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Is Cap Chaining Overly Harmful to Small Roams?

First post
Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2015-04-03 06:26:28 UTC
Quintessen wrote:
I'm trying to not take a position on whether or not logi should be as effective as they are. That's something I'm leaving to the balance team. I'm more focusing on the huge multiplier that comes with a second logi due to cap chaining.

What multiplier are you talking about? Is there no multiplier when you bring 2 Scimis/Oneiros instead of 2 Basi/Guardians? Besides, the former two can act independently from each other and do not need the other in order to fulfill their logistics role in a fleet. If one dies, you still have a second full-fledged logi ship that can perform its role. Whereas, if you use the latter two, as a logi, you need to stick close to your other logi, your chain can be interrupted with damps/ECM/neuts, you are slower than a Scimi/Oneiros, you cannot split up fire by flying away from each other and your logistics role is limited after a jump in until you get your cap chain sorted (which, considering the sheer amount of incapable pilots in the game these days, can already be enough to render your cap-chaining-logi completely useless) or completely neutralized once the first logistics is down.

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Lugh Crow-Slave
#22 - 2015-04-03 07:22:04 UTC
Quintessen wrote:

The fundamental problem is how two reppers with cap chaining are so much more effective than one. More than double I would say. So let's change it so that small roams won't need to dedicate more than a single slot to logi to get the same relative effectiveness.


Wait more ships give you an advantage?



let me tell you something two ships both doing 100 DPS is more than twice as effective as a single ship doing 100

does that mean we need to reballance ships so small gangs don't need to dedicate more than one person to dps


with that said this post is redundant and reported as such
McChicken Combo HalfMayo
The Happy Meal
#23 - 2015-04-03 07:30:41 UTC  |  Edited by: McChicken Combo HalfMayo
Rivr Luzade wrote:
Quintessen wrote:
I'm trying to not take a position on whether or not logi should be as effective as they are. That's something I'm leaving to the balance team. I'm more focusing on the huge multiplier that comes with a second logi due to cap chaining.

What multiplier are you talking about? Is there no multiplier when you bring 2 Scimis/Oneiros instead of 2 Basi/Guardians? Besides, the former two can act independently from each other and do not need the other in order to fulfill their logistics role in a fleet. If one dies, you still have a second full-fledged logi ship that can perform its role. Whereas, if you use the latter two, as a logi, you need to stick close to your other logi, your chain can be interrupted with damps/ECM/neuts, you are slower than a Scimi/Oneiros, you cannot split up fire by flying away from each other and your logistics role is limited after a jump in until you get your cap chain sorted (which, considering the sheer amount of incapable pilots in the game these days, can already be enough to render your cap-chaining-logi completely useless) or completely neutralized once the first logistics is down.

Lots of this. If your logistic pilots know how to pilot a ship well you are more often than not better off with the Scimi or Oneiros. The Guards and Basis are incapable of recovering from overwhelming amounts of EWAR and their inability to stay mobile makes them highly susceptible to fleets with just-enough-alpha. Being locked into place with more tank is good if you aren't good. Having mobility and self-reliance is good if you are good.

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ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#24 - 2015-04-03 13:39:11 UTC
As there already is a thread on the same topic, this one gets a lock.

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