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Combat Refitting

Author
Aren Lorien
Center for Advanced Studies
Gallente Federation
#1 - 2015-10-25 22:30:57 UTC  |  Edited by: Aren Lorien
I think that combat refitting is one of the most important aspects of EVE.

I live in a wormhole and when we warp in on a fight that we are outnumbered in, we don't have all the pilots in the world to warp in carriers with different carrier fits because we just don't have the pilots and because the wormhole does not have the available mass to take a second carrier many times.

For super pilots not being able to refit in combat will mean that they will not likely be able to survive multiple dd. (I understand the dd is being changed but still.) And for such an investment as supers and titans, not being able to refit will mean they will be much more risk adverse, which means less content in the form of super kills.

What will become of the Nestor? Was one of the primary reasons that it was rolled out not to reduce the need for caps on field to provide combat refits?

How will triage carriers be viable when they can not refit to a local tank to coast out of triage? Or to a cap fit to help them remote repair? Or to a structure tank when things look bleak?

I personally find combat refitting one of the most challenging aspects of the game, and one of the most fun. I'm sure I am not alone in that belief.
Others that I'm fairly certain find it fun:
(note that I do not speak for any of the mentioned groups and only think they like refitting because they post videos of them doing it)
Rooks and Kings
Adhocracy Inc
No Holes Barred(when they were around)
And i'm sure countless others that just have not posted videos of it or I just have not found them.

In my opinion, this change of not being able to refit while you have a weapons timer was not well thought out. However, I would love to hear from one of the devs if possible as to why this change will be good for the game. I am open to hear about how it will change EVE for the better and would be happy to have my opinion changed.

If you are a player who loves the ability to combat refit, let the devs know here why you love it so much, but remember to tell them why instead of just that you think it should not be removed. This does not help the development process to hear "I love/hate this feature!!" as CCP Greyscale told us, it is important to give all the information available when asking the devs to read a post so that they can better understand an issue.

Thanks for reading my text wall.
Armonus
Disorderly.Conduct
#2 - 2015-10-25 22:44:54 UTC  |  Edited by: Armonus
I personally agree with this post, as me being a sc pilot outside of my wh and doing solo drops with it being able to combat refit from another carrier is crucial. As I've been baited dropped and the only reason I survived was because I was able to refit my tank to accommodate the hostile fleet.

Also with nestors in a wormhole, wasn't this the reason nestors were brought out in the first place to reduce the need of carriers in w-space. Do you realize how many people in a fleet depend on that nestor for refitting purposes. Guardians, jamgus, long/short points . The list can go on and on as to who refits during pvp.

As of right now you're just reducing the amount of sc's and titans being used yet again and reducing content for more players yet again. Also allowing supers and titans to be able to be tackled by normal point is absolutly ridiculous. The shear amount of time is takes to be able to properly use of these ships require some dedicated to start with and to be able to be tackled by a ship that can be trained into in 2-3 weeks is beyond my comprehension.

If anything sc's and titans should be the hardest ships in game to tackle as they require the most dedication to train into. But now you're making capitals almost useless without the ability to combat refit and with the ability to be tackled by a stealth bomber. The only thing you're effectively doing is saying ya we know you spent 5 years training into this but we could care less. This just doesn't make sense to me. I pose you keep sc's and titans only able to tackled by hic's and dic's and allows caps to combat refit as these are both major aspects of the game which makes these ships/fleets so versatile and hard to kill as they should be.
Xavindo Sirober
KarmaFleet
Goonswarm Federation
#3 - 2015-10-25 22:47:32 UTC
Main reason they did it so that once a fight erupts players will have to think about more what fit they will bring to the fight, and so that they won't simply refit in the heat of the battle to whatever is being thrown at them, because it isn't seem to be fair in a fight, With the many Kinds for resistances coming to the Cap+ ships it should somewhat be easier in terms of fitting for atleast a bit

I find it personally actually a pretty nice feature to have, because it also unlocks an extra task in a fight, which brings increased difficulty, which somewhat should also increase the fun factor.
Armonus
Disorderly.Conduct
#4 - 2015-10-25 23:11:49 UTC
Xavindo Sirober wrote:
Main reason they did it so that once a fight erupts players will have to think about more what fit they will bring to the fight, and so that they won't simply refit in the heat of the battle to whatever is being thrown at them, because it isn't seem to be fair in a fight, With the many Kinds for resistances coming to the Cap+ ships it should somewhat be easier in terms of fitting for atleast a bit

I find it personally actually a pretty nice feature to have, because it also unlocks an extra task in a fight, which brings increased difficulty, which somewhat should also increase the fun factor.



I agree but it will make the 00 entities so risk advers with caps( as if they aren't already to the point it makes me want to puke)that it will make dropping a cap almost not done until we know for a fact that we got this guys.
Dave kazkade
Lethal Devotion
Escalation Theory
#5 - 2015-10-26 05:49:44 UTC
This is a reminder that using bastion with a marauder gives you a weapons timer, and this basically kills solo pve marauders if the changes CCP is thinking about becomes a thing. Please don't make it to were my paladin has to die in a c5 site to sleepers because I need to refit A mod, but CCP wont allow it for PVP reasons...

O2 jayjay
Federal Navy Academy
Gallente Federation
#6 - 2015-10-26 05:54:10 UTC
Dave kazkade wrote:
This is a reminder that using bastion with a marauder gives you a weapons timer, and this basically kills solo pve marauders if the changes CCP is thinking about becomes a thing. Please don't make it to were my paladin has to die in a c5 site to sleepers because I need to refit A mod, but CCP wont allow it for PVP reasons...


They said it wont affect your pal. Only caps are affected.
afkalt
Republic Military School
Minmatar Republic
#7 - 2015-10-26 08:12:07 UTC
O2 jayjay wrote:
Dave kazkade wrote:
This is a reminder that using bastion with a marauder gives you a weapons timer, and this basically kills solo pve marauders if the changes CCP is thinking about becomes a thing. Please don't make it to were my paladin has to die in a c5 site to sleepers because I need to refit A mod, but CCP wont allow it for PVP reasons...


They said it wont affect your pal. Only caps are affected.



uuum, no, they said it was ALL hulls at the Q&A


And, with regret I think they are going to give precisely no fucks about people soloing C5s, sorry.
Mike Voidstar
Voidstar Free Flight Foundation
#8 - 2015-10-26 10:08:46 UTC
I am more worried about ewar effects while in Bastion, as immunity is going away. The only reason I even got into marauders at all was they made drones useless in PvE for me, and upon switching to turrets I found out just how problematic Damps and ecm really are.

Resistance might make sense for PvP, but rats have no issue bringing all the ewar. Already there isn't much point to fitting against it and bastion was the only really effective thing against it.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#9 - 2015-10-26 10:12:10 UTC
I don't understand why so many people have trouble comprehending this. Combat refitting has not been removed, it's just restricted by a weapons timer now*. It's limited in exactly the same way as docking or jumping through a gate. You absolutely can still refit in combat, all you need to do is not shoot at someone for a minute.

*for anyone still confused, a weapons timer is currently 60 secs and they even discussed the possibility of reducing this to 30.
afkalt
Republic Military School
Minmatar Republic
#10 - 2015-10-26 10:30:30 UTC
xttz wrote:
I don't understand why so many people have trouble comprehending this. Combat refitting has not been removed, it's just restricted by a weapons timer now*. It's limited in exactly the same way as docking or jumping through a gate. You absolutely can still refit in combat, all you need to do is not shoot at someone for a minute.

*for anyone still confused, a weapons timer is currently 60 secs and they even discussed the possibility of reducing this to 30.



To be fair, I'd not want to try and tank a C5 with a marauder without bastion for 60 seconds.
Cidanel Afuran
Grant Village
#11 - 2015-10-26 18:27:32 UTC
Wait...CCP knows wormhole space exists?
Grorious Reader
Mongorian Horde
#12 - 2015-10-26 18:47:32 UTC
Dave kazkade wrote:
This is a reminder that using bastion with a marauder gives you a weapons timer, and this basically kills solo pve marauders if the changes CCP is thinking about becomes a thing. Please don't make it to were my paladin has to die in a c5 site to sleepers because I need to refit A mod, but CCP wont allow it for PVP reasons...


Oh you didn't know? CCP gives 0.0 f**ks about PvE (see: the upcoming absurd gila nerf). That content only exists so PvPers have somebody to gank.
Zerinia
Lom Corporation
#13 - 2015-10-26 20:10:16 UTC
Linky what everyone is discussing pls.
Frostys Virpio
State War Academy
Caldari State
#14 - 2015-10-26 20:38:33 UTC
Dave kazkade wrote:
This is a reminder that using bastion with a marauder gives you a weapons timer, and this basically kills solo pve marauders if the changes CCP is thinking about becomes a thing. Please don't make it to were my paladin has to die in a c5 site to sleepers because I need to refit A mod, but CCP wont allow it for PVP reasons...



Maybe your single battleship tanking a C5 is stupid to begin with and deserve to be nerfed...
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#15 - 2015-10-26 21:19:38 UTC
They're not taking away combat refitting only that you can't use refitting services while fighting. literally just stop fighting for 60 seconds, wait out your timer, allow people to refit. Or better yet, have some caps in reserve off field or as reinforcements, their fresh status on the field means you can refit right away.

While normally I would understand this point being made, they're giving EVERY cap ship the ability to allow for reffiting. This more than doubles the amount of ships capable of reffing on a typical battlefield. I think that's a fair trade.
unidenify
Deaf Armada
#16 - 2015-10-26 22:24:11 UTC
Mike Voidstar wrote:
I am more worried about ewar effects while in Bastion, as immunity is going away. The only reason I even got into marauders at all was they made drones useless in PvE for me, and upon switching to turrets I found out just how problematic Damps and ecm really are.

Resistance might make sense for PvP, but rats have no issue bringing all the ewar. Already there isn't much point to fitting against it and bastion was the only really effective thing against it.


they said No Capital Ship will have EWAR immunity.

Either they decide Marauder are fine, or they forget about Marauder
Aren Lorien
Center for Advanced Studies
Gallente Federation
#17 - 2015-10-27 01:03:12 UTC
Lyra Gerie wrote:
They're not taking away combat refitting only that you can't use refitting services while fighting. literally just stop fighting for 60 seconds, wait out your timer, allow people to refit. Or better yet, have some caps in reserve off field or as reinforcements, their fresh status on the field means you can refit right away.

While normally I would understand this point being made, they're giving EVERY cap ship the ability to allow for reffiting. This more than doubles the amount of ships capable of reffing on a typical battlefield. I think that's a fair trade.


The idea of refitting in combat is quite literally that you are fighting and refitting at the same time. Sometimes 60 seconds is not enough time to be able to live. It is quite common that dreads and carriers go down in 15 to 30 seconds on a battlefield with a large number of caps already present. Adding 60 seconds to that will mean you are dead before you even have a chance to refit.

Example: Nag dies in 30 seconds.

While I understand that this is in a magnetar wh, this should easily show you that waiting is rarely an option.

Also note that when in triage, remote repairing someone with a weapons timer gives you a weapons timer. While your carrier may be able to survive to refit, I get the feeling that your fleet will not fare so well for 60 seconds without reps.
Lara Sunji
Doomheim
#18 - 2015-10-27 02:31:00 UTC  |  Edited by: Lara Sunji
Fit properly the first time then and coordinate. "Combat fitting" is 100% fail.
Kenrailae
Center for Advanced Studies
Gallente Federation
#19 - 2015-10-27 03:29:05 UTC
Fix the code. Keep combat refitting, limit what can/can't be refit.

The Law is a point of View

The NPE IS a big deal

Ghaustyl Kathix
Rising Thunder
#20 - 2015-10-27 14:20:37 UTC  |  Edited by: Ghaustyl Kathix
I think removing combat refitting is a mistake. Dreadnought warfare, for example, is completely uninteractive. Without refitting, you land on grid, you go into siege, you lock a target and press F1. You don't need to really pay attention to what's going on in the fight. Even when they lose EWar immunity, dealing with EWar is going to be someone else's job because there's nothing the dreadnought would be able to do about it. When the pilot can refit in combat, it adds another layer of complexity to the fight. The dreadnought pilot can pay attention to what damage types are being dealt by what ships and can refit accordingly, for example. This kind of situational awareness should be rewarded. As pointed out before, 60 seconds is long enough to die before you can refit. Using docking or taking a gate as examples doesn't make sense in this context because those are things you do to escape a fight.

Honestly, I think introducing capital-sized modules is enough of a nerf to combat refitting for capitals. Even with the added fleet hangar, if they're sized anything like existing capital modules you'll only be able to keep one or two in your cargo hold or the fleet hangar of a nearby force aux. Combat refitting on sub-capitals doesn't do much when capitals are already on field.

Lara Sunji wrote:
Fit properly the first time then and coordinate. "Combat fitting" is 100% fail.
You have two dreadnoughts vs their two dreadnoughts, for example. Their two primary one of yours, so the other switches to full-damage fit. If they switch to the damage-fit dreadnought, he switches to a tank fit and the other switches to damage fit. There's nothing "fail" about that.
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