I mean, yes, because that’s how risk vs reward works. If I told you to go do something in PvP that would guarantee you lost your ship and couldn’t do better than a break-even killboard you’d die laughing before you’d die doing it.
If the game mechanics say that something isn’t worth doing then no one’s going to do it. If you want CCP to change the mechanics to make your suggested counters viable then push for that, but don’t sit here and say “well people should just do it anyway” like that’s a solution.
Also, small addendum to this point. I ran some of the stuff in this thread past some other folks I know on both sides of this equation, and the actual answer at this point is apparently basically “don’t rat in sub-caps” for most people. You either fly something that’s effectively drop immune or you don’t fly, because if a drop actually goes off you’re just gonna die.
Nah, not really. Things are just massively stacked in favor of the hot-dropper right now.
Also we’ve been focusing on Blops drops, but a single Blops can just bridge in a Bomber wing, and you can whelp those all day and still break even with a single shiny kill. The entire fleet of Bombers may not even cost what a single Black Ops does, and the only Blops involved is at zero risk because he’s 7ly and 10 gates away.
Lets drop the hyperbole and the ridiculous examples here. Lets assume a reasonably active and engaged player who’s paying attention.
Counter play would be something that either lets him have a chance at killing the ship lighting the Cyno, or otherwise forcing that ship to take some meaningful risks to get off his tackle and Cyno. Heck, maybe at a spool-up timer to the thing. It only needs to be a few seconds to make it possible to kill him if you’re paying attention.
On the flip side, create PvE content that either includes more points to hold people on grid, or otherwise create situations where simply fighting aligned to a station isn’t the optimal solution to avoid risk, but where the rewards are increased to make up for it.
You’re never going to equalize a massively imbalanced situation, but you could create one where a one-sided Covert stomp-fest isn’t the best way to PvP, and where a single Bomber isn’t at basically zero risk engaging in this sort of gameplay. Maybe even come up with a set of mechanics that allows at least a few players to meaningfully respond to the drop before they all cloak up again.
No, I mean the player with the cloak here. Not someone remaining cloaked literally 100% of the time.
When this person jumps in and decloaks to point the target the two likely outcomes are:
- The target warps off. The only risk to the cloaky player is from NPCs in the pocket.
- The target fails to warp off in time, is scrammed and webbed, and dies in a hail of torpedoes. The attackers then warp off and cloak up until they can jump back out. At most they lose the Cyno ship.