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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Author
Jason Dunham
Andvaranaut Conglomerate
#201 - 2013-08-01 17:53:04 UTC
I like the direction the changes are going in, and I appreciate you taking the time and effort to make small changes, and see how they affect gameplay before rolling out the big changes.

There's always going to be some friction with changes in gameplay, but we'll adjust. I like the way you are focusing on player choices, and weighing fits, boosts, etc. depending on what you need at the moment. I like that, because eve shouldn't be like WOW, where there's a "perfect" setup for different scenarios. It's the different approaches to problems that make this game great, and I like that you guys are trying to make every ship, every boost, and every module have a reason to be picked depending on the pilot's inclination and skill.

Keep up the good work.
I'm Down
Macabre Votum
Northern Coalition.
#202 - 2013-08-01 17:54:45 UTC
The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds.

Also, The obscene needs to train for mindlinks has apparently not been addressed, which continues the wide gap between who can boost worth a ****, and who cannot. Maybe you should dunk a bit on the skill reqs for these.
Dunk Dinkle
Brave Newbies Inc.
Brave Collective
#203 - 2013-08-01 17:58:09 UTC
I'm Down wrote:
The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds.

Also, The obscene needs to train for mindlinks has apparently not been addressed, which continues the wide gap between who can boost worth a ****, and who cannot. Maybe you should dunk a bit on the skill reqs for these.


Great points.

I hope they get addressed.
WilliamMays
Stuffs Inc.
#204 - 2013-08-01 18:00:38 UTC
CCP Fozzie wrote:
Lexar Mundi wrote:
Mining links should not be given special treatment...

Give them an ORE battlecruiser size ship to run links on or something but to let them run links inside shield is pretty lame.


We do intend to move mining links out of forcefields someday, but we'll want to rebalance the Orca and Rorqual first to make putting them on grid more viable first.


what if any trade offs will be given for the lack of reasonable ability to compress ore away from the pos? this has to be considered, especially for ice mining with its super long compression times
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#205 - 2013-08-01 18:00:43 UTC
I'm Down wrote:
The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds.

Also, The obscene needs to train for mindlinks has apparently not been addressed, which continues the wide gap between who can boost worth a ****, and who cannot. Maybe you should dunk a bit on the skill reqs for these.


Thats just pure 100% bullshit.

BYDI recruitment closed-ish

Gizznitt Malikite
Agony Unleashed
Agony Empire
#206 - 2013-08-01 18:02:43 UTC
Dez Affinity wrote:
Gizznitt Malikite wrote:

You realize the increased the "base" strength of Warfare Links so many of the links provide the same boosts even with the CS's 3% per level?



This is plain wrong. Re-read the thread. Tank bonuses took a drastic hit. Skirmish took a large hit. The only increased ones for some bizarre reason is a couple of Info links and mining links


Don't be dense: Using a command ship, with a 3% boost per level, the following links have basically the same value:
Electronic Superiority, Recon Operation, Sensor Integrity, Evasive Maneuvers, Field Enhancement, Laser Optimization, and Harvester Capacitor. The base strength of the above warfare links were increased to make them effective on non-bonused BC hulls, too. Did you somehow miss that info?

Yes, the Amror and Shield Tanking, as well as the Skirmish Speed and Tackle Range were nerfed.... and rightly so!!!
You realize that any of the 6 boosting siege warfare ships give every member in fleet almost the equivalent rep power of a full crystal implant set AND a standard blue pill? And you think that isn't enough? Really????


Dez Affinity wrote:
Gizznitt Malikite wrote:


You realize that at 2% per level, t3's will still provide those boosts at 95.65% of "max effectiveness"?

And you realize that that +1 Falcon or Logi can be countered much more easily than your safed up boosting alt?
And you realize that that +1 Falcon or Logi provides a much, much less force boost than the fleet than that OGB?



2 percent per level is 10 percent, 5 percent per level is 25 percent. that's 15 percent difference.

For your second point, it depends on the size of the gang, if the gang is over 10, maybe, but then you should be able to have your own counter prober. Really easy to probe people out now. Absurdly easy. and booster t3s are still defenseless. Easy kills.


Let me explain what I meant, so we are on the same page.
A loki provides a 2% boost to mindlinks per level At level 5, this is a 10% modifier = 1.1.
A CS provides a static 15% boost to mindlinks. This is a 15% modifier = 1.15

So, using the same skills, same implants, links in the Loki will be 1.1 / 1.15 = 95.65% as effective as a Command ship. That is NOT a 15% difference, that is a 4.35% difference.

Since, the max boosts (provided by a CS) of say, Evasive Manuevers is STILL going to be 35% effective, the T3 will conitue to provide this boost at 95.65% of "max effectiveness". This is no where near your 15% difference!!!

(Technically, since it's max effectiveness is being reduced from 35 to 34.5 (98.57%), we could calculate the before vs after effectiveness at 98.57 * 95.65 = 94.28 % effectiveness. )

As for my second point... I can put my booster in a gated plex, and any attempt to warp to it will land you far from my boosting ship. I could station/gate/POS hug with it. I could have it at a deep safe, so my opponents don't even know it's providing links. For 1v1 + falcon, the falcon is very potent, but so is OGBers. As the numbers increase, the falcon becomes much less potent, but the benefits from the booster keep adding more EHP to your gang, more total rep power, and/or more overall benefits.

Mara Maken
Tribal Liberation Force
Minmatar Republic
#207 - 2013-08-01 18:02:51 UTC
I'm Down wrote:
The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds.

Also, The obscene needs to train for mindlinks has apparently not been addressed, which continues the wide gap between who can boost worth a ****, and who cannot. Maybe you should dunk a bit on the skill reqs for these.



Hmm.. How about we reduce Titan skill requirements then also. Sorry reducing skill requirements makes no sense in the context of how Eve has always worked. You have to put in training time to get to that new shop or that new ability, it's always been that way.
Griznatch
Distinguished Gentleman's Boating Club
Domain Research and Mining Inst.
#208 - 2013-08-01 18:07:51 UTC
Are t3s still gonna require command processors to run multiple links? I'd like to see a t3 booster than can run 3 links and actually enter combat instead of sitting in a safe or outside a pos.

I used to have a clever sig but I lost it.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#209 - 2013-08-01 18:12:18 UTC
Griznatch wrote:
Are t3s still gonna require command processors to run multiple links? I'd like to see a t3 booster than can run 3 links and actually enter combat instead of sitting in a safe or outside a pos.


You know, when CCP first released warfare boosting t3's, they envisioned them flying about with a single warfare link or two... not the 5-6 Link monstrosities we have today. I sincerely hope they don't remove the command processor requirements, because a 3-4 link t3 sacrifices soo much tank, that they become very precarious to leave un-observed, even next to a POS FF or station, as they can be alpha'd fairly easily. I think that is a very good tradeoff!

I'm Down
Macabre Votum
Northern Coalition.
#210 - 2013-08-01 18:12:22 UTC
Mara Maken wrote:
I'm Down wrote:
The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds.

Also, The obscene needs to train for mindlinks has apparently not been addressed, which continues the wide gap between who can boost worth a ****, and who cannot. Maybe you should dunk a bit on the skill reqs for these.



Hmm.. How about we reduce Titan skill requirements then also. Sorry reducing skill requirements makes no sense in the context of how Eve has always worked. You have to put in training time to get to that new shop or that new ability, it's always been that way.


When you consider it takes 60-80 days to just train for an 4 very specific implants, it's in no way comparable to other ships or abilities. It should have a lvl 4 requirement on the warfare spec of choice. LvL 5 is so highly preventative for most pilots, and all it does is reduce the intended desires of flying command ships.

Every FC in game knows how miserable it is to find a few pilots to run command ship links, and the 2 reasons stated above are exactly why.
gawrshmapooo
J33 Monocombine
#211 - 2013-08-01 18:15:14 UTC
Dinsdale Pirannha wrote:
Wow fozzie....you really managed to kick in the teeth of high today.

Those rare mission storyline drops worth anything...see ya. You just destroyed that.
Incursions, well, anyone who flew static armour fleets is finished. That entire doctrine is done.

Shield doctrines, dunno yet, but first glance looking bad.

Basically, now need 3 logis to do the work of 3, so a direct nerf to income in high sec, making the cartel's moon goo income that more valuable

But I why should that be any different in anything else you do?


"Those rare mission storyline drops worth anything...see ya. You just destroyed that." <--what does this even mean
"now need 3 logis to do the work of 3" <---sounds fair

Wut.

I sell combat boosters of every strength and type. Message me to get your edge.

Dez Affinity
Caldari Provisions
Caldari State
#212 - 2013-08-01 18:15:25 UTC
Gizznitt Malikite wrote:


Don't be dense: Using a command ship, with a 3% boost per level, the following links have basically the same value:
Electronic Superiority, Recon Operation, Sensor Integrity, Evasive Maneuvers, Field Enhancement, Laser Optimization, and Harvester Capacitor. The base strength of the above warfare links were increased to make them effective on non-bonused BC hulls, too. Did you somehow miss that info?

Yes, the Amror and Shield Tanking, as well as the Skirmish Speed and Tackle Range were nerfed.... and rightly so!!!
You realize that any of the 6 boosting siege warfare ships give every member in fleet almost the equivalent rep power of a full crystal implant set AND a standard blue pill? And you think that isn't enough? Really????



You care that people's optimal range on jammers and TDs go up? Or that they mine 3 percent (or whatever who cares) more per hour now.

Evasive Maneuvers is a tricky thing because reducing it too much makes sig tanking/ab hacs/100mn/range tanking, pretty much ever fleet concept that can beat a blob.

Sensor integrity is anti-ewar and elec superiority is ewar (which is broken right now anyway so whatever)

Do you want links removed or nerfed to uselessness? Sounds like I'm being a **** with that question but the reality is, either they are good or no one brings them except very large fleets.

Gang Links, EWAR and Bombers are the only force multipliers in this game, the only things that allow a smaller group to take on a bigger group. Range tanking or speed tanking used to be on there but that doesn't really exist anymore.

Gizznitt Malikite wrote:


Let me explain what I meant, so we are on the same page.
A loki provides a 2% boost to mindlinks per level At level 5, this is a 10% modifier = 1.1.
A CS provides a static 15% boost to mindlinks. This is a 15% modifier = 1.15

So, using the same skills, same implants, links in the Loki will be 1.1 / 1.15 = 95.65% as effective as a Command ship. That is NOT a 15% difference, that is a 4.35% difference.

Since, the max boosts (provided by a CS) of say, Evasive Manuevers is STILL going to be 35% effective, the T3 will conitue to provide this boost at 95.65% of "max effectiveness". This is no where near your 15% difference!!!

(Technically, since it's max effectiveness is being reduced from 35 to 34.5 (98.57%), we could calculate the before vs after effectiveness at 98.57 * 95.65 = 94.28 % effectiveness. )

As for my second point... I can put my booster in a gated plex, and any attempt to warp to it will land you far from my boosting ship. I could station/gate/POS hug with it. I could have it at a deep safe, so my opponents don't even know it's providing links. For 1v1 + falcon, the falcon is very potent, but so is OGBers. As the numbers increase, the falcon becomes much less potent, but the benefits from the booster keep adding more EHP to your gang, more total rep power, and/or more overall benefits.



Ok so we agree that the difference is not huge but there still is a difference.

Links should give aggression so they cannot sit on station and dock instantly, gate to a plex, nothing you can do about that except have someone in there to tackle him when he tries it again. Forcing people into POS is a valid tactic and probing them out is a valid tactic to turn off their links.

I've already discussed forcing on grid bonuses plenty of times and it's a pointless exercise. People refuse to accept how people with link alts will adapt to it.
Dez Affinity
Caldari Provisions
Caldari State
#213 - 2013-08-01 18:17:23 UTC  |  Edited by: Dez Affinity
Griznatch wrote:
Are t3s still gonna require command processors to run multiple links? I'd like to see a t3 booster than can run 3 links and actually enter combat instead of sitting in a safe or outside a pos.


Who cares, I'm using an Eos now alongside cloak warp trick to be invulnerable to anything but mass decloakers. (in low sec) Also I now have a tank and a bit of dps If I choose to use it and multiple bonused gang links.
Travasty Space
Pilots of Epic
#214 - 2013-08-01 18:17:47 UTC
Kirimeena D'Zbrkesbris wrote:
Quote:
The Warfare Processors will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
Loki: Siege, Armored, Skirmish
Proteus: Armored, Skirmish, Information
Tengu: Siege, Skirmish, Information
Legion: Armored, Skirmish, Information

Not balanced at all:
skirmish - 4 bonuses (all races)
siege - 2 bonuses
armored and information - 3 bonuses.

Swap skirmish bonus on Proteus with siege (there are shield fit gallente ships) to balance things out.


+1 to this
Rain6637
GoonWaffe
Goonswarm Federation
#215 - 2013-08-01 18:17:57 UTC
I never imagined i could be so happy about a change such as navy mindlinks.

here i was willing to fly dual on-grid command ships just for how pretty they are.

CCP Fozzie this news is my Christmas
Griznatch
Distinguished Gentleman's Boating Club
Domain Research and Mining Inst.
#216 - 2013-08-01 18:20:43 UTC
Gizznitt Malikite wrote:
Griznatch wrote:
Are t3s still gonna require command processors to run multiple links? I'd like to see a t3 booster than can run 3 links and actually enter combat instead of sitting in a safe or outside a pos.


You know, when CCP first released warfare boosting t3's, they envisioned them flying about with a single warfare link or two... not the 5-6 Link monstrosities we have today. I sincerely hope they don't remove the command processor requirements, because a 3-4 link t3 sacrifices soo much tank, that they become very precarious to leave un-observed, even next to a POS FF or station, as they can be alpha'd fairly easily. I think that is a very good tradeoff!




I'm not talking about a 5 links monstrosity, I'm talking about fitting all 3 armor links on my legion and having room to fit a plate and some guns. If a t3 is only ever good for 1 link, why would I choose it over a battlecruser hull? The 10% bonus from the t3 hull is simply not worth the added cost/skill training/skill point loss upon death to run a single warfare link. Currently the only way a t3 booster is useful is to gimp it to hell and back, I'd like them to work like command ships, only not as well.

(I like to fly t3s, I trained for several, I don't want them to be OP, just make them more than marginally better than a BC for boosting + combat)

I used to have a clever sig but I lost it.

Xequecal
Ministry of War
Amarr Empire
#217 - 2013-08-01 18:22:39 UTC
Mara Maken wrote:
Hmm.. How about we reduce Titan skill requirements then also. Sorry reducing skill requirements makes no sense in the context of how Eve has always worked. You have to put in training time to get to that new shop or that new ability, it's always been that way.


If the mindlink skill points actually worked for ANYTHING besides offgrid boosting you'd have a point here. Something like BS V isn't a "waste" because it helps you fly the ship. Those mindlink SPs don't help you in ANY WAY unless you're offgrid boosting with a fit that does nothing else, because you sure as hell can't fit 4 links on a command ship that you're actually going to fight with. The mindlink SPs are exactly the same as Advanced Spaceship Command and Jump Drive Operation, completely wasted do-nothing SPs that function as a time sink, and in the timesink category command ships are worse than dreadnaughts.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#218 - 2013-08-01 18:24:13 UTC
Ok after looking at the changes properly.. you are pretty much buffing links as much as you nerf them..

Great job..

Sometimes i just get sad.

BYDI recruitment closed-ish

darius mclever
#219 - 2013-08-01 18:28:05 UTC
I'm Down wrote:
The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds.


The issue of survival can only be addressed up to a certain size of combat. If you start getting past 100 people with decent damage anything will obliterate quickly. I wont even want to start about stupidities like 3, 4, 5 ... full fleets of battleships.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#220 - 2013-08-01 18:32:52 UTC
Dez Affinity wrote:

Do you want links removed or nerfed to uselessness? Sounds like I'm being a **** with that question but the reality is, either they are good or no one brings them except very large fleets.


I want on grid boosts to be potent. I find the proposed values, or even the current values, pretty reasonable for a ship that is on gird, which can be neuted out, or primaried, and is at real risk of being destroyed.

I find it appalling that off grid boosters are more effective than pirate implants and/or standard drugs. They are giving these bonuses to everyone in fleet, while generally remaining safe. I think this is completely assbackwards in regards to the risk vs reward, especially when you compare the value of a blingy implant sets, or the viscous potential drawbacks of drugs.

Dez Affinity wrote:

Gang Links, EWAR and Bombers are the only force multipliers in this game, the only things that allow a smaller group to take on a bigger group. Range tanking or speed tanking used to be on there but that doesn't really exist anymore.

Logistics is the BIGGEST force multiplier in this game. It belongs on that list!!!

Dez Affinity wrote:

Links should give aggression so they cannot sit on station and dock instantly, gate to a plex, nothing you can do about that except have someone in there to tackle him when he tries it again. Forcing people into POS is a valid tactic and probing them out is a valid tactic to turn off their links.

I've already discussed forcing on grid bonuses plenty of times and it's a pointless exercise. People refuse to accept how people with link alts will adapt to it.


If activating gang links gave the pilot a weapons timer (which prevents docking, ejecting, and gate jumping), I'd be very pleased.

I would still insist off grid boosters to be less effective than pirate implant sets and drugs, and I don't mean a "single" booster, I mean the cumulative effect of all three racial boosters.