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[Discussion] Entosis Link Tactics and Ship Balance

First post First post First post
Author
Ned Thomas
Sebiestor Tribe
Minmatar Republic
#21 - 2015-03-09 13:37:30 UTC
I've seen a few people using Cyno's as a placeholder for E-links when theorycrfting and I kinda like that as a starting point for fitting requirements. Just to throw that out there.
Elenahina
Federal Navy Academy
Gallente Federation
#22 - 2015-03-09 13:37:39 UTC
Aralyn Cormallen wrote:
CCP Fozzie wrote:
We can use everything from module price...


Please, please, learn from experience. Price is not a sensible balance mechanic in any way.


*cough cough* supercaps online *cough*

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Borachon
The Scope
Gallente Federation
#23 - 2015-03-09 13:37:55 UTC
The biggest concern with trollceptors seems to be the extreme long range on T2 entosis links. I understand wanting a long-range link for things like sniper doctrines, but I don't see why you're doing this with the T1/T2 distinction.

Instead, why not have S/M/L/XL entosis links with ranges similar to S/M/L/XL long range weapons? The T1/T2 variants would then mostly impact cycle times. This gives you more room to use the module tools at your disposal to tweak usage. It does potentially complicate the loot table of drifter battleships, however.
Arkon Olacar
black.listed
#24 - 2015-03-09 13:38:25 UTC
The stats for the T1 module seem pretty good. The stats for the T2 version are completely off. 25km vs 250km, are you high?

The best way to determine who has grid control is by limiting the range on the module. If you've won the fight and have killed/chased off any fleet that actually poses a threat, why should you then give two ***** about some crap sitting 200km off? Restrict the range of the module to 25/30km (if not less), it forces you to slap your **** down on the ihub if you wish to RF it (which is only right).

You could potentially look at a speed reduction while the module is active (on top of the warping restriction). The key feature currently missing is risk - if you want to use the module, you should have to commit to it, and put assets at risk. Currently there is little risk if you can just kite while the 2 minutes run down and then warp off.
Assassn Gallic
The Scope
Gallente Federation
#25 - 2015-03-09 13:38:59 UTC  |  Edited by: Assassn Gallic
Dave Stark wrote:
EvilweaselFinance wrote:
Trollceptors fundamentally don't fit the "effective control of the grid" argument. The things that can hit an orbiting snaked-out interceptor are few and far between and require very specific fits to counter, allowing a trollceptor to easily keep a link alive without effective control of the grid. This also forces specific metas, in opposition to the view that they should not affect the meta - you have to be able to blap interceptors in your fleet composition.

They also simply allow you to evade committing anything to a fight, and if you're attacking sov at the very least you should be risking a single ship.


fortunately you don't have to hit a trollceptor to stop it, just activate your own link.


Except that doesn't "stop" the interceptor, it negates it until one of the two get bored and leave. That's not how sov should be working, you fight for your space not kite for your space.
For the nay sayers one of the more likely fits with stats using an interceptor :


[Raptor, trollceptor fit]

Overdrive Injector System II - 447k isk
Overdrive Injector System II -447k isk
Overdrive Injector System II -447k isk

Coreli A-Type 1MN Microwarpdrive -27.4m isk
Sensor Booster II, Targeting Range Script 1m isk
Sensor Booster II, Targeting Range Script 1m isk
Sensor Booster II, Targeting Range Script 1m isk

[Empty High slot]
[Empty High slot]
[Empty High slot]

Small Low Friction Nozzle Joints II 2.34m isk
Small Low Friction Nozzle Joints II - 2.34m isk
Fittings spare : 138 cpu (69%), 29.5 powergrid (62.11%).

Implants :
Eifyr and Co. 'Rogue' Navigation NN-603 -12m isk


Fit moves @ 5,093m/s before heat and can target out to 124km.
With heat : 7,278m/s
Full stats can be found here :
http://puu.sh/gt5GV/d49e6babaf.png

Total isk with implants : 71,580,000. (assuming you always lose the pod)

Amount of these you could see isk generated for per hour based on average income from varying sources :
Nullsec anomaly afk ishtar 1 per hour
Nullsec anomaly carrier 2 per hour
Highsec "HQ" incursions 2 per hour ( can double that occasionally)
Highsec "Vanguard" Incursions 1.8 per hour
Highsec ice mining with perfect boosts 0.5 per hour

This is per person assuming they have spent at least a day or two getting familiar with doing their activity.

Fighters, bring back their Scan res! Fighter scan res thread

Anya Solette
Federal Navy Academy
Gallente Federation
#26 - 2015-03-09 13:40:05 UTC
afkalt wrote:
EvilweaselFinance wrote:
Trollceptors fundamentally don't fit the "effective control of the grid" argument. The things that can hit an orbiting snaked-out interceptor are few and far between and require very specific fits to counter, allowing a trollceptor to easily keep a link alive without effective control of the grid. This also forces specific metas, in opposition to the view that they should not affect the meta - you have to be able to blap interceptors in your fleet composition.

They also simply allow you to evade committing anything to a fight, and if you're attacking sov at the very least you should be risking a single ship.



A 100m isk, 2k EHP ship with a billion isk pod?

I'm sure they'll be ten-a-penny Roll


100m isk is literally an hour of ratting on an afk alt, i sneeze and more isk comes out my nose than that. Also, unless you have a dictor with perfect coordination and a good warpin at the instant you alpha the trollceptor, you're not catching that snaked pod.
Phoenix Jones
Small-Arms Fire
#27 - 2015-03-09 13:40:07 UTC  |  Edited by: Phoenix Jones
Probably the simplest solution is ship restrictions. No interceptors (bubble immunity), no covops ship.

Actually I would go as far as saying that the entosis link cannot be onlined if there is any type of cloaking device (covops or basic), on the ship.

So no interceptors, nothing with a cloaking device.

If you want to address the kiting ships, only allow the t2 version of the entosis device (the one at 250km), on battle cruisers and above.

You remove bubble immune ships from beginning captures, remove troll cloaky campers from entosising a system without any help, and remove kiters by making the long range version bc and above.

Yea you will have to put some restrictions on them unfortunately.

The alternative is to make the 250 km version so haneously expensive that people wouldn't use it on a frigate or cruiser.

Yaay!!!!

Kaarous Aldurald
Black Hydra Consortium.
#28 - 2015-03-09 13:40:24 UTC
Jaro Essa wrote:

You won't have to kill the interceptor. With your own entosis link active on the structure or command node, no progress can be made towards the timer.


Which, I would point out, is not promoting conflict. It's fighting kiting with boredom. You're just sitting there on the button, while he's sitting there a hundred kilometers away from the button, waiting until one of you gives up.

Great mechanic, bro. Such conflict, much meaningful.


Quote:

Though, if you can't kill one interceptor, why should you have sov?


Why should a solo interceptor be the deciding factor for control of an entire system? Or any factor at all?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Huffy Dragon
Another Corp..
#29 - 2015-03-09 13:40:51 UTC  |  Edited by: Huffy Dragon
Make them only fit to command ships and T1 (no faction) battleships.

Time to revive some dead shipclasses.


I don't fear the entosis-ceptor on grid. I fear the entosis-ceptor crossing an entire region in 10 minutes, escaping gatecamps and ninja-reinforcing everywhere.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#30 - 2015-03-09 13:41:10 UTC  |  Edited by: Capqu
remove interceptor bubble immunity

no ship should be uncatchable, and interceptors were already one of the safest ships to move around null with before the change. now they just completely overshadow all other frigates because they have a binary ability which the others cannot match

my kb has a lot of interceptors on it for the record [https://zkillboard.com/character/1107018389/topalltime/], and i really really don't think they need this to remain competitive. point range, mwd signature and (warp) speed are more than enough and it makes them idiot proof when before they took a little bit of brainpower

camping your own space to stop people from entosis linking should be effective. it makes gate choke points etc interesting - interceptors with bubble immunity just makes your camp irrelevant

t3s with warp immunity are a similar problem but at least they have a barrier to entry through expense and skills, and won't be as effective at disengaging when messed with once they do make it past your camp and onto the entosis beam thing. i'd like to seem them dealt with too but i don't feel like theyre as much as a problem as interceptors
Anthar Thebess
#31 - 2015-03-09 13:42:03 UTC  |  Edited by: Anthar Thebess
Can we somehow make ship using this sov capture module immune to ewar?

Simple example how this module can be easily disabled , even when someone have control over a grid:
- drop lock braking bomb.
- jam using T1 ship from 200km
- damp to cut off targeting range.

This tactics can be benefit in some way to this mechanic , but at the same time allow 1 person having tons of book marks around the structure to block any progress even when control over a grid is long lost.

As for ship classes that can use this module limiting it only to cruiser or bigger ships can also solve many issues.
Skills to fly cruiser, or a price tag for a T1 version is almost none existent.

Can also the initial price tag for this module can be reduced by 1/3 by increasing initial drop rate.
Current blocks already plan to buy as many modules as possible at the beginning , as we know how much they will cost eventually , so for them this will profit in 2 ways.
Less modules will be less contested space for longer period of time , more isk made from reselling this module means that they will not loose isk invested in this operation.
Could we get material drops for those modules moved to data sites , to improve their value?
Phoenix Jones
Small-Arms Fire
#32 - 2015-03-09 13:42:18 UTC
Kaarous Aldurald wrote:
Jaro Essa wrote:

You won't have to kill the interceptor. With your own entosis link active on the structure or command node, no progress can be made towards the timer.


Which, I would point out, is not promoting conflict. It's fighting kiting with boredom. You're just sitting there on the button, while he's sitting there a hundred kilometers away from the button, waiting until one of you gives up.

Great mechanic, bro. Such conflict, much meaningful.


Quote:

Though, if you can't kill one interceptor, why should you have sov?


Why should a solo interceptor be the deciding factor for control of an entire system? Or any factor at all?


What's stopping you from killing said interceptor.

I get the point but it goes both ways. Ultimately a interceptor is probably too strong of a ship for this module to be used with.

Yaay!!!!

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#33 - 2015-03-09 13:42:50 UTC
Fozzie, what was the intention of not allowing remote assistance while using Entosis Links?

If it was to curb the extremes of armour/shield-tanking that would require specialised fleets to deal with, the same logic should apply to speed-tanking. While an Entosis Link is active the ship should either have a significant signature radius penalty, or not be able to activate propulsion mods at all.
Kaarous Aldurald
Black Hydra Consortium.
#34 - 2015-03-09 13:43:20 UTC
Phoenix Jones wrote:

What's stopping you from killing said interceptor.


I was answering the claim of the guy who said you didn't have to.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Querns
Science and Trade Institute
Caldari State
#35 - 2015-03-09 13:43:25 UTC
I guess I don't understand why it seems so difficult to take a position on the main issue, here. This update spends a lot of time talking about the balance team's ability to make changes to counter undesired gameplay. I don't think that was ever in doubt; anyone paying attention knows that the balance team has a large toolkit. What we want to know is your intentions — do you plan to nerf entosis interceptors or not?

This issue is so fundamental that it poisons any other potential discussion on the topic of New Sov. Without a clear position on this one subject, none of the rest of the work that has been done has any fundamental meaning. This is a very harsh thing for me to say, but I can't really put it any more gently than this. For this, I apologize, but it has to be said for any forward progress to be made.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Primary This Rifter
Mutual Fund of the Something
#36 - 2015-03-09 13:43:31 UTC
The nature of entosis links is going to push alliances into very rigid doctrines that won't change except in the case of rebalancing. People will get bored of this very quickly.
Amyclas Amatin
SUNDERING
Goonswarm Federation
#37 - 2015-03-09 13:44:32 UTC
Amyclas Amatin wrote:

Put it this way. If sending 500 suicide alts to Entosis something is a viable strategy, we will do it.


Lack of remote reps don't mean anything to a super-power. If we will sacrifice Triage Carriers and Siege dreads, we will sacrifice any other ship, and in a much larger scale.

For more information on the New Order of High-Sec, please visit: http://www.minerbumping.com/

Remember that whenever you have a bad day in EVE, the correct reponse is "Thank you CCP, may I please have another?"

Kaarous Aldurald
Black Hydra Consortium.
#38 - 2015-03-09 13:44:45 UTC
Primary This Rifter wrote:
The nature of entosis links is going to push alliances into very rigid doctrines that won't change except in the case of rebalancing. People will get bored of this very quickly.


Yep. Interceptors, and whatever counter they can devise against interceptors. Probably more interceptors.

Hey, isn't that the exact same problem people have with capitals? That their only counter is themselves?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

afkalt
Republic Military School
Minmatar Republic
#39 - 2015-03-09 13:45:00 UTC
You need to make who is using a link appear on the overview (like scrams/ewar to players do at the moment).

A purely "visual" effect will be impossible to get a hold of the right ship to target.

We also need some clarity on the following points (there are probably more)
>How will warping be blocked
>Does this affect MJDs/MWDs (i.e. is it a scram or a point effect)
>What happens if the ship loses lock
>Capital cycle time was discussed to be longer - is the capture time also longer
>Will cynoing OUT with an active link be allowed i.e. does this fully "tackle" caps and supers too?
>Are other high slot mods blocked at the time the link is active - bastion/triage/etc/etc

Also - make the module drop rate 100% - encourage hunting non-committal attempts to troll. It'll pay better than ratting Smile
Makari Aeron
Imperial Shipment
Amarr Empire
#40 - 2015-03-09 13:45:10 UTC  |  Edited by: Makari Aeron
The module itself i have no problem with. Sure, I prefer the old HP based system because I loved shooting at a structure for hours while BSing with my friends on Teamspeak. C'est la vie. That's not the point here.

However, I would limit the number of links on a structure to only a handful per alliance. Otherwise you're going to get every ship in the fleet with one so it takes forever to ensure the other side can't attack the sov later. In addition, I would recommend only ONE structure per solar system to be able to have an entosis link at a time. One the cycle is over, you can move to another one. This would eliminate the "bonus" large groups get when they can simply blitz all the structures in every system.


I'm more concerned over the "vulnerability" window which can be manipulated over DT to reduce the time players have to do the minigame. I'm also unsure about the mini-game. Honestly, if I wanted to do FW-esque stuff, I'd go to FW space and I woldn't be in nullsec. Also, this seems like this mini-game favors big blobs and thus does not help smaller groups gain sov as the dev blog would like to suggest.

All in all, while this may be seen as a good attempt to fix sov, I disagree. This does give a reason to OWN sov. The "you can make so much money doing anoms" is a terrible answer. You can make money in others sov space and force them out. Therefore I do not see this as a "positive" reason. Also, most alliances make their money off of renting systems or moon goo both of which are only loosely tied to sov. Personally, I do not support this change of Sov and would prefer it not in the game I intend to keep playing.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP