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What should CCP do about command ships vs T3? (spoiler alert: answer inside)

Author
Fon Revedhort
Monks of War
#41 - 2011-11-16 02:49:41 UTC
I agree with Diomidis.

People should address real issues instead of bitching about non-existant problems,

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Liang Nuren
No Salvation
Divine Damnation
#42 - 2011-11-16 03:09:00 UTC
Diomidis wrote:
It's funny that ppl refer to gangboosting "solo-ers" as game-breakers...

"Boosting their main to ridiculous levels"...com on...lol...

If you want to discuss about "fairness" and realism, instead of whining for "on-grid" boosting, solve non-stackable boosting first.

What I mean? Lets go trough this again (cause I've elaborated on it before):

Right now a single booster can uniformly boost any givnb size of fleet, as long as all the command positions are occupied by a toon with proper skills. You can have a booster CS or T3 boosting 2 players to say 15% better attributes per link, or the same ship can boost 200 players equally effective.

This "multitasking" ability is insanely unrealistic. If one T3 in a POS boosting a soloer is gamebreaking, what is a Titan or the same T3 boosting 50+ ships?

What is gamebreaking? Having 1-3 ships being 25% better, or having 100+ ships being 25% better?

Few are the chocking points in eve where the sov holder doesn't have boosters being online half + of the day - if not all day.

Am I suggesting that large gangs should have no bonuses? Off course not. But they should structure their fleets with way-way more boosters to receive even remotely the same bonuses = more boosters per ship.

For you silly blobbers and gankers, CCP gave the new Tier 3 BCs...
Having 30% of your fleet as logis is the norm for quite a few alliances / corps, so RR should not be a problem.
Now, if you want bonuses "on-grid", exactly because of the above you don't deserve nerfing small gangs even more.

Get a clue and help EVE-O survive.


This is a really insightful post.

-Liang

I'm an idiot, don't mind me.

Desudes
The Scope
Gallente Federation
#43 - 2011-11-16 03:53:02 UTC  |  Edited by: Desudes
Fon Revedhort wrote:
I agree with Diomidis.

People should address real issues instead of bitching about non-existant problems,


Having been a part of balancing issue discussions in multiple games I can safely say: If they can't find the actual broken thing in the first place I daresay I don't want them anywhere near the discussion that covers how to fix it. With that said I shall give my advice:

OP or not, off-grid boosting is just silly. I am against any mechanic that has ships fulfilling their purpose with no player behind them (this is why I hate passive shield tanking & AFK missioning drone boats). I don't think it's to much to ask to require people fly the ship.


As for structured bonuses: sounds like a good idea. An interesting parallel is Bards in Everquest doing point blank AE buffs that hit anyone in range (usually 72 man raid, but unlimited targets within big radius). This was kept in balance by simply having only a few buffs able to hit everyone while their regular and much more powerful buffs targetted their group (5 other players max). I'm sure something could be worked out with squad and wing boosting limitations to this effect.

Command ships being able to boost more targets then T1 BCs & T3 cruisers is an idea to increase usefulness and balance their higher skill requirement.

Hell, structuring your raid properly for the fight was half the difficulty in early WoW raiding (the other half being dealing with the idiots that pervaded the game).

My 2isk

Excuse me, but what the f*ck are you desu?

Roosterton
Sebiestor Tribe
Minmatar Republic
#44 - 2011-11-16 16:00:19 UTC  |  Edited by: Roosterton
Fon Revedhort wrote:
People should address real issues instead of bitching about non-existant problems,


I have to disagree. A T3 can only have one link operational without gimping itself by using command processors to fit a full set - something which would greatly mess with its tank - whereas a CS can fit a full set without gimping itself. Additionally, T3's with the warfare sub, even without fitting CP's, have considerably less tank than resist-bonused fleet command ships, and are obtained for roughly twice the price.

While there might still be some people who prefer to bring a T3 on grid over a CS because they want a higher bonus and don't necessarily need all three links, I expect that number would drop noticeably as people realize how squishy and expensive they are in comparison to the command ships.

Edit: If anyone doubts this, just look at the Alliance Tournament. Strategic Cruisers are the same points value as Command Ships, yet we see a lot of people fielding Claymores, Damnations, and (I believe) a few Vultures.
ValentinaDLM
SoE Roughriders
Electus Matari
#45 - 2011-11-16 16:33:18 UTC
Honestly, I think things are fine the way they are, if you want 3 links on a t3 then certainly you have sacrificed their fit for anything they could do on grid, and they can still be probed down now.

There are counters, so the amount of whine here is a bit much, and this is what you get for the risk of SP loss, and spending more isk.
Alsyth
#46 - 2011-11-16 17:33:28 UTC
ValentinaDLM wrote:
Honestly, I think things are fine the way they are, if you want 3 links on a t3 then certainly you have sacrificed their fit for anything they could do on grid, and they can still be probed down now.

There are counters, so the amount of whine here is a bit much, and this is what you get for the risk of SP loss, and spending more isk.



Think as a roamer facing locals with a POS, or hi-sec pilots at war: your enemies haven't sacrificed anything, it's an alt anyway, no risk of being killed, no risk of SP loss, no need to fit it for anything else than boosts. 8 linked Claymore or two 4 linked T3s, doesn't matter.


Is it normal, balanced, whatever? Definitely not.


As for the 255-men fleet against the 5-men gang, Doesn't matter who get the best boost in my opinion, what matter is the drawback:

-with 255 pilots, you can have someone in a T3/CS/Capital on the field giving bonuses, the drawback in dps/whatever is fairly small compared to the advantages of the ganglinks, that's how it should work.

-with 3 pilots, if you want this kind of extremely powerful bonus, it's normal you have to tweak your setup to include a T3 or a CS, which means less dps/tank/whatever. Not normal you can have it just with an alt at a POS with noone piloting it.
Fon Revedhort
Monks of War
#47 - 2011-11-16 18:53:16 UTC
Roosterton wrote:
Fon Revedhort wrote:
People should address real issues instead of bitching about non-existant problems,


I have to disagree. A T3 can only have one link operational without gimping itself by using command processors to fit a full set - something which would greatly mess with its tank - whereas a CS can fit a full set without gimping itself. Additionally, T3's with the warfare sub, even without fitting CP's, have considerably less tank than resist-bonused fleet command ships, and are obtained for roughly twice the price.

Remember the Falcons jamming you while sitting 200 km away? I don't see how grid-wide CS/t3 boosting from 200-500 km is less stupid than that.

Never forget those Falcons Pirate

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Cypher Decypher
KarmaFleet
Goonswarm Federation
#48 - 2011-11-16 23:15:45 UTC
Looking a this from CCP's point of view, I'm fairly certain they'll not opt for on-grid boosting because it will affect too many players' game style. Let's not forget that fleet boosters are used everywhere, from null & w space up to highsec missioning.

On-grid boosting would, paradoxically, nerf T3 production. POS-based & safed T3 boosters are used everywhere in w-space, and make a huge difference to Sleeper farming efficiency.

CCP have stated a commitment to continued *balancing* through Crucible and beyond. What I read from that is exactly what they've been doing - namely fine-tuning stuff that needed it. Game mechanics are more difficult and contentious items to fiddle with.

I certainly agree that something should be done - but the simplest options are usually the best. So I would expect that, if CCP choose anything at all, it will be a simple percentage tweak.

Roosterton
Sebiestor Tribe
Minmatar Republic
#49 - 2011-11-17 01:41:38 UTC  |  Edited by: Roosterton
Fon Revedhort wrote:
Roosterton wrote:
Fon Revedhort wrote:
People should address real issues instead of bitching about non-existant problems,


I have to disagree. A T3 can only have one link operational without gimping itself by using command processors to fit a full set - something which would greatly mess with its tank - whereas a CS can fit a full set without gimping itself. Additionally, T3's with the warfare sub, even without fitting CP's, have considerably less tank than resist-bonused fleet command ships, and are obtained for roughly twice the price.

Remember the Falcons jamming you while sitting 200 km away? I don't see how grid-wide CS/t3 boosting from 200-500 km is less stupid than that.

Never forget those Falcons Pirate


At least this would ensure they can't just sit at a POS and be completely safe. And an inty can cover 200km in ~40 seconds if need be.

Alternatively, make it distance-based, so within 100km or something. If this is technically possible.
Desudes
The Scope
Gallente Federation
#50 - 2011-11-17 02:53:37 UTC  |  Edited by: Desudes
Fon Revedhort wrote:
Roosterton wrote:
Fon Revedhort wrote:
People should address real issues instead of bitching about non-existant problems,


I have to disagree. A T3 can only have one link operational without gimping itself by using command processors to fit a full set - something which would greatly mess with its tank - whereas a CS can fit a full set without gimping itself. Additionally, T3's with the warfare sub, even without fitting CP's, have considerably less tank than resist-bonused fleet command ships, and are obtained for roughly twice the price.

Remember the Falcons jamming you while sitting 200 km away? I don't see how grid-wide CS/t3 boosting from 200-500 km is less stupid than that.

Never forget those Falcons Pirate


10 Naga's/Rokh's in your 200 man fleet swap to optimal range scripts and iron to start popping CS/T3's sitting 200k+ out. The main point in grid-wide boosting, or any range limitation, is to make the player actually field the ship in order to make it useful.

I'd like to see ganglinks fitted similar to subsystems; you can slot them in and out without effecting your fitting. Rebalance CS stats if need be.

The current ganglink implementation is just silly, they are best used by a ship fitted for nothing but it while sitting at a POS. Does this honestly make sense to anybody?

Excuse me, but what the f*ck are you desu?

Fon Revedhort
Monks of War
#51 - 2011-11-17 11:52:30 UTC
And what exactly prevented those inties from covering these 200 km to get those Falcons? What prevented Rokhs from popping them?

Looks like you totally missed the point.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Roosterton
Sebiestor Tribe
Minmatar Republic
#52 - 2011-11-17 15:41:01 UTC
Fon Revedhort wrote:
And what exactly prevented those inties from covering these 200 km to get those Falcons? What prevented Rokhs from popping them?

Looks like you totally missed the point.


What? Huh?

You seem to be proving my point. As it is, they're offgrid, so nothing can touch them. If they're ongrid, they can be hit by inties/LR ships, or close range ones if they warp on an inty/covops. Shocked

Make more sense.
Fon Revedhort
Monks of War
#53 - 2011-11-17 16:25:59 UTC  |  Edited by: Fon Revedhort
Dude, the same was true for the Falcons, yet they got tuned down.

My point is: grid-wide boosting changes literally nothing for small-scale PvP where it's almost impossible to hit that far while at the same time large fleets gain close to nothing, too - I mean, come on, they already have an option to scan down the booster and kill it with limited forces as the battle just starts.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

m0cking bird
Doomheim
#54 - 2011-11-17 16:31:57 UTC  |  Edited by: m0cking bird
Well, I'm pretty sure I was not into the whole command ships in POS thing boosting losers in systems they decide is theirs and camp 23/7. That sh!t has been annoying for awhile.

Ofc i have used alts for whatever i need them for. its not hard for me to go and drop 10- 15 bill on a boosting character. Stil, i dont want to have to pay for 2 accounts to deal with these no-skilled, loss averse losers who scout, ecm, boost there way to victory.

Anyway, fock t3 boosting alts and command-ships. Remove them and logistics from game. Also, if you're rolling with a alt. Then you're not solo period. Getting rid of that will not in anyway hurt small gang or solo pvpers. Only r3tard3d terrible f@g boyz. Since I still explode those losers anyway. Whole thing is not that big of a deal, but annoying non the less.
Andrea Griffin
#55 - 2011-11-17 18:18:19 UTC  |  Edited by: Andrea Griffin
Griznatch wrote:
What happens when you have a fleet reffin' a pos and you wanna spread your light tackle out on the gates to catch incoming hostiles, are you gonna set up a squad and command ship for each gate or do you just leave your light tackle without bonuses?
Isn't that the whole point of having distinct squads within a fleet, each with a squad commander?
Julia Connor
P R O M E T H E U S
From Anoikis
#56 - 2011-11-17 19:03:20 UTC
I can't wait for the T2 gang link mods. Lol
Desudes
The Scope
Gallente Federation
#57 - 2011-11-18 01:01:47 UTC
Fon Revedhort wrote:
And what exactly prevented those inties from covering these 200 km to get those Falcons? What prevented Rokhs from popping them?

Looks like you totally missed the point.


Railguns and Rokh doing ****-poor DPS. Say Hello to the Naga, 25% damage increase over the Rokh while at their release railguns are receiving a damage bonus (10% I think?) so therefore you will more likely see these ships in action.

Falcon's jam, CSs don't. If I was 200km off jamming people with a few other Falcon's I'd sure as hell jam anyone yellow/red boxing me from that far off first.

Inty's against Falcons OR CSs would not be a very great idea as they'd just run into a swarm of Warrior II's and missiles that otherwise sit idle, and die... I've watched a single Rook against multiple Inty's and AFs, it isn't pretty.


Fon Revedhort wrote:
Dude, the same was true for the Falcons, yet they got tuned down.

My point is: grid-wide boosting changes literally nothing for small-scale PvP where it's almost impossible to hit that far while at the same time large fleets gain close to nothing, too - I mean, come on, they already have an option to scan down the booster and kill it with limited forces as the battle just starts.


As I mentioned before, there has not been a proper platform until the Naga to deal with extreme range annoyances. Rails could always be made to hit far enough, they just didn't do enough dmg to be worth bringing along; not the sacrifice is much, much less.

scan-down a boost before the battle starts? What about sitting at a POS, or safe spot warping, or just logging your booster alt off until the battle begins then logging him on- are people going to split off mid fight to go scan down a CS that is bouncing around safe spots?

You also miss the point of why the hell should fleets get bonuses from a ship that isn't being played?

And the fact that Falcons got tuned down is more reason to change ganglinks, not less. Imagine being jammed from a POS that's 15au away?



And of course...

Andrea Griffin wrote:
Griznatch wrote:
What happens when you have a fleet reffin' a pos and you wanna spread your light tackle out on the gates to catch incoming hostiles, are you gonna set up a squad and command ship for each gate or do you just leave your light tackle without bonuses?
Isn't that the whole point of having distinct squads within a fleet, each with a squad commander?


Couldn't have said it better myself.

Excuse me, but what the f*ck are you desu?

Tamiya Sarossa
Resistance is Character Forming
#58 - 2011-11-18 01:59:13 UTC  |  Edited by: Tamiya Sarossa
In the past I've been an advocate of bringing all boosting on-grid, but I'm starting to change my mind.

T3's in pure ganglink configuration require premades safes or time to set up anywhere other than their home system, and even then they can be probed out - especially if they're in a hurry and have set up in a hasty safe. I've run with them in gangs and we've been jumped before the links could be set up on multiple occasions.

As for links in POSes, I really don't see the issue with a home-field advantage for corps that have them. You can burn down the post to remove the home field advantage, fight somewhere else, or modify your combat plan with the knowledge that they'll have boosters.

On the other hand, I've advocated for on-grid boosting in order to make Field CS's and BC's utilized more in the leadership role, especially because with the T2 ganglinks coming off-grid links could become almost mandatory with their significant bonuses.

But with experience it's become pretty easy to spot this t3 ganglink alts, and you have plenty of time to react when they're getting set up - they're much like Falcons, when you notice their presence you're less likely to engage unless you are confident in your ability to counter them. That's the ultimate balance of EVE - you can roll with your ganglink alts and miss out on fights, or go in a more vulnerable seeming BC with slightly less effective links and get some fights that you wouldn't have otherwise.

EDIT: And I have scanned down t3 alts during a fight - the entire fight was actually a diversion we staged to get the alt decloaked and not paying attention to scan, and we very nearly got the t3 kill out of it - our diversionary force got a bit overzealous and forced them off the field which meant they cloaked up the alt just when we had it busted. I've still got that safe if they ever come back though :(
Desudes
The Scope
Gallente Federation
#59 - 2011-11-18 02:27:13 UTC
Tamiya Sarossa wrote:
EDIT: And I have scanned down t3 alts during a fight - the entire fight was actually a diversion we staged to get the alt decloaked and not paying attention to scan, and we very nearly got the t3 kill out of it - our diversionary force got a bit overzealous and forced them off the field which meant they cloaked up the alt just when we had it busted. I've still got that safe if they ever come back though :(


So today I vastly out-numbered my opponent and thus was able to combat unbalanced mechanics.

Excuse me, but what the f*ck are you desu?

Tamiya Sarossa
Resistance is Character Forming
#60 - 2011-11-18 05:38:53 UTC  |  Edited by: Tamiya Sarossa
Desudes wrote:
Tamiya Sarossa wrote:
EDIT: And I have scanned down t3 alts during a fight - the entire fight was actually a diversion we staged to get the alt decloaked and not paying attention to scan, and we very nearly got the t3 kill out of it - our diversionary force got a bit overzealous and forced them off the field which meant they cloaked up the alt just when we had it busted. I've still got that safe if they ever come back though :(


So today I vastly out-numbered my opponent and thus was able to combat unbalanced mechanics.


It was 4v4 - 5v5 if you count their alt and our scanning alt. Pretty even too - BS and three BC's versus their two tengus and two drakes, they had sentries. Phoon nueted down one of the tengus and it decided to deaggro and dock, the rest ran - which was about when I finally got the t3 probed down, sadly.

Saying mechanics are unbalanced doesn't make it so, sorry.