Breacher pod banned in HS

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 isn’t 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 doesn’t make any sense from the logical point.

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You’re 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 “foot soldiers” 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 EVE’s sci-fi setting and allowing for much better tactical gameplay in bigger battles without being totally disruptive in smaller fights. :man_shrugging:

Like with Citadel design, this whole ‘new and fancy feature’ 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 won’t really make the situation any better: the amount of people actually using this ‘new and fancy thing’ 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 didn’t make the game better, is disliked by most players, used by a tiny tiny minority and didn’t even achieve what it’s 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 didn’t want to listen to player feedback. Grats!

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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 it’s fun for you and your killboard, not because it’s 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 it’s something like ‘poison’ 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 it’s balanced, makes sense to the lore and is good for the game. I won’t comment on the required skill as I haven’t 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 don’t see how it requires significantly less skill than other short range ships.

Nonsense.

I don’t 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. It’s 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, it’s 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.

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Sorry, typo. Fixed.

It’s 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 don’t 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 “breach shuttles” 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:

  • the guns should launch a projectile that can be destroyed prior to landing, something like the drone rats (and I mean the drone-drone), allowing to counterplay via speed or smartbombs
  • having marines or other combat person units in cargo should somehow reduce the breacher pod damage
  • DoT should be significantly reduced or rather slowed when the attacking ship is no longer on the same grid

Since when have carebears ever given a s**t about balance, lore, skill, or whether something is good for the game?

If it doesn’t 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 you’re barely better off with carriers. A couple of enterprising interdictor pilots and that can be escalated into a massacre, because it can’t 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.

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I thought it was the incredibly short range they gave the Cenotaph that was meant to be it’s 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 doesn’t easily get stuck up close to the enemy by anyone with a web.

please… How much practical experience do YOU have with Cenotaphs… It’s really a bit like arguing with a blind man about colours…

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 can’t stop you from doing that at all. Once you completely “hug” 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 ticks…

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 “MORE POWER” 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.

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I admit I haven’t flown the Cenotaph yet, I only just started training the breacher skills and bought a Tholos.

Nevertheless, it doesn’t 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 it’s short 12km range on the breacher pod.

All the talk about ‘experience’ and ‘cloaks’ 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 doesn’t mean the ship does not have a limited short range.

Nobody is arguing that. The point is that this “short range” doesn’t limit it’s 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 don’t, that is why your position in basically every topic about the Deathless ships and the Breacher Pod comes down to “but its new!” and “but I like it!”.

Yeah. It’s new. And yeah, you like it. And it’s crap. The only people who don’t understand how bad it’s 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 “making brawls more interesting”) is missed by a mile. As predicted. Still some people defend that nonsense. :person_shrugging:

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Yea, but I’m not talking about the overall balance of the Cenotaph at the moment.

Just that it has a weakness of short range, in response to James’ claim that the Cenotaph has no penalty.