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Making the Epithal catchable, or adding to the meta-game of warp core stablisers

Author
Meyr
Di-Tron Heavy Industries
OnlyFleets.
#41 - 2013-11-04 06:53:24 UTC
Who cares that the 'loot' is put back into the POCO?

It does nobody any good there, and, eventually, it's going to have to move. Grab a Recon, and tackle it, drop a bubble to pull it out of warp, THINK! You've been given ALL of the options in this equation.

Your opponent? They've been given ONE decision - how many stabs to fit. The only reason it even matters to you, is because you have to fit HALF that number of scramblers to lock it down.

That's right - the attacker wins all ties.

So, if you still can't get the job done, your opponent has out-smarted you. Too bad. Learn from the experience.

Or, come to the forums, where we can all bash you for your laziness/ignorance/lack of planning, etc.
Von Keigai
#42 - 2013-11-04 15:43:49 UTC
NearNihil wrote:
If the opposition fits to not get tackled and you know they have, why don't you come up with something new?

Oh it is quite possible. Penny can just sacrifice a midslot on her cloaky Loki to put in a second warp scrambler. Problem solved, right?

No. Not right. By doing that, Penny loses something. There are finite midslots. Already T3s in a cloaky configuration are weak in combat. So now they are even weaker. What she loses is the ability to hunt things other than Ventures and Epithals. Less PVP overall. Less engagement overall.

Quote:
chase them around in a Merlin or something.

The use of any non-cloaky ship (meaning covert-ops cloak) to hunt planet-gooers is a non-starter in wspace. The Epithal is at a customs office for perhaps 10 seconds. So you have to be there in that brief window. Doing so reliably means you followed the transport in warp, typically from its POS or from an earlier POCO where you almost caught it. You cannot do that in a non-cloaked ship because the victim will see you on his overview.

vonkeigai.blogspot.com

Maximus Aerelius
PROPHET OF ENIGMA
#43 - 2013-11-04 16:53:32 UTC  |  Edited by: Maximus Aerelius
I'm just going to post this:

Epithal - UniWiki

Shield Capacity 580 HP - Shield Resistances EM 0 - THR 20 - KIN 40 - EXP 50
Armor Hitpoints 740 HP - Armor Resistances EM 50 - THR 35 - KIN 35 - EXP 10
Structure Hitpoints 1,000 HP 0% Resists across the board (for Gallente that's unheard of and a disgrace!)

..580+
..740+
1000
====
2320 Base HP

If you can't take that out...you are super bad and should feel really bad that you even opened this thread.

"Adapt, Improvise and Overcome" - Bring more Catalysts!

And there is always the MWD\Cloak trick to fall back on Smile
Teckos Pech
Hogyoku
Goonswarm Federation
#44 - 2013-11-04 17:53:10 UTC
Sipphakta en Gravonere wrote:
Meyr wrote:
Or, go do PI in W-Space, and tell all of us how risk-free it is, and laugh all the way to the bank!


Penny is primarily talking about W-Space, since she lives there. And writes a (daily updated) blog about her experiences. http://www.tigerears.org/


Then use a goddamn interdictor, FFS.

Seriously, is that what you are whining about? A single interdictor can kill an epithal.

Roll

The whine is strong in Penny.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#45 - 2013-11-04 18:03:18 UTC  |  Edited by: Meyr
Von Keigai wrote:
NearNihil wrote:
If the opposition fits to not get tackled and you know they have, why don't you come up with something new?

Oh it is quite possible. Penny can just sacrifice a midslot on her cloaky Loki to put in a second warp scrambler. Problem solved, right?

No. Not right. By doing that, Penny loses something. There are finite midslots. Already T3s in a cloaky configuration are weak in combat. So now they are even weaker. What she loses is the ability to hunt things other than Ventures and Epithals. Less PVP overall. Less engagement overall.


Wow. This is such a remarkable tear-fest. I need to refit my hauler to carry all of them!

Aww, da poor wittle PVP'r needs to sacrifice a mid-slot in order to hunt certain ships.

Where to start...

How about by re-stating - WOW, ARE PIRATES AND GANKERS THE WHINIEST PLAYERS IN EVE!!

Why should ANY of us give a noobship's worth of care to your hardship, that YOU can't have YOUR fun YOUR way? Should CCP change the ships to make them easier to catch & kill, just so you don't have to refit in order to pursue a certain type of prey?

Odd, I haven't been able to find any posts by you advocating for a single damage type for rats - why should mission-runners need to refit - by your 'logic', CCP ought ot change the rats so I don't need to change my fit just to go kill them.

Poor, whiney little PVP'r, awwwww..... You think we're being too hard on you, by making you give up something in order to kill us?

HTFU, you little tear factory.
Teckos Pech
Hogyoku
Goonswarm Federation
#46 - 2013-11-04 18:09:53 UTC
Penny Ibramovic wrote:
It seems reasonably clear that, in EVE Online, the rewards for certain activities are intended to get higher the more risk those activities entail. The level of reward also reflects the security status of the system the activity is performed in. A little reflection shows that the risk/reward structure coming from a system's security status is based on the risk of unscheduled capsuleer interaction, or PvP if you prefer. To show how this is the case consider planetary interaction, where there are richer resources under less competition in the lower security spaces, but where the only risk to reaping that reward is being caught by another capsuleer.

Before the industrial ship rebalance, a planet gooer pilot needed to make compromises: fit for survivability, or fit for capacity. Do you fit warp core stabilisers to help your ship escape an attacker, or expanded cargoholds to make fewer trips? On top of that was the choice of ship. Basic Tech 1 variants are cheap but liable to explode; you can afford to lose them, but you almost certainly will lose a few. Or a gooer could opt for the sturdier, cloakable, and inherently safer Tech 2 transports at the cost of two orders of magnitude more ISK. You're less likely to lose one, but it will sting if you do.

Now, with the introduction of the Epithal, there is no compromise to be made. Gooers have a ship with a vast bay, specific to the task and unmodifiable by fitted modules, leaving spare slots for a tank and room for four warp core stabilisers, all in a ship that is cheap enough to be disposable anyway. Carry more goo and get it home safely, in all classes of space where you should, by definition, be at risk from other capsuleers but no longer are.

I appreciate the desire to create tailored ship classes. I also appreciate that well-flown ships should be able to survive. And I am not decrying my lack of targets just because I see less explosions. My opening remarks hopefully show that planet gooers should be at risk from other pilots, precisely because they are the only risk planet gooers see for their increased reward. The design of the Epithal flouts this principle.

A simple fix, to restore the risk/reward structure that seems integral to the EVE Online, would be to reduce the number of low fitting slots on the Epithal. Strip the low fitting slots available down to two as a maximum, or perhaps just the one. After all, it probably doesn't need them anyway. The ship does what it is designed to do without any fitting, boosted now by skill training instead.

An alternative, if an extension to the meta game is preferred, is to introduce a new module, one that could even benefit more than the haulers-versus-gankers struggle I've outlined. Create a mid-slot module that acts as an infini-point against ships with warp core stabilisers fit, however many are on the ship, but does nothing against ships that have don't have any fit. Such a module would determine fitting choices for both gankers and haulers alike—as well as those faction warfare pilots frustrated by button-pushers—prompting questions and compromises for both.

Do you fit warp core stabilisers to the brim of your low slots, hoping that a ship with a standard disruptor or scrambler is waiting? Or do you gamble on someone hoping to catch you with WCS and go naked, fitting for agility? And does the attacker fit the WCS infini-pointer with a view to catching gooers, or other sneaky ships that don't intend to fight, or fit standard disruption for more standard encounters? Or fit both, relinquishing valuable utility fitting slots to ensure you catch your prey?

Of course, 'otherwise doing nothing' is not a great design for any module, so perhaps the WCS infini-pointer could act as a sub-standard webifier module if WCS are not fit, having maybe 50% the effect of the standard Tech 1 variant. This would make the module useful in conjunction with fitting a normal warp disruptor, but still not as efficient. And if the WCS infini-pointer is given the shortened range of a warp scrambler but without the ability to cut off micro warp drives then the chance of the target ship's capture is still not guaranteed, particularly when bearing in mind a non-WCS ship could be boosted in to warp sooner if webbed instead of warp-disrupted.

The WCS infini-pointer module may seem unbalanced, and may well actually be unbalanced, probably with some unintended consequences waiting to be found. It is just a first pass at an idea to keep space dangerous. But I don't think it breaks more than it fixes. Fitting both the new module and a standard scrambler isn't as good as combining a scrambler with a webifier, and not as expensive—in ISK or fitting compromise—as needing to fit two three-point faction scramblers to catch a basic Tech 1 industrial ship, which, frankly, seems perverse. Being caught by multiple ships with a spread of fitting would be no different from being caught by multiple ships with multiple points of warp disruption. And there always remains the option for a planet gooer to fit an ECM module or carry ECM drones to escape a lone ambusher. Or, you know, forget the module and just strip the Epithal of some low fitting slots.


TL;DR: Despite all the suggestions to solve this problem, I don't like any of them or having to change what I'm currently doing, so please CCP nerf this new ship!!!!

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#47 - 2013-11-04 18:14:31 UTC
Meyr wrote:
Von Keigai wrote:
NearNihil wrote:
If the opposition fits to not get tackled and you know they have, why don't you come up with something new?

Oh it is quite possible. Penny can just sacrifice a midslot on her cloaky Loki to put in a second warp scrambler. Problem solved, right?

No. Not right. By doing that, Penny loses something. There are finite midslots. Already T3s in a cloaky configuration are weak in combat. So now they are even weaker. What she loses is the ability to hunt things other than Ventures and Epithals. Less PVP overall. Less engagement overall.


Wow. This is such a remarkable tear-fest. I need to refit my hauler to carry all of them!

Aww, da poor wittle PVP'r needs to sacrifice a mid-slot in order to hunt certain ships.

Where to start...

How about by re-stating - WOW, ARE PIRATES AND GANKERS THE WHINIEST PLAYERS IN EVE!!

Why should ANY of us give a noobship's worth of care to your hardship, that YOU can't have YOUR fun YOUR way? Should CCP change the ships to make them easier to catch & kill, just so you don't have to refit in order to pursue a certain type of prey?

Odd, I haven't been able to find any posts by you advocating for a single damage type for rats - why should mission-runners need to refit - by your 'logic', CCP ought ot change the rats so I don't need to change my fit just to go kill them.

Poor, whiney little PVP'r, awwwww..... You think we're being too hard on you, by making you give up something in order to kill us?

HTFU, you whiney little tear factory.


No kidding. You are worried about losing some of your tank to a ship with 2,380 HP and at best has a few drones for damage? Really? As has already been noted, somebody is really super bad if you can't kill this ship.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Dr0000 Maulerant
Union Nanide and Tooling
#48 - 2013-11-04 18:45:33 UTC
This thread is a joke right? You need what, 200 DPS to pop an epithal inside of its align time....

Tell me again about how every playstyle you dont engage in "doesn't require any effort" and everyone who does it needs to die in a fire. Be sure to mention about how you tried it once but it was too easy/boring/ethnic-homophobic slur. 

Alexhandr Shkarov
The MorningStar. Syndicate
#49 - 2013-11-04 18:45:37 UTC
The interesting thing is that this is a direct crosspost from her blog.

To the OP:

Maybe WoW is a better game for you if you like to get free things.

All my posts are on my personal title and should not be confused as me speaking for anyone else.

Maximus Aerelius
PROPHET OF ENIGMA
#50 - 2013-11-04 18:57:58 UTC  |  Edited by: Maximus Aerelius
Dr0000 Maulerant wrote:
This thread is a joke right? You need what, 200 DPS to pop an epithal inside of its align time....


A little over I'm afraid with a massive 2320 BASE HP! OMGWTF2OP!!!

EDIT: In EVEHQ Fitter with a basic char's fit it can tank 197.44HP apparently with an align time of 9.07 seconds. DPS required is 257.77 to get the BASE HP to 0...

OP should now feel ashamed! Roll More Bear than Pirate I'm afraid by the looks of these stats.
Maximus Aerelius
PROPHET OF ENIGMA
#51 - 2013-11-04 19:08:11 UTC
Penny Ibramovic wrote:
or adding to the meta-game of warp core stablisers


The balance of WCS is Warp Disruptors thus this doesn't need a "balance" as it is balanced. Bring enough WD to counter WCS and you will overcome the stability that the WCS provides. Please learn about balance before suggesting that it needs correction.
Penny Ibramovic
Wormhole Engineers
#52 - 2013-11-04 19:17:04 UTC
Maximus Aerelius wrote:
2320 Base HP


...plus 4 fully usable mid slots, any of which could have a fully charged ASB, and with the ability to add a DC II whilst still having a warp core strength of 4, beating my +3 faction scrambler.
Maximus Aerelius
PROPHET OF ENIGMA
#53 - 2013-11-04 20:41:35 UTC  |  Edited by: Maximus Aerelius
Penny Ibramovic wrote:
Maximus Aerelius wrote:
2320 Base HP


...plus 4 fully usable mid slots, any of which could have a fully charged ASB, and with the ability to add a DC II whilst still having a warp core strength of 4, beating my +3 faction scrambler.


All I can really say to that is this is an MMO...If you had three friends each packing a +3 Faction Scram that's +9...beats a +4 WCS Epithal and you have then dead in what...< 30 seconds?

EDIT:

So a DCU II adds more the further down you bite: Less in shield and more in hull. You just need to pin it down and keep biting through it until:

1) He has to reload those ASBs (60 seconds a reload I believe)
2) Runs out of Cap Boosters
3) You put out enough DPS to batter through it all and kill him...

all while you sit there taking what...some damage from sentry guns if on gate, nothing if on CO\POCO or in WH.

HTFU FFS.

Can't believe I'm explaining how to kill an Industrial Ship...FML.
Ghost Phius
Tribal Liberation Force
Minmatar Republic
#54 - 2013-11-04 20:58:49 UTC
This is garbage it's time to add names to the ganking list.

Bunch of pussies crying about not being able to gank a T1 industrial FFS.
Maximus Aerelius
PROPHET OF ENIGMA
#55 - 2013-11-04 21:40:12 UTC  |  Edited by: Maximus Aerelius
Penny Ibramovic wrote:
Maximus Aerelius wrote:
2320 Base HP


...plus 4 fully usable mid slots, any of which could have a fully charged ASB, and with the ability to add a DC II whilst still having a warp core strength of 4, beating my +3 faction scrambler.


Some stats for you:

(Basic Char, No Implants)

3x Medium Ancillary Shield Booster (Navy Cap Booster 100)
Adaptive Invulnerability Field II

Damage Control II
3 x Warp Core Stabilizer I

3x Medium Low Friction Nozzle Joints I

EHP 5,532
Align 7.79s
DPS Tank: 335.24s

DPS required to break tank: 691.5 (Before it can warp)
DPS required to overwhelm tank: 335.25 (if you have it pointed)
Points required to hold: 4
For having friends in EVE: Priceless.

Now bearing in mind that it takes 60 seconds to reload each of those MASB's...how much DPS do you think you need to break that tank? Not a great deal in my opinion, sure you'll need to Warp Disrupts or a Faction (+3) and another but welcome to the MMO where your friends count and soloing sometimes has it's good moments.

It ain't hard to work out what you're doing wrong...
Von Keigai
#56 - 2013-11-04 22:19:30 UTC
Teckos Pech wrote:
You are worried about losing some of your tank to a ship with 2,380 HP and at best has a few drones for damage? Really?

No. Penny is worried about the change in game balance from pre-Odyssey to Odyssey. And your understanding of the ship is very wrong. For one thing, Epithals have no drones. For another, your idea of 2380 EHP is much too low.

A decently-fit Epithal has around 17000 EHP -- it is not hard to do at all. A tech-I large shield extender, some shield hardeners, and a DCII. It has +3 warp core stabilization. Total cost: 2m ISK. Yet it carries a massive load of PI goods: maximum 67500 and easily over 50000m^3. It warps in 12 sec from zero; so you'd have to do about 1500 DPS to stop it from escaping. No cloaky ship can do that. In fact two cloaky T3s cannot.

Compare that to the best similar fit one could do pre-Odyssey. An Iteron V, with three warp core stabilizers, some medium shields (they could not fit even one large), a DCII. Its tank is similar (14000 EHP); it also cannot be stopped warping out. It is similar in price (3.5m ISK). However it carries just 9000m^3. It is much much worse at its primary function. If you drop the cheap shield hardening rigs and put on Cargohold Optimizers, then it can carry 14000m^3; still just 1/4 as much. And the price rises to 10m ISK.

For some uses, the difference between 14000m^3 and 67500 is not important. But for most PI, it is important. The reason is that PI is fundamentally constrained to the volume of a customs office, which is 35000m^3. An Epithal can carry a full CO's worth of goods, and have enough more room to pick up a finished load at the CO too. In a Itty V, you must choose either to be largely gank-proof (with warp core stabization) and make more trips, or risk gank with one trip. And even then it is not as easy, since you have no buffer space.

In sum: what Penny is "whining" about here is that CCP went and made the best PI transport more than four times as good for its primary function, while lowering its price and making have more tank. Furthermore, they made the fit a no brainer.

vonkeigai.blogspot.com

Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#57 - 2013-11-04 22:40:08 UTC  |  Edited by: Antillie Sa'Kan
So bring an Interdictor or a Heavy Interdictor and laugh as his silly warp stabs? Is it really that hard?

Also I am pretty sure a pair of cloaky T3's could stop a +3 warp strength hauler if each of them had a scram fitted. I think there is even a T3 that can get a bonus to scram range... In fact I think you could stick two scrams on almost any ship really.
Maximus Aerelius
PROPHET OF ENIGMA
#58 - 2013-11-04 23:02:32 UTC  |  Edited by: Maximus Aerelius
Von Keigai wrote:
For some uses, the difference between 14000m^3 and 67500 is not important.


It's important for those killboard stats if you can be bothered to group up and tackle one in a gang. Wait, now hold on, what was that? In a gang? What work with others?

WCS x 3 [check]
Need more that 1 Faction Scram [check]
Need buddies [check]
MMO working as intended

And that's if they are packing 3 WCS and if they are they're probably doing the MWD\Cloak trick so you stand not a lot of chance catching them on the gate unless they're slow.

Catching them on a CO\POCO...best bring some friends and tackle them and then what have they got? Some ASB's that you can just out DPS or wait until the Cap Boosters need to reload? Some PI goods to throw at you? Sing for their implants?

Didn't realise "1337 PvPers" cried so hard over "Carebear" industrials.

EDIT:

Some ISK figure:

67,500m3 of Advanced Goods @ 1.5m3 per unit (Construction Blocks in this example)
===================================================================
45,000 Units @ ISK270,000,000. (6000 Per Unit @ lowest sell order price)

The face of a "1337 PvPer" on not bringing enough tackle...priceless.
Zheng'Yi Sao
Center for Advanced Studies
Gallente Federation
#59 - 2013-11-04 23:13:45 UTC
So here is my, unsolicited, total noob perspective.

Recently it became necessary for me to fly through hi sec under threat of war. It occured to my noob addled mind that these speicalized Gallente industrials were great for the task. I don't get any benifit from expanding my cargo bay, and I have all these wonderful low slots open for stablizers and maybe a damage control. I thought I was pretty clever.

Turns out my tactic is rather well known; back to perspective though.

I put these stablizers on the ship and said, well maybe this will save me from a lazy, solo ganker. I learned, from when I attempted my ill fated Cloak/MWD run through Amamake in a Miasmos (with an undersized MWD to boot, yes, this his hilarious and I was podded, but I learned Lol), that campers don't fly alone. Looking again at my ship, I figured I might be safe from one lazy, unprepared pirate. Any group would probably just slam me with multiple scramblers, web me, then promptly erase me from the universe. Or they could use one of those bubble things if i was in lower sec.

This of course assuming they didn't insta lock my fat ass signature and blow me to bits before I could make good my escape.
No scram needed when I go boom.

I didn't see myself as invulnerable at all. Maybe a little crazy. I hadn't even considered taking this thing into low/null/wh space.

Anyway, I just don't see what the fuss is about. I'm sure you have all played the game longer than me, and I am certainly no ace.

These ships are far from unbalanced. In fact, they probably encourage crazy noobs like me to try things that can't be done, and then die hilariously along the way. I really hope people can't catch me, that would be great. My gut tells me this is far from the truth, however...

"It's funny the things you people think are mandatory for us, as if we don't do what we do because it's a hilarious good time in a space video game." - Johnny Marzetti

Maximus Aerelius
PROPHET OF ENIGMA
#60 - 2013-11-04 23:19:57 UTC
Zheng'Yi Sao wrote:
So here is my, unsolicited, total noob perspective.

Recently it became necessary for me to fly through hi sec under threat of war. It occured to my noob addled mind that these speicalized Gallente industrials were great for the task. I don't get any benifit from expanding my cargo bay, and I have all these wonderful low slots open for stablizers and maybe a damage control. I thought I was pretty clever.

Turns out my tactic is rather well known; back to perspective though.

I put these stablizers on the ship and said, well maybe this will save me from a lazy, solo ganker. I learned, from when I attempted my ill fated Cloak/MWD run through Amamake in a Miasmos (with an undersized MWD to boot, yes, this his hilarious and I was podded, but I learned Lol), that campers don't fly alone. Looking again at my ship, I figured I might be safe from one lazy, unprepared pirate. Any group would probably just slam me with multiple scramblers, web me, then promptly erase me from the universe. Or they could use one of those bubble things if i was in lower sec.

This of course assuming they didn't insta lock my fat ass signature and blow me to bits before I could make good my escape.
No scram needed when I go boom.

I didn't see myself as invulnerable at all. Maybe a little crazy. I hadn't even considered taking this thing into low/null/wh space.

Anyway, I just don't see what the fuss is about. I'm sure you have all played the game longer than me, and I am certainly no ace.

These ships are far from unbalanced. In fact, they probably encourage crazy noobs like me to try things that can't be done, and then die hilariously along the way. I really hope people can't catch me, that would be great. My gut tells me this is far from the truth, however...


An awesome story of a dangerous run through Amamake (used to regularly play out there before it became what it is today) and the fastest ship in the line up is the Nereus (post-Rubicon @ 4.5AU\s).