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blankseplocked World of Caps/SuperCaps - A solution to reduce the imbalance
 
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Thorian Baalnorn
Posted - 2010.08.14 01:39:00 - [31]
 

Responding to various points:

Caps are fine the way they are.Cap fleets are just pvp on another level. Jump Timers wouldnt change a thing. Travel time wouldnt change anything. Their are multiple cyno ships in any decent 0.0 fight that involves caps.
A grid wide cyno jammer would either be over used( 20 cyno jammer anyones?), circumvented( cyno on a different grid then warp which will only cause a delay),or not effective enough to fly( primary anyone?)

Really its fine how it is,

Valandril
Caldari
Ex-Mortis
Posted - 2010.08.14 06:21:00 - [32]
 

Originally by: Rhinanna
Ok Mr. Balls for Brain,
Show us the tactics for a 20man fleet to be able to fight with and get kills without major risk of getting hot dropped please.
No, ISK should NOT completely override skills, tactics and scouting but the abilities of capitals currently do this. Instead of random sweeping statements perhaps instead try something constructive for a change and suggest how anyone does counter this.
Money doesn't override tactics, nor skills get a clue you smartpants. And the risk of hot drop ? Either bring your own or just move along after they jump in (20man is a roam not combat group).

eleve
Posted - 2010.08.14 12:54:00 - [33]
 

I would support some extra timer, but couple minutes is too much. About 20-30s would be pretty nice. You could open cyno in random location in the system and no one can warp fast enough to you to destroy the cyno before caps comes in, but hot dropping straight to enemy gang would be gone, unless you use capital ship to deploy the cyno.

As it is now, using a capital with small alliance more than a ten minutes in low sec just end almost always getting cyno at the side of your carrier or dread and couple motherships coming to say hello.

Rhinanna
Minmatar
Brutor Tribe
Posted - 2010.08.16 12:53:00 - [34]
 

Originally by: Valandril
Money doesn't override tactics, nor skills get a clue you smartpants. And the risk of hot drop ? Either bring your own or just move along after they jump in (20man is a roam not combat group).


Yes 20man IS a combat group or roam, a roam is a combat group......
No its not a CTA smash the enemy sov groups, I don't actually have problems with groups like that getting hot-dropped since they are going to take SOV from someone or destroy a POS so likely have their own caps on standby endway.

If you had bothered to read the thread the problem was that a small gang can engage a larger gang then instantly drop caps on them. Nothing the hot-dropped group can do about it. Its instant so you can't kill the cyno, you are already tackled so you can't escape. Basically its a 'I WIN' button for them.

Sounds like you personality test was right, you just want to grief with no risk to yourself from what you are saying.

I have no problems with Caps in terms of combat power or effectiveness. I do have a problem when they are better are cloaky style ambush operations than cloaky fleets!

Bringing your own simply isn't an option for smaller alliances. PvP isn't only for the larger allainces you know.

Robert Caldera
Posted - 2010.08.16 16:12:00 - [35]
 

Originally by: eleve
As it is now, using a capital with small alliance more than a ten minutes in low sec just end almost always getting cyno at the side of your carrier or dread and couple motherships coming to say hello.

what do you mean with "using"? Your station camping carrier gut busted? Its the way to go with station camping capitals, hotdrop is the only solution to them.

Beyond all that, a cyno has a very limited range, so it is how its balanced. If you do "PvP" around guys capable of such hot drops its your fault of being careless ass.
The cyno is used for what it was designed, stop whining about things which are used for their specified purpose.

Altaica Amur
Pan Galactic Gargle Blasters
Important Internet Spaceship League
Posted - 2010.08.16 20:10:00 - [36]
 

I think the only halfway reasonable suggestion here was a potential lock delay after jumping. Delaying the jump itself makes it possible to lock capitals out of jumping in on a group with enough damage on them where smaller groups unable to destroy the cyno ship before the cap comes wouldn't have this option, probably not the OP's intent.

A lock delay allows folks to gtfo of a hot drop that's depending on the capitals for everything other then the cyno itself, a mild amount of tackle should capture some folks long enough to ensure the capitals play a role even with a lock delay after jump.

PhantomTrojan
Gallente
Posted - 2010.08.16 20:45:00 - [37]
 

caps take for ever to lock something even with sensor boosters, if you are in a hac gang/bc theres no way a capital ship can tackle you unless you are ******ed, but the support fleet can actually tackle you, capitals witouth support are useless.


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