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Why Fly Gallente?

Author
Liang Nuren
No Salvation
Divine Damnation
#101 - 2012-02-25 21:55:53 UTC
OfBalance wrote:

I think most of the kills in highsec aren't what you would consider "real kills," either. Of course I could be mistaken. I don't know if we're trying to account for. What is the topic again? Lol


I probably wouldn't consider most of the kills made in null sec to be real kills either. Yay for squeezing 130 people onto a Loki kill and killing the same scout alt in a kestrel 250 times in a day.

-Liang

I'm an idiot, don't mind me.

OfBalance
Caldari State
#102 - 2012-02-25 21:57:53 UTC  |  Edited by: OfBalance
Liang Nuren wrote:

Now to stear the conversation back on track: Gallente is without question in almost perfect meta outside of null sec. Thus, Gallente is perfectly fine where most of the PVP happens.


I would go one step further and say they're fairly well represented in nullsec too (for a race that doesn't have a fleet doctorine bs/bc): ranis, arazu, lach, nyx, erebus to name the most common. Bit of an advantage if you think about it, seeing as fleet docs change while support ships and supers are fairly static.

Liang Nuren wrote:

I probably wouldn't consider most of the kills made in null sec to be real kills either. Yay for squeezing 130 people onto a Loki kill and killing the same scout alt in a kestrel 250 times in a day.


Yeah that's what I was getting at with the "vOv numbers," bit.
Tarryn Nightstorm
Hellstar Towing and Recovery
#103 - 2012-02-25 23:35:46 UTC
This is a stealth "NERFTENGOO!!111oneoene!!1" thread.

There are many like it, but this one is the OP's...Roll

Star Wars: the Old Republic may not be EVE. But I'll take the sound of dual blaster-pistols over "NURVV CLAOKING NAOW!!!11oneone!!" any day of the week.

Petrus Blackshell
Rifterlings
#104 - 2012-02-26 00:36:03 UTC
Liang Nuren wrote:
Also, there is an indicator that low sec is The Promised Land of PVP - 30% of the real kills in the game happening by ~8% of the player base? Hellll yeah.


I could be an ass and ask how much of that is camping of the Ossogur gate, but I... guess I'm an ass and am asking how much of that is camping of the Ossogur gate. How much of that is camping of the Ossogur gate?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

OfBalance
Caldari State
#105 - 2012-02-26 00:43:33 UTC
Petrus Blackshell wrote:
Liang Nuren wrote:
Also, there is an indicator that low sec is The Promised Land of PVP - 30% of the real kills in the game happening by ~8% of the player base? Hellll yeah.


I could be an ass and ask how much of that is camping of the Ossogur gate, but I... guess I'm an ass and am asking how much of that is camping of the Ossogur gate. How much of that is camping of the Ossogur gate?


Well played.
Liang Nuren
No Salvation
Divine Damnation
#106 - 2012-02-26 05:08:44 UTC
Petrus Blackshell wrote:
Liang Nuren wrote:
Also, there is an indicator that low sec is The Promised Land of PVP - 30% of the real kills in the game happening by ~8% of the player base? Hellll yeah.


I could be an ass and ask how much of that is camping of the Ossogur gate, but I... guess I'm an ass and am asking how much of that is camping of the Ossogur gate. How much of that is camping of the Ossogur gate?


Way less than is any 0.0 entry system. ;-)

-Liang

I'm an idiot, don't mind me.

Noisrevbus
#107 - 2012-02-26 10:33:06 UTC  |  Edited by: Noisrevbus
Onictus wrote:
Its just a matter of scale.

Gallente are great when you can sit in station and wait for your targets to come to you scouted three jumps out. They are pretty crappy when you can't choose the ship to counter the opposing fleet. Gallente have to many counters. Gallente can work in "blob" warfare, but the load on your probers is FAR FAR above a normal tengu/hellcat/mael fleet. They don't have the tank of the amarr the mobility of the tengu or the alpha of the maels.

Not to mention plated up Megas are ******* slow and don't hold a candle to Abbaddons outside 20km

So its a matter of application.

...so that is fine Gallente aren't that hot a null fleet warfare.

Lowsec is a different environment, completely different environment, particularly around Amamake. Your mileage may vary if you live there, I've been back and forth across that system in my experience you roll in there with equal numbers, you won't see a tic unless you are fighting someone else than its a Mach or Tempest at 200km.

Otherwise you get a bait ship on the gate and swarmed by superior numbers........but that's not blobbing amirite.


You are right that it's a matter of scale, you just don't have any conception of scale.

It's not a question of low or null or station games. It's a question of server-client performance levels, static objectives and cost-efficiency (aka Blob-inducing game design). This is relevant to many recent threads on this forum, from Gallente to Drakes to Titans.

I've used these examples before, but let me elaborate a bit on them so you see how they relate to scale:

Throughout 2009 Cry Havoc used Ishtars (supported by DP SFI tackle and Guardian-Oneiros triplets) to specificly beat BC-gangs but also deal well enough with other popular setups at the time (from nano HACs to gank BS). Comparing them to Drakes they had similar yet better reach and similar yet damage output ontop of a resist-profile that peaked against the Drakes' damage bonus and a signature-relative small enough to chafe off some additional damage. This cemented the popular AHAC trend. Additionally in the 2009-2010 split came the accuracy changes that popularized AB-setups on these ships.

CH would roam in medium-size gangs, ranging up towards 50 ships beating up on gangs of 100. When groups like PL began profiling the concept in 2010 they scaled it to 100-man gangs fighting 200-man gangs and realized drones started behaving oddly in high performance situations (and that inherent issues with drones became worse, or didn't scale to environent) so they shifted over to Zealots. It's important to note here, they didn't belive the Zealot was a superior ship for the role, they just realized that giving up range- and damage type potential for a reliable damage application was better in lag.


Now, for most players who don't sniff the proverbial meta, a 50+100=150 local engagement is a rather big fight. Few games aside from EVE-online can manage that. If you have experience flying various sizes in the game, you probably know that your sense of scale isn't affected very much beyond that (except for the soul crushing lag of course). There are going to be things all over your grid and you are going to be forced to scroll your overview. For all intents and purposes the sensation is quite the same, even if you don't suck the quafe to erect over knowing "there are more people here and big fights are awesome".

Additionally, even most larger alliances will struggle sizing 100-man gangs up themselves in a reasonable timeframe. If you go poke around at Goontopia for an hour or two, you might see a 100-man gang, otherwise they are quite rare outside of blob-induced gameplay.

That's the sense of scale you should acustom yourself to. That's the natural reaction of the environment when you set aside big coalitions where alliances contribute a 5% activity, timers and out-of-game communication tools alarm and call-to-arms.


Thus the best way to buff Gallente is to fix the game to rely on natural reaction again. The best way to nerf the Drake is to fix the game to rely on natural reaction again. The best way to nerf Titans is to fix the game to rely on natural reaction again (and then revisit super-capitals, when they are no longer a ship-class required to block the blob).

It's the silver bullet, it's the god code. The game need to be designed around scales that represent actually playing the game, spreading thin, remaining active, flying in space. The upsides of fixing that is that you encourage all these catchphrases the game was built around: you encrouage a single-server environment where size is advantageous but not crutched, so everyone can interact in the same environment on a scale between scale, that leads to emergent gameplay which lead to content in a sandbox environment.

So how do you fix that? Remove volume-based mechanics in favour time based-mechanics (or other mechanics that don't endorse a scale-race). In 2006 there were already voices raising up against the political environment turning into a scale-race (and you would see aknowledgement by CCP at times that they were aware of the problem), by 2008 this had been thuroughly cemented by coalitions forming, nets of varied diplomatic relations turning into operative "blues" and sovereign ownership replaced by lapdogs in a scale-race toward a twosided political life.

You could also see early polarization here with "ludicrous speed" and the nano nerf that came with the double-edged Apocrypha expansion. Nano was taken away, while alliance- and corporation level activity demanded grave attention, a cop-out was made and that gameplay got instanced into WH and FW, safely tucked away from the blob because we were unable to balance the outside environment. Dominion was supposed to be the surgery to the band-aid but completely and utterly failed. That's where we still are today in 2012.
Noisrevbus
#108 - 2012-02-26 10:42:35 UTC
Hm, that got much longer than intended. I'll look into snipping it off a bit when i can find the time.
Onictus
Federal Navy Academy
Gallente Federation
#109 - 2012-02-26 11:20:36 UTC  |  Edited by: Onictus
So your contention is that the blob must be nerfed because someone may have more?

Seems a bit counter productive to me its supposed to be a sand box.....which means that if the players organize into super blocks (and they do) well that is how it is.

Reaction aside, it doesn't matter you are never going to mechanic out a 4:1 disadvantage. Not to mention I'm not sure where you go in null but the usual roaming gangs are 20-50. Any bigger and no one will take the fight and you end up camping a gate or doing a million jumps.

Serious business fights are another beast and 300 is a small engagement.......but still to big for gallente hulls not named erubus.

Thems the breaks
Roime
Mea Culpa.
Shadow Cartel
#110 - 2012-02-26 11:31:46 UTC
Please don't, very good post as it is.

All changes that would emphasize actual playing (as in being logged in and doing stuff) and inhabiting the systems would be good.

.

Onictus
Federal Navy Academy
Gallente Federation
#111 - 2012-02-26 12:31:58 UTC
Roime wrote:
Please don't, very good post as it is.

All changes that would emphasize actual playing (as in being logged in and doing stuff) and inhabiting the systems would be good.



That would be a change to SOV mechanics, not the ships themselves.

As it stands everyone tends to group all of their crap in localized staging systems, there you find the most active markets and everyone's hangars.The rest of the space is essentially carebearland and securing travel routeswhich is why you see large areas unclaimed in the middle of most alliances' space.

Do you need it all? Nope, not even close, BUT if gives you a buffer to stop everyone and their brother from baiting you out because the systems you DO need are within one titan jump of your neighbors.
Kn1v3s 999
Aliastra
Gallente Federation
#112 - 2012-02-26 14:12:41 UTC  |  Edited by: Kn1v3s 999
Gallente ships are p. good for solo and some kind of small gang (i will say under 5-6 ships)

For the 0.0 they don t have a ship of any class that can be used (as core ship) in a fleet. With few exception that are very spec ships like Ares, Phobos and Lachesis/Arazu. And both tackler and HIC can be swapped for another race without lost much.
The only ship that Gallente have and that is very useful in a large warfare setup is the Lachesis.

Oh well, subcap at least.

Imho.
Tanya Powers
Doomheim
#113 - 2012-02-26 14:27:27 UTC  |  Edited by: Tanya Powers
We don't have to agree, nor to convince by any means some one, but for me I'm very sorry people don't realise that blobs are bad (I do participate sometimes but it's boring has hell) and small scale pvp is a personal "perception" of numbers.

If gallente are good in groups up to 4 or 5 individuals what kind of pvp are you expecting? -elite pvp?

No, sry I can't agree on this by any means. and it's not because Blarpy is fotom, that Enyos are fotom, that some talos that aren't primaries get some kills that suddenly gallente is fine.

We have small scale pvp in null sec too, that means small gangs of 10 /15 dudes, some times 20/30 and gallente excels that much in small scale pvp that they get raped 100% of the time if it's about gangs of same size/

Witch brings me to this conclusion, Gallente is excellent provided you're fighting a noob, an unskilled/unexperienced guy, bad fittings (happens so often), several/1 or in ganks.

So if for some people more than 3 or 5 players is a blob, if a gang of 15/20 guys is a blob, if a small fleet of 30/50 dudes is a blob, then we definitively don't play the same game and understand now why you guys think it's fine, when I think that gank miners is bad those same guys think it's awesome.
Gallente ships should never had some rebalance since for those dudes gallente was already perfect.

Any way it's a worthless discussion and CCP already understood that.

Parrots start ganking my English lvl
Kn1v3s 999
Aliastra
Gallente Federation
#114 - 2012-02-26 14:32:01 UTC
Tanya Powers wrote:
Liang Nuren wrote:
Now to stear the conversation back on track: Gallente is without question in almost perfect meta outside of null sec. Thus, Gallente is perfectly fine where most of the PVP happens




Numbers show your that statement about Gallente is wrong.


He should have said: "Gallente is perfectly fine where the most solo/small pvp happens" since he said outside null sec a line before.

Onictus
Federal Navy Academy
Gallente Federation
#115 - 2012-02-26 15:10:43 UTC
Kn1v3s 999 wrote:
Tanya Powers wrote:
Liang Nuren wrote:
Now to stear the conversation back on track: Gallente is without question in almost perfect meta outside of null sec. Thus, Gallente is perfectly fine where most of the PVP happens




Numbers show your that statement about Gallente is wrong.


He should have said: "Gallente is perfectly fine where the most solo/small pvp happens" since he said outside null sec a line before.




Confirmed

No one in null undocks unless you have 150 of your best friends to babysit.
Noisrevbus
#116 - 2012-02-26 15:37:11 UTC  |  Edited by: Noisrevbus
Quote:
So your contention is that the blob must be nerfed because someone may have more?

Seems a bit counter productive to me its supposed to be a sand box.....which means that if the players organize into super blocks (and they do) well that is how it is.

Reaction aside, it doesn't matter you are never going to mechanic out a 4:1 disadvantage. Not to mention I'm not sure where you go in null but the usual roaming gangs are 20-50. Any bigger and no one will take the fight and you end up camping a gate or doing a million jumps.

Serious business fights are another beast and 300 is a small engagement.......but still to big for gallente hulls not named erubus.

Thems the breaks


I had a good reply written up to you, but the forums ate it, as per usual.

I forgot you need to copy-paste into notepad when you deal with recent design quality Roll.

cba.

edit: let's give it a shot and pray we don't get forum-clubbed again.


My contention was quite simply that Gallente are perfectly fine up until 100-man gangs, and even the largest alliances don't supercede 100-man gangs unless it's a coalition-wide, pre-notice CTA. All the way up to 100-man gangs and static objectives both ship balance and scale is comparatively alright. It may be advantageous to be the 100-man side, but a 25-man group can, have and will get a chance to engage - outside of volume-based objective.

You can fight Goons with your little corp, in fact, more people should. Goons are pretty awesome in how they like PvP and will always come no matter what. There are far more groups out there who are more adverse and less entertaining.

More is always going to be better, i like that. Right now however more is a crutch that the game-design drive up, i dislike that.

With POCOs, alliances in FW and Tier 3 BC from Crucible, our designers proved that design still go in that direction.

With continued discussion of Gallente, Drakes and Titans they and many with them prove that they still don't understand the real problems in the game, or do not prioritize solving the problems in order.

Are Drakes bad? Yes, they are too cost-effective. Is the problem cost or effect? The problem is cost. Losing them is next to meaningless and means you can continue on fighting despite losing time and time again. It's a direct opposition to the ideas this game was designed around, and more reminiscent of graveyard-respawns in other games. Drake effect on the other hand is quite tolerable up to 100-man gangs. Alot of people don't see that split.

Are Titans bad? They are bad in a lesser blob, and possibly alone. They profile, however, because almost any counter to numbers of recent years have been twarted by more numbers. Ishtars? numbers, Zealots? numbers, Legions? numbers, Baddons? numbers, Capitals? numbers, Tengus? numbers. Supercapitals? not yet numbers. Do you see a trend there? What is the driving factor? Where should priority be? Without a volume-game, high volume resources will not be a necessity. Then it may be a good idea to revisit supers and their role.

Are Gallente bad? Not at all, they are good solo, they are good in pairs, they are good in 5-10 man gangs, they are good in 15-25 man gangs and they are good in 25-50 man gangs. Past that point you begin to hit performance issues among their general purpose ships (not their capitals etc.) and their application become irreliable. Considering that in a skirmish it's possible engaging 1:2 or even 1:4 you should be given a certain sense of scale.

Are POCOs bad? They appeal in the sense that any change is a good change, because they have created content for lowsec. They are double-edged however, because they are still volume-based (if only at lesser volume). Reinforcing them with capitals is still better, so people will do that. Reinforcing them with numbers is still better, so people will do that. In both the north and the south you will see coalitions forming to deal with that, that means 100-man and/or capital-based gangs that further drive the number-game and hit levels where Gallente, Drakes and Titans become issues. It also exclude smaller, less resourceful groups from interacting.

Are Tier 3 BC bad? They are still a high-access, low-demand, cost-efficient design that scale with numbers. They grow exponentially better with size and they are affordable to lose. They overshadow a number of existing counters to other BC, in order to better deal with the percieved plague of other BC (yet reinforce the actual plague). What painters and webs do for XL-guns down to Cruisers, they also do for L-guns down to frigates.

One can either continue to drink the cool-aid, and feed the band-aid or realize that numbers is the #1 problem and that design and scale outside of coalition CTA is quite tolerable - while proposed changes to ships, or transplanting poor design from null to low, only make that worse. It's letting stupid run loose.

In the end, you are quite right - "That would be a change to SOV mechanics, not the ships themselves".
The #1 priority in the game should be just that.

All of these are problems that come with a design-focus to combat lag and streamline ship adaption into such an environment, while letting pre-existing balance falter instead of curbing "ludicrous scale", that has manifested itself since 2006, and run rampant since 2008. Today it's 2012, that's six years of postponing, ignoring, circumventing and failure to deal with what is likely the most important core problem in the game (more numbers, less actors).

This is a sandbox-game, which means everything cascade. If certain aspects of the game become inaccessible, marginalized groups will begin to clump up other areas. This is why we have a reactive flow of empire-low-fw-npc-wh-sov that push people back into empire. Lowsec have always been rewarding enough to venture into, but since 2006 we have seen a concentration of highly experienced players there.
OfBalance
Caldari State
#117 - 2012-02-26 16:24:48 UTC
I bet someone at CCP is reading this thread and either laughing their ass off or simply scratching their head.
Noisrevbus
#118 - 2012-02-26 17:27:38 UTC  |  Edited by: Noisrevbus
I'm sorry if i hurf out everything at once, but yeah, everything is relative.

If i just want to kill "Drakes" with "Gallente", i can do that with Myrms, Deimos, Ishtars, Proteus, Razus + Nemesis (Sins), Lachs + Talos or Domis, Thannies and Moros up to virtually any non-sov relative scale. I can also support most of those gangs with Oneiros, Eos or Proteus to my liking.

I could even point you to specific groups that have done so and videos where that is showcased over the past few years. To some degree i already have, and maybe i shouldn't have said more than this to begin with...

That would have been boring though, no? Blink

I could also have been even more complicated and said "a relative between alpha, dps, buffer, mitigation and remotes", but i figured just throwing a blunt "100-man gangs" out there was sufficient and accurate enough. You can't please everyone and post length have limitation (beyond timing out P).
Zarnak Wulf
Task Force 641
Empyrean Edict
#119 - 2012-02-26 18:04:07 UTC
How does one addrress the blob w/o nerfing something so that it is useless for everything? You would have to introduce force mulitipliers such as area of effect ECM, just plain more area of effect weapons, or fleet formations. Or did you have something else in mind?
Liang Nuren
No Salvation
Divine Damnation
#120 - 2012-02-26 18:18:26 UTC
Kn1v3s 999 wrote:
Tanya Powers wrote:
Liang Nuren wrote:
Now to stear the conversation back on track: Gallente is without question in almost perfect meta outside of null sec. Thus, Gallente is perfectly fine where most of the PVP happens


Numbers show your that statement about Gallente is wrong.


He should have said: "Gallente is perfectly fine where the most solo/small pvp happens" since he said outside null sec a line before.



No, I said exactly what I meant. And what the numbers support. So sorry that it doesn't support your preconceived bias about how "~elite PVP~ lowsuck gankbears" are useless and Noble Mighty 0.0 Empires are the rightful rulers and dictators of all things in Eve including ship balance. Roll

Also, I already covered why those numbers are bullshit. In detail, with examples.

-Liang

I'm an idiot, don't mind me.