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Dev blog: Command Bursts and the New World of Fleet Boosting

First post First post
Author
Mr Tesla
Deep Core Mining Inc.
Caldari State
#101 - 2016-08-29 17:11:24 UTC
Why can not we make different mechanics for large and small groups pvp?
Why small pvp formation have to die?
Daemun Khanid
Corbeau de sang
#102 - 2016-08-29 17:12:22 UTC
MidnightWyvern wrote:
Alhira Katserna wrote:
CCP Fozzie wrote:
Vidork Drako wrote:
Its a very nice change because offgrid boost had no sense. Great job. Lol

Now a question who will come back again and again until we got an answer :

Q : Will you refund all SP currently allocated in Leadership skills?


Lets us know please. A simple yes or no will be enough.

No. The skills will all continue to exist (under slightly different names) and will impact the same type of gameplay, so there are no plans to refund any skills with this change.

Vidork Drako wrote:

Another question :
Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?

Nope, just a weapons timer.


Tbh not refunding these skills is a kinda **** move. A lot of people only trained Leadership V some even Wing Command V only to pass on boosts under the current system. The majority of them won´t train booster skills once they´re changed and thus you leave them with an useless skill.

It's only useless if they NEVER in all their time in EVE ever try to use Command Bursts, which seems kinda unlikely.

I trained my Leadership skills solely for the passive bonuses, and now that they'll be bonusing Command Bursts I'm actually now training this character for Command Destroyers so I can start using them.


My main will never be fitting command boosts. And I'm sure I'm not alone. This new command booster role is going to be a torch taken up by specific ppl similarly to ppl who like to fly logi and ewar. For those of us who just needed the skills to FC fleets they are forever useless.

Daemun of Khanid

Eli Stan
Center for Advanced Studies
Gallente Federation
#103 - 2016-08-29 17:13:10 UTC
With apologies to CASMA (more about that below) my initial reaction to these changes is very positive. Last night a Fed Navy Comet came into my system so I undocked a Comet of my own while looking forward to some 1v1 action. As I was calculating a warp-in however a Tengu entered system. I sighed and docked up, not wanting to fight against a boosted opponent. Turns out the Tengu was just a coincidental neutral but by then it was too late. With on-grid command burts, at least I would have known exactly when or when not the opponent was receiving boosts. It wouldn't preclude the opponent's booster warping in after getting a scram and deploying the Command Burst, but that's at least a little bit more tolerable.

As a close-range brawler I also like the nerf this deals to bs kiting comps. The booster would need to be at least as fast as the kiting ships in order to continue to provide boosts, and it would also require the kiting ships to stick together to remain in range of the effect.

Additionally, as somebody who trained some leadership skills mostly to pass boosts other fleetmates were providing, I suppose I could extract those skills and sell the Injectors for ISK - but I would much prefer to reallocate those SP elsewhere in my character, without having to deal with the Injectors providing much less than 500k SP for my character. CCP, please consider a skill refund with the deployment of these changes.

Finally, for CASMA - I do not know how you operate as despite being in CCG I am only peripherally aware of you guys. But CCG does make use of Orca and Rorqual boosts a lot in our nullsec home, so these changes will effect us as well. I have no idea what the miners in CCG will do about the mining boosts changes, but you guys are totally welcome to come down and join us where at least you'll have some sort of PvP backup for protection. (But AFK mining, of course, is not really an option and we cannot help with that.) The ice and roids are quite valuable and should be more than enough compensation for the inevitable ship losses. Getting on some nice killmails in the meantime is another perk of nullsec mining.

(Pardon if a dupe - got a "we were ganked" message first posting.)
Vic Vorlon
Malevelon Roe Industries
Convocation of Empyreans
#104 - 2016-08-29 17:14:56 UTC  |  Edited by: Vic Vorlon
This looks like really interesting set of changes. It will a dynamic aspect to fleet fights, wherein you'll have to move around to catch boosts during the fight at regular intervals, instead of them just being "always there". Cool stuff, can't wait to try it!

Idea: ram the enemy boost ship, if you can't kill it, to get it out of position.

To those complaining about its effect on mining; if mining gets more difficult and less people show up to do it, the price of minerals will increase, making mining a more attractive option. I think mining will just find a new balance and group of people will to do it.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#105 - 2016-08-29 17:16:07 UTC
Grath Telkin wrote:
CCP Fozzie wrote:
I'm really excited that we're finally this close to such a highly anticipated feature rework! After so many discussions with so many of you about what the new system needs, we're finally almost here.


Super links should be stronger than carrier links, carrier links in general should be as strong if not stronger than t3 links (jack of all trades master of none) and I think Command dessie links should (as a dedicated t2 specialist craft) be stronger than t3 links.

Also the mod you're replacing the passive titan bonus with, we can't think of any one specific situation where we'd ever swap out a module on our titan for something that is beneficial to the enemy, probably want to go back to the drawing board. Every slot on a titan currently is like, at max value, there aren't any you'd trade from anywhere to anywhere so expecting Titan pilots to want to drop a mod from any slot at all to give a buff to the enemy fleet is silly


Overall I like the changes, I just feel theres some spots that could use some help and or dont make sense


I agree why cant things like this just be baked into the hull? Its like the bastion mod on maroders why fit a mod when it should just be part of the ship.
Always Shi
t Posting
#106 - 2016-08-29 17:17:27 UTC
CCP Masterplan wrote:

After a ship has given a boost to a fleet mate, whatever happens to that source ship after that point has no effect at all on the boost. It can dock, jump out, die, unfit, biomass etc. Boosts become totally independent of the source once activated.


Are you sure that's wise?

Because uncatchable cloaky nullified T3Cs are gonna have tons of fun doing boosting drivebys and being caught way less often than current off-grid boosts.
CPT Ashen
II Brothers
#107 - 2016-08-29 17:17:52 UTC
Is there truly a reason for the bursts giving a weapons timer?

I'm just thinking about hit and run situations where short warps would leave a booster stuck and unable to escape from hostiles with his group.

~Ash
Lorelei Victoria Gilmore
Gilmore Mining And Manufacturing
#108 - 2016-08-29 17:18:59 UTC
Thank you for the change!

As a fairly new player to FW 1v1 PvP I do understand that someone can have better skills, better modules or better piloting abilities then I do. I can use these things to learn from my mistakes and get better at something I like doing in EVE.

Off-grid links though gave me the feeling that another player who just barely had the upper hand in a fight gained that advantage from one thing only: Paying money for a second account, therefore enabling him to outperform me.

And no, it is not the same if the boost character is piloted. Then it is clear to me that I fought against two players and that's why I lost.
Noxisia Arkana
Deadspace Knights
#109 - 2016-08-29 17:19:10 UTC
Always Shi wrote:


Are you sure that's wise?

Because uncatchable cloaky nullified T3Cs are gonna have tons of fun doing boosting drivebys and being caught way less often than current off-grid boosts.


That's actually a really good point. Although it'll at least require active piloting by the boost pilot.
Henry Plantgenet
Center for Advanced Studies
Gallente Federation
#110 - 2016-08-29 17:19:23 UTC
I'm just wondering if Incursions were taken into account for these features at all.
Currently you'd have 1 (vanguards) or 2 command ships sitting offgrid afk; now every FC will have to train into a command ship and boost ongrid which is going to be a pain in the ass -_-
(inb4 can't you just run with more logistics?)
The efficiency is seriously hampered by either having ongrid boosters or not at all (both are viable ideas of what might happen.)
Or just have the booster in fleet and leave fleet when site is about to end (so you don't affect site payouts)
in any case there needs more thinking!
MidnightWyvern
Fukamichi Corporation
SAYR Galactic
#111 - 2016-08-29 17:20:10 UTC
Vic Vorlon wrote:
This looks like really interesting set of changes. It will a dynamic aspect to fleet fights, wherein you'll have to move around to catch boosts during the fight at regular intervals, instead of them just being "always there". Cool stuff, can't wait to try it!

Idea: ram the enemy boost ship, if you can't kill it, to get it out of position.

To those complaining about its effect on mining; if mining gets more difficult and less people show up to do it, the price of minerals will increase, making mining a more attractive option. I think mining will just find a new balance and group of people will to do it.

That's a surprisingly reasonable outlook for the Comments thread of a Dev Blog. Blink

Rattati Senpai noticed us! See you in the next FPS!

Alts: Saray Wyvern, Mobius Wyvern (Dust 514)

Ida Aurlien
HIgh Sec Care Bears
Brothers of Tangra
#112 - 2016-08-29 17:21:13 UTC
Lets look at this your taking the rorqual out of the game as can't use in belts as if it gets pinned down yes it has a bubble to protect it for a few minutes. but it still can't move..and ppl drop lots of ships on it , it becomes a massacre. now links ships are worthless..

Your looking at things to make the game faster at destroying things. But your not looking at the life of the game. Or the cycle

of eve. it takes all aspects of the game to survive, changes are not always good have you looked at if people will accept and use these in field as you hope. If not the manufacturing dies and all cost rise. another way to kill your game
Winter Archipelago
Autumn Industrial Enterprises
#113 - 2016-08-29 17:21:37 UTC
CCP Fozzie wrote:

Vidork Drako wrote:

Another question :
Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?

Nope, just a weapons timer.

OK, this is just bad. You're creating a viable form of counter-play by putting links on-grid. Good. But you're not making neutral bursts gain a suspect timer? That's bad.

In Highsec, in a wardec situation, the hostiles can use a neutral link alt to boost them, leaving the only counter-play against this a suicide gank against that link alt while under fire from the hostiles.

In Lowsec, if you have a neutral giving you boosts and you attack them, you're now under fire from gate and station guns even though the booster is essentially committing an act of aggression against you by boosting those attacking you.

Neutral boosters need to receive a suspect timer.
Obil Que
Star Explorers
Solis Tenebris
#114 - 2016-08-29 17:22:21 UTC
Are the command modules "auto-repeat" or do they need to be activated each time like an interdictor bubble?
Shae Tadaruwa
Science and Trade Institute
Caldari State
#115 - 2016-08-29 17:23:02 UTC  |  Edited by: Shae Tadaruwa
From the devblog:

Quote:
Fleet boosting should allow counter-play by enemies and involve risk appropriate to its power

Although probing down and catching off-grid boosters under the current system is possible and can be very powerful, it requires support that is not always available to small fleets or solo players. Bringing all fleet-affecting gameplay into visible range ensures that players have the ability to interact with all relevant elements of their opponent’s fleets.

Under the old fleet hierarchy system, this vulnerability would have become an undue burden on fleet commanders as reshuffling fleet positions as your booster ships die would involve unreasonable micro-management. Under the new Command Burst system fleet, hierarchy no longer matters for boosting, allowing Command Burst redundancy in the same way fleets already build logistics and interdictor redundancy.


What's the counter play in highsec?

So far, it seems this change means no counter play to combat based boosts used by wardeccers or station gamers, but greater risk to mining links, which will be more susceptible to ganks.

I have no problem with greater risk for the mining links, but where's the counter play to the use of combat links in highsec?

Dracvlad - "...Your intel is free intel, all you do is pay for it..." && "...If you warp on the same path as a cloaked ship, you'll make a bookmark at exactly the same spot as the cloaky camper..."

Obil Que
Star Explorers
Solis Tenebris
#116 - 2016-08-29 17:23:44 UTC
Ida Aurlien wrote:
Lets look at this your taking the rorqual out of the game as can't use in belts as if it gets pinned down yes it has a bubble to protect it for a few minutes. but it still can't move..and ppl drop lots of ships on it , it becomes a massacre. now links ships are worthless..

Your looking at things to make the game faster at destroying things. But your not looking at the life of the game. Or the cycle

of eve. it takes all aspects of the game to survive, changes are not always good have you looked at if people will accept and use these in field as you hope. If not the manufacturing dies and all cost rise. another way to kill your game


Probably should reserve judgement here until the entirety of the Rorqual changes are posted. You have no idea what other capabilities the ship may receive in terms of combat/defense
Daemun Khanid
Corbeau de sang
#117 - 2016-08-29 17:25:19 UTC
I have no problem with the boost changes. But not refunding SP for skills that no longer perform the same function is a mistake. Anyone and everyone who has ever been in a position to FC a fleet or even small gang trains those skills even though they are fairly sp intensive because even without any kind of links or boosts in system you have benefits to gain for your fleet by doing so. After these changes you will have nothing to gain from them unless you are flying a specific fleet role in a very limited set of ships. The explanation of "similar purpose" goes out the window when the requirements to get benefit from the skills becomes so narrow. CCP has no reason not to refund SP for these fundamentally reworked skills other than an intent to squeeze $ out of potentially 1000's of pilots for skill extractors.

Daemun of Khanid

Ducian
Zero Effect Industries
#118 - 2016-08-29 17:25:25 UTC
Yo,

I must first say that I really like these changes...even if I did spend ages training. Links as they stand are bad and this new system sounds much better.

After a first read through and a bit of a think over a beer I would make two changes:

- Reduce the cycle time and duration of the effect. In smaller gang fights 60 seconds can be a long time, perhaps 30 seconds would be better? I don't know if basing the cycle time on the size of the ship (lower cycle time for smaller ships) would work as that might be seen as too much of an advantage.

- Allow effects to only carry in system if you warp without using an acceleration gate. This will keep boosts out of novice sites in faction warfare and actually force people to put their "links" on the field in larger sites rather than just sitting at the acceleration gate boosting people as they pass through. Would also affect missions I guess.

Cheers - Ducian
Tipa Riot
Federal Navy Academy
Gallente Federation
#119 - 2016-08-29 17:26:03 UTC
Finally, finally! This will be a very good change for the health of the game. Although I think some details need to be tweaked.

- The boost duration of 60-130s is too long IMO, would like to see it more in the 30-60s range.

- Will neutral boosters receive a suspect flag if interfering with wars and limited engagements in highsec (same as logis)?

I'm my own NPC alt.

Vidork Drako
The Myth Phantom
#120 - 2016-08-29 17:29:09 UTC  |  Edited by: Vidork Drako
Winter Archipelago wrote:
CCP Fozzie wrote:

Vidork Drako wrote:

Another question :
Q : I see you gave a weapon timer to booster, will they also receive a suspect time ?

Nope, just a weapons timer.

OK, this is just bad. You're creating a viable form of counter-play by putting links on-grid. Good. But you're not making neutral bursts gain a suspect timer? That's bad.

In Highsec, in a wardec situation, the hostiles can use a neutral link alt to boost them, leaving the only counter-play against this a suicide gank against that link alt while under fire from the hostiles.

In Lowsec, if you have a neutral giving you boosts and you attack them, you're now under fire from gate and station guns even though the booster is essentially committing an act of aggression against you by boosting those attacking you.

Neutral boosters need to receive a suspect timer.



That was my main concern about links .. and this is why I asked the question. Booster on Grid should get a suspect timer by boosting out of corp members who are fighting in wardec as logi does. Period. Not giving a booster that timer is a non sense. Or .. explain us why you didnt see it that way CCP :)