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Player Features and Ideas Discussion

 
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Changes to Ewar that could provide a better pvp experience.

Author
Kenzore
Baba Yagas
The Initiative.
#1 - 2014-06-04 11:57:03 UTC
In real life situations ewar allows smaller numbers to take on much larger numbers, but in eve its quite the opposite. A single ewar ship can completely shut down an opponent, making eve solo and small gang pvp pretty boring and easy to counter by a blob. I believe that things that make pvp fun are the small tactical decisions made during the heat of the moment that have massive implications on who wins the fight, not who has more cheese.

Ewar should be counter-able by player skill without the need for extra modules.

ECM: target ship is unable to lock.

Lets face it being in a fight but not being able to lock anything is incredibly boring and frustrating, and it takes no skill on the ewar user's side.

The only side where i think ecm is needed is during big fleet battles where the enemy fleet could be completely safe from yours if they have enough logi and the ecm is there to disrupt that logi and provide a fighting chance of destroying anything bigger than a hic.

Proposed change:

ECM: once ecm is projected onto an enemy ship, that ship receives less incoming reps. (the % can be adjusted until its balanced.) (could include local reps as well, i'm not sure how that would effect balance.)

How to counter these changes:

Destroy the ecm ships, while these ships are being destroyed a gap is opened up where enemy logi can be taken care of, and the ecm users skill is shown in the ability to stay alive as long as possible to increase that gap of opportunity. (no modules required)

The effects of this change:

Solo pvp: A single ecm ship costing 5 mil can't render the players ship completely useless. (eccm is not viable the amount of eccm modules needed to counter ecm, makes pvp with any other ship completely nonviable.)

Small Gang pvp and Big fleet fights: Allows smaller numbers to be able to take on large amount of logi supported fleets, reducing loads on servers and making fights more enjoyable with less time dilation. This also allows frigate fleets to be able to kill enemy ships that are supported by logi, opening up more viable fleet doctrines and making the game more interesting.


Tracking disruption: target ship has turret tracking/optimal + fall off distance reduction

I get that the law of eve sais that amarr and minimatar are enemies and that tracking disruptors are amarr's counter to minimatar weaponry, but it feels wrong for ewar to be a direct counter to only turret style weaponary. Since minimatar also uses launchers it would be law friendly to provide a change that had an effect on more than just turrets.

The problem with tracking disruption atm is that it is very powerful against a single turret using enemies, but lacks use in massive fleet fights.

Proposed change:

The tracking disruptor would be applied to the users ship, anyone targeting that ship wouldn't be able to hit with their weaponry at their normal ranges, their ranges would be decreased by a certain %. (much lower than current tracking disruptor %) The 2 scrips could be changed to range and sig, the range script lowers flight time of missiles and lowers optimal and fall off of turrets and drones, while sig reduces the signature radius of the ship. (the signature change % could be really low and still be effective.) the sig radious change would effect turret and drone tracking and the damage applied to missiles.

The effects of this change:

Solo pvp: Lets say you want to start a fight on an enemy station and you warp to it at 100, you know that you cant take their blob all at once so you want to split them up with their own speed, so you fly around abit and you manage to split off one of their interceptors, this interceptor is 30km behind you, the rest of the enemies are between 140km's and 100km's, perfect, they cant warp to their friend to help so you can have a nice 1v1. But then a tornado undocks from their station, now he has amazing tracking from 140km's and bam your dead. With this change you can have a range script loaded and that tornado with 200km range would be reduced to lets say 80km range, he is on station so thats about 130kms from you that means he has to travel 50km's closer to hit you which would give you enough time to have a nice 1v1.

Small gang and large fleet: Most fleets iv been on will laugh at you if you hint about bringing a curse, becuase itll just get primaried off the field and be completely useless, this change would allow tracking disruptor ships to have that little bit extra damage avoidance, with their tracking disruptor bonus's this would allow them to get close to the enemy fleet while still being out of damage range allowing them to apply their neuts, giving them a place in large scale fleets.

A 2nd effect of these changes would also allow different fleet doctrines, lets say your using pulse legions, with a range of 45km's and every time you undock and roam around you encounter naga's naga's and more naga's that just hit you from 100kms and run. Having the tracking disruptor changes would allow them to fit a tracking disruptor or 2 so that enemy fleets cant pick them off from extreme ranges, the naga's would have to move in range of the pulse laser guns for the naga's to be able to fire. The balance comes in where since 2 mid slots are being used for these modules that means they cant use tracking computers so their own range and tracking would be gimped a little, allowing for other closer range ships to counter them.

How to counter these changes:

Move closer. (no modules required)

Target Painters:

Target Painters could be a direct counter to ewar, increasing signature of the target ship and lowering ewar effectiveness of that ship being projected onto.

Sensor Dampeners

Could work like tracking disruptors, but instead of effecting weaponry, it effects lock ranges of enemy ships trying to target you.
Kenzore
Baba Yagas
The Initiative.
#2 - 2014-06-04 12:08:41 UTC
Oops forgot to add: Tracking disruptor would have to become a low slot module or be able to be fit in med or low slot.