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Player Features and Ideas Discussion

 
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Warp Core Stabilizers

Author
Kahega Amielden
Rifterlings
#1 - 2013-01-26 23:10:45 UTC
Warp core stabs are a cool mod. They allow noncombatants to fit for travel and give them a chance against the people who would take a dump on them, while still having counters. This is a good mechanic and I do not wish to screw with it.

Warp core stabs offer major penalties to signature sig resolution and lock range, and eat an all-important low slot. This is the balancing mechanism by which they are kept away from PVP ships...because someone being able to commit to a fight, have a chance at victory, and warping off if it goes poorly is lame.


Recently, CCP has added what I will call "PVP objectives". They are things meant to be done in PVP fits; things to fight over for some benefit. There are two ingame that I can think of right now... One is faction warfare complexes, and the other is (even if in its early stages) DUST 514 orbital bombardment. Both of these things, however, can be done very easily in a stabbed ship. This means someone can run around doing them in a completely riskless manner, gaining the benefit with none of the risk.

In light of these new objectives, stabs should be changed to more seriously affect the combat capability of a ship. Fitting stabs should almost completely remove your ship's ability to do damage. A stab should cut your drone bay and remove weapon hardpoints, possibly prohibiting weapon use at all. Stabs' primary purpose, providing a way for noncombatants to evade hostiles, remains intact, but they can no longer be abused to reduce PVP objectives into farmville.
Mag's
Azn Empire
#2 - 2013-01-26 23:44:35 UTC
No. They nerf their ship fitting them, bring more points.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Sean Parisi
Blackrise Vanguard
#3 - 2013-01-26 23:53:44 UTC
Stabilizers already drop the base targeting range of a ship to the point that it cant really do anything unless its in your face.
Kahega Amielden
Rifterlings
#4 - 2013-01-26 23:54:21 UTC

I don't seriously believe that either of you actually read my post.

Sean Parisi
Blackrise Vanguard
#5 - 2013-01-27 00:05:02 UTC
Kahega Amielden wrote:

I don't seriously believe that either of you actually read my post.



Except I can just clear plexes with my main, then have my warp core stabilized cloaky alt enter and run the button.
ShahFluffers
Ice Fire Warriors
#6 - 2013-01-27 00:12:04 UTC
Mag's wrote:
bring more points.

Pretty much this.

I am in Faction War and while I too detest stabbed ships running in plexes... well... it's "emergent gameplay" and nerfing them further won't really change anything. People will simply use faster ships at greater ranges away from the warp in... or they will use the Venture (which has +2 warp strength built in and an extra low slot).
Kahega Amielden
Rifterlings
#7 - 2013-01-27 00:38:36 UTC  |  Edited by: Kahega Amielden
Quote:
I am in Faction War and while I too detest stabbed ships running in plexes... well... it's "emergent gameplay" and nerfing them further won't really change anything. People will simply use faster ships at greater ranges away from the warp in... or they will use the Venture (which has +2 warp strength built in and an extra low slot).


Fair, though this would still be a solution for the DUST plexes. Maybe a separate solution is needed for FW; plexes reverting to their default uncaptured state when empty
Sean Parisi
Blackrise Vanguard
#8 - 2013-01-27 00:46:01 UTC
Kahega Amielden wrote:
Quote:
I am in Faction War and while I too detest stabbed ships running in plexes... well... it's "emergent gameplay" and nerfing them further won't really change anything. People will simply use faster ships at greater ranges away from the warp in... or they will use the Venture (which has +2 warp strength built in and an extra low slot).


Fair, though this would still be a solution for the DUST plexes. Maybe a separate solution is needed for FW; plexes reverting to their default uncaptured state when empty


This I agree with. I chase these little $*#$ out of their plex, then they just cloak up or run away to another plex. it is annoying as hell, but I don't feel like having to wait the extra time just to spite them while they run another plex.
Nevyn Auscent
Broke Sauce
#9 - 2013-01-27 00:46:01 UTC
Kahega Amielden wrote:

I don't seriously believe that either of you actually read my post.


And I don't believe you read their posts. Though I believe they read your post.
And simply disagree with it.
The same as I do.

I feel the opposite should occur. Warp Core Stabs should be un-nerfed to the point where people consider them reasonable to fit one to a PvP ship instead of a damage mod. This creates more fitting options in turn increasing variety in the opponents you face.
Rather than the current 'Travel Fit for running away from people only' situation warp core stabs hold.

What you are asking for devolves slowly into a 'all ships must sit stationary at a set range from each other, and brute DPS vs Tank decides the fight'.
Since if warp core stabs allowing them to run away are unfair, Kiting must be equally unfair.. So MWD's must be nerfed also.

I'd much rather see more choices in how I fit my ship, and variety in builds.
Makavelia
National Industries
#10 - 2013-01-27 00:58:34 UTC
Nevyn Auscent wrote:
Kahega Amielden wrote:

I don't seriously believe that either of you actually read my post.


And I don't believe you read their posts. Though I believe they read your post.
And simply disagree with it.
The same as I do.

I feel the opposite should occur. Warp Core Stabs should be un-nerfed to the point where people consider them reasonable to fit one to a PvP ship instead of a damage mod. This creates more fitting options in turn increasing variety in the opponents you face.
Rather than the current 'Travel Fit for running away from people only' situation warp core stabs hold.

What you are asking for devolves slowly into a 'all ships must sit stationary at a set range from each other, and brute DPS vs Tank decides the fight'.
Since if warp core stabs allowing them to run away are unfair, Kiting must be equally unfair.. So MWD's must be nerfed also.

I'd much rather see more choices in how I fit my ship, and variety in builds.


I'd much rather see more variety in how engagements come about in the first place. To much of it involves camping the various gate types. This does not make for what I'd call pvp.. It's so ;/ i dunno... ;/// lame?.
ShahFluffers
Ice Fire Warriors
#11 - 2013-01-27 00:59:01 UTC
Nevyn Auscent wrote:
I feel the opposite should occur. Warp Core Stabs should be un-nerfed to the point where people consider them reasonable to fit one to a PvP ship instead of a damage mod. This creates more fitting options in turn increasing variety in the opponents you face.

And as I have said in another thread regarding the "unnerfing" of WCS... it was done for good reason.

I don't think you want to face down sniping battleships that cannot be pointed without more than 3 interceptors or a HIC. It's not reasonable.
Nor do I think you want solo roamers to be horribly nerfed (making WCS "viable" on the same level as a damage mod will make it so the tackling of a single ship requires 2 or more people and/or gimping one's own ship with points to keep tackle).