These special missiles are pods crewed with Shriker clones that board enemy ships and damage them from the inside
Ships that leaves the solar system or docks will clear all Breacher Pod debuffs.
These special missiles are pods crewed with Shriker clones that board enemy ships and damage them from the inside
Ships that leaves the solar system or docks will clear all Breacher Pod debuffs.
I absolutely get that. That isnât the point. The point is: if you can bring those Soldiers to my ship with some breacher-pod technology, even while it has full shields and armor, they could also carry explosives and make my ship go boom. That mechanic simply doesnât make any sense from the logical point.
Youâre complaining that it takes 3 billion isk worth of unfit cenotaph hulls to bring down a 2 billion isk freighter.
You wonder why no one takes carebears seriously in this game.
Are you suggesting that at the end of those 75 seconds, when the soldiers have fought through to nearby crucial parts of the ship and placed the explosives, the weapon should do another 75k raw damage at once?
I think that would be a bit overpowered to be honest.
You know that I am not suggesting that. I am saying that if the technology exists to break a fully intact shield and hull of a hostile ship, nobody would send some âfoot soldiersâ but a bomb instead that instantly detonates and kills the ship from the inside. And that means, the whole idea behind this mechanic is crap, the design is crap and the implementation is crap.
And all that despite CCP being warned from day one and even given MUCH better DOT concepts that would actually be accepted much more, be much more believable within the combat tech-lore of EVEâs sci-fi setting and allowing for much better tactical gameplay in bigger battles without being totally disruptive in smaller fights. ![]()
Like with Citadel design, this whole ânew and fancy featureâ looks like someone had build a pile of really bad ideas and then intentionally chosen the absolute worst ones to make his concept out of them. No wonder they already had to hit it with a nerfhammer right in the face. Which wonât really make the situation any better: the amount of people actually using this ânew and fancy thingâ will go down and those still encountering it will still hate it. So, grats for wasting a huge amount of dev-hours for a feature that obviously didnât make the game better, is disliked by most players, used by a tiny tiny minority and didnât even achieve what itâs design goal was (better brawling experience) in the first place. CCP practically pulled the stunt off to create a lose-lose-lose-lose situation because they simply didnât want to listen to player feedback. Grats!
I like these new ships, they seem fun.
They also seem to shake up the stale HS ganking meta, which also is a plus.
And there it is. You support it because itâs fun for you and your killboard, not because itâs balanced, makes sense to the lore, requires skill to use, or good for the game.
A mechanic like DOT is almost always an AOE spell, unless itâs something like âpoisonâ in which case there are counter-spells or items to nullify the effect, which here there are neither.
Did I say those things?
I also think itâs balanced, makes sense to the lore and is good for the game. I wonât comment on the required skill as I havenât flown the ships myself yet (still need to do a run to Zarzakh with the infomorphs I got from my merc den to get the skillbooks and blueprint) so cannot comment on how much skill the ships require, but donât see how it requires significantly less skill than other short range ships.
Nonsense.
I donât know what you use as reference for this, but many games have targeted damage over time effects as well. You mention poison, but damage over time effects like from the Warlock in World of Warcraft is a common archetype, or the Cursed staff in Albion online if you wish to stay closer to the full loot PvP sandbox experience.
Area of Effect attacks are another common attack trait, sometimes combined with direct damage, sometimes with damage over time. Itâs a different form of application, but not related to specifically damage over time.
In fact, in EVE we already have a lot of area effects from bombs and smartbombs. Vorton weapons too if you would count bouncing attacks that hit multiple enemies as AoE.
THIS is nonsense. Smartbombs and Vorton weapons are not DOT. Bombs are countered by defender missiles or SKILL EXPRESSION in moving out of the way/activating Assault Damage Controls.
Oh just parasitic bomb and psionic storm from StarCraft 2 both of which are AoE also, which are short and you can just move away from. Fire DoT spells in D&D, which can also be AoE, can be countered by water spells or moved away from. WoW and every FF game has multiple DoT builds, and basically all of them can be cured by items, spells, movement, etc. - Same with MTG.
This implementation of DOT with no cure spell or remedy item is not based, itâs trash. It does not offer any skill expression for either player. Cenotaph just yeets a pod and thing getting hit just bleeds without any skill lane to counterplay.
Sorry, typo. Fixed.
Itâs not trash or bad.
It just means EVE is in need of another ability: the ability to counter or end damage over time effects.
I think that we all know that.
I the idea is great. In my favorite space book this is something they do in space battles. But there is a difference. In that book, or lets say in the space fantasy, the defending ship has its own soldiers aboard who can fight the attackers. In EVE Online we donât have any defense. Additionally, the attacking soldiers might surrender/try to run away in case of emergency (like the main ship disengaging from the battle) or if they start losing the fight against defenders.
Also the troops are sent to the defending ship in a âbreach shuttlesâ and those are prone to being destroyed before landing.
It is not impossible to imagine that they might keep fighting even those their main ship is gone, destroyer or ran away from the fight, but I think it is more likely that these imaginary soldiers would try to surrender.
Translating that to the game:
Since when have carebears ever given a s**t about balance, lore, skill, or whether something is good for the game?
If it doesnât let them print isk in 10,000% safety, then they hate it.
why not ban all weapons from high sec while youre at it??
i mean who would be malice enough to use weapons on other players in high sec?
dude.., your chin .. you need to wipe off that dribbling sarcasm lol
If you drop HAW dreads or Marauders. you are completely immobile, and youâre barely better off with carriers. A couple of enterprising interdictor pilots and that can be escalated into a massacre, because it canât escape. Marauders also recently had their MJDs nerfed. Lack of mobility is used to balance those otherwise very powerful ships.
Also, capitals dropping on everything WAS overpowered so it got nerfed. Now you have to put a reasonably expensive, squishy ship on grid, and your opponent has the opportuinity to blap it and moonwalk away.
What penalty does the Cenotaph have to pay for its bonkers firepower? Oh yeah, a mobility BUFF. Resistance to webs.
I thought it was the incredibly short range they gave the Cenotaph that was meant to be itâs main limitation.
And if your fleet is kiting far away and only the Cenotaph has to get close, it got a web resistance bonus so it doesnât easily get stuck up close to the enemy by anyone with a web.
please⌠How much practical experience do YOU have with Cenotaphs⌠Itâs really a bit like arguing with a blind man about coloursâŚ
A Cenotaph is a CLOAKY ship. You keep it in the back, hidden until the fight has started and the hostile fleet is commited. Means lots of their most expensive key ships are hard tackled by scram/web. Then you either do a combat scan and warp directly at 0 on top of them or in case there is a bubble, warp to the bubble, decloak and approach them with a 100MN AB and they canât stop you from doing that at all. Once you completely âhugâ them at 0m, you release the Breacher pod which will tag your target with a DOT before they can even hit smartbombs - their overview is delayed by a Second, thanks to the server ticksâŚ
Here you can see a prime example why that ship is utter crap. The much smaller Armor Gang did take a fight against a much larger shield gang and did hold very well due to better skill of their pilots until the Loki of âMORE POWERâ was killed. That guy reshipped into a single Cenotaph and the Armor gang was simply totally massacred after that. This could have been an extraordinary well fight and it was turned into complete frustration and an easywin for the larger gang by simply bringing one ship.
This is why nobody wants to fight these ships. The overwhelming majority hates them and the only few people who actually like them are those who have no clue about high-level PvP.
I admit I havenât flown the Cenotaph yet, I only just started training the breacher skills and bought a Tholos.
Nevertheless, it doesnât take experience flying the ship to answer the question:
What penalty does the Cenotaph have to pay for its bonkers firepower?
With the main designed restriction the Cenotaph has, which is itâs short 12km range on the breacher pod.
All the talk about âexperienceâ and âcloaksâ aside, are you saying the Cenotaph does not have a limited short range?
Cloaks and the web resistance bonus sure help mitigate the effects of a limited short range, but that doesnât mean the ship does not have a limited short range.
Nobody is arguing that. The point is that this âshort rangeâ doesnât limit itâs ability to ruin otherwise balance fight scenarios. It is bascially a content destroyer. And if you had explicit experience with the ship and the environment it ruins, you would know that. But you donât, that is why your position in basically every topic about the Deathless ships and the Breacher Pod comes down to âbut its new!â and âbut I like it!â.
Yeah. Itâs new. And yeah, you like it. And itâs crap. The only people who donât understand how bad itâs design is, are those having no clue about small- to medscale PvP OR they are excessively using it themselves to even easier curbstomp targets they would have killed anyway, so they use it as another convenience tool for the already superrich vets that even require less skill and effort than before. And the main goal that was set for the ship (citation CCP âmaking brawls more interestingâ) is missed by a mile. As predicted. Still some people defend that nonsense. ![]()
Yea, but Iâm not talking about the overall balance of the Cenotaph at the moment.
Just that it has a weakness of short range, in response to Jamesâ claim that the Cenotaph has no penalty.