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Live Events Discussion

 
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Should Live Events be Live Cutscenes?

First post
Author
Grideris
The Scope
Gallente Federation
#261 - 2013-02-15 04:14:20 UTC
Nevyn Auscent wrote:
DurrHurrDurr wrote:


Jesus Christ, it's almost like all of you have never had to work around an obstacle before.

If you want to defend transiting VIPs in highsec, use probes and ships with ECM Bursts to ruin suiciceganking attempts.

One of the biggest marketing points in EVE is that everyone is somewhat vulnerable at all times. This should hold true for live event actors as well. Such is life in New Eden.



Uh, learn your mods?
ECM Bursts are Capital only modules.
Meaning.... YOU CAN'T USE THEM IN HIGH SEC!

Goons are complaining they had no way to influence the event. Well thats nice. Neither did the 'Defending Fleets' who were putting a lot more time on the line assembling a bunch of random alliance people together and organising them into a semblance of a fleet.

Maybe it's time for 'Remote Shield Extender' 'Remote Armour Enhancers' and the like to exist. So you can actually do a real escort vs a suicide gank on whatever ship you want.
*vanishes to the FRF & gets the asbestoes underwear on now*


Remote ECM Bursts are capital mods. Regular ECM Bursts can be fit to any ship you want.

However, ECM Bursts are more or less useless against alpha fleets. Not to mention will get you CONCORDed in Highsec very quickly.

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Nevyn Auscent
Broke Sauce
#262 - 2013-02-15 04:21:14 UTC
Grideris wrote:
Nevyn Auscent wrote:
DurrHurrDurr wrote:


Jesus Christ, it's almost like all of you have never had to work around an obstacle before.

If you want to defend transiting VIPs in highsec, use probes and ships with ECM Bursts to ruin suiciceganking attempts.

One of the biggest marketing points in EVE is that everyone is somewhat vulnerable at all times. This should hold true for live event actors as well. Such is life in New Eden.



Uh, learn your mods?
ECM Bursts are Capital only modules.
Meaning.... YOU CAN'T USE THEM IN HIGH SEC!

Goons are complaining they had no way to influence the event. Well thats nice. Neither did the 'Defending Fleets' who were putting a lot more time on the line assembling a bunch of random alliance people together and organising them into a semblance of a fleet.

Maybe it's time for 'Remote Shield Extender' 'Remote Armour Enhancers' and the like to exist. So you can actually do a real escort vs a suicide gank on whatever ship you want.
*vanishes to the FRF & gets the asbestoes underwear on now*


Remote ECM Bursts are capital mods. Regular ECM Bursts can be fit to any ship you want.

However, ECM Bursts are more or less useless against alpha fleets. Not to mention will get you CONCORDed in Highsec very quickly.



Ah, true, my mistake, I thought he was refering to the remote ones, given the regular ones really don't do a lot other than get you concorded as you said.
Andski
Science and Trade Institute
Caldari State
#263 - 2013-02-15 04:23:12 UTC
Nevyn Auscent wrote:
Maybe it's time for 'Remote Shield Extender'


I believe it's called a "Siege Warfare Mindlink"

Twitter: @EVEAndski

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

Streya Jormagdnir
Alexylva Paradox
#264 - 2013-02-15 04:50:06 UTC
After reading through here, I agree with some of the points said. Yes, players should be allowed to kill actors (the Amarr militia would have jumped at this opportunity, IMO), but on the other hand these actors should also be significantly harder to kill than players (make them on par with "boss" type NPCs in other RPGs). On the flip side, loyalist pilots should somehow be allowed to support the svyotd. If there had been constant RR on the dev actors, the loyalists would have gotten Suspect flags and simply would have been killed off before the actors were (assuming the actors had been vulnerable). Maybe this would have given the actors time to warp off or somesuch, but it's still pretty bad that the gankers wouldn't be able to be countered in spite of the fact that these are supposed to be government officials with top-of-the-line equipment, security, all while being escorted by a loyalist vanguard.

If there's going to be heavy player interaction, at least have it go both ways.

I am also a human, straggling between the present world... and our future. I am a regulator, a coordinator, one who is meant to guide the way.

Destination Unreachable: the worst Wspace blog ever

DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#265 - 2013-02-15 04:52:35 UTC
Streya Jormagdnir wrote:
After reading through here, I agree with some of the points said. Yes, players should be allowed to kill actors (the Amarr militia would have jumped at this opportunity, IMO), but on the other hand these actors should also be significantly harder to kill than players


Yeah, they could easily accomplish that with dev Aurora implants, which give a large series of boosts, including 40% extra shield/armor capacity and 40% omni-resists to both.
DurrHurrDurr
Dreddit
Test Alliance Please Ignore
#266 - 2013-02-15 04:52:54 UTC
Or, you know, Slave implants. Those are a thing.
Nevyn Auscent
Broke Sauce
#267 - 2013-02-15 05:18:00 UTC
Streya Jormagdnir wrote:
After reading through here, I agree with some of the points said. Yes, players should be allowed to kill actors (the Amarr militia would have jumped at this opportunity, IMO), but on the other hand these actors should also be significantly harder to kill than players (make them on par with "boss" type NPCs in other RPGs). On the flip side, loyalist pilots should somehow be allowed to support the svyotd. If there had been constant RR on the dev actors, the loyalists would have gotten Suspect flags and simply would have been killed off before the actors were (assuming the actors had been vulnerable). Maybe this would have given the actors time to warp off or somesuch, but it's still pretty bad that the gankers wouldn't be able to be countered in spite of the fact that these are supposed to be government officials with top-of-the-line equipment, security, all while being escorted by a loyalist vanguard.

If there's going to be heavy player interaction, at least have it go both ways.


We discovered something this event actually. As we did have constant RR on the ones the Amarr gang attacked. As long as you don't shoot back, it doesn't create a limited engagement, so the Logi did not go suspect.
But Logi RR's are irrelevant to any decent suicide gank, because it's all alpha damage.
At best assuming 4 RR's, a Logi is puting maybe 5000 EHP (Depending on resists) into the target over the course of a suicide gank, and thats assuming you are staggering your reps and they don't get a perfect syncronising of fire. In most cases Logi put 0 EHP onto the target, because it's dead before a single rep lands, especially armour reps.

Quite simply, as mentioned by a number of people in this thread, there need to be new modules added that allow for protection against a suicide gank/alpha attack. The 'denying lock till protecting ship is destroyed' option is one (I.e. Death Star & Shield projector) but not so Eve'y, while some kind of remote buffer is another.
Niveuss Nye
Viziam
Amarr Empire
#268 - 2013-02-15 06:05:11 UTC
Goonswarm shennanigans aside here.

When I dungeon mastered games, I had players that constantly did things that were "not in the story". But, as a DM, I had the tools to create consequences for the player's actions that would effect the rest of the campaign.

Did I prevent them from doing what they wanted? No.

BUT - I would dare say if your group blew up a ship containing an important NPC, you would tee off that NPC. That NPC might know folks in NPC corps in empire space.

Goonswarm would find all members of member corps unable to dock in that empire's stations and any clones there terminated.

Tee an empire or NPC corp off bad enough, make them KOS to militia.

Live event planners need that kind of tool instead of invincible npcs.
Alizabeth Vea
Doomheim
#269 - 2013-02-15 06:06:10 UTC
Nevyn Auscent wrote:

Quite simply, as mentioned by a number of people in this thread, there need to be new modules added that allow for protection against a suicide gank/alpha attack. The 'denying lock till protecting ship is destroyed' option is one (I.e. Death Star & Shield projector) but not so Eve'y, while some kind of remote buffer is another.


Anything added to Eve will be abused by the player base. If this target denier is not some Dev Mod, and is added for players, it will be mandatory for every ship in every fleet. Put the mod on the FC; make sure the FC stays alive. (Taking out an FC is one of the quickest ways to victory.

Now, the remote buffer idea, I can get behind. I would actually be interested in seeing this in game. It'd have be be an absolute value, not a percentage, though.

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Nevyn Auscent
Broke Sauce
#270 - 2013-02-15 06:20:29 UTC
Alizabeth Vea wrote:


Anything added to Eve will be abused by the player base. If this target denier is not some Dev Mod, and is added for players, it will be mandatory for every ship in every fleet. Put the mod on the FC; make sure the FC stays alive. (Taking out an FC is one of the quickest ways to victory.

Now, the remote buffer idea, I can get behind. I would actually be interested in seeing this in game. It'd have be be an absolute value, not a percentage, though.


Yea, Percentage would be silly, agreed there.
Target denier would also be a bit silly I agree, it was just a 'way to do things', as I don't claim to know every reasonable way providing a defence against alpha could be achieved.

But right now there is a problem with the lack of any mechanic to defend. So... if we flipped this scenario the other way around. Say the goons had ganked this target, then ganked the next one as well. Why should any of the 'good guys' bother to turn up when they can't influence events regardless. The goons will turn up or they won't and the target will die accordingly.

Not saying you are advocating this, but it is the flip side of the coin we have presently. Whichever way the Devs run it, either the gank is crazy (In theory it was gankable still, all be it needing 8 million alpha :P, but the number could be whatever), and the gankers stop bothering to show, or the gank is reachable, and the defenders stop bothering to show.
Andski
Science and Trade Institute
Caldari State
#271 - 2013-02-15 07:50:05 UTC
so yeah, mindlinks

Twitter: @EVEAndski

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

Alizabeth Vea
Doomheim
#272 - 2013-02-15 09:05:11 UTC
Nevyn Auscent wrote:

Not saying you are advocating this, but it is the flip side of the coin we have presently. Whichever way the Devs run it, either the gank is crazy (In theory it was gankable still, all be it needing 8 million alpha :P, but the number could be whatever), and the gankers stop bothering to show, or the gank is reachable, and the defenders stop bothering to show.


I believe that:
A: Any party wishing to destroy an event actor in space should have the reasonable ability to do so.
B: Any party wishing to protect an event actor in space should have a reasonable counter to those attempting to destroy the actor.

With that in mind, while there are some tools already mentioned that will enhance the EHP of another ship to attempt to protect from a suicide alpha damage gank, they are limited.

So I propose a new mod (These stats are just what I thought of in about 5 minutes looking at existing mods, they can be changed and tweaked):

Large Shield Reinforcer (Meta 0; skills at Lvl V)
Activation time: 2s
GJ: 30
Range: 10km (Not able to be modified by links)
Adds 900 Shield hit points (this is added on after rigs are considered.)
Fitting: 90 MW, 75 TF
High Slot

Large Shield Reinforcer II (Meta 5; skills at Lvl V)
Activation time: 2s
GJ: 45
Range: 15km (Not able to be modified by links)
Adds 1300 Shield hit points (this is added on after rigs are considered.)
Fitting: 120 MW, 80 TF
High Slot
There would be a new skill, same prerequisites as Shield Emission Systems. Same 2x training modifier, and attributes. The skill would reduce the capacitor needed to operate the module and increase the range. Tech II Reinforcer would require the skill to level IV.

And in various meta levels and scale accordingly. Repeat the process with medium and small ones. I doubt the small ones will be used much, though.
Do the same with armour. Nanites, baby, nanites.

These modules would also subject to a diminishing returns. Ideally it would take fifty of the tech II modules to increase the shield HP about 26k. Adding 75 of these modules would increase to 32k. This is added ~after~ every other factor is considered: leadership V, rigs, anything. It would still, of course, benefit from the resists of the target.

Here's how I think it would affect gameplay:
FC's of subcap fleets that lend themselves to anchoring on the FC: about fiftyish or so fleet members fit it and keep it active on the FC. This could be very useful in large null sec battles. I don't see it being too useful in small gang pvp, since alpha damage is much less of a factor there. It can also be used to help beef up the shields of a ship that is carrying particularly expensive cargo in high security. It will make a suicide gank harder, but not impossible, but dammit, if someone brings a thousand people, they deserve to get the kill. In the old contest between armour and a warhead, they warhead will always come out on top--eventually.
It can be countered. A pilot using remote reinforcement can be jammed, bumped off or cap drained. In nullsec battles, where I see this making the most difference and having the most usage, supercapitals can use remote ECM bursts on the FC and anyone that is using the mod will be in range of the burst. The enemy fleet will then have time to try and burn down the FC. The logistics wing will be out of range of the ecm bursts and still be able to apply reps (assuming the logi anchor knows what the heck to do).

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Marlona Sky
State War Academy
Caldari State
#273 - 2013-02-15 10:00:26 UTC
I have to admit, the amount of tears from the would be event crashers are divine. It has been said before, they did not have the intent to RP or enhance the event at all.

Their goal was to simply ruin the event. Nothing more. We can all see now CCP made the right call.
Nevyn Auscent
Broke Sauce
#274 - 2013-02-15 10:47:54 UTC
Not sure if diminishing returns should apply. it doesn't apply to Plates/Extenders/Remote reps don't have diminishing returns, and it's hardly going to make a fleet invulnerable. 24k is hardly enough to make any different to a gank after all, and 50 of these would mean 10 cruisers completely dedicated to it. Maybe 2 Tornado's alpha straight through 10 cruisers efforts? Adding ships to the alpha fleet doesn't have diminishing returns after all, and thats what we are discussing a counter to it.
Cycle time should probably match shield reps at worst, and be longer probably. Otherwise your nerfing the module into the ground with cap use.
Stitcher
School of Applied Knowledge
Caldari State
#275 - 2013-02-15 11:01:48 UTC  |  Edited by: Stitcher
Just an observation for the chap who was suggesting that Falcon should run a game of DnD around the office or something: I've been GMing assorted RPGs for ten years now. DnD, Shadowrun, Rogue Trader, Lord of the Rings RPG, some GURPS, even BESM.

In all that time, I've had a pact with my players - they're absolutely fine with me giving them no opportunity to interrupt events provided I tell them before hand that we're going into "cutscene mode".

I try not to use this technique very often - maybe once every five sessions or so? - but I'm yet to receive any complaints about it because the guys know that we're trying to tell a story here and that there are some cases where if I allow them to whip out their arrow of black holes +10,000 and shoot the BBEG before he can escape through the portal or whatever, then it'll result in an anticlimax. Star Wars would have been a very different series if the storm troopers had shot the droids' escape pod.

You're not going to please 100% of everybody 100% of the time, but what you can do is keep them in the loop. I don't think the solution here is some kind of remote buff module (and in any case like I said, If those kinds of things do ever end up in the game then I'd prefer they be designed by the actual devs, rather than on the forums*) but rather to ask that in future, live events not be designed in a way which makes the players largely irrelevant to the outcome or, where they must be, to let us know well ahead of time in an OOC way so that we don't go into the situation with inaccurate expectations.

The EVE community is bigger and more diverse than the group of friends I play P&P games with, there'll inevitably be some grumbling, but one of the first things a DM needs to get used to is the idea that the players aren't always right. Sometimes, "I'm not willing to let you do that" is a valid response so that you can go on and have an actual story, rather than a "Lord of the Rings Eagle Bombing Run". Sure, it's not 100% sandbox, but Live Events aren't quite sandbox anyway because it's not players on all sides.

AKA Hambone

Author of The Deathworlders

knobber Jobbler
State War Academy
Caldari State
#276 - 2013-02-15 11:13:19 UTC
Stitcher wrote:
knobber Jobbler wrote:
Your point is valid to degree but EVE is about player created content. Live events happen all the time at the players own creation if they actually want them, but they form part of that content, in this case the players wanted a scripted event like a mission or single player game.


This wasn't a player-requested live event, it was a Minmatar story arc "cutscene" live event.

Quote:
Why play an MMO but want fair scripted events?


In case you hadn't noticed, EVE is fair. Everyone has the same tools to play with. The ships are (mostly) balanced, the available intel is identical, the players are on a broadly even footing. It may not seem fair to get suicide ganked in your freighter, or whatever, but that's just butthurt-ness. Ultimately, the blame for getting blown up lies with the player who didn't scout, and loaded up their ship with too much value.

This live event was an exception. It introduced what I earlier called an asymmetry of capability that doesn't otherwise exist. As I've argued, the QA module just restored the balance, by removing some freedom of action very temporarily and in that one specific context.

Quote:
The ridiculous thing is the objective of this live event is what happens in wars every day,


I wasn't aware that politicians being shot at in their nation's capital city is an everyday event in the real world.


Wars in EVE, we don't live in a space fairing universe I didn't think I would have to point that out :P

It was a cut scene? So what, it was an event, its EVE, you go to an event expect EVE like things to happen. Why can't real players affect these things? For years CCP has given up on the NPC aspect of EVE and has focused on players making there own content.

I agree on your fairness point, I was more hinting towards the fact that everyone starts the same but depending on your actions, bonds with other players and personal ambition, you can rapidly make it all highly unfair for someone else.
Alizabeth Vea
Doomheim
#277 - 2013-02-15 11:22:52 UTC
Nevyn Auscent wrote:
Not sure if diminishing returns should apply. it doesn't apply to Plates/Extenders/Remote reps don't have diminishing returns, and it's hardly going to make a fleet invulnerable. 24k is hardly enough to make any different to a gank after all, and 50 of these would mean 10 cruisers completely dedicated to it. Maybe 2 Tornado's alpha straight through 10 cruisers efforts? Adding ships to the alpha fleet doesn't have diminishing returns after all, and thats what we are discussing a counter to it.
Cycle time should probably match shield reps at worst, and be longer probably. Otherwise your nerfing the module into the ground with cap use.


A usual drake fleet runs about oh, 175ish drakes. Adding around 200k shield HP to a fleet command ship? (I am assuming 1 mod per drake.) Yikes. Any module has to be balanced for solo (well, maybe), small gang to massive null sec warfare. I thought it best to add diminishing returns to keep the numbers from getting insane.

Note that shield HP is not the same as EHP. That 26k shields with good resist can turn out to be another 100k EHP.

Cycle time should be short so that effects do not linger for a long time after the ship lending assistance is unable to do so for whatever reason. Adjust the cap usage accordingly. The numbers I tossed up are not chiseled in stone, they are penciled in-lightly.

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Nevyn Auscent
Broke Sauce
#278 - 2013-02-15 11:50:43 UTC
Alizabeth Vea wrote:
Nevyn Auscent wrote:
Not sure if diminishing returns should apply. it doesn't apply to Plates/Extenders/Remote reps don't have diminishing returns, and it's hardly going to make a fleet invulnerable. 24k is hardly enough to make any different to a gank after all, and 50 of these would mean 10 cruisers completely dedicated to it. Maybe 2 Tornado's alpha straight through 10 cruisers efforts? Adding ships to the alpha fleet doesn't have diminishing returns after all, and thats what we are discussing a counter to it.
Cycle time should probably match shield reps at worst, and be longer probably. Otherwise your nerfing the module into the ground with cap use.


A usual drake fleet runs about oh, 175ish drakes. Adding around 200k shield HP to a fleet command ship? (I am assuming 1 mod per drake.) Yikes. Any module has to be balanced for solo (well, maybe), small gang to massive null sec warfare. I thought it best to add diminishing returns to keep the numbers from getting insane.

Note that shield HP is not the same as EHP. That 26k shields with good resist can turn out to be another 100k EHP.

Cycle time should be short so that effects do not linger for a long time after the ship lending assistance is unable to do so for whatever reason. Adjust the cap usage accordingly. The numbers I tossed up are not chiseled in stone, they are penciled in-lightly.


Oh yea, the Devs will set the final numbers. But I counter with the question. How much damage to 175 drakes do?
I've seen some 500 DPS numbers tossed around recently for drakes, also seen higher.
So, 175*500 per volley. 9 seconds a volley (or there abouts, no overheating). 87.5k damage per volley. So, assuming 75% resists (Maybe low on a command ship, maybe not depending on the actual target.) Thats bought the command ship 90 seconds to live. With the efforts of 175 drakes that means each drake gives.... about 0.5 Seconds of life. Is 0.5s effort per drake (which means no Neuts on field, No remote rep spider tanking by the drakes, nothing like that) too much. Ok, Higher resists might push that even as far as 1 second per drake if we jump up to 87.5% resists.
So, this creates an interesting dilemna for the enemy FC. Does he primary the CS anyway, aiming to burn through, jam/cap/whatever the logistics. Or does he accept the CS is on field and giving boosts, and start gunning down the drakes instead. Or does he go for alpha volleys on the Logi's who aren't buffed because the buffs are all on the CS.
All the other ships in the fleet are still as vulnerable as they are now, and those 175 drakes are also all in range for a single Remote ECM burst as you said. So yea, it comes with strengths, but also comes with weaknesses at the same time.

Here is where a longer cycle time kicks in. If the cycle time on the remote buffer is longer than for most guns, the guns can switch targets and alpha a ship before it can be buffered, giving them a chance to slip through with good target calling & reactions by the fleet.

Sticher, I agree any module should be CCP designed, but if we debate a lot of the surrounding issues out on the forums before they get deep into the process, it makes their lives much easier. I've done Dev work on a smaller scale enviroment, and I know I found starting on a discussed issue easier than starting blank, because Blank I had to think of everything myself.
Alizabeth Vea
Doomheim
#279 - 2013-02-15 12:09:48 UTC
Nevyn Auscent wrote:

Oh yea, the Devs will set the final numbers. But I counter with the question. How much damage to 175 drakes do?
I've seen some 500 DPS numbers tossed around recently for drakes, also seen higher.
So, 175*500 per volley. 9 seconds a volley (or there abouts, no overheating). 87.5k damage per volley. So, assuming 75% resists (Maybe low on a command ship, maybe not depending on the actual target.) Thats bought the command ship 90 seconds to live. With the efforts of 175 drakes that means each drake gives.... about 0.5 Seconds of life. Is 0.5s effort per drake (which means no Neuts on field, No remote rep spider tanking by the drakes, nothing like that) too much. Ok, Higher resists might push that even as far as 1 second per drake if we jump up to 87.5% resists.
So, this creates an interesting dilemna for the enemy FC. Does he primary the CS anyway, aiming to burn through, jam/cap/whatever the logistics. Or does he accept the CS is on field and giving boosts, and start gunning down the drakes instead. Or does he go for alpha volleys on the Logi's who aren't buffed because the buffs are all on the CS.
All the other ships in the fleet are still as vulnerable as they are now, and those 175 drakes are also all in range for a single Remote ECM burst as you said. So yea, it comes with strengths, but also comes with weaknesses at the same time.

Here is where a longer cycle time kicks in. If the cycle time on the remote buffer is longer than for most guns, the guns can switch targets and alpha a ship before it can be buffered, giving them a chance to slip through with good target calling & reactions by the fleet.

Sticher, I agree any module should be CCP designed, but if we debate a lot of the surrounding issues out on the forums before they get deep into the process, it makes their lives much easier. I've done Dev work on a smaller scale enviroment, and I know I found starting on a discussed issue easier than starting blank, because Blank I had to think of everything myself.


For a fleet fit drake, you are not likely to be doing higher than 400 dps with the nerfs to missiles. I think . I flew in two wars, Delve and Tribute, as a logi pilot and have never seen a FC in a command ship headshotted.

To be quite honest, I do not see this replacing logi, nor do I see drake pilots (or Rokh pilots or any other main combat ship) swapping remote reinforcement mods during the fight. Logi is still going to be the better choice to reps and space priesting and making your combat ships preform double duty will just make them ineffective at both killing the enemy and trying to put reinforcement mods on people. There's a reason I want to :commissar: logi with whore guns on them. They aren't helping anything. So keeping the cycle time low means when they lose lock, their bonus goes away pretty much right there.

Retainer of Lady Newelle and House Sarum.

"Those who step into the light shall be redeemed, the sins of their past cleansed, so that they may know salvation." -Empress Jamyl Sarum I

Virtue. Valor. Victory.

Nevyn Auscent
Broke Sauce
#280 - 2013-02-15 12:20:05 UTC
Alizabeth Vea wrote:


For a fleet fit drake, you are not likely to be doing higher than 400 dps with the nerfs to missiles. I think . I flew in two wars, Delve and Tribute, as a logi pilot and have never seen a FC in a command ship headshotted.

To be quite honest, I do not see this replacing logi, nor do I see drake pilots (or Rokh pilots or any other main combat ship) swapping remote reinforcement mods during the fight. Logi is still going to be the better choice to reps and space priesting and making your combat ships preform double duty will just make them ineffective at both killing the enemy and trying to put reinforcement mods on people. There's a reason I want to :commissar: logi with ***** guns on them. They aren't helping anything. So keeping the cycle time low means when they lose lock, their bonus goes away pretty much right there.



During those wars, Boosts weren't on grid though normally were they? OGB's are the common choice now. However the CS getting primaried right out the gate is one of the big concerns people raise about OGB being removed. I also agree it won't replace Logi, the point being it's just buffer. Buffer keeps you alive till Logi can rep you, not alive regardless.
And Drakes don't need to give up a gun to fit a remote mod. They have a utility high. Same as all the BC's do. So this expands the options for what they do with that utility high. So they will have identical DPS to no remote mod fitted (most likely anyway, depends on exact fitting for that) as with one. Meaning they can keep a couple of high priority friendly targets reinforced, and a decent number of DPS targets also locked.
It's not meant to be a be it all end it all mod, that I don't want, but a tactical mod for additional options, which in some cases is the better choice, and in some cases you want mixed options on, is a good thing.