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How To Make Sniping Viable

Author
Aimy Louis
The Scope
Gallente Federation
#21 - 2011-11-05 15:42:28 UTC
How about a combat probe disruptor increasing the scan time of all combat probes within a few AU ?
The module would need a dedicated ship (so a mission runner can't fit it on his CNR).
And why not give this module to black ops ?
Desudes
The Scope
Gallente Federation
#22 - 2011-11-05 15:50:41 UTC  |  Edited by: Desudes
Derath Ellecon wrote:
March rabbit wrote:
is there any ships with good alpha for sniping?

never understand how does sniping without alpha work. You can't hold your target so without alpha it simply leaves......




Fleet engagements?


and shooting small, expensive targets, because nobody flies those, right?


Also OP: if you want to make changes then I suggest you add what the problems are you're fixing and why what you suggest will fix those without interrupting other aspects of the game.

Excuse me, but what the f*ck are you desu?

Mfume Apocal
Brutor Tribe
Minmatar Republic
#23 - 2011-11-08 00:09:26 UTC
Aimy Louis wrote:
The module would need a dedicated ship (so a mission runner can't fit it on his CNR).


Why yes, because low/nullsec mission-runners are known for having 0 alts.
Abbadon21
Ignotis Imperium
Usurper.
#24 - 2011-11-09 04:31:34 UTC
Sniping is still very viable, it's just harder than some of the fleet tactics being used today.

I have seen a two man team of a Apoc + Inty wipe out entire BC fleets because they got so good at it.

Learn How PRO Players Make Billions of ISK and Dominate PVP: http://www.EVEProGuides.com

Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2011-11-09 05:39:15 UTC
Your idea need to be thought through....

Increasing the minimum warp to distance, increasing target range, etc... is not necessarily bad.... but your limits are way over the top.

If you increased the minimum warp to distance to 250 you would probably make sniping much more appropriate. You don't need to mess with probes or even lock distance for that matter..... Just explain why you think the change is needed.

Causalitii Eullon
Catalyst Consortium
#26 - 2011-11-09 22:10:57 UTC
I love how no one has yet to remind the noobs out there that sniper can shoot through an interdiction bubble from a sabre but an enemy fleet cant warp through it. You are all doing sniping wrong

Next time dont duplicate a thread because everyone in the last thread made you look like an idiot and shot down your ideas.
Terakai Darou
Synchron Delta Ops
#27 - 2011-11-10 13:18:01 UTC

Not sure if srs.
TheButcherPete
KarmaFleet
Goonswarm Federation
#28 - 2011-11-10 15:29:21 UTC
I think I read, long ago, that the coding in EVE caps the max targeting range at 259km and the client just can't handle more.


YEEAAAHHHHHH I sniped you from 1k km off, and there wasn't a damn thing you could really do about it...

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Camios
Sebiestor Tribe
Minmatar Republic
#29 - 2011-11-10 17:17:05 UTC
1. Dictors don't work anymore? Place bubbles between you and the other fleet and they won't be able to warp on you.
This is the reason why they are called interdictors.. they do interdiction by preventing you to warp somewhere.

2. Once upon a time I remember when we used to shoot POSes with sniper BSes. Having at least 150km of range was the minimum not to be warp disrupted (with +3 warp scrambling strength) by the POS and escape. Making poses relevant again could be a solution.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#30 - 2011-11-10 21:00:59 UTC  |  Edited by: Mfume Apocal
Camios wrote:
1. Dictors don't work anymore? Place bubbles between you and the other fleet and they won't be able to warp on you.
This is the reason why they are called interdictors.. they do interdiction by preventing you to warp somewhere.


Countered by having a "bounce" spot 300km above that you use to drop down onto the opposing fleet. If they throw up a bubble above, warp to a side bounce and come in.

Quote:
2. Once upon a time I remember when we used to shoot POSes with sniper BSes. Having at least 150km of range was the minimum not to be warp disrupted (with +3 warp scrambling strength) by the POS and escape. Making poses relevant again could be a solution.


That wouldn't bring sniper BS back, because they'd still get bombed or raped by Thundercats/Hellcats/Alphafleet.
StahlWaffe
Doomheim
#31 - 2011-11-11 12:33:38 UTC
Assuming high fleet-discipline, wouldn't it be a viable strat to split up your sniperfleet? 250 man, split into the 5 wings. Wingcommander handles warps, Fleetcommander calls targets as usual. Every wing moves as a 'single' fleet, always keeping a good distance towards the other wings, so if one wing suffers a hostile warp-in, the other 4 wings are still safe and around optimal range to the hostile fleet thus able to help their crippled wing disengage. Maybe every wing just makes 2-3 volleys or kills and then warps to next spot and re-engage.


Anybody already seen this executed / elaborated why it sucks?
Mfume Apocal
Brutor Tribe
Minmatar Republic
#32 - 2011-11-11 17:48:32 UTC
StahlWaffe wrote:
Anybody already seen this executed / elaborated why it sucks?


I can count on one hand the number of corps/alliances with enough competent FCs to pull this off with fingers left over to pick both nostrils.
Dibblerette
Solitude-Industries
#33 - 2011-12-08 01:02:30 UTC
Mfume Apocal wrote:
StahlWaffe wrote:
Anybody already seen this executed / elaborated why it sucks?


I can count on one hand the number of corps/alliances with enough competent FCs to pull this off with fingers left over to pick both nostrils.

You should have seen me puzzling over that one, damn near poked my eye out.
Cid SilverWing
Doomheim
#34 - 2011-12-17 08:54:35 UTC
Only thing I liked was removing the arbitrary hard-limit on targeting range.
Hirana Yoshida
Behavioral Affront
#35 - 2011-12-17 13:47:08 UTC
Tricia McMillyn wrote:
Give snipers some room so their targets can't warp directly to them from on grid.

Slightly excessive to stick 100km in there, that is what 2x the average grid .. neither here nor there.

Much more elegant solution is to introduce deviation for 'danger close' warps/probings, so that probing or warping to something on grid beyond a certain threshold (ex. 150km) adds an up-to km variance. Only way to avoid it would be to warp from off-grid or have lots of individual ships warp to targets betting that one will hit dead-centre.

Question is if we even want sniping to return to its former status .. was sort of boring in the end when it literally came down to target calling and nothing else. Personally want to see sniping get a little extra leeway, not much mind you, a couple of minutes of fun time in between warps is all that is really needed (one is currently lucky to get 20s worth of fun time, barely enough time to re-warp for some hulls)
Super Chair
Project Cerberus
Templis CALSF
#36 - 2011-12-17 17:42:32 UTC
Tricia McMillyn wrote:
1. Remove 249km targeting range limit
2. Increase min warp distance from 150km to 1000km
3. Celestials interfere with probes making anything too close to a celestial unprobable

What do I win?


^^^^
How to make snipinig overpowered
Regam Voss
State War Academy
Caldari State
#37 - 2011-12-17 18:35:54 UTC
How about we make it so you can shoot from one side of the system to the other and the min warp distace is 200k AU.
RubyPorto
RubysRhymes
#38 - 2011-12-18 00:25:10 UTC
Tricia McMillyn wrote:
1. Remove 249km targeting range limit
2. Increase min warp distance from 150km to 1000km
3. Celestials interfere with probes making anything too close to a celestial unprobable

What do I win?


Grid-Fu becoming OP. Since the Goons literally wrote the book (cock filled, ofc) on it, they'll be even better at taking space.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Grozdan Boyadijev
Caldari Provisions
Caldari State
#39 - 2011-12-18 05:07:49 UTC
RubyPorto wrote:
Tricia McMillyn wrote:
1. Remove 249km targeting range limit
2. Increase min warp distance from 150km to 1000km
3. Celestials interfere with probes making anything too close to a celestial unprobable

What do I win?


Grid-Fu becoming OP. Since the Goons literally wrote the book (cock filled, ofc) on it, they'll be even better at taking space.


If we did serious grid-fu these days, that book wouldn't be public info. Just saying, you know. It's just easier to drop an alphafleet on people these days.
RubyPorto
RubysRhymes
#40 - 2011-12-18 10:01:25 UTC
Grozdan Boyadijev wrote:
RubyPorto wrote:
Tricia McMillyn wrote:
1. Remove 249km targeting range limit
2. Increase min warp distance from 150km to 1000km
3. Celestials interfere with probes making anything too close to a celestial unprobable

What do I win?


Grid-Fu becoming OP. Since the Goons literally wrote the book (cock filled, ofc) on it, they'll be even better at taking space.


If we did serious grid-fu these days, that book wouldn't be public info. Just saying, you know. It's just easier to drop an alphafleet on people these days.


I understand that, but IF these changes went live, I suspect you'd go back to using some Grid Fu and becoming good at it. Sitting at 300km sniping, with a hole in the grid between you and the enemy fleet.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

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