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ESS Discussion Thread

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Author
Arkady Romanov
Whole Squid
#141 - 2014-01-16 07:57:08 UTC  |  Edited by: Arkady Romanov
QproQ wrote:
I fail to see how this is any different than the addition of MTUs for mission runners. The MTU provides a potential increase in efficiency (income increase), balanced by the increased interference from outside parties, forcing coordination between corpmates.

The ESS provides a potential increase in income balanced by the chance of interference, forcing coordination between alliance members.





The difference is that this started with a 5% income nerf, before anything else. MTUs didn't.

As a ratting module, they are stupid as hell, because they immediately put 20% of the bounty (old bounty) at risk, for a paltry 5% POTENTIAL (not immediate, it scales over time) increase in ISK. This does not include the 30mill risk you took just planting the thing (any ******* can just shoot it). The risk/ISK ratio is all wrong.

The MTU helps you scoop stuff more efficiently, and people can interfere with it. You sit on top of it and if you're paying attention, can scoop the loot/MTU itself before someone gets on grid to mess with you. Not even in the same league.

Offensively, they are stupid too.

If you go into enemy space and drop one of these, the ratters will just dock up. They aren't going to feed your coffers.

They'll wait till you leave, and then blow the thing up. 30 mill down the crapper, and no fight for you.

Its just dumb.

Whole Squid: Get Inked.

Logical 101
PowerCow Farm
#142 - 2014-01-16 08:02:11 UTC
QproQ wrote:
forcing coordination between alliance members

And God forbid a vast, ancient 0.0 alliance should have to debase themselves by engaging in such awfulness to earn 5% more than they are now. Seriously, the Goons in this thread remind me of the old Phoenix Alliance more than they do the old Goonswarm. When did you guys trade Slowcat and deployable tears for the wretched and wonderful bulldozers you once were? That 5% either way is your incentive for not being intergalactic loners (again, the irony is almost painful).
SmilingVagrant
Doomheim
#143 - 2014-01-16 08:03:08 UTC  |  Edited by: SmilingVagrant
Logical 101 wrote:
SmilingVagrant wrote:
I don't rat generally.

Well, what I've learned from this thread is that, although you are Goonswarm, you have no clue how to exploit (make use of) these new deployables, and that interceptors befuddle and terrify you.

If that's what you were going for, well done, mission successful.


I know how to make use of several of the deployables, the utility of this one however is questionable due to being a higher opportunity cost than just not dealing with it. I don't need to rat to know this.

Interceptors do not befuddle or terrify me, they are simply imbalanced in the current pass due to the inability to force engagement with them and remove them from space in general or the area of operations. If anything I'd say that you not understanding the core tenants of what the problem is with nano'd kiting ceptors is either due to your own lack of knowledge of game mechanics or at best a low grade troll v0v. At the moment due to the changes in nullification of that particular style of ship my gang and interceptor gangs generally just stare at eachother or watch eachother pass by. They can't engage us because we'd kill them if they commit. We can't catch and engage them because it's mechanically impossible unless someone screws up so bad that they forget where the "Jump" button is.

The only other ship who's only counter while traveling is pilot stupidity is a covert/nullified T3, but even they fall prey to bad luck on occasion. I don't particularly like them either. I think travel should be dangerous in nullsec for everyone if they aren't clever.

I mean if I want a throwaway cyno that I know will get there every time I'll use an interceptor now. Something seems wrong about that.

oh and

Logical 101 wrote:
Well, what I've learned from this thread is that, although you are Goonswarm, you have no clue how to exploit (make use of) these new deployables


Once again you are arguing against the straw man you have built. I know full well the use of the deployables that are already in the game, and have several of each. The mobile depot in particular is especially exploitable for a T3 pilot, though any person that lives on the lam in hostile space should probably have one tucked away in a deep safed GSC at the very least.
baltec1
Bat Country
Pandemic Horde
#144 - 2014-01-16 08:04:53 UTC
QproQ wrote:
I fail to see how this is any different than the addition of MTUs for mission runners. The MTU provides a potential increase in efficiency (income increase), balanced by the increased interference from outside parties, forcing coordination between corpmates.

The ESS provides a potential increase in income balanced by the chance of interference, forcing coordination between alliance members.





If you don't use the MTU do you have a 5% nerf to income?

Anoms are already outclassed by level 4s and with this latest nerf there is no reason at all to make your isk in null sec.
Arkady Romanov
Whole Squid
#145 - 2014-01-16 08:05:51 UTC
I'm so terribly sorry we let you down Logical. It hurts me deeply that we have become lesser in your eyes.

I will immediately retreat to Syndicate and go into isolation to reflect on my failings. In time, perhaps I will recover enough to be the snarling monsterbee you deserve.

One day, maybe you'll be able to "grr Goons" unironically again. Time will tell.

Whole Squid: Get Inked.

QproQ
Monolithic Juggernaut
#146 - 2014-01-16 08:06:31 UTC
baltec1 wrote:
QproQ wrote:
I fail to see how this is any different than the addition of MTUs for mission runners. The MTU provides a potential increase in efficiency (income increase), balanced by the increased interference from outside parties, forcing coordination between corpmates.

The ESS provides a potential increase in income balanced by the chance of interference, forcing coordination between alliance members.





If you don't use the MTU do you have a 5% nerf to income?



If using the MTU is considered the status quo now, then yes. Yes it is.
Logical 101
PowerCow Farm
#147 - 2014-01-16 08:07:12 UTC
Arkady Romanov wrote:
I'm so terribly sorry we let you down Logical. It hurts me deeply that we have become lesser in your eyes.

I will immediately retreat to Syndicate and go into isolation to reflect on my failings. In time, perhaps I will recover enough to be the snarling monsterbee you deserve.

One day, maybe you'll be able to "grr Goons" unironically again. Time will tell.

Best post in this thread.

Milton Middleson
Rifterlings
#148 - 2014-01-16 08:09:37 UTC  |  Edited by: Milton Middleson
Quote:
They can't engage us because we'd kill them if they commit. We can't catch and engage them

Gangs picking their fights based on mobility and engagement profile. The horror.

Somehow, most of 0.0 and the entire population of lowsec has managed to not lose their **** over interceptors.

edit: every time there's a minor change to nullsec, or some other area of space gets a boost to income, people say there's no reason to earn isk in null anymore. And yet there seems to be no particular lack of people lining up to pay for the privilege of roleplaying space peons.
Trii Seo
Goonswarm Federation
#149 - 2014-01-16 08:15:30 UTC
ESS is ********, how did CSM even approve that is beyond me. I'm not sure how CCP is planning to incentivize people to undock and make money actively in 0.0, making themselves vulnerable and providing PvP content when all they do is actually nerf the income.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

baltec1
Bat Country
Pandemic Horde
#150 - 2014-01-16 08:19:14 UTC
QproQ wrote:


If using the MTU is considered the status quo now, then yes. Yes it is.


No you don't, your bounties stay as they are. We are face with either a 5% nerf or deploy a new structure that will reduce your income by 20% for maybe a 5% gain that can be easily stolen in a minute. Given that most ratting systems have few people in them it means just about any small gang is guaranteed to steal that isk unless someone ties up an alt to baby sit the structure which could be earning them a lot more isk.

So we have a nerf to our income and the only way to avoid it is for someone to put up a 30 mil structure which is very easily raided (you will get 80% of your current income) and ties up an alt which would earn you more isk than this structure will ever make you by far.

There is nothing good about this.
I Love Boobies
All Hail Boobies
#151 - 2014-01-16 08:22:02 UTC  |  Edited by: I Love Boobies
Oh the irony... so called hardcore PvPers complaining about a PVE aspect of the game. Looks like someone calculated how much their ratting bot fleets will lose, and decided to do a call to arms on the forums.
Angelica Dreamstar
Aliastra
Gallente Federation
#152 - 2014-01-16 08:22:22 UTC
Does anybody else notice this? CCP SonicLover! *giggles like a schoolgirl* XD

bingo, his pig not being a goat doesn't make the pig wrong, just him an idiot for shouting at his pig "WHY ARENT YOU A GOAT!" (Source)

-- Ralph King-Griffin, about deranged people playing EVE ONLINE

baltec1
Bat Country
Pandemic Horde
#153 - 2014-01-16 08:26:41 UTC
I Love Boobies wrote:
Oh the irony... so called hardcore PvPers complaining about a PVE aspect of the game. Looks like someone calculated how much their ratting bot fleets will lose, and decided to do a call to arms on the forums.


How do you adapt to this?
Logical 101
PowerCow Farm
#154 - 2014-01-16 08:28:10 UTC
SmilingVagrant wrote:
Interceptors do not befuddle or terrify me, they are simply imbalanced in the current pass due to the inability to force engagement with them and remove them from space in general or the area of operations. If anything I'd say that you not understanding the core tenants of what the problem is with nano'd kiting ceptors is either due to your own lack of knowledge of game mechanics or at best a low grade troll v0v. At the moment due to the changes in nullification of that particular style of ship my gang and interceptor gangs generally just stare at each other or watch each other pass by. They can't engage us because we'd kill them if they commit. We can't catch and engage them because it's mechanically impossible unless someone screws up so bad that they forget where the "Jump" button is.

From the artcile by Mynnna, available for your viewing pleasure on SPACEMITTENDOTCOM...

Quote:
As CCP has worked to rebalance Tech II ships, the common theme has been specialization. No rebalance so far has showcased this better than the Interceptor balancing planned for Rubicon. They will receive one big buff via the warp speed revamps. Combined with a new role bonus - bubble immunity - they will become the unquestioned kings of mobility. And just in case you thought CCP never listened to the players or the CSM, this idea actually comes from former CSM member Prometheus Exenthal. Other common changes include a buff to lock range (although not so much that you won't want to consider lock range upgrades) and a reaping of cargo capacity. If you want to leverage their bubble immunity to build an uncatchable cyno ship, be prepared to gimp your fit.

The lamentations of nullbears, are like a sweet wine to me.

I suppose this somehow makes you the odd man out. Some kind of rare specimen from another world.
SmilingVagrant
Doomheim
#155 - 2014-01-16 08:28:34 UTC
Milton Middleson wrote:
Quote:
They can't engage us because we'd kill them if they commit. We can't catch and engage them

Gangs picking their fights based on mobility and engagement profile. The horror.


Literally every other gang in the game can have engagements forced on them via some function, be it drops, counter drops, warp ins, bait or just catching them on the gate. Currently a nano'd malediction is functionally impossible to catch on a gate due to server ticks, it's immune to bubbles, even with MWD on it has enough agility to warp away while not aligned if you get a warp in before you can start locking, and it can do the same to a covert drop due to the glorious grid loading speeds of swapping systems. There's still bait, but most of the ships that can tie them down he'd simply never let himself be in point range of.

Most of these things don't apply to say a Taranis because it's generally a close range ship, and somewhat slow. But a malediction? Gets downright broken.

Really they just need their agility nerfed slightly, then a competent gang can catch them on a gate at least, and they'd have to have a gimmick fit ship to do it (dual sebod/rigged stilleto).
Rastafarian God
#156 - 2014-01-16 08:35:03 UTC
I personally think the existence of the module itself is kind of silly. Putting money in a "can" and letting it float in space? It seems like an unneeded and complicated step that just does not need to be there. If it was intended as a sink I can agree with the null guys, a flat rate cut would be better. the thing is, I dont believe that's why they exist.

I believe CCP is trying to think of ways to dream up player owned deployables in order to just test out how it all works together both code wise and how we will react to it. Rubicon is about player interaction and capuleeers taking over more parts of the game after all. Its the same reason the MTU and that other silly thing exist.

Although I agree this ratting thing sound like something I would come up with drunk, Im not buying that you cant protect it if you really want to. Alone? maybe not, buy your in null, you wouldnt live out there if you didn't have decent numbers.

An intercepter has to hang around long enough (and close enough) for a ship to at least lock it to steal from the unit. One person sitting on the unit with a scram and web will ruin an interceptors day. From what Im reading, scram and web range is a bit farther then the access range of the unit. Just form a small "ratting brigade", plan accordingly, and you should be fine.

SmilingVagrant
Doomheim
#157 - 2014-01-16 08:37:21 UTC
Logical 101 wrote:

The lamentations of nullbears, are like a sweet wine to me.

I suppose this somehow makes you the odd man out. Some kind of rare specimen from another world.


Not really. The general consensus amongst most null dwellers (Even ones that I technically hate) is that something got a wee bit over buffed again. It happens. Your constant insistence that me stating that something is broken and providing arguments to support my claims is somehow breaking my mind down with rage and unquiet thoughts is kind of amusing, it's like an overdone "u mad bro?"
SmilingVagrant
Doomheim
#158 - 2014-01-16 08:38:44 UTC  |  Edited by: SmilingVagrant
Rastafarian God wrote:

An intercepter has to hang around long enough (and close enough) for a ship to at least lock it to steal from the unit. One person sitting on the unit with a scram and web will ruin an interceptors day. From what Im reading, scram and web range is a bit farther then the access range of the unit. Just form a small "ratting brigade", plan accordingly, and you should be fine.


Tanked bomber with a scram and a web sitting next to it would do the trick. Mainly because it's a unique situation that requires an interceptor stay still.You'd rely on backup for the kill. But again you'd be better off just not deploying one and dumping that SB pilot into another ratting ship.
Joan Greywind
The Lazy Crabs
#159 - 2014-01-16 08:41:43 UTC
SmilingVagrant wrote:
Milton Middleson wrote:
Quote:
They can't engage us because we'd kill them if they commit. We can't catch and engage them

Gangs picking their fights based on mobility and engagement profile. The horror.


Literally every other gang in the game can have engagements forced on them via some function, be it drops, counter drops, warp ins, bait or just catching them on the gate. Currently a nano'd malediction is functionally impossible to catch on a gate due to server ticks, it's immune to bubbles, even with MWD on it has enough agility to warp away while not aligned if you get a warp in before you can start locking, and it can do the same to a covert drop due to the glorious grid loading speeds of swapping systems. There's still bait, but most of the ships that can tie them down he'd simply never let himself be in point range of.

Most of these things don't apply to say a Taranis because it's generally a close range ship, and somewhat slow. But a malediction? Gets downright broken.

Really they just need their agility nerfed slightly, then a competent gang can catch them on a gate at least, and they'd have to have a gimmick fit ship to do it (dual sebod/rigged stilleto).


Just like the catalyst is the bane of afk miners, so shall ceptors be for the semi-afk ratters.

Null tears, tasty.
Tippia
Sunshine and Lollipops
#160 - 2014-01-16 08:42:14 UTC  |  Edited by: Tippia
Pinky Hops wrote:
incursions and l4's dont generate a ton of isk.
Do you have an actual source for this? Because last time we saw any numbers on it, incursions and L4s generated about half as much in their agent rewards alone as all manners of bounties (including the ones generated from missions) did.

That's a ton of ISK right there…

Anyway, all the stated reasons for the introduction of the ESS are counterproductive, contradictory to the design goals, or just outright fabrications. That hardly bodes well for the rest of the design…