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Amarr/Minmatar zone - what's up at the moment? (Reloaded)

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Author
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#381 - 2014-05-25 17:33:04 UTC
Plug in Baby wrote:
Rahelis wrote:
Things got out of balance because of poor game design.


I love that there are people that actually think that logi are some broken mechanic that no one should use.

What if I told you that high end pvp often involved stable reps for both sides and the challenge was disrupting logi sufficiently to win.

logi is completely broken, there isnt a solid counter to them anymore that isnt DEDICATED ships to HELP take down logi. usually you have to have 3 or 4 ashimmus with 5 neuts to take down a group of guardians

dual neut hurricanes are gone, OP ec-300's are gone. which were the MAIN killers of guardian groups

Amarr Militia Representative - A jar of nitro

David Devant
CTRL-Q
Ushra'Khan
#382 - 2014-05-25 17:47:58 UTC
Flyinghotpocket wrote:
Plug in Baby wrote:
Rahelis wrote:
Things got out of balance because of poor game design.


I love that there are people that actually think that logi are some broken mechanic that no one should use.

What if I told you that high end pvp often involved stable reps for both sides and the challenge was disrupting logi sufficiently to win.

logi is completely broken, there isnt a solid counter to them anymore that isnt DEDICATED ships to HELP take down logi. usually you have to have 3 or 4 ashimmus with 5 neuts to take down a group of guardians

dual neut hurricanes are gone, OP ec-300's are gone. which were the MAIN killers of guardian groups


Sorry but no. You need a dedicated logi counter. So what? It means you have to actually think rather than just turning up and pressing F1. It you remember our militia used to be proper screwed by the Amarr because you could field gangs with 5 Guardians. Then we adapted. Granted we whined a lot at the time, but still, we adapted.
Plug in Baby
The Scope
Gallente Federation
#383 - 2014-05-25 17:55:19 UTC
Flyinghotpocket wrote:
Plug in Baby wrote:
Rahelis wrote:
Things got out of balance because of poor game design.


I love that there are people that actually think that logi are some broken mechanic that no one should use.

What if I told you that high end pvp often involved stable reps for both sides and the challenge was disrupting logi sufficiently to win.

logi is completely broken, there isnt a solid counter to them anymore that isnt DEDICATED ships to HELP take down logi. usually you have to have 3 or 4 ashimmus with 5 neuts to take down a group of guardians

dual neut hurricanes are gone, OP ec-300's are gone. which were the MAIN killers of guardian groups


Its weird how other people in Eve haven't seemed to make the discovery that logi is completely unbeatable now, it seems like that information would be useful when there is a lot at stake.

Just wait until other players discover this unbeatable strategy and use it to win the game, then CCP will have to step in and remove it.

This is not a forum alt, this is a forum main.

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#384 - 2014-05-25 17:57:08 UTC
David Devant wrote:
Flyinghotpocket wrote:
Plug in Baby wrote:
Rahelis wrote:
Things got out of balance because of poor game design.


I love that there are people that actually think that logi are some broken mechanic that no one should use.

What if I told you that high end pvp often involved stable reps for both sides and the challenge was disrupting logi sufficiently to win.

logi is completely broken, there isnt a solid counter to them anymore that isnt DEDICATED ships to HELP take down logi. usually you have to have 3 or 4 ashimmus with 5 neuts to take down a group of guardians

dual neut hurricanes are gone, OP ec-300's are gone. which were the MAIN killers of guardian groups


Sorry but no. You need a dedicated logi counter. So what? It means you have to actually think rather than just turning up and pressing F1. It you remember our militia used to be proper screwed by the Amarr because you could field gangs with 5 Guardians. Then we adapted. Granted we whined a lot at the time, but still, we adapted.

yes david that is the chief reason why we cant fight you anymore. so low and manpower whatever available pilots we have cannot be sacrificed for pure neuting, every pilot we have needs to be in dps. it is impossible to maintain recruitment because as you have seen over the years people dont want to join the slavers.

If we had a bc plex again, im sure we could roll out some duel neut gangs again to actually fight you that have some dps but as it sits right now utility highs on ships are a fading theme.

Amarr Militia Representative - A jar of nitro

Kary Franks
Fusion Enterprises Ltd
Pandemic Horde
#385 - 2014-05-26 10:13:22 UTC
Flyinghotpocket wrote:
cannot be sacrificed for pure neuting, every pilot we have needs to be in dps.


Neuting is not the only thing you can disrupt logi with.
Christine Peeveepeeski
Low Sec Concepts
#386 - 2014-05-26 11:04:07 UTC
Kary Franks wrote:
Flyinghotpocket wrote:
cannot be sacrificed for pure neuting, every pilot we have needs to be in dps.


Neuting is not the only thing you can disrupt logi with.


Indeed, i post naked gifs in local and hope the logi are watching it as I strike.

The problem with logi is pretty simple really, it's not that it can't be countered. It's that if the FC actually wants to win the fight then you have to be sure you can counter it, because if not you'll literally kill nothing and lose at least half your fleet doing it. I'm not talking about scrub gangs with a few logi that lose their tacklers to people like me. I'm talking a well co-ordinated fleet that isn't stupid, stays formed properly and fights as a cohesive unit.

So lets say you too are the fc of a well co-ordinated gang but unfortunately can't field the counter because you are down on available resources. You don't engage do you, sure you can try splitting fleets etc but ultimately if the objective is to hold plexes and win strategic static placements then what exactly can you do? You break the fleet up, turn it into plexer frigates and widen your scope while the enemy fleet is still in a ball working on 1 plex.

This is why big fights in fw don't happen, we all bang the drums on 'omg but lets have some fun and pew' but in reality we all engage because we wish to win. No chance of win, no fight. Unless its a welp fleet but they don't matter because the objective is just to shoot something to let steam off rather than actually achieve something for the warzone.

This happens in all militias, i'm not pointing at minnies specifically here. Amarr have had the times they were on top of this game as I imagine cal/gall warzone emulates it.

Now to force those fights the best we can do is hope we wind the enemies up enough in local for rage engagements, again... we all do it. You'll see local explode when suddenly people realise a fights off the cards and excuses start flying more than ammo...
Rahelis
Doomheim
#387 - 2014-05-26 17:25:36 UTC  |  Edited by: Rahelis
Logi is too powerful compared to dps - an easy equation.

It is hard to neut most logi due to the cap chain and the generation of cap out of nothing. Why do ships have tons of stats and limitations when there is a way to get energy from nowhere?

It is not possible to jam logis - a falcon has problems to even jam a T1 logi fitted properly.

T1 logi is too powerfull compared to T2 logi. It is better, if you compare rep to isk.

This is not high end PVP, where skill would count.

This is WWI trench warfare, were pure attrition is the only way to go. That is the antithesis of skill.
Plug in Baby
The Scope
Gallente Federation
#388 - 2014-05-26 23:45:55 UTC
Rahelis wrote:
T1 logi is too powerfull compared to T2 logi. It is better, if you compare rep to isk.


I'm sorry but there is no comparison, T1 logi is just terrible compared to T2. Sure T1 may have similar rep, but resist, tank, sig, cap, SS are all bad, they melt instantly in a proper fight. As for ISK logi is like 250-300m and they die incredibly rarely, even in corps that don't provide logi that can't be hard to afford on a FW budget right, like 6 missions?

The transition from T2 to T1 logi has basically meant some people aren't training logi 5 and militias in general now struggle to fight decent 3rd parties compared to say 2 years ago.

This is not a forum alt, this is a forum main.

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#389 - 2014-05-27 02:13:48 UTC  |  Edited by: Flyinghotpocket
Plug in Baby wrote:
Rahelis wrote:
T1 logi is too powerfull compared to T2 logi. It is better, if you compare rep to isk.


I'm sorry but there is no comparison, T1 logi is just terrible compared to T2. Sure T1 may have similar rep, but resist, tank, sig, cap, SS are all bad, they melt instantly in a proper fight. As for ISK logi is like 250-300m and they die incredibly rarely, even in corps that don't provide logi that can't be hard to afford on a FW budget right, like 6 missions?

The transition from T2 to T1 logi has basically meant some people aren't training logi 5 and militias in general now struggle to fight decent 3rd parties compared to say 2 years ago.

yes there is no comparison. t1 logi is a completely Superior isk alternative since augorors are 66% as effective at repping as a guardian. and i fyou want insane 5000 dps rep guardians its no ******* problem since everybody is loaded and NOBODY undocks a guardian fleet WITHOUT logi 5 stats. that statement was so stupid.

Kary Franks wrote:
Flyinghotpocket wrote:
cannot be sacrificed for pure neuting, every pilot we have needs to be in dps.


Neuting is not the only thing you can disrupt logi with.


ITS THE ONLY THING THAT IS RELIABLE AT KILLING LOGI. jams are so ******* backwards mechanic is cannot be relied on. and damps o gee im glad you brought up damps since every guardian hac gang fight takes place at 0km damps are completely ineffective.

Amarr Militia Representative - A jar of nitro

Plug in Baby
The Scope
Gallente Federation
#390 - 2014-05-27 07:27:12 UTC
Flyinghotpocket wrote:
t1 logi is a completely Superior isk alternative since augorors are 66% as effective at repping as a guardian


Right, did you actually read my post?

Flyinghotpocket wrote:
. and


Nice.

Flyinghotpocket wrote:
i fyou want insane 5000 dps rep guardians its no ******* problem since everybody is loaded and NOBODY undocks a guardian fleet WITHOUT logi 5 stats. that statement was so stupid.


You lost me somewhere in there.

Flyinghotpocket wrote:
. and


Your terrible grammar is the only thing that reminds me you aren't just a troll and that you may actually be stupid enough to believe the stuff you write.

Flyinghotpocket wrote:
damps o gee im glad you brought up damps since every guardian hac gang fight takes place at 0km damps are completely ineffective.


I'm just quoting this for comedy. Big smile

TL;DR: CCP why can't we have mutes carried over to the forums? 90% of players wouldn't have to see this.

This is not a forum alt, this is a forum main.

Rahelis
Doomheim
#391 - 2014-05-27 07:42:53 UTC
I would like to see more mutal respect in a discussion.

If someboby would talk rl like the last post he would only prove his mental instability.

Pockets arguments are easy understandable - an aug is cheap and has over half the effect of a guard. Pockets gives if 66% - but lets only assume it is over 50%.

And - augs are usally deployed in t1 cruiser fights.

Guards are usally deployed in set up fleets.

So the outcome is - augs are cheaper isk to rep than guards and fight against lesser ships and fleet.

That squares their effect on the game.
Kaea Astridsson
Hoplite Brigade
Ushra'Khan
#392 - 2014-05-27 09:33:01 UTC
If range isn't a problem, run target speed scrips and switch targets. Give the logi a sweat trying to save your next primary. Never flown a guardian or aug but some quick eft'ing and it's easy to see the huge difference in them.

The Guardian I can push to about 57k EHP with almost 80% resists across the board. A partner guardian could rep you for about 1.8k per second. Enough powergrid to field large reppers and not only mediums. Weaker than the aug to damps but more sturdy vs ECM. Checked the Kaboose fit.

The Aug I find it hard to push above 15k EHP close to 70% resists across, if you're now fighting at that point blank range grinding them down shouldn't be hard. And their repping power is about half the one on a Guardian. Couple of Tornados should even be able to alpha one down before they enter a plex. EFT image.

In short, if you consider only repping power, then sure the aug is about 50% as effective as the guardian. But accounting for resists and general survivability the Guardian is about five times as good.

Get on Comms, or die typing.

Plug in Baby
The Scope
Gallente Federation
#393 - 2014-05-27 10:19:10 UTC  |  Edited by: Plug in Baby
Rahelis wrote:
I would like to see more mutal respect in a discussion.


Please tell me why I should respect someone that just rage sperges out a post without even reading mine?

Rahelis wrote:
Pockets arguments are easy understandable - an aug is cheap and has over half the effect of a guard. Pockets gives if 66% - but lets only assume it is over 50%.


Although you manage to string a sentence together, you are still ignoring my point.

Plug in Baby wrote:
Sure T1 may have similar rep, but resist, tank, sig, cap, SS are all bad


You can't compare the two ships based on rep alone, sig is probably the main difference (~30%) followed by buffer/resist. As noted above by Kaea.

Anyway I can't be bothered to argue about this anymore all I'll say is logi is fine, it has obvious counters and doesn't need to be nerfed.

This is not a forum alt, this is a forum main.

David Devant
CTRL-Q
Ushra'Khan
#394 - 2014-05-27 11:03:49 UTC
What it comes down to is this:

Get better at eve.

The likes of iron oxide and WEAZL are decent (far from amazing) at hard ass logi gangs because we give it a go. Even when we're probably going to get served we will still generally give it a go. We've had our asses kicked plenty of times by the likes of BALEX and SC but ultimately we upped our game because of it.

Where I will accept a concession is in the lack of a useful skill base in the Amarr EU tz. At some point though you guys have to give it a go. How many skill points do you need for a basic neuting maller after all? For the good of the warzon, please give it a go.
Kary Franks
Fusion Enterprises Ltd
Pandemic Horde
#395 - 2014-05-27 11:43:58 UTC  |  Edited by: Kary Franks
Flyinghotpocket wrote:
RELIABLE


Can you please list all other RELIABLE setups so every player can just stop using every other means at their disposal?

There is no reliable way to do anything. All you have is your battlefield awareness, awareness on your setup and assumption/intel on adversaries setup. All other means to deal with logi are out there and can be used effectively - whether or not you see their usefulness.

Truth is that we have lost many fights to various methods devised against guards on field. Neuting is not the most common of things that caused a failure in our reps.

David has a solid point. On several occasions we have gone for fights where a chance in winning is less than 50%. We have derped like a bird hitting a window, but on the other hand we also have won against seemengly hard odds. In the future, we will win more than before, because we can.
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#396 - 2014-05-27 11:50:29 UTC
David Devant wrote:
What it comes down to is this:

Get better at eve.

The likes of iron oxide and WEAZL are decent (far from amazing) at hard ass logi gangs because we give it a go. Even when we're probably going to get served we will still generally give it a go. We've had our asses kicked plenty of times by the likes of BALEX and SC but ultimately we upped our game because of it.

Where I will accept a concession is in the lack of a useful skill base in the Amarr EU tz. At some point though you guys have to give it a go. How many skill points do you need for a basic neuting maller after all? For the good of the warzon, please give it a go.



It's not an issue of skillpoints.

Try putting yourself into the shoes of the amarr for a moment.

15-20 wartargets jump into local. You undock and after a quick dscan you see guardians and hacs. You have six dudes at the keyboard.

Now, your initial glace at local tells you many things since you've been fighting these guys for like six years or so. The most important are that these guys blob the **** out of whatever they catch, have a titan that is online, are blue with a lot of hotdroppy pirate alliances nearby, and are thus usually unwilling to enter deadspace.

So, knowing all this, what six ships are you going to put together to take these guys on? (that is, if you can get them to bother with deadspace, which they usually won't because "plexes R 4 NOOBZ" also known as "why isn't my cyno activating?!")

David Devant wrote:

Get better at eve.


We're doing just fine with two active members plus another that we can sometimes tear away from dota. Unless.......you mean........


David Devant wrote:

Recruit 200 retards and blob up like us


Then, no thanks.
David Devant
CTRL-Q
Ushra'Khan
#397 - 2014-05-27 13:01:11 UTC
Templar Dane wrote:



David Devant wrote:

Recruit 200 retards and blob up like us


Then, no thanks.


What planet are you on? Our alliance doesn't even have a logo because we've never had the numbers for one. We get 20 people in an alliance fleet, maybe 30 if doing a joint op. We generally fly t1 frigs and cruisers.

In EU tz (you're au yes?) you have no one who can put together a 20 man cruiser gang. Best we get is WINMATAR or chickens in some **** fit dessies. I don't know how you cannot find this pathetic. Small scale skirmishing is fun and all but come on.

Estella Osoka
Cranky Bitches Who PMS
#398 - 2014-05-27 13:43:49 UTC
Rahelis wrote:
Jump freighters are caps and should not be able to enter high sec.

Farmers change the "warzone" - not battles - that is what we are seeing time and time again.


Under that mode of thinking, so are Orcas. So I guess an Orca shouldn't be allowed in hisec either?
Christine Peeveepeeski
Low Sec Concepts
#399 - 2014-05-27 16:45:24 UTC
David Devant wrote:
Templar Dane wrote:



David Devant wrote:

Recruit 200 retards and blob up like us


Then, no thanks.


What planet are you on? Our alliance doesn't even have a logo because we've never had the numbers for one. We get 20 people in an alliance fleet, maybe 30 if doing a joint op. We generally fly t1 frigs and cruisers.

In EU tz (you're au yes?) you have no one who can put together a 20 man cruiser gang. Best we get is WINMATAR or chickens in some **** fit dessies. I don't know how you cannot find this pathetic. Small scale skirmishing is fun and all but come on.



Unfortunately why do anything else in the warzone? The whole thing is designed for small scale skirmishing. Fun? but that puts it right back into the welp fleet category, undock a large, expensive fleet for space honour?

The old days of fights for the fun of fw are long gone as far as I can see it. Where the only reason to fight was for the fun at all! Good old days went dead as soon as the old guard (on all sides) got bitter because FW became nothing worth fighting over anymore. Also, in eu TZ we all have fleets and groups that can undock serious shizzle if we have too, but do you ever see them move more than a few jumps from home? Nope... why... because **** reships is why.

Lets play this out, a fleet comes to huola, you see it, you ship to counter... it's eve so thats fine. However have that done to you enough and BAM why go to Huola. Same can be said of sisiede although the styles of gang formation are completely differant the end effect is the same.

I'm not going scrub on this, Eve is eve and i wouldn't want it changed. reships/logi/ecm and everything is all fair in love and war. What can't happen though in this environment is hoping the fights come when the obvious nature of why they don't stares us all in the face. no one in amarr is left to like the minnies, there is no mutual respect. same I assume for other way round, we've tarped/blobbed and ****** each other so much why should we all fight for the fun.

Not like older days :(

Such is life, adapt or die. Either way things blow up :)
Maeltstome
Ten Thousand Days
#400 - 2014-05-27 17:37:51 UTC
Guardians are trash at dealing with Volley Damage and constant swapping - they are also very much a brick in space. If a fleet has enough guardians to set up a chain then bringing a frigate with some ECM Burst isn't exactly difficult to arrange. Hell, roll an alt and do it.

Lock up targets, ECM Burst supporting Logi and then cycle onto the primary Logi. Rep per second is irrelevant if you take targets off the field before reps land.

There's also the strategy of using ECM/Damps+Bump to interrupt the cap chain as much as possible. even a small amount of neut pressure on guardians without a cap-spider makes them cap out quickly. They spend so many low slots and rig slots getting the 50k+ EHP they need to avoid Alpha-strike-1-shoota-360-no-scope-headshoot ganks that all their cap regen comes from cap transfer. And there mid slots are counter E-War so no cap regen there. It's rock paper scissors.

Projected ECCM is insanely powerful admittedly, but all it takes is a solid bump and a few sensor damps to disconnect that. Then those crap EC-300's start getting Jams and 5-10 man gangs will rip an un-support Guardian in half in less than 1 jam cycle.

Guardians cost more than a Battleship, so a Brick tanked Geddon isn't a bad idea either in terms of cost effectiveness - unless you want 3/4Billion worth of logi fleet to die to 200m of T1 cruisers... In which case you are correct: Logi OP omg nerf.