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[proposal] limit gang links to a single grid

First post
Author
paritybit
Stimulus
#21 - 2011-09-15 17:39:50 UTC
Malcanis wrote:
This means that the whole fleet has to stay together in the system. Eg: you cant have the heavy ships shooting a POS and the lights camping the in gate.


Maybe what it means is that you need two fleets. Or that you need boosters in every wing. Or that you need to properly separate your squads or wings and have a supplemental booster with an appropriate ship. This seems very natural to me and I don't know why it seems to be a concern for you. You simply need enough qualified commanders and people who will fly ships with links.

Gang link ships can be made completely combat worthy. Command ships and Strategic cruisers are renowned for their ability to tank. Sure, they can't fit the most epic tank once you fit them properly (with gang links) but doesn't that make sense?

Malcanis wrote:
Also, the Fleet Command ships will need to be reworked to be able to have buffer tanks comporable to the Damnation; the Eos and the Claymore will need to lose their lolrep bonuses in favour of some kind of EHP boost. Shield tanking Fleet Commands may also need their slot layout revising, as the Command Processors replace tanking mids.


That is a completely separate problem.

Malcanis wrote:
Being required to be on grid would make T3 gangboosters effectively useless.


It certainly would not. It would make useless ships useless (six gang-link Tengu anybody?). There are plenty of combat effective T3 gang booster fits and I see them used regularly. You might even come to think of them as more useful, because if the gang links have to be on grid, what better way to make it less obvious which ship has them than to put them on a T3 and blend in with the other strategic cruisers? It might mean you have to choose which bonuses you want, which again I would argue is a good thing.
Andski
Science and Trade Institute
Caldari State
#22 - 2011-09-15 22:36:22 UTC
by the way, just letting you know that your suggestion encourages blobs

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

paritybit
Stimulus
#23 - 2011-09-15 22:44:46 UTC  |  Edited by: paritybit
Andski wrote:
by the way, just letting you know that your suggestion encourages blobs


Please expand on this. Maybe with three more one-line posts in a row.

Do you mean that it would encourage fleets to be larger to fit in a gang link ship? Because I believe I am suggesting that the alt who (under current mechanics) sits off-grid gets replaced with a real player who is on-grid. Assuming a fixed number of pilots, that's actually one less in the gang because there isn't a purpose for the alt anymore.

Maybe you mean that solo players who use link alts will become a gang of two, thereby doubling in size! Clearly this cannot be allowed, as twice as many pilots on grid (regardless of whether they were in system before) is most certainly a blob.

Do you, instead, mean that any suggestion about improving EVE encourages blobbing because it's a simple one-liner to get people to poo poo it? Because I have no argument for that.
King Rothgar
Deadly Solutions
#24 - 2011-09-16 00:59:58 UTC
The reason it encourages more blobbing is because practically no one is willing to sit in an unarmed ganglink ship in the middle of a fight, especially if they are heavily outnumbered. If you did put the link ship on grid in we'll say a 2 v 10 fight including the link ship, the very first thing that would happen is the other fleet would nuke the ganglink ship or drive it off grid, and then subsequently crush the lone combat ship.

Currently it works a bit different in the right hands. The boosting ship is reasonably safe because that 10 man blob didn't bother to bring a prober. All 10 of them are also obsessed with km whoring so no one brought a link ship of their own either. As a result, the lone combat ship on grid facing off against the 10 man gang is able to kite them or in some cases tank them (at least for a while) and put up a decent fight.

Like it or not, off grid boosting is currently about the only thing keeping "solo" and small gang pvp alive. Remove it, and anyone that's alone is just cannon fodder for the 30 man BC/BS gangs with full logi support and a cyno to titan bridge in 500 more if needed. And they won't hesitate to use it all against a single nano-cane if they can catch it. The only counter to that blob mentality is to stay out of hard tackle range so they can't all pile on you so easily. And it by no means makes you invincible either, all it takes is a single rapier on their side and they'll blob you to death regardless.

I believe boosting is working as intended and to change it as proposed would be a serious blow to the game as a whole. The absolute last thing this game needs is changing mechanics to favor blobbing even more heavily.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Burseg Sardaukar
Free State Project
#25 - 2011-09-16 05:49:12 UTC
Andski wrote:
but I do believe that fleet boosters should not be in NPC corps


I'd actually love to see the stats on pilots sitting in Logi and Command Link ships inside NPC corps, actually.

I've always been a big proponent for ending Neutral RR/Cmd boosts in Hisec and the like, but then Incursions pretty much solidified that that mechanic is here forever.

I can definitely get on board with this idea, though. And I come from the position of someone that actively takes advantage of this mechanic. I'm all for a nerf, since it would make for better, balanced PvP.

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Mara Rinn
Cosmic Goo Convertor
#26 - 2011-09-16 06:05:13 UTC
King Rothgar wrote:
The reason it encourages more blobbing is because practically no one is willing to sit in an unarmed ganglink ship in the middle of a fight, especially if they are heavily outnumbered. If you did put the link ship on grid in we'll say a 2 v 10 fight including the link ship, the very first thing that would happen is the other fleet would nuke the ganglink ship or drive it off grid, and then subsequently crush the lone combat ship.


… because a 1 v 10 fight wouldn't have simply squashed the lone combat ship, off-grid booster or not?

I'm not sure what point you were trying to make there. At present, flying a logistics or ECM ship in a fleet means you get primaried. Those ships are still used in combat. As to your assertion about "unarmed ganglink ship", wouldn't forcing link ships on-grid encourage people to explore fits that don't try cramming 6 warfare links onto one paper thin hull?

Wouldn't it be interesting to have squad, wing and fleet commanders all providing boosts of some kind?
Andski
Science and Trade Institute
Caldari State
#27 - 2011-09-16 09:45:53 UTC
King Rothgar wrote:
The reason it encourages more blobbing is because practically no one is willing to sit in an unarmed ganglink ship in the middle of a fight, especially if they are heavily outnumbered. If you did put the link ship on grid in we'll say a 2 v 10 fight including the link ship, the very first thing that would happen is the other fleet would nuke the ganglink ship or drive it off grid, and then subsequently crush the lone combat ship.

Currently it works a bit different in the right hands. The boosting ship is reasonably safe because that 10 man blob didn't bother to bring a prober. All 10 of them are also obsessed with km whoring so no one brought a link ship of their own either. As a result, the lone combat ship on grid facing off against the 10 man gang is able to kite them or in some cases tank them (at least for a while) and put up a decent fight.

Like it or not, off grid boosting is currently about the only thing keeping "solo" and small gang pvp alive. Remove it, and anyone that's alone is just cannon fodder for the 30 man BC/BS gangs with full logi support and a cyno to titan bridge in 500 more if needed. And they won't hesitate to use it all against a single nano-cane if they can catch it. The only counter to that blob mentality is to stay out of hard tackle range so they can't all pile on you so easily. And it by no means makes you invincible either, all it takes is a single rapier on their side and they'll blob you to death regardless.

I believe boosting is working as intended and to change it as proposed would be a serious blow to the game as a whole. The absolute last thing this game needs is changing mechanics to favor blobbing even more heavily.


Pretty much this. Although your example is a bit flawed, a more reasonable example is a 15-man gang. You have a WC 5 Claymore in the wing command slot and everyone else is in Cynabals, Vagabonds, Huginns and Lachesis. An Erebus is dropped on the gang and the Claymore is doomsdayed, the Lachesis and Huginn pilots are revealed to be spies and proceed to point and web their buddies so they can get taken out one by one by the maniacal titan pilot's guns.

A 20-man gang in sniper HACs take out the Claymore before the other ships can burn to them, the long-range tackle bonuses are gone and they just go home because being kited is boring.

(this example is probably unrealistic but I really can't think of anything better right now)

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Lelob
Republic Military School
Minmatar Republic
#28 - 2011-09-16 11:02:35 UTC
No. As previously mentioned, this would break gang bonuses. Stop trying to remove legitimate features of the game and think of ways to add more features.
Yabu Kusanagi
Perkone
Caldari State
#29 - 2011-09-16 15:23:14 UTC  |  Edited by: Yabu Kusanagi
Just a thought, but maybe a compromise would be that only command ships can pass gang links in fr om off grid. Means you could have offsite boosters, but only if there was a command ship in the squad ongrid to pass down the bonus' from higher up the chain.

It would maintain the flexibility of fleets that are spread out over a solar system, but increase the vulnerabilty of a squad using offgrid boosters. You could destroy the command ship and effective cut the chain of boosts.



EDIT: by command ships i mean both command ships and t3 ships with the command subsystem.
Hirana Yoshida
Behavioral Affront
#30 - 2011-09-16 16:17:14 UTC
King Rothgar wrote:
Your proposal is based on a false premise....

You are assuming that the "fix" made it easy to probe down fits specifically designed to avoid it .. max skills, rigged and implanted coverts if you want any hope in hell of doing it any sort of respectable time.
And what is your combat ships supposed to do while your prober tried to nail the T3 somewhere in deep space (I still have 60AU+ BMs in small systems, because off-plane does not include up/down according to GM Roll)? That is the reason for blobbing, you need the extra 40-50% to make up the difference that a booster provides unless you have one of your own .. because one does not jump into a system and waits for a ready opponent to sacrifice their links nor will the opponent give you time to find the blasted things.
King Rothgar wrote:
...sit in an unarmed ganglink ship...

Which is a huge part of the problem and why such a change is going to be damn hard to push through, people have simply become accustomed to having one ship augmenting <250. Here's an idea, instead of having one super-gimped flimsy and toothless linkship with 4-6 links, you combat fit them complete with tanks/dps and either chose which advantage you want or bring more than one.
Let's look at another very common force multiplier; can you imagine how broken a Guardian having a system-wide AoE RR field to tending an entire fleet would be .. doesn't matter if it was made of tissue paper and the size of a moon on probes it would still be broken beyond comprehension .. that is where off-grid links are now.

Solution?:
- Commandships have been needing a once-over for a while, increase the tank of the link platforms slightly and change what needs to be changed in regards to the links (Info Link "lolz").
- T3 Command subsystem changed to decrease signature slightly and allows for TWO links right off the bat.

It will have a severe impact on some "solo" PvP'ers, but then they are not really soloing any more than they are with Failcon alts, Neut. RR alts, Orca alts etc. .. so screw them.
Lykouleon
Noble Sentiments
Second Empire.
#31 - 2011-09-16 17:43:57 UTC
Honestly, this whole proposal sounds a lot like "I can't fly a certain type of ship and I feel that because of that no one else should be able to have something better than what I can use because that's totally unfair" type of proposal.

Besides whats already been stated, I'd only support this if grids worked 100% correctly 100% of the time. I've been in fleet fights before where I run off grid at somewhat random locations, separating fleets in abnormal ways. In those cases, I'd rather not be penalized gang-bonus wise for something I nor any of the other pilots in fleet can change.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

paritybit
Stimulus
#32 - 2011-09-17 00:21:33 UTC
Lykouleon wrote:
Honestly, this whole proposal sounds a lot like "I can't fly a certain type of ship and I feel that because of that no one else should be able to have something better than what I can use because that's totally unfair" type of proposal.


You can read this however you like, but know that most fleets I participate in have gang links present. I certainly do not want for more links. Anybody is capable of putting links on a ship and parking it in space (or next to a station or in a POS). It's much harder to make decisions about what links work best with your fleet while still allowing you to survive on the battlefield.

So it's not about what I can't do, it's about what is a silly mechanic. As has been pointed out already by people opposing the idea, nobody wants to fly a combat ineffective link ship -- so nobody does; instead, the job is shluffed off onto alt. Instead of making it a role so easy an alt can do it, why not make it a role so interesting a player will do it?
Malcanis
Vanishing Point.
The Initiative.
#33 - 2011-09-17 00:36:37 UTC
paritybit wrote:


Gang link ships can be made completely combat worthy. Command ships and Strategic cruisers are renowned for their ability to tank. Sure, they can't fit the most epic tank once you fit them properly (with gang links) but doesn't that make sense?

Malcanis wrote:
Also, the Fleet Command ships will need to be reworked to be able to have buffer tanks comporable to the Damnation; the Eos and the Claymore will need to lose their lolrep bonuses in favour of some kind of EHP boost. Shield tanking Fleet Commands may also need their slot layout revising, as the Command Processors replace tanking mids.


That is a completely separate problem.



Wut? You forgot to add logic to your post. I point out that the only fleet command ship able to stay on the field in fleet fights is the Damnation, you say that fleet command ships are supposed to be tanky, then admit that the rest of them aren't tanky enough, but that's not a problem when we're proposing forcing them to all be on grid.

Active tanking has been an irrelevance for fleet fights for years. It seems to me that when you're proposing a change to Fleet Command ships work in fleet fights, then a look at the ship bonuses might perhaps be a very unseperate problem indeed.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

paritybit
Stimulus
#34 - 2011-09-17 01:20:15 UTC
Malcanis wrote:
Wut? You forgot to add logic to your post. I point out that the only fleet command ship able to stay on the field in fleet fights is the Damnation, you say that fleet command ships are supposed to be tanky, then admit that the rest of them aren't tanky enough, but that's not a problem when we're proposing forcing them to all be on grid.

Active tanking has been an irrelevance for fleet fights for years. It seems to me that when you're proposing a change to Fleet Command ships work in fleet fights, then a look at the ship bonuses might perhaps be a very unseperate problem indeed.

You can twist and rewrite my words all you want, but that doesn't mean I said what you want me to have said. Also, just because you have a fleet fight doesn't mean you instantly have to have a fleet command ship just because the word fleet has been used in both instances. Capacitor boosters are not the same as shield boosters just because they are both post-fixed with "boosters".

I say that active tanking is a separate issue because it is an issue that needs to be tackled with more classes of ships in mind than simply command. Or, as commonly happens, needs to be tackled by simply choosing the ship that works better at the moment In the same way that you might choose armor over shield.

I have seen Claymores, Sleipners, Damnations, Vultures, Legions, Lokis all used as gang link ships to good effect -- on grid and in combat. I have never seen an Eos or Astarte because ~Information Warfare Links are silly. Which again, is a separate issue that affects this issue, but is not the same as requiring links to be on-grid.

It also seems to be a little-known fact that you can use battlecruisers to provide gang links.

King Rothgar
Deadly Solutions
#35 - 2011-09-17 05:42:58 UTC  |  Edited by: King Rothgar
Mara Rinn wrote:
King Rothgar wrote:
The reason it encourages more blobbing is because practically no one is willing to sit in an unarmed ganglink ship in the middle of a fight, especially if they are heavily outnumbered. If you did put the link ship on grid in we'll say a 2 v 10 fight including the link ship, the very first thing that would happen is the other fleet would nuke the ganglink ship or drive it off grid, and then subsequently crush the lone combat ship.


… because a 1 v 10 fight wouldn't have simply squashed the lone combat ship, off-grid booster or not?



10v1 isn't nearly as one sided as you might think. When solo, I typically fly one of the following ships

1) Arty cane
2) Curse
3) Rapier

All of these can orbit at 30km+ and fight effectively with a loki booster alt. The arty cane does 550 dps (4k volley) and is pretty cheap. The t2 disruptor on it has a 34km base range and 40km with heat. It also goes over 1700m/s without heat, ensuring it's among the faster ships out there excluding frigates.

The last one I lost was attacking an obvious bait and this scenario is pretty typical these days. It was a myrmidon sitting in a belt just waiting for me to attack (I was the only other guy in system) but I knew he had at least an absolution with him sitting one jump away. Knowing he couldn't point me back easily, I warped in at range and attacked. I held about 30km off and slowly worked him down. He was active tanked but sooner or later he'd run out of boosters. I was hoping he'd call in the abso to save him, that would have been a nicer kill. Instead they threw a proteus with a faction scram at me.

I was able to hold range for a pretty long time and had him worked down to low armor despite his 200k+ EHP tank. Unfortunately, I drifted a little too close and he got the scram on me. At which point all his buddies piled in and took me down in seconds. However, that proteus was likely very worried as I had him down to around 10% armor when I popped, a few more volleys and I would have taken him down with me, or possibly even gotten away. If I'd had a wingman, I don't think there is any question that I would have won. And this is a case of me losing such a fight. Typically I score a kill or two and then escape.

This thread really does look like a case of you just moaning about being unable to use the ship yourself. Off grid boosters are very much a field leveling tool. They allow you to take a small weakness in an enemy fleet composition and convert it into a huge gaping whole that a heavily outnumbered force can pull a victory from. The loki + nano ship is the simplest and most obvious example, but a well flown active tanked ship + appropriate tanking bonus booster can be just as effective if dps/tracking is the opposing fleet's weakness.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Hirana Yoshida
Behavioral Affront
#36 - 2011-09-17 10:04:33 UTC
Malcanis wrote:
Wut?...

So it all boils down to: link ships can't survive on-grid as numbers increase. Wonder if there is some other ships that are viable in large fleet (read: blob) scenarios that can field gang-links?

All Capitals except lol-Dreads are designed to field links. How is that for buffered on-grid link platform for you.

Sure they don't have the command efficiency bonuses to give that extra 10%, but with proper skills they'll still be more than enough to turn a battle around. Hell, up until the afk T3-booster scourge you still saw regular T1 BCs running around with links.
flank steak
Deep Core Mining Inc.
Caldari State
#37 - 2011-09-19 01:23:58 UTC
combat probes, use them you must
Jag Kara
The Scope
Gallente Federation
#38 - 2011-09-19 17:32:33 UTC
I can go with this one. It always seemed weird that with no intel, sight or any connection to a battlefield, a command ship is "commanding" the fight. This would certainly help aliviate other issues as well. Such as, t3's being better command ships than a purpose built command ship, offgrid/pos boosters, and command alts. (personally, i think if you can play the game afk and still produce a noticable effect you should suffer a nerf.) even froma pve perspecive, this would kill the 6 link tengus for incursion fleets.
Vertisce Soritenshi
The Scope
Gallente Federation
#39 - 2011-09-19 18:45:23 UTC
Jag Kara gets it...flank steak does not.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Nur AlHuda
Callide Vulpis
#40 - 2011-09-20 10:58:06 UTC  |  Edited by: Nur AlHuda
Sorry to be rude but most people have no idea how the gang links work.

1. Gang links dont work in warp so ship needs to be stationary.
2. Gang links dont work when cloaked.
3. If CS is on grid nobody is calling it primary due to huge tank capability. If you call a CS primary you are doing somethink wrong.
4. If you cant kill a stationary uncloaked ship you suck at game.

And btw that someone has a pos is no reason to nerf somethink becouse everyone and his grandmother has pos for staging caps, fleets etc...