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[AEGIS] Fleet Warp Changes - Please see devblog!

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unimatrix0030
University of Caille
Gallente Federation
#1681 - 2015-06-19 13:41:48 UTC
baltec1 wrote:
A55 Burger wrote:


That's not how I read "CCP Larrikin: I agree, I want anchoring taken out of the game. "

Perhaps my reading of this is askew, but orbit, approach, and keep at range are all methods to anchor. There's no anchor command, so....


Saying he would like it gone does not mean it is going to happen. Its something he would like to happen, he did not say it is going to happen.

You guys should listen to the recording, he absolutly want them all to be removed, align, keep at range, orbit,... .
The main idea is that you should be manualy piloting your ship so that means align, ,move and warp out would be done all manualy

No local in null sec would fix everything!

Winter Archipelago
Autumn Industrial Enterprises
#1682 - 2015-06-19 13:44:17 UTC
Zappity wrote:

Don't be silly. Fit some tank on the Crusader. Check. Not to mention it comes with built in sig reduction.

Fit some tank on the Anathema. Oh wait you can't because there is no fitting left after the Expanded probe launcher. And there's no sig reduction either.

You aren't going to fit much of a tank to an Interceptor after putting on an expanded launcher. Even the expanded Sisters' launcher is 210 CPU, and the highest any interceptor has (at all V's) is the Crow, at 206, followed by the Raptor, at 200. The rest are similar or lower (with several of the combat-oriented Interceptors being in the 150's).

You aren't going to have fittings for a tank after the expanded launcher and a MWD.
Rain6637
GoonWaffe
Goonswarm Federation
#1683 - 2015-06-19 13:46:43 UTC
unimatrix0030 wrote:
baltec1 wrote:
A55 Burger wrote:


That's not how I read "CCP Larrikin: I agree, I want anchoring taken out of the game. "

Perhaps my reading of this is askew, but orbit, approach, and keep at range are all methods to anchor. There's no anchor command, so....


Saying he would like it gone does not mean it is going to happen. Its something he would like to happen, he did not say it is going to happen.

You guys should listen to the recording, he absolutly want them all to be removed, align, keep at range, orbit,... .
The main idea is that you should be manualy piloting your ship so that means align, ,move and warp out would be done all manualy

I'm with him, I think drones are **** ideas too. It's basically five of my alts in T1 frigates, messing up Tidi on autopilot.
Eli Stan
Center for Advanced Studies
Gallente Federation
#1684 - 2015-06-19 14:13:32 UTC
(Reposting my comment from an other thread as I'm not sure CCP is reading that other thread.)

As a small-gang PvP participant, I see this negatively impacting our ability to get fights. We use punting to get on to hostiles. Sometimes it's our FC, sometimes it's somebody else in a T3D we put into a squad/wing command position. We can't send just a single covops, SB, T3 or T3D to the combat scan result; they'd surely die (and/or the hostiles would be forewarned enough to move out of tackle range) before the rest of the fleet could land. I guess we could use a cloaky scanner who warps to the scan result at range, then wait ten minutes for it to slowboat to the opposite side of the target so we could warp the fleet to the cloaky at range, twiddling our thumbs in the meantime, hoping the hostiles don't notice us and dock up.

Of course, the other small gangs we encounter wouldn't be able to use punting against us either.

So if the goal is to reduce PvP combat in EVE, I guess this is a good way to go about it. Ugh

(Maybe a tanked-to-the-gills Hecate with a couple scrams could do the trick though, of scanning down and landing in a hostile fleet, and be able to survive long enough to do it again. That's an expensive "maybe," however.)
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#1685 - 2015-06-19 14:30:48 UTC
baltec1 wrote:
Anathema 2.3k ehp base

crusader 2.16k ehp base

Yea, just as flimsy.


LOL.


Nevil Kincade
Imperial Academy
Amarr Empire
#1686 - 2015-06-19 15:16:45 UTC  |  Edited by: Nevil Kincade
To prevent AFKers from being warped i would suggest implementing at least an afk check for fleet warps.

I was almost going to say that fleet warp should be removed entirely. But then there is the issue with ships warping at different speeds. The result would be utterly choatic and bloody engagements escalating from nano skirmishes to hot drops - even though i'd like that very much.
It could be implemented as a message box with an 'OK' button or as a less visually obstructive indicator prompting to press a hotkey (as im not a big fan of popups and radial menus because of the slow input speed to say the least).
Anyway, any form of AFK gameplay needs to be fought. Where AFK miners/pvp'ers suffer the active players will profit. And that's the real point of this change, right ?

There are however concerns remaining regarding the role of CovOps as combat Scanners. My experience with combat probing is in line with other posters here, the reaction time for your target is already long enough, in fact anybody paying Attention to d-scan won't ever be probed out and tackled i swear it, simply because aligning takes so much less time than scanning and warping. It may be because im an experienced prober but i never got caught like that in 3 years.
That being said it would be a bad idea to add another Interceptor warp (from outside d-scan range) to the targets reaction time. The only solution i can come up with from the top of my hat is an extensive CovOps rebalance. Im leaning towards speed tanking and a point range bonus here just because CovOps could also make good use of more speed fulfilling their role as cloaky warpins. When it comes to tackling MJD battleships you would need a completely different set of bonuses though, probably active tanking. I think CCP have got their work cut out for themselves here.

As for the Wormholers:
You guys are the ones who have the necessary ships for warpins in your fleet anyways. What kind of WH corp does not have cloaky eyes on the holes ? WH chains are either scanned down in advance so you can bookmark them or you will have your scanner in place for the warpin. The WH faction seems to be trying very hard to give the impression that this change is harder on them than on anybody else. I just hope CCP does not give into that because the whole point again is to promote certain roles.

P.S.
And yea i think the whole bomber argument was a reach down the toilett and should be left out of the discussion from this point on. A well prepared and properly executed bomb run will not be affected by this change. Though they might become a less common occurence due to the hinderence emposed on them now. This is not a balancing effect at all and it was probably unnecessarily emphasized in the Initial post.
baltec1
Bat Country
Pandemic Horde
#1687 - 2015-06-19 16:11:27 UTC
unimatrix0030 wrote:
baltec1 wrote:
A55 Burger wrote:


That's not how I read "CCP Larrikin: I agree, I want anchoring taken out of the game. "

Perhaps my reading of this is askew, but orbit, approach, and keep at range are all methods to anchor. There's no anchor command, so....


Saying he would like it gone does not mean it is going to happen. Its something he would like to happen, he did not say it is going to happen.

You guys should listen to the recording, he absolutly want them all to be removed, align, keep at range, orbit,... .
The main idea is that you should be manualy piloting your ship so that means align, ,move and warp out would be done all manualy


Again, saying he would like to get rid of them is not the same as saying they are removing them.
baltec1
Bat Country
Pandemic Horde
#1688 - 2015-06-19 16:15:41 UTC
Zappity wrote:
baltec1 wrote:
Zappity wrote:
baltec1 wrote:
Zappity wrote:

To tackle? Lol


Why not? We use just as flimsy interceptors, t1 frigates and Ewar frigs.

"Just as flimsy"? You have got to be kidding. Covops are PAPER thin and clearly not designed for tackle. Interceptors are designed specifically for tackle.

But perhaps you are confused. After all, you seem to think interceptors are for scanning, too.


Anathema 2.3k ehp base

crusader 2.16k ehp base

Yea, just as flimsy.

Don't be silly. Fit some tank on the Crusader. Check. Not to mention it comes with built in sig reduction.

Fit some tank on the Anathema. Oh wait you can't because there is no fitting left after the Expanded probe launcher. And there's no sig reduction either.


You can fit as much tank on a probe fitted cov ops as a tackle fitted crusader. As for the sig just slap an afterburner on the cov-ops.
Arrendis
TK Corp
#1689 - 2015-06-19 17:05:12 UTC  |  Edited by: Arrendis
baltec1 wrote:
Zappity wrote:
Don't be silly. Fit some tank on the Crusader. Check. Not to mention it comes with built in sig reduction.

Fit some tank on the Anathema. Oh wait you can't because there is no fitting left after the Expanded probe launcher. And there's no sig reduction either.


You can fit as much tank on a probe fitted cov ops as a tackle fitted crusader. As for the sig just slap an afterburner on the cov-ops.


Not quite. The difference does get noticeable - roughly a 25% increase in tank, all the way to 6500 ehp. So, you know, if anything you're tackling is bigger than you and can actually hit you...

Yeah, you're still dead.

BTW, the sig on the ab Anathema's roughly half that of the mwd Crusader, so it lives longer just in terms of how long it takes to target it. And if you're setting up on something slow, like battleships, it's moving 3x their speed while cloaked, so that's no problem. If it's something like cruisers, and you're trying to get in to lock up a slippery pete, it can also carry a pair of target painters, just to add insult to injury.

While still having that 5k ehp tank, and the covops cloak, and the expanded probe launcher.

IOW, while he's not perfectly right on the tank, yes, Baltec has clearly done the math on this better than Zappity has.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#1690 - 2015-06-19 17:38:46 UTC  |  Edited by: Awkward Pi Duolus
Nevil Kincade wrote:
To prevent AFKers from being warped i would suggest implementing at least an afk check for fleet warps.

There's the exempt from warp button. Use it. Otherwise, people who are afk in an active fleet deserve to die.

Nevil Kincade wrote:

It could be implemented as a message box with an 'OK' button or as a less visually obstructive indicator prompting to press a hotkey (as im not a big fan of popups and radial menus because of the slow input speed to say the least).
Anyway, any form of AFK gameplay needs to be fought. Where AFK miners/pvp'ers suffer the active players will profit. And that's the real point of this change, right ?

You realize "AFK PvP" is an oxymoron, right? If you're AFK in a PvP fleet, you're as good as dead.

Nevil Kincade wrote:
That being said it would be a bad idea to add another Interceptor warp (from outside d-scan range) to the targets reaction time. The only solution i can come up with from the top of my hat is an extensive CovOps rebalance. Im leaning towards speed tanking and a point range bonus here just because CovOps could also make good use of more speed fulfilling their role as cloaky warpins. When it comes to tackling MJD battleships you would need a completely different set of bonuses though, probably active tanking. I think CCP have got their work cut out for themselves here.

One word - recons.

Nevil Kincade wrote:
As for the Wormholers:
You guys are the ones who have the necessary ships for warpins in your fleet anyways. What kind of WH corp does not have cloaky eyes on the holes ? WH chains are either scanned down in advance so you can bookmark them or you will have your scanner in place for the warpin. The WH faction seems to be trying very hard to give the impression that this change is harder on them than on anybody else. I just hope CCP does not give into that because the whole point again is to promote certain roles.

I don't think you know what you are talking about. Let alone understand what the WHers are saying. Those BMs of yours - yeah they aren't going to be warpable to after this change. WHers are a tough bunch, and far from self-entitled cry babies. Don't dismiss their concerns so readily.

Nevil Kincade wrote:
P.S.
And yea i think the whole bomber argument was a reach down the toilett and should be left out of the discussion from this point on. A well prepared and properly executed bomb run will not be affected by this change. Though they might become a less common occurence due to the hinderence emposed on them now. This is not a balancing effect at all and it was probably unnecessarily emphasized in the Initial post.

Yes, this change will slightly nerf bombers - you cannot neatly warp to 30 on your target blob anymore. However, that nerf does not justify the degradation of gameplay for so many other roles in game.
Brewmeron
Deep Core Mining Inc.
Caldari State
#1691 - 2015-06-19 17:53:18 UTC
The main breaking point for me in this that will affect whether I am fine with it or pissed off at the change is how it will affect probe results, I understand the reasoning for the changes, and I am somewhat supportive of this, however I am concerned about the impact it will have on hunting complex runners or people in sites in w-space, I believe it was suggested in the WH CSM meeting to discuss this the idea of the prober being able to broadcast a probe result for tacklers to instantly warp to. This way it involves the tackler pilot being awake and not just taking a squad warp, and doesn't seriously harm our ability to get tackle onto a target in what is generally a highly time limited activity.

Failing this, I feel the only other solution to this is to give interceptors and interdictors at minimum a fitting bonus to be able to fit expanded probe launchers, even if they don't get a bonus to strength, that or giving covert ops alot more capability to survive holding tackle on something awaiting support, because right now they're paper thin.
Arla Sarain
#1692 - 2015-06-19 19:09:35 UTC  |  Edited by: Arla Sarain
You won't be using Anathemas and Cheetahs for tackle. Prolly not even a buzzard. No fitting space and no defense. So much for giving these twats combat bonuses or any role beyond a interacting with somewhat clever PVE.

This Helios has 4k EHP, more if you lose the nanos for overdrives. It's sole merit is the 1k hull.


[Helios, Tackle]
Type-D Restrained Nanofiber Structure
Damage Control II
Type-D Restrained Nanofiber Structure

5MN Y-T8 Compact Microwarpdrive
Warp Disruptor II
Small Capacitor Booster II, Navy Cap Booster 200
Scan Acquisition Array I
F-90 Positional Sensor Subroutines, Scan Resolution Script

Sisters Expanded Probe Launcher, Sisters Combat Scanner Probe
Covert Ops Cloaking Device II

Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I

You can decloak midst warp, about 1AU out and will land with no calibration timer. Not that's a clever idea in its own right, because cloak allows you to position favoruably. You could try recalibration rigs, this drops the timer down to 3.7s with Cloaking V, and rely on victims poor align time to tackle him/her/it.

Still, you cannot compare this to an interceptor because it is "Just as flimsy". This has no drone protection, no practically replenishable tank, and it has to use the sisters launcher, so its a 70mill ships + 10 mill cargo of probes and boosters.

Also, cannot understand where the whole "combat scanning is easy lol" is coming from. On-grid scanning is easy, sure. As a consequence of knowing where your enemy is, you can land probes on top of them, which isn't that much different as to what it was before the changes, you just deploy multiple probes in one go, before you'd need ~40s setup time. Calling it a skill to cycle the launcher a few times is silly.

But offgrid scanning is not easy, and rarely doable in a single scan cycle, after which your chances of getting a hit are slim. The fastest scans are 4 seconds and that's with T2 scan speed module which are out of reach of common probers getting into the role, and implants which are even further out of reach. And this is still easily detected on d-scan.

So, what, you use these to tackle, which require 70mill ISK to set up, 1bil+ in headplants, several months of training (excluding the skills required to pilot the hull), are utterly defenseless with no real competition with T1/ewar/ceptor frigs? I doubt it. This isn't exactly a reasonable set up to fly and tackle with regularly.

I'd like combat probing to become more common and to have reasons not to divert the function to alts; I'd enjoy the role myself, but this change is no motivation for me to do that - worthwhile prober pilots are about as expensive as pirate frigs with billions in pod value. It's just not a practically reasonable tackler.
unimatrix0030
University of Caille
Gallente Federation
#1693 - 2015-06-19 19:17:45 UTC
In a sleeper site that helios will be 2 shoted by the sleepers npc's .

No local in null sec would fix everything!

Arla Sarain
#1694 - 2015-06-19 19:22:02 UTC  |  Edited by: Arla Sarain
unimatrix0030 wrote:
In a sleeper site that helios will be 2 shoted by the sleepers npc's .

Cool.

Sleepers are in wormholes.
Kaerakh
Obscure Joke Implied
#1695 - 2015-06-19 19:35:48 UTC
CCP, I really thought more of you. Glad I'm not resubbing, this thread embodies why I've lost interest in what was once my favorite game.

All this serves to do is punish smaller gang warfare where snap decisions from the FC are of vital importance. Seeing as how that was all I ever did in the past, I really have no reason to play if this is going to continue to be the current trend.

It used to be fun CCP.

o7
Ab'del Abu
Atlantis Ascendant
#1696 - 2015-06-19 20:45:27 UTC
CCP Larrikin wrote:
Hi Mates,

The original post has been updated with a few more Q&A's answering some of your questions. We've got a lot of amazing feedback and we're going to go back to the CSM with some ideas. Expect an update next week.

Have a great weekend!


Yo it's been a week now, wtb update pls.
Zeetchmen
The Scope
Gallente Federation
#1697 - 2015-06-19 21:15:24 UTC
BadAssMcKill wrote:
Have you considered making the game more fun for a change


Best post I've ever seen regarding these kinds of changes

Kinete Jenius
Republic Military School
Minmatar Republic
#1698 - 2015-06-19 21:15:31 UTC  |  Edited by: Kinete Jenius
unimatrix0030 wrote:
You guys should listen to the recording, he absolutly want them all to be removed, align, keep at range, orbit,... .
The main idea is that you should be manualy piloting your ship so that means align, ,move and warp out would be done all manualy

Well that would certainly make me become uninterested in flying logistics post change.

Awful idea.

baltec1 wrote:
unimatrix0030 wrote:
baltec1 wrote:
A55 Burger wrote:


That's not how I read "CCP Larrikin: I agree, I want anchoring taken out of the game. "

Perhaps my reading of this is askew, but orbit, approach, and keep at range are all methods to anchor. There's no anchor command, so....


Saying he would like it gone does not mean it is going to happen. Its something he would like to happen, he did not say it is going to happen.

You guys should listen to the recording, he absolutly want them all to be removed, align, keep at range, orbit,... .
The main idea is that you should be manualy piloting your ship so that means align, ,move and warp out would be done all manualy


Again, saying he would like to get rid of them is not the same as saying they are removing them.

Did you miss fozzie saying he wanted to remove fleet warp a while back? I'm pretty sure this change might have been the result...
Zappity
New Eden Tank Testing Services
#1699 - 2015-06-19 21:21:22 UTC
Regarding, this Crusader vs Anathema issue, the problem is that we currently have ships fit for role perfectly - interceptors intercept and probers probe. The changes greatly reduce the utility of entire ship classes in certain usage cases with the result that you need to shoehorn fits that are actually quite ridiculous.

If combat probing is the core problem (and I accept this may be the case) then I would strongly prefer a direct nerf to combat probing without messing with the downstream ship uses.

Delay probe results or make them fuzzy. But still allow us to launch appropriate tackle at the result.

Zappity's Adventures for a taste of lowsec and nullsec.

Rain6637
GoonWaffe
Goonswarm Federation
#1700 - 2015-06-19 21:23:31 UTC