These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Warfare & Tactics

 
  • Topic is locked indefinitely.
Previous page12
 

Defining lowsec

Author
Inxentas Ultramar
Ultramar Independent Contracting
#21 - 2014-08-18 06:14:01 UTC
Well, for a space that is derived of identity OP sure knew to write a lot about it. I think lowsec actually has a few indentities or contexts, thanks to the creativity of it's occupants, exclusion of bubbles, and the inclusion of FW. The interesting part if how these groups all interact and mingle. FW players and pirates have their own little love triangle right in the middle of a volatile area of space. Actual ownership is derived from their daily actions, not long-term sov exchanges. In a way, comparable to the modern middle east where a multitude of agendas cross in a violent melting pot, and control of (profitable) key locations changes often. Add some tribal politics in the mix and you arrive at a context not unlike the more violent areas in the modern world.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#22 - 2014-08-18 09:36:57 UTC
Valleria Darkmoon wrote:
Smartest damn post I've read in awhile


I think this person pretty much said it all imo. I wouldn't shed a tear if jump bridge structures went away, but I think titan bridging probably needs to stay. But yeah, we would have so much more freedom in low sec to drop caps and stuff if we knew PL had a hard limit of 20-30min to get supers on field from the time they learned of a fight.

Also, supers need to be pointable in low sec. Give them a base warp strength of 6 or 7 or something, and let them keep their immunity to other ewar, but with fighters being death to subcaps now, a hictor is just not a viable solution to supers in low sec.
Plato Forko
123 Fake Street
#23 - 2014-08-18 16:45:04 UTC
Nick Starkey wrote:
- Getting hopdropped by PL is only a symptom of the real issue, not the problem itself. Power projection is the elephant in the room, not lowsec.


word. why are ships bigger than carriers even allowed into lowsec? carriers have a legit role in logistics (actual) and logi (why are repair ships still called logistics?) but anything beyond that totally poops on the wild west atmosphere of lowsec.

the way things are right now, might as well get rid of battleships since they are only used for blapping pods and you can do that in a T3
Estella Osoka
Cranky Bitches Who PMS
#24 - 2014-08-18 21:43:06 UTC
Make it possible for Supers to be pointed by a Warp Disruption Field Generator using a Focused Warp Disruption script. Give Marauders the option of fitting said module. Multiples even.
Rabe Raptor
The Conference Elite
The Conference
#25 - 2014-08-20 08:38:12 UTC
Are you really proposing making lowsec more like highsec because you're outclassed and the fights aren't fair?

I can help.

1) uninstall Eve
2) install world of warcraft
3) queue for battlegrounds
4) marvel at your new lowsec

Together we can make Highsec a better place! www.lawofhighsec.com

Read it, share it, learn it, quote it, memorize it,  live it, breathe it!

lord xavier
Rubbed Out
#26 - 2014-08-20 11:53:50 UTC  |  Edited by: lord xavier
Limit my ability to jump. Give my capital all a cooldown for activating my jump drive. This would require a planned out movement instead of "Oh ****, there is a rorq in a belt!" and I am moving 2 cynos and logging on 4 carriers for rapid movement. The current issue with capitals is their ability to go as far as fuel and cynos are setup. When I moved out of Catch to Lowsec I was able to move 3 carriers and a dread across 7 cynos/beacons in under 5 minutes. Jump, Dock, Light cyno, Jump, Dock, Light Cyno. Etc.

If you put a cooldown on the jump drive it will limit mobility of capitals as well, if you are dropping them onto a gate with lets say a 10 minute cooldown and you cannot activate a cloak. That is 10 minutes of being committed to that system. It will make FCs (at least in lowsec) think twice about committing a capital. especially in a stationless system. It will make solo-dropping supers think twice if they cannot use their cloak for 10 minutes upon entry into system.

Edit: HICs in lowsec have a great role. They are that amazing ship that every sieging dread, triaging carrier and supercapital fears.

Scraming a super? really? Are you too scared to have a hic sitting in a station that an alt can fly for a "OH **** GIT 2 DA CHOPPAH NOAW!" situation? Keep a dual scripted HIC for dreads, carriers and supercapitals. If you have absolutely no way of tackling one with a hic, you shouldn't be trying to kill a capital as SOME pilot has not ever considered training that ship ever. I have HICs in every single one of my carriers for the purpose of pointing a supercapital, triaging carrier or sieging dread. As do most carrier capable pilots in every alliance.
lord xavier
Rubbed Out
#27 - 2014-08-20 12:09:16 UTC
Plato Forko wrote:
Nick Starkey wrote:
- Getting hopdropped by PL is only a symptom of the real issue, not the problem itself. Power projection is the elephant in the room, not lowsec.


word. why are ships bigger than carriers even allowed into lowsec? carriers have a legit role in logistics (actual) and logi (why are repair ships still called logistics?) but anything beyond that totally poops on the wild west atmosphere of lowsec.

the way things are right now, might as well get rid of battleships since they are only used for blapping pods and you can do that in a T3

Jump freighters and Titans are better than carriers from a logistics standpoint. There is no point in banning supercarriers/titans from lowsec, infact it would completely destroy the market for them. Industrialists building supers would be required to sell them in nullsec, where a POS can be bubbled by corp/alliance/coalition mates after the transaction as a griefing tactic. Moving supers would be even more annoying than moving a titan already is.

because the "wild west" didn't eventually technically evolve into bigger weapons. For a "wild west" atmosphere that you want, doesnt the thrill of using carriers/dreads on the field give you that thrill of the "Gold on the train" feeling that a mob of robbers are going to come steal your gold?
Estella Osoka
Cranky Bitches Who PMS
#28 - 2014-08-22 18:59:17 UTC
lord xavier wrote:
Limit my ability to jump. Give my capital all a cooldown for activating my jump drive. This would require a planned out movement instead of "Oh ****, there is a rorq in a belt!" and I am moving 2 cynos and logging on 4 carriers for rapid movement. The current issue with capitals is their ability to go as far as fuel and cynos are setup. When I moved out of Catch to Lowsec I was able to move 3 carriers and a dread across 7 cynos/beacons in under 5 minutes. Jump, Dock, Light cyno, Jump, Dock, Light Cyno. Etc.

If you put a cooldown on the jump drive it will limit mobility of capitals as well, if you are dropping them onto a gate with lets say a 10 minute cooldown and you cannot activate a cloak. That is 10 minutes of being committed to that system. It will make FCs (at least in lowsec) think twice about committing a capital. especially in a stationless system. It will make solo-dropping supers think twice if they cannot use their cloak for 10 minutes upon entry into system.

Edit: HICs in lowsec have a great role. They are that amazing ship that every sieging dread, triaging carrier and supercapital fears.

Scraming a super? really? Are you too scared to have a hic sitting in a station that an alt can fly for a "OH **** GIT 2 DA CHOPPAH NOAW!" situation? Keep a dual scripted HIC for dreads, carriers and supercapitals. If you have absolutely no way of tackling one with a hic, you shouldn't be trying to kill a capital as SOME pilot has not ever considered training that ship ever. I have HICs in every single one of my carriers for the purpose of pointing a supercapital, triaging carrier or sieging dread. As do most carrier capable pilots in every alliance.


Nah, I'm saying HICs are no longer good for that role. The increase to fighter and fighter/bomber damage makes a HIC a pile of scrapmetal very quickly. Secondly, only 4 ships in the game that can fit that particular module? We need some more roles added to Battleships to get those ships back out into PVP, besides using them just to grind structures. Giving Marauders the option of fitting a Warp Disruption Field Generator might get them used for PVP more often, instead of being used almost entirely for PVE.
Previous page12