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To CCP: If OGB is being removed Is there going to be a SP refund?

Author
CausticS0da
Shrubbery Acquisitions
Blohm and Voss Shipyards Alliance
#201 - 2012-12-13 06:34:00 UTC  |  Edited by: ISD TYPE40
psycho freak wrote:
ccp dumbing down eve again for the whineing *snip*

we will adapt same as allways


This is the opposite of 'dumbing down'... It's making eve harder. Do you even think what you're typing?

Removing OGB is a good thing that -if anything- promotes solo pvp.

OGB is pretty much a PAY TO WIN dynamic that needs to end. CCP will be sacrificing alt accounts to fix their game - they deserve credit for that.

EDIT: Pardon the intrusion, had to edit that quote - ISD Type40.
March rabbit
Aliastra
Gallente Federation
#202 - 2012-12-13 06:36:47 UTC
Gangname Style wrote:
fukier wrote:
no.

he is talking about off grid boosting...

he is upset that in the future you will have to risk your ship to provide game breaking bonus to fleet ships...


nope think again.

totally fine with ogb removal, not fine with my alt becoming worthless after months of training skills for OGB.

you've chosen wrong way and now you have CONSEQUENCES Shocked

The Mittani: "the inappropriate drunked joke"

Alavaria Fera
GoonWaffe
#203 - 2012-12-13 06:52:59 UTC
March rabbit wrote:
you've chosen wrong way and now you have CONSEQUENCES Shocked

EVE Online: RETRIBUTION

Repent of your off-grid magiks

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

March rabbit
Aliastra
Gallente Federation
#204 - 2012-12-13 09:39:43 UTC
ERin Erkkinen wrote:
Gangname Style wrote:
ERin Erkkinen wrote:
no you will not get sp back when they change the way "OGB" work you skills still there just have to risk the ship to do it deal with or in the word off CCP Guard "HTFU"


Wondering why people who oppose OGBs don't just "HTFU" instead of whining for removal. Lol



Just like those t3 pilot crying about not beable to eject anymore. OGBing is a chicken man boost just a t3 pilot ejecting i combat to save is sp.

i've heard something about initiating self-destruct of T3 before the fight to evade SP loss Cool

The Mittani: "the inappropriate drunked joke"

SMT008
Deep Core Mining Inc.
Caldari State
#205 - 2012-12-13 10:30:01 UTC
CausticS0da wrote:

Removing OGB is a good thing that -if anything- promotes solo pvp.


Yeah sure.

EVE is full of cowards and risk-averse dudes.

There are few entities that will take a fight they're not 100% sure to win. So, in order to get an actual fight, you need to look weak.

Either : You have a cyno and a bridging Titan. Send in a bait, they'll take it as it looks weak and you'll get a fight.

Or : You go in solo with a fast ship, you use your OGB alt (7M + SPs in leadership, and a 470M T3 ship), and you use that advantage to fight outnumbered.

What seems to be the "fairest" solution ?

Once again, there are gangs that simply can't work with on-grid boosting. Like frigate gangs, or cloacky bomber gangs. The whole "Just take your command ship on the field" can work for the usual shield BC fleet. However, it won't work in a lot of situations. And as the B2K dude told you, most of these situations revolves around fighting outnumbered.

Like, nanogangs who revolves around going >2.7km/s to survive. Or frigate-gangs.

As I told you, I use my OGB alt to fight outnumbered. If I can't use it any more, guess what I'm going to train.

Yeah that's right, a Falcon. Or a damping Arazu. How does that promote solo PVP ? Instead of going faster/point farther, I'll just jam the **** out of the hostiles. How is this an improvement ?

And If I can't seem to get a little advantage over that gang, I'll bring in my third alt. Is this your idea of solo PVP ?

When you fight solo, you have to find things you can take advantages of. Such as combat boosters, deadspace fittings, and alts.

Let's take this situation :

I have a Cynabal, the enemy gang consists of a Brutix, a Kitsune, an inty and a Vagabond, for example.

Let's imagine I'm not permajammed by the Kitsune. What am I going to do ? Overload MWD, kite and eventually kill the inty, then move on to the Kitsune. Then I'll probably duel the Vagabond while the Brutix tries to close in, and then I kill the Brutix, if I can break his active tank (If he is active tanked).

Without any OGB or anything, the inty will close in much faster, and if an ECM cycle gets through at the wrong time, I'm completely toast as the Brutix manages to close in and tackle me.

In order to make up for the fact that I don't have my OGB anymore, I'll just bring in a Falcon or two, permajam everything and kill whatever still wants to stay on grid.

So what ?

That whole "In order to fight X you have to bring an X yourself, so nerf X" is ridiculous tbh.

It's like "In order to catch a 100MN Tengu, you have to bring long range webs and something to keep it alive ! I want to kill those Tengus with my 3 Drakes and it doesn't work, nerfnerfnerf".

Yes, in order to fight special ships, you have to bring special ships yourself. How is that a problem ? When you fight a solo PVPer with an OGB, you have the number advantage. Use that to kill the OGBoosted solo PVPer. (In case you are also a solo PVPer yourself, don't worry. Now it's an OGB ship, it could have been a Falcon. What do you prefer ?).

Or bring a competent prober, and get a juicy T3 kill while the solo PVPer is too busy managing his main ship.

Now I'm all for nerfing Command T3s (Easier to find would be fine, switch the bonuses between command ships and T3s would be fine too, no boosting from within a POS is a good thing too), but the complete removal of OGB isn't something I would like to see happen.
pussnheels
Viziam
#206 - 2012-12-13 11:13:05 UTC  |  Edited by: pussnheels
It is a aweful big grid you know , people will adapt and i don't see a problem with removing what the OP calls OGB

However , nothing is certain if or when it will be changed
Only concern i have that if they remove it Rorquals will be become oversized over priced compression factories with a limited JF role

Since not many people will use it as a 3bil mining boosting ship

I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire

Misanth
RABBLE RABBLE RABBLE
#207 - 2012-12-13 11:35:17 UTC
Gangname Style wrote:
I train OGB on my alt so that I compete with other OGB fleets.

I'm happy it is being removed, but I also expect them to refund my SP for all my OGB skills.

This isn't the same situation as a nerf. The OGB removal will literally make my alt worthless.


Suck it up, big boy, I trained max leadership on my main to sit ON GRID in a Command Ship to boost - with my main, while fighting. The problem we had in recent years is my main has not been able to perform his much wanted role, as alts do it (better) off grid. I never cried for my SP back then.

Having bonuses on grid makes perfect sense, now the next step is the much MUCH needed Command Ship boosts. Not in terms of fleet boosting, they did that fine before t3's ruined everything. I'm talking about their combat capabilities, which was ruined about the same time we had the (multiple) hit point boosts and rig introductions some five years~ ago.

AFK-cloaking in a system near you.

Pinky Denmark
The Cursed Navy
#208 - 2012-12-13 11:37:02 UTC
Buhhdust Princess wrote:
Offgrid boosters is what is keeping solo and small gang alive. Removing them is completely, 100% ********. Keep them CCP, or lose most of ur old-school PvP players that have been playing for almost over 6+ years.

OGB are the only thing actually enabling us to fight the small gangs you see around now. Unless u want to give us some sort of skills that increase the tank to that of having an offgrid booster, buti dont work when u got ongrid one......


Nobody ******* want to fight solo pilots and small scale fleets without having off grid boosters themself, because they expect every filthy pvp'er to use off grid boosters. You are far more likely to get a fight when people are sure about the enemy not using any "dirty tricks"...

PvP will get so much better when you only have to fight what you can see on the grid!!
Mara Rinn
Cosmic Goo Convertor
#209 - 2012-12-13 11:37:32 UTC
pussnheels wrote:
Only concern i have that if they remove it Rorquals will be become oversized over priced compression factories with a limited JF role

Since not many people will use it as a 3bil mining boosting ship


The Rorqual can be fixed by turning it into a capital command ship: move the mining foreman link bonus from the industrial core to a role of the hull itself.
Ekscalybur
Templar Services Inc.
#210 - 2012-12-13 11:45:16 UTC
Ong wrote:
Removing OGB will make it very hard for those of us that don't like to be in blobs (by blobs im talking 10+). If me and 4 corpies decide to go roam we don't exactly have the numbers for us to lose a dps or a recon to be in a command (they do awful dps when running links) or yet another to logy to keep said command alive when the locals form up the 30 man gang to come fight us.

We are taking the risk by fighting outnumbered, often 4:1, we deserve a little help that comes from an OGB alt. Its what makes 90% of small gang pvp possible in this game, its is simply not possible for us to keep our gang mate alive in a command ship when a tier 3 bc gang lands, or any 20+ man gang for that matter.

The blob that comes to fight us can spare pilots to come in a command and bring a logy or 2 to keep it alive, we cant.
This will be yet another change that favours the blob over those that don't. Its yet another example of a csm and development team that is based in larger scale pvp.

The simple solution that would keep both sides happy is this:

Make tech 3's able to OGB but make them only able to boost for a single squad, that's 9 people max other then the char in the T3. Keep the reduction in boost amount (3% I believe)

Make Commands be able to boost a fleet, this makes people that fly with 10+ have to bring logy that is needed to keep a command alive.

This is the only way I can see to keep small gang and solo pvp alive.


5 against 30, and you are seriously suggesting their should be a means by which you don't get absolutely steamrolled. A means that isn't even anywhere near you?

6:1 odds (sorry, you and 4 others against thirty is a bit more than just 4:1 odds) should equal obliteration for the smaller group, pilot skill notwithstanding. You said it yourself,

Quote:
We are taking the risk by fighting outnumbered, often 4:1, we deserve a little help that comes from an OGB alt


Seriously, wtf is this bit??? You deserve a little help? Dafuq you do. This is Eve, no one deserves anything. Unarmed men who walk into the woods and start smacking a bear around get eaten, they don't deserve something that evens the odds out. He's the dipshit that decided that smacking a bear while unarmed was a good idea.

nerf Veldspar!

Doddy
Excidium.
#211 - 2012-12-13 11:48:16 UTC
Gangname Style wrote:
I train OGB on my alt so that I compete with other OGB fleets.

I'm happy it is being removed, but I also expect them to refund my SP for all my OGB skills.

This isn't the same situation as a nerf. The OGB removal will literally make my alt worthless.


I don't see any OGB boosting skill sto be removed tbh.
Doddy
Excidium.
#212 - 2012-12-13 11:58:08 UTC  |  Edited by: Doddy
SMT008 wrote:
CausticS0da wrote:

Removing OGB is a good thing that -if anything- promotes solo pvp.


Yeah sure.

EVE is full of cowards and risk-averse dudes.

There are few entities that will take a fight they're not 100% sure to win. So, in order to get an actual fight, you need to look weak.

Either : You have a cyno and a bridging Titan. Send in a bait, they'll take it as it looks weak and you'll get a fight.

Or : You go in solo with a fast ship, you use your OGB alt (7M + SPs in leadership, and a 470M T3 ship), and you use that advantage to fight outnumbered.

What seems to be the "fairest" solution ?

Once again, there are gangs that simply can't work with on-grid boosting. Like frigate gangs, or cloacky bomber gangs. The whole "Just take your command ship on the field" can work for the usual shield BC fleet. However, it won't work in a lot of situations. And as the B2K dude told you, most of these situations revolves around fighting outnumbered.

Like, nanogangs who revolves around going >2.7km/s to survive. Or frigate-gangs.



They could just you know use an on grid boosting t3. Even now before ccp buffs them and command ships into "combat + boost" ships you can easily fit a loki to be an overtanked vagabond with a gang link. Truth is you just want to have a no risk dual box option with like 5 gang links.
Mara Rinn
Cosmic Goo Convertor
#213 - 2012-12-13 12:02:15 UTC
Andski
Science and Trade Institute
Caldari State
#214 - 2012-12-13 12:04:44 UTC
pussnheels wrote:
Only concern i have that if they remove it Rorquals will be become oversized over priced compression factories with a limited JF role

Since not many people will use it as a 3bil mining boosting ship


I consider it a third of a JF that can fit a tank, neuts, cloak and cyno at the expense of the ability to take gates.

But yeah Rorquals basically have no choice except to boost from inside POS shields, especially considering that everyone and their mother has a supercarrier.

Twitter: @EVEAndski

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

SMT008
Deep Core Mining Inc.
Caldari State
#215 - 2012-12-13 12:07:30 UTC
Ekscalybur wrote:

5 against 30, and you are seriously suggesting their should be a means by which you don't get absolutely steamrolled. A means that isn't even anywhere near you?

6:1 odds (sorry, you and 4 others against thirty is a bit more than just 4:1 odds) should equal obliteration for the smaller group, pilot skill notwithstanding. You said it yourself,


Right.

Next time I encounter a 30 man fleet, I'll broadcast and hotdrop it with 90 dudes. Then they'll whine that they got steamrolled.

And then the 90 dudes will get hotdropped by 180 dudes and so on.

Numbers > Everything.

Or, you could let those 5 dudes have some sort of device that allows them to fight outnumbered and eventually win, against all odds, by being good and getting some help from a specifically trained alt, flying a specific ship.

If 30 dudes get killed by 5 dudes, the 30 dudes were just very, very bad.

And I have no problem with 30 dudes getting killed by 5 Genos Occidere/B2K dudes with an OGB. It's just how it is. They used all the mechanics they knew about to win against 30, less-prepared, kitchen-sink ships.

Being prepared, lead by an efficient FC and using all the mechanics to win is what you are supposed to do. Not throw 30 random ships at 5 dudes and expect to win everytime.

Which brings me to "In order to beat the OGB users, bring a prober. Or bring long-range webs. Or bring an OGB too. Or bring Ewar".

OGB is like 100MN Tengus, Cynabals or Falcons. There are ways to fight them. Like fighting on a gate. The OGB will have troubles moving back and forth between two systems while a Claymore/Vulture/whatever can just jump along with the gang and be operational right away.

Don't expect to beat a specifically fit ship, flown by a specifically trained character, with a bunch of random shield BCs. Simple as that.

Quote:
They could just you know use an on grid boosting t3. Even now before ccp buffs them and command ships into "combat + boost" ships you can easily fit a loki to be an overtanked vagabond with a gang link. Truth is you just want to have a no risk dual box option with like 5 gang links.


Can't fit more than 3 links on a hard-to-probe boosting T3.

And yes, you can indeed fit a Loki like an overtanked Vagabond with a ganglink.

However, dualboxing two kiting ships is almost impossible. You would have to actually fly the command/T3vagabond alone and not have to bother with the ship you wanted to boost.

OGB is one of the few things that allow solo PVPers (Aka lone dudes behind their computers) to fight bigger gangs.

If you remove it, you'll just bring back the cloacked Ewarships era as those are one of the few ships that don't require much micro-managing (Decloack, align, jam everything, and if something goes wrong and you missed a jam, welp).
Doddy
Excidium.
#216 - 2012-12-13 12:25:08 UTC
SMT008 wrote:
Ekscalybur wrote:

5 against 30, and you are seriously suggesting their should be a means by which you don't get absolutely steamrolled. A means that isn't even anywhere near you?

6:1 odds (sorry, you and 4 others against thirty is a bit more than just 4:1 odds) should equal obliteration for the smaller group, pilot skill notwithstanding. You said it yourself,


Right.

Next time I encounter a 30 man fleet, I'll broadcast and hotdrop it with 90 dudes. Then they'll whine that they got steamrolled.

And then the 90 dudes will get hotdropped by 180 dudes and so on.

Numbers > Everything.

Or, you could let those 5 dudes have some sort of device that allows them to fight outnumbered and eventually win, against all odds, by being good and getting some help from a specifically trained alt, flying a specific ship.

If 30 dudes get killed by 5 dudes, the 30 dudes were just very, very bad.

And I have no problem with 30 dudes getting killed by 5 Genos Occidere/B2K dudes with an OGB. It's just how it is. They used all the mechanics they knew about to win against 30, less-prepared, kitchen-sink ships.

Being prepared, lead by an efficient FC and using all the mechanics to win is what you are supposed to do. Not throw 30 random ships at 5 dudes and expect to win everytime.

Which brings me to "In order to beat the OGB users, bring a prober. Or bring long-range webs. Or bring an OGB too. Or bring Ewar".

OGB is like 100MN Tengus, Cynabals or Falcons. There are ways to fight them. Like fighting on a gate. The OGB will have troubles moving back and forth between two systems while a Claymore/Vulture/whatever can just jump along with the gang and be operational right away.

Don't expect to beat a specifically fit ship, flown by a specifically trained character, with a bunch of random shield BCs. Simple as that.

Quote:
They could just you know use an on grid boosting t3. Even now before ccp buffs them and command ships into "combat + boost" ships you can easily fit a loki to be an overtanked vagabond with a gang link. Truth is you just want to have a no risk dual box option with like 5 gang links.


Can't fit more than 3 links on a hard-to-probe boosting T3.

And yes, you can indeed fit a Loki like an overtanked Vagabond with a ganglink.

However, dualboxing two kiting ships is almost impossible. You would have to actually fly the command/T3vagabond alone and not have to bother with the ship you wanted to boost.

OGB is one of the few things that allow solo PVPers (Aka lone dudes behind their computers) to fight bigger gangs.

If you remove it, you'll just bring back the cloacked Ewarships era as those are one of the few ships that don't require much micro-managing (Decloack, align, jam everything, and if something goes wrong and you missed a jam, welp).


This is what i said, you just want easy dual boxing. It is only solo guys who want the ability of 2 chars without actually flying 2 chars that have a problem. For small gang 2 of the guys who would be flying vagas or cynabals could fly single boost t3s instead, but they want to have the ability of 2 accs without any dual boxing difficulties instead. Anyone dual boxing any other combination of ships has to fly them and risk losing them.

As for the hard to probe thing its a bit of a red herring. I use a 5 link legion which is hard to probe out (though far from impossible) but no one ever tries as the legion is only actually decloaked when there is a not needing probed out target to kill (i.e. me) and it is relatively easy to watch for probes with the main acc in anycase. It is only people who want to completely forget about their alt (be effectively afk on that char) that need or want the practically unprobeable fits.
SMT008
Deep Core Mining Inc.
Caldari State
#217 - 2012-12-13 12:44:57 UTC
Doddy wrote:
Anyone dual boxing any other combination of ships has to fly them and risk losing them.


Anyone dual boxing any other combination of ships has more power than just a single ship with enhanced stats.

Instead of an Hyperion and a boosting Legion, two dudes singleboxing would be able to bring 2 Hyperions. That's not twice the tank, however it's twice the drones, twice the DPS, twice the tackling power.

Two dudes could bring a Vagabond and a Rapier. Instead of having a faster Vagabond, you have slower targets. And an additional flight of drones. And the ability to look like one ship when in reality, you'll have to fight two.

Sure, any other combination that isn't boosting ship + X is more dangerous. It's also more powerful. And usually cheaper, depends.

As I said, I'm all for Command T3s being easier to probe out and/or having their bonuses switched with command ships'. But the complete removal of OGB is over-the-top.
Misanth
RABBLE RABBLE RABBLE
#218 - 2012-12-13 12:49:02 UTC
SMT008 wrote:
As I said, I'm all for Command T3s being easier to probe out and/or having their bonuses switched with command ships'. But the complete removal of OGB is over-the-top.


I wouldn't mind seeing boosting work off-grid. But it should be significantly stronger on-grid. And Command Ships should do the boosting significantly better than the T3's. A specialized ship should be better than a swiss army knife, especially since CS really brings nothing else to a fleet. At least another specialized ship type, recons, can add some utility with their ewar.

TL;DR
On grid >>> massively stronger than off grid
Command Ship >>> notably stronger than T3, when it comes to fleet boosting
Off grid boosting has a role tho, I wouldn't want to see it gone completely either.

AFK-cloaking in a system near you.

SMT008
Deep Core Mining Inc.
Caldari State
#219 - 2012-12-13 12:57:29 UTC
Misanth wrote:

TL;DR
On grid >>> massively stronger than off grid
Command Ship >>> notably stronger than T3, when it comes to fleet boosting
Off grid boosting has a role tho, I wouldn't want to see it gone completely either.


As an OGB user, I like this.

Could a command-ship pilot comment this ?

Doddy
Excidium.
#220 - 2012-12-13 14:19:07 UTC
SMT008 wrote:
Doddy wrote:
Anyone dual boxing any other combination of ships has to fly them and risk losing them.


Anyone dual boxing any other combination of ships has more power than just a single ship with enhanced stats.

.


That really depends tbh, especially in the example you gave of the nano hacs. Even assuming you can dual box 2 kites (and some people can) would 2 vagabonds that your enemy can catch/damage really be better than 1 that they can't?