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[Discussion] Entosis Link Tactics and Ship Balance

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Author
DaeHan Minhyok
Logical Outcomes
#281 - 2015-03-09 16:37:11 UTC
xttz wrote:
DaeHan Minhyok wrote:
What if the entosis link required charges each cycle and the quantity and volume of charges made it inpractical for T1/T2 frig/desi or tactical desi to run a link long enough to challenge any solar system sov with any single index above a 2-3?

Thus a small ship would have to sacrifice its low slots and rigs to cargo rxpansion hampering its speed, agility, dps, and tank.

This would also make battlecruisers and larger a necessity for taking systems with higher indices.


This is a more elegant solution than preventing specific fits. If frigates could only run 1 or 2 cycles before needing to reload somewhere, they would at least require some form of support and/or teamwork.

It probably does make blockade runners the new Big Bad, but at least they're vulnerable to bubbles.


And blockade runners/industrials are fairly easy to kill for 1-3 pilots than chasing an interceptor all over grid. Also, if an industrial ship accompanies one or more speedy frigates that drop by for more charges both ships must be at 0m/s or at least slow at some point and thus vulnerable to long range volleys and/or tackle.
Eli Apol
Definitely a nullsec alt
#282 - 2015-03-09 16:38:30 UTC  |  Edited by: Eli Apol
Promiscuous Female wrote:
i too log on every day to re-grid-fu my tcu, ihub, and station in every system I possess to acquire an infinitesimal advantage

nevermind that is an exploit and would eventually get reported

and yes the interceptor stays still while it is capturing, as long as no one else is on grid

this way it can be in the best position to run away, orbiting means you eventually start orbiting towards a celestial and get owned

So now using the grid fu we've forced the 100m each attacking interceptors to sit static in one specific part of the surrounding sphere and we can't drop a RLML stealth bomber right on top of them?

Also if this IS an exploit I'd love to know because miniluv, code et al use it on a daily basis.

Also FYI since this doesn't seem to be your strong suit in knowledge of mechanics, you just anchor a mobile depot there and don't need to repeat your actions on a daily basis.

but what would I know, I'm just a salvager

afkalt
Republic Military School
Minmatar Republic
#283 - 2015-03-09 16:39:21 UTC  |  Edited by: afkalt
EvilweaselFinance wrote:
afkalt wrote:
Smartbomb camps will pop up. I GUARANTEE it.


no they won't considering they don't work, as anyone who has ever tried one against inties knows


You heard it here first. No intys have ever died to a SB battleship gang. Roll

I get it, you're all terrified of interceptors and want to hide behind hell bubbled gate camps. But let's not make out they're the boogieman here.

It is a game changer. We must adapt or fade into insignificance.

And yes, I'm eagerly awaiting the doomsayer threats of people RFing the whole of null...


People catch and kill quad stabbed frigates in FW....they'll catch these too.
Hiwashi
Shadow State
Goonswarm Federation
#284 - 2015-03-09 16:39:41 UTC  |  Edited by: Hiwashi
I feel like the Entosis Link should behave mostly like a Cyno. You can't move/warp while it's active plus no remote assistance from other ships ( like reps ) and that's about it.

You could even make the ship that uses the Entosis Link to show on the overview system wide so it's easier to know where it is and who is using it.
Promiscuous Female
GBS Logistics and Fives Support
#285 - 2015-03-09 16:40:30 UTC  |  Edited by: ISD Ezwal
Eli Apol wrote:
So now using the grid fu we've forced the 100m each attacking interceptors to sit static in one specific part of the surrounding sphere and we can't drop a RLML stealth bomber right on top of them?


*Snip* Please refrain from personal attacks. ISD Ezwal.

grid-fuing every single grid in your empire is impractical in terms of manhours spent to defend for benefit gained

it's also, y'know, an exploit

if someone started doing this, you just report it and it stops happening
Johnny Twelvebore
The Tuskers
The Tuskers Co.
#286 - 2015-03-09 16:41:30 UTC  |  Edited by: Johnny Twelvebore
All this complaining about "trollceptors" is making my head hurt.

If your problem is a ceptor which is fit to lock at 200km then it's combat viability is almost zero, use another fast ship to kill it - as the rules currently stand it cannot warp with the new module active. There are plenty of fast missile ships to choose from.

End of discussion, if your multi thousand man sov holding entity cannot catch one ceptor which is essentially already tackled by virtue of using it's sov module then perhaps you don't deserve that sov.

Alternatively I would be happy to accept ISK to come and teach you how to fly.

Bloody hell, another eve blog! http://johnnytwelvebore.wordpress.com

EvilweaselFinance
GoonCorp
Goonswarm Federation
#287 - 2015-03-09 16:41:51 UTC  |  Edited by: ISD Ezwal
afkalt wrote:

It is a game changer. We must adapt or fade into insignificance.

who is this "we", *Snip* Please refrain from personal attacks. ISD Ezwal.

interceptor gangs have been going on for months, and are effectively uncounterable. im sure that in highsec you don't see them, but in null we see them all the time. "what if we used a lot of interceptors" is a thing that the rest of us thought of well before this, and are now used because you cannot effectively kill them with any sort of camp, smartbombs included

sure, every so often someone passes out and dies, but all of us who live in nullsec know that's essentially the only time it happens
LT Alter
Ryba.
White Squall.
#288 - 2015-03-09 16:41:52 UTC  |  Edited by: LT Alter
I have a suggestion for a change to the entosis link, not a suggestion for a change to the mechanics themselves but to the modules themselves. Currently I like the mechanical design idea of the entosis links, I feel it will be good for the game. However, while I don’t believe ‘trollceptors’ will be much of a problem to deal with, I do have a problem with the fact that they can still go around harassing sovereignty structures with very little risk to themselves.

The problem of low risk stems from the insane range of the T2 entosis link. While that could easily be solved by making the T2 entosis link harder or impossible to fit on a frigate, I feel that would go against the idea of the entosis link being available to most/all ship-types in the game.

Another point to be made is, as the entosis link is, “A way for the server to determine who has control of the grid.” I feel that the 250km range makes stalemates a probable occurrence if the enemy continually place ships at extreme ranges around the target and disrupting the group who actually has control of the space surrounding the target structure. As Fozzie said, the idea is to avoid such stalemates. Though, I feel the structure defender should have some ability to disrupt a stronger attacker, without being able to halt their progress altogether.

My idea proposes not a change to the entosis link mechanics, but the entosis links themselves. Rather than make them T1 and T2, make them separate types of entosis links. Here are my suggested modules below.

Direct Entosis Link I


Description: The early iterations of mind-machine interfacing the mind needed to be directly linked to the machine through wires. Further iterations allowed for wireless links, however for a direct link to be made close proximity is still required.

Fitting:

  • Easy to fit on any class of ship.


Stats:

  • Only very short range. If the ship leaves this range the link is broken (But must still wait out module deactivation time)
  • Ship becomes immune to targeted electronic-warfare during activation.
  • Maximum Target Count set to 1 during module activation.
  • Requires the skill Infomorph Psychology (rank 1 skill).
  • Low fitting requirements, uses high power slot.
  • Only one may be fitted per ship.
  • Cannot be used by trial accounts.


Indirect Entosis Link I

Description: Advancements in mind-machine interacting have allowed for an indirect link. This link requires less concentration and has a much longer effective range. However, it is far less efficient than a direct link, requiring a constant use of the ships capacitor pool to remain active. It is also much slower at interfacing with the machine.

Fitting:

  • Easy to fit on any ship.
  • 50% reduction in maximum capacitor (similar to how an MWD does). The percentage based reduction makes this viable on all ship types, rather than an arbitrary number. This is to counteract ships fit with oversized propulsion modules and ships fit just for speed. By forcing them to sacrifice speed to remain stable.
  • 25% reduction in lock range and sensor strength

Stats:

  • Ship is NOT electronic warfare immune.
  • If the target lock is broken the entosis link no longer has an effect. (Ship must wait out deactivation timer before module can be used again)
  • Has extremely long range.
  • Ship does NOT have a maximum locked targets reduction.
  • Capture speed is slower than the Direct Entosis Link.
  • If activated while an enemy is currently using a Direct Entosis LInk, it slows down the enemy’s capture speed (Unless the enemy can break his target lock of course).
  • Requires the skill Infomorph Psychology (rank 1 skill).
  • Low fitting requirements, uses high power slot.
  • Only one may be fitted per ship.
  • Cannot be used by trial accounts.


My reasoning behind these two modules is simply this. Small groups should be able to harass sov structures, however I feel that a solo frigate should not be able to reinforce/capture a random structure in 5-20 minutes while orbiting at maximum range, should not be possible. If he is willing to put himself in a position of risk, where he has no ability to fend off the enemy (He can only lock the structure while using direct link), must be close to the structure and cannot be repaired. Of course, he can also put himself in a safer position with the indirect link, however he will need more time to reinforce/capture the structure.

Also, if an enemy is capturing a structure, the defender can take an indirect link and warp in at range to disrupt the attacker. The idea behind this is to buy time for support. This is balanced because he cannot halt his attacker’s progress, and his attackers may break his lock to continue at full speed.

Edit: The users would still be unable receive repairs, remote sensor boosters, ect. while the link is active. As already planned with the entosis link.
Promiscuous Female
GBS Logistics and Fives Support
#289 - 2015-03-09 16:42:07 UTC
Eli Apol wrote:

Also if this IS an exploit I'd love to know because miniluv, code et al use it on a daily basis.

this sounds like a fairy tale rather than an observed phenomenon
Eli Apol
Definitely a nullsec alt
#290 - 2015-03-09 16:42:11 UTC  |  Edited by: ISD Ezwal
Promiscuous Female wrote:
Eli Apol wrote:
So now using the grid fu we've forced the 100m each attacking interceptors to sit static in one specific part of the surrounding sphere and we can't drop a RLML stealth bomber right on top of them?

*Snip* Please refrain from personal attacks. ISD Ezwal.

grid-fuing every single grid in your empire is impractical in terms of manhours spent to defend for benefit gained
Sounds impractical if you have hundreds of the things yeah...a lot of hassle for *some* people.

Still waiting for confirmation this is an exploit that some members of the CFC use every day in highsec.

edit: https://wiki.eveonline.com/en/wiki/Grid_Manipulation
Evelopedia wrote:
This whole process is quite complex but not an exploit of game mechanics.


edit2: http://i.imgur.com/WF0MwQv.jpg

Promiscuous Female wrote:
this sounds like a fairy tale rather than an observed phenomenon


If you don't believe the picture since potentially I'll admit I could have tweaked my overview or waited for a quiet period in niarja (lol) try burning down a couple hundred kms from the Madrimilire gate and see where the grid ends.

but what would I know, I'm just a salvager

Promiscuous Female
GBS Logistics and Fives Support
#291 - 2015-03-09 16:42:56 UTC
Johnny Twelvebore wrote:
All this complaining about "trollceptors" is making my head hurt.

If your problem is a ceptor which is fit to lock at 200km then it's combat viability is almost zero, use another fast ship to kill it - as the rules currently stand it cannot warp with the new module active. There are plenty of fast missile ships to choose from.

End of discussion, if your multi thousand man sov holding entity cannot catch one ceptor which is essentially already tackled by virtue of using it's sov module then perhaps you don't deserve that sov.

the interceptor burns off grid, waits out the 2m timer, and escapes

it needs no combat viability to do this
Dracvlad
Taishi Combine
Astral Alliance
#292 - 2015-03-09 16:43:55 UTC
EvilweaselFinance wrote:
Dracvlad wrote:
It comes down to you CCP Fozzie thinking whether having people able to RF stuff with interceptors to grief balances off against the inability to get into Deklin space in any meaningful way.

if deklein, the most populated and well-used 0.0 region in the entire game, isn't easily defensible what on earth do you think is going to happen to every single other region no matter what the defenders do


As I said its not Grr Goons, but when you are off on campaign one strategic option a defender has is to do a rush assault on your space and the interceptors would enable this. I meant to explain this in detail, but with the censoring I keep getting I was loath to write it all out.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Killian Cormac
Cormac Distribution
#293 - 2015-03-09 16:44:42 UTC
Hiwashi wrote:
I feel like the Entosis Link should behave mostly like a Cyno. You can't move/warp while it's active plus no remote assistance from other ships ( like reps ) and that's about it.


I'd be fine with that if capture only took a few minutes. But as it stands now, 30-40 minutes immobile in the middle of hostile territory would guarantee defeat.

I get that sov holders don't want sov to flip too easily, but with all the inherent advantages that a defender has, the attacker must be provided some countervailing opportunities as well.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#294 - 2015-03-09 16:45:38 UTC
Dracvlad wrote:

As I said its not Grr Goons, but when you are off on campaign one strategic option a defender has is to do a rush assault on your space and the interceptors would enable this. I meant to explain this in detail, but with the censoring I keep getting I was loath to write it all out.

deklein remains considerably more populated and used when we are "on campaign" than any other region is, ever

we do not pack up and move the entire alliance, alts exist
Mo'Chuisle
The Executives
#295 - 2015-03-09 16:46:26 UTC
CCP Fozzie wrote:
Hello folks. I'm making this discussion thread to give you all a closer look at our design philosophy for the Entosis Link mechanics and the way we plan to balance the module.

We've been seeing quite a bit of concern from parts of the community that the Entosis Link mechanics will push people to pure evasion fits, the so called trollceptors. It goes without saying that we do not want the sov war meta turn into nothing but sensor boosting Interceptors, but we have plenty of time and tools to help ensure that scenario doesn't occur.

To explain our current approach and help focus the feedback, I want to discuss some of our specific goals for the Entosis Link mechanic itself.

As much as possible, the Entosis Link capture progress should reflect which group has effective military control of the grid.

At its core, the Entosis Link mechanic is a way for the server to tell who won (or is winning) a fight in a specific location. This is a surprisingly tough thing for the server to determine. The best way to win a structure or command node with the Entosis Link should be to gain effective control of the grid.
This means that there will always be an intermediate state where the grid is "contested" and neither side is making significant progress until the fight is resolved.


The optimal strategy for fighting over a location with the Entosis Link should be to gain effective control of the grid.

This is the other side of the coin. In practice it means that we should discourage mechanics that lead to indefinite stalemates over a structure or command node. This is the reason for the "no remote reps" condition on active Links. This is also the goal that trollceptors would contradict if they were to become dominant.


The Entosis Link itself should have the minimum possible effect on what ships and tactics players can choose.

Entosis Links will always have some effect on the types of ships and tactics people find viable for Sov warfare, but we should strive to keep those effects to a minimum. As much as possible, we should work towards a meta where whatever fleet concept would win the fight and control the grid would also be viable for using the Entosis Links.
This also means that we don't want to be using the Entosis Links to intentionally manipulate ship use. We've seen some people suggesting that we restrict Entosis Links to battleships, command ships or capital ships in order to buff those classes. Using the Entosis Link mechanics to artificially skew the meta in that way is not something we are interested in doing.
This goal is why we intend to use the lightest touch possible when working towards the first two goals. It would be easy to overreact to potentially unwanted uses of the Entosis Link by placing extremely harsh restrictions on the module, but we believe that by looking at the situation in a calm and measured manner we can find a good balance.


The restrictions and penalties on the Entosis Link should be as simple and understandable as possible.

This is a fairly obvious goal but I do think it's worth stating explicitly. If we can achieve similar results with two different sets of restrictions and penalties, we'll generally prefer to use the simpler and more understandable set. This also means that we'd generally prefer to use pre-existing mechanics that players will already be familiar with, rather than using completely new mechanics.


All in all, I want to make it very clear that we are going to make adjustments to the Entosis Link in order to get the best possible gameplay and to match these goals as well as possible. If we clearly see a situation emerging where any pure evasion tactics are going to become dominant, we will make changes to the Entosis Link to bring the gameplay back into balance. We expect that there will be many changes and tweaks to the Entosis Link module before launch, and more tweaks made after launch as needed.
We have all of the numerous tools of EVE module balance at our disposal and everything is on the table. We can use everything from module price, range, fittings, cap use, mass penalties, ship restrictions, speed limits and many many more. We intend to use as few of these dials as possible and use the lightest touch possible, but we do have the tools we need to reach these goals.

We would like this thread to become a place of discussion around the Entosis Link mechanics, the ships that you expect to use them on, and the tactics you foresee becoming popular. What issues do you foresee popping up? How do you think these goals should be adjusted or refocused? Which of the many module balance dials do you think would be the most intuitive?

Please keep discussion calm and reasonable. Remember that even though we're not making knee-jerk reactions, we are definitely listening and working to get this balance right.

Thanks
-Fozzie


Don't sign your posts please


Promiscuous Female
GBS Logistics and Fives Support
#296 - 2015-03-09 16:47:16 UTC  |  Edited by: Promiscuous Female
EvilweaselFinance wrote:
Dracvlad wrote:

As I said its not Grr Goons, but when you are off on campaign one strategic option a defender has is to do a rush assault on your space and the interceptors would enable this. I meant to explain this in detail, but with the censoring I keep getting I was loath to write it all out.

deklein remains considerably more populated and used when we are "on campaign" than any other region is, ever

we do not pack up and move the entire alliance, alts exist

the prime time mechanic also allows us to put two thirds of our alliance on attack at any given moment while maintaining a sufficient redoubt back home
John McCreedy
Eve Defence Force
#297 - 2015-03-09 16:48:39 UTC
Arkon Olacar wrote:
John McCreedy wrote:
I don't know about you but the average player plays around 3-4 hours a day during the week. Your alliance is going to set the vulnerability window to the time you play Eve. I'm going to sit there in my cloaky interceptor. Am I there to annoy you? Or am I there to reinforce your sov? You can't probe me out because I'm cloaked. You can't stop me because I'm interdiction nullified. Do you want to take the chance I can reinforce G-E? More importantly, does Brave?

So you have a choice. Ignore me and hope I'm just there as an annoyance. Or risk sov in your Capital system. If you want to protect it, you've no choice but to set up a camps on the Station, the TCU and the iHub because gate camps are useless. So your entire play time is reduced to a camp to try catch a cloaky camper that may or may not attack your sov. No ratting for you. No mining for you. No roaming for you. All the other time zones in your alliance can rat or mine or roam. But not you. Not yours. You are on guard duty. Why? Because CCP decided it was a good idea to allow Interceptors to reinforce systems. Sound like fun to you?


While all of this is true, it does miss out the key part.

It's not just you doing this.

You're sitting there in GE-, while 50 of your buddies are spread out one per system across Catch. The moment a system is unprotected, that guy decloaks and starts using his link. The moment something turns up to counter that ceptor, he burns off, warps away and cloaks up. Sure, that saves that system, for now. But then that group of defenders has to go a few systems over, to take care of another one of your buddies. He decloaks and starts RFing the ihub again.

This process will dominate that region for the entire four hour window, with no rest or respite. And no matter how hard they try, the defenders will not be able to be everywhere at once, and will be faced at least half a dozen timers the next day as payment for their four hours of mindnumbingly dull work, with no kills or assets lost by the aggressor.

The next day, the defender now has these timers to deal with, and he has to capture 50-100 command nodes to keep hold of his space. Meanwhile, those 50 ceptors are still sat there, still poking away every time you turn your back. End result is the defender wastes hours of peoples time, keep hold of most (but not all) of the systems under attack, and is now faced with another dozen timers for the next day.

Welcome to Fozziesov.


I understand that but you misunderstood my point. The lad was saying that the 'trollceptor' issue wasn't an issue. I was explaining in terms of how it would be an issue for him if he's one of the people on guard duty each night.

13 years and counting. Eve Defence Force is recruiting.

FT Diomedes
The Graduates
#298 - 2015-03-09 16:49:11 UTC
Arkon Olacar wrote:
There's another issue people tend to forget when churning out "if you want to keep your sov you should be able to kill an interceptor" posts. When fighting for an ihub timer, large numbers of the defending alliance will be concentrated into a single constellation, to win the timer. If they don't show up, they risk losing ihubs and sov, and so the defender has to commit as many as possible to that timer.

Meanwhile there is nothing to stop a 3rd party from gathering a few dozen interceptors/frigates and RFing the rest of the region nearly unopposed. Sure there might be a few guys left who can form up to chase off roaming gangs, but can this small section of the online playerbase of the defenders be in several dozen places at once? Of course not. The next 'primetime' window would see dozens and dozens of timers in a 4 hour window, meaning the defenders would need to capture literally hundreds of command nodes, each taking at least 10 minutes.

At the minute there is only one thing stopping a 3rd party from RFing most of a region while the defending alliance is tied up at another timer - HP based warfare requires them to commit assets to do so. This element of risk from the aggressor must remain. There should be nothing to stop a 3rd party splitting up and trying to RF half the region at once, but if the defender turns up then that should result in explosions. If the aggressor can simply run away and the defender is left chasing shadows, unable to keep up with the sheer number of structures under attack simultaneously, then the defender would simply stop bothering. Living in nullsec would simply not be worth the effort.

This is me talking from the Brave perspective - if we would struggle to both contest a single major timer and keep Catch (one of the most densely populated nullsec regions in the game) free from a large number of small gangs, then how on earth are 'normal' alliances supposted to have a chance?


This is far and away the biggest issue. Only the largest alliances really have a chance of holding even a single region when faced with opportunistic and agile enemies.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Killian Cormac
Cormac Distribution
#299 - 2015-03-09 16:54:30 UTC
FT Diomedes wrote:
Only the largest alliances really have a chance of holding even a single region when faced with opportunistic and agile enemies.


If this isn't a design goal, it should be. The largest player organizations shouldn't be able to control more than the largest named area to begin with.
Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#300 - 2015-03-09 16:55:13 UTC
Super Noodle wrote:
Fozzie, can you please scrap this entire plan you've come up with to rework sov and start over from scratch. It's garbage.


This.