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Ephemeron
Caldari Provisions
Posted - 2010.04.15 20:25:00 - [121]
 

Quote:
Of course, this wouldn't really serve the needs of the OP since he was originally asking for a module that a small gang could use to effectively block out an incoming cap fleet. But really, should a small roving gang of cruisers or whatever be able to cynojam an incoming cap fleet? I think not.
I would like to clarify again, since it seems to be a common misconception, that the proposed cyno jammer does not block or prevent hot drops by large fleets.

What it does is force that fleet to find a location for cyno that is at least 30km away from the ship with cyno jammer. Any determined fleet would be able to enter the system no matter how many mobile cyno jammers are active, because it is very easy to get around the 30km sphere in 3D space.

Deja Thoris
Invicta.
Rooks and Kings
Posted - 2010.04.16 01:52:00 - [122]
 

I'm all in favour of balance but tbh most of your kills are station ganks or gate ganks where you scout the surrounds and only engage when you *think* the win is assured. Your preferred type of pvp (the gank) meant that people that want to kill you have to do so through unscouted means, this means a cyno and with enough overwhelming force that they have to kill you before you deagg and dock or jump.

In short, you brought it on yourself.

Phantom Circuit
GoonWaffe
Goonswarm Federation
Posted - 2010.04.16 03:13:00 - [123]
 

Originally by: Hazel Starr
Sigh...Capt Lothar, if you could be bothered to read my original post, you would
notice that it took place three days before the incident you described.

But thank you for providing an example to back up my argument that there
is a problem in low-sec play with the ability of large alliances
to move major reserves onto a battlefield across many systems faster than
an in-system fleet could warp from one location to another within the
same system.






You assume that we just jumped in vent and went "Oh lawdy, Dreads!"

We had those ships waiting for you to bring the Dreads before you had even lost the Raven and Falcon fleet, it's not a simple thing to bring a Nyx and a few Carriers in, kill what you need to and manage to get them out all in one piece.

When you bring a large Battleship fleet to an engagement or try to siege a tower with Dreads, you need to assume that people are going to light a cyno to even the odds.

I'd think that would be pretty common sense honestly. Rolling Eyes

Mal Lokrano
Gallente
The Executives
Executive Outcomes
Posted - 2010.04.16 03:26:00 - [124]
 

Why whine about it when you can set up a trap hotdrop against their hotdrop?

or in other words HTFU and get back to killing already Rolling Eyes

eddie valvetino
Caldari
TunDraGon
Pandemic Legion
Posted - 2010.04.16 14:43:00 - [125]
 

Originally by: Deja Thoris
I'm all in favour of balance but tbh most of your kills are station ganks or gate ganks where you scout the surrounds and only engage when you *think* the win is assured. Your preferred type of pvp (the gank) meant that people that want to kill you have to do so through unscouted means, this means a cyno and with enough overwhelming force that they have to kill you before you deagg and dock or jump.

In short, you brought it on yourself.


Couldn't agree more... seen a few things here that have just made me wonder why you play eve. I'm sure the poster here and most of the guys who are in favour of changes are indeed, gankers, no doubt they wonder around low sec, with blinkers on and that is why they get WTFPWNED by caps.

1. Know you local area, know who will drop you, know who wont. Find out who has who blue and if they are likely to drop you.
2. If you fear caps dropping you and you know who will drop you, have eyes in the system they are likely to jump from.
3. Making the cyno killable??? is the cyno ship made unkillable by the firing of a cyno? NO
4. Caps don't just magical appear, there a defined and predictable chain of events that preceed the dropping of caps.

If you get WFTPWNED by caps, or a bridge then you had it coming and in many cases in all regions of space it is the only way to get a fight out of some of corps in eve, as they will only fight if they believe they are certain of winning. to be honest you need to get used to it, caps will only become more and more used in pvp in eve.

and finally... the gentleman who suggested that cap warfare in lowsec makes lowsec combat about how much isk a corp or alliance has, is spot on... however, this is not new it has ALWAYS been the case and will always be the case, your opinion to be frank is naive.


Darek Castigatus
Immortalis Inc.
Shadow Cartel
Posted - 2010.04.16 21:08:00 - [126]
 

By the way Hirana im still waiting for that proof, but i guess thats par for the course when it comes to claims like yours isnt it.

Zagdul
Gallente
Clan Shadow Wolf
Fatal Ascension
Posted - 2010.04.27 15:59:00 - [127]
 

Edited by: Zagdul on 27/04/2010 16:01:40
Here are my ideas...

just delay the time between jump to > and the actual jump.

Call it "Jump drive spool up".

make this 3 seconds the cap has to wait before jumping. Can even put a pretty animation in the UI "Spooling..."


This gives 3 seconds for a fleet being dropped to respond and kill the cyno ship. This would also stop people from using cheap 30k T1 frigs which are insta popped as a tool and make them more of a hazard as a cyno ship in combat. They can still be used for logistics, but help remove them from combat.


The second idea... Cap ships can only spool up if they are < a specific speed or percentage of their max speed. Say... 10%. What this will help would be to "bump" a super cap or cap over the speed of "Spooling".



Rockstara
Blue Republic
Posted - 2010.04.30 18:55:00 - [128]
 

This is silly. Hotdropped capitals pose little risk to skirmish gangs, even with bubbles in null sec.

If you are in an RR BS gang, and worried about a triage hotdrop - have your own triage on standby.

If you suffer constant hotdrops and don't have the capital hardware to set a trap you are going to have to make friends either with the promise of capital kills or payments of isk.

carriers and dreads suck against subcap ships.

Patrice Macmahon
The Lost Minmatar Legion
Posted - 2010.04.30 19:56:00 - [129]
 

Here is the core of the hot dropping issue:

Right now the only counter to Hot Dropping, is another counter Hot Drop.

Sounds similar to the nano fleet issue from not to long ago. If the only way to counter something is to use that thing, the whole rock paper sisors game is broken.

I like the idea of an grid, grid wide cyno jamming device. Forces though who do wish to use the tactic the need to cyno in, off grid, and then warp to location. Make the jammer deployable, destroyable from a specific high slot module, and timer baised. Which means that players have to re-deploy or re-fuel these grid jammers evers 5-10 minutes or so. That way its not a fire and forget.

I like the idea of making these kinds of modules Interdictor baised/hic baised.

Another minor change that could help out is put a 30-60 second delay on cyno's going up and fleet jumping through the bridge. That wouldn't be too hard and would give time for a counter for quick watching fleet watchers...

Would create another game of cat and mouse, where corps have 3 cyno's go up in one system and you have to guess which one is gonna deploy through and give more use to high AU speed warping ships....

Doesnt kill the Hot drop, just makes both parties work for/against it a bit better.

Ephemeron
Caldari Provisions
Posted - 2010.04.30 20:37:00 - [130]
 

Originally by: Rockstara
This is silly. Hotdropped capitals pose little risk to skirmish gangs, even with bubbles in null sec.

If you are in an RR BS gang, and worried about a triage hotdrop - have your own triage on standby.

If you suffer constant hotdrops and don't have the capital hardware to set a trap you are going to have to make friends either with the promise of capital kills or payments of isk.

carriers and dreads suck against subcap ships.
I recommend you try flying in Delve for a few weeks before you make such wildly inaccurate claims.

And if you got caps willing to jump into a hostile hot drop for isk, I may arrange some work for you. Make sure to fit nice mods.

CannibalCorpseZor
Caldari
Hello Kitty Crew
Posted - 2010.05.15 15:23:00 - [131]
 

I disagree with the op. Things are fine as they are now. There is always risk and counter risk in EvE. When I hot drop on you, there is always a distinct risk that you will hot drop on me and that the engagement will escalate. I pirated in this game for years, and was fine with that risk as the ones doing the hot drops always had to fear that I had a cyno too. Enter the whines on capital ships online.

Capital ships are part of the game! And seeing as they are slow, extremely slow to target anything, giving the targets even more of a time edge just seems wrong. If you are stupid enough to engage an unknown quantity, then you deserve a hot drop. And if someone hot drops u in their titan or supercarrier, they are risking losing them! This gimping of caps and super caps is ridiculous. If you are worried about them, always carry a HIC in your fleet. If not, then STFU or fly a ship you are prepared to lose. Or, grind the isk machine and get caps or friends who have caps. Caps are here and you can't wish them away from low sec space.

Oh, and have you ever heard of large pirate corporations doing hot drops? I have. More so, I think this is leading to a ridiculous situation where caps are only going to be used for POS warfare. What fun shooting at towers!

As for the "warning" you ask for, it is built into the cap ships with the ridiculous scan res, especially if you have a cloak, which most supercaps and some caps have. Kill the tackling ship if you want to get away. And even if there was a ridiculous delay, which I am strongly against, you couldn't because you would already be tackled.

In conclusion, there should be no additional delay or cyno jammer as a ship module. This would further gimp caps and especially supercaps that just got buffed. If you are afraid of hot drops you wussies, get more friends or maybe trap those sneaky cap ships. The point is not to whine. Adapt and get more friends, bud. And as far as I know everything can be tackled in the game now.

CannibalCorpseZor

Muad' Dib
Gallente
PWNED FACTOR HOLDINGS
Posted - 2010.05.15 19:26:00 - [132]
 

Edited by: Muad'' Dib on 15/05/2010 19:36:49
Originally by: Zoe Midoru
Originally by: Bomberlocks
The problem is not hot dropping per se. The problem is smaller corps in losec and nubs being totally outclassed and steamrolled by corps and alliances with cash and vets in their team. In other words it's the same old s h i t as 0.0 where the bigger the corp/alliance the bigger its gravitational effect squeezing out the smaller players until its just blob vs blob again with all the attendant lag/crashes and other CCP incompetencies and excuses flying thick and heavy though the air.


Quoted for being the most important thing said in this entire thread. The vicissitudes of hotdrops suppressing PvP in lowsec et al are part of the symptoms, not part of the causes.


Very well said by Bomberlocks.
In Caldari/Gallente space you got ADHD/CH dropping on everything, in Minnie space you got BANE and Amarr FW corps.
Dejah is correct in some things but he cleverly forgets others. Sure it goes a lot into planning to kill some caps/supercap, but when you see someone use an OOC alt to drop a Nyx on a T1 cruiser, than IT IS ****ED UP.
I'm sure there are other entities in low-sec amarr - Chain of Chaos comes to mind now for the Ami area, but the entire situation has gotten out of hand.
You obviously can't force such entities to move to 0.0 through game designing since all they care about are kills - cap kills preferably, you can't force them to stop NAP-ing everyone with capital power within 20-30ly - and i say this as one of those that was guilty of it, so the only sensible solution is to somehow limit the cyno itself.
Quite frankly the carrier drop is not even such a big issue anymore, it's the titan bridging that is becoming more of a problem and the supercap EHP.
Right now there are 300+ titans in the game and in the hands of these entities there are at least 10%.
These numbers continue to go up.

Originally by: Ephemeron
Originally by: Rockstara
This is silly. Hotdropped capitals pose little risk to skirmish gangs, even with bubbles in null sec.

If you are in an RR BS gang, and worried about a triage hotdrop - have your own triage on standby.

If you suffer constant hotdrops and don't have the capital hardware to set a trap you are going to have to make friends either with the promise of capital kills or payments of isk.

carriers and dreads suck against subcap ships.
I recommend you try flying in Delve for a few weeks before you make such wildly inaccurate claims.

And if you got caps willing to jump into a hostile hot drop for isk, I may arrange some work for you. Make sure to fit nice mods.


Nobody drops 1 triage carrier to even out the odds. Well, i used to do it and it went well for 5-6 drops - and i only did it when we were outnumbered vastly. Fact is that even R&K who would gladly suicide a triage carrier for a good fight always have backup.
The 1st triage carrier is either to win, or to tease you into comitting your own caps to the field.

PS: I just remembered, check the Molden Intel channel MOTD.
That region used to be fantastic for solo or small gang pvp, but ever since FDN started the trend of hotdropping cruisers with moms, it went to ****. I think right now it's QUAM that does it.

Muad' Dib
Gallente
PWNED FACTOR HOLDINGS
Posted - 2010.05.15 20:15:00 - [133]
 

Originally by: Darek Castigatus
By the way Hirana im still waiting for that proof, but i guess thats par for the course when it comes to claims like yours isnt it.


I'll help you out, going out of Tannolen - and before Atlar, is a pretty big chore.
http://genos.killmail.org/?a=kill_detail&kll_id=6565008 - hotdrops Vigilant with a Nyx
http://genos.killmail.org/?a=kill_related&kll_id=6425198 - hotdrop of small gang with Nyx

Look up eve-kill stats on the characters Behedwin, Rakkata, Submit2me.
All of them are innocently looking alts for hotdropping.
Let's find some choice stuff, shall we ?
http://eve-kill.net//?a=kill_related&kll_id=5637688 - obviously the hotdroppers were just looking for a gf.
http://eve-kill.net//?a=kill_related&kll_id=6133000 - or this.
http://eve-kill.net//?a=kill_detail&kll_id=6147643 - or this.

I'd link some of Submit's drops but you can't be 100% sure it's a drop unless the ship dies too - he has yet to lose his bait Occator. He does do a lot of blackops drops - and you can use a normal cyno for that.

If i wanted to waste my time further, i guess i could go and dig up the old characters used by CH/ADHD, like that bait Phoenix with a Cyno.

Obviously it is not just CH/ADHD that do it but having lived in the area for 1.5yrs, they are the only ones for which i have examples currently.

I don't think there is anything wrong with the cyno overall, i do believe there is something wrong with the cyno's operation in low-sec because you cannot do cap warfare unless you have one of the big 200+ cap blobs as blue - outside of carrier repp on station off-c.
I say this as one of those ppl that used to be part of the blob, and as someone who has 3 capital ready alts right now, one of them being Titan/SC.

Karan SaJet
Posted - 2010.05.16 03:26:00 - [134]
 

Brother hood aliance hahaha
Thats what u get for killing a curse that u should have not killed.

Zalafas
Minmatar
Posted - 2010.05.16 04:54:00 - [135]
 

The first time I saw a capital ship in action was when some alliance-mates decided to attack a known pirate in a battleship, only to have said pirate cyno in a Nyx. We fought on anyway and got wiped out. It wasn't a big deal -- I didn't lose much at the time. It was kind of funny, really. :) I have a couple to things to say, though.

I won't comment on the gigantic fleet battles involving many capital ships cyno'ing in at once -- haven't been part of that. I do think it's odd that you can be fighting someone in lowsec, only to have them drop a cyno and have some gigantic capital ship (or ships) start appearing shortly thereafter without limitations. There's always a risk that someone might overpower you, or bring friends to the system, but this seems a bit excessive.

I'd like to point out, too, that the countermeasures discussed here seem to mostly apply to large fleets. It makes sense that, if you have lots of battleships in system, and lots of capital ships at your back, that you'd counter-hotdrop someone, or melt down the cyno ship fast. However, if you're alone, or have a small group of friends, and you don't have any capital ships around (or simply don't have any capital ships period!), then none of that works.

Maybe something could be done with cyno game mechanics in lowsec? I dunno...

Drendel
Posted - 2010.05.16 06:28:00 - [136]
 

If the real issue is hotdrop's why not make it where a targeted ship cannot maintain a cyno. This drops the hotdrop bait issue and dosent create usless programing for CCP so they can work on things a bit more important like lag in large fights.

Ephemeron
Caldari Provisions
Posted - 2010.05.16 07:59:00 - [137]
 

Originally by: Drendel
If the real issue is hotdrop's why not make it where a targeted ship cannot maintain a cyno. This drops the hotdrop bait issue and dosent create usless programing for CCP so they can work on things a bit more important like lag in large fights.
That would be an interesting twist, that could actually work in a balanced way. But it doesn't make much sense for target lock to prevent cynos.

Such a solution would mostly solve the solo cyno bait problem, requiring at least 2 people for successful ambush. Still, I like my idea of dedicated module better.

Merdaneth
Amarr
Defensores Fidei
Curatores Veritatis Alliance
Posted - 2010.05.16 09:49:00 - [138]
 

The only real issues with hotdrops are mentioned by Bomberlocks and Patrice Macmahon.

They both mention the viral and gravitional effect of capital hotdrops. If the only feasible counter to a hotdrop is a bigger hotdrop, then you will (and must) get ever-increasing amount of hotdrops. Combined with a retreat of people that don't have (or don't like) to hotdrop, it will lead to monotone capital blobbing gameplay.

A good game should offer several viable choices to counter a strategy, not one-choice-dominates-all-others. A good game should also make the viable choices available to its main player base. Hotdrops violate both good game principles (considering the average life span of an EVE player is 6 months and the only viable way to counter a hotdrop is a bigger hotdrop)

Dalek Commander
Posted - 2010.05.16 11:08:00 - [139]
 

Counter hotdrop with a bigger cap fleet.

Novantco
The Tuskers
Posted - 2010.05.16 14:21:00 - [140]
 

Originally by: Dalek Commander
Counter hotdrop with a bigger cap fleet.



Lol.

Backho
Posted - 2010.05.17 12:30:00 - [141]
 

Hello. In favor of balance, I introduce this module

Mobile Cyno Jammer.
Jams cyno jammers within 20km of a ship

Requires "Mobile Cyno Jammer V" to use
Skill multiplier (x24) [5-6 months for V]
+2% effective range of mobile cyno jammers

mobile cyno jammer skillbook costs 1,200,000,000 iskies

and to build the module, it takes around 30,000,000 noxium, megacyte, and isogen with perfect skills.

There you go.
To balance years and billions of isk of effort to hot drop, the counter module requires years of training and billions of isk to use.

Hence; balanced.

Sha4d13
Caldari
State War Academy
Posted - 2010.05.17 12:44:00 - [142]
 

Surely if you;re hotdropped with caps, and you are in subcaps.... you run? Thats the alternative counter. Why do you need another? If you cant outrun a carrier with a subcap, then you are pretty bad at Eve. Of course, there might be one or two of you tackled by something, but then you have the option of trying to kill them, or not engaging...

Its all about weighing up the risk and acting accordingly. Of course, in low sec you have the additional bonus of being able to jump through high sec gates if near them (to safety), or to dock at any old station. Sure- you have to de agg- but then those carriers dont lock instantly do they?

Robert Caldera
Posted - 2010.05.17 15:18:00 - [143]
 

there is no issue.
you can run, you can kill the cyno, you can kill tacklers or counter hotdrop; those are enough options.
Noone hotdrops a single battleship out of boredom, you must have messed with wrong people and should die.
Fact is, there is no other counter to well scouted gatecamps beyond hotdrop, so be just prepared because its the only way to remove your camp effectively.

Lil Mule
Posted - 2010.05.17 19:52:00 - [144]
 

Could be the suggestion is already buried in the 5 pages you post wh*res have written but Ill toss this in as I think it makes more sense, and is more simple:

When a cyno pops, and a cap jumps, each cap ship jumping through will arrive at X% distance to one another in LY's (not in KM's). Therefore you have a dispersion pattern across the solar system. Call it the innacuracy of using jump drives and the random possibilities generated by particle physics that results in such variances.

This will achieve the results you are looking for and will make it fair. In that manner the Caps take a certain risk jumping in as they have to re-group. It also gives you the time needed to GTFO because they will be re-grouping. Mayhaps you might even tackle one of the juicy b*stards and pop it.


Robert Caldera
Posted - 2010.05.17 22:18:00 - [145]
 

Originally by: Lil Mule
Could be the suggestion is already buried in the 5 pages you post wh*res have written but Ill toss this in as I think it makes more sense, and is more simple:

When a cyno pops, and a cap jumps, each cap ship jumping through will arrive at X% distance to one another in LY's (not in KM's). Therefore you have a dispersion pattern across the solar system. Call it the innacuracy of using jump drives and the random possibilities generated by particle physics that results in such variances.

This will achieve the results you are looking for and will make it fair. In that manner the Caps take a certain risk jumping in as they have to re-group. It also gives you the time needed to GTFO because they will be re-grouping. Mayhaps you might even tackle one of the juicy b*stards and pop it.




so how would you hotdrop camps if they could GTFO easily and return if you leave?

Muad' Dib
Gallente
PWNED FACTOR HOLDINGS
Posted - 2010.05.17 23:51:00 - [146]
 

Edited by: Muad'' Dib on 18/05/2010 00:04:26
Originally by: Robert Caldera
there is no issue.
you can run, you can kill the cyno, you can kill tacklers or counter hotdrop; those are enough options.
Noone hotdrops a single battleship out of boredom, you must have messed with wrong people and should die.
Fact is, there is no other counter to well scouted gatecamps beyond hotdrop, so be just prepared because its the only way to remove your camp effectively.


Hotdrops of single t1 cruisers with 2 moms have been happening since 2008.
Ppl have been doing it for a very long time and boredom just like cost is never a good deterrent.

Originally by: Robert Caldera
Originally by: Lil Mule
Could be the suggestion is already buried in the 5 pages you post wh*res have written but Ill toss this in as I think it makes more sense, and is more simple:

When a cyno pops, and a cap jumps, each cap ship jumping through will arrive at X% distance to one another in LY's (not in KM's). Therefore you have a dispersion pattern across the solar system. Call it the innacuracy of using jump drives and the random possibilities generated by particle physics that results in such variances.

This will achieve the results you are looking for and will make it fair. In that manner the Caps take a certain risk jumping in as they have to re-group. It also gives you the time needed to GTFO because they will be re-grouping. Mayhaps you might even tackle one of the juicy b*stards and pop it.




so how would you hotdrop camps if they could GTFO easily and return if you leave?


If i wanted to get a gatecamp for sure, i'd afk a plated trimarked Raven with ECCM and 5 warp disruptors.
Off-c, from this point on there are 2 options, carrier hotdrop and **** everything fast, or just Black Ops hotdrop with 20-30 bombers and pretty much alpha everything on the grid.

Personally i don't like a local effect cyno jammer for the very simple reason that it would be OP.
You can't increase the spawn range for caps around the cyno to over what it is right now, as you will get bumped off all but a few stations.
You can't change it to how jumping a gate in 2003 was with spawning in a random point around the system, with scanning what it is right now an already setup prober would get locks very fast and it would give an ungodly advantage to capitals who station hug.
You can't go for an increase in fuel cost, the increase in expense of a ship/module has not stopped anything before in EVE and will not stop anything in EVE - case in point the supercaps.

I would go for a cyno activation as an increase in initial LO and a subsequent need for LO present locally for each passing capital though the cyno - needed on the cyno ship.
It would pretty much kill the plated bs/plated bc as a viable cyno but it would still allow the transport ship and the buffer shield tanked bc/bs as a viable cyno bait.
Maybe even keep the dreads as low LO using ships, but increase substantially the ammount needed for carriers/supercarriers.
That way station hugging caps will still think twice about ... station hugging.

Sha4d13
Caldari
State War Academy
Posted - 2010.05.18 08:21:00 - [147]
 

Originally by: Robert Caldera
there is no issue.
you can run, you can kill the cyno, you can kill tacklers or counter hotdrop; those are enough options.
Noone hotdrops a single battleship out of boredom, you must have messed with wrong people and should die.
Fact is, there is no other counter to well scouted gatecamps beyond hotdrop, so be just prepared because its the only way to remove your camp effectively.


This. Its just people whinging as usual, because hotdropping prevents their particular play style from being guaranteed safe and victorious.

Notably, the OP has, I believe, been baiting and hotdropping of late- and got thoroughly counter hotdropped and shot to bits, the other night.

Muad' Dib
Gallente
PWNED FACTOR HOLDINGS
Posted - 2010.05.18 10:20:00 - [148]
 

Originally by: Sha4d13
Originally by: Robert Caldera
there is no issue.
you can run, you can kill the cyno, you can kill tacklers or counter hotdrop; those are enough options.
Noone hotdrops a single battleship out of boredom, you must have messed with wrong people and should die.
Fact is, there is no other counter to well scouted gatecamps beyond hotdrop, so be just prepared because its the only way to remove your camp effectively.


This. Its just people whinging as usual, because hotdropping prevents their particular play style from being guaranteed safe and victorious.

Notably, the OP has, I believe, been baiting and hotdropping of late- and got thoroughly counter hotdropped and shot to bits, the other night.


He made the thread 1.5 months ago, well before he tangled with CH and ADHD. Maybe it is in a way a whining motivated OP, but that doesn't mean that all of the sudden it has no value just because he lost a ship.

More importantly the OP posted with his main, and said his opinion on the subject, something that many on the last page have failed to do so, including you.

Sha4d13
Caldari
State War Academy
Posted - 2010.05.18 10:36:00 - [149]
 

Ooohhh get her.

Now- if you read carefully (there are people who can teach you such skills if you find that hard), I didn't suggest that the OP was in response to the recent incident. The point, of course, is that he too has found that hotdropping is a decent tactic, and that there is an effective counter...

I'm intrigued at your bizarre suggestion that I have not set out my opinion on the subject. A suggestion which is plainly comlpete bobbins.

As for posting with my main- what difference would it make to the opinion? Or to its validity? I've been playing since 2005, have been in many alliances, and have always made it a policy not to mix my views, with the views of my alliance (whichever it may be at the time) because it can cause unecessary friction. Thats a reasonable and appropriate position to take and in no way impacts upon or damages the validity of my comments. Its irrelevant to the point in issue. Your choosing to attack it clearly stems from your inability to logically challenge what I have said.

Changing the subject and attacking something irrelevant is a cheap strategy, employed primarily by the intellectually deficient.


Lil Mule
Posted - 2010.05.18 13:44:00 - [150]
 

Originally by: Robert Caldera
Originally by: Lil Mule
Could be the suggestion is already buried in the 5 pages you post wh*res have written but Ill toss this in as I think it makes more sense, and is more simple:

When a cyno pops, and a cap jumps, each cap ship jumping through will arrive at X% distance to one another in LY's (not in KM's). Therefore you have a dispersion pattern across the solar system. Call it the innacuracy of using jump drives and the random possibilities generated by particle physics that results in such variances.

This will achieve the results you are looking for and will make it fair. In that manner the Caps take a certain risk jumping in as they have to re-group. It also gives you the time needed to GTFO because they will be re-grouping. Mayhaps you might even tackle one of the juicy b*stards and pop it.




so how would you hotdrop camps if they could GTFO easily and return if you leave?


I think the answer is - it would take some committment on the end of those hotdropping in order to hold the system, and stick with it if they really wanted to keep it free of attackers.

If you hot drop in, and those in the system GTFO and leave, and you reform up, it gives you the advantage if they attempt now to do their own hot drop. Not only that but it serves to clear the system of the hostiles.

What you're really saying I think in your post is "But that would prevent me from hotdroppping on a sub capital/mini-capital fleet and wtfpwning them with my hotdrop capital non-sense, and thus I cant get easy kills in low sec anymore" - which is exactly the point.


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