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Proposal: Simple fix for "Hot Drops"

First post
Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#21 - 2013-10-15 18:13:27 UTC
James Razor wrote:
Uhm... i dont know about u, but i never thought of hotdrops being something that needs fixing.

Force Projection on the other side....


I'm sorry... let's be frank:

Hotdrop: Bringing in a pragmatically unscoutable force directly onto the field of battle capable of fully engaging 10s after the cyno goes up is a bit overpowered.

I agree that the OPs suggestion is NOT a good solution, but your being delusional if you think hotdrops are "fine as is".

I personally believe the time to "traverse the bridge protal" should be mass based. A frigate can do it very quickly (few seconds), a Battleship should take much longer to hit the field (30 s). Ships with their own jump drives wouldn't be altered by this (so you can bring in capitals and BO's instantly). This is a much better balance than "you can't target for 60s after bridging... uhg".



Gizznitt Malikite
Agony Unleashed
Agony Empire
#22 - 2013-10-15 18:15:38 UTC
Danika Princip wrote:
Naj Panora wrote:
Danika Princip wrote:
Why do defenders, and above all, supercapitals, need such a tremendous buff?


How is any of this a supercap buff?



If you go and drop a big pile of dreads/titans/whatever onto a lone super, or even a fleet of them, it/they have a full minute to jump out before you can actually engage. How is 'here is a free sixty second bug out timer' not a buff?


FYI: After you jump, you have an 1 minute (or is it 30s?) invulnerability timer as long as you don't activate mods. Furthermore, bubblers don't need to target to put up a bubble.
Gekkoh
Circle of Steel Inc.
#23 - 2013-10-16 06:03:43 UTC
I honestly think that allowing the new deployable cyno jammers to block cov ops cynos would be the right thing to do.

People will still be lazy and not use them, but for those that want to go to the hassle and expense of setting one up, it would afford them some measure of protection.

Ideally, I'd also like to see a module that could be fitted to a ship that would prevent a cyno from being lit... you could even give it a cooldown from being immediately reused. That would put a little more risk on the cloaked and nullified T3s that roam everywhere in near invulnerability (unless one makes a mistake).

Just like when you engage one, you have to wonder if it's got a black ops cyno fitted, now the T3 pilot has to wonder if you have a cyno jammer module fitted.

More risk, so everyone should be happy with that, right? Big smile
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