And while weâre on the topic of HS weapon mechanics and legality of weapons, I always found it illogical that in one unique and thus inconsistent case our shipâs safety systems are being used to reprogram the mechanics of a weapon.
Safety settings completely alter the effectiveness of EDENCOM Vorton launchers by letting it only hit specific targets, something that should never have happened.
Just the other day I saw a question of a confused alliance member who asked why the bouncing Vorton weapon hit friendlies in null security space âeven though they had their safeties on greenâ. First, safeties arenât relevant in null sec, itâs a high-sec mechanic to protect yourself from accidents, but more importantly safeties should never have changed the way mechanics work in the game.
Vorton weapons should have the same treatment as smartbombs in high sec: legal but risky. Able to kill enemies but also able to accidentally also hit illegal targets in the area of effect, these weapons should require red safeties to activate.
I remember that someone here claimed that bulkheads are counterplay. So I wanted to link this. And yes it turned nonprofitable for them, but they got unlucky with 20Ë% drop.
While I donât think Cenotaphs killing Freighters are a big âproblemâ right now (Target has to be extremely high-value cargo AND fly totally unescorted), I would agree that Breacher Pods should be illegal in HS.
We have a difficulty progression from HS to LS to NS for a reason. There should be certain mechanics HS players do not need to care about. We tend to forget that capsuleers arent the ones making the rules in Empire space. Capsuleer-Technology is completely controlled by CONCORD and rights can be granted and revoked at any time. It would always be lore-consistent because if the Government says âyou canât use this hereâ then that rule is hardcoded into the capsuleer technology and just âlawâ.
Well, I agree with the intention, but I would offer another (imho better solution).
Let Vorton Arc Weapons have a special ammo that removes the ARC functionality but adds range and application instead. Only working against a single target then, of course. But, not add damage of course (else it would be too good against pulks and single-highHP targets alike).
So, give that âPrecisionâ-Ammo a 50% range + 50% explovelocity + 50% exploradius bonus, keep the damage modifier but remove the Arc. And that ammo is the only one safely usable in HS. All other Ammo types require Safety Red and might get you concorded if you accidentally hit a non-legit target.
I donât think they should be banned, but I would suggest they be nerfed. From a lore standpoint, it makes no sense that Concord would kill an aggressive ship, but let shock troops continue to rampage through a victim ship.
Maybe some period after the initial response a couple special Concord ships show up, launch their own pods into the victim ship and kill of the enemy troops (stop the DOT). It would help nerf the post death damage, but there would also be a tradeoff: You have to stay on grid to get the assistance.
It is an issue everywhere. I mean, you can even win a fight, by killing your attackers or at least break tackle and successfully warp off - and still die from the DOT.
This mechanic is so utterly stupid and simply doesnât belong into the game that way it is implemented.
Thatâs the design of these weapons. It deliberately has that strength. Itâs the first lasting damage-over-time weapon effect in EVE online.
Damage over time attacks arenât unique in gaming. The role of âdamage over time effects to killâ is present in many other games, the warlock in World of Warcraft is known for it. Always fun to kill people even when they managed to run away from you.
Calling this design âan issueâ is like calling it an âissueâ that bombs deal damage in a wide area of effect, that railguns have long range or that artillery weapons have high alpha damage.
Itâs a new kind of weapon, get used to the extra variety!
+1 in support for banning breacher pods in HS, or altering concordâs response in order to stop the DOT after the cenotaph is killed.
It is not right for characters to be able to sit on grid with 5 cenotaphs next to 22 concord police captains and do up to 75000 raw damage in just over a minute while concord does nothing to stop it.
And itâs stupid. As has been said by every experienced PvPler from the moment when it was introduced. Everyone with a brain knew it would be totally OP, close to gamebreaking.
And what was the result? Fights that once were close and could be shifted by superior skill with disrupting enemy logistic with booshers, ECM, neuts, damps or by successfully protecting the own logis against those disruption attempts turned into massacres where the fleet with the greater numbers could easily place some regular DPS guys into Cenotaphs and completely obliterate an otherwise halfway equal gang that would have had a chance to take and maybe win the fight if they were better.
What was the goal? âTo make brawling more interestingâ and what did everyone do from day one? MORE KITING. Great Success!
It all lead to the point where groups that hover at the peak of small- to medscale skill level when it comes to fights even soft-banned the ship from engagements. They clearly said: âIf you bring Cenotaphs, you wonât get a fight!â. THIS is how badly that ship and weapon system is designed, so much, that players actively boycot it!
And as expected, CCP had to hit it with a nerf-hammer at the first occasion.
Sorry Gerard. The ship and the DOT design is utter crap for the game and it would have been the best never to implement it that way. There were much better concepts for a DOT mechanic being suggested. Now we are probably stuck with that nonsense for years because CCP is stubborn and somehow think they can âtweakâ it. Well, yes, they can nerf it further so it becomes useless or totally niche. Great work then, another wasted design opportunity.
Oh, going ârealismâ now? How does the Breacher Pod comes through the shield in the first place? How do those soldier âget onboardâ? And if there is some magic-technological way, why not simply send a nuke that way instead of some soldiers? And you hit, 10seconds later âBoomâ and the target ship blows up from the inside? Totally nonsense. Either you can penetrate a target ships hull to get something onboard, even while Shield and Armor are up, or you canât. And if you can, you send explosives, not soldiers with âHandgunsâ.
People say the same when you drop Marauders or caps on roaming small groups in null, or bring too much ewar that it isnât fun to fight. People refusing your strong or annoying ship doesnât mean the ships are badly designed. Not every fight is a friendly fun fight in EVE.
Apples and oranges. A small gang simply canât hope to ever fight against Marauders or Caps thrown at them. Of course they donât fight and blueball if they have no chance, no matter how skilled or experienced they are. The game mechanics simply donât allow a win here.
I am not talking about some random dudes roaming some backwater nullsec owned by cyno blobbers. I am talking about PvP experienced groups that play on the edge of what is possible in that game, skill and fitting-wise. Professionals. And tbh, I trust their judgement because they know the game better than anyone else, including CCP.