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Carrier PSA (now with images nd video)

Author
Jack Hayson
The Scope
Gallente Federation
#21 - 2016-04-25 19:22:15 UTC
Just tested this on sisi with an Archon, three squads of Dragonfly I and a Griffin...
Jamming fighters doesn't do anything. They just keep shooting.

/thread
Lugh Crow-Slave
#22 - 2016-04-26 01:04:25 UTC  |  Edited by: Lugh Crow-Slave
Jack Hayson wrote:
Just tested this on sisi with an Archon, three squads of Dragonfly I and a Griffin...
Jamming fighters doesn't do anything. They just keep shooting.

/thread



idk if you were trying to troll and activated the jams just after the cycle or you got a glitch but jammed video



EDIT:

i found out why it worked for you. you actually did find a bug. If you activate and the fighters start attacking the jam will not break lock (ccp probably doesn't have fighters check if they still have legal locks) but if you jam first those fighters are never shooting
Primary This Rifter
Mutual Fund of the Something
#23 - 2016-04-26 02:45:51 UTC
You know what else is stupid is that they never once addressed us when we said that carriers had lost all their distinctiveness and are now purely inferior to supercarriers.
Lugh Crow-Slave
#24 - 2016-04-26 02:49:14 UTC
oh i know and they ignored us as well when giving feed back
Degnar Oskold
Moira.
#25 - 2016-04-26 11:03:28 UTC
I just tested this. Jamming a fighter squadron cuts out the DPS of a single fighter in the squadron and prevents the whole squadron from attacking a NEW target. They can still continue attacking their existing target.

To hit a new target, such as the ship jamming them, you need to lock up the jamming ship, pull your fighter back to tube, and then launch them and hit F3 to attack the jamming ship before the jammer can lock them up.

So the main effect of jamming on fighter squadrons is to make assigning NEW targets more difficult.
Lugh Crow-Slave
#26 - 2016-04-26 11:07:38 UTC
When I tested this there was no dps drop from jamming and either way this is a huge kick in the nuts to carriers

The idea that I need to pull my fighters back anytime I want to swap targets (assuming I can get them to attack b4 they are tree jammed is just dumb.

It's more likely ccp meant to make them x points per fighter and didn't notice they screwed up
Degnar Oskold
Moira.
#27 - 2016-04-26 11:09:52 UTC
Lugh Crow-Slave wrote:
When I tested this there was no dps drop from jamming and either way this is a huge kick in the nuts to carriers

The idea that I need to pull my fighters back anytime I want to swap targets (assuming I can get them to attack b4 they are tree jammed is just dumb.

It's more likely ccp meant to make them x points per fighter and didn't notice they screwed up


It's easy to get them to attack before they are jammed. You will already have the target locked and all fighters selected, you just need to hit F3 before the jamming ships completes a lock (which takes a few seconds).

So as long as you can click a button and hit a key within 1 second, you are ok.

And the DPS drop is about 12% of a full squadron, vs 100% of a jammed ship. It's not so bad.
Lugh Crow-Slave
#28 - 2016-04-26 11:11:19 UTC
It is if you plan to use a carrier from more than 10k away these things are slow going back and forth
Degnar Oskold
Moira.
#29 - 2016-04-26 11:20:32 UTC
Lugh Crow-Slave wrote:
It is if you plan to use a carrier from more than 10k away these things are slow going back and forth



You can MWD them back towards you pretty fast to get of of range of the jamming ship though. Then sic them on the jammer
Lugh Crow-Slave
#30 - 2016-04-26 11:24:40 UTC  |  Edited by: Lugh Crow-Slave
That mwd has a 60s cool down I can warp my jammer of grid and back well within that time.

Not to mention that if I want to get out of range of a Griffen I need to go over 60km then I need to fly 60km back with no mwd of its a black bird is over 160km
Do you honestly think this kind of arbitrary game play is good and balanced?
Degnar Oskold
Moira.
#31 - 2016-04-26 11:30:17 UTC
Lugh Crow-Slave wrote:
That mwd has a 60s cool down I can warp my jammer of grid and back well within that time.

Not to mention that if I want to get out of range of a Griffen I need to go over 60km then I need to fly 60km back with no mwd of its a black bird is over 160km
Do you honestly think this kind of arbitrary game play is good and balanced?


After dealing with ECM vs my ships, this impact looks significantly less.
Lugh Crow-Slave
#32 - 2016-04-26 11:31:03 UTC
What do you mean?
Degnar Oskold
Moira.
#33 - 2016-04-26 15:29:07 UTC
In most if you get perm-jammed you can't do anything at all. If your fighter gets permajammed you have options like bring it back to lose the jam , or move it out of range, and still be able to kill the jammer.
KC Kamikaze
Blue-Fire
#34 - 2016-04-26 18:42:59 UTC
Degnar Oskold wrote:
In most if you get perm-jammed you can't do anything at all. If your fighter gets permajammed you have options like bring it back to lose the jam , or move it out of range, and still be able to kill the jammer.



Thats not exactly the point. fighters can be anywhere on grid ... 14km away. Burning back to relaunch them is not right. Their sensor strength should either be boosted or the sqad should still be allowed to engage new targets even if x number of fighters in the sqad are jammed.
Tzar Sinak
Mythic Heights
#35 - 2016-04-26 19:17:09 UTC
After reading this thread it seems to me that Degnar Oskold has offered up some interesting possibilities to shake any jam and KC Kamikaze does not want to use them; preferring to not have fighteres jammed at all.

Good work Degnar for figuring out tactics to use for existing mechanics.

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KC Kamikaze
Blue-Fire
#36 - 2016-04-26 19:53:30 UTC
Tzar Sinak wrote:
After reading this thread it seems to me that Degnar Oskold has offered up some interesting possibilities to shake any jam and KC Kamikaze does not want to use them; preferring to not have fighteres jammed at all.

Good work Degnar for figuring out tactics to use for existing mechanics.



Burning fighters 10km back to you to reload and burn back 10k again is not a valid mechanic. If you actually read my post: Don't care that fighters get jammed, but one fighter getting jammed should not prevent the entire squad from attacking a target.
Pandora Carrollon
Provi Rapid Response
#37 - 2016-04-26 21:05:54 UTC
Well, let's use some rational thought here on the logic of existing communications...

If you always have the ability to summon them home, jammed or not, it means you have some kind of communication method with them that is invulnerable to jamming... maybe blinking lights or a laser comm... whatever.

This means the carrier could also be sending them target data over the same line.

Thus, if the fighters themselves are jammed, they should be able to switch targets and still fire on a target but their jammed local computers would likely yield less dps.

If you jam the carrier, it can't update the fighters targeting so the fighters then go off their local, weaker, sensors but get full targeting dps on a ship they can target and lock. The weaker sensors are easier to jam.

If you jam both, they get nothing.

The short of it is, jam the fighters, still get carrier data but reduced dps. Jam the carrier, full dps but cannot assist fighters with targeting so they are vulnerable to weaker jamming sources letting you jam both. At all times, the carrier can summon the fighter group back with backup optical comms and unless both carrier and fighter group are jammed, can switch and create new targets.

So, it would take two ships (or one ship with two jammers) to take out a squadrons dps ability entirely, but a single jammer can take down a squadrons dps ability some % amount relatively easily but not eliminate it or prevent targeting.

That would seem to be a better mechanic than all or nothing from a single jamming ship.
Lugh Crow-Slave
#38 - 2016-04-26 21:33:16 UTC
Tzar Sinak wrote:
After reading this thread it seems to me that Degnar Oskold has offered up some interesting possibilities to shake any jam and KC Kamikaze does not want to use them; preferring to not have fighteres jammed at all.

Good work Degnar for figuring out tactics to use for existing mechanics.


it's not we dont want them to be jamable its we don't want perma jamming or some strange arbitrary mechanic
Lugh Crow-Slave
#39 - 2016-04-26 21:34:06 UTC
Degnar Oskold wrote:
In most if you get perm-jammed you can't do anything at all. If your fighter gets permajammed you have options like bring it back to lose the jam , or move it out of range, and still be able to kill the jammer.


except there is not a singe ship in the game that is perma jammable so long as you fit one module to the ship
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