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Duodecimal posted:I resubbed and had to redraw my face. I have 1.6 million unallocated skill points out of almost 21 million, but think I'll make a new character just to figure out things from scratch. Ground combat is a separate game, Dust 514. It's a playstation exclusive currently. Don't make a new character, 21 million skillpoints is over a year of skill training and you can relearn just fine with an existing character.
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# ? Feb 20, 2014 21:24 |
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# ? Jun 5, 2024 03:14 |
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Huge_Midget posted:Could a possible solution to the "uncatchable" interceptors be to make hictor bubbles a special kind of bubble that makes all interdiction nullified ships unable to warp like other normal ships while in the hictor bubble? It would make gate camps more viable again and they would still be able to go through anchored bubbles. But this special hictor bubble would make things a little more interesting. This is what I was thinking. Some kind of script that changed the nature of the bubble to one that hits interdiction nullified ships, at maybe a cost to bubble size? I honestly know nothing about hictors other than they produce bigger bubbles but have to remain stationary.
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# ? Feb 20, 2014 21:24 |
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Duodecimal posted:I resubbed and had to redraw my face. I have 1.6 million unallocated skill points out of almost 21 million, but think I'll make a new character just to figure out things from scratch. Ground combat is DUST 514, CCP's attempt at a PS3 FPS game that has been very lackluster.
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# ? Feb 20, 2014 21:24 |
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My legion is close to uncatchable. It is nullified, warp stabbed, and covertcloak with agility rigs. To catch it requires some luck with some really skilled gate campers.
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# ? Feb 20, 2014 21:30 |
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This is from a couple of pages back, but for the new account bonuses with the Cerebral Accelerators, how do you plan for that in like EVEmon? EVEmon only allows you to have implants up to +5 and if you effectively have +17 that changes quite a few things. And to even get the +17 does that have to be a brand new account with no referral or do buddy invites get the +17 as well?
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# ? Feb 20, 2014 21:31 |
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OGS-Remix posted:This is from a couple of pages back, but for the new account bonuses with the Cerebral Accelerators, how do you plan for that in like EVEmon? You can buy the +17 and the +9 off contracts, it works on any new character regardless of how it was made.
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# ? Feb 20, 2014 21:34 |
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Warmachine posted:This is what I was thinking. Some kind of script that changed the nature of the bubble to one that hits interdiction nullified ships, at maybe a cost to bubble size? I honestly know nothing about hictors other than they produce bigger bubbles but have to remain stationary. Hictors are terrible for a number of reasons. First, they're expensive. This wouldn't by itself be a huge problem, except that as soon as you turn on your bubble (you know, the thing your ship is designed around) you basically go dead in the water and you can no longer receive remote reps/cap. As a result pressing that button in a large fight is guaranteeing yourself a quick and costly death. Then there's the fact that for literally every purpose except pointing a supercapital (because that happens sooooo often) a dictor is better. Hictors with T2 bubbles and HIC 5 have truly staggering bubble sizes, but for a gate camp a dictor has more survivability and maneuverability, and thanks to CCP's reworking of aggression mechanics is vastly superior for station/gate games (I can't remember if dictors can jump after bubbling, but I think they can. I know they can dock. Please correct me on this if I'm wrong.) About the only thing hictors are undisputably better for is lowsec gatecamps because of the infinite point and the prevailing tactic of fitting warp stabilizers on FW frigates. The Gallente hictor also has a horrendous powergrid, and the rest are really hard to fit decently even with all 5s in the fitting skills. Hictors really need some love. Being the anti-interceptor tool would be a pretty good upgrade for them.
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# ? Feb 20, 2014 21:34 |
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Warmachine posted:I honestly know nothing about hictors other than they produce bigger bubbles but have to remain stationary. And you don't even know that! (They are not made immobile)
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# ? Feb 20, 2014 21:35 |
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Ashcans posted:More serious than my previous answer; Geddons don't have any bonus to lasers, so there is no reason to fit them. Mine is fitted with 5 Cruise launchers and 2 heavy neuts. The neuts aren't for rats, they're for gankers. The Geddon gives them a 30km range, which lets you land them on on most things that are pointing you except (I think) a Keres. I'm very happy to read this and similar posts. My skill training is tied up entirely in Amarr stuff, branching into missiles and drones since those are the secondary weapons on Amarr ships, and while I had no idea that the Geddon was transformed into a drone platform hearing that solves some of the fretting I was having about ratting for income. For the same reasons as above, Logi V is in the queue and I wasn't looking forward to delaying it further.
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# ? Feb 20, 2014 21:35 |
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Fix Lag posted:Hictors are terrible for a number of reasons. First, they're expensive. This wouldn't by itself be a huge problem, except that as soon as you turn on your bubble (you know, the thing your ship is designed around) you basically go dead in the water and you can no longer receive remote reps/cap. As a result pressing that button in a large fight is guaranteeing yourself a quick and costly death. Then there's the fact that for literally every purpose except pointing a supercapital (because that happens sooooo often) a dictor is better. Hictors with T2 bubbles and HIC 5 have truly staggering bubble sizes, but for a gate camp a dictor has more survivability and maneuverability, and thanks to CCP's reworking of aggression mechanics is vastly superior for station/gate games (I can't remember if dictors can jump after bubbling, but I think they can. I know they can dock. Please correct me on this if I'm wrong.) About the only thing hictors are undisputably better for is lowsec gatecamps because of the infinite point and the prevailing tactic of fitting warp stabilizers on FW frigates. The Gallente hictor also has a horrendous powergrid, and the rest are really hard to fit decently even with all 5s in the fitting skills. Mutamu posted:And you don't even know that! That's all awful. No wonder I know nothing about them. Hictors need straight up gigantic gently caress nullification bubbles.
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# ? Feb 20, 2014 21:44 |
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FoF posted:It was never about the volley. It was always about the triggers being damped down to nothing. Any veteran that remembers multispecs pre 07 it's basically the same problem. This means basically we are back to whoever brings more players win with no amount of skill/isk being a solution to FYF. What stops the groups that are outnumbered from recruiting? There are tens of thousands of high sec dwellers (online during any given hour) and lots of them want in on null sec, based on how many of them get scammed by Goonfleet. The primary failing of the "I want to spend isk/sp to beat numbers" crowd is that they want to control vast swathes of space with a small number of players. PL controls 375 systems with 2200 players (and 6250 renters), or 6 owners/system. By comparison, the CFC has 32500 players (and 3700 renters) and 760 systems, or 43 owners/system. NC/NA is 2350 owners (and 4100 renters) of 253 systems (9 owners/system). I'm not going to fuss with all the trash corps in the south east. If the CFC kicked PL and NC. out of their respective spaces there would still be more people with a stake in each system afterward then there is now. If you want to hold a lot of space, have a big fleet. If you just want fights, you can always drop sov. Edit: I should add that I'm not saying that managing more players is easy. It is quite the opposite and I think everyone agrees on this, even Grath has said that managing large fleets is a pain in the rear end he doesn't want, to say nothing of a coalition of larger size. So when someone says they want to win with isk/sp, they are also saying there should be no rewards for managing a coalition above X size. MickeyFinn fucked around with this message at 22:03 on Feb 20, 2014 |
# ? Feb 20, 2014 21:49 |
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MickeyFinn posted:What stops the groups that are outnumbered from recruiting? There are tens of thousands of high sec dwellers (online during any given hour) and lots of them want in on null sec, based on how many of them get scammed by Goonfleet. Their problem is that they don't want newbies or want to have to train folks to play the game -- our enemies typically want pre-established pilots who already own capital / supercapital ships. Naturally, there are fewer of those people around than there are bald-faced newbies with barely a celestis to their name.
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# ? Feb 20, 2014 21:53 |
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I got back into Waffe after a few days or trying, pod jumped to 1V after a day or so on reorganizing inventory and getting my ducks in a row, noobed it up, trying to rmember how to even do stuff in the game outside of a station, finally figured out how to get back into GS_Frigates and grabbed a freebie tackling frigate, undocked and almost bumped a bridge, jumped into 0-W while trying to remember how to reload my guns and link them and when I GOT to the battle, oh god my overview and once that was fixed... I proceeded to get friendly-fire killed by a bomb. I missed this.
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# ? Feb 20, 2014 21:54 |
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Sounds like you are having fun.
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# ? Feb 20, 2014 22:07 |
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Skuto posted:Similarly, after having made good use of it yesterday I'm convinced interceptor agility needs more nerfs. It's still perfectly possible to travel 100% safe at ludicrous speed through hostile space and retain some combat capability. This isn't balanced either. It's frigging safer to scout with this than with a covops now. Covops should have bubble immunity. Interceptors should not. That is more aligned to what those ships are supposed to be used for.
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# ? Feb 20, 2014 22:12 |
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Glory of Arioch posted:Their problem is that they don't want newbies or want to have to train folks to play the game -- our enemies typically want pre-established pilots who already own capital / supercapital ships. Naturally, there are fewer of those people around than there are bald-faced newbies with barely a celestis to their name. Meanwhile, we take newbies, show them the ropes, hand them free AK-47s and suicide vests and point them at the bad people. It's the same elitist mentality that suffocated BoB and company. Considering how much ISK we shower newbies with and how low cost tackle frigates and celestis are, I can't imagine it takes a whole heck of a lot to run our newbie programs. And, given the amount of grr goons that exists, I'd imagine it pretty easy to just open recruitment into S2N Reservists and use them to fill support fleets for the now-nonexistent N3 superblob.
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# ? Feb 20, 2014 22:14 |
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Amberskin posted:Covops should have bubble immunity. Interceptors should not. That is more aligned to what those ships are supposed to be used for. Ahahaha, no. Good god no. That would be even worse than interceptors.
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# ? Feb 20, 2014 22:16 |
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Amberskin posted:Covops should have bubble immunity. Interceptors should not. That is more aligned to what those ships are supposed to be used for. Covops can fit a covops cloak so I'm not sure where you're headed with this.
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# ? Feb 20, 2014 22:19 |
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I just started EVE and was reading a post on CFC vs N3 and saw a post about Goons rule and figured it had to be Something Awful crew. I've played with Goons in a few other games and have always had fun. I know I'm a lurker and should post more often but do I really have to be "active" for 3 months to join the fleet? I just want to blow some poo poo up with some fellow goons. Up there the world is divided into bastards and suckers. Make your choice. — Derek Robinson, Piece of Cake, 1983
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# ? Feb 20, 2014 22:23 |
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polmbo posted:I just started EVE and was reading a post on CFC vs N3 and saw a post about Goons rule and figured it had to be Something Awful crew. I've played with Goons in a few other games and have always had fun. I know I'm a lurker and should post more often but do I really have to be "active" for 3 months to join the fleet? I just want to blow some poo poo up with some fellow goons. If you want to join the space important guild Goonwaffe, then those things matter. If you want to just shoot poo poo without consequence or basic requirements; join Groon. The OP is pretty clear about this.
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# ? Feb 20, 2014 22:25 |
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Ice Fist posted:Covops can fit a covops cloak so I'm not sure where you're headed with this. Yeah, Covops avoiding gatecamps is already a game of skill against skill. That's fine. The idea that hictor bubbles should catch interceptors is awesome. Are our CSM guys listening? :P
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# ? Feb 20, 2014 22:29 |
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polmbo posted:I just started EVE and was reading a post on CFC vs N3 and saw a post about Goons rule and figured it had to be Something Awful crew. I've played with Goons in a few other games and have always had fun. I know I'm a lurker and should post more often but do I really have to be "active" for 3 months to join the fleet? I just want to blow some poo poo up with some fellow goons. Nine posts since 2006, none of which show up in a post history. If you're dead set on playing with goons, listen to darth cookie. Look into Groon. And don't sign your posts, for fucks sake. For a lurker, you don't pick up on things well. Skuto posted:Yeah, Covops avoiding gatecamps is already a game of skill against skill. That's fine. Interceptors AND Nullified T3s. All or nothing here.
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# ? Feb 20, 2014 22:32 |
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Warmachine posted:Nine posts since 2006, none of which show up in a post history. If you're dead set on playing with goons, listen to darth cookie. Look into Groon. Sure, if they remove the skillpoint loss on t3's.
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# ? Feb 20, 2014 22:39 |
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Or just give hictor bubbles the unique additional effect of -15% agility.
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# ? Feb 20, 2014 22:41 |
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Ice Fist posted:Covops can fit a covops cloak so I'm not sure where you're headed with this. Covops should be ships of choice for scouts, so the freedom of movement that bubble immunity gives makes sense. Inties are combat ships, and making them so diffiicult to catch is OP. That said, I enjoy flying those little bastards around, as they are probably the funniest ship to roam in. Amberskin fucked around with this message at 23:01 on Feb 20, 2014 |
# ? Feb 20, 2014 22:58 |
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Skuto posted:Yeah, Covops avoiding gatecamps is already a game of skill against skill. That's fine. That would be a nice improvement over the current situation, yes. And it would have a sweet point of irony (hictors needed to catch both the faster and the slower ships in the game).
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# ? Feb 20, 2014 23:01 |
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Amberskin posted:Covops should be ships of choice for scouts, so the freedom of movement that bubble immunity gives makes sense. Inties are combat ships, and making them so diffiicult to catch is OP. A properly piloted covops is already extremely difficult to catch, giving them bubble immunity would just make them invincible. Giving any T2 frigate bubble immunity does not make sense.
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# ? Feb 20, 2014 23:02 |
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The nerf Interceptors need would be in damage if anything. Let them be the fastest, but need help (or a swarm) to deal damage.
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# ? Feb 20, 2014 23:04 |
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Trabisnikof posted:The nerf Interceptors need would be in damage if anything. Let them be the fastest, but need help (or a swarm) to deal damage. I'm not sure why a 70 dps interceptor would need its damage nerfed. They already need to be in a swarm or a gang to kill anything that isn't a poo poo fit ratting ishtar. The issue from the beginning has been bubble immunity, there's no real justification for giving it to interceptors other than to be a bullet point on the rubicon feature list and because Fozzie thought it was cool.
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# ? Feb 20, 2014 23:05 |
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Interceptors should be required at the very least to fit a module in order to get nullification, much the same way a T3 requires a sub system that nerfs their slots and agility.
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# ? Feb 20, 2014 23:08 |
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Spiteski posted:Not rats themselves but each site gives 40people 31m each roughly every 25minutes. That's per fleet, and only one type. I'm not sure what assaults and vanguards give. Haha you wish 25 minutes. Try more like 12-15. I've been doing incursions with Warp to Me, who allows things like CNRs, and I usually clear more than 4 sites per hour on average. I would bet that ISN (incursion shiny network) does upwards of 6 an hour when they get their fleet comp right.
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# ? Feb 20, 2014 23:11 |
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Trabisnikof posted:The nerf Interceptors need would be in damage if anything. Let them be the fastest, but need help (or a swarm) to deal damage. This works about as well as balancing supercaps through cost works. If you nerf interceptor damage by another 20%, just bring 20% more people or chicken out of 20% more engagements. You have full control, after all. It doesn't fix the broken mechanic at the root at all.
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# ? Feb 20, 2014 23:15 |
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DPS isn't even the issue with interceptors. The only ones capable of doing over 150 dps are the crusader, taranis and claw, all of which need to be within scram/web range to apply that damage. Maledictions and crows dominate because they have ridiculous range with light missiles.
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# ? Feb 20, 2014 23:19 |
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moolchaba posted:Or just give hictor bubbles the unique additional effect of -15% agility. This isn't a horrible idea, though it would have to not stack, and perhaps be an entirely different bubble, rather than something on top of a distruption bubble. If there was a good way to make a hictors more relevant, giving them a moderate aoe debuff might be the one.
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# ? Feb 20, 2014 23:19 |
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moolchaba posted:Interceptors should be required at the very least to fit a module in order to get nullification, much the same way a T3 requires a sub system that nerfs their slots and agility. This feels like the most reasonable solution to me. It offers the players choice, while granting CCP the design space to balance around both ship fits.
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# ? Feb 20, 2014 23:20 |
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Vatek posted:DPS isn't even the issue with interceptors. The only ones capable of doing over 150 dps are the crusader, taranis and claw, all of which need to be within scram/web range to apply that damage. Is CrowFleet still a thing? I took a break of about 3 months before resubbing back at the beginning of January, and I remember gangs of Crows just running around and murdering everything.
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# ? Feb 20, 2014 23:23 |
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pseudanonymous posted:Haha you wish 25 minutes. Try more like 12-15. I've been doing incursions with Warp to Me, who allows things like CNRs, and I usually clear more than 4 sites per hour on average. I would bet that ISN (incursion shiny network) does upwards of 6 an hour when they get their fleet comp right. I was basing it off the worst case of a poo poo ton of TPPHs, I've seen fleets get to 200/250 an hour doing, as you say, 5-6 per hour. I think it'd be fair to put a middle ground of 15ish minutes per site. Like I said though, I wasn't basing this off hard data, just getting an idea of what TVP alone (the only 23/7 fleet I know of, the rest are give and take) injects in a month. Should also be noted when they cash in LP they sink some isk too though.
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# ? Feb 20, 2014 23:24 |
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moolchaba posted:Or just give hictor bubbles the unique additional effect of -15% agility. My dream change would be to alter all nullified ships so that you have to hit a higher speed to warp out of a bubble instead of 75%. Going from the formula on aligning from the eve wiki, 90% seems like a good number. It would make everything take a bit longer to warp when bubbled, and pretty much kill the 2s warp interceptor in nullsec. But outside a bubble the inty would be just as fast & maneuverable as ever. code:
The trouble with this idea is it's a code change, not just twiddling the stat numbers in the database.
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# ? Feb 20, 2014 23:26 |
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moolchaba posted:Interceptors should be required at the very least to fit a module in order to get nullification, much the same way a T3 requires a sub system that nerfs their slots and agility. This is the best idea.
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# ? Feb 20, 2014 23:27 |
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# ? Jun 5, 2024 03:14 |
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Why would nullification be better as a module? Couldn't they just remove a low slot or adjust the fitting of the ship to lower the potential options for fitting a nullified ship? More to the point, who in their right mind would choose NOT to fit the nullifier? e: Klyith posted:My dream change would be to alter all nullified ships so that you have to hit a higher speed to warp out of a bubble instead of 75%. Going from the formula on aligning from the eve wiki, 90% seems like a good number. It would make everything take a bit longer to warp when bubbled, and pretty much kill the 2s warp interceptor in nullsec. But outside a bubble the inty would be just as fast & maneuverable as ever. This is a pretty cool idea.
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# ? Feb 20, 2014 23:29 |