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Combat Refitting

Author
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#21 - 2015-10-27 14:54:39 UTC
If you're in a WH couldn't you just use a nestor for refitting then if your dreads/carriers are not in large numbers due to mass?

Further I'm slightly confused, would this change prevent anyone from refitting while they have a weapons timer, or would it just prevent the ship that has the refitting service from allowing other ships to refit while IT has the weapons timer?
Rosal Milag
Republic Military School
Minmatar Republic
#22 - 2015-10-27 14:56:39 UTC
Quote:
You have two dreadnoughts vs their two dreadnoughts, for example. Their two primary one of yours, so the other switches to full-damage fit. If they switch to the damage-fit dreadnought, he switches to a tank fit and the other switches to damage fit. There's nothing "fail" about that.


Which renders any tactical choices prior to the battlefield or to engaging moot. In combat refitting is being removed because it allows for the above back and forth. It allows a capital fleet to counter anything and everything to some extent. An avatar landed, refit to EM. No matter that you should have had intel about a possible avatar being fielded or that you should have had EM ready when you started the battle. Nope. You don't have to prepare, you simply react and can be competent.

This is change is to reduce the turtle aspect of capitals. Where you can reach critical mass with repairs and support ships to prevent any losses as long as people do their jobs properly. Now those 60 slow cats can't refit tank to the primary and focus reps on him. And then do the same for all other members of the fleet.

When a capital gets focused, it is going to die. Why is this such a foreign concept? This is how it should be. Your nag shouldn't last 60 seconds to refit to tank because you didn't properly fit beforehand. I drop 10 dreads on your dps nag, I should kill it before you can refit to save your ass.

Stop thinking your capital ship is precious and shouldn't die or get a chance to go down fighting. Capital warfare is now more like sub-cap. If you don't fit a tank, you will melt in seconds. Don't fly what you can't afford to lose and HTFU. This is a good change to keep fights from stagnating.
Ghaustyl Kathix
Rising Thunder
#23 - 2015-10-28 04:54:13 UTC  |  Edited by: Ghaustyl Kathix
Rosal Milag wrote:
[An avatar landed, refit to EM. No matter that you should have had intel about a possible avatar being fielded or that you should have had EM ready when you started the battle. Nope. You don't have to prepare, you simply react and can be competent.
You're vastly underselling how much is required in this situation. If you're in a Chimera, for example, you have to know already that an Avatar is coming in, you have to refit as many mid-slots as possible to EM hardeners (meaning the ones there have to cycle down), and it still puts you into deep armor. This happened to a friend of mine, the titan that hit him only had Doomsday 4 and the only reason he survived was because he knew the titan was coming. That's also before the EHP reduction.

With the upcoming new capital-sized modules, also, planning and fitting beforehand is still very important because you can only store at most two of them in your cargo hold/fleet hangar. You won't be able to hot-swap more than one capital-sized module on your fit. There is also fleet composition and where to drop the capitals that is important. Also intel as to whether or not they'll drop more than you can handle is still really important.

Quote:
Now those 60 slow cats can't refit tank to the primary and focus reps on him.
Slowcats are dead anyway. Force aux can't do damage, carriers can't remote rep.

Quote:
I drop 10 dreads on your dps nag, I should kill it before you can refit to save your ass.
Even when you refit to full tank, those ten dreadnoughts WILL kill that Naglfar. Combat refitting won't change that. Even 3v1, the three without refitting will still certainly kill that one. Fleet fights have more than enough DPS to overpower it anyway. What combat refitting does is allows small groups with capitals to actually use skill in an otherwise low-skill, land-and-press-F1 matchup.

Quote:
Stop thinking your capital ship is precious and shouldn't die or get a chance to go down fighting. Capital warfare is now more like sub-cap. If you don't fit a tank, you will melt in seconds. Don't fly what you can't afford to lose and HTFU. This is a good change to keep fights from stagnating.
No, capitals aren't precious, and they should be perfectly killable. I'm a sub-cap pilot first and foremost; I like catching and killing capitals. But without combat refitting, the name of the game is bringing one more dreadnought than your opponents do. EWar still won't do much in that situation (tracking disruption and damps when you're already right next to your stationary-target), and the EWar resistance will reduce incoming repairs so force aux isn't as much of a force multiplier either.

In capital warfare, I think the reduction in EHP and capital-sized modules are enough to make combat refitting less of a problem.
Serendipity Lost
Repo Industries
#24 - 2015-10-28 11:41:52 UTC
A lot more ships are going to explode. Some folks are shaking with anticipation, the others are shaking over the upcoming losses.

Good bad or indifferent, these are the most refreshing changes to eve in years. My personal feelings are that supers will either be committed to the field and die or held back due to risk aversion. Even large alliances with deep pockets will have to make decisions going forward. There are a lot of engaged vets out there - don't water this down for the meek and risk averse.

I'm hoping the next phase to making pvp meaningfull will be to disrupt the passive isk cancer known as moon goo. Once this corporate welfar system is brought under control (removed), the reign of the mega alliances will end and a new era of glorious content will begin.

CCP - pls give a real hug to who ever drove these changes into reality. (both arms and squeeze just a little too long)
afkalt
Republic Military School
Minmatar Republic
#25 - 2015-10-28 12:07:16 UTC
Serendipity Lost wrote:
A lot more ships are going to explode. Some folks are shaking with anticipation, the others are shaking over the upcoming losses.

Good bad or indifferent, these are the most refreshing changes to eve in years. My personal feelings are that supers will either be committed to the field and die or held back due to risk aversion.


It's that last one.

A lot LESS ships will explode.


People hold caps on a pedestal. It's weird, I have corpies who will YOLO around in multibillion isk marauders/BLOPS for lols, but would shudder at the thought of taking a much cheaper carrier through a gate.

Go figure.
Serendipity Lost
Repo Industries
#26 - 2015-10-28 12:56:16 UTC
afkalt wrote:
Serendipity Lost wrote:
A lot more ships are going to explode. Some folks are shaking with anticipation, the others are shaking over the upcoming losses.

Good bad or indifferent, these are the most refreshing changes to eve in years. My personal feelings are that supers will either be committed to the field and die or held back due to risk aversion.


It's that last one.

A lot LESS ships will explode.


People hold caps on a pedestal. It's weird, I have corpies who will YOLO around in multibillion isk marauders/BLOPS for lols, but would shudder at the thought of taking a much cheaper carrier through a gate.

Go figure.



Through a lot of excited discussions on comms and various chat channels my comment has been "This change will distinguish the men from the boys". I can see the risk averse groups holding back relying on the crappy new space magic mechanic to save their cap fleets as they get steam rolled. I think the smart isk going forward will be in showing a willingness to deploy without hessitation. I think with actual risk being injected into the end game a BIG STICK mentality will hold more territory than stockpiling supers we know you're afraid to use/lose.

Exciting times indeed.
afkalt
Republic Military School
Minmatar Republic
#27 - 2015-10-28 13:11:04 UTC  |  Edited by: afkalt
Name one group left who aren't risk averse. Seriously.

Even the CFC, who could likely whelp a cap fleet every for day for a year and not notice, are reasonably risk averse.


What you find about most in eve is that most groups are all mouth and no trousers. Consider the various low sec power groups, they'll drop on any and everything, but stick a single PL toon in local and they're like roaches in the sunlight.


There won't be any "plucky underdog", the minute they stick their necks out they'll be promptly removed. Supers will find themselves dying to swarms of BLOPS and bombers too, since they can hold tackle without a HIC.


No, no, my money is firmly on a consolidation of risk aversity.
Ghaustyl Kathix
Rising Thunder
#28 - 2015-10-28 13:24:09 UTC  |  Edited by: Ghaustyl Kathix
Serendipity Lost wrote:
don't water this down for the meek and risk averse.
As I said, I like when capitals blow up. I'm pretty sick of going around in a small cruiser fleet, seeing a lone Moros somewhere and deciding "help will show up long before it'll die." Combat refitting doesn't change that situation: if they drop a mobile depot then we pop that before it deploys, if they drop a second capital then we likely probably wouldn't kill the first anyway.

However, I like how combat refitting gives capital pilots a reason to pay attention to the field. If I train a capital ship, it won't be to sit there in a stationary target simply pressing F or F1 every few minutes.

afkalt wrote:
No, no, my money is firmly on a consolidation of risk aversity.
I too think that'll happen. Remember the mass-affects-distance-from-wormholes change? Everyone thought "Yay, a lot more capitals are going to die in wormhole space!" but it just meant people roll hostile or risky holes with battleships.
Serendipity Lost
Repo Industries
#29 - 2015-10-28 14:23:30 UTC
afkalt wrote:
Name one group left who aren't risk averse. Seriously.

Even the CFC, who could likely whelp a cap fleet every for day for a year and not notice, are reasonably risk averse.


What you find about most in eve is that most groups are all mouth and no trousers. Consider the various low sec power groups, they'll drop on any and everything, but stick a single PL toon in local and they're like roaches in the sunlight.


There won't be any "plucky underdog", the minute they stick their necks out they'll be promptly removed. Supers will find themselves dying to swarms of BLOPS and bombers too, since they can hold tackle without a HIC.


No, no, my money is firmly on a consolidation of risk aversity.



not risk averse:

CODE (giggle)
Vimsy (check her losses)

BRUCE (last SOV null group to have real moxy)


I agree risk aversion is the current thing, but I just don't think it will be the way to sustainability going forward. The good thing is time will tell and there is plenty of popcorn to go around.

As far as the plucky underdog - I see Plucky Underdog Alliance ticker (BAIT) being just the thing to draw out an escallatable event. I think the new tackle mechanics will help this along.

Rosal Milag
Republic Military School
Minmatar Republic
#30 - 2015-10-28 14:29:25 UTC
Ghaustyl Kathix wrote:
Serendipity Lost wrote:
don't water this down for the meek and risk averse.
As I said, I like when capitals blow up. I'm pretty sick of going around in a small cruiser fleet, seeing a lone Moros somewhere and deciding "help will show up long before it'll die." Combat refitting doesn't change that situation: if they drop a mobile depot then we pop that before it deploys, if they drop a second capital then we likely probably wouldn't kill the first anyway.

However, I like how combat refitting gives capital pilots a reason to pay attention to the field. If I train a capital ship, it won't be to sit there in a stationary target simply pressing F or F1 every few minutes.

afkalt wrote:
No, no, my money is firmly on a consolidation of risk aversity.
I too think that'll happen. Remember the mass-affects-distance-from-wormholes change? Everyone thought "Yay, a lot more capitals are going to die in wormhole space!" but it just meant people roll hostile or risky holes with battleships.



It still will. You just have to wait out the weapons timer. Cap FCs and pilots will need to judge if they should continue their role or coast their weapons timer when new intel/developments occur. Very few things happen fast in eve. That drive by doomsday was set up. That hotdrop was planned.

The change puts more emphasis on situational awareness. Local spike two systems out? Coast the timer or get shredded when they land. Skill still matters, but in the planning and awareness and predicting, less of the twitch "fit all the mods now or die"

Serendipity Lost
Repo Industries
#31 - 2015-10-28 14:37:05 UTC
Ghaustyl Kathix wrote:
Serendipity Lost wrote:
don't water this down for the meek and risk averse.
As I said, I like when capitals blow up. I'm pretty sick of going around in a small cruiser fleet, seeing a lone Moros somewhere and deciding "help will show up long before it'll die." Combat refitting doesn't change that situation: if they drop a mobile depot then we pop that before it deploys, if they drop a second capital then we likely probably wouldn't kill the first anyway.

However, I like how combat refitting gives capital pilots a reason to pay attention to the field. If I train a capital ship, it won't be to sit there in a stationary target simply pressing F or F1 every few minutes.

afkalt wrote:
No, no, my money is firmly on a consolidation of risk aversity.
I too think that'll happen. Remember the mass-affects-distance-from-wormholes change? Everyone thought "Yay, a lot more capitals are going to die in wormhole space!" but it just meant people roll hostile or risky holes with battleships.



The wh mass/range thing - 3 large groups said 'rolling caps will die', the rest of wh space accurately predicted the outcome. Which is a lesson to CCP about listening - one more time - to the large groups about how to make the game better.

If you don't tackle every lone capital ship you find without even thinking - shame on you. Going forward even more so. Mega alliances will soon be considering wether that solo Moros save is worth risking an escallating event that could spiral out of control. Always engage solo caps w/ a cruiser fleet - ffs just use the new and improved kiting bc class - Fozzie made it easy to keep the warp out option on the table.
afkalt
Republic Military School
Minmatar Republic
#32 - 2015-10-28 14:42:22 UTC  |  Edited by: afkalt
Rosal Milag wrote:
Ghaustyl Kathix wrote:
Serendipity Lost wrote:
don't water this down for the meek and risk averse.
As I said, I like when capitals blow up. I'm pretty sick of going around in a small cruiser fleet, seeing a lone Moros somewhere and deciding "help will show up long before it'll die." Combat refitting doesn't change that situation: if they drop a mobile depot then we pop that before it deploys, if they drop a second capital then we likely probably wouldn't kill the first anyway.

However, I like how combat refitting gives capital pilots a reason to pay attention to the field. If I train a capital ship, it won't be to sit there in a stationary target simply pressing F or F1 every few minutes.

afkalt wrote:
No, no, my money is firmly on a consolidation of risk aversity.
I too think that'll happen. Remember the mass-affects-distance-from-wormholes change? Everyone thought "Yay, a lot more capitals are going to die in wormhole space!" but it just meant people roll hostile or risky holes with battleships.



It still will. You just have to wait out the weapons timer. Cap FCs and pilots will need to judge if they should continue their role or coast their weapons timer when new intel/developments occur. Very few things happen fast in eve. That drive by doomsday was set up. That hotdrop was planned.

The change puts more emphasis on situational awareness. Local spike two systems out? Coast the timer or get shredded when they land. Skill still matters, but in the planning and awareness and predicting, less of the twitch "fit all the mods now or die"




Remember there is talk of siege/triage giving that timer (a-la bastion). I can't find the source at the moment though, it might've been Vegas.


Ed: Found it: original dev blog:

Quote:
We're considering adding a weapons timer to triage & siege modes...but we'd like your feedback on that.


If that happens then you have a guaranteed kill if you can bring more DPS than a gank cap can rep (hint: that's not all that much)...once you get past the gut reaction of "more explosions! yay!" consider how risk averse this is going to make people.
Ghaustyl Kathix
Rising Thunder
#33 - 2015-10-28 15:14:15 UTC
Rosal Milag wrote:
It still will. You just have to wait out the weapons timer. Cap FCs and pilots will need to judge if they should continue their role or coast their weapons timer when new intel/developments occur.
60 seconds is long enough to die in a capital fight, especially after they reduce their EHP.

Quote:
The change puts more emphasis on situational awareness.
Because 60 seconds is long enough to die in a capital fight, I would argue it takes emphasis off of situational awareness, because there's nothing you could do about it anyway.

Quote:
Local spike two systems out? Coast the timer or get shredded when they land.
So now you're a large group with scouts in every system in the constellation? Those are the only guys who can run capitals? Your example doesn't really work.
Rosal Milag
Republic Military School
Minmatar Republic
#34 - 2015-10-28 15:22:01 UTC
afkalt wrote:


[snip]

If that happens then you have a guaranteed kill if you can bring more DPS than a gank cap can rep (hint: that's not all that much)...once you get past the gut reaction of "more explosions! yay!" consider how risk averse this is going to make people.


The counter to the risk adverse argument is that we live in a risk lacking meta and CCP is reintroducing the risk back. A capital should not be gank fit when operating solo. You don't do it with a sub-cap, even in fleets. The gains from going pure gank or pure tank are so large that people are doing both whenever possible with capitals. This should not be the status quo, no matter how 'exciting' it is to do.

A similar argument can be made for lowering speed limits. Yes, this will make driving the same speed more reckless than before. And most people will drive slower as a result. Which is the intended result.

Stop looking at this as 'your' gameplay. Start looking at the effects it causes on the macro level.

In combat refitting sustains the n+1 gameplay, regardless of coupling triage with remote reps. A titan that just engaged in combat and still can refit, will have the ability to add massive amounts of hit points the second it is primaried, instead of being vulnerable for a full minute. Until there is enough alpha to kill a gank fit titan, people will still fight in pure gank and rely on their buffer and triaged FAX's to back them up until they can refit max resists. This means titans will be favored over dreads in siege that can't refit and pop like corn. Which means less people will want to face a 60 fleet titan dropping on them, which means less fleets overall.

So, in the argument against combat refitting, which is worse, less yolo capital use or less fleets?

Rosal Milag
Republic Military School
Minmatar Republic
#35 - 2015-10-28 15:30:17 UTC
Ghaustyl Kathix wrote:
Rosal Milag wrote:
It still will. You just have to wait out the weapons timer. Cap FCs and pilots will need to judge if they should continue their role or coast their weapons timer when new intel/developments occur.
60 seconds is long enough to die in a capital fight, especially after they reduce their EHP.

Quote:
The change puts more emphasis on situational awareness.
Because 60 seconds is long enough to die in a capital fight, I would argue it takes emphasis off of situational awareness, because there's nothing you could do about it anyway.

Quote:
Local spike two systems out? Coast the timer or get shredded when they land.
So now you're a large group with scouts in every system in the constellation? Those are the only guys who can run capitals? Your example doesn't really work.


I don't see the issue here. Yes 60 seconds is long enough to die. A fully tanked dread, currently, can be obliterated in 10 seconds by a large enough fleet. Your entire premise is that a fleet hostile fleet is dropped with 0 warning and you are worried about your ship not lasting the 60 seconds to refit to a tank fit that wouldn't help anyways?

No capital or sub cap force that is capable of destroying a balanced fit capital in under 60 seconds 'appears' out of nowhere. Your fleet failed to scout properly.

It takes a fair amount of time for a fleet to position properly and engage a hostile fleet, even at point blank range, (which by the way you can prevent with a cyno inhibitor module), not to mention moving to a secondary target. Sure, more ships will be destroyed before the fleet can refit to tank, due to the weapons timer. Which means the FC needs to make the call, coast to refit to tank and counter attack? Or try to race dps to regain control of the grid?
afkalt
Republic Military School
Minmatar Republic
#36 - 2015-10-28 15:30:50 UTC
Rosal Milag wrote:
afkalt wrote:


[snip]

If that happens then you have a guaranteed kill if you can bring more DPS than a gank cap can rep (hint: that's not all that much)...once you get past the gut reaction of "more explosions! yay!" consider how risk averse this is going to make people.


The counter to the risk adverse argument is that we live in a risk lacking meta and CCP is reintroducing the risk back. A capital should not be gank fit when operating solo. You don't do it with a sub-cap, even in fleets. The gains from going pure gank or pure tank are so large that people are doing both whenever possible with capitals. This should not be the status quo, no matter how 'exciting' it is to do.

A similar argument can be made for lowering speed limits. Yes, this will make driving the same speed more reckless than before. And most people will drive slower as a result. Which is the intended result.

Stop looking at this as 'your' gameplay. Start looking at the effects it causes on the macro level.

In combat refitting sustains the n+1 gameplay, regardless of coupling triage with remote reps. A titan that just engaged in combat and still can refit, will have the ability to add massive amounts of hit points the second it is primaried, instead of being vulnerable for a full minute. Until there is enough alpha to kill a gank fit titan, people will still fight in pure gank and rely on their buffer and triaged FAX's to back them up until they can refit max resists. This means titans will be favored over dreads in siege that can't refit and pop like corn. Which means less people will want to face a 60 fleet titan dropping on them, which means less fleets overall.

So, in the argument against combat refitting, which is worse, less yolo capital use or less fleets?



I honestly don't know if you're agreeing with me or not.

Yes, they have upped the risk. Still waiting on a reason to risk said assets, people avoid it today already.
Frostys Virpio
State War Academy
Caldari State
#37 - 2015-10-28 16:04:29 UTC
Ghaustyl Kathix wrote:
60 seconds is long enough to die in a capital fight, especially after they reduce their EHP.


60 seconds is enough for anything to die reduced EHP or not. If you don't want to be on the recieving end of a below 60 second kill, then don't warp/jump in with a gank fit.
Rosal Milag
Republic Military School
Minmatar Republic
#38 - 2015-10-28 16:06:39 UTC
afkalt wrote:


I honestly don't know if you're agreeing with me or not.

Yes, they have upped the risk. Still waiting on a reason to risk said assets, people avoid it today already.



Aside from the normal reason people use capitals? Capitals will be used to kill citadels, POSs, POCOs, and other capitals. As well as supporting a sub-cap fleet. All CCP is doing is making the decision to use capitals more expensive. This will make the decision to field said assets a more difficult one.

All of the new ideas being tossed about by CCP will make capital use more fleet oriented and less of the pure 'pew'.

If a carrier force can sit 100km off the bubbled fleet and devastate the clustered battleships, refitting or not, that carrier group will be there.

If the super carrier's ewar effects are anywhere near as environment altering as they are suggesting, super carriers are going to be on the grid. And when the supers are on field, dreads and titans are going to come out to play. And when that happens, you have a capital brawl.

With the way CCP is going, if capitals are now a part of an integrated approach to battle and not a spiraling escalation until the CFC and PL get some kills, this can only be a good thing.

And again with the dead horse, no combat refitting means things die, decreasing the likelihood of run away escalations. Which means more fleets will use capitals because they will get more kills. Mostly because they will not suffer 90% of the battle losses when they didn't have enough to continue escalating.
afkalt
Republic Military School
Minmatar Republic
#39 - 2015-10-28 16:07:28 UTC  |  Edited by: afkalt
Frostys Virpio wrote:
Ghaustyl Kathix wrote:
60 seconds is long enough to die in a capital fight, especially after they reduce their EHP.


60 seconds is enough for anything to die reduced EHP or not. If you don't want to be on the recieving end of a below 60 second kill, then don't warp/jump in with a gank fit.



It might be 300 seconds....just sayin'




@Rosal Milag: Supers and DPS carriers are a different ballgame because they can all receive reps. Dreads cannot whilst doing anything appreciably related to their role.

You think people will be happy stuck in siege for a full 5 minutes whilst being unable to refit at all? I do not.
Rosal Milag
Republic Military School
Minmatar Republic
#40 - 2015-10-28 16:16:35 UTC
afkalt wrote:



@Rosal Milag: Supers and DPS carriers are a different ballgame because they can all receive reps. Dreads cannot whilst doing anything appreciably related to their role.

You think people will be happy stuck in siege for a full 5 minutes whilst being unable to refit at all? I do not.



Yeah, I'm not a fan of adding a weapons timer to siege or triage for that reason. Refitting should be a part of the game play, just not as unrestrained as it currently is. I'd prefer a simple 60 second weapons timer related to offensive actions as it is in game. A FAX that cannot refit at all in triage is practically worthless, as the battle can swing dramatically in the span of minutes. One minute lockout, I can agree with. 5 minutes is overkill.
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