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Too much EWAR in the game?

Author
Hilti Enaka
Space Wolves ind.
Solyaris Chtonium
#1 - 2015-11-17 02:29:23 UTC
Over the years of playing eve I guess one part of the game that not only fills me with satisfaction when things go to plan but it also irritates the hell out of me, is there too much EWAR in the game?

I get that warp disruptors / scramblers and webifiers are to tie a ship down and this makes players think more about their decision to engage but personally that's the problem right there, it's made the game dull and boring because everyone has become very risk averse and will only engage in content when they are in a massive blob, why does a target need to be "locked down" .

Part of choosing to fight should also be the ability to flee but how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s. Add jammers and a 5m ship can prevent a 3bil ship from even being able to fight back or get out.

I don't know about the majority of the people who play this game but the majority of the people i play with are all in agreement that there is too much EWAR in the game and this prevents people from "flirting" with battle and decide to play it safe.

I've been playing the game a long time and the things that once made the game fun have all been labelled with the "overpowered" title and seen the hammer come down them. I'm not saying that the result was less interesting but I think over the years this has pushed eve down a path that means the only content to have forces people into the the 10-1 outnumber fleets.

Anyway it's not a rant i'm genuinely interested to find out what the player base things of EWAR. I wish they'd redesign the hole thing to make EWAR more a active managed task then just turning on a module.
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#2 - 2015-11-17 02:44:04 UTC
Hilti Enaka wrote:
Over the years of playing eve I guess one part of the game that not only fills me with satisfaction when things go to plan but it also irritates the hell out of me, is there too much EWAR in the game?

I get that warp disruptors / scramblers and webifiers are to tie a ship down and this makes players think more about their decision to engage but personally that's the problem right there, it's made the game dull and boring because everyone has become very risk averse and will only engage in content when they are in a massive blob, why does a target need to be "locked down" .

Part of choosing to fight should also be the ability to flee but how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s. Add jammers and a 5m ship can prevent a 3bil ship from even being able to fight back or get out.

I don't know about the majority of the people who play this game but the majority of the people i play with are all in agreement that there is too much EWAR in the game and this prevents people from "flirting" with battle and decide to play it safe.

I've been playing the game a long time and the things that once made the game fun have all been labelled with the "overpowered" title and seen the hammer come down them. I'm not saying that the result was less interesting but I think over the years this has pushed eve down a path that means the only content to have forces people into the the 10-1 outnumber fleets.

Anyway it's not a rant i'm genuinely interested to find out what the player base things of EWAR. I wish they'd redesign the hole thing to make EWAR more a active managed task then just turning on a module.


I'd like to see EWAR modules move to a reactivated timer. Not all modules but perhaps jams, webs and neuts. 5 seconds on 5 seconds off type thing. Perhaps also include having a penalty to the amount of disruptors on a ship has the averse affect to combat the blobs. I know from my own mentality there are many decisions now a person needs to compute to "have fun" and for a game it's making it very complicated and hard to enjoy.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#3 - 2015-11-17 02:53:36 UTC  |  Edited by: Scipio Artelius
Hilti Enaka wrote:
...is there too much EWAR in the game?

Not in my opinion. Some of it could really use a good balance pass (eg. jams), but overall the ewar adds to the variety and depth of the game and provides an advantage to knowledgeable pilots, which is ideal.

Just my 0.02 of course.

Quote:
...because everyone has become very risk averse and will only engage in content when they are in a massive blob, why does a target need to be "locked down" .

Not in my experience and targets need to be locked down:

1. so they can't just disengage
2. so that they can be slowed to control range
3. so they can be slowed to allow weapons to apply effectively

The variety that scrams, disruptors, MWD, AB, webs, etc. provide make fitting important and give multiple choices to how to approach a combat situation. I only see positives in the variety as it means combat is way more than just one fit, press F1.

Quote:
Part of choosing to fight should also be the ability to flee but how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s. Add jammers and a 5m ship can prevent a 3bil ship from even being able to fight back or get out.

15 v 1 sounds like you need more friends. That's an unfortunate situation we all find ourselves in occasionally and no amount of gtfo ability of your ship is going to have much hope except jumping a gate or docking against opponents where they are all engaged.

But, having your own equivalent fleet evens things up considerably.
Mephiztopheleze
Laphroaig Inc.
#4 - 2015-11-17 03:06:09 UTC
Hilti Enaka wrote:
..... how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s....


If you're held down by 15 points and 15 webs, you have far more serious problems than any balance issues with EWAR.

FYI: Jams can also be used DEFENSIVELY. I regularly fly a Kitsune in a small gang. The other day, our Sleipner pilot got himself tackled on a gate. I warped back to that gate at range, jammed the tackler and we both got out.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Netan MalDoran
Cathedral.
Shadow Cartel
#5 - 2015-11-17 07:14:41 UTC
Hilti Enaka wrote:

Part of choosing to fight should also be the ability to flee but how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s. Add jammers and a 5m ship can prevent a 3bil ship from even being able to fight back or get out.


Might I suggest an E-Uni course in D-Scanning?

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#6 - 2015-11-17 07:18:42 UTC  |  Edited by: Scipio Artelius
Netan MalDoran wrote:
Might I suggest an E-Uni course in D-Scanning?

Well tbh, d-scanning does have its limits.

He'd be better off doing the E-Uni course in 'How to Blob".

Then he'd be the 15 and not the 1.
Netan MalDoran
Cathedral.
Shadow Cartel
#7 - 2015-11-17 07:20:25 UTC
Scipio Artelius wrote:
Netan MalDoran wrote:
Might I suggest an E-Uni course in D-Scanning?

Well tbh, d-scanning does have its limits.

He'd be better off doing the E-Uni course in 'How to Blob".

Then he'd be the 15 and not the 1.


Still, I solo PvP in FW all the time and I now very rarely get blobbed, even gate camps aren't a worry.

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#8 - 2015-11-17 07:26:50 UTC
Netan MalDoran wrote:
Still, I solo PvP in FW all the time and I now very rarely get blobbed, even gate camps aren't a worry.

Yes, I agree with you.

It's relatively easy to find solo and small gang fights at the moment.
d0cTeR9
Caldari Provisions
Caldari State
#9 - 2015-11-17 07:34:04 UTC
There is too much awar and it's about to get even worst.

Been around since the beginning.

Yockerbow
Aliastra
Gallente Federation
#10 - 2015-11-17 08:15:21 UTC
Hilti Enaka wrote:
(words) it's made the game dull and boring because everyone has become very risk averse and will only engage in content when they are in a massive blob, why does a target need to be "locked down" .

Part of choosing to fight should also be the ability to flee but how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s. Add jammers and a 5m ship can prevent a 3bil ship from even being able to fight back or get out. (words)


Holy crap, you went straight from griping about people being risk averse to griping about not being able to run away whenever you want. I'm impressed.
Deimos UK
Doomheim
#11 - 2015-11-17 08:32:59 UTC  |  Edited by: Deimos UK
How strange I was thinking about this only yesterday. I am by no means a "vet" player but I do agree EWAR takes the fun out of combat. I was happily fitting my Vindicator when I thought to myself, this will never even get used. So I immediately sold it. Reason (in my mind at least) being that I knew for a definitive fact anyone who engaged me would just pin me down (using EWAR) and orbit at range or just jam me. No way in hell would I have the dream 1v1 fair fight. Unfortunately I am learning that PvP in Eve is actually GvP (gang). This sentiment is echoed by the numerous friends I had who played Evebut quit:

"You spend months training g up racial gunnery skills believing you will have Babylon 5 style battles. What actually happens, is your ship is sat immobile while you casually watch your cap and HP dwindle without fight".

My nieve noob thoughts on the subject; evolve Eve to the point where you can target specific subsystems. Ie target propulsion - propulsion the. Takes damage similar to overheating modules. This would also incur a skill based piloting system, both defensive and offensive as the propulsion would be at the rear of the ship. Just an idea and probably one I will get flamed for.
Switch Savage
Center for Advanced Studies
Gallente Federation
#12 - 2015-11-17 10:23:17 UTC
Deimos UK wrote:
How strange I was thinking about this only yesterday. I am by no means a "vet" player but I do agree EWAR takes the fun out of combat. I was happily fitting my Vindicator when I thought to myself, this will never even get used. So I immediately sold it. Reason (in my mind at least) being that I knew for a definitive fact anyone who engaged me would just pin me down (using EWAR) and orbit at range or just jam me. No way in hell would I have the dream 1v1 fair fight. Unfortunately I am learning that PvP in Eve is actually GvP (gang). This sentiment is echoed by the numerous friends I had who played Evebut quit:

"You spend months training g up racial gunnery skills believing you will have Babylon 5 style battles. What actually happens, is your ship is sat immobile while you casually watch your cap and HP dwindle without fight".

My nieve noob thoughts on the subject; evolve Eve to the point where you can target specific subsystems. Ie target propulsion - propulsion the. Takes damage similar to overheating modules. This would also incur a skill based piloting system, both defensive and offensive as the propulsion would be at the rear of the ship. Just an idea and probably one I will get flamed for.


This is the wrong attitude.

Solo vs gangs is out there and happening as we speak, you have to pick your targets wisely, expect to get blobbed, relish in the highs of victory and prepare yourself for defeats. There is nothing and i mean nothing quite like jumping into a 15 man gang and tearing the ground from beneath them.
Divine Entervention
Doomheim
#13 - 2015-11-17 10:51:18 UTC
Nice, maybe we'll start seeing reliance on electronic superiority modules.
Dagnar
School of Applied Knowledge
Caldari State
#14 - 2015-11-17 10:54:53 UTC
Jamming has been one of the least fun things in this game for a long time. Sure it's great to jam someone with all the power it makes you feel that the person cannot fight for at least 20 seconds, and probably longer with successive jams. However, it is absolutely crap for the jammed person. You don't even get a chance to do some damage or even fight back.
Divine Entervention
Doomheim
#15 - 2015-11-17 11:03:11 UTC
Dagnar wrote:
Jamming has been one of the least fun things in this game for a long time. Sure it's great to jam someone with all the power it makes you feel that the person cannot fight for at least 20 seconds, and probably longer with successive jams. However, it is absolutely crap for the jammed person. You don't even get a chance to do some damage or even fight back.


yea, i guess that person who's getting jammed should've bought a module to increase his sensor strength.

I mean like, since the players themselves have the ability to augment their susceptibility to jams yet choose not to, might as well ask CCP to remove jamming all together to save us from having to make a choice.
Gillia Winddancer
Aliastra
Gallente Federation
#16 - 2015-11-17 13:11:17 UTC
Ewar is perfectly fine minus the ugly duckling ECM.

I still say that ECM should be made into a constant effect like all other ewar modules and be based on sensor strength/resolution versus signature radius.

This would essentially turn ECM into a ewar type that is used in order to hide smaller ships from (mainly) bigger targets.

It would also require multiple ECM's on a target in order to achieve the same effect ECM has today - that is not being able to lock anything at all - a fair tradeoff for removing the chance based system and making it into a constant effect if you ask me.

This would solve so many problems with ECM because, let's be honest. It is the randomness combined with the binary no effect to complete helplessness which pisses people off. If the complete helplessness is the result of effort instead of random luck then no one will have anything to complain about. You tend to be screwed if you have 10 damps or 10 painters on you and people accept this after all.
AtramLolipop
Space Wolves ind.
Solyaris Chtonium
#17 - 2015-11-17 14:13:42 UTC
Yockerbow wrote:
Hilti Enaka wrote:
(words) it's made the game dull and boring because everyone has become very risk averse and will only engage in content when they are in a massive blob, why does a target need to be "locked down" .

Part of choosing to fight should also be the ability to flee but how can you do such a thing when you have 15 points stopping you and 15 webs making you go 0.4 km/s. Add jammers and a 5m ship can prevent a 3bil ship from even being able to fight back or get out. (words)


Holy crap, you went straight from griping about people being risk averse to griping about not being able to run away whenever you want. I'm impressed.



I don't think OP did, we all know the situation when it comes to engaging and finding out there is a 20 man blob coming for you there is a difference and I wouldn't call your "not being able to run away" being risk averse.
Bumblefck
Kerensky Initiatives
#18 - 2015-11-17 14:32:03 UTC
Because of Falcon

Perfection is a dish best served like wasabi .

Bumble's Space Log

Gregor Parud
Imperial Academy
#19 - 2015-11-17 14:46:07 UTC
I mostly play solo (and/or with alts) and run into Ewar quite often, it can be REALLY annoying. Then again, I use Ewar myself and as I'm not a hypocrite that means that if I'm fine with using it I'm also fine with it being used against me. On top of that I see no problems in some zero tactics, headfirst small group/fleet full of "dps ships" to be completely and utterly destroyed by a way more tactical mix of both dps and Ewar.

Having said that, there IS an issue with "20 Celestis/Blackbirds lol" (can you tell I never do large clown fleets? :P) and honestly I see no real way to change that without completely neutering Ewar as a whole.
ll Kuray ll
Space Wolves ind.
Solyaris Chtonium
#20 - 2015-11-17 14:54:15 UTC  |  Edited by: ll Kuray ll
Too much EWAR specifically Jams.

Too easy for a 500k ship to sit jamming a 500m boat, to make it worse 500k x 25 jams just makes it pointless.

Ewar should be stacked the same way rigs have.

EWAR should be small, medium, large. Neuts and Nos are but none of the other EWAR is.

I like the idea of making EWAR modules restricted to the specific ship class. Small EWAR modules can not be used on larger ship sizes, of course there are the specific role bonused ships that would be exempt from this. It just means more thought goes into fleet setups instead of making every man and his dog wear a web, disruptor, jam, nos etc.
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