These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

On grid boosters - Discussion Topic

First post
Author
Cade Windstalker
#61 - 2016-06-24 00:00:45 UTC
Mina Sebiestar wrote:
And yet very first update of them was giving em t2 resists and bonuses to webs and only minor tank buffs in bastion and talks about re positioning with MJD as well as RR capabilities to boot on battlefield if that's not epitome of PVP stats i don't know what is

Until flood of carebares tears that is at which point all that talk of pvp was replaced with how to kill arch gistum battleships or better yet tank it.


The first round never gave them web bonuses, that was the first thing to go off the Kronus and the Paladin in the rework. They almost put back 7.5% resists but that didn't work well with the MJD or Bastion and was stepping on the toes of the Serpentis. The ships actually *did* get T2 resists. There was never any suggestion of RR bonuses, no idea where you got that. You can look at the full thread here for reference.

Also if you read what CCP said about rebalancing the class they specifically said they wanted to keep the PvE functionality, that these were PvE ships and they didn't want to invalidate that. Any possible PvP uses were entirely up to the players to find and use.

Mina Sebiestar wrote:
Active tank marauder have significantly better tank than both minmatar and gallente command ships those would be active tankers and suitable in comparison

Other than that i mention it as an opinion as to size of boosting bubble/how many ppl get boosts and or strength of certain boosts over the others.


With certain fittings or with Bastion on, sure, but Command Ships in general have far better base resists and can mitigate damage through speed better than a Battleship can.

Plus a small gang that local tanks its ships because it doesn't have Logi would probably avoid running big slow Battleships, so I'm really not seeing the use-case here.

As for the idea to make certain sizes of ship boost better, I'm just really looking for a compelling reason for this. If you don't have one and just think it would be interesting that's fine.

Blade Darth wrote:
Don't worry, people who go for Baity McBaitboat 2 minutes after seing his link tengu jump in, will also fall for same ship with a neutral Drake on grid.


Heh, this is way too true... lol.

Though I rather hope that Drake goes flashy as soon as he boosts the flashy Baitboat.[/quote]

Blade Darth wrote:
Individually targeted links? Oh RNG Jesus pls no. I'm old enough to remember buffer class in ancient mmo's, 1 guy spending 3 minutes to provide buffs to a 7-9 man group and than having to sit down and regen for 5 minutes just to be able to redo same thing again. EvE has too much targeting as it is.
One "special", shorter, more powerful targeted link is cool thou, blob warfare would keep their aoe while a micro gang could focus on utilizing both aoe and special ability to maximum.


This is an interesting idea, but there's not really anything to stop it from just being scaled up, so long as you have sufficiently high-SP pilots. Once upon a time RR-Battleship gangs were the OP thing in Eve, I can totally see someone doing 50-man pair-boosting Command Ship fleets.
Frostys Virpio
State War Academy
Caldari State
#62 - 2016-06-24 01:56:36 UTC
Mina Sebiestar wrote:


And yet very first update of them was giving em t2 resists and bonuses to webs and only minor tank buffs in bastion and talks about re positioning with MJD as well as RR capabilities to boot on battlefield if that's not epitome of PVP stats i don't know what is
.


Marauder don;t have T2 resist, only a partial profile. This is also true while in bastion.

Name one marauder with a web bonus please.
Mina Sebiestar
Minmatar Inner Space Conglomerate
#63 - 2016-06-24 03:27:33 UTC  |  Edited by: Mina Sebiestar
"The first round never gave them web bonuses, that was the first thing to go off the Kronus and the Paladin in the rework. They almost put back 7.5% resists but that didn't work well with the MJD or Bastion and was stepping on the toes of the Serpentis. The ships actually *did* get T2 resists. There was never any suggestion of RR bonuses, no idea where you got that. You can look at the full thread here for reference."

Quote:
Quote:
We discussed the Marauder situation further and came with the following changes:


Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders will now get proper tech2 resists. This will allow Marauders to have better RR use outside Bastion and reduce overall tanking effectiveness inside the mode.

We have removed all tanking bonuses on the Marauders hulls (Armor Repairer amount on the Paladin and Kronos, Shield Boost amount on the Golem and Vargur). Instead, we are giving them 7.5% bonus to the velocity factor of stasis webifiers per level. This will not only help reducing their tanking effectiveness, be more in theme with the ship role itself and help anyone using them with short range weapons. We are not giving them a full 10% per level back as this would be extremely powerful in conjunction with the other bonuses / Bastion. We are going to leave the full 10% web strength amount on the Serpentis ships for now and see how things evolve with time.

Also, we are removing the mass penalty on the Bastion mode. Tests have shown you can't really turn when it's active anyway, and we don't want to have players abuse that to collapse wormholes.


Thats from thread you linked the very first iteration of a original idea of marauder re balance was t2 rezist battleship that move and can RR no bonus so it dont go OP all in effort to reduce ridiculous bastion tank and immobility of same.PVP as all hell if you ask me fk yeah.





Quote:
Also if you read what CCP said about rebalancing the class they specifically said they wanted to keep the PvE functionality, that these were PvE ships and they didn't want to invalidate that. Any possible PvP uses were entirely up to the players to find and use.


"Marauders were initially released during the Trinity expansion in 2007 and were aimed for PvE activities. However, as time passed and we rebalanced other classes, especially the Pirate Battleships, they lost appeal as a whole.

We also believe that designing them for a very specific activity doesn't fit the emergent nature of EVE, and as such we wish to expand their use to PvP as well."

And if you read that quote from very thread you linked you will see that they specifically wanted to open up Marauders for PVP and not as an afterthought bud rather admitting making a ship PVE is a flawed design. untill sea of tears start pouring in that is.

Further more you couldn't even activate bastion module in high sec without first lowering your security settings from "happy happy carebear" to lower levels.

Further further more if one need / want to do pve or pvp it needs internet spaceship with internet spaceship weapons fitted as perfectly illustrated with pirate ships that do both better ie pve functionality is a just term that doesn't mean nothing really.
until ships with 5% l4 mission per level start poping out that is...they are coming.

Quote:
With certain fittings or with Bastion on, sure, but Command Ships in general have far better base resists and can mitigate damage through speed better than a Battleship can.


Just an idea if they are introduced as command battleships their tank goes t2 so you point about tank doesnt stand.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Mina Sebiestar
Minmatar Inner Space Conglomerate
#64 - 2016-06-24 03:42:10 UTC  |  Edited by: Mina Sebiestar
Frostys Virpio wrote:
Mina Sebiestar wrote:


And yet very first update of them was giving em t2 resists and bonuses to webs and only minor tank buffs in bastion and talks about re positioning with MJD as well as RR capabilities to boot on battlefield if that's not epitome of PVP stats i don't know what is
.


Marauder don;t have T2 resist, only a partial profile. This is also true while in bastion.

Name one marauder with a web bonus please.


i did not say they do.

i did not say marauder have web bonus i dont know what are you on about.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Robert Caldera
Caldera Trading and Investment
#65 - 2016-06-24 08:19:31 UTC  |  Edited by: Robert Caldera
Cade Windstalker wrote:

Besides all of this though, just the fact that you consider Boosts to be so powerful says that they should be on-grid and under direct risk of getting shot rather than off-grid, hidden, and quite safe (you know, in comparison).


you know as good as I do, that they arent going to be on grid. People will stop using them or just in fleet warfare when they can be protected.

Sonya Corvinus wrote:

If you're afraid to PvP without boosts, you're risk averse enough that I'd say good riddance.

im not afraid to pvp without boosts, I'm just saying I can engage in far less fights.
Cade Windstalker
#66 - 2016-06-24 13:38:23 UTC
Mina Sebiestar wrote:
Thats from thread you linked the very first iteration of a original idea of marauder re balance was t2 rezist battleship that move and can RR no bonus so it dont go OP all in effort to reduce ridiculous bastion tank and immobility of same.PVP as all hell if you ask me fk yeah.


That's not the first itteration, that's the second itteration. The *first* iteration lost the web bonuses (which provoked complaints from Incursion runners and PvP pilots) and had a Bastion module that was close to what we have now but more powerful overall. You can see pieces of this by reading through the thread and looking for quotes from the original post, but most of that post is gone since it was edited for further changes (like the update you quoted above).

They were never RR bonused or even capable of being remote repped when in Bastion.

I'm really not sure where you're getting this stuff about the Marauder rebalance. It blatantly contradicts what was stated in the thread and even the ship details from the rebalance you're citing are incorrect.

Mina Sebiestar wrote:
And if you read that quote from very thread you linked you will see that they specifically wanted to open up Marauders for PVP and not as an afterthought bud rather admitting making a ship PVE is a flawed design. untill sea of tears start pouring in that is.


And if you read one sentence on you find: "Of course, their high price, low mobility will always ensure their role remains a niche one, but we at least can make that purpose more appealing than a simple "jam me now and forever" target dummy."

The first-itteration Marauders were introduced when the bogeyman of RR Battleships was fresh on everyone's mind, so CCP specifically gave Marauders crappy Sensor Strength to make them basically completely in-viable in PvP. If you read through the thread you'll note that at no point does CCP say they want the ships to be focused on PvP nor do they back off of the idea that they'll have more than maybe a niche PvP application post-changes, just that they shouldn't design ships specifically to be useless in PvP.

Mina Sebiestar wrote:
Further more you couldn't even activate bastion module in high sec without first lowering your security settings from "happy happy carebear" to lower levels.


Yes, which was fixed because it was defeating the intended purpose of the safety which is "prevent you from doing something that could get you killed" not "prevent you from getting a weapons timer".

Mina Sebiestar wrote:
Further further more if one need / want to do pve or pvp it needs internet spaceship with internet spaceship weapons fitted as perfectly illustrated with pirate ships that do both better ie pve functionality is a just term that doesn't mean nothing really.
until ships with 5% l4 mission per level start poping out that is...they are coming.


This makes no sense in English. At all. I have no idea what you're trying to say here.

Best guess, you're trying to say that the Pirate Battleships are better for PvE, which isn't really accurate. I'd love to see you try and tank a C4 or C5 Wormhole in a Pirate BS.

Mina Sebiestar wrote:
Just an idea if they are introduced as command battleships their tank goes t2 so you point about tank doesnt stand.


My point about the tank was that Command Ships already tank quite well and we don't need a Battleship that tanks like a Carrier because that would be hilariously OP in all kinds of situations outside of massive fleet fights. It's the same reason no Battleship has ever gotten full T2 resists, because it becomes extremely easy to brick tank them to the point that they're at no significant risk outside of a fleet engagement.
Cade Windstalker
#67 - 2016-06-24 13:41:32 UTC
Robert Caldera wrote:
you know as good as I do, that they arent going to be on grid. People will stop using them or just in fleet warfare when they can be protected.


For your purposes sure, IMO that's not a bad thing. You're now given a meaningful choice between using boosts and risking that second hull or not, as opposed to off-grid boosts where, if you have the account and the ability to run two at the same time, there was never much of a question as to the better choice here.
Sonya Corvinus
Grant Village
#68 - 2016-06-24 13:45:15 UTC
Robert Caldera wrote:
im not afraid to pvp without boosts, I'm just saying I can engage in far less fights.


Not true. It means you can engage is less fights where you know 100% that you will win. Take the fight anyway. You might have fun being challenged for a change.
elitatwo
Zansha Expansion
#69 - 2016-06-24 15:20:33 UTC
Sonya Corvinus wrote:
Robert Caldera wrote:
im not afraid to pvp without boosts, I'm just saying I can engage in far less fights.


Not true. It means you can engage is less fights where you know 100% that you will win. Take the fight anyway. You might have fun being challenged for a change.


I always am, unless thanatos but fighters don't count. But I don't mind fighting that "one" dramiel that multiplied almost unexpected to a Zealot, Stork, Ares, Tengu and the last one didn't even bother, because they had to bail from a one girl army Big smile

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Sonya Corvinus
Grant Village
#70 - 2016-06-24 15:51:18 UTC
elitatwo wrote:
I always am, unless thanatos but fighters don't count. But I don't mind fighting that "one" dramiel that multiplied almost unexpected to a Zealot, Stork, Ares, Tengu and the last one didn't even bother, because they had to bail from a one girl army Big smile


I actually don't join corps/alliances if their KBs are too green. If they have next to no losses, it just means they never take any risks, and only fight when they know 100% they can win. Some of the most fun fights in the game are when you all say to each other "well, this will probably end horribly, but **** it, lets go"
Davionia Vanshel
Open University of Celestial Hardship
Art of War Alliance
#71 - 2016-06-27 08:57:53 UTC  |  Edited by: Davionia Vanshel
This whole discussion kicked off with the assumption that link mechanics are bad. To argue links are broken requires a reason to the effect that somehow, their existence dominates a type of game play to the extent that they have no reasonable counter. This is a nonsensical proposition and if it were true, restricting links to on-grid skews their use further in favour of prepared defenders than allowing them to be used in an off-grid manner. (If you wish to posit some other definition then let me open the flood gates to other broken mechanics.)

1v1 in Eve means me and all my friends v you and all yours. The addition of links is no more pay to win than Faction / Deadspace fitting or N+1. N+1 and Falcons killed the Rifter Drifter not links. Want to bring back 1v1s? Make duellers unable to be targetted outside the duel until they warp, jump or dock (and immune from new bubbles).

In a nutshell the counter for Links is combat probes. The counter to the prepared ground advantage that defenders have for setting up their Links is to allow off-grid boosting. Allowing prober v booster fights to play out alongside larger battles makes for a more interesting time and also partially counters pay to win - as it makes it harder to dual box links.

In battle, defenders have the advantage of prepared ground. In Eve this means bookmarks, ships at optimals and Links. The attackers benefit from deciding whether and if so how to engage while knowing the fleet comp of their enemy in advance.

Now add off-grid links: Defenders would use Command Ship Links at a POS or Citadel. Attackers would know this from their vigilant scouting of the camp. It is simple to probe down a Command Ship, it is simple to land a fleet on it outside the 75km scram range of the POS. Meanwhile it is simple for attackers to bring cloaky nullified T3 links doubling as scouts. These are decloaked only when the fight begins. A Links Command Ship has its tank so compromised that it may easily be alphaed off the field by even a medium sized roaming gang a T3 even more so. Think the POS is too much of an advantage, increase the minimum distance of links to the POS to 100km so Links can be hit by snipers etc outside the POS's point range. This means whoever is dual boxing defending links must remain vigilant lest the attackers primary links not the defenders. Meanwhile attackers in T3s are able to establish their links at a safe and decloak only once the attack begins.

Forgetting links is like forgetting EWAR. But if both sides bring T3 links cloaked at safes (eg 2 roaming gangs or large scale fleet fights), then the battle of links plays out at alongside the main fight, with both sides attempting to probe down and kill opposing links as their FCs get their main fleets in position to fight. It also means in large engagements flying links requires continuous attention. This (if only by accident) also reflects the Entosis mechanics forcing FCs to innovate beyond blobs of DPS and Logi. The fact it often takes a Virtue Prober points to a potential issue with Slippery Pete doctrines in general rather than anything to do with boosting. The solution to it (if it is right to regard it as a problem) is not on-grid boosts but signature radius penalties for active link modules (cf MWDs). Notably in the case of T3 links at safes, neither side of a fight is advantaged. Hence T3 Links cannot be considered a broken mechanic unless the cries of F1 monkeys who regard the task of flying the crucial links ship worse than logi should be given any weight. A PvP alliance with no-one wanting to fly links, is like a PvP alliance with no one wanting to FC, Scout, Stock the market, fly logi etc. You may consider that links do not favour new players given the 14m or so SP required in Leadership skills. However Alliances whose leadership cannot afford to supply links should be closed.

Now consider the solution of requiring links to on-grid: In addition to the defensive benefits of on-grid Citadels and POSes the defender's links will also be on-grid, but cloaked potentially thousands of kilometers away from the fight, and they will not decloak until the fight was committed and not before aligning to their next on-grid tactical thousands of kilometers away. Since the defenders should have a mix of tackle and long range DPS and Logi / EWAR, there will always be someone to warp to links defence if required. Defenders have their entire deployment to make links bookmarks. Attackers do not. Defenders may additionally be protected by strategically placed bubbles designed to drag probers onto the guns of the defending Citadels / POSes. Should defending Links be probed by a nullified T3 the risk remains that you've warped your T3 to bait links, or else it would be aligned to its next on-grid tactical thousands of kilometres away or it traded one of 6 links for stabs. So for small gang situations dual boxed on-grid Command Ship links remains a viable tactic while leaving attackers materially worse off.

The reason on grid boosting disadvantages attackers is that their links will be much easier to tackle or drive off the field than the defenders' because they have no prepared ground and fewer options to warp to. This means attacker's links will be compromised from the outset or there will be a long wait prior to the fight as your links pilots motor around the defended system making bookmarks - sound fun anyone? Much better to let them boost from off-grid.

Finally for HiSec and Lowsec links use - I do agree with those who say the mechanic should reflect logi use in terms of setting a suspect flags. No links to war targets or criminals without flags. Of course then there is HiSec mining boosts. On grid Orcas: Nope. The counter to bump mechanics requires a jump drive and Orca's don't have them.

PS: CCP - mess up this change and I have 2 perfect links accounts I will no longer need.
Cade Windstalker
#72 - 2016-06-27 16:53:00 UTC
Davionia Vanshel wrote:
Wall of text that would stop a 1400 arty shell.


CCP already commented on the issues with OGBs and has already said that they're definitely going away.

The problem with OGBs is that the risk/reward mechanic is pretty dramatically out of whack. Boosts provide a significant advantage and a well fitted boosting ship is under very little risk in most practical circumstances. While in theory they're quite easy to probe down and kill the reality is that this happens fairly rarely, and in cases like solo or small gang engagements it almost never happens.

Davionia Vanshel wrote:
Now consider the solution of requiring links to on-grid: In addition to the defensive benefits of on-grid Citadels and POSes the defender's links will also be on-grid, but cloaked potentially thousands of kilometers away from the fight, and they will not decloak until the fight was committed and not before aligning to their next on-grid tactical thousands of kilometers away. Since the defenders should have a mix of tackle and long range DPS and Logi / EWAR, there will always be someone to warp to links defence if required. Defenders have their entire deployment to make links bookmarks. Attackers do not. Defenders may additionally be protected by strategically placed bubbles designed to drag probers onto the guns of the defending Citadels / POSes. Should defending Links be probed by a nullified T3 the risk remains that you've warped your T3 to bait links, or else it would be aligned to its next on-grid tactical thousands of kilometres away or it traded one of 6 links for stabs. So for small gang situations dual boxed on-grid Command Ship links remains a viable tactic while leaving attackers materially worse off.


This is making a lot of erroneous or unfounded assumptions about how on-grid links are going to work, including a lack of a range limit and that cloaking and warping around the battlefield at 1000s of kms is going to be a viable tactic.

It's also ignoring the fact that you can't fit 6 links on most Command Ships and still tank them effectively, so already bringing the links on-grid is forcing linkers to make meaningful decisions with their fit that they didn't really have to make before.

You're also making some really weird assumptions about how many bookmarks the Attackers will have going into a large fight. The linker doesn't even need to make the bookmarks, someone can have the entire grid safed up to 3000km weeks or months previously and simply throw copies of the bookmarks in a can or contract them before the fleet ever leaves.

Also it's pretty pointless to 'threaten' CCP with unsubbing your boosting alts. They know who does or doesn't have dedicated linking alts. Even if a large portion of those get sold or unsubbed it's better for the game if links are on-grid and at risk than if they're not.
Cade Windstalker
#73 - 2016-06-27 18:51:40 UTC
For anyone who missed it, there was a brief comment on Fleet Boosting changes by CCP Larakin on the o7 show.

The even shorter summary is that they were described as a "Buffing smart-bomb" with a huge radius (I would assume something in the dozens or hundreds of km, but he didn't specify) that works independent of position in fleet. So Squad Members can buff with Command Ships.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#74 - 2016-06-27 21:10:36 UTC
Cade Windstalker wrote:
For anyone who missed it, there was a brief comment on Fleet Boosting changes by CCP Larakin on the o7 show.

The even shorter summary is that they were described as a "Buffing smart-bomb" with a huge radius (I would assume something in the dozens or hundreds of km, but he didn't specify) that works independent of position in fleet. So Squad Members can buff with Command Ships.



The range, I'd think, would be something which needs to be thought about. One of the knobs to twiddle with.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Cade Windstalker
#75 - 2016-06-27 21:43:39 UTC
Steve Ronuken wrote:
Cade Windstalker wrote:
For anyone who missed it, there was a brief comment on Fleet Boosting changes by CCP Larakin on the o7 show.

The even shorter summary is that they were described as a "Buffing smart-bomb" with a huge radius (I would assume something in the dozens or hundreds of km, but he didn't specify) that works independent of position in fleet. So Squad Members can buff with Command Ships.



The range, I'd think, would be something which needs to be thought about. One of the knobs to twiddle with.


Definitely agreed, and I'll admit this is partly wishful thinking on my part.

I've been running a lot of Incursions lately and these changes are something the entire community is looking at and thinking about. A small range burst would significantly increase the danger to the fleet and probably the number of Command Ships they would need to bring on-grid, which would increase the barrier to entry to HQ fleets.

At the same time I think it's more interesting for larger fights if Command Ships can be used to make positioning and formation matter a bit more, especially as we're getting more tools to adjust our position and orientation from CCP.
Davionia Vanshel
Open University of Celestial Hardship
Art of War Alliance
#76 - 2016-06-28 08:34:40 UTC
Cade Windstalker wrote:
Davionia Vanshel wrote:
Wall of text that would stop a 1400 arty shell.


Also it's pretty pointless to 'threaten' CCP with unsubbing your boosting alts. They know who does or doesn't have dedicated linking alts. Even if a large portion of those get sold or unsubbed it's better for the game if links are on-grid and at risk than if they're not.


I will keep the links toon I trained myself because it also flies JFs (although I have 3 other JF pilots) and she has other useful skills. But I would have no use for the Links toon I purchsed from Char Bazzar on an account I subbed for the purpose of boosting. Yes CCP will know which particular account I am talking about because they can check.

It's better for CCP and better for EVE players in general if accounts get logged in. CCP is cancelling the 10,000SP reward for rat killing because it did not increase the number of accounts logged in. Introducing on-grid boosting by way of buffing smartbombs (buff-bombs) will not only reduce the number of accounts logged in but the number of accounts subbed.

I said I'd unsub if CCP screwed up the change: The sketchy info on Buff-bombs does not necessarily mean they are broken. There may still be a role for a buff-bombing alt. From what was described it implies links can warp off after buffing the fleet and the fleet retains the boost for some period of time. What's that period of time? 1 min, 5 mins, 15 mins, longer, shorter?

The shorter time the less useful boosting alts are. If it is a de-facto remain within range to keep the boost, and anyone can boost, then you may as well simply fly doctrines with 9-12 Command Ships and everyone gets a link. (Favours blobs, disproportionately favours people with higher SP and isk) - ie the exact opposite of what CCP is trying to achieve in breaking up fights and is more of a "pay to win" than off grid boosting. But if you are going to say buffs last for eg 15 mins then rather than "on-grid" boosting, boosts won't necessarily be in the same system - they could just buff on the undock.
Lu Ziffer
Balanced Unity
Goonswarm Federation
#77 - 2016-06-28 10:34:24 UTC
I have used all commandships over the last 6years and I have been always on the grid of the fight.
A few points I want to make.
-The booster positions are limited to 6 positions any more is not effective.
-A pilot who is ongrid boosting needs to free fly and predict the FC to not get killed.
-A 200k ehp tank is considered huge on most ships on a commandship in a fight with 256 pilots per fleet that ship is gone in a second as soon as it is in range. That is why all shieldcommandships need to be fast as they can not tank as well as their armor counterparts.
-The Damnation is a rock and the only real commandship in the game it can tank 500k ehp and can do ewar while boosting but it is a slow moving rock if it gets seperated the booster is gone.
-Most pilots hate flying booster it needs huge amount of time to get the skills and it is not fun as your only job is to stay alive for the next 6hours and it is expensive.

They should remove offgrid boosting and buff the shield commandships.

NO to boost over time and NO to aoe boost both lift the restrictions on how much boost can be applied and reduce the risk for the boosting pilot.
Morrigan LeSante
Perkone
Caldari State
#78 - 2016-06-28 11:32:03 UTC  |  Edited by: Morrigan LeSante
Steve Ronuken wrote:
Cade Windstalker wrote:
For anyone who missed it, there was a brief comment on Fleet Boosting changes by CCP Larakin on the o7 show.

The even shorter summary is that they were described as a "Buffing smart-bomb" with a huge radius (I would assume something in the dozens or hundreds of km, but he didn't specify) that works independent of position in fleet. So Squad Members can buff with Command Ships.



The range, I'd think, would be something which needs to be thought about. One of the knobs to twiddle with.



If they don't make them auto repeatable I'm going to be really, really miffed.

And a short range is just bad as it encourages balling up too much leaving you too vulnerable to the chain booshers which [still] have no counterplay.
Cade Windstalker
#79 - 2016-06-28 15:07:07 UTC  |  Edited by: Cade Windstalker
Davionia Vanshel wrote:
It's better for CCP and better for EVE players in general if accounts get logged in. CCP is cancelling the 10,000SP reward for rat killing because it did not increase the number of accounts logged in. Introducing on-grid boosting by way of buffing smartbombs (buff-bombs) will not only reduce the number of accounts logged in but the number of accounts subbed.

I said I'd unsub if CCP screwed up the change: The sketchy info on Buff-bombs does not necessarily mean they are broken. There may still be a role for a buff-bombing alt. From what was described it implies links can warp off after buffing the fleet and the fleet retains the boost for some period of time. What's that period of time? 1 min, 5 mins, 15 mins, longer, shorter?


Up to you if you want to keep your boosting toon(s), but personally I'll take the unsubbing of the (relatively) small number of boosting alts for a more healthy overall PvP scene, which might bring people back to the game or stop them from leaving in the first place.

Davionia Vanshel wrote:
The shorter time the less useful boosting alts are. If it is a de-facto remain within range to keep the boost, and anyone can boost, then you may as well simply fly doctrines with 9-12 Command Ships and everyone gets a link. (Favours blobs, disproportionately favours people with higher SP and isk) - ie the exact opposite of what CCP is trying to achieve in breaking up fights and is more of a "pay to win" than off grid boosting. But if you are going to say buffs last for eg 15 mins then rather than "on-grid" boosting, boosts won't necessarily be in the same system - they could just buff on the undock.


Personally I'm against anything that doesn't make the Command Ship stay on-grid and in the fight to be effective. That's the whole point of these changes, making you have to risk the ship and actually have someone *playing the game* to get that benefit, because it really is quite a powerful one. Alternatively set your Alt to "Keep at Range" and drag it along, but that's riskier than manually piloting it.

As for Isk and Time spent... that's always been a good way to do better at Eve. I have enough SP that my T1 frigates with T2 fittings can whelp (or at least give a run for their money) a lot of people's AFs just because I'm getting more out of the modules I have fitted and I have a lot more fitting options. If you start throwing Faction and Deadspace on there the difference gets more pronounced.

That said, if you throw 2-3 newbies at me in T1 Frigs I'm going to have to rely on piloting experience more than SP if I want to beat them, because N+1 is way stronger than SP+100,000,000.

Also those same newbie pilots can bring a T1 fitted BC booster and do pretty well, since CCP did a lot to even out the boosting curve when they did the Command Ship rework.

Morrigan LeSante wrote:
If they don't make them auto repeatable I'm going to be really, really miffed.

And a short range is just bad as it encourages balling up too much leaving you too vulnerable to the chain booshers which [still] have no counterplay.


I can think of literally no reason they wouldn't make them auto-repeat unless someone at CCP has gotten *really* sadistic towards those server hamsters Lol (seriously, auto-repeating modules are easier for the server to handle than processing command spam)

How short of a range is too-short though? Also what about giving some ships range bonuses (like capitals)?
Tahrl Cabot
The Gold Angels
Sixth Empire
#80 - 2016-06-28 15:39:59 UTC
I think command ships need to be exactly that - a ship for the commander (FC) to fly. It should help the FC do his job first, and provide boosts second.

restrict command ship offensive capability to 2 high slots with no hull bonuses for weapons, leaving 5 or more utility slots.
Hull bonus to Leadership skill (increase fleet scan resolution).
Turn on all the links and let them cycle for a large aoe/bubble effect- so as not to distract the FC from his job.

Make command ships more resistant, but not immune to headshotting:
Allow command ships to fit bastion modules - giving you the option to stay immobile on grid and go out in a blaze of damage absorption
-or-
boost RR 30% to 50% to discourage headshotting

ADD FUNCTIONS THAT ASSIST FLEET COMMAND!!
so that this becomes the primary function of command ships and boosting is secondary

some ideas:
create new command modules.
Target designator - high slot, boost scan resolution, adds +2 targets, has a low (50%, stacking penalized) target painting effect and auto tags targets with a unique tag like C1, C2, C3 so normal tags are still useable.

Command Probe Launcher - holds 10 "encrypted micro cynosaural probes". Probes take 15 seconds to anchor anywhere on grid, are targetable and destructable, but small signature, last 15 to 30 minutes (based on command skill?), and can be warped to by anyone in fleet (but encrypted so enemy cant use them). Can be moved by command destroyer, can be smart bombed.
Add a waypoint function that lets the FC designate (but not auto warp) a squad or wing to move to a command probe.
One function of this would be to allow the FC to set a baseline by dropping a command probe 32K out the fleet can align to

Reduce grid size by 50%, then have command ship skill increase grid by 10% per level.

Leave squad warp as a generic function for all squad leaders, restrict wing warp and fleet warp to command ships.

Please provide other options for helpful, but not game breaking, ways to encourage FCs to fly command ships. And the boost bubble is a nice secondary benefit.