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An Unorthodox Fix to "Cruisers Online"

Author
Reina Xyaer
Tha Lench Mob
#41 - 2015-03-05 23:25:26 UTC
Helios Panala wrote:

ammo that reduces the effectiveness of remote reps, all sorts of stuff.


Helios Panala wrote:

some gimmicky hard limit on effectiveness.


Really? You think an ammo type that "reduces the effectiveness of remote reps" isn't a gimmick?

There's already ammo that reduces the effectiveness of remote reps, it's called all ammo... i.e. doing damage.
Helios Panala
#42 - 2015-03-05 23:49:47 UTC
Reina Xyaer wrote:
Helios Panala wrote:

ammo that reduces the effectiveness of remote reps, all sorts of stuff.


Helios Panala wrote:

some gimmicky hard limit on effectiveness.


Really? You think an ammo type that "reduces the effectiveness of remote reps" isn't a gimmick?

There's already ammo that reduces the effectiveness of remote reps, it's called all ammo... i.e. doing damage.


Reducing or increasing the effectiveness of all sorts of things via special weapon effects is quite an old idea that's been used in many games before. It's not even a new concept for Eve specifically, although the existing effects are obviously much less dramatic. Mostly related to optimals and tracking and such.
Sigras
Conglomo
#43 - 2015-03-05 23:51:42 UTC
Reina Xyaer wrote:
Sigras wrote:
Ok, allow me to summarize so you can understand... nobody uses battleships because cruisers are 80% as good, are far more mobile, and arent vulnerable to bombers which means they still get to use the same brainless no-effort tactics they used to use with battleships.

If you make it so that cruisers are also vulnerable when using brainless no-effort tactics then maybe ship size will be less of an issue and tactics will come into play again.


How about nerf bombers?

What exactly are you calling "brainless no-effort tactics"? An enemy cruiser fleet with logi?

The "brainless no-effort tactics" I speak of is hearing an FC say "everyone orbit anchor"

Here's a thought, if all your ships are not in the exact same place, they're more resistant to bombs!

Instead of one big ball flying around together pressing F1 at the same time we should see alternative tactics emerge. Right now there is no reason for cruiser fleets to split up, and every reason for them to ball up.
Reina Xyaer
Tha Lench Mob
#44 - 2015-03-06 00:00:01 UTC
Helios Panala wrote:
Reina Xyaer wrote:
Helios Panala wrote:

ammo that reduces the effectiveness of remote reps, all sorts of stuff.


Helios Panala wrote:

some gimmicky hard limit on effectiveness.


Really? You think an ammo type that "reduces the effectiveness of remote reps" isn't a gimmick?

There's already ammo that reduces the effectiveness of remote reps, it's called all ammo... i.e. doing damage.


Reducing or increasing the effectiveness of all sorts of things via special weapon effects is quite an old idea that's been used in many games before. It's not even a new concept for Eve specifically, although the existing effects are obviously much less dramatic. Mostly related to optimals and tracking and such.



Dude what are you talking about??

Yea we already have modules that reduce optimal range and tracking, those are called Tracking Disruptors.

This thread is making me physically ill from all the horrible ideas and whining about logi.

I'm literally starting to shake with rage. Holy ****. Are you trolling me?

Ammo that reduces the effectiveness of repair modules.... I.E AMMO... I.E. DAMAGE... I.E. THE MORE DAMAGE YOU DO, THE LESS HP IS REPAIRED.

You want ammo that... when you shoot a target with it, that target get's -50% hp repaired from remote reps?
For how long? Does it stack? Or does one ship in your fleet just have to shoot each enemy once, and they're all getting -50% remote rep for 5 minutes? 10 minutes?

Please...

I can't even...

I just have nothing else to say, except I think this is a god-awful idea.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#45 - 2015-03-06 03:12:38 UTC  |  Edited by: Tusker Crazinski
baltec1 wrote:
Hairpins Blueprint wrote:
baltec1 wrote:

Logi needs to be nerfed for many reasons.



like?


It is impossible for a smaller force to do damage to a larger one.


actually wrong, you add RR bottleneck a smaller forces will get melted by unstacked DPS / volley of larger forces. and still do essentially no damage to a larger force.

the larger forces is still bottlenecked by EHP.
Lienzo
Amanuensis
#46 - 2015-03-06 05:31:55 UTC
I think we need two things: the first is a hard counter to bombers, and the second is an expansion of fitting options for heavy ships based around damage application.


Hard counter - I'm picturing a destroyer module that lobs depth charges. Either it's a medium sized explosion sphere device useful when a picket trolls around at 30+ km from the most likely fleet targets, or it could be a launcher that fires high speed probes in random directions.

Another option is simply to give exploration frigates the ability to pull up cloaked ships by combat probing, though not on d-scan. Knowing that an imicus is gunning for you is going to make a lot of bomber fleets hesitant to wait around for the best shot. That would even be reasonably good gameplay.




Heavy ship damage application - We need a tier of turrets to match the abilities of the rapid tiers of launchers. These will have reduced target sig (<400m), maybe half-way between the existing gap between large and medium turrets as well as improved tracking. As an example, this will give an excellent hit rate on battlecruisers (195-305m), and improved hit rates against cruiser sized hulls (~125m), perhaps even logi (75m). Perhaps they could even be rapid fire weapons themselves, utilizing medium or small ammo. It's really important that they do less damage to large hulls than standard size weapons. It might also be necessary to make webs rely on falloff instead of optimal to compensate the lighter ship meta.
Gregor Parud
Imperial Academy
#47 - 2015-03-06 08:15:25 UTC
This whole thread is terrible.
baltec1
Bat Country
The Initiative.
#48 - 2015-03-06 10:07:58 UTC
Tusker Crazinski wrote:


actually wrong, you add RR bottleneck a smaller forces will get melted by unstacked DPS / volley of larger forces. and still do essentially no damage to a larger force.

the larger forces is still bottlenecked by EHP.


Which is better?

Your fleet getting wiped out for zero kills in return.

Your fleet getting wiped out but taking down an equal number of ships from the other side.
Frostys Virpio
State War Academy
Caldari State
#49 - 2015-03-06 14:52:09 UTC
baltec1 wrote:
Tusker Crazinski wrote:


actually wrong, you add RR bottleneck a smaller forces will get melted by unstacked DPS / volley of larger forces. and still do essentially no damage to a larger force.

the larger forces is still bottlenecked by EHP.


Which is better?

Your fleet getting wiped out for zero kills in return.

Your fleet getting wiped out but taking down an equal number of ships from the other side.


Equally irrelevant.

If both side SRP, then the side with the biggest war chest "win" as they can trade those losses far longer.

If only the large side has SRP, then the small side both lost the battle and their pilot have to grind ship back.

If for some ******** reason the small side SRP while the larger one don't, then the larger side loses have to be grinded back but the larger fleet is still likely to still be bigger for the next engagement.

"We wont the ISK war" when you lose an engagement is just as stupid as "didn't want that X anyway" unless you have the financial means to outlast your enemy across losses. Too bad the smaller fleet is more than likely not the soviet union of WWII with more ressources (manpower and material) to throw at the problem than the other side.

Winning the ISK war will only keep a group motivated for so long anyway. "We lost the field for the 50th time in a row but still wont eh ISK war!!! Let's just forget about our warchest being completely dry by now while they just SRP all the losses we inflict to them."
baltec1
Bat Country
The Initiative.
#50 - 2015-03-06 15:12:36 UTC
Frostys Virpio wrote:
baltec1 wrote:
Tusker Crazinski wrote:


actually wrong, you add RR bottleneck a smaller forces will get melted by unstacked DPS / volley of larger forces. and still do essentially no damage to a larger force.

the larger forces is still bottlenecked by EHP.


Which is better?

Your fleet getting wiped out for zero kills in return.

Your fleet getting wiped out but taking down an equal number of ships from the other side.


Equally irrelevant.

If both side SRP, then the side with the biggest war chest "win" as they can trade those losses far longer.

If only the large side has SRP, then the small side both lost the battle and their pilot have to grind ship back.

If for some ******** reason the small side SRP while the larger one don't, then the larger side loses have to be grinded back but the larger fleet is still likely to still be bigger for the next engagement.

"We wont the ISK war" when you lose an engagement is just as stupid as "didn't want that X anyway" unless you have the financial means to outlast your enemy across losses. Too bad the smaller fleet is more than likely not the soviet union of WWII with more ressources (manpower and material) to throw at the problem than the other side.

Winning the ISK war will only keep a group motivated for so long anyway. "We lost the field for the 50th time in a row but still wont eh ISK war!!! Let's just forget about our warchest being completely dry by now while they just SRP all the losses we inflict to them."


Better than what we have now.

Right now if you cant break their logi then you don't undock, meaning fewer fights. I'll take dying in a ball of thunder dragging as many enemies down with me over blueballs any day.
Harvey James
The Sengoku Legacy
#51 - 2015-03-06 15:20:15 UTC
i would think nerfing the bomb sig radius too something like 500 would help battleships out

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Harvey James
The Sengoku Legacy
#52 - 2015-03-06 15:21:47 UTC  |  Edited by: Harvey James
baltec1 wrote:
Nerf logi.


would definitely help the ease of sig tanking but also reducing the dps of some cruisers would help here also..
perhaps reducing T2 resists would help push towards buffer over logi + resists+ sig radius

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Sigras
Conglomo
#53 - 2015-03-08 00:55:50 UTC
So the feeling I'm getting in this thread is that instead of promoting tactics that encourage fleets to split up into smaller units to move independently, most people would rather just orbit anchor and press F1?

No diversity, no independent thought, no tactics, no creativity, just orbit anchor and take fleet warp?

How is that not insanely boring?
Sigras
Conglomo
#54 - 2015-03-19 07:10:13 UTC
baltec1 wrote:
Frostys Virpio wrote:
baltec1 wrote:
Tusker Crazinski wrote:
actually wrong, you add RR bottleneck a smaller forces will get melted by unstacked DPS / volley of larger forces. and still do essentially no damage to a larger force.

the larger forces is still bottlenecked by EHP.

Which is better?

Your fleet getting wiped out for zero kills in return.

Your fleet getting wiped out but taking down an equal number of ships from the other side.

Equally irrelevant.

If both side SRP, then the side with the biggest war chest "win" as they can trade those losses far longer.

If only the large side has SRP, then the small side both lost the battle and their pilot have to grind ship back.

If for some ******** reason the small side SRP while the larger one don't, then the larger side loses have to be grinded back but the larger fleet is still likely to still be bigger for the next engagement.

"We wont the ISK war" when you lose an engagement is just as stupid as "didn't want that X anyway" unless you have the financial means to outlast your enemy across losses. Too bad the smaller fleet is more than likely not the soviet union of WWII with more ressources (manpower and material) to throw at the problem than the other side.

Winning the ISK war will only keep a group motivated for so long anyway. "We lost the field for the 50th time in a row but still wont eh ISK war!!! Let's just forget about our warchest being completely dry by now while they just SRP all the losses we inflict to them."

Better than what we have now.

Right now if you cant break their logi then you don't undock, meaning fewer fights. I'll take dying in a ball of thunder dragging as many enemies down with me over blueballs any day.

As I have said before, AOE is the answer to logistics that you're looking for. Unless you have a crack logistics team they're going to get distracted with the massive broadcast storm an effective bombing run would cause and the lesser side will have a chance to bring in some kills.
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