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Logistics killing small scale pvp - Solutions: give me yours

Author
Hadez411
The Scope
Gallente Federation
#1 - 2011-12-21 06:35:34 UTC  |  Edited by: Hadez411
Here is a list of changes I thought up that MAY help balance logistics a bit more and make small scale pvp something other than a series of stalemates when logistics are involved. Also some ideas about neutral logi'ing in highsec. I myself have my characters trained for guardians/basilisks/scimis and find their ability to be over powered and a hinderance to kickin ass and taking names, for both sides, if you're in anything but a big blob. We dont all want to join up to a massive alliance or wait all day to only pvp when you have a full showing of members and so this presents a problem for people who wanna fight small scale when there's practically no way to out-do a pair or a trio of these things. People who make some occasional fun out of war decs against equally small corps/alliances are getting shafted. Station 1v1'ers and people acting on personal aggression rights too.

Here are all the things I could think of while trying to keep in mind that the world doesnt revolve around small gangs.

- Give a repair bonus to corp/alliance members only and reduce logi ability in general
- Give a penalty to repping people in a war that you are not a part of
- Drastically increase the amount of time you can be shot at for repping people at war or people with aggression not applying to you
- Implement a real aggression timer, preventing docking and gate jumps (maybe only if you arent part of the war etc)
- Implement a system where links have to be made prior to an engagement to receive support and that flags you for the duration
- Reduce effect of logi to logi repairs/cap transfer by a small amount
- Increase sig radius when repping (maybe only when repping people that flag you and only in high sec)*
- Drastically reduce movement speed while repping (maybe only when repping people that flag you and only in highsec)*
- Heavily increase cycle time and repair amount so as to make it more difficult for a small number of logistics to rapidly switch between numerous people. (Maybe apply a big cycle time penalty to people repping wt's etc in highsec, as above w/ sig rad)*

*The sig radius, cycle time and speed penalties could be some kind of concord imposed thing for interfering in wars or personal aggression rights.



It is getting a bit too out of control with all the neutral logi's now. It's the new craze. People are offering neutral logi services, everyones training or trained for one, people arbitrarily rep strangers outside stations, fleets having too many logis for either side to kill anyone (even at just 2 logis) ... and so on. Any fight below a half dozen individuals are held at a stalemate, very often, not always. I go from stalemate to stalemate and its making small scale pvp less enjoyable. Im aware you can get past them, but more often than not, if effectively setup and at proper range, they are effective enough to allow people to de-aggress and run away or perma tank. So there's really no gain in skulking around and using tactics to hide your numbers or catch people at a gate or station... they simply get engaged and decide to leave if you have a better fleet. Who except miners, missioners and incursionists go anywhere but stations or gates in highsec? Even so, a stalemate out in the middle of nowhere is just as stupid, but does allow for some maneuvering.
I know its not an absolute guarantee you wont die, but it definitely rules out station pvp and makes gate pvp alot easier to escape unless you have enough people to divide your fleet on both sides and survive if the remainder of your fleet is stuck on the other side. Usually a tactic not available to small fleets. Im trying not to sound like a carebear. I just to be less protected and have my enemies less protected so we can actually blow eachothers **** up and waste less time planning a fight then getting nothing out of it. I do send logi's packing with some applied tactics but its hard to know when you have to setup your fleet for that if any old neutral can jump in at a moments notice and make your best reconnaissance and fittings useless.
Its putting a big wet blanket on highsec pvp, station 1v1's and most likely some other areas where we should be able to duke it out between a few individuals and actually come to a conclusion. Need to be more on the scale of a falcon per se, as to howmany people it can effect and the facility of a single module to offer protection, not a whole fleet designed to take down logis. The fits needed to take down pairs and trios of logis are a bit more drastic if you dont have the numbers.

Anyhow, I rant on. Do add your opinions. Haters gonna hate, especiialy those lording this over people and clinging desperately to it as an advantage or station trick. People who are actually worth more than the air they breath are gonna add some real feedback to try and make this game more versatile. =D
Hadez411
The Scope
Gallente Federation
#2 - 2011-12-24 18:21:13 UTC  |  Edited by: Hadez411
Here a kind of out-there concept:

What if logistics, when repairing eachother, negated the receiving logistics ability to give repairs. So, if you are fighting and things turn to a stalemate, logis start hitting eachother with reps and the side with the superior fitting/skills or amount of logistics will win by negating their repair effect. Alternatively, if you start attacking their logi and their own side needs to repair their own logi, it would in effect be negating a logi the more dps you put on it and the more they needed to repair it. It would make an interesting new side of pvp to learn in balancing howmuch you want to cancel out and howmuch you want to keep repping.

Let me know if this idea is unclear.

Comments?
Kolya Medz
Kolya Inc.
#3 - 2011-12-24 18:23:01 UTC
Every small gang should have some ewar to counter logistics.
ShahFluffers
Ice Fire Warriors
#4 - 2011-12-24 21:29:51 UTC
Two words: Energy. Neutralizers.
Jan'tor
Sebiestor Tribe
Minmatar Republic
#5 - 2011-12-24 23:53:12 UTC
One of the simpler ways is probably to introduce more kinds of electronics, which I wrote about in a thread here: https://forums.eveonline.com/default.aspx?g=posts&t=33740
tankus2
HeartVenom Inc.
#6 - 2011-12-25 00:16:46 UTC
three forms of Ewar, energy neutralization/vamp, signal suppression, and electronic counter measures, all can hinder logistics as they can straight-up mess up a combat vessel. Thankfully, if you are playing any race other than minmatar you can participate in any of these from a healthy distance.

The curse/pilgrim in particular can melt faces when wielded correctly, though the arazu & co. can keep ships from running while forcing logis to get closer to death incarnate. Then there is the rook/falcon, which can make sure that no-one that is remotely hostile can lock stuff up.

In the end, if you had any form of ewar on your side you can keep neutral reppers neutral until they die, which with logistics of your own can ensure you get one or two kills before things become boring stalemates again.

Of course, you could always lock up the neutral logis in case if they get any ideas, only to promptly shoot them when they begin repping (they do become valid targets in doing so)

Where the science gets done

Hadez411
The Scope
Gallente Federation
#7 - 2011-12-26 18:02:15 UTC
Kolya Medz wrote:
Every small gang should have some ewar to counter logistics.



As was clearly written in th original post. Please take time to read before replying.
Hadez411
The Scope
Gallente Federation
#8 - 2011-12-26 18:04:53 UTC  |  Edited by: Hadez411
ShahFluffers wrote:
Two words: Energy. Neutralizers.


You go ahead and try neuting my two guardians when they're at 60km or siting on a gate and just jump through then right back in again w/ cap restored. Furthermore a 3 energy trans 3 RR fit works as well. Nevermind 3 guardians/basi, good luck trying to neut those down w/ small scale pvp fleets. The prevalent issue here is their ability to jump gates and dock unhindered when they are involved in fighting even if its not damaging. I dont feel like your over simplified, short answer really takes much into consideration at all.
King Rothgar
Deadly Solutions
#9 - 2011-12-26 18:30:45 UTC
Hi Mr. Logistics, say hello to Sir Neutsalot.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Hadez411
The Scope
Gallente Federation
#10 - 2011-12-26 18:58:26 UTC  |  Edited by: Hadez411
King Rothgar wrote:
Hi Mr. Logistics, say hello to Sir Neutsalot.


Hi sir neutsalot, meet energy transfers 60km away from eachother and from you. Or simply jumping out and back into gates.

Try to keep in mind, small scale pvp is in the title of this post and highsec is mentioned quite a bit.
CobaltSixty
Fawkes' Loyal Professionals
#11 - 2011-12-26 20:02:16 UTC  |  Edited by: CobaltSixty
Hadez411, EWAR is the counter to these kinds of ships, especially in the ranged combat scenarios you describe.

  • ECM: jam one of the Logistics, and shoot the Logistics that isn't jammed as he can't be helped.
  • Damps: Best used when Logistics are far from each other and those they're protecting. Sensor dampen one of them, say the one on that's always on the gate P. With any luck, the undampened pilot will continue transferring capacitor to the dampened pilot, and will cap himself out. The Logi on the gate must then come off the gate to save him, or jump out. Either way, same plan applies as with ECM; kill the un-EWAR'd pilot before his friend can close the distance.
  • Energy Neutralizers: They definitely have some range limitations, but they're more of a finishing move once your other EWAR has forced them into range.
  • -Tracking Disruptors: Read on.
  • -Target Painters: While they don't really hamper the Logistics themselves, making them not the smallest ship (by signature) on the field can go a long way to pushing them over the edge with damage, especially when you have battleship support.
  • -Stasis Webs: These can be used in concert with damps to prevent closing the distance in the logistics chain and/or with painters to enhance damage from fire support.

Idea: Perhaps tracking disruptors could, when scripted for optimal range disruption or using a new script, lower the repair range on shield transporters/remote armor repairers. Probably not by as steep a gradient as they do turrets (-62.81% on a bonused ship with top skills), but nearer to 40%. This would force Logistics ships closer when engaged and give new life to Amarrian EWAR vessels as well as tracking disruptors in general.