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Make Dreadnoughts Great Again - 2 tier cyno jammers

Author
Ninja Panda
Project Manhattan
#1 - 2016-11-11 13:52:24 UTC  |  Edited by: Ninja Panda
(disclaimer, I came up with this idea on the toilet just now so may not have fully thought it through but humour me)

Dreadnoughts .......... they are bit useless and I'm here to make them great again.

Now most alliances have quite smartly set up Cyno jammers in their space to stop enemies coming to do stuff in their cheerios. They then deploy POS on every moon and install multiple citadels all over their systems and unless things go badly, that's how things may stay til the servers go off.

Dreadnoughts were introduced to the game to siege these player deployed structures but the fact is no one uses them because Supercarriers and Titans do the job infinitely better. None of these can be used though whilst the obligatory cyno jammer is up.

At the moment its all or nothing. Attackers will use large numbers of Subcaps until such time as they can bring down a jammer and then its Supers and Titans.

Dreadnoughts have very little airtime. They will be used for the occasional swift Super gank, the suicidal dreadbomb Titan headshot in a straight up Isk trade or the elusive super capital brawl which happens once every few years yet I suspect their are THOUSANDS of Dreads sitting in Hangars gaining dust.

Solution? How about 2 'tiers' of Cyno Jammer?

Tier 1 which blocks only Super Capital and Titans
Tier 2 which acts as now and blocks all cynos and thus call capitals

Noodling this in my mind you could have criteria which means some systems would have Tier 1 only and thus introduce new tactics, situations where Dreads and Carriers are first line of attack but face the risk of enemies Supercaps and a race to bring down jammer and chance of escalation.

There is loads I haven't considered I admit, with the main one being bridging in (both could block it?) but I just feel the Dreadnought is a ship which has lost its way and its purpose ...... and I have a few I want to sell :)
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2016-11-11 14:45:08 UTC
Quote:
At the moment its all or nothing. Attackers will use large numbers of Subcaps until such time as they can bring down a jammer and then its Supers and Titans..

Considering your own admission, I am not seeing a potential for a change with 2 jammer tiers. People will still only use sub-capitals and BLOPS to kill the jammers in order to bring the big shinys, because they are cheaper,easier to get in and out and easier to handle on field. There is no point in risking a fleet of 4B ships if you can do the same job in the same amount of time with unjammable BLOPS, or Bombers, or cruisers/battlecruisers/CS or battleships that collectively cost less than the dreads.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Ninja Panda
Project Manhattan
#3 - 2016-11-11 15:04:07 UTC
But in certain systems its not viable to send in sub caps. Using subcaps to do this forces a critical mass of people and blob online continues its evolution towards blue donut. Also if the enemy is at all competent they should easily be able to repel any subcap attempt because they can use their own caps/supers and delete the subcap attackers.

What I'm suggesting is that middle ground which would enable the attacker to attempt the take down using caps (but not supers) and still be risking going up against enemy supers

I get ya regarding bombers or blops, Cov ops should always be a ninja option and boy do I like Ninjas !
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2016-11-11 17:22:29 UTC
...Why not just gate your caps in?
Iain Cariaba
#5 - 2016-11-11 19:46:36 UTC
Danika Princip wrote:
...Why not just gate your caps in?

I was wondering the same thing.
FT Diomedes
The Graduates
#6 - 2016-11-12 18:07:21 UTC
Iain Cariaba wrote:
Danika Princip wrote:
...Why not just gate your caps in?

I was wondering the same thing.


Not empty quoting.

Also, Dreadnoughts are already great.

I suppose if I was in NC./PL and had over 100 Titans/Supercapitals and 200 FAX available all the time, I might think Dreadnoughts were a bit underwhelming, but I've been getting great mileage out of mine for the last few years.

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

Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#7 - 2016-11-12 23:30:07 UTC
Yeah I would love if dreads were more handy like the new carriers for instance.
I just do not think that cyno jammer perspective is the go to perspective.
I would dare look for a touch more of PvE appliance. I know there are capital spawns now, but perhaps there could be more with capital escalations kinda dropping in popularity.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Serendipity Lost
Repo Industries
#8 - 2016-11-14 18:40:33 UTC
FT Diomedes wrote:
Iain Cariaba wrote:
Danika Princip wrote:
...Why not just gate your caps in?

I was wondering the same thing.


Not empty quoting.

Also, Dreadnoughts are already great.

I suppose if I was in NC./PL and had over 100 Titans/Supercapitals and 200 FAX available all the time, I might think Dreadnoughts were a bit underwhelming, but I've been getting great mileage out of mine for the last few years.



Dreadnaughts won't have a place in large scale capital conflict until the loss rate of supers is brought in line with the production rate of supers. Currently they just can't compete. As you have pointed out, dreads aren't the problem. Dreads are not effective vs supers and dreads are Ok..... hmm.... let's unbuff supers and start blowing some of them up.

100 supers on standby is a game balance issue. Just start cutting back super EHP incrementally until their loss rate becomes acceptable. Currently the only time you can lose a super is in that one fight per year where they get lost in uninspiring full TIDI combat OR you do something stupid. Neither are hallmarks of exciting 'end game' game play. Folks need to stop pretending those 2 options are more than what they are.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2016-11-14 19:16:19 UTC
...And what's the easiest and most cost effective way to kill a super?

Dreadbomb.
Serendipity Lost
Repo Industries
#10 - 2016-11-14 19:24:06 UTC  |  Edited by: Serendipity Lost
Danika Princip wrote:
...And what's the easiest and most cost effective way to kill a super?

Dreadbomb.



How many does it take to reasonably ensure a titan will go down in a reasonable amount of time? Roughly??


EDIT add: It comes down to if the super pilot does something dumb and gets caught alone, then the dread number is reasonable. If the super pilot is in a large fight then you're into max TIDI numbers of dreads to overcome the 200 FAX supporting it. So that still leaves us with uninspired max TIDI or stupid pilot for our end game play. I'm not really expecting a "HELLYEAH" here.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2016-11-14 19:42:09 UTC
Serendipity Lost wrote:
Danika Princip wrote:
...And what's the easiest and most cost effective way to kill a super?

Dreadbomb.



How many does it take to reasonably ensure a titan will go down in a reasonable amount of time? Roughly??


EDIT add: It comes down to if the super pilot does something dumb and gets caught alone, then the dread number is reasonable. If the super pilot is in a large fight then you're into max TIDI numbers of dreads to overcome the 200 FAX supporting it. So that still leaves us with uninspired max TIDI or stupid pilot for our end game play. I'm not really expecting a "HELLYEAH" here.


Twenty should do it in about one minute, is that quick enough? Make it twenty five to cover losses/resists/etc

(Not having a titan fit handy, I grabbed the first one I could find on zkill. An erebus with a hair over 13 mil EHP. But since you're going to dismiss any argument as 'well the titan/super pilot was stupid', it doesn't really matter.)
Serendipity Lost
Repo Industries
#12 - 2016-11-15 11:42:08 UTC
Danika Princip wrote:
Serendipity Lost wrote:
Danika Princip wrote:
...And what's the easiest and most cost effective way to kill a super?

Dreadbomb.



How many does it take to reasonably ensure a titan will go down in a reasonable amount of time? Roughly??


EDIT add: It comes down to if the super pilot does something dumb and gets caught alone, then the dread number is reasonable. If the super pilot is in a large fight then you're into max TIDI numbers of dreads to overcome the 200 FAX supporting it. So that still leaves us with uninspired max TIDI or stupid pilot for our end game play. I'm not really expecting a "HELLYEAH" here.


Twenty should do it in about one minute, is that quick enough? Make it twenty five to cover losses/resists/etc

(Not having a titan fit handy, I grabbed the first one I could find on zkill. An erebus with a hair over 13 mil EHP. But since you're going to dismiss any argument as 'well the titan/super pilot was stupid', it doesn't really matter.)



It does matter. I also think my point is valid. The current end game options (killing a titan) come down to one of two scenarios.

1. The pilot gets ganked solo - which I feel is due to pilot error/recklessness in MOST cases. (I totally respect a guy who YOLOs a super - I get that and if the guy shrugs it off he gets a thumbs up, but if he gets all boo boo lipped and then CCP trashes the watch list and changes game play for a lot of unrelated folks, then I get a little cranky)
2. The once a year or so full TIDI combat w/ thousands of ships on the field - which isn't what I would call interesting or engaging space combat.

I'm not saying I have the answer (I don't), I'm saying the loss rate of supers has to go up until it reaches the production rate of supers. You know - becomes balanced. 2 groups of dudes each controlling unkillable fleets (bounded by downtime will save some or most of them) isn't 'woo hoo this is awesome' - The groups are just big magnets that slowly gather more ships as pilots/corps/alliances age into the super part of the game. Again - I don't know the fix, but I'd be OK w/ CCP just not doing the daily down time on those few days a year when there are 100+ supers slugging it out. That would be a good start. As far as I understand it - Eve will function past 23 hours, so on those few occasions - let it ride.

Then again (and feel free to take this personally) WWB was a great opportunity for some awesome eve combat. The swarm didn't even bother showing up to defend anything. I was disappointed. The big you disappointed me. The bees of 6 years ago would have done something spectacular. Sad
Ram Strider
Aliastra
Gallente Federation
#13 - 2016-12-12 14:36:18 UTC  |  Edited by: Ram Strider
Goons know how many Dreads it takes to swiftly bomb and kill a Revenant, some Titans and a few Supers :)

You're totally missing the original point because you are now talking about Dread bombs and this idea is about an attacking force dealing with a cyno jammed system.

Someone said 'Why not just gate your caps' ? I'm unsure you are grasping the reality of this because its an idea to try and introduce a valid use for Dreads other than suicide bombs which is pretty much their sole use in large scale warfare now.

So if Defender (A) has a cyno jammed system and Attacker (B) comes along B has 2 options:

1. Gate in Subcaps to attack jammer - Which means that B must bring a HUGE number of subcaps because A can use their own caps and their subcaps to repel this force AND know exactly where they are coming from ie massacre at gate or B has to blob A so hard that he knows hes getting through gate and everyone complains no fight/content due to numbers.

2. Gate in Supers to attack jammer / everything - Still negates any need for Dreads so unsure what your point is?


I genuinely think that it would add a nuance to attacking Sov holders if there was varied 'levels' of cyno jamming so that some systems you could cyno in ships of a certain size but not others meaning more variety in the fleets and subsequent escalations.
Serendipity Lost
Repo Industries
#14 - 2016-12-12 16:23:58 UTC
If you search my name and 'cyno jammers' you'll see that I've felt they are against the core concepts of the game since the first day some ninny put those two words next to each other. If I were a voting member of the board they would have never made it into the game. If they went away I would be happy.

8 years ago sov null pilots had a swagger that they earned day in and day out and talked of risk vs reward from the gut because they lived it. These days they lobby to cripple the watch list because a few pilots lose their supers. We're now in a world of cyno jammers, multiple tiers of timers to take down structures and SOV and so on. I don't think an additional flavor of cyno jammer would make the game better. Getting rid of them period would make the game better.

On a related note.... why are there multiple timers to take down a citadel? With no loot dropping.... what does it effing matter? It's not like there is any real risk one way or the other. Cyno jammers and citadel timing schemes are both just time wasters that players work around. Get rid of both. Don't give me that 'conflict driver' crap. If dudes are going to fight, they are going to fight. Just put an owner chosen vulnerability window on citadels and leave it at that. If the owner gets surprised - meh.
Kenrailae
Center for Advanced Studies
Gallente Federation
#15 - 2016-12-12 17:00:49 UTC  |  Edited by: Kenrailae
Dreads are not in a bad place. In capital/subcap fights they do very well. They hold their own quite nicely where smaller numbers of supers are involved as well.


OP's alliance is skewing his perspective. NC/PLfamhordecoalition. have caused their own problem. No where else in Eve have my max skilled moros pilots felt like second or third class citizens than the time I spent in NC.



On those scales, yeah, dreads can't compete with the swarms of fibo's and DD's.


You don't have to look long at Zkill to see that the problem is not dreads, it's supers*.

@OP, you would like to 'make dreads great again?'


Okay, nerf supers.



(Still not so secretly sad about combat refitting :( )

*edited for clarity.

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