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Cloaky, Nullified Strategic Cruisers

Author
fRoDdEr's
Ostsupport
#1 - 2011-11-15 17:53:48 UTC
Since CCP has devoted their time to fixing alot of things have been very annoying and bad in the last years. I think it is time that they also look at one of the most stupid decisions they have probably made.

Except DPS they make no sacrifice. People can tackle, scout and tank with these ships at the same time.

In travel they are practically invulnerable. With an insta-safes they will get out of every single station, even in 0.0. If you happen to actually tackle on at a station the ******** ehp will let him easily redock (if they happen to undock at a bad angle on kickouts they can ctrl-space and redock).

To actually catch one on a gate you need a good hour of setting up can (which will be petioned). You need enough DPS and effective tackle so they do not make it back to the gate.

Despite the scanning changes they can still sit around being practically unscannable, in some cases even run missions or plexes while being totally immune.

It takes almost no effort to fly these ships through any space.

Especially the Tengu is just totally overpwoered. Not taking its PvE abilities into account its agility allows it to even warp out if it randomly happens to get decloaked.

I think its time that this issue gets addressed.
adopt
Brutor Tribe
Minmatar Republic
#2 - 2011-11-15 17:55:12 UTC
Nope.jpg
Spectre80
Caldari Provisions
Caldari State
#3 - 2011-11-15 17:55:35 UTC
no
Drifterin Thedark
#4 - 2011-11-15 17:58:32 UTC
fRoDdEr's wrote:
It takes almost no effort to fly these ships through any space.



And it literally takes no effort to camp a gate or station.

I'd say it's an even playing field.
David Grogan
University of Caille
Gallente Federation
#5 - 2011-11-15 18:01:36 UTC  |  Edited by: David Grogan
fRoDdEr's wrote:
Since CCP has devoted their time to fixing alot of things have been very annoying and bad in the last years. I think it is time that they also look at one of the most stupid decisions they have probably made.

Except DPS they make no sacrifice. People can tackle, scout and tank with these ships at the same time.

In travel they are practically invulnerable. With an insta-safes they will get out of every single station, even in 0.0. If you happen to actually tackle on at a station the ******** ehp will let him easily redock (if they happen to undock at a bad angle on kickouts they can ctrl-space and redock).

To actually catch one on a gate you need a good hour of setting up can (which will be petioned). You need enough DPS and effective tackle so they do not make it back to the gate.

Despite the scanning changes they can still sit around being practically unscannable, in some cases even run missions or plexes while being totally immune.

It takes almost no effort to fly these ships through any space.

Especially the Tengu is just totally overpwoered. Not taking its PvE abilities into account its agility allows it to even warp out if it randomly happens to get decloaked.

I think its time that this issue gets addressed.



IMO the covert cloak subsystem & interdiction nullifier subsystem should be in same category so u can only fit one or the other but not both at the same time. this would remove the current game breaking mechanic.

Also ccp should create a new subsystem class that can work on existing t3 hulls
industry subsystems

3 types

1. - Ore/Ice Mining 500m3 ore bay
industrial subsystem skill bonus adds 5000m3 to ore bay & 7.5% increase in yield to ore and ice strip miners per level

2. - Gas Harvesting 10000m3 gas hold - can fit new gas collector module (harvests 10 units of gas per cycle)
industrial subsystem skill bonus 10% increase to gas yield and 5% reduction to gas collector cycle duration per level)

3. - Cargo Hauling / PI Commodites - 5000m3 cargo hold 500m3 command center hold 1000m3 PI commodities hold
industrial subsystem skill bonus 500m3 increase in cargo bay, command center hold, & PI commodities hold size, per level

Special Note: Industry Subsystems cannot be fitted in conjunction with Interdiction nullifier subsystems

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

StillBorn CrackBaby
Doomheim
#6 - 2011-11-15 18:01:53 UTC
Yes, we must nerf everything to compensate for lousy pilots...
fRoDdEr's
Ostsupport
#7 - 2011-11-15 18:02:16 UTC
Drifterin Thedark wrote:
fRoDdEr's wrote:
It takes almost no effort to fly these ships through any space.



And it literally takes no effort to camp a gate or station.

I'd say it's an even playing field.


If you put no effort in it you are going to die... very fast.
Messoroz
AQUILA INC
#8 - 2011-11-15 18:06:14 UTC  |  Edited by: Messoroz
Never had one tackle me and live.

Quote:
, even in 0.0. If you happen to actually tackle on at a station the ******** ehp will let him easily redock


You do realize that anyone can then just redock...not just T3s, and if he was offstation, how about scramming and webbing him? The subsystems don't make them invulnerable to scrams and webs.
Drifterin Thedark
#9 - 2011-11-15 18:09:31 UTC
fRoDdEr's wrote:
If you put no effort in it you are going to die... very fast.


All the important decisions are made before you even undock. After that it's just a matter of parking on a gate or station and chatting on vent like schoolgirls while you wait for something to land in your lap.
Takseen
Federal Defense Union
Gallente Federation
#10 - 2011-11-15 18:09:43 UTC
A Strat Cruiser with a Cov Ops subsystem is gonna be pretty poor at actually killing stuff. I think its reasonable given the near half billion you'd spend just on the hull and subsystems, that you get to be really good at moving about unhindered.
Aphoxema G
Khushakor Clan
#11 - 2011-11-15 18:10:17 UTC
T3s aren't cheap and a lot of work goes into manufacturing them and training them, they deserve their unique position of virtual invulnerability. There is still a great risk, though, and even with nullifiers it's not impossible to catch one that's stupid enough to show its face as long as the fleet chasing it is well prepared and organized.

There's not much it can do otherwise, it sure as **** isn't going to harm a gate camp and the only real danger it poses is a cyno beacon... which any other ship can deploy. The only advantage is that a T3 has a better chance of getting to a good place to bring a fleet in, which will happen to be well away from whoever is chasing that T3.

So there's two possibilities, either any ship has a cyno and lights it in the middle of a camp, posing immediate danger to that camp, or a T3 does it away from the camp, giving the camp an opportunity to GTFO. I really don't see a problem here, other than you being angry that oh dear god there might be someone hiding in my system chest pound chest pound.
Skippermonkey
Deep Core Mining Inc.
Caldari State
#12 - 2011-11-15 18:10:39 UTC
fRoDdEr's wrote:
Except DPS they make no sacrifice.

Thats a fairly big sacrifice there bud

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

fRoDdEr's
Ostsupport
#13 - 2011-11-15 18:19:39 UTC
Half a Billion is nothing. I specifically didn't mention their cost because it changes nothing.

It's a scout that cannot be countered.

They do not need DPS when they can survive long enough for the rest of the gang to survive. They are not very good solo ships (except blaster proteus, or pve tengu), but in their fleet role they almost make any other scouting ship obsolete.

Why use a cov ops when your t3 can scan as good with lvl 5 skills not counting rigs, take 40x more, have enough dps to shrug off one little nasty tackler, align almost as fast (most important parameter in travel), and being uncatchable?

Jennifer Starling
Imperial Navy Forum Patrol
#14 - 2011-11-15 18:22:46 UTC
One thing: Hands off my Tengu! Evil
Tippia
Sunshine and Lollipops
#15 - 2011-11-15 18:23:00 UTC
fRoDdEr's wrote:
I think its time that this issue gets addressed.

What issue?
Quote:
It's a scout that cannot be countered.

You counter it the same way you counter other scouts: lock it up and shoot it.
fRoDdEr's
Ostsupport
#16 - 2011-11-15 18:24:44 UTC
Tippia wrote:
fRoDdEr's wrote:
I think its time that this issue gets addressed.

What issue?
Quote:
It's a scout that cannot be countered.

You counter it the same way you counter other scouts: lock it up and shoot it.


Very original idea, would you explain how I should do this?
Tippia
Sunshine and Lollipops
#17 - 2011-11-15 18:25:45 UTC
fRoDdEr's wrote:
Very original idea, would you explain how I should do this?
Ctrl-Click, F1.
Lord Ryan
True Xero
#18 - 2011-11-15 18:27:09 UTC
Please see signature.

Do not assume anything above this line was typed by me. Nerf the Truth, it's inconvenient.

fRoDdEr's
Ostsupport
#19 - 2011-11-15 18:27:35 UTC
Tippia wrote:
fRoDdEr's wrote:
Very original idea, would you explain how I should do this?
Ctrl-Click, F1.


I tried but I can never lock him =(

I guess he knows a scouts job is not to get killed and will try the best not to. Too bad for me he has a very easy job.
fRoDdEr's
Ostsupport
#20 - 2011-11-15 18:29:40 UTC
Lord Ryan wrote:
Please see signature.


I can actually fly all four t3's. I dont use them as cloakies since there are other ships that suit my needs better, they have limitations though, which should also be the case with cloaky nullified t3#s.
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