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More Nerf to ganking

First post
Author
Agent Akari
Absolute Order XVIII
Absolute Will
#241 - 2012-09-11 04:18:43 UTC
So to make this short, nobody likes to play support and use remote armor ships to prevent a Freighter from getting destroyed?
Paul Oliver
Doomheim
#242 - 2012-09-11 04:21:24 UTC  |  Edited by: Paul Oliver
Agent Akari wrote:
So to make this short, nobody likes to play support and use remote armor ships to prevent a Freighter from getting destroyed?
I would totally offer that service were I able to.
Seems the best way to deal with situations like this isn't to complain, but to adapt, and make some isk off it.
I still think freighters should be looked at though, if only to provide them the ability to fit a few warp core stabilizers.
Its good to be [Gallente](http://dl.eve-files.com/media/1209/QEQlJ.jpg).
Nicolo da'Vicenza
Viziam
Amarr Empire
#243 - 2012-09-11 04:22:23 UTC
look man, it's unreasonable to expect people to actually defend their 21 billion in assets when they're autopiloting them through highsec. defending it just wouldn't be worth it m8
Ghazu
#244 - 2012-09-11 04:26:46 UTC
I think the Maelstrom's bullshit shield boosting bonus should be rebalanced to 10% shield resist or 10% hp per level.

http://www.minerbumping.com/ lol what the christ https://forums.eveonline.com/default.aspx?g=posts&m=2299984#post2299984

Frostys Virpio
State War Academy
Caldari State
#245 - 2012-09-11 04:51:29 UTC
Reading about all that ganking happening in that system reminds me of my 2 pod trip in there back when I didn't know about shuttle. Newbie make stupid moves sometime...
Orzo Torasson
Brutor Tribe
Minmatar Republic
#246 - 2012-09-11 05:03:25 UTC
Mohamad Transporte wrote:
just few minutes ago... Goons has destroyed 4 freighters in high sec (u can check eve-kill.net), total drop worth 21.5 billion isk!!!

21.5 Billion isk people!!!!

that beats 10/10 DED, FW Missions and incursions all together!!

if u want all alliances to leave their 0.0 systems and just go fun terrorizing high sec and earn money for that... stay cool about it CCP... as it will destroy the game

u gave protection for miners... its time for freighters/ JF revamp...



TEST occasionally ganks freighters too. But in return, we lose them more often than any other entity in EVE. Nerf gankers.
Mars Theran
Foreign Interloper
#247 - 2012-09-11 05:21:59 UTC
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

It's obvious logic. You don't make a ship out of tinfoil and throw it on the ocean, then send it through pirate territory or even into potentially hazardous waters. You make it tough as hell, give it at least some means to fight off attackers for a short time and if it's carrying valuable cargo, you send an escort with it.

Even with an Escort fleet, the chances are it is going to have to survive for a time and will sustain damage, so the previous logic holds.

No reason why EVE should be any different except to favor gank bears and give them easy kills.

Nations and Corporations don't design stuff and field it with a high potential risk of profit loss. Most of the 'Industrial ships' in games however, are designed to be so easily destroyed and incapable that it makes you wonder. Even single player spaceship games suffer from this oversight.

On the other hand, provided appropriate armament, a skilled pilot, and a little focus and determination a Fighter Jet could do significant damage to a transport ship before it ran out of ammunition. It might even sink it, but for whatever reason, those things are practically capsizing just from the loads they carry. That's what happens when people grow complacent in the absence of danger I guess.

Of course, it is a heck of a lot of cargo containers to search, and most of it will probably end up on the bottom of the ocean if you even attempt to attack it with any significant armament anyway, so I'm not sure anyone would bother.
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Nicolo da'Vicenza
Viziam
Amarr Empire
#248 - 2012-09-11 05:24:09 UTC
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Paul Oliver
Doomheim
#249 - 2012-09-11 05:54:15 UTC  |  Edited by: Paul Oliver
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Moot point, shuttles don't need lots of hitpoints because warp almost instantly.
Its good to be [Gallente](http://dl.eve-files.com/media/1209/QEQlJ.jpg).
Nicolo da'Vicenza
Viziam
Amarr Empire
#250 - 2012-09-11 06:00:21 UTC
Paul Oliver wrote:
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Moot point, shuttles don't need lots of hitpoints because warp almost instantly.

How does that make it a moot point? Say they bring an instalocking frig, I should be entitled to tens if not hundreds of thousands of EHP on my shuttle right?
Borlag Crendraven
The Scope
Gallente Federation
#251 - 2012-09-11 06:00:43 UTC
Paul Oliver wrote:
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Moot point, shuttles don't need lots of hitpoints because warp almost instantly.


Moot point because you can't balance freighters or anything else for that matter to withstand attacks from far greater group. Or did you perhaps ignore the fact that the killmail had 15 battlecruisers in it, that's how many it took to kill it. At what point would you consider it balanced? When it requires 150? Simply put, it's working as intended as a solo pilot should not be able to survive after making a mistake and getting cauhgt in a camp like that.

And for those asking for a nerf to the profits. That's almost like asking for the gankees to start thinking and fitting/filling their boats smarter so that they are not aloot pinata like was with these freighters that got ganked.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#252 - 2012-09-11 06:02:07 UTC
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

It's obvious logic. You don't make a ship out of tinfoil and throw it on the ocean, then send it through pirate territory or even into potentially hazardous waters. You make it tough as hell, give it at least some means to fight off attackers for a short time and if it's carrying valuable cargo, you send an escort with it.

Even with an Escort fleet, the chances are it is going to have to survive for a time and will sustain damage, so the previous logic holds.


A freighter does have a significant amount of EHP.... ~200k EHP. This is enough to withstand bombardment by multiple ships while it waits for concord to arrive.... However, no matter how much EHP you give it, there will always be a number of ships that when working together, can destroy it before concord arrives. Just like, no matter what escort your bring, nor how tanky a ship on the ocean is, if an enemy through's enough fighter bombers at it, they'll sink the ship.

The 21b Obelisk on evekill took 6 gankfit talos to destroy it.... At 80m per ship, that's about 500m to gank it, meaning they need to carry 1b in goods before it becomes statistically likely they'll break even on the gank. Where should that limit be?? Personally, I find 1b is a reasonable limit, especially when there are tricks and techniques you can use to limit your "risk of gankage"!

Mars Theran
Foreign Interloper
#253 - 2012-09-11 06:25:39 UTC
I actually wouldn't bother increasing a freighters ehp; it has enough already. I'd just like to see it have a fitting or two becuase it is boring.

The industrials and such are pretty wimpy though for the most part. High align times, slow, slower with tank or otherwise just easy targets that are easy to catch and kill. Not really worth much. I imagine most people just train them to get transports or to haul cheap trash around like I did.

Nicola is being his usual self I see; grossly over-exagerating and making erroneous assumptions about my intent with little or no indication as to what it might be. Not in a literal sense or directed at anything specific anyway.

Really, I just posted because I noticed it was gank-heavy in here and needed a little balance.

T1 Industrials could use some changes if anything, and Freighters could use some tuning options that wouldn't be highly exploitable. There isn't much that wouldn't be exploitable obviously, but something would be nice.

T2 Industrials could simply use a little adjustment to bring them in line with any changes to their T1 counterparts, but really, they aren't bad as they are. Maybe a little extra ehp on the non-covops transports or some changes to resistances or transport level bonuses. Guns would be nice, (just because), and it would go with the Bustards camo-scheme. Lol

..actually, that's not a bad idea, and would make for some interesting fits, but I don't imagine it would really be that impressive or change much with regard to how they are used.

On the other hand, it would be neat to see a fleet of 20 Heavy Transports get on a kb to the detriment of some poor, unsuspecting ganker.

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Malcanis
Vanishing Point.
The Initiative.
#254 - 2012-09-11 06:56:06 UTC
Paul Oliver wrote:
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Moot point, shuttles don't need lots of hitpoints because warp almost instantly.



Doesn't help them when they're outpiloting though.

Honestly all this "a bloo hoo Freighters can't fight back" is bullshit, because it would matter if you gave freighters 8 doomsdays each, they'll still die because PEOPLE AUTOPILOT THEM.

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

Grath Telkin, 11.10.2016

Mars Theran
Foreign Interloper
#255 - 2012-09-11 07:01:52 UTC
Malcanis wrote:
Paul Oliver wrote:
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Moot point, shuttles don't need lots of hitpoints because warp almost instantly.



Doesn't help them when they're outpiloting though.

Honestly all this "a bloo hoo Freighters can't fight back" is bullshit, because it would matter if you gave freighters 8 doomsdays each, they'll still die because PEOPLE AUTOPILOT THEM.


Maybe they autopilot them because there isn't anything else you could do with them. What are you going to do, cycle a module?
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Ghazu
#256 - 2012-09-11 07:05:17 UTC
Mars Theran wrote:
Malcanis wrote:
Paul Oliver wrote:
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I'm still firmly of the opinion that anything without guns to defend itself, flying through any space that has potential hostiles should have been designed to survive most attacks until support arrives.

how many tens of thousands of EHP should shuttles have exactly?
Moot point, shuttles don't need lots of hitpoints because warp almost instantly.



Doesn't help them when they're outpiloting though.

Honestly all this "a bloo hoo Freighters can't fight back" is bullshit, because it would matter if you gave freighters 8 doomsdays each, they'll still die because PEOPLE AUTOPILOT THEM.


Maybe they autopilot them because there isn't anything else you could do with them. What are you going to do, cycle a module?

Read what you wrote again and tell me if it sounds stupid.

http://www.minerbumping.com/ lol what the christ https://forums.eveonline.com/default.aspx?g=posts&m=2299984#post2299984

Malcanis
Vanishing Point.
The Initiative.
#257 - 2012-09-11 07:06:46 UTC
Maybe you could be actively cooperating with a corp mate to web warp Your freighter?

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

Grath Telkin, 11.10.2016

GOTMYEYEONYOU
Doomheim
#258 - 2012-09-11 07:11:25 UTC  |  Edited by: GOTMYEYEONYOU
Malcanis wrote:
Maybe you could be actively cooperating with a corp mate to web warp Your freighter?

so ganker shoots the webber first. was that your awesome solution? cause its pretty fail.

edit: also, let me point out that bumping the freighte renders all efforts moot

what, not relevant enough? or have you decided to make it personal?

Nicolo da'Vicenza
Viziam
Amarr Empire
#259 - 2012-09-11 07:22:36 UTC  |  Edited by: Nicolo da'Vicenza
- wow, theres 8 paragraphs gone
Mars Theran
Foreign Interloper
#260 - 2012-09-11 07:25:44 UTC  |  Edited by: Mars Theran
Nicolo da'Vicenza wrote:
Mars Theran wrote:
I actually wouldn't bother increasing a freighters ehp; it has enough already. I'd just like to see it have a fitting or two becuase it is boring.

The industrials and such are pretty wimpy though for the most part. High align times, slow, slower with tank or otherwise just easy targets that are easy to catch and kill. Not really worth much. I imagine most people just train them to get transports or to haul cheap trash around like I did.

Nicola is being his usual self I see; grossly over-exagerating and making erroneous assumptions about my intent with little or no indication as to what it might be. Not in a literal sense or directed at anything specific anyway.

Really, I just posted because I noticed it was gank-heavy in here and needed a little balance.

T1 Industrials could use some changes if anything, and Freighters could use some tuning options that wouldn't be highly exploitable. There isn't much that wouldn't be exploitable obviously, but something would be nice.

T2 Industrials could simply use a little adjustment to bring them in line with any changes to their T1 counterparts, but really, they aren't bad as they are. Maybe a little extra ehp on the non-covops transports or some changes to resistances or transport level bonuses. Guns would be nice, (just because), and it would go with the Bustards camo-scheme. Lol

..actually, that's not a bad idea, and would make for some interesting fits, but I don't imagine it would really be that impressive or change much with regard to how they are used.

On the other hand, it would be neat to see a fleet of 20 Heavy Transports get on a kb to the detriment of some poor, unsuspecting ganker.




You must have had a point to quoting this; I'm just not sure what it was. Actually, I'd guess that you think I just validated your previous post indicating that I wanted to boost Freighter ehp to some monstrous level that would require maybe another 3-4 Battlecruisers to gank effectively.

..except that I just indicated the only thing I'd like to see on Freighters is some unexploitable mods to make them more interesting instead of the floating beachballs they are currently.

Do you read?

..nevermind, it was shuttles, which are hardly industrials with only 10 m3 of cargo capacity. Either way.. if it had been freighters, at least your point would have been at least partially relevent.
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