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[Discussion] Entosis Link Tactics and Ship Balance

First post First post First post
Author
Alavaria Fera
GoonWaffe
#961 - 2015-03-10 05:56:56 UTC
Vigilanta wrote:
So basically work on the vulnerability, the 4 hour window must go. 24 hours, or some sort of scaled window seem to be the better option for a worldwide single shard game. Vulnerability shouldn't just happen because of time of day, there needs to be some sort of gameplay to induce vulnerability whether thats a single use structure that creates a vulnerable state in the system or some other more brilliant mechanic im incapable of thinking of (perhaps a new deploy able?).

Ah yess,

An EntosisImmunity Blockade Unit: deploy at >50% of gates to make the sov structures vulnerable to entosis links.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Vigilanta
S0utherN Comfort
#962 - 2015-03-10 06:02:06 UTC
Alavaria Fera wrote:
Vigilanta wrote:
So basically work on the vulnerability, the 4 hour window must go. 24 hours, or some sort of scaled window seem to be the better option for a worldwide single shard game. Vulnerability shouldn't just happen because of time of day, there needs to be some sort of gameplay to induce vulnerability whether thats a single use structure that creates a vulnerable state in the system or some other more brilliant mechanic im incapable of thinking of (perhaps a new deploy able?).

Ah yess,

An EntosisImmunity Blockade Unit: deploy at >50% of gates to make the sov structures vulnerable to entosis links.



Doesn't need to reflect SBU mechanics in my mind. Though i actually like the SBu mechanics as they generated good fights more often than not and gave each side ample time to fight each other which often occurred. But there needs to be something more to encourage actual warfare instead of cat and mouse, and what we have right now is very cat and mouse.
Dras Malar
The Scope
Gallente Federation
#963 - 2015-03-10 06:18:38 UTC
This update does the opposite of what nullsec needs.

Having an arbitrarily defined alliance-wide primetime does not incentivize diversity.

The real problem is that there's no longer any risk-reward calculation in this system. By turning sov into a game of laser tag there's no use at all for dreadnoughts anymore. There's no reason to risk anything valuable on the field when you're only trying to aim a laser at a thing until the other guy leaves grid; you can do that with moderately priced cruisers. The likely scenario is that we'll just be able to drag out fights past the end of the window and force a stalemate at long range without any meaningful fights happening.

It's like CCP wants nullsec to just not exist. They seem to hate everything about large alliances and coalitions even though that's what makes this game unique, so they're trying to force our gameplay to change in a way they like better without understanding what we already have or what the changes would actually mean for us.
Alavaria Fera
GoonWaffe
#964 - 2015-03-10 06:25:24 UTC
Dras Malar wrote:
It's like CCP wants nullsec to just not exist. They seem to hate everything about large alliances and coalitions even though that's what makes this game unique, so they're trying to force our gameplay to change in a way they like better without understanding what we already have or what the changes would actually mean for us.

Between our 0.0 dreams and their 0.0 vision, it's obvious who can force the other to submit.

We're not going to win here, it's time to just give in and check out. Maybe fweddit will lead a new coalition to take over factional sovereignty and we can be their pets

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Carniflex
StarHunt
Mordus Angels
#965 - 2015-03-10 07:47:21 UTC
Ranafal wrote:
OMFG, 40 pages and still no solution for trollceptor?

1) Just allow to anchor one (only one) sentry gun near every object which can be "reinforced".

2) This sentry gun should be extremely simple, and very similar to gate ones - it just applies 100% of its damage at distance up to 250km and ignores completely target's speed, transversal, signature etc.

3) This sentry gun should do LOW dps, probably about 100-200 dps and have about 1000 EHP, so 1-2 ceptors and 1-2 logsits should be able to kill it easily in several minutes (or just ignore its dps). Of course it can be killed without any reinforce - just as a usual ship in space.

4) But it will still not allow a _single_ trollceptor to get his entosis link start capture because 2 minutes mean that trollceptor will get several thousands of damage before capture will start - and this damage and dps will not depend on trollceptor speed, signature, distance etc.

5) You can also add some reasonable conditions for anchoring this sentry gun - say, Anchoring 5lvl, and strategic index >=2. You can also require to own TCU in the given system to be able to anchor such sentry near every reinforceabe object. This will make sense in having TCU, strategic index, skills.


There has been posted quite a number of ways to counter a trollceptor over these 40 pages actually.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

SilentAsTheGrave
Aliastra
Gallente Federation
#966 - 2015-03-10 08:03:37 UTC
I guess I will post it again and maybe it won't be drowned out in tears and rage:

In regards to the Entosis Link using fuel:

I think this is a good idea. Using one Strontium every time you turn the module on would do a few good things.

  • As Mike pointed out earlier along with the original people I'm sure; it would mean there is some form of logistics taking place to contest these systems. Especially when it comes to the outer lying systems.
  • Smaller ships, such as interceptors *hint hint*, will have to be somewhat selective on what systems to contest and how many times they are willing to try to contest it. If they find themselves dealing with actual defenders active in the system and negating their Entosis Link with their own, they will have wasted time and will need to move on.
  • Even if super zippy, untouchable (allegedly... ) ships do their thing, they can only do it so long before they run out of fuel.
  • The defenders have the luxary of nearby stations and POS's that are common for alliances that own sov to resupply their Entosis Links.
  • Overdrive Injectors, which is used to gain fast speed, have a penalty to cargo space. Food for thought.
  • If players do not like the idea of having to resupply so often with small fast ships, they can use larger ships with bigger cargo bays. These larger ships tend to be much, much slower than tiny fast frigates. Getting the picture now?

What the over all effect is it still means abandoned systems can still be captured just as easy as this new sov system wants, without having to subject itself to the mythical Trollceptors that terrorize the dreams of certain groups.

What are your thoughts?
Aiyshimin
Shiva Furnace
#967 - 2015-03-10 08:08:43 UTC
SilentAsTheGrave wrote:
I guess I will post it again and maybe it won't be drowned out in tears and rage:

In regards to the Entosis Link using fuel:

I think this is a good idea. Using one Strontium every time you turn the module on would do a few good things.

  • As Mike pointed out earlier along with the original people I'm sure; it would mean there is some form of logistics taking place to contest these systems. Especially when it comes to the outer lying systems.
  • Smaller ships, such as interceptors *hint hint*, will have to be somewhat selective on what systems to contest and how many times they are willing to try to contest it. If they find themselves dealing with actual defenders active in the system and negating their Entosis Link with their own, they will have wasted time and will need to move on.
  • Even if super zippy, untouchable (allegedly... ) ships do their thing, they can only do it so long before they run out of fuel.
  • The defenders have the luxary of nearby stations and POS's that are common for alliances that own sov to resupply their Entosis Links.
  • Overdrive Injectors, which is used to gain fast speed, have a penalty to cargo space. Food for thought.
  • If players do not like the idea of having to resupply so often with small fast ships, they can use larger ships with bigger cargo bays. These larger ships tend to be much, much slower than tiny fast frigates. Getting the picture now?

What the over all effect is it still means abandoned systems can still be captured just as easy as this new sov system wants, without having to subject itself to the mythical Trollceptors that terrorize the dreams of certain groups.

What are your thoughts?


Entosis fuel is a good idea. +1
Wanda Fayne
#968 - 2015-03-10 08:12:10 UTC
SilentAsTheGrave wrote:
I guess I will post it again and maybe it won't be drowned out in tears and rage:

In regards to the Entosis Link using fuel:

I think this is a good idea. Using one Strontium every time you turn the module on would do a few good things.

  • As Mike pointed out earlier along with the original people I'm sure; it would mean there is some form of logistics taking place to contest these systems. Especially when it comes to the outer lying systems.
  • Smaller ships, such as interceptors *hint hint*, will have to be somewhat selective on what systems to contest and how many times they are willing to try to contest it. If they find themselves dealing with actual defenders active in the system and negating their Entosis Link with their own, they will have wasted time and will need to move on.
  • Even if super zippy, untouchable (allegedly... ) ships do their thing, they can only do it so long before they run out of fuel.
  • The defenders have the luxary of nearby stations and POS's that are common for alliances that own sov to resupply their Entosis Links.
  • Overdrive Injectors, which is used to gain fast speed, have a penalty to cargo space. Food for thought.
  • If players do not like the idea of having to resupply so often with small fast ships, they can use larger ships with bigger cargo bays. These larger ships tend to be much, much slower than tiny fast frigates. Getting the picture now?

What the over all effect is it still means abandoned systems can still be captured just as easy as this new sov system wants, without having to subject itself to the mythical Trollceptors that terrorize the dreams of certain groups.

What are your thoughts?


Agreed +1

"your comments just confirms this whole idea is totally pathetic" -Lan Wang-

  • - "hub humping station gamey neutral logi warspam wankery" -Ralph King-Griffin-
Xavier Azabu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#969 - 2015-03-10 08:18:16 UTC  |  Edited by: Xavier Azabu
I think that this is all getting overly complicated.

The Entosis Links system doesn't seem like a bad mechanic. But I'd simply restrict them to Cruiser-sized hulls and above. Adding more resources etc., doesn't sound like a fix.

I love the idea of Command Nodes and spreading out the fight. But that is where the main issue with the interceptors is.

The main reason to me is the warp speed differences between hulls. Simply put, Frigates and Destroyers are too fast and will be used too often to capture the command nodes. Alliances will use smaller hulls to more quickly take over the Command Nodes. Larger hulls will become more obsolete for sov-fights and will have very little use. Alliances with more members will have a huge advantage at quickly capturing command nodes without as much thought being put into fleet composition and tactics.

Create a hull size requirement for Entosis Links and suddenly your fleet cannot instawarp past gatecamps or bubbled gates. You have to either fight through or bridge past somehow. There would be more reason to use titan-bridges or jump bridges to move defensive fleets into position over nodes.

Yes, interceptors could be killed on grid with all sorts of light missile / fast tracking ships like Talwars, Muninns or even Algoses but you don't want the whole meta to be revolved around countering travel 'ceptors with Entosis Links. Pirate
Dave Stark
#970 - 2015-03-10 08:32:54 UTC  |  Edited by: Dave Stark
ok.

just ******* scrap the entowhatsit link entirely.

if you are on grid, within x distance of the capture node and uncloaked - the node behaves like you have a link active on it under the proposed system (but without the penalties).

last man standing on the grid gets to start capturing the node. this reflects the "who has control of the grid" malarky.
not actually having to fit anything extra to ships means there's literally 0 affect on what ships to pick or how to fit them other than whatever the fotm is.
it's easy to understand - if you (or your alliance) are the last and only men standing on the grid you start capturing the node. simplicity in itself.

essentially, it's just king of the hill but i don't really see a problem with that.
Jori McKie
Hedion University
Amarr Empire
#971 - 2015-03-10 08:40:42 UTC  |  Edited by: Jori McKie
Many have already mentioned it, there should be a balance in effort for both Attacker/Defender.


Suggestion:
The entosis link needs cap booster charges to run. (like the ASB)

You have several options to balance this.
- Activating the Entosis link consumes 1x charge and runs forever until it is deactivated/captured or interrupted. Or make it time based, e.g. 1x charge is good for x minutes.
- The charge size matters, e.g. only 400 cap booster can be used for an Entosis link. That means Ceptors have only x attempts to use an Entosis link before they have to get more cap booster from a cloak hauler/whatever.

You can't run amok with like 500 Ceptors for an unlimited amount time but you could if you put a lot of effort into it. Roaming fleets in bigger ships won't have a problem and undefended systems will still be rather easy to conquer.
On the other hand defender will have an easier time to deflect any not so serious attempts on their sov.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

afkalt
Republic Military School
Minmatar Republic
#972 - 2015-03-10 08:44:02 UTC
Aiyshimin wrote:
SilentAsTheGrave wrote:
I guess I will post it again and maybe it won't be drowned out in tears and rage:

In regards to the Entosis Link using fuel:

I think this is a good idea. Using one Strontium every time you turn the module on would do a few good things.

  • As Mike pointed out earlier along with the original people I'm sure; it would mean there is some form of logistics taking place to contest these systems. Especially when it comes to the outer lying systems.
  • Smaller ships, such as interceptors *hint hint*, will have to be somewhat selective on what systems to contest and how many times they are willing to try to contest it. If they find themselves dealing with actual defenders active in the system and negating their Entosis Link with their own, they will have wasted time and will need to move on.
  • Even if super zippy, untouchable (allegedly... ) ships do their thing, they can only do it so long before they run out of fuel.
  • The defenders have the luxary of nearby stations and POS's that are common for alliances that own sov to resupply their Entosis Links.
  • Overdrive Injectors, which is used to gain fast speed, have a penalty to cargo space. Food for thought.
  • If players do not like the idea of having to resupply so often with small fast ships, they can use larger ships with bigger cargo bays. These larger ships tend to be much, much slower than tiny fast frigates. Getting the picture now?

What the over all effect is it still means abandoned systems can still be captured just as easy as this new sov system wants, without having to subject itself to the mythical Trollceptors that terrorize the dreams of certain groups.

What are your thoughts?


Entosis fuel is a good idea. +1


No, but that is because of the 4 hour stalemate which can occur. Nothing will have fuel for that, thus making it an n+1 proposition again.

UNLESS it is fuel to activate ONLY and it doesnt burn for the duration of the laser.
Carniflex
StarHunt
Mordus Angels
#973 - 2015-03-10 08:46:56 UTC
I honestly cant understand the continuing hand wringing over the interceptor with a sov laser.

(*) Before snakes/quafe/offgrid or fleet boosts, etc your average trollceptor would have ~140 km lock range and would be going at ~5.2 km/s, align time without mwd 2 .. 3 seconds. It would have approx 2000 ehp. Signature ~70m with mwd on, ~30m with mwd off.
(*) When using sov laser (assuming T2) it would be "stuck" in 2 minute cykles. At minimum it would need 2 minutes to start harassment + 10 minutes to cause a timer. It is possible to use it in two slightly different ways (1) creating initial "troll" timers (2) trying to ninja capture command bunkers.

So how would one go about countering such thing. Let me do couple assumptions first
(1) There is someone in local when trollceptor comes in and notices a hostile in local. (it is defenders prime time so it is reasonable to assume every system is populated somehow)
(2) Defender is not prepared for it sitting in grid already but has to spend 2..3 minutes to warp to it's ship stockpile, get a correct ship and go make the troll die/go away (meaning the trollceptor can go to it's desirable range unopposed)
(3) There is only a single trollceptor and single defender present in system. Ofc in reality both sides are free to bring buddies / alts into the mix.
(4) Both pilots at all lev 5 skills, no additional boosts (in reality both sides can have implants / OGB, etc)

[1] Static structure (ihub, tcu, station), initial timer creation
- both sides have a set of tacktical bookmarks prepared (more likely for defender as he is living in there after all)
- defender lands on grid, trollceptor takes note and starts to "burn offgrid". On average it has approx 60 seconds of sov laser timer remaining.
- example defence ship I would use with set of tacticals to harass a trollceptor
[Cormorant, Cormorant MK III]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Limited 1MN Microwarpdrive I
Sensor Booster II
Sensor Booster II

150mm Railgun II
150mm Railgun II
150mm Railgun II
150mm Railgun II
150mm Railgun II
150mm Railgun II
150mm Railgun II
Sov Laser I

Small Hybrid Locus Coordinator I
Small Ancillary Current Router I
Small Hybrid Locus Coordinator I

Spike S x1000
Javelin S x1000
Caldari Navy Antimatter Charge S x1000
Targeting Range Script x2
Scan Resolution Script x2

- warp to a suitable bookmark (~10 sec) , lock (5 seconds), fire 2-5 volleys (5 .. 13 seconds), 150 damage / volley, 300 .. 750 damage.
- repeat the process, on average trollceptor escapes with some hull left - about every 4th trollceptor should die bcos it was unlucky enough to have ~90 seconds remaining on its timer when you landed.
- warp to structure, use your own sov laser for a minute or two, go back ratting OR if troll sticks around in system try to chase it a bit before going back to ratting.

Cost of platforms (irrelevant for balance purposes) 15 mil (+20 mil for t1 sov laser if present) for defender vs 20 mil (+80 mil for t2 sov laser that is needed to be a trollceptor).

[2] Command node - freshly spawned neither side has bookmarks.
- defender is already in a combat ship - most likely en-route to the command bunker when troll comes in, or if troll is already present both initiate the warp when the bunker spawns. Matter of luck who comes out of warp where.
- because of earlier assumptions there is for some reason only one defender and only one attacker present.
- defender has the advantage of being able to switch ships if there is stalemate with trollceptor.
- defenders goal is not to kill trollceptor but to cap the command bunker as fast as possible
- bring a T1 cruiser (blackbird, celestis) with sufficient lock range to neuther the trollceptor, cap the node.
[Blackbird, Antitrolololol]
Signal Distortion Amplifier II
Signal Distortion Amplifier II
Damage Control II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Sensor Booster II, Targeting Range Script
ECM - Spatial Destabilizer II
ECM - Phase Inverter II
ECM - Ion Field Projector II

Rapid Light Missile Launcher II, Mjolnir Light Missile
Rapid Light Missile Launcher II, Mjolnir Light Missile
Rapid Light Missile Launcher II, Mjolnir Light Missile
Sov Laser I

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Hornet EC-300 x2

- carry mobile depot and full set of racial jammers to pick suitable jammers for specific trollceptor

Cost of platforms (irrelevant for balance purposes) 25 mil (+20 mil for t1 sov laser if present) for defender vs 20 mil (+80 mil for t2 sov laser that is needed to be a trollceptor).

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Jori McKie
Hedion University
Amarr Empire
#974 - 2015-03-10 08:50:04 UTC
SilentAsTheGrave wrote:
I guess I will post it again and maybe it won't be drowned out in tears and rage:

In regards to the Entosis Link using fuel:

I think this is a good idea. Using one Strontium every time you turn the module on would do a few good things.

  • As Mike pointed out earlier along with the original people I'm sure; it would mean there is some form of logistics taking place to contest these systems. Especially when it comes to the outer lying systems.
  • Smaller ships, such as interceptors *hint hint*, will have to be somewhat selective on what systems to contest and how many times they are willing to try to contest it. If they find themselves dealing with actual defenders active in the system and negating their Entosis Link with their own, they will have wasted time and will need to move on.
  • Even if super zippy, untouchable (allegedly... ) ships do their thing, they can only do it so long before they run out of fuel.
  • The defenders have the luxary of nearby stations and POS's that are common for alliances that own sov to resupply their Entosis Links.
  • Overdrive Injectors, which is used to gain fast speed, have a penalty to cargo space. Food for thought.
  • If players do not like the idea of having to resupply so often with small fast ships, they can use larger ships with bigger cargo bays. These larger ships tend to be much, much slower than tiny fast frigates. Getting the picture now?

What the over all effect is it still means abandoned systems can still be captured just as easy as this new sov system wants, without having to subject itself to the mythical Trollceptors that terrorize the dreams of certain groups.

What are your thoughts?

Damn had the same idea just with cap booster.
In the end it doesn't matter what kind of fuel is used as the mechanics behind it are important. And it makes it easy to balance without artificial restrictions to ships or speed.
https://forums.eveonline.com/default.aspx?g=posts&m=5568781#post5568781

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

SilentAsTheGrave
Aliastra
Gallente Federation
#975 - 2015-03-10 08:50:28 UTC
afkalt wrote:
Aiyshimin wrote:
Entosis fuel is a good idea. +1


No, but that is because of the 4 hour stalemate which can occur. Nothing will have fuel for that, thus making it an n+1 proposition again.

UNLESS it is fuel to activate ONLY and it doesnt burn for the duration of the laser.

It could be just one unit to activate it and then it lasts until you no longer are on grid/dead/win/lose lock. Then it would last the whole four hours.

Then again, maybe it shouldn't last the whole four hours and clearing the grid of hostiles before you go activating the Entosis Link is the way to go. Which I think is the better solution.
Sigras
Conglomo
#976 - 2015-03-10 08:50:32 UTC
Dave Stark wrote:
ok.

just ******* scrap the entowhatsit link entirely.

if you are on grid, within x distance of the capture node and uncloaked - the node behaves like you have a link active on it under the proposed system.

last man standing on the grid gets to start capturing the node. this reflects the "who has control of the grid" malarky.
not actually having to fit anything extra to ships means there's literally 0 affect on what ships to pick or how to fit them other than whatever the fotm is.
it's easy to understand - if you (or your alliance) are the last and only men standing on the grid you start capturing the node. simplicity in itself.

essentially, it's just king of the hill but i don't really see a problem with that.

yeah because THAT will fix the troll interceptor problem...

I like the idea because it also provides so many more ways that CCP can balance and control the situation as well... /sarcasm
SilentAsTheGrave
Aliastra
Gallente Federation
#977 - 2015-03-10 08:55:08 UTC  |  Edited by: SilentAsTheGrave
Just reposting what seems to have gained some traction in case it was lost in the pages:

In regards to the Entosis Link using fuel:

I think this is a good idea. Using one Strontium every time you turn the module on would do a few good things.

  • As Mike pointed out earlier along with the original people I'm sure; it would mean there is some form of logistics taking place to contest these systems. Especially when it comes to the outer lying systems.
  • Smaller ships, such as interceptors *hint hint*, will have to be somewhat selective on what systems to contest and how many times they are willing to try to contest it. If they find themselves dealing with actual defenders active in the system and negating their Entosis Link with their own, they will have wasted time and will need to move on.
  • Even if super zippy, untouchable (allegedly... ) ships do their thing, they can only do it so long before they run out of fuel.
  • The defenders have the luxary of nearby stations and POS's that are common for alliances that own sov to resupply their Entosis Links.
  • Overdrive Injectors, which is used to gain fast speed, have a penalty to cargo space. Food for thought.
  • If players do not like the idea of having to resupply so often with small fast ships, they can use larger ships with bigger cargo bays. These larger ships tend to be much, much slower than tiny fast frigates. Getting the picture now?

What the over all effect is it still means abandoned systems can still be captured just as easy as this new sov system wants, without having to subject itself to the mythical Trollceptors that terrorize the dreams of certain groups.

What are your thoughts?
afkalt
Republic Military School
Minmatar Republic
#978 - 2015-03-10 09:01:14 UTC
SilentAsTheGrave wrote:
afkalt wrote:
Aiyshimin wrote:
Entosis fuel is a good idea. +1


No, but that is because of the 4 hour stalemate which can occur. Nothing will have fuel for that, thus making it an n+1 proposition again.

UNLESS it is fuel to activate ONLY and it doesnt burn for the duration of the laser.

It could be just one unit to activate it and then it lasts until you no longer are on grid/dead/win/lose lock. Then it would last the whole four hours.

Then again, maybe it shouldn't last the whole four hours and clearing the grid of hostiles before you go activating the Entosis Link is the way to go. Which I think is the better solution.


It kinda has to, otherwise the defenders can keep rolling the timer back if the attackers are under fuel pressure. Fuel badger Doctrine™ shouldn't be a thing (for this).
SilentAsTheGrave
Aliastra
Gallente Federation
#979 - 2015-03-10 09:03:36 UTC
afkalt wrote:
SilentAsTheGrave wrote:
afkalt wrote:
Aiyshimin wrote:
Entosis fuel is a good idea. +1


No, but that is because of the 4 hour stalemate which can occur. Nothing will have fuel for that, thus making it an n+1 proposition again.

UNLESS it is fuel to activate ONLY and it doesnt burn for the duration of the laser.

It could be just one unit to activate it and then it lasts until you no longer are on grid/dead/win/lose lock. Then it would last the whole four hours.

Then again, maybe it shouldn't last the whole four hours and clearing the grid of hostiles before you go activating the Entosis Link is the way to go. Which I think is the better solution.


It kinda has to, otherwise the defenders can keep rolling the timer back if the attackers are under fuel pressure. Fuel badger Doctrine™ shouldn't be a thing (for this).

Battle Entosis Fuel Bader is a GO!Cool
Jori McKie
Hedion University
Amarr Empire
#980 - 2015-03-10 09:05:52 UTC
afkalt wrote:
SilentAsTheGrave wrote:
afkalt wrote:
Aiyshimin wrote:
Entosis fuel is a good idea. +1


No, but that is because of the 4 hour stalemate which can occur. Nothing will have fuel for that, thus making it an n+1 proposition again.

UNLESS it is fuel to activate ONLY and it doesnt burn for the duration of the laser.

It could be just one unit to activate it and then it lasts until you no longer are on grid/dead/win/lose lock. Then it would last the whole four hours.

Then again, maybe it shouldn't last the whole four hours and clearing the grid of hostiles before you go activating the Entosis Link is the way to go. Which I think is the better solution.


It kinda has to, otherwise the defenders can keep rolling the timer back if the attackers are under fuel pressure. Fuel badger Doctrine™ shouldn't be a thing (for this).


That is the idea, fuel pressure.
You can still troll a little in a Ceptor as long as no one shows up.
Roaming fleets and serious attempts on sov won't have a problem with fuel.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar