These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Discussion] Entosis Link Tactics and Ship Balance

First post First post First post
Author
Philip Ogtaulmolfi
We are not bad. Just unlucky
#1401 - 2015-03-12 07:32:18 UTC  |  Edited by: Philip Ogtaulmolfi
baltec1 wrote:

Most systems wont even take 20 min to knock over.

Also the fact that the only answer you have involves no fights and no kills shows just how horrible it will be countering swarms of these things for 4 hours a day every day for year after year.


If it takes less than 20 minutes to RF the structure the only one to blame is the defender. Remember, this is occupancy Sov. If I can't take my system around the 25-30 minutes capture time I am not occupaing it.

And you keep talking about 4 hours. It is going to be 10-15 minutes, shared between 20 pilots, while at the same time we are doing something more fun. And I really think trollceptors will get bored after a month of doing nothing.

Any alliance really trying to take or ruin sovereignity is going to send something more effective.

Edit: misspelling
Miner Hottie
The Scope
Gallente Federation
#1402 - 2015-03-12 07:41:13 UTC
Philip Ogtaulmolfi wrote:
baltec1 wrote:

Most systems wont even take 20 min to knock over.

Also the fact that the only answer you have involves no fights and no kills shows just how horrible it will be countering swarms of these things for 4 hours a day every day for year after year.


If it takes less than 20 minutes to RF the structure the only one to blame is the defender. Remember, this is occupancy Sov. If I can't take my system around the 25-30 minutes capture time I am not occupaing it.

And you keep talking about 4 hours. It is going to be 10-15 minutes, shared between 20 pilots, while at the same to we are doing something more fun. And I really think trollceptors will get bored after a month of doing nothing.

Any alliance really trying to take or ruin sovereignity is going to send something more effective.


Tell me about all those lived in systems with industry index at 5? oh yeah, there arent many at all. Score 1 to baltec1.

2 the CFC reinforced Fountain in bombers. You significantly underestimate our masochistic nature. We will burn all the sov.

It's all about how hot my mining lasers get.

Carniflex
StarHunt
Mordus Angels
#1403 - 2015-03-12 08:27:21 UTC
baltec1 wrote:
PotatoOverdose wrote:

A max speed garmur or dramiel is faster than any ceptor under equivalent conditions. Fact.


It has a 110km head start, it starts burning the second it sees you on its D-scan, it will be 200km away at the very least when you meet it. No, you won't catch it.


It is not trivial but I believe it can be done. For a static sov structure (as trollceptors could be mostly an issue for generating gazillion timers) anyone living in that system would have a set of tactical bookmarks.

A typical trollceptor would be
[Stiletto, trollceptor]
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II

1MN Microwarpdrive II
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script

[Sov Laser II]
[empty high slot]
[empty high slot]

Small Ionic Field Projector II
Small Ionic Field Projector II

135 km lock range, 5.2 km/s speed 1900 ehp (not cap stable but lets pretend it is).

On average, when you warp in on it it would have 60 seconds of the timer remaining. Assuming it picks you up ~10 sec before your land on grid and you warp at zero on the structure it could be, at most indeed at 200 km from the structure, however, with a reasonable set of bookmarks (say, 12 of them or so) it would be trivial to land roughly in front of it somewhere at 50 to 100 km mark. within ~10 seconds - it would have on average 50 seconds of timer remaining.

If you landed at ~50 in front of it it would be within your range probably before it could reliably turn around or change direction sufficiently. At ~100 km mark with it traveling in your direction you probably might catch it within 50 seconds it has remaining.

However, going actually faster than a Stiletto with two overdrives and nano is not an easy feat. Garmur with 2x Overdrive II, Nanofibre II + T2 aux thrusters and Polycarbon engine housing is still 13 m/s slower than that stiletto (all lev 5 no extra boosts) Oversize MWD cynabal would do it but it would not have enough agility (because of extra mass) to follow that interceptor if it figures out that this cynabal coming after it at 7.5 km/s must be using oversize MWD and takes a sharp turn. Speed fit Dramiel would be approx 600 m/s faster that troll stiletto (2x overdrive ii, 1x nano ii, polycarbon housing t2) with both at T2 mwd.

At 600 m/s speed difference we are looking only at spatial span of 30 km over 50 second time interval. In practice this means that on average one should catch a trollceptor in a speedfit dramiel if landing roughly in front of it at a distance less than 60 km (taking into account the possible maneuvers troll stiletto would be capable of doing to avoid ending up within a long point range plus approx 500 ms reaction time)

So what I am trying to say is that catching one of those by just running it down in faster ship is not an trivial task, however, it is not an impossible task by any means as far as I can see.

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

Kristian Hackett
Center for Advanced Studies
Gallente Federation
#1404 - 2015-03-12 08:43:47 UTC  |  Edited by: Kristian Hackett
Carniflex wrote:
baltec1 wrote:
PotatoOverdose wrote:

A max speed garmur or dramiel is faster than any ceptor under equivalent conditions. Fact.


It has a 110km head start, it starts burning the second it sees you on its D-scan, it will be 200km away at the very least when you meet it. No, you won't catch it.


It is not trivial but I believe it can be done. For a static sov structure (as trollceptors could be mostly an issue for generating gazillion timers) anyone living in that system would have a set of tactical bookmarks.

A typical trollceptor would be
[Stiletto, trollceptor]
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II

1MN Microwarpdrive II
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script
Sensor Booster II, Targeting Range Script

[Sov Laser II]
[empty high slot]
[empty high slot]

Small Ionic Field Projector II
Small Ionic Field Projector II

135 km lock range, 5.2 km/s speed 1900 ehp (not cap stable but lets pretend it is).

On average, when you warp in on it it would have 60 seconds of the timer remaining. Assuming it picks you up ~10 sec before your land on grid and you warp at zero on the structure it could be, at most indeed at 200 km from the structure, however, with a reasonable set of bookmarks (say, 12 of them or so) it would be trivial to land roughly in front of it somewhere at 50 to 100 km mark. within ~10 seconds - it would have on average 50 seconds of timer remaining.

If you landed at ~50 in front of it it would be within your range probably before it could reliably turn around or change direction sufficiently. At ~100 km mark with it traveling in your direction you probably might catch it within 50 seconds it has remaining.

However, going actually faster than a Stiletto with two overdrives and nano is not an easy feat. Garmur with 2x Overdrive II, Nanofibre II + T2 aux thrusters and Polycarbon engine housing is still 13 m/s slower than that stiletto (all lev 5 no extra boosts) Oversize MWD cynabal would do it but it would not have enough agility (because of extra mass) to follow that interceptor if it figures out that this cynabal coming after it at 7.5 km/s must be using oversize MWD and takes a sharp turn. Speed fit Dramiel would be approx 600 m/s faster that troll stiletto (2x overdrive ii, 1x nano ii, polycarbon housing t2) with both at T2 mwd.

At 600 m/s speed difference we are looking only at spatial span of 30 km over 50 second time interval. In practice this means that on average one should catch a trollceptor in a speedfit dramiel if landing roughly in front of it at a distance less than 60 km (taking into account the possible maneuvers troll stiletto would be capable of doing to avoid ending up within a long point range plus approx 500 ms reaction time)

So what I am trying to say is that catching one of those by just running it down in faster ship is not an trivial task, however, it is not an impossible task by any means as far as I can see.

Might want to check your numbers, that Stiletto is not faster than my Garmur (5154 vs 5189 - not much, but the Garmur is still the quicker...). At that range though, screw trying to catch it. I'll just get a sniper fit and shoot it. Also, I'll see your SeBo's and raise you 3x Sensor Damps on a cruiser. Whatcha gonna about that?

FTR, I'm using pyfa 1.9.0 to run the numbers at level 5. Here's the faster Garmur fit for reference:
[Garmur, Speed]

Overdrive Injector System II
Overdrive Injector System II
Overdrive Injector System II

1MN Microwarpdrive II
Stasis Webifier II
Warp Disruptor II
Warp Scrambler II

Light Missile Launcher II, Scourge Precision Light Missile
Light Missile Launcher II, Scourge Precision Light Missile
Light Missile Launcher II, Scourge Precision Light Missile

Small Auxiliary Thrusters II
Small Dynamic Fuel Valve II
Small Engine Thermal Shielding II

Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#1405 - 2015-03-12 08:45:59 UTC  |  Edited by: xttz
Philip Ogtaulmolfi wrote:
baltec1 wrote:

Most systems wont even take 20 min to knock over.

Also the fact that the only answer you have involves no fights and no kills shows just how horrible it will be countering swarms of these things for 4 hours a day every day for year after year.


If it takes less than 20 minutes to RF the structure the only one to blame is the defender. Remember, this is occupancy Sov.


No it isn't.

The capture timer is a combination of 3 indexes, but currently only one of these is an accurate reflection of occupancy. The Strategic index increases based on the length of time the system has been owned, increasing at the same rate regardless of how the system is used. It takes over 3 months for this index to reach the max level from scratch, it doesn't matter if you have 1000 people in local constantly or none ever.
The Industry index is linked only to mining - not all industry - and only weakly linked at that. In fact only one region in the whole game has even registered this index on an average basis, unlike the Military index.

Finding null-sec systems with capture timers over 20-25 minutes will be extremely rare, and any newly taken systems that's don't inherit a strategic index from the old system will be even worse. That bodes very badly for anyone trying to shake up the nullsec status quo after the patch.
Carniflex
StarHunt
Mordus Angels
#1406 - 2015-03-12 08:51:52 UTC
Kristian Hackett wrote:

Might want to check your numbers, that Stiletto is not faster than my Garmur (5154 vs 5189 - not much, but the Garmur is still the quicker...). At that range though, screw trying to catch it. I'll just get a sniper fit and shoot it. Also, I'll see your SeBo's and raise you 3x Sensor Damps on a cruiser. Whatcha gonna about that?

FTR, I'm using pyfa 1.9.0 to run the numbers at level 5. Here's the faster Garmur fit for reference:
[Garmur, Speed]

Overdrive Injector System II
Overdrive Injector System II
Overdrive Injector System II

1MN Microwarpdrive II
Stasis Webifier II
Warp Disruptor II
Warp Scrambler II

Light Missile Launcher II, Scourge Precision Light Missile
Light Missile Launcher II, Scourge Precision Light Missile
Light Missile Launcher II, Scourge Precision Light Missile

Small Auxiliary Thrusters II
Small Dynamic Fuel Valve II
Small Engine Thermal Shielding II


You are correct, when using 3x overdrive Garmur is marginally faster. I used 2x overdrive +1x nano in mine similar to stiletto. Although if Stiletto opts to go with 3x Overdrive over 2x Overdrive 1x Nano it is again faster (5237 m/s).

Although that small difference is of academic interest at most as for all practical purposes they can be considered to be of equal speed under the current discussion constraints (2 minute sov laser cyckle time).

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

Kristian Hackett
Center for Advanced Studies
Gallente Federation
#1407 - 2015-03-12 08:54:44 UTC
Carniflex wrote:
Although that small difference is of academic interest at most as for all practical purposes they can be considered to be of equal speed under the current discussion constraints (2 minute sov laser cyckle time).

That's assuming they even allow the T2 module to be fit to an interceptor. My proposal is the T2 is on BC-class and larger ships, T1 on everything and has serious penalties to prop mods. Get away from this "trollceptor pwn all" chatter entirely.

Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

Carniflex
StarHunt
Mordus Angels
#1408 - 2015-03-12 08:55:41 UTC
xttz wrote:

Finding null-sec systems with capture timers over 20-25 minutes will be extremely rare, and any newly taken systems that's don't inherit a strategic index from the old system will be even worse. That bodes very badly for anyone trying to shake up the nullsec status quo after the patch.


As far as I understand the goal of the presented sov system is not "shaking up null sec" specifically. That is one of the expected side effects ofcource, like with any major changes to the game mechanics.

In my opinion it would be naive to just expect existing sov holding alliance to roll over and die as a result.

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

Carniflex
StarHunt
Mordus Angels
#1409 - 2015-03-12 08:57:28 UTC  |  Edited by: Carniflex
Kristian Hackett wrote:
Carniflex wrote:
Although that small difference is of academic interest at most as for all practical purposes they can be considered to be of equal speed under the current discussion constraints (2 minute sov laser cyckle time).

That's assuming they even allow the T2 module to be fit to an interceptor. My proposal is the T2 is on BC-class and larger ships, T1 on everything and has serious penalties to prop mods. Get away from this "trollceptor pwn all" chatter entirely.


From what I am reading out from Fozzie's responses it is pretty clear that current intention is to allow T2 sov laser on all ships including interceptors without any current penalties planned for propulsion, mass, agility, etc.


Edit: In my opinion the "trollceptor problem" is overhyped. I personally would pick a ship that is more suitable for it to troll sov. Something with enough buffer to be able to survive a hit or two if a random sniper comes in and ability to escape somehow when the timer is up meaning either a flight of ECM drones or jammer or two.

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

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#1410 - 2015-03-12 09:01:59 UTC
I have removed some rule breaking posts.

The Rules:
4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.

ISD Ezwal Community Communication Liaisons (CCLs)

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#1411 - 2015-03-12 09:03:46 UTC
Carniflex wrote:
From what I am reading out from Fozzie's responses it is pretty clear that current intention is to allow T2 sov laser on all ships including interceptors without any current penalties planned for propulsion, mass, agility, etc.


His intention is to use the minimum number of restrictions to prevent abuse of the new system. There is already a list of penalties in place to prevent warping, jumping, docking, cloaking, and remote assistance. He has specifically stated that if they believe Interceptors have the same potential for abuse, something will be done to prevent that.
Kristian Hackett
Center for Advanced Studies
Gallente Federation
#1412 - 2015-03-12 09:13:58 UTC
xttz wrote:
Carniflex wrote:
From what I am reading out from Fozzie's responses it is pretty clear that current intention is to allow T2 sov laser on all ships including interceptors without any current penalties planned for propulsion, mass, agility, etc.


His intention is to use the minimum number of restrictions to prevent abuse of the new system. There is already a list of penalties in place to prevent warping, jumping, docking, cloaking, and remote assistance. He has specifically stated that if they believe Interceptors have the same potential for abuse, something will be done to prevent that.

The biggest issue I'm seeing here, really on any ship class smaller than BC is that the Interceptors and Evasion fit T3s are going to be the biggest issue and the hardest to counter. If people were complaining about T3 fleets before, they're about to hate those fleets even more.

Personally I think what I laid out here would provide the best compromise - https://forums.eveonline.com/default.aspx?g=posts&m=5574484#post5574484 but that's just my opinion. I know CCP Fozzie wants to limit penalties and such, but honestly you need to draw the line somewhere to keep the system from breaking.

Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

CCP Fozzie
C C P
C C P Alliance
#1413 - 2015-03-12 09:36:58 UTC
Soldarius wrote:
Now this begs another question: If I am in the process of capturing a sov structure I lose lock and then reestablish lock before the module cycle time is completed, will capture recommence immediately or do I have to wait to start a new cycle on my Entosis Link?

In that situation you would need to wait for you current cycle to complete, then activate the module again (triggering another warmup cycle before the module starts capturing). This means if you lose lock, you won’t be able to contest control of the structure for at least 2 minutes, and up to 4 minutes (the remainder of your current cycle, then the warmup cycle after the new activation).

Rowells wrote:
Ok, gonna bring this up again.
What will the impact of NPC Alts using the Elink be? Can they destroy the hubs/TCUs? Can they 'capture' or Freeport a station?

Characters that are not in an alliance will not be able to activate their Entosis Links on unowned structures or command nodes (since that would allow them to capture the structure) but otherwise the current plan is for them to work the same as everyone else.

Rowells wrote:
Also, how do you plan on differentiating the countdown timers associated with station services? Will they have reinforce or just repair immediately?

Station services won’t go into reinforced. They’ll simply become disabled, and can be re-enabled at any time by the station owner using their own Entosis Links.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gempei
Marvinovi pratele
#1414 - 2015-03-12 09:56:39 UTC
CCP Fozzie wrote:
In that situation you would need to wait for you current cycle to complete, then activate the module again (triggering another warmup cycle before the module starts capturing). This means if you lose lock, you won’t be able to contest control of the structure for at least 2 minutes, and up to 4 minutes (the remainder of your current cycle, then the warmup cycle after the new activation).
So trollceptor and antitroll falcon. Good job with that sov mechanics.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#1415 - 2015-03-12 10:01:41 UTC  |  Edited by: Sentient Blade
My question is, can multiple people activate Entosis at once?

With the inability to receive remote reps, and assuming the ceptor problem has a solution in terms of fitting limitations, wont major battles have their Entosis links fitted to brick-tanked subcapitals?

Now from what I've read, the aim is to have grid control be the determining factor, but isn't that going to be limited in that even if you have a thousand people on grid protecting a triple-plated high-grade-slaved abaddon, a ninja hit-and-run attack with bombers (or my likely strategy would probably be sniper tornados sitting on the edge of grid) then the link is going to get toasted, even though control of the grid could quite reasonably be considered controlled by someone else.

PS: There should probably be some kind of bonus to cycle time on certain ships... I am of course thinking of the one designed for infiltration... Black Ops.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#1416 - 2015-03-12 10:06:29 UTC  |  Edited by: xttz
CCP Fozzie wrote:
Characters that are not in an alliance will not be able to activate their Entosis Links on unowned structures or command nodes (since that would allow them to capture the structure) but otherwise the current plan is for them to work the same as everyone else.


I'm curious, why are NPC corp characters able to use Entosis Links at all? You can't access the Corporation, Alliance & Organization Discussions forum with one, surely the same should apply to actually contesting space in-game?

In addition, do you have any opinion on balancing capture time or link range with ship size / cost? For example, making faster / disposable frigates take longer or be closer to capture something than a battleship. Do you think there should be some incentive to risk more expensive ships over disposable ones?
Kristian Hackett
Center for Advanced Studies
Gallente Federation
#1417 - 2015-03-12 10:11:41 UTC  |  Edited by: Kristian Hackett
Sentient Blade wrote:
My question is, can multiple people activate Entosis at once?

With the inability to receive remote reps, and assuming the ceptor problem has a solution in terms of fitting limitations, wont major battles have their Entosis links fitted to brick-tanked subcapitals?

Now from what I've read, the aim is to have grid control be the determining factor, but isn't that going to be limited in that even if you have a thousand people on grid protecting a triple-plated high-grade-slaved abaddon, a ninja hit-and-run attack with bombers (or my likely strategy would probably be sniper tornados sitting on the edge of grid) then the link is going to get toasted, even though control of the grid could quite reasonably be considered controlled by someone else.

PS: There should probably be some kind of bonus to cycle time on certain ships... I am of course thinking of the one designed for infiltration... Black Ops.

1) Yes, multiple people can be running the link at the same time, but 1 link or 100 links it's still going to take the same amount of time. There's no points here, it's simply a who has complete control. If you activate a link and begin capture, then your opponent activates a link, the capture is halted until one of the links drop.

2) Yes, most likely, but again, those are going to be the major battles and there will be major firepower on each side.

3) Control of the grid, in this case, is going to pretty much be "who can keep their link running?" So effective military control means that if you can prevent the other team from applying their own link to contest the capture, you've maintained control of the grid.

A solution for your described situation is that you have multiple ships running links. If one drops, there's another to pick up the slack. Another option is the fact that the T2 link has a 250km range, so if you have something that can lock that far out, then all you need to do is apply your own link to contest (halt) the capture.

Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

FearlessLittleToaster
Federal Navy Academy
Gallente Federation
#1418 - 2015-03-12 11:01:02 UTC
A minor suggestion to help combat pure evasion fits. It would be great if you could make it extremely obvious when an Entosis Link has started a new cycle,with something like a gate flash. This would allow an attacker who had eyes on the grid to maximize the time they had to run down an enemy trying to escape.
Arthur Aihaken
CODE.d
#1419 - 2015-03-12 11:09:20 UTC
Why not make the Entosis link like polarized weapons? Simply equipping it drops all your resistances to 0.

I am currently away, traveling through time and will be returning last week.

baltec1
Bat Country
Pandemic Horde
#1420 - 2015-03-12 11:26:23 UTC
Arthur Aihaken wrote:
Why not make the Entosis link like polarized weapons? Simply equipping it drops all your resistances to 0.


Makes defending way too easy in every situation where the attackers decide to fight.