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Prevent carriers from becoming invincible in lowsec [next expansion]

Author
MP2008
Restinotia Corp
#41 - 2014-10-04 23:02:47 UTC  |  Edited by: MP2008
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.



You say we can't comprehend your point. I say you have no point at all and don't understand game mechanics. You jump the carrier through the gate into a gatecamp you don't want to fight. You light your exit cyno. You still have jump cloak. AFTER YOU DECLOAK IT STILL TAKES A FEW SECONDS TO BE ABLE TO JUMP! During which time you can easily be tackled BECAUSE YOUR CARRIER HAS THE SIG RADIUS OF A SMALL CITY!



P.S. Do you even capital bro?
cynomakinggirl
No Risk No ISK
#42 - 2014-10-04 23:09:22 UTC
MP2008 wrote:
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.



You say we can't comprehend your point. I say you have no point at all and don't understand game mechanics. You jump the carrier through the gate into a gatecamp you don't want to fight. You light your exit cyno. You still have jump cloak. AFTER YOU DECLOAK IT STILL TAKES A FEW SECONDS TO BE ABLE TO JUMP! During which time you can easily be tackled BECAUSE YOUR CARRIER HAS THE SIG RADIUS OF A SMALL CITY!



P.S. Do you even capital bro?


No it does not. You can jump out instantly after decloaking.

"The internet is a reliable source of information." - Abraham Lincoln

MP2008
Restinotia Corp
#43 - 2014-10-04 23:11:40 UTC
Seriously, Post your loss. I can't wait for this S#it
gascanu
Bearing Srl.
#44 - 2014-10-04 23:13:37 UTC
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.

what this man say;
if the carrier have cap, he will jump the gate then cyno out; you need a bubble to stop it, and since bubbles don't work in low sec... but yea, keep ranting about how you have time to lock it titans and stuff...
gascanu
Bearing Srl.
#45 - 2014-10-04 23:17:31 UTC
MP2008 wrote:
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.



You say we can't comprehend your point. I say you have no point at all and don't understand game mechanics. You jump the carrier through the gate into a gatecamp you don't want to fight. You light your exit cyno. You still have jump cloak. AFTER YOU DECLOAK IT STILL TAKES A FEW SECONDS TO BE ABLE TO JUMP! During which time you can easily be tackled BECAUSE YOUR CARRIER HAS THE SIG RADIUS OF A SMALL CITY!



P.S. Do you even capital bro?

bro, get in a black op and test Blink
Rowells
Pator Tech School
Minmatar Republic
#46 - 2014-10-05 00:23:56 UTC
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.

And this carrier is at jump cap using...magic? Did he not triage like your proposal? Did he not engage? Your scenarios aren't adding up.
Ellendras Silver
CrashCat Corporation
#47 - 2014-10-05 01:03:12 UTC
cynomakinggirl wrote:
ShahFluffers wrote:
cynomakinggirl wrote:
MP2008 wrote:
Ok bro, since you obviously are not a PVP veteran let me explain this to you. Carriers will NOT be invincible.

Even in triage mode 40 bombers will annihilate you in short order. 40 bombers putting out 700 dps each is 28000 DPS. That is the same as having roughly 3-4 dreads pound on you. Even in triage, you're going to struggle enormously.

What does that mean? It means that in addition to the neuting the enemy fleet will undoubtedly be hitting you with you will be using your own cap trying to rep yourself. So even if you DID make it out of triage and jump. And even if they DIDNT deagress and catch you immediately on the otherside. YOU CANNOT JUMP! Because you DO NOT HAVE JUMP CAP!

That being said, they're probably going to catch you. Good luck trying to slowboat back to that gate or even surviving the first 3 minutes of the fight. Post your loss plox.



A cheap and well fitted archon will have 4.5 million EHP, good luck going through that "in short order".

Show fit. Because the most I can get is 2.3 million EHP... and it is not a particularly effective combat ship (especially with Triage).

Also... you can easily grind down a carrier with 5 battleships in less than 5-10 minutes. Hell... a Hyperion (or any battleship for that matter) can potentially solo a carrier if the carrier isn't set up right (see: it isn't going to be able to fight off a battleship if it is "travel fit").

The adage "a solo capital is a dead capital" still rings true.

Now a fleet of capitals... assuming they don't all bounce off gates each time they try to jump to another system... you will see that coming a mile away and can easily avoid it.



4.5 million EHP http://snag.gy/khuku.jpg


till the module burns out...

[u]Carpe noctem[/u]

cynomakinggirl
No Risk No ISK
#48 - 2014-10-05 08:58:12 UTC  |  Edited by: cynomakinggirl
Rowells wrote:
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.

And this carrier is at jump cap using...magic? Did he not triage like your proposal? Did he not engage? Your scenarios aren't adding up.


Yes, the carrier is buffer tanked so it can survive long enough for the capacitor to recharge. Also the carrier will have 30 additional seconds to recharge the capacitor while cloaked on the other side of the gate.

The only way to stop it is to fit atleast 5 heavy neutralizers on the bait ship.

If there are 2 carriers on the field, that complicates matters a lot because they can then refit.

"The internet is a reliable source of information." - Abraham Lincoln

Christopher Mabata
Northern Accounts and Systems
#49 - 2014-10-05 09:13:57 UTC
Mother of god why is this thread still a thing?
Carriers and other caps die in low sec as is, they will continue to die after the changes, just more deaths will occur on or near gates than they do now.
/thread

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Lugh Crow-Slave
#50 - 2014-10-05 11:18:21 UTC
Ignoring how carriers will still be no where near safe i'll pretend this now makes a carrier doing gate to gate is invincible.

b4 this change they weren't going gate to gate to start with so nothing changes.....
MP2008
Restinotia Corp
#51 - 2014-10-05 15:27:38 UTC
cynomakinggirl wrote:
Rowells wrote:
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.

And this carrier is at jump cap using...magic? Did he not triage like your proposal? Did he not engage? Your scenarios aren't adding up.


Yes, the carrier is buffer tanked so it can survive long enough for the capacitor to recharge. Also the carrier will have 30 additional seconds to recharge the capacitor while cloaked on the other side of the gate.

The only way to stop it is to fit atleast 5 heavy neutralizers on the bait ship.

If there are 2 carriers on the field, that complicates matters a lot because they can then refit.



Buffer tanked? LOL triage means nothing for you then in the first place. 50 bombers will eat you alive, post your loss!!!!
Rowells
Pator Tech School
Minmatar Republic
#52 - 2014-10-05 18:02:46 UTC
cynomakinggirl wrote:
Rowells wrote:
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.

And this carrier is at jump cap using...magic? Did he not triage like your proposal? Did he not engage? Your scenarios aren't adding up.


Yes, the carrier is buffer tanked so it can survive long enough for the capacitor to recharge. Also the carrier will have 30 additional seconds to recharge the capacitor while cloaked on the other side of the gate.

The only way to stop it is to fit at least 5 heavy neutralizers on the bait ship.

If there are 2 carriers on the field, that complicates matters a lot because they can then refit.

dude, your scenarios are dumb. First it was "caps will be invincible" now its "A carrier, 3 cyno alts, a link alt, and another carrier"

You are really starting to stretch your story so that you can be right.

Quote:
The only way to stop it is to fit at least 5 heavy neutralizers on the bait ship.
Its not just the only way but the easiest way. Armageddon, Bhaalgorn, Curse, etc. use them adamantly.

Next your gonna say theres a titan in fleet so his armor/capacitor gets that bonus too?
FT Diomedes
The Graduates
#53 - 2014-10-05 18:05:02 UTC
Zan Shiro wrote:
I'll bite.


You aren't hard tackling this cap on the gate before it launches.

So what if it does something funky like.....warp to celestial, let cap regen happen cloaked and then hit next gate. Basically what they do now with cap heavy travel fits and laying low at safes.



Secomnd question is....what cap need do you have in mind? Since this is based on overcoming the field of a jump drive....blops says look at my bpc, and see what I have inside my ship. If you go flat rate, and say less than 50% of ship cap....blops average cap would be that lowest cap needed. Which a cap should have no problems. And you'd just be screwing over blops really .


Please, warp your capital ship to a celestial with any competent player watching. See what happens.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Christopher Mabata
Northern Accounts and Systems
#54 - 2014-10-05 18:05:48 UTC
Rowells wrote:
cynomakinggirl wrote:
Rowells wrote:
cynomakinggirl wrote:
I think you guys have reading comprehension problems. You cannot pin down a carrier after it jumps through a lowsec gate because it's equipped with a jump drive, thus it doesn't need to approch the gate or warp to anywhere in order to avoid your fleet.
It will be impossible to surprise a carrier with 50 bombers because there will be scouts in nearby systems. Jump bridging also won't work because the maximum distance is 5 ly and scouts can monitor that region for suspicious titans.

The carrier pilot will be able to very safely take on the majority of fights.

And this carrier is at jump cap using...magic? Did he not triage like your proposal? Did he not engage? Your scenarios aren't adding up.


Yes, the carrier is buffer tanked so it can survive long enough for the capacitor to recharge. Also the carrier will have 30 additional seconds to recharge the capacitor while cloaked on the other side of the gate.

The only way to stop it is to fit at least 5 heavy neutralizers on the bait ship.

If there are 2 carriers on the field, that complicates matters a lot because they can then refit.

dude, your scenarios are dumb. First it was "caps will be invincible" now its "A carrier, 3 cyno alts, a link alt, and another carrier"

You are really starting to stretch your story so that you can be right.

Quote:
The only way to stop it is to fit at least 5 heavy neutralizers on the bait ship.
Its not just the only way but the easiest way. Armageddon, Bhaalgorn, Curse, etc. use them adamantly.

Next your gonna say theres a titan in fleet so his armor/capacitor gets that bonus too?


Dont forget the part where he magically burns back to gate while in triage and then everyone self destructs in a fit of nerd rage

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Lugh Crow-Slave
#55 - 2014-10-05 20:50:28 UTC
Christopher Mabata wrote:
Rowells wrote:


Next your gonna say theres a titan in fleet so his armor/capacitor gets that bonus too?


Dont forget the part where he magically burns back to gate while in triage and then everyone self destructs in a fit of nerd rage


he doesn't even need to jump when the Aeons drop to rep him
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