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[AEGIS] Fleet Warp Changes - Please see devblog!

First post First post First post
Author
Zloco Crendraven
BALKAN EXPRESS
Shadow Cartel
#121 - 2015-06-11 23:25:32 UTC
This will bring another role for the scouts in the fleets and it will differentiate good from the bad ones. Interceptors, cloaky probers will have a much more important role in fights. the more variables are in the fight the better gameplay is.

Fleets require more skill. To warp on a certain spot when told...ohhh so hard!

Will slow down and make harder bomber runs (positive)

Will slow down (a bit) projection in WHs. Probe > warp > fleet warp instead of probe > fleet warp. It will add some 30 sec more which is not really that bad for all the other gains

Only negative thing i heard is it will be almost impossible catching boosting alts. But i think capsuleers will find a way to fit a ship that will be able to do it. also i can live with it especially if CCP plans to remove offgrid boosting.

Name any negative point of this change.

BALEX, bringing piracy on a whole new level.

Daugan
Dreddit
Test Alliance Please Ignore
#122 - 2015-06-11 23:26:45 UTC
Maybe the massive mob with torches and pitch forks should give you pause...
Joran Jackson
The Red Circle Inc.
Ministry of Inappropriate Footwork
#123 - 2015-06-11 23:26:54 UTC  |  Edited by: Joran Jackson
CCP Larrikin wrote:
Both of these points are solid. Corbexx brought these up while we where talking to the CSM about the change.
Regarding slowing down the speed of sites, given the potential profitability of wormhole space, we don't consider this a major negative.
Regarding movement fleets though WH space, we have something we're working on for this. That said some of the feedback we've received is mixed. Reducing power projection though WH space (for both WH residence & passes though) not seen as all bad.


It would suck if you fix this change so the 50 man fleets of bad are happy.

If you are interested in changing things so that people fly their individual ships, then change it so people fly individual ships. In wormholes this means something different than k-space. Just like we don't have local, we also warp between sigs. Does that make fleets harder? Sure, but that's wormhole space.

This is one of the best things you've done for wormholes in a long time. Please don't blow it by "fixing" it.
Quiggle Queue
Ministry of War
Amarr Empire
#124 - 2015-06-11 23:27:11 UTC  |  Edited by: Quiggle Queue
CCP Larrikin wrote:

Both of these points are solid. Corbexx brought these up while we where talking to the CSM about the change.
Regarding slowing down the speed of sites, given the potential profitability of wormhole space, we don't consider this a major negative.
Regarding movement fleets though WH space, we have something we're working on for this. That said some of the feedback we've received is mixed. Reducing power projection though WH space (for both WH residence & passes though) not seen as all bad.



Is it really "power projection", just to be able to warp as a group to a "stargate"? That seems pretty much standard travel outside of wormholes.
Joran Jackson
The Red Circle Inc.
Ministry of Inappropriate Footwork
#125 - 2015-06-11 23:28:12 UTC
Quiggle Queue wrote:
CCP Larrikin wrote:

Both of these points are solid. Corbexx brought these up while we where talking to the CSM about the change.
Regarding slowing down the speed of sites, given the potential profitability of wormhole space, we don't consider this a major negative.
Regarding movement fleets though WH space, we have something we're working on for this. That said some of the feedback we've received is mixed. Reducing power projection though WH space (for both WH residence & passes though) not seen as all bad.



Is it really "power projection", just to be able to warp as a group to a "stargate"? That seems pretty much standard travel outside of wormholes.


Local is standard outside of wormholes.
Kaarous Aldurald
Black Hydra Consortium.
#126 - 2015-06-11 23:28:58 UTC
If you want to nerf bombs, nerf bombs. Don't wreck a whole bunch of other things in the process.

I cannot overstress my disagreement with this change.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Masao Kurata
Perkone
Caldari State
#127 - 2015-06-11 23:30:51 UTC
Fleet warping to pings before warping to a scout is also a necessary mechanic for many fleets. You can argue that it's not strictly necessary in null, but consider -10 and to a lesser degree invading fw fleets in highsec who by mechanical necessity have to warp more than once per minute or the fleet gets wiped or in the case of fw at least damaged. Having the pilots independently warp around the system isn't good enough and you know full well what the result will be: FCs will be required to have another covops alt who warps ahead of the fleet to the next ping. We don't need more alts online.
Lt Shard
Team Pizza
Good at this Game
#128 - 2015-06-11 23:31:38 UTC
Joran Jackson wrote:
Local is standard outside of wormholes.



Shouldn't be, but that's another issue!
Scott Ormands
Federal Navy Academy
Gallente Federation
#129 - 2015-06-11 23:33:03 UTC
Joran Jackson wrote:

There is so much wrong with this post it makes me want to cry that your opinion might be considered somehow relevant.

In no situation would this ever be a problem for people who know what they're doing. If you are caught literally with your pants down, then I still have 0 sympathy because the other guys won with scouting.



Of course there are ways around it, warp my carrier first then warp everyone else right? well yeah but why do I keep needing to come up with workarounds that only add needless complexity. Is it really that bad that I want to be able to warp my fleet as a whole to a WH. I want us to all land at the same time and not give them time to know what we are doing before hand and start neuting and shooting my triage. This is especially important if I'm taking A fight against someone with a dread
Malakai Asamov
Van Diemen's Demise
Northern Coalition.
#130 - 2015-06-11 23:34:19 UTC  |  Edited by: Malakai Asamov
Do you think if an FC trys to fleet-warp to something that the rest of the fleet can't he should still warp on his own?

Some sort of message should be posted to the fleet when this happens "You failed to follow {insert fc name} in warp."

Thoughts?
M1k3y Koontz
Speaker for the Dead
Shadow Cartel
#131 - 2015-06-11 23:34:36 UTC
Ele Rebellion wrote:

Also have to take into consideration that the clones of the probing frigates often cost 3 or 4x that of the T3 Link ship.
Risk not worth the reward in killing probers anymore.

Why do your scouts all have full Virtue sets? You really don't need them unless you're hunting T3 boosters. Also jumpclones are a thing, so cloaky alts really can substitute for bookmarks.

How much herp could a herp derp derp if a herp derp could herp derp.

Mostlyharmlesss
Republic Military School
Minmatar Republic
#132 - 2015-06-11 23:34:37 UTC  |  Edited by: Mostlyharmlesss
Make anomaly warp-in's disappear after the anomaly has been started. This will be a content trigger just like ESS'. That means both sides will have to have a fleet to A: Save the person running the anomaly and B: The hostile fleet will need to have at least one person on grid before the engagement will start, giving the ratter's friends a chance to prepare for the incoming battle.

Obviously prepared fleets will use cloaky ships, but the probes will be visible for the ratter giving a ratter paying attention to dscan a small chance to warp up but at the same time, give a competent scanner a big chance of getting a kill.

With the current system, you just jump into the system and shotgun to the nearest anomaly.

I know this might not be on the scope of fleet warps entire, but it will tie in nicely with this change.

Follow me on Twitter for the latest regarding GoonSwarm Federation and our recruitment drives!

Janeway84
Insane's Asylum
#133 - 2015-06-11 23:35:45 UTC  |  Edited by: Janeway84
Im not sure im liking the nerf to fleet warp at all and I usually since its gonna take a big dump on wh people. Ugh
Although I understand why you guys are deciding to make that change I feel its gonna stomp on the little guys more than the large organizations.
All the other stuff in the 07 show was very nice to hear about, though Im wondering does the ishtar really need to be nerfed even more? Shocked
Tatsuj Khan
Republic University
Minmatar Republic
#134 - 2015-06-11 23:36:14 UTC
Devs:

Many comments above described how pilots in w-space uses wormholes to move from system to system, and corporate WH BMs are what fleets use to move from system to system. Corp BMs allow wormhole fleets to move similar to, of course, fleets in normal space where they use "public" gates to travel from system to system. The proposed changes will take away that ability from w-space.

Suggestion:
Make corporate wormhole BMs "public" just as gates are, and allow fleets to warp from WH to WH in a coherent group. Otherwise as the Dev proposal stands now, the fleet can't work together as they land because ships are strung out throughout the system. This allows the enemy to pick off small faster ships first as the landing fleet straggles in.

If wormhole BMs are made "public", it should significantly lessen the damage this nerf does to WH corp membership and fleet ops. I recall somewhere in the sov changes thread, devs stated that changes should enhance game play rather than add unnecessary difficulties and tedium.

As Sarg wrote in a comment above to other w-spacers: "If you are trying to get your battleships to land on grid with your cruisers now, even triage, good luck and have fun having the enemy pick stragglers off."
Kaeda Maxwell
Stay Frosty.
A Band Apart.
#135 - 2015-06-11 23:36:20 UTC  |  Edited by: Kaeda Maxwell
So my main concern here is that this is a stealth buff to off grid boosters (OGB).

Many tech 3 off grid boosters are fitted both to be extremely hard to scan down and have a 100mn afterburner to burn around on the grid. Furthermore they often sit in deep safes (long warps).

Currently the best way to kill an OGB is to scan it down (which needs to be done fast or they cloak) fleet warp a lachesis or a tackle bomber to them (dscan invisibility).

After this change in order to kill a OGB you'll need to put a cloaky scout on grid with the OGB so you can warp to that. This causes a few issues, often OGB's are only decloaked for a limited amount of time, so the extra delay reduces the chances of catching it. Furthermore if it's in a deepsafe and burning with a 100mn 2 long warps instead of one makes it highly likely that it will now be out of tackle range completely by the time you get there.

Fitting tackle to the prober isn't that realistic a solution either since you need highly specialized fits to even be able to scan most tech 3 OGB's down in the first place. And many of the command ship variants that are hard to probe also carry a flight of ECM drones which puts further restraints on the fits of viable tackle ship.

So I worry that this change makes a class of ships that is already incredibly hard to kill even harder to kill.

Having corp bookmarks update instantaneously might be a viable work around, that way you still remove the automation but at least it doesn't hurt things like OGB hunting then.
Dirk Morbho
Native Freshfood
Minmatar Republic
#136 - 2015-06-11 23:38:05 UTC
CCP,

I will make this very simple for you. If I cannot squad warp my in-corp money making alts to a corp bookmark when a neutral comes into local, then those accounts will be unsubbed.

Please tell me this is not what's going on with these changes. It seems like that's exactly what's happening. And if so, It's a rather stupid change.



SilentAsTheGrave
Aliastra
Gallente Federation
#137 - 2015-06-11 23:38:56 UTC
Unsuccessful At Everything wrote:
If we got a desalination company involved with this thread, we could probably help ease California's water issues.







As a Californian, yes please!
Quiggle Queue
Ministry of War
Amarr Empire
#138 - 2015-06-11 23:38:57 UTC
Tatsuj Khan wrote:
Devs:

Many comments above described how pilots in w-space uses wormholes to move from system to system, and corporate WH BMs are what fleets use to move from system to system. Corp BMs allow wormhole fleets to move similar to, of course, fleets in normal space where they use "public" gates to travel from system to system. The proposed changes will take away that ability from w-space.

Suggestion:
Make corporate wormhole BMs "public" just as gates are, and allow fleets to warp from WH to WH in a coherent group. Otherwise as the Dev proposal stands now, the fleet can't work together as they land because ships are strung out throughout the system. This allows the enemy to pick off small faster ships first as the landing fleet straggles in.

If wormhole BMs are made "public", it should significantly lessen the damage this nerf does to WH corp membership and fleet ops. I recall somewhere in the sov changes thread, devs stated that changes should enhance game play rather than add unnecessary difficulties and tedium.

As Sarg wrote in a comment above to other w-spacers: "If you are trying to get your battleships to land on grid with your cruisers now, even triage, good luck and have fun having the enemy pick stragglers off."



Yes +1
Sugar Kyle
Middle Ground
#139 - 2015-06-11 23:40:26 UTC
Kaeda Maxwell wrote:
So my main concern here is that this is a stealth buff to off grid boosters (OGB).

Many tech 3 off grid boosters are fitted both to be extremely hard to scan down and have a 100mn afterburner to burn around on the grid. Furthermore they often sit in deep safes (long warps).

Currently the best way to kill an OGB is to scan it down (which needs to be done fast or they cloak) fleet warp a lachesis or a tackle bomber to them (dscan invisibility).

After this change in order to kill a OGB you'll need to put a cloaky scout on grid with the OGB so you can warp to that. This causes a few issues, often OGB's are only decloaked for a limited amount of time, so the extra delay reduces the chances of catching it. Furthermore if it's in a deepsafe and burning with a 100mn 2 long warps instead of one makes it highly likely that it will now be out of tackle range completely by the time you get there.

Fitting tackle to the prober isn't that realistic a solution either since you need highly specialized fits to even be able to scan most tech 3 OGB's down in the first place. And many of the command ship variants that are hard to probe also carry a flight of ECM drones which puts further restraints on the fits of viable tackle ship.

So I worry that this change makes a class of ships that is already incredibly hard to kill even harder to kill.

Having corp bookmarks update instantaneously might be a viable work around, that way you still remove the automation but at least it doesn't hurt things like OGB hunting then.


It is a very good point. Thank you.

Member of CSM9 and CSM10.

Tyr Dolorem
State War Academy
Caldari State
#140 - 2015-06-11 23:42:40 UTC  |  Edited by: Tyr Dolorem
i̶s̶h̶t̶a̶r̶ peteonline

This kinda screws wormholers over big time, especially considering the current state and also lack of corp/alliance bookmarks.

And I'm gonna go ahead and guess that Jspace was not the intended target for this change.