in their own fleet.

Yeah. Logistics are fun to shoot in the middle of a close range brawl.

When it comes to PvP, I am like a chiwawa hanging from a grizzley bears pair of wrinklies for dear life.