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Mashie Saldana
Minmatar
Veto Corp
Posted - 2011.01.27 11:01:00 - [331]
 

Originally by: Rita's Catastrophy
Well i good remember when they say that SLEEPERS are gonna be tought.. Yeah they are but can be soloed but this can take time, and harder sides are really hard... but then when u jumping inside the Incursion site... just forget about surviving... my ship died in less than 10 seconds, its less than any logistic ship would be able to lock me down, pimp my shield/armor anything and just DO anything cause im dead, logi ship dead, ewar ships dead, everyone dead cause of surrounding EWAR from rats :] GREAT CCP! as im a manufacturer finally i can earn some good cash from producing drakes : d if a drake is falling, or a nighthawk is falling in few seconds, that means something wrong, a lv 5 tankfited rattlesnake dying in an few seconds ??? when he is easly doing lv 5 sites? oh come one wth ?

Next time you assemble a rattlesnake, replace the purger rigs with extender rigs, SPR's with PDU's/BCS's and fit a Damage Control II. Your local tanking ability is meaningless, it is all about having enough buffer so the logistics can lock you and start repping before you explode once again.

It isn't without a reason that sheild extender rigs and trimarks are the most commonly found rigs on PVP setups.

Kaiden Le'Monte
Posted - 2011.01.27 11:07:00 - [332]
 

i wish sansha incursion's would lay siege to pos's. that would make things interesting

Inspiration
Posted - 2011.01.27 11:13:00 - [333]
 

Originally by: Ranka Mei
Originally by: Farrah Contractor
Personally I hope that they re-balance the incursions a little.

Currently, on one incursion in Algingtal Constellation, player ship losses are in excess of 3300 ships.
That is just one constellation. There are six other incursions active.

I've been actively fighting for twelve hours and the hundred of players, losing thousands of ships could not get below 47% Sansha Influence. People are tired and disbanding fleets (Or running out of ships to Leeroy!), and so the influence was back up to 54% when I logged. This is the full might of the player base. Where's the progress?

My personal losses on day 1 were a Navy Mega, Vaga, Firetail and Ishkur.... No big deal for me personally, but my 180K EHP Navy Mega (Trimarked & LG Slave Clone boosted) melted in less than 20 seconds despite logistics in fleet, and that's annoying..

I've seen a Kronos, Navy Apoc and 80% of the supporting 12 person fleet get vaped trying to do a Vanguard site (supposedly at the easier end of the spectrum, for 5-10 people) ... That's a lot of ISK hurting.

The successful fleet I was invovled with was running 5 Logistics out of 20 ships (seriously, you need that many??), and we still lost a ship to too much DPS and insufficient buffer tank.

Added to which, we got shafted on ISK and LP because people came and ghosted through the site in noncombat ships, increasing effective fleet size. (Even though they weren't on overview when we completed the objective, they still must've gotten counted somehow!)

Right now the esprit de corps is high - it's first day and the determination amongst the player base to complete the objective is high. But, we cannot sustain these ship losses forever, and it's not going to be any fun in the long term.

Seriously, WTF CCP?? I hope you're re-balancing the Incursion difficulty in this patch.


Good post!

Indeed, when even a 180K EHP tanked ship, with logistics on it, can't cut it any more, then it's time to rethink a few things.

Actually, I could live with the difficulty staying as high as it is, so long as CCP offers more in the way of fleeting up safely. Yes, there's that carebear word again, 'safely;' but I'm simply not gonna fleet up with strangers until the RR thingy is fixed, because there's always some mentally twelve-year-old jerk who thinks it's fun to get others Concorded.

CCP, if you want to force people to band together (and you went about it in a pretty transparent manner, btw), then you need to offer them a better way of doing so. And no, the Incursions themselves aren't incentive enough: after a few days, when the novelty wears off, or after too many losses, people will simply start docking up (or possibly leave the game). Surely that's not what you had in mind.


We did it without gang bonuses, two guardians and a couple of hacks and damage command ships. We also had a Rook, the site took a little over 10 minutes the second time once we figured out how to do it.

No ship losses, what people FAIL to know:

* Sasha in incursion does ALL damage types, just like sleepers!!!

So if you go in with uber em/thermal hardening, you die horribly :). I have to say, I was surprised at it as well, but any good PVP fit, does not have a gaping kinetic/explosive gap in its resists and its meant to be more PVP like then anything you can have in pre-incursion PVE.

They also use ECM, and neutralize capacitor (certain frigs do it as far as I seen). For the mos part players just need to adapt, bring the right fits and work as a team. It takes time.

That concord gets involved due to one player making a deliberate "mistake" is nuts, concord should not not kill people repairing blinkies in the incursion sites, problem fixed. The ship that does the aggression should simply get popped in an concord alpha strike and then concord should go away after a minute, not cluttering the field!

Farrah Contractor
Posted - 2011.01.27 11:14:00 - [334]
 

Originally by: Blackcamper
Edited by: Blackcamper on 27/01/2011 11:06:57
Edited by: Blackcamper on 27/01/2011 11:05:16
Originally by: Farrah Contractor
Personally I hope that they re-balance the incursions a little.

(snipped)

The successful fleet I was invovled with was running 5 Logistics out of 20 ships (seriously, you need that many??), and we still lost a ship to too much DPS and insufficient buffer tank.

(snipped)



(snipped)

But one think i can say. Don't use Bs. and get 50 % or more of the fleet in logi's and it can be done.





...umm you're recommending half of the fleet fly logistics, and you think that's balanced?
That would be forcing half of people to fly a relatively boring role. That implies no variety to approach or tactics, and that's just plain boring in the long run.

Seriously, I think the optimal difficulty is where you need 10-15% of the fleet to be logistics, leaving enough of the fleet with the choice of flying other things, including fast tackle, command ships, EWAR etc. Much more fun for more players, instead of requiring everyone to be the Eve equivalent of a Healer.

Keria Sequoia
Posted - 2011.01.27 11:18:00 - [335]
 

*is sad because my Retriever is no longer golden :( *

Quote:
The Dock option is now third - under approach and orbit - in the right-click drop down menu.


So there is a god afterall.

Omen Talozan
Gallente
Lunar Asylum
Posted - 2011.01.27 11:19:00 - [336]
 

Originally by: Farrah Contractor
Originally by: Blackcamper
Edited by: Blackcamper on 27/01/2011 11:06:57
Edited by: Blackcamper on 27/01/2011 11:05:16
Originally by: Farrah Contractor
Personally I hope that they re-balance the incursions a little.

(snipped)

The successful fleet I was invovled with was running 5 Logistics out of 20 ships (seriously, you need that many??), and we still lost a ship to too much DPS and insufficient buffer tank.

(snipped)



(snipped)

But one think i can say. Don't use Bs. and get 50 % or more of the fleet in logi's and it can be done.





...umm you're recommending half of the fleet fly logistics, and you think that's balanced?
That would be forcing half of people to fly a relatively boring role. That implies no variety to approach or tactics, and that's just plain boring in the long run.

Seriously, I think the optimal difficulty is where you need 10-15% of the fleet to be logistics, leaving enough of the fleet with the choice of flying other things, including fast tackle, command ships, EWAR etc. Much more fun for more players, instead of requiring everyone to be the Eve equivalent of a Healer.


who are you sir wise, to tell me what is boring? im having a real laugh in my logi cus theres stuff to do all the time and also the entire fleet relys on you and other logis. things that toghter makes it interesting to pilot logis. just cus you think its boring (i reckon cus you cant pilot any logis) doesnt mean the entire eve player base feels the same. ps. i like your underlines makes you seem really pro

Farrah Contractor
Posted - 2011.01.27 11:19:00 - [337]
 

Originally by: Inspiration


We did it without gang bonuses, two guardians and a couple of hacks and damage command ships. We also had a Rook, the site took a little over 10 minutes the second time once we figured out how to do it.

No ship losses, what people FAIL to know:

* Sasha in incursion does ALL damage types, just like sleepers!!!

So if you go in with uber em/thermal hardening, you die horribly :). I have to say, I was surprised at it as well, but any good PVP fit, does not have a gaping kinetic/explosive gap in its resists and its meant to be more PVP like then anything you can have in pre-incursion PVE.

They also use ECM, and neutralize capacitor (certain frigs do it as far as I seen). For the mos part players just need to adapt, bring the right fits and work as a team. It takes time.

That concord gets involved due to one player making a deliberate "mistake" is nuts, concord should not not kill people repairing blinkies in the incursion sites, problem fixed. The ship that does the aggression should simply get popped in an concord alpha strike and then concord should go away after a minute, not cluttering the field!


Umm, what level site, and what was the rest of your fleet composition? I was flying with FCORD, doing Assault plexes with universal-resist buffer-tanked ships, and we would have simply melted with only 2 Logis.

Bear in mind some guy just up the page was recommending fleets with 50% logistics compostion... which is kind of LOLworthy.

Vanguards need about 2 Logis.. However, Assaults need a few more, at least at this point.

Mr Cocojambo
Minmatar
Posted - 2011.01.27 11:20:00 - [338]
 

WHERE IS THE FIX FOR FLEET-BOOSTING?? Evil or Very Mad

God damn it.. I'm gonna charge CCP rent for my un-used orca Sad

Omen Talozan
Gallente
Lunar Asylum
Posted - 2011.01.27 11:21:00 - [339]
 

Quote:
The Dock option is now third - under approach and orbit - in the right-click drop down menu.

So there is a god afterall.



word lol

after 7 years its really really hard to get use to the bottom dock. thank you for moving it back ccp ^^

Farrah Contractor
Posted - 2011.01.27 11:24:00 - [340]
 

Originally by: Omen Talozan

who are you sir wise, to tell me what is boring? im having a real laugh in my logi cus theres stuff to do all the time and also the entire fleet relys on you and other logis. things that toghter makes it interesting to pilot logis. just cus you think its boring (i reckon cus you cant pilot any logis) doesnt mean the entire eve player base feels the same. ps. i like your underlines makes you seem really pro


Both of my main toons have Logistics 4, c/- qualifying for Fleet Command. TBH I've never bothered with them (because they're boring), but I'll be purchasing / inventing a few to help with incursions since every man and his dog is crying out for them.... Once my wallet recovers from the beating it's taken, of course.

Your reply doesn't invalidate my main point about needing 50% logistics being excessive (or indeed crazy).

PS - Thanks for the props on the underline. I can also do smileys. Rolling Eyes Witness my proskillz?

Viktor Vegas
Posted - 2011.01.27 11:24:00 - [341]
 

Well i must say having to use so much logi to do a site in eve is counter new player productive!How the hell are new players going to do incursions?They cant so how does this bring new players to the game?CCP missed the boat again in my opinion,as per usual.Also has anyone noticed that hardwires dont work?One day i have 4.68 rof the next i have 6.6 rof with same clone,ship etc.WTF?

Inspiration
Posted - 2011.01.27 11:28:00 - [342]
 

Edited by: Inspiration on 27/01/2011 11:38:16
Edited by: Inspiration on 27/01/2011 11:37:58
Edited by: Inspiration on 27/01/2011 11:30:14
Originally by: Farrah Contractor
Originally by: Inspiration


We did it without gang bonuses, two guardians and a couple of hacks and damage command ships. We also had a Rook, the site took a little over 10 minutes the second time once we figured out how to do it.

No ship losses, what people FAIL to know:

* Sasha in incursion does ALL damage types, just like sleepers!!!

So if you go in with uber em/thermal hardening, you die horribly :). I have to say, I was surprised at it as well, but any good PVP fit, does not have a gaping kinetic/explosive gap in its resists and its meant to be more PVP like then anything you can have in pre-incursion PVE.

They also use ECM, and neutralize capacitor (certain frigs do it as far as I seen). For the mos part players just need to adapt, bring the right fits and work as a team. It takes time.

That concord gets involved due to one player making a deliberate "mistake" is nuts, concord should not not kill people repairing blinkies in the incursion sites, problem fixed. The ship that does the aggression should simply get popped in an concord alpha strike and then concord should go away after a minute, not cluttering the field!


Umm, what level site, and what was the rest of your fleet composition? I was flying with FCORD, doing Assault plexes with universal-resist buffer-tanked ships, and we would have simply melted with only 2 Logis.

Bear in mind some guy just up the page was recommending fleets with 50% logistics compostion... which is kind of LOLworthy.

Vanguards need about 2 Logis.. However, Assaults need a few more, at least at this point.


It was a vanguard plex, we first wend in with 2 x hac, a command and 2 guardians. We could stay alive, kill some stuff, but the site needed hacking/codebreaker to cut down the repair ability of the sansha (they were insane and we lacked dps).

So we added a BS and a rook and two other ships (forgot what they were, think it was command as well).

The assaults I have yet to do, we lacked the number of characters as most our mains are low sec pirates and can't get into high sec. One thing I think is needed for harder sites is to warp the logistics in first, set up properly and then add fleet members slowly. That way, locking people up and putting reps on them is much easier and controllable.

If the logistics can't keep them selfs alive, there is no reason to warp in the rest of the fleet, now is there?

Omen Talozan
Gallente
Lunar Asylum
Posted - 2011.01.27 11:32:00 - [343]
 

Originally by: Farrah Contractor
Originally by: Omen Talozan

who are you sir wise, to tell me what is boring? im having a real laugh in my logi cus theres stuff to do all the time and also the entire fleet relys on you and other logis. things that toghter makes it interesting to pilot logis. just cus you think its boring (i reckon cus you cant pilot any logis) doesnt mean the entire eve player base feels the same. ps. i like your underlines makes you seem really pro


Both of my main toons have Logistics 4, c/- qualifying for Fleet Command. TBH I've never bothered with them (because they're boring), but I'll be purchasing / inventing a few to help with incursions since every man and his dog is crying out for them.... Once my wallet recovers from the beating it's taken, of course.

Your reply doesn't invalidate my main point about needing 50% logistics being excessive (or indeed crazy).

PS - Thanks for the props on the underline. I can also do smileys. Rolling Eyes Witness my proskillz?


i totally agree its complete overkill with 50% logis... but so what? its eve online raiding ive seen ppl raid with 50% healers in other mmo's... yeah i had my thoughts about that but i didnt really see the point in telling them cus if you use 50% healer/logis on a mission then how much brain do you really have?

Dragoon Epsilon
Caldari
Jesus Doesn't Love You
Posted - 2011.01.27 11:35:00 - [344]
 

Seems to be a really mixed bag of people who say incursions are "too hard" and people who say "your not doing it right"...I foresee many ads for incursion training corps.

Dar Vender
Gallente
BOAE INC
Posted - 2011.01.27 11:37:00 - [345]
 

API fix ftw Very Happy

Scotty has been trying my patience with that one this week!

Dar Vender
Gallente
BOAE INC
Posted - 2011.01.27 11:40:00 - [346]
 

Originally by: Dragoon Epsilon
Seems to be a really mixed bag of people who say incursions are "too hard" and people who say "your not doing it right"...I foresee many ads for incursion training corps.


hard is good, we don't need more content you can just solo. Forcing people to fleet up to do stuff is what eve is all about. LVL4's, lower complexes and anoms are there if you want to solo - eve, putting the M back in MMO since 2003 Cool

alesha 303
Posted - 2011.01.27 11:41:00 - [347]
 

MY GOD.
CCP introduced character changes that will encourage players to pay to redo their portraits, after more clothes accesories become availabe after walking in stations comes in down the track ;p

2ndly, planetry is simplified in some ways, amd adds timed output changes per hr and per head spot. But encourages ppl to swap back and forth between just 2 extraction materials at a time instead of the 4 under the last system. Creating a situation where players who dont recheck changes lose all the extracted materials, or have them unprocessed and backing up, as non routing is much more likely ;p

3rdly, Sanchas incursions took out masses of ships & fittings, as players flocked like lemming/ tourists to get into the action. Without knowing berforhand what they were getting into. Moreover opertunists and frustrated players engaged in pod killing to protect their prospective kill zones. Im sorry but wasnt that predictable following what happened in WHs??? They did give Sanchas ships the same smart AI that sleepers have after all!

Give me a break! Of course CCP is introduceing changes that reduce ingame total wealth while making ppl want to import more hard $$$ into CCC.
These changes will sort out the clueless and foolhardy from those with common sence XD
CCP is a business not a charity and will do what they can to make $$$
RAFLMAO

Farrah Contractor
Posted - 2011.01.27 11:42:00 - [348]
 

Originally by: Inspiration

It was a vanguard plex, we first wend in with 2 x hac, a command and 2 guardians. We could stay alive, kill some stuff, but the site needed hacking/codebreaker to cut down the repair ability of the sansha (they were insane and we lacked dps).

So we added a BS and a rook and two other ships (forgot what they were, think it was command as well).

The assaults I have yet to do, we lacked the number of characters as most our mains are low sec pirates and can't get into high sec. One thing I think is needed for harder sites is to warp the logistics in first, set up properly and then add fleet members slowly. That way, locking people up and putting reps on them is much easier and controllable.

I the logistics can keep them selfs alive, there is no reason to warp in the rest of the fleet, now is there?


For the Assaults I suggest you warp in some really big buffer-tanked ships first, rather than Logis because the instant primary DPS is really high. I think the Logis might pop before they lock each other for rep. We were favouring plated Domis and Abaddons and other Battleships.

Our tactics were to align with gate and count up/down to stage warp and agro:
2x Big EHP soaks on "one"
5x Logis on "two", to lock the primary soaks and keep them alive until agro redistributes.
Remainder of fleet on "three"

My 2c.

Inspiration
Posted - 2011.01.27 11:46:00 - [349]
 

And ship numbers aren't everything!

There are badly and good logistics setups. If you can run only 3 large remote T2 repairers and no ECCM, you got a bad one for example. We used 4 large T2 RR and 2 large T1 cap transfer on our guardians. And double ECCM in the med is mandatory, otherwise, you can't keep them doing their jobs due to sansha ECM!

I rather fly with two or three well fit logistics then with 5 or even 6 bad ones! It could explain some of the differences in experience people have so far. People will learn...well, most of them anyway!

1llus1on
Posted - 2011.01.27 11:49:00 - [350]
 

Originally by: Mr Cocojambo
WHERE IS THE FIX FOR FLEET-BOOSTING?? Evil or Very Mad

God damn it.. I'm gonna charge CCP rent for my un-used orca Sad


I second that one, the orca bonus is useless with the current game version and needs to be fixed, it is creating alot of lost isk due to the orca bones not working properly.

Farrah Contractor
Posted - 2011.01.27 11:51:00 - [351]
 

Edited by: Farrah Contractor on 27/01/2011 11:53:04
Originally by: Inspiration
And ship numbers aren't everything!

There are badly and good logistics setups. If you can run only 3 large remote T2 repairers and no ECCM, you got a bad one for example. We used 4 large T2 RR and 2 large T1 cap transfer on our guardians. And double ECCM in the med is mandatory, otherwise, you can't keep them doing their jobs due to sansha ECM!

I rather fly with two or three well fit logistics then with 5 or even 6 bad ones! It could explain some of the differences in experience people have so far. People will learn...well, most of them anyway!


True enough on all counts.

Not enough people out there with Logi 5 at the moment, but I'm guessing it's just jumped to the top of lots of people's training queues. I know our fleets didn't have many with Logi 5; quite a few were with 3 or 4, simply due to insufficient supply of pilots. This will change.

Personally, I know that I'd much rather make use of my max-specced gunnery skills rather than my mediocre logistics skills at this point.

Also: Guardian suddenly = FOTM, while Oneiros = meh.

CCP Soundwave


C C P Alliance
Posted - 2011.01.27 11:54:00 - [352]
 

Originally by: Farrah Contractor
Edited by: Farrah Contractor on 27/01/2011 09:58:40
From Patch notes:
--------------
Incursions

Based on feedback from the community, we have reduced the rate at which Sansha's regain control of the constellations.
An issue where the journal was not updating properly has been fixed.
Dungeon beacons have been changed and will disappear when a dungeon is completed. This should result in fewer empty dungeons.

--------------

Considering that I wrote a couple of pretty bitter posts earlier about the recovery rate in incursions, thank-you very much CCP for taking mine and other people's feedback on board.

I've been having a great time flying with FCORD on my main (leaving aside the futility and frustration in game outcome terms), and with this change I look forward to giving it another go.

**Also: Thanks for removing the beacons once completed; it'll mean less inquisitive noobs ghosting in to finished sites accidentally keeping them alive.

Cheers.



Thanks!

I just want to stress one point: Our team will continue making changes to Incursion until we feel they're done. We've shipped a few fixes/changes and will continue to do so for a while. I'm hoping to get a blog out shortly where feedback can be collected into a single thread. Thanks for all the feedback we've gotten so far.

Venge Daveed
Posted - 2011.01.27 11:56:00 - [353]
 

Edited by: Venge Daveed on 27/01/2011 11:58:14
Originally by: Dragoon Epsilon
Seems to be a really mixed bag of people who say incursions are "too hard" and people who say "your not doing it right"...I foresee many ads for incursion training corps.

Actually, this forum is an impromptu training guide. I gotta say that as a less than a 6 months EVE time player, I'm enjoying the banter back and forth because some really useful info/tricks are being discussed. Farrah Contractor, you always seem to raise good issues and make good points. Keep it up. Likewise for others. Let the techy-talk PvP stuff flow!

I do have to ask a rookie level question, however, how can anything work - logis or whatever - if you get locked and shot INSTANTLY upon entering an incursion site and then have godgun equipped Sansha burn through like a hot knife through butter using weapons with DPS off the charts? (Well, maybe "instantly" is a bit much. Let's say in 1 second instead.) I'm not being sarcastic. I seriously want to know an answer to the question. How can insta-lock enemies be trumped?

I also think that perhaps the Incursion level of difficult varies considerably from site to site and that much of the boasting from some regarding their valiant, victorious adventure into incursion-space was actually during a less difficult time within a given location. I could be wrong, but just a guess.

EDIT: Oops. Looks like Farrah Contractor answered my question while I was typing it. Thanks.

SeniraSource
Posted - 2011.01.27 11:58:00 - [354]
 

Edited by: SeniraSource on 27/01/2011 12:02:18
seriously..... RR BS, are THE way to go... plated domis, phoons, geddons, with 1/2 rr each and you will plow these sites down.... what wont work.... is a bunch of drakes. if you field logi in the higer end sites and it gets primaried there gona get aplha'd .... there gona die befor you can even press the "requires armor" button.... get yourself 20 domis with 4 cap trans, 2 large rr, and a bunch of t2 sentries... WIN

Inspiration
Posted - 2011.01.27 11:58:00 - [355]
 

Originally by: Farrah Contractor
Originally by: Inspiration

It was a vanguard plex, we first wend in with 2 x hac, a command and 2 guardians. We could stay alive, kill some stuff, but the site needed hacking/codebreaker to cut down the repair ability of the sansha (they were insane and we lacked dps).

So we added a BS and a rook and two other ships (forgot what they were, think it was command as well).

The assaults I have yet to do, we lacked the number of characters as most our mains are low sec pirates and can't get into high sec. One thing I think is needed for harder sites is to warp the logistics in first, set up properly and then add fleet members slowly. That way, locking people up and putting reps on them is much easier and controllable.

I the logistics can keep them selfs alive, there is no reason to warp in the rest of the fleet, now is there?


For the Assaults I suggest you warp in some really big buffer-tanked ships first, rather than Logis because the instant primary DPS is really high. I think the Logis might pop before they lock each other for rep. We were favouring plated Domis and Abaddons and other Battleships.

Our tactics were to align with gate and count up/down to stage warp and agro:
2x Big EHP soaks on "one"
5x Logis on "two", to lock the primary soaks and keep them alive until agro redistributes.
Remainder of fleet on "three"

My 2c.


That does make sense to me, but I do think that using BS first is a mistake due to the signature radius. They take a LOT more damage then say a passive buffer tanked T3 ;) You can get the Proteus up to around 600k EHP (with slave set and buffer oriented). A simpler and cheaper one can be 240k EHP (drone boat version) and have very high resists. The resists in incursion will be lower due to penalties of course, likewise the all the tank numbers.

Sith Adama
Posted - 2011.01.27 12:02:00 - [356]
 

One hour to go...
Thanks for the patch :)

Thodol
Posted - 2011.01.27 12:02:00 - [357]
 

Originally by: SeniraSource
seriously..... RR BS, are THE way to go... plated domis, phoons, geddons, with 1/2 rr each and you will plow these sites down.... what wont work.... is a bunch of drakes.


Hang out in the Syne channel, it is horrific. Why thousands of noobs are being culled is instantly explained by sitting in that channel for five minutes.

The "leaders" don't even know how to fit a ship, let alone compose an efficient gang. Yeah, 50% logi composition instead of a simple RR BS setup that is both simple and cheap.

SeniraSource
Posted - 2011.01.27 12:04:00 - [358]
 

Edited by: SeniraSource on 27/01/2011 12:04:24
ive been there.... im not joining the fleets cos they fail... but i am there to mop up the faction BS loot lol... when i see them not dying in a all of flame i may start joining

Wile Fett
Claws of Cerberus
Posted - 2011.01.27 12:04:00 - [359]
 

Based on feedback from the community, we have reduced the rate at which Sansha's regain control of the constellations.

^^ This change saddens me and it seems to be purely because of people not understanding how the Incursions seem to work.

The very first 3 sites i did in the Araz constellation was in a fleet of 10 complete strangers (bar one fellow npc corpie). We managed to complete 3 Vanguard sites WITH NO LOSSES and took no longer than 45mins after we started.

Fleet composition was :

Damnation, Absolution, Domi (RR and Cap), Guardian, Kronos (RR and Cap), Augoror (Cap), 2 x Myrmidon, Navy Geddon and an Enyo.

While we were doing our thing, the %age had dropped to 89%. Then as if by a flick of the switch (over 10-15mins), it sprang back to 100%. Thinking the above fix would be great, i then found out why this had happened.

1 fleet (yes, ONE fleet), of over 60 members were trying to complete an assault site a failing misserably (maybe even 50% of them returning in pods per attempt).

The simplicity of Incursions makes my mind boggle when i think of people making such stupid mistakes.

FIRST COMPLETE THE EASY SYSTEMS - this then weakens the Sansha negative effects (effectively making you stronger and the rats weaker).
Then join a couple of fleets together AFTER the effects have been significantly weakened to attempt the larger sites.

Although i have not tried it yet, i am convinced that assault sites can easily be completed with a 20 man fleet as long as the incursion has been weakened sufficiently.
Getting a 60 man fleet annihilated in imo kudos to CCP. esp if a 20 man fleet with half a brain cell can get through it.

Please, CCP before you make anymore caldari changes (sorry, easy mode changes) stop, think and then don't, thanks.

Incursions were great fun for me as they were. Nice job CCP

/me hopes they dont now become too easy

Koi Hibana
Posted - 2011.01.27 12:06:00 - [360]
 

seems to be a problem with the new patch, i get an error msg when i try to apply it, i've tried to repair it but to no success, any suggestions?


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