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[Scylla] Skynet - Removing Fighter Assist

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Author
Zhul Chembull
Center for Advanced Studies
Gallente Federation
#1281 - 2015-03-23 16:02:38 UTC
Irya Boone wrote:
Nooooppee remove the assist , remove the warp *

no remove fighters and fighters bombers and remove all dps abilities to supers ( or just remove them from the game already !!


Spoken like a true derp.
Antonia Iskarius
Republic Military School
Minmatar Republic
#1282 - 2015-03-23 16:30:45 UTC  |  Edited by: Antonia Iskarius
Fighters can no longer be assigned to other pilots, the ‘Delegate Control’ option has been removed from right click menus. (Updated on March 23, was originally: "Fighters can no longer be assigned to other pilots. The ‘Delegate Control’ option has been removed and replaced by ‘Assist’ and ‘Defend’, same as other drones.")

Looking like delegate and assist are removed altogether. So fighters can only be used by the carriers/supers themselves. Hilariously long locking time from the capital and then hilariously long locking time from the fighters themselves.

I am not happy with these changes at all. This just seems like overkill. Good way to make it so that nobody uses carriers and especially supercarriers ever for any kind of offense/DPS.
phobos1
Globaltech Industries
#1283 - 2015-03-23 18:52:30 UTC
CCP Rise wrote:
As announced last night on the o7 show, we have a list of high-impact balance changes planned for Scylla.

This thread is for discussing the proposed removal of fighter assist for carriers and super carriers.

This change being largely driven by 'skynetting' which is a tactic where carriers and super carriers can sit in near perfect safety at the edge of starbase shields and assign thousands of DPS worth of fighter drones to their fleet mates who can fly whatever ship they want *) , while wielding an enormous amount of damage. We feel this is not meeting our standards for risk vs reward and therefor would like to remove the ability to assist fighters. More details are covered in this dev blog.

A particular point of feedback that we are interested in surrounds the ability of fighters to warp. We know that in some circumstances it can be frustrating to have your fighters warp off grid to chase a target when you would rather have them move to another target on grid with you instead. We also know that fighter warping is unique and provides some interesting gameplay in some scenarios. Would you prefer that we removed the ability for fighters to warp or that we left warping in, despite the absence of assist?

Look forward to your feedback.



*) *snip* Posting of kill reports outside of the Crime & Punishment forum channel is prohibited. ISD Ezwal.



Why don't you stop messing around with this game ! , in the time I've been on eve you developer's have done nothing but screw up a good game!.

Peter Francisco
Seriously Slack Nonindustrious
#1284 - 2015-03-24 04:47:54 UTC
The current mechanism is very nearly risk free. I've dropped titans on an assigning super. It was in the shields before the DD's landed. We blew all that fuel, and the guy didn't even lose his drones... But this is probably overkill. The assign mechanism is one of the unique things about carrier and supers that makes them worth fielding.


What we do need is increased risk:
1) It should be possible to both point and scram fighters (and other drones).

The vulnerability of drones is the principle counter to their many advantages as a weapon. Right now, it's just too easy for them to get away, and it is not intuitive that these modules do not work properly on drones.

2) Drone/force field mechanics need some work.
a) Drone assign (or even operation) should not be possible when too close to a force field, or
-or-
b) Drones should be lost when you enter a force field.

As for distance from the force field, even 2500m would be sufficient. I'd even go so far as to disallow targeted modules within this range. This would insure that things involving the edge of a pos shield have some risk. A similar mechanism : if force field ranges fluctuated over a larger range, it might create some excitement for lots of normal activities.
Andy Maque
The Scope
Gallente Federation
#1285 - 2015-03-24 06:20:30 UTC
I couldn't read all posts, so i just leave it here.

Let Carrier deligate fighters on limited range.
For example 2 AU.
Also there should be new Skill like Drone Avionics. It will increase deligate range from 0 to 0.4 AU per level. So with this skill trained to lvl 5 it will be 2 AU.

But.. Actually i'd prefer if it will work like Marketting skill. So 1st lvl gives range like 0.5 AU next levels double it and lvl 5 gives range for whole system.

FT Diomedes
The Graduates
#1286 - 2015-03-24 06:42:23 UTC
I know the changes are coming tomorrow, but what you should have done is allowed Carriers to use Fighters in Triage mode. Then only let them assign Fighters in Triage mode.

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

Kel hound
The Scope
Gallente Federation
#1287 - 2015-03-24 08:55:45 UTC
CCP Rise wrote:
Hello

Appreciate all the feedback very much.

Based on what you've said here we are planning to leave Fighter warping in, but stick with removing assist.

We hear the concerns about the state of capitals and loss of return on investment from training towards them and we absolutely want to make sure that caps of all kinds are not only viable but exciting and powerful. We still feel this change is necessary, but we are looking into ways to improve on the state of capitals and capital balance. No news on that front for now but it's something we are committed to improving.

Thanks again.




Why are you going ahead with the complete removal of fighter assist instead of something less harsh; such as disabling fighter assist when within X Km of a starbase shield or other relevant structure?

Can we expect to see all drone assists removed in the near future as well?
Mercy Given
OpSec.
Wrong Hole.
#1288 - 2015-03-24 12:17:24 UTC
So the proposal I just read states that fighter assist "should" go away due to stuff NS Carrier pilots are doing, and that you also want our opinion on the other feature fighters are classicly known for... Warping off to chase down their target.

I can't speak for NS, I do not fly there in my carrier. I am a carrier pilot who flies in WH space, so my 2 cents comes from that viewpoint. Here's how I see both proposals...

1. Take away fighter assist: This does take away alot of home court advantages employed defending a hole. Most engagements are small gang in nature, and being able to assign fighters from the POS is an advantage. So yes, I do see this as something worth nerfing. The direct effect it will have in WH's should be making it harder to defend without actually fielding the carrier.

-This will definetly create new PvP content, I'm all for it. But this is definetly a nerf.

2. Take away fighter's ability to warp off and chase targets: This is actually something that is good news to carrier pilots on grid, and bad news for peeps fighting against a carrier. A common tactic used against carrier pilots is warping off after fighters engage. This gets carrier DPS off grid, and can stay off grid for a bit if the target continues to bounce around in system while the carrier pilot has no DPS. If they stay on grid, so does my DPS. Thats one less thing to worry about, especially if I am also focusing on reps outside of triage mode.

-I would not call this a buff, but I certinly hope this happens. Makes it easier to manage DPS and reps outside of triage.

Over all I still see this as a nerf, but not as extreme as the jump changes were. It still requires to actually field the carrier more, which is always risky where I fly. I feel carrier pilots should get something if these changes go into effect. My suggestion, an additional fitting slot.

Archon: 1 additional mid

Chimera: 1 additional low

Thanatos and Nidhoggur: 1 additional mid

All this would do, is give alittle more flexibility in fitting. More tank, more DPS, more cap or an added utility.

CCP, if you're going to take from a ship class I've come to enjoy and love to fly... at least give me that in return.
Rroff
Antagonistic Tendencies
#1289 - 2015-03-24 12:55:29 UTC
^^ Certainly an interesting one - forcing carriers to fight on grid but without being able to use triage (and fighters) and lacking the buffer, projected ecm, etc. of supers is pretty meh for the regular carrier pilot and/or just encourages mass RR use.
Swaatybaatch Yesplease
The Scope
Gallente Federation
#1290 - 2015-03-24 12:56:16 UTC
man I hate posting stuff on the forums meh might as well post something that will be lost in all the other posts :)

I have been in and out of eve more times then I would like to count recently I got a bright idea since I love drones and assisting other players , that maybe I should do the dam 60+ day training for a carrier so that I can use the bugger to do stuff with .

changing the fighters on carriers seems a bit dull , hell is the point of a carrier / supper carrier not to be able to do these awesome stuff like sending fighters off into space , kind off like a mother ship dropping smaller ships to assist its fleet , sounds awesome . But simply changing it would make carriers something that I would not even bother spending the time to train for , hell if you remove something like that then you might as well remove the dreads main point of DPS as well as remove a titans main point of DPS since that would balance them out as well , while your at it add a red cross drone that bumps other ships .

changing carriers in this way will take out all the fun in playing with them , and removing fun from a game meh google dead MMO games and why they died out .

I play eve since its fun to play and its the only dam MMO game that seems to last the test of time , removing core stuff to ships not every second w@nker can use seems a bit harsh for he few who put the time into training for them not only that but the time it took them to perfect the use of the ship , anyone can grab a battle ship and go crazy , but it takes a special kind of freak to rip a capital ship out even if its from a more or less save spot and do something with it .

changes that sound better are restrictions on where carriers can launch fighters/bombers from , such as right click launch peep peep must be 50KM from structure to launch move thine @ss please .

anyhow carriers are awesome , those who scream death to all supers , sure go hunt them down and have fun for the rest of us who like the idea of a mother ship thingy with fighters that allow me to help my friends let us have fun as well , you never see carrier pilots screaming at CCP to nerf all the sub cap ships , it should be simple to ind something that works for everyone , or well something that more or less works as well .

hell since I had a look at eve a long long long time ago , when social life was not logging into eve , I have always wanted a carrier just for one reason , the drones , I hate guns and ammo , drones always seem to be the best way for some one like me .

Removing the one function that made us drone users drool is the same as removing long range weapons .
Hauler Joe
United Mining and Hauling Inc
The Initiative.
#1291 - 2015-03-24 13:19:10 UTC
CCP Rise wrote:
As announced last night on the o7 show, we have a list of high-impact balance changes planned for Scylla.

This thread is for discussing the proposed removal of fighter assist for carriers and super carriers.

This change being largely driven by 'skynetting' which is a tactic where carriers and super carriers can sit in near perfect safety at the edge of starbase shields and assign thousands of DPS worth of fighter drones to their fleet mates who can fly whatever ship they want *) , while wielding an enormous amount of damage. We feel this is not meeting our standards for risk vs reward and therefor would like to remove the ability to assist fighters. More details are covered in this dev blog.

A particular point of feedback that we are interested in surrounds the ability of fighters to warp. We know that in some circumstances it can be frustrating to have your fighters warp off grid to chase a target when you would rather have them move to another target on grid with you instead. We also know that fighter warping is unique and provides some interesting gameplay in some scenarios. Would you prefer that we removed the ability for fighters to warp or that we left warping in, despite the absence of assist?

Look forward to your feedback.



*) *snip* Posting of kill reports outside of the Crime & Punishment forum channel is prohibited. ISD Ezwal.



Just remove carriers !!! you are killing me and all the training i did for nothing and my game play. remove assist and warping what good is a carrier. REMOTE repper!! Imagine US Carriers Jets only fly withing 250 km from the carrier and see if carrierrs are ever used again.
And after you remove my carrier return all the skill points I wasted training #1 to jump my archon 11 ly #2 all the fighter skills.

Very disappoint in CCP for letting the noobs crying and ignore the people to actual made this game. im a 2003 player and really is unfair.

Capitals are dead Battleships are dead CCP killed them.

Hauler Joe
United Mining and Hauling Inc
The Initiative.
#1292 - 2015-03-24 13:25:34 UTC
Hopelesshobo wrote:
Instead of removing fighter assist, why not create a highslot module called a Fighter Assist Link. This module would allow a certain amount of bandwidth of fighters and bombers to be assigned. They could come in a variety of sizes so small ships might only be able to have 1 fighter assisted to it, while a large one could have several bombers assigned to it.



Not a bad idea for once someone thinking

Capitals are dead Battleships are dead CCP killed them.

Hauler Joe
United Mining and Hauling Inc
The Initiative.
#1293 - 2015-03-24 13:30:44 UTC
drainey0 Charante wrote:
I think you guys should just remove the ability to warp to/warp off they should be treated like normal drones it would mae it so carriers would have to put them self's out in a bad spot to help there fleet out.


Remove carriers then cause nobody is going to put a carrier on field.


Capitals are dead Battleships are dead CCP killed them.

Hauler Joe
United Mining and Hauling Inc
The Initiative.
#1294 - 2015-03-24 13:35:55 UTC
Jennifer Maxwell wrote:
I train up for a carrier specifically to use it for skynetting, because I think that's an awesome mechanic and would love to do it.

They're removing skynetting 2 days before my training finishes.


I almost want my 2-3 months and 900 million for the skill books back. They've removed 80% of the reason I ever wanted a carrier.



Yep they are killing the need or desire for a carrier or super cap.

Makes me sad

Capitals are dead Battleships are dead CCP killed them.

Fossor Wintersky
Ordinus Ursorum Cautorum
#1295 - 2015-03-24 13:40:28 UTC
Yet another useless patch.

CCP, Please, remove ALL ships but noobie ships!

Jake Reece
Blueprint Haus
Blades of Grass
#1296 - 2015-03-24 13:44:47 UTC
Sieur NewT wrote:
i'm against removing fighter assist.

removing it is a bad idea.
if you do that, super cap will be useless
it's BAD

and near force field, supercap is not "safe"
a titan can jump in 1 seconde and DD
it's not safe
it's juste "less dangerous"

i agree to nerf A LITTLE fighter assist, but not HEAVY nerf
i agree to make impossible to assign to inty's
but i think assist super's fighter to carrier MUST stay.


so, please, CCP, don't do that this way. let the super assist to carrier. carrier only if you want.


and for fighter you can warp or not, let them warp when they are assist, and not when they are not assist.

thx you and do the right thing. :)


I Agree.

Assist Fighters feature was unique to them and should stay like that... otherwise they are just oversized Heavies that cost a lot and take a lot of space.

The whole idea of cutting fighters / bombers down is just wrong - if you want to redesign capitals / carriers do so - do not do half measures like (I will cut one abilitly off)... All we see here is a NERF! with nothing in return for cost and time to build and skill to use
Rroff
Antagonistic Tendencies
#1297 - 2015-03-24 13:51:27 UTC  |  Edited by: Rroff
Can't even see the assist and defend options with fighters with this update though I only jumped on very quickly to update before getting ready for work.
Jake Reece
Blueprint Haus
Blades of Grass
#1298 - 2015-03-24 14:03:57 UTC
Rroff wrote:
Can't even see the assist and defend options with fighters with this update though I only jumped on very quickly to update before getting ready for work.


They removed all.... 20M figter with less functinality than 4k T1 drone... lovely :)
Greymist
CollapseTrap
#1299 - 2015-03-24 15:00:03 UTC
I am for either removing fighter assist or only allowing it from on grid. if either the carrier or the ship leave grid then the fighters return to the carrier.

I am also for removing the ability for carriers to use anything but fighter type drones. I would introduce similar fighter classes comparable to drones but require the carrier to fit modules to allow them to operate them.

Example.

Ewar fighters would require a module to field them. similar to like triage mode.

Another thing would be interesting to see is a command and control carrier. Kind of like a Carrier Command ship. Only one can be operational per fleet and the pilot has to be fleet commander with high skill level and implant AND on GRID with the Fleet. No hiding. It is just something to make the Carriers more viable since much of the cap nerfing that has been done to them.

BTW before people start crying. YES I can fly caps. YES I own plenty. NO I do not use them since I chose not to live in null. too boring with all the station games and blob warfare down there for me.
Jake Reece
Blueprint Haus
Blades of Grass
#1300 - 2015-03-24 16:38:53 UTC
Antonia Iskarius wrote:
Fighters can no longer be assigned to other pilots, the ‘Delegate Control’ option has been removed from right click menus. (Updated on March 23, was originally: "Fighters can no longer be assigned to other pilots. The ‘Delegate Control’ option has been removed and replaced by ‘Assist’ and ‘Defend’, same as other drones.")

Looking like delegate and assist are removed altogether. So fighters can only be used by the carriers/supers themselves. Hilariously long locking time from the capital and then hilariously long locking time from the fighters themselves.

I am not happy with these changes at all. This just seems like overkill. Good way to make it so that nobody uses carriers and especially supercarriers ever for any kind of offense/DPS.


Good comment - it renders them usless in a combat now