In some cases that would definitely be true, however in this case, the reality is that it’s rarely ever used. We’ve had these modules for over a year, and in that time 15 ships have died with a PGen, 2 were haulers, 13 were titans, and only 3 titans actually had the module fitted. Now, either PGens do not show up on killmails, or the modules have never been successfully used in combat, since there don’t appear to be any losses mentioning them at a glance on zkill.
That’s also ignoring the fact (that I already mentioned) that many of those possible attribute affects do not currently have modules that perform that function remotely.
This also doesn’t take into account any restrictions that a citadel version of this module might have. For example, I can already fit remote repairs and cap transfers on practically all classes of ships. Does this mean that we see RR fleets constantly in order to reduce the number of logistics on field? Hardly.
There is so much room for balance adjustment in a system like this, that there can still be plenty of reasons to bring your own, should they be valuable.
The idea that only a single class of ships should have exclusive rights to a function is not universal. There are some cases where a specific ship is absolutely needed to perform a task. But there are also numerous cases where multiple ships perform the same or similar task and still get used in different ratios due to other factors.
It’s not like titans and supers are used for anything other than their PGens and Burst Projectors. Surely the enemy sees that our citadel has a PGen on it, clearly they would never want to bring their own (not that they appear to do to any significant degree anyway).
If I have to keep saying “has reasonable counterplay” to get the message through, I will. Shooting those modules was the counterplay. There are a number of options available and even more possibilities of restrictions on a potential Standup PGen to enable counterplay. If shooting everything were the only solution to all of EVE’s problems, it would be quite a boring dps graph simulator.
I could be wrong on this, but I’m pretty sure RF’d POSes can still shoot back. The only things that go offline are modules requiring COU. If the related CPU-using modules on structures is tackle modules and such, that’s totally fine with me. Turn off the tackle and let the successful fleet leave.
I’m sure you’ve missed it, but if you read back and consider your previous arguments, I’m sure you’ll see he irony in trying to use that here. Please tell me I won’t have to break this down to its most minuscule levels.
250km is not the range of everything else. It’s 300km for everything but carriers and supercarriers. The reason an extended range is needed is because how support can be chained. Would it make sense if logi could rep friendly ships from inside a POS forcefield or still tethered? It wouldn’t. If the defenders aren’t allowed to hide a portion of their fleet behind an odd mechanic during a fight, why should the attackers get this benefit?
If you want a prime example of mechanics that were changed to force the support into being a part of the fight, just look at the old Command Link mechanics and the way burst projectors work now. There would be no point in forcing them on grid, where hostiles can directly affect them. That’s why you can’t hide them in POSes or off grid anymore. He same applies to carriers and sky net (yet still somewhat contradicted by the extended ranges they have now).
Not every offensive module reaches out that far. And if you’re that uninformed, the fact that weapons and fighters can reach out that far I literally the smallest problem. We already have doctrines that reach out past 250km and the damage is truly pitiful. We literally use paper-ranked sniper ravens to RF structures that far away. The only real issue I’ve ever seen anyone run into from there is a defensive fleet, or a doomsday. To which they found an extremely clever way of working around and adding some utility to the fleet.
No, they gave quite a bit to attackers. Change to vulnerability, removal of void bombs, needing of scrams and webs, high and low power States, if it weren’t for the 5-minute fitting window and GTFO module, this was an overall beneficial proposal to attackers. It’s not a full paradigm shift, but it’s getting there.
No counter? Surely you didn’t read vague suggestions on possible methods to approach the module and literally could not think of a single counter.