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Rethinking Fleet Doctrine Against Remote-Repping Sentry Carrier Fleets

Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#1 - 2014-08-03 15:50:03 UTC
If you've been paying attention, you've heard about the current meta between remote reps and alpha-strike. Let's look at a hypothetical battle between a remote-repping carrier fleet (the defenders) and a battleship fleet (the attackers). Once the defending fleet gets above a certain size, the attackers effectively need to be able to alpha-strike their targets off of the field, or the defenders' remote reps will quickly outpace any reasonable amount of DPS they can apply to it. The main reason this works is resists: they work against incoming damage, while they work with the remote reps, so the defenders have an inherent advantage.

Of course, this scenario assumes that the defenders can quickly lock the attackers' primary and apply all, or at least a majority, of their reps to it. If the attacking force could somehow disrupt the remote reps of the defending force, they would no longer need to worry about alpha-striking targets off of the field. It has been shown over numerous battles that EWar doesn't do the job. To be effective, you need EWar in bonused hulls, which cuts into the attackers' DPS. This means that interfering with the "locking" part most likely wont' work.

So, let's look at the other part of the equation with is the attackers' primary target. Good FCs have always directed their fleets to apply all of their damage to a primary target. From a tactical standpoint, this makes perfect sense: reduce the enemy's numbers through focused fire so they can apply less damage to you. This has been fleet doctrine, both in real naval battles and in EvE, for as long as there has been accurate, long-range gunnery. It works. It's proven. You would have to be crazy to question this doctrine.

Call me crazy, but I'm questioning it.

Let's go back to my original scenario. The defenders are in remote-repping, sentry-spewing carriers, and the attackers are in subcaps. Let's assume, in particular, that the attackers are in Baltec Megas with all of their guns grouped together for maximum volley damage. Under current doctrine, the FC calls primary and all ships shoot at that primary. This focuses all of the DPS of the attacking fleet to (hopefully) bring a carrier down as quickly as possible. But there's a catch. In addition to focusing all DPS on a single target, it focuses all of the defenders' reps on a single target too.

Let that sink in for a moment.

Against a remote-repping carrier fleet, the age-old practice of applying all damage to the primary works in favor of the carriers.

Now, imagine a slightly different scenario. All that is different is that the Baltec Megas have two groups of guns instead of one. One group of six, and one group of one. They fire the group of six at the primary, and the group of one at a secondary. On the surface, this seems foolish. If the attackers are trying to overcome a powerful spider tank, why would they do less than maximum DPS to any given target. It's simple actually. By splitting their DPS, the attackers also split the remote reps of the defenders. However, in this case, it's the attackers that gain an advantage. The defenders no longer know how to split their reps, reducing the overall survivability of the fleet, while the attackers gain the advantage of still applying most of their DPS to one target.

I am not saying that this is a "silver bullet" to overcome the current balance issues that remote-repping sentry carriers represent; the balance issue there still needs to be addressed and isn't going to be overcome by one crackpot with a new tactic. I am also not saying with certainty that this would actually take down such a fleet; at best, I think this would prove to be an annoyance and carrier fleet FCs would quickly adapt after losing a few carriers (or, more likely, just bring more carriers). What this is is my simple attempt to think outside of the box, and if it happens to generate some interesting content, so be it.

Enjoy. Questions, comments, and criticisms are eagerly invited.

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RavenPaine
RaVeN Alliance
#2 - 2014-08-03 17:25:03 UTC
So many variables.

If a carrier is in triage, then it can't accept remote reps. So alpha and focused fire (and neuts) is still the correct doctrine to kill that carrier.
That same carrier will not have drones out, it can only do one or the other.

There are fights where it works to split fire. You basically need a very experienced crew though. It's very hard to FC a split fire fight.
In a more experienced fleet, there will be guys that just go after the Falcons, or just go after the interceptors. Some guys just kill drones, etc.

If you're in Megas and other BS, you would have your own drones. Use the drones to split targets with?

The other age old doctrine is: If you can't kill the RR, you can't kill the fleet. You should know this fairly early on and bail if needed. Alpha and focused fire is the first, and the primary way to determine this.
Magin Metesur
Doomheim
#3 - 2014-08-03 21:14:25 UTC
Bronson Hughes wrote:
The defenders no longer know how to split their reps


This is the most glaring flaw in your argument. It is in-fact quite trivial to split reps on a handful of targets.
Christopher Mabata
Northern Accounts and Systems
#4 - 2014-08-04 00:10:29 UTC
The issue is with just 1 set of guns on the secondary they dont have to really split reps, you would take a laughably long time to do any noticeable damage to the 2nd carrier which would need at most 1 rep cycle to fix it up after you kept scratching the paint. thats assuming you would even get through it's shield before your fleet was either forced to warp out or didnt have enough DPS to keep the fight up.

Honestly best thing to do in that situation is Pile on the amarr jammers and break the spider tank long enough to get one down or nueted out so it cant resume the spider tank

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Christopher Mabata
Northern Accounts and Systems
#5 - 2014-08-04 00:12:59 UTC
Also that was assuming archon spider tank, because thats the most common

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Voyager Arran
Brutor Tribe
Minmatar Republic
#6 - 2014-08-04 02:32:04 UTC
The problem with this is that splitting damage means it's going to take a long time to actually kill anything. That leaves the carriers plenty of breathing room to recognize that more than one person is getting shot at, especially since everybody is already going to have at least a couple of dudes prelocking them as part of their cap chain.

Oh, and you are still losing battleships every four seconds while this is happening.


It's a basic problem inherent to the incredible power of remote reps; in anything other than a completely one-sided stomp, you can't brute-force through them; you have to just kill the target before reps land. When we're dealing with subcaps that kinda works (ask me about AHAC blobs sitting on lowsec gates utterly unable to hurt each other), but once you start getting onto the scale of capitals "kill them in one or two shots" becomes dramatically less practical.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#7 - 2014-08-04 13:30:52 UTC
Voyager Arran wrote:
The problem with this is that splitting damage means it's going to take a long time to actually kill anything. That leaves the carriers plenty of breathing room to recognize that more than one person is getting shot at, especially since everybody is already going to have at least a couple of dudes prelocking them as part of their cap chain.

Oh, and you are still losing battleships every four seconds while this is happening.


It's a basic problem inherent to the incredible power of remote reps; in anything other than a completely one-sided stomp, you can't brute-force through them; you have to just kill the target before reps land. When we're dealing with subcaps that kinda works (ask me about AHAC blobs sitting on lowsec gates utterly unable to hurt each other), but once you start getting onto the scale of capitals "kill them in one or two shots" becomes dramatically less practical.

Agree on all counts. I presented this idea more to spark discussion than to claim to have fixed SlowCat fleets. Discussion of an idea is a good thing, as long as it's limitations are recognized. (And this one has plenty.) Since this was a proposed tactic instead of a proposed change, I placed it here.

The fact that carriers can field a practically limitless number of sentry drones, essentially turning them into turret battleships, while being able to field capital reps in their current state is a game breaker. I see two effective ways to fix this:

1. Deny carriers the use of sentry drones the way that supercarriers are denied the use of non-fighter and non-bomber drones. Carrier fleets above a certain size will still be essentially un-killable, but at least they won't be able to pop a battleship with every sentry drone volley.

OR

2. Boost the remote rep bonus of triage modules to be on-par with a siege module damage bonus, and nerf remote reps so that triage carriers maintain the same remote repping ability as now. This will force carriers into either logistic or damage-dealing roles, not both simultaneously.

Either option above would work, but I think implementing both would be overkill. I think #2 would be the better solution though.



Back on topic to tactics, how effective are Void Bombers against a SlowCat fleet? I'm guessing not terribly or we would have heard more about it by now.

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Voyager Arran
Brutor Tribe
Minmatar Republic
#8 - 2014-08-04 15:08:27 UTC
Void bombs don't work, simply as a matter of scale. You're looking at 1,800 Cap per bomb going into 81,000 base capacitor with incoming capital energy transfers. The incoming cap from one energy transfer by itself is enough for them to run their hardeners, keep up their end of the cap chain, and have at least one of their reps up most of the time, with enough aggregate rep power spread across the fleet that even if you managed to continually bomb some of them to the point where they had to stop repping for a bit they wouldn't be particularly threatened by it.

Oh, and Carrier fleets will often anchor bubbles on themselves once they get into position to make it harder for bombers to come at them.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#9 - 2014-08-04 15:58:53 UTC
Voyager Arran wrote:
Void bombs don't work, simply as a matter of scale. You're looking at 1,800 Cap per bomb going into 81,000 base capacitor with incoming capital energy transfers.

Oh, and Carrier fleets will often anchor bubbles on themselves once they get into position to make it harder for bombers to come at them.

Yeah, I knew about the disparity, I just wasn't sure how big bomber wings were these days.

The fact that carriers will bubble themselves I think is the most clear indication of just how broken they are.

"Come on ya pansies, you don't even have to tackle us. Come get yer whoopin'."

B^/

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I predicted FAUXs

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#10 - 2014-08-04 16:02:07 UTC
Simple.

Fix remote energy transfer arrays so that they do not rely on "Space Magic" and transfer only what they draw (no ship hull bonus's giving "Space Magic" either).


You could, perhaps, then introduce module charges so that they can be fitted to energy transfer arrays for an increased amount of transfer to soften the blow (charges run out).

The fact that you can transfer more energy than you lose is a problem long, long, long in the tooth.


"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Serendipity Lost
Repo Industries
#11 - 2014-08-05 15:57:41 UTC  |  Edited by: Serendipity Lost
Simple fix it to have carriers land 40km off the cyno beacon when the cyno in. The larger the mass of ships then the further the carriers are randomly dropped from the beacon. So 30 carriers the spread would be over 100km radius from the beacon. This would enable the opposing force to warp to the cyno and seperate some of the carriers before they can group up.

While it is generally aknowledged that this idea sux for wh jumps (see threadnaught in wh forums for details) it would go a long way to solve many stagnation issues in k-space. Likewise, a titan bridge should also disperse it's riders over a larger radius as the mass projected through the bridge increases.

I think CCP has a great idea, they are just thinking of implementing it in the wrong part of space.

Additionally for titan bridges - just don't give the pilot the option to stay behind. The last thing a bridge does before it closes is suck the initiating ship along for the ride.
Liam Inkuras
Furnace
Meta Reloaded
#12 - 2014-08-05 19:20:00 UTC
Give reps optimal and falloff ranges, and possibly introduced a module to weaken those ranges (I.e. an RR TD)

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Serendipity Lost
Repo Industries
#13 - 2014-08-06 00:13:56 UTC
Don't work around the problem - stab it in the heart and then stomp on it.

Get rid of drone assist. It helps lazy people pve and null blocks screw everything into the dirt. No one will miss it 2 months from now. Many null guys may even come back to the game.

It's so crazy it just might work.
Christopher Mabata
Northern Accounts and Systems
#14 - 2014-08-06 00:19:31 UTC
Liam Inkuras wrote:
Give reps optimal and falloff ranges, and possibly introduced a module to weaken those ranges (I.e. an RR TD)


So damps?

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