Maybe the solution is a tankier Marauder class that does less DPS and features command burst bonuses, aka: Flagships.
May I suggest a different approach to nerfing the ship hulls? Try nerfing the fleet commanders?
When I fit a hauler with inertial stabilizers or reinforced bulkheads, I get the fitting warning about diminishing returns. When a fleet commander decides 5 Golems, or 15 Catalysts, or zerg Vexors, there is no diminishing returns.
Smart fleet commanders mix the fleet with various hulls for optimal success. Like sending 46 titans plus supporting forces. Spam fleet commanders just pick a hull and figure add more accounts until they have success. Like attempting to destroy 46 titans with Vexor cruisers. Spam enough might work. Either that or crash the game server. According to the Clash at Atioth news, crashing the game server with Vexors still gives them the win.
How about reducing DPS and EHP for spam combat fleets (explicitly not mining/industry fleets). If someone forms a fleet with a pair of identical ships, no reduction applied; start nerfing the fleet stats when they add a third identical ship. A 25% reduction to DPS and EHP for 3 identical ships drops the 3-ship fleet down to 225% of a single ship. Ramping up the nerf for higher ship counts will seriously send a message to the “5-Marauders Wins” fleet commanders.
This fleet mechanic change will not work without ensuring players cannot exploit their way around it. Only limiting the nerf to specific ships, like Golems or Vexors, will just have players mixing the ships within the hull category, like Marauders only or Cruiser only. As fleets grow, this game mechanic must also grow into hull classes and sizes. Battleship or cruiser only fleets cannot be immune from this. Force players to add more complexity to larger fleets. Make them play smarter.
Who cannot adjust their fleets for this game mechanic? This player category:
Forcing different weapon systems, hull sizes, and other variations onto someone currently piloting 15 Catalysts will make automation more difficult. I have no sympathy for those players.
Another work-around to prevent is docked pilots counting towards the variation mechanic. The nerf must be limited to specific combat locations. For faction warfare complexes, only factor ships within the mission reward area. So, if it is a defense grid with 3 sub-complexes, all sub-complexs and players warping between those locations count towards the fleet stats. Warping the marauder fleet onto grid with some frigates will be treated as a whole fleet. Warping the frigates out to safety immediately removes them from the fleet calculation. Ships lost in hostile combat (cannot just kill your fleet frigates yourself) will have a nerf delay timer. The nerf change may be either progressive or implemented in full at expiration, however Fenris Creations decides.
TLDR: Please nerf bottling and spam fleets instead of everyone. Everyone except the offenders will appreciate the change. Lets support the majority of players on this issue.
Ban red safety (yellow only) from 0.6 to 0.9 systems. Problem solved.
Or better, remove safety settings entirely!
While we’re at it, turf local and end the botting!
Yeah man, none of that is going to happen. You’re just going to have to learn to play instead. ![]()
Do you speak for Fenris Creations?
What about a single, unbonused command module for Marauders? That would allow some EHP to be clawed back but at the expense of a high slot.
It’s not a command ship though, but you can always bring a command ship along for those boosts.
Yes, though that kind of defeats the purpose. We have the new Faction bastion modules - although they tend to be geared more towards active tanks.
If you want EHP, the Republic one is the choice for that (shields at least).
Yeah, just not a fan of the sticker price! Maybe they’ll be added to LP stores down the road (probably not, though).
Considering that T2 hulls only have 2 rig slots, we’re already gimped 20% compared to other hulls. Plus the loss of the shield/armor/hull bonuses doesn’t help…
I am 21 days away from Wing Command V and then I can start Fleet Command.
It says at 4 it unlocks Commands ships but I already have it at V…
It’s not a Destroyer Ship either, it’s the Fleet formation???
Quite complicated approach but I like the initiative,
if it helps getting back some of that lost buffer tank (and falloff)
We are the CUSTOMERS.
EVE, FENRIS, is the COMPANY.
WE SHOULD CARE ABOUT US, AND ONLY US.
UNIONIZE.
I told here that Kiki+2 Damaviks in T-1 were too OP.
SOMEONE LISTENED. They moved them to T-2 and up.
NOW THEY ARE BACK TO T1! NOT ONLY THAT, before losing to them, I beaten a SKYBREAKER’PACIFIER in the first room, which is ALSO TOO OP.
BUT THIS TIME, NO-ONE Care enough to try for themselves, and see what I’m talking about, without acting like a very good AI, programmed to tell me YOU’RE RIGHT BOY, BUT KNOW WHAT? THEY WILL ALWAYS WIN!!! SO WHY DO YOU PLAY AT THIS GAME???
I Asked them to change the ORBIT mechanic so we could choose to orbit in circle, in vertical pendulum, chaotically. NOTHING WAS DONE.
I AM ASKING, to be able to target three. four, all OF MY TRAGETS, INCLUDED MAYBE A INVISIBLE COLLIDIBE LIKE THE RED SIGNS OF DEATH, after someone BUILD a TICK in the overview so WE CAN TARGET THAT THING THAT THE AI CAN CLEARLY TARGET AND AVOID, WHILST pushing you towards it, like a ORCA or WOLF PACK HUNTERS,
THEY CAN SEE THE “THING”. YOU CAN’T!!! BD THEY ARE PROGRAMMED TO AVOID IT!!!
I want the same"abilities" the AI has.
This means REWRITING the Autopiloting AI CODE, allowing for multiple complex inputs to
average each other, so you have a resultant, that gives you the BEST CHANCE to avoid collision, catch, SEE INVISIBLE THINGS that now don’t see, and can not target… like the PERIMETER OF THE ZONE… or the CENTRAL AXIS of the ROOM----
Otherwise tell me why it has NEVER, EVER, ONCE, an NPC EXPLODED OUTSIDE THE RED WALL OF DEATH??? HOW DO THEY KNOW IT’s THERE???
Get up your INTELLIGENCE, take it for a SPIN, and RECALIBRATE AROUND
YOU!
US!
If you partner with those LAZY GREEDIES, STAY OUT OF MY SIGHT!
NERF THE FLEET???
WHAT HAVE YOU BEEN DRINKING???
Their AI has ALIEN-LIKE specs, we should have at the very minimum some counter-intelligence running, instead it’s all a bunch of FAg(YU(Ré&$/)TF)OTS!!!
WHERE ARE ALL THE REBELS???
CARBON CREATION???
IT’S THERE WE SHOULD PUSH-PULL THESE ReQUESTS NOW???
I would like those RED BANDS OF DEATH transformed into RAD BARS, LIkE A COLLIDABLE FARADAY CAGE, with BARBED WIRES that hurts you, if you touch them.
I Would also like it to be selectable, and a NEW Flying script added, like MAX Distance allowed (from 500mt to 100km). AND BLUE LIGHTNINGS WHEN A COLLISION HAPPEN.
Watch the clip till the end…
Without all your screaming, the text makes as much sense as before, but is more readable for sure. Thank me later.
For what?
For having taken distance from everything I said in the last 15 years,
whatever things I wrote?
From the red button or wallet cap?
to the multiple Autopiloting Algo’s requested?
Where did you assist the player abilities to have a better experience ever?
Remind me of one occasion.
Only your friend GEO, came up with CARBON, but I still have
no practical idea how to interact with the informations provided.
Once this forum had some REBELS, trying to flip the coin.
They are all gone. This is a reality.
There’s but a bunch, afraid of the consequences to speak in favor of
any of my proposals.
Nerf the Fleet stack abilities?
First why don’t FIX the SOLO piloting abilities?
Even as a LOGI, you have 10 buddies locked and other 20 on your list, it’s you that have to keep the logi at range, the logi can not keep all ten at range.
With my proposal, it could.
AFTER Fleet, Autopiloting, and invisible objects collisions being made targeteable, with a command that say avoid, stay at MAX 1km range from this, then, only then,
it could make sense a talk about nerfing the fleet.
now it’s not the moment.
Is it clearer?
AI has become too much of an hazard, it’s basically unbeatable even in t-1 Abyss.
I tried to show you but no.
It’s my fault.
ofc it’s my fault, did the devs cut the Oxygen levels to the pilot too whilst in the Abyss
so he doesn’t see the RED BANDS all the time???
Tell me I’m wrong, that the AI has no way of knowing how to avoid the RED BANDS OF DEATH. It has just been preprogrammed to stay in a determined orbit that casually, coincides perfectly with the dimensions of whatever Abyssal room… and can naturally pursuit it’s target with it’s own fleet that auto-rep themselves…
(I’m talking specifically of the kiki+2 dama combo, which I had removed from T-1 a long time ago, that magically made a comeback…)