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Player Features and Ideas Discussion

 
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ESS: Increase the maximum distance from POS.

Author
Black Canary Jnr
Higher Than Everest
#1 - 2014-03-27 19:43:31 UTC
At present the ESS is deployable 500KM from a POS. However at this range certain POS modules can shoot you, removing the whole 'Lets incentivise small gang and force people to fight' thing about it. Whilst i appreciate and applaud the ingenuity of putting the ESS in an anomaly, the positioning of the ESS within range of POS guns is a mechanic that makes it impossible for small gangs to obtain the loot tags, especially when sniper Tier 3s are used within 500km of the pos allowing more modules to be activated.

So there, put your ESS 500km from a POS and let the POS do all the work. Never fear of having your iskies taken again with this broken oversight.
Batelle
Filthy Peasants
#2 - 2014-03-27 20:05:31 UTC
Black Canary Jnr wrote:
However at this range certain POS modules can shoot you


Which ones, and have you personally observed this happening?

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Xe'Cara'eos
A Big Enough Lever
#3 - 2014-03-27 20:33:28 UTC  |  Edited by: Xe'Cara'eos
Batelle wrote:
Black Canary Jnr wrote:
However at this range certain POS modules can shoot you


Which ones, and have you personally observed this happening?

it'll be

large arty - not on a minmatar tower - using rangey ammo (proton, carbon, photon) - optimal of 420km with 327km falloff,

large arty - on a minmatar tower - using range ammo (proton, carbon, photon) - optimal of 630km optimal with 490.5km falloff, (optimal + double falloff = 1611 km where it'll land the odd shot)
large arty - on a minmatar tower - using med range ammo (sabot/nuclear) - 450km optimal, with 490.5km falloff (and some serious alpha)

large rails - no tower bonuses that I found - using iron - 420 km optimal with 150km falloff

large beams - not on an amarr tower - using radio - optimal of 600km with 100km falloff

large beams - on an amarr tower - using UV - optimal of 492.xxxx with 100km falloff
large beams - on an amarr tower - using standard - optimal of 562.5km with 100km falloff
large beams - on an amarr tower - using radio - optimal of 900km with 100km falloff


it seems to me that this is all at the range that the POS should be falling off grid..... - I sense grid-fu, MAJOR grid fu

my suggestion be that the ESS cannot be within 3000km of a POS - that should sort things out nicely.....

PS - having never done these calculations before.......... HOOOOLEEEEEY SH*T

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Daoden
The Scope
Gallente Federation
#4 - 2014-03-27 21:41:31 UTC
and what is the activation range of these modules... look it up and youll see why i asked
Xe'Cara'eos
A Big Enough Lever
#5 - 2014-03-27 22:29:05 UTC
however, if there's someone controlling the guns.....

wait - that's called emergent gameplay - I do apologise.....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Nevyn Auscent
Broke Sauce
#6 - 2014-03-27 23:23:23 UTC
Xe'Cara'eos wrote:
however, if there's someone controlling the guns.....

wait - that's called emergent gameplay - I do apologise.....

Have you physically tested this?
As I understand there is a 250km hard lock range limit.

So I'd be curious to know if POS guns can break this limit.
Elvis Preslie
NRDS Securities
Apocalypse Now.
#7 - 2014-03-28 01:52:27 UTC  |  Edited by: Elvis Preslie
Nevyn Auscent wrote:
Xe'Cara'eos wrote:
however, if there's someone controlling the guns.....

wait - that's called emergent gameplay - I do apologise.....

Have you physically tested this?
As I understand there is a 250km hard lock range limit.

So I'd be curious to know if POS guns can break this limit.


the large pos guns should shoot as far as any ship can and the grid should expand to 250km by default. put the siphons and stuff at up to 300k AFTER fixing pos guns to 250k. If a siphon is beyond 250, the grid should expand to it but guns shouldnt shoot people at it.

The 250k should essentially become that of the longest ship range with 75% of the ships damage effective...take siphons and allow them to 50km beyond that variable
HandelsPharmi
Pharmi on CharBazaar
#8 - 2014-03-28 07:54:04 UTC
Let's discuss about something, that does not exist. And if it could exist, than on paper only.

250 km are the limit - end of story.
Black Canary Jnr
Higher Than Everest
#9 - 2014-03-28 12:31:09 UTC  |  Edited by: Black Canary Jnr
Xe'Cara'eos wrote:
however, if there's someone controlling the guns.....

wait - that's called emergent gameplay - I do apologise.....



Pretty sure that CCP intended the ESS to cause fights, not people hiding in POSes manning guns. It's not 'emergent gameplay' to sit in POSes. Putting an ESS in an anom is emergent, putting it on a POS is an oversight by CCP and makes the ESS a straight up buff unless you are rolling with logi and in a cruiser gang, which lets face it, does not happen when people have 70KM of bubbles on every gate. If it is so balanced why doesn't CCP just let us put ESSes within 500km of the POS?

And yes, it does occur, i have a KM to prove it and so does an alliance mate.


Quote:

2014.03.21 19:34:00

Victim: Black Canary Jnr
Corp: Kongsberg Vaapenfabrikk Amarr branch.
Alliance: Sev3rance
Faction: Unknown
Destroyed: Heretic
System: FZ-6A5
Security: -0.4
Damage Taken: 3491

Involved parties:

Name: sergik 1 (laid the final blow)
Security: 5.00
Corp: Toad in slippers
Alliance: AAA Citizens
Faction: None
Ship: Oracle
Weapon: Oracle
Damage Done: 1852

Name: Minmatar Control Tower Small / Toad in slippers
Damage Done: 1639


Destroyed items:

Upgraded 'Malkuth' Light Missile Launcher
Caldari Navy Nova Light Missile, Qty: 37
Interdiction Sphere Launcher I
Nanite Repair Paste, Qty: 5
Caldari Navy Nova Light Missile, Qty: 37
Upgraded 'Malkuth' Light Missile Launcher
Damage Control II
Caldari Navy Nova Light Missile, Qty: 37
Caldari Navy Nova Light Missile, Qty: 37
Navy Cap Booster 400, Qty: 15 (Cargo)
Caldari Navy Mjolnir Light Missile, Qty: 264 (Cargo)
Small Auxiliary Nano Pump I
Warp Disrupt Probe, Qty: 3
Caldari Navy Nova Light Missile, Qty: 1094 (Cargo)
Small Anti-Thermic Pump I
Small Capacitor Booster II
Upgraded 'Malkuth' Light Missile Launcher
Small Ancillary Armor Repairer
Caldari Navy Nova Light Missile, Qty: 37

Dropped items:

Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Small Armor Repairer II
Caldari Navy Nova Light Missile, Qty: 37
Limited 1MN Microwarpdrive I
Nanite Repair Paste, Qty: 77 (Cargo)
Faint Epsilon Warp Scrambler I
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Navy Cap Booster 400
Caldari Navy Nova Light Missile, Qty: 37
Warp Disrupt Probe, Qty: 20 (Cargo)



That's 1639 damage done by the tower.
Razor Rocker
Super Mother Fan Club
#10 - 2014-03-28 12:59:10 UTC
Black Canary Jnr wrote:
Xe'Cara'eos wrote:
however, if there's someone controlling the guns.....

wait - that's called emergent gameplay - I do apologise.....



Pretty sure that CCP intended the ESS to cause fights, not people hiding in POSes manning guns. It's not 'emergent gameplay' to sit in POSes. Putting an ESS in an anom is emergent, putting it on a POS is an oversight by CCP and makes the ESS a straight up buff unless you are rolling with logi and in a cruiser gang, which lets face it, does not happen when people have 70KM of bubbles on every gate. If it is so balanced why doesn't CCP just let us put ESSes within 500km of the POS?

And yes, it does occur, i have a KM to prove it and so does an alliance mate.


Quote:

2014.03.21 19:34:00

Victim: Black Canary Jnr
Corp: Kongsberg Vaapenfabrikk Amarr branch.
Alliance: Sev3rance
Faction: Unknown
Destroyed: Heretic
System: FZ-6A5
Security: -0.4
Damage Taken: 3491

Involved parties:

Name: sergik 1 (laid the final blow)
Security: 5.00
Corp: Toad in slippers
Alliance: AAA Citizens
Faction: None
Ship: Oracle
Weapon: Oracle
Damage Done: 1852

Name: Minmatar Control Tower Small / Toad in slippers
Damage Done: 1639


Destroyed items:

Upgraded 'Malkuth' Light Missile Launcher
Caldari Navy Nova Light Missile, Qty: 37
Interdiction Sphere Launcher I
Nanite Repair Paste, Qty: 5
Caldari Navy Nova Light Missile, Qty: 37
Upgraded 'Malkuth' Light Missile Launcher
Damage Control II
Caldari Navy Nova Light Missile, Qty: 37
Caldari Navy Nova Light Missile, Qty: 37
Navy Cap Booster 400, Qty: 15 (Cargo)
Caldari Navy Mjolnir Light Missile, Qty: 264 (Cargo)
Small Auxiliary Nano Pump I
Warp Disrupt Probe, Qty: 3
Caldari Navy Nova Light Missile, Qty: 1094 (Cargo)
Small Anti-Thermic Pump I
Small Capacitor Booster II
Upgraded 'Malkuth' Light Missile Launcher
Small Ancillary Armor Repairer
Caldari Navy Nova Light Missile, Qty: 37

Dropped items:

Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Small Armor Repairer II
Caldari Navy Nova Light Missile, Qty: 37
Limited 1MN Microwarpdrive I
Nanite Repair Paste, Qty: 77 (Cargo)
Faint Epsilon Warp Scrambler I
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Navy Cap Booster 400
Caldari Navy Nova Light Missile, Qty: 37
Warp Disrupt Probe, Qty: 20 (Cargo)



That's 1639 damage done by the tower.



I would petition that. Last i checked the others in this thread were right that the turrets couldnt target anything past 250km whether manned or not.
Black Canary Jnr
Higher Than Everest
#11 - 2014-03-28 13:04:07 UTC
Razor Rocker wrote:
Black Canary Jnr wrote:
Xe'Cara'eos wrote:
however, if there's someone controlling the guns.....

wait - that's called emergent gameplay - I do apologise.....



Pretty sure that CCP intended the ESS to cause fights, not people hiding in POSes manning guns. It's not 'emergent gameplay' to sit in POSes. Putting an ESS in an anom is emergent, putting it on a POS is an oversight by CCP and makes the ESS a straight up buff unless you are rolling with logi and in a cruiser gang, which lets face it, does not happen when people have 70KM of bubbles on every gate. If it is so balanced why doesn't CCP just let us put ESSes within 500km of the POS?

And yes, it does occur, i have a KM to prove it and so does an alliance mate.


Quote:

2014.03.21 19:34:00

Victim: Black Canary Jnr
Corp: Kongsberg Vaapenfabrikk Amarr branch.
Alliance: Sev3rance
Faction: Unknown
Destroyed: Heretic
System: FZ-6A5
Security: -0.4
Damage Taken: 3491

Involved parties:

Name: sergik 1 (laid the final blow)
Security: 5.00
Corp: Toad in slippers
Alliance: AAA Citizens
Faction: None
Ship: Oracle
Weapon: Oracle
Damage Done: 1852

Name: Minmatar Control Tower Small / Toad in slippers
Damage Done: 1639


Destroyed items:

Upgraded 'Malkuth' Light Missile Launcher
Caldari Navy Nova Light Missile, Qty: 37
Interdiction Sphere Launcher I
Nanite Repair Paste, Qty: 5
Caldari Navy Nova Light Missile, Qty: 37
Upgraded 'Malkuth' Light Missile Launcher
Damage Control II
Caldari Navy Nova Light Missile, Qty: 37
Caldari Navy Nova Light Missile, Qty: 37
Navy Cap Booster 400, Qty: 15 (Cargo)
Caldari Navy Mjolnir Light Missile, Qty: 264 (Cargo)
Small Auxiliary Nano Pump I
Warp Disrupt Probe, Qty: 3
Caldari Navy Nova Light Missile, Qty: 1094 (Cargo)
Small Anti-Thermic Pump I
Small Capacitor Booster II
Upgraded 'Malkuth' Light Missile Launcher
Small Ancillary Armor Repairer
Caldari Navy Nova Light Missile, Qty: 37

Dropped items:

Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Small Armor Repairer II
Caldari Navy Nova Light Missile, Qty: 37
Limited 1MN Microwarpdrive I
Nanite Repair Paste, Qty: 77 (Cargo)
Faint Epsilon Warp Scrambler I
Upgraded 'Malkuth' Light Missile Launcher
Upgraded 'Malkuth' Light Missile Launcher
Navy Cap Booster 400
Caldari Navy Nova Light Missile, Qty: 37
Warp Disrupt Probe, Qty: 20 (Cargo)



That's 1639 damage done by the tower.



I would petition that. Last i checked the others in this thread were right that the turrets couldnt target anything past 250km whether manned or not.


I did but it was deemed 'not an exploit as of this time'.
Batelle
Filthy Peasants
#12 - 2014-03-28 13:49:34 UTC
Xe'Cara'eos wrote:
Batelle wrote:
Black Canary Jnr wrote:
However at this range certain POS modules can shoot you


Which ones, and have you personally observed this happening?

it'll be

[stuff about which ones have which ranges.]



Yeah, and have you seen those modules actually fire at those ranges, or are you making stuff up? yes/no is all I'm looking for.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#13 - 2014-03-28 13:59:35 UTC  |  Edited by: Ncc 1709
Manned turrets will lock up and above 500 with ease. longest range i have shot a ship is 660 with a medium beam lazer with radio crystals


the auto agro activation range of the guns is 330km of the gun
tho with gridfu, which is allowed by ccp,
you can easily get the ess to within 150km of the pos and have lots of fun :)