Mobile Observatories – Live on Singularity

FIrst off, things like dotlan are delayed, so the “intel” they provide is old unlike the instant, up to date local which lets the prey know you are there and can warp off before you even load the system on your end. A lot of the stats in the in game map are “in the last hour” so yeah we know that an hour ago there was a ratter somewhere lol. Most of the time you get there and the system is empty. Second, fine get rid of local and the external intel tools, agency, all of it. I would be overjoyed with that. Bring on the fog of war!

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of course they run, if your intent is to shoot hapless miners. people who want to fight will form up and fight. so seeing someone in local serves two purposes. it gets non combatants off the field and puts actual content in play.
dont start spouting nonsense about the miners defending themselves. their training plans are longer than most combat pilots. it is unrealistic to expect them to be effective at both. so they need time to log on their combat guys to engage

if it is a fight you want, you will get it, if you are into seal clubbing, that isnt pvp. , lets have solid combat for a change and let the carefbears keep the ship and module supply going.

Which you happen to be one I can see. Even with all the tools at your disposal you still have those massive losses. No wonder you are one of the whiners. Easier to whine to get the game changed than to actually learn how to play the game as-is.

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yet a lot of those die all the time.

wrong. now with ess you know where ratters are almost instantly. and even better it show it to you wherever you are with no restrictions. also now hunters have a mighty jail free card . he bounce in safe spots and just filament out.

only a clueless forum troll would assume that the account i choose to post with is my only account. my combat account is my main in game toon. i also have other accounts tha have multiple roles. I feel i can speak on behalf of each of my playstyles.

  1. Hunters should have a sporting chance of catching something, null sec is supposed to be dangerous. As things stand that isn’t the case. It’s noobs and AFKers
  2. Miner or not, everybody living in null sec should be willing to PVP else they belong in highsec
  3. You don’t usually get people reshipping and pushing you off. You get passive, ship spinning until you’ve gotten bored and moved on because they know you can’t do anything
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You didn’t need filaments to get out of anywhere. A cloaky could log out and come back later when it wasn’t as hot. They could cyno in a blops to bridge them out, etc.

The fleets that use filaments are not the same as cloaky hunters. Let us not co-mingle two different things. Why would a hunter filament and risk getting out of jump range of their fleet and have a long way back through an unknown path to home?

Still, the account you posted on has massive losses of mining ships and you are complaining about the bad cloakies getting miners. Regardless of your supposed PVP prowess on some mythical other account, the account you displayed definitely shows you don’t pay attention or bother to use any tools to survive whatsoever when you mine. It doesn’t matter if you are speaking on behalf of some other playstyle or not as it is obvious where the whining comes from.

i absolutely agree with you. we require our miners to be able to at least put a basic combat ship on the field for home defense. I also find the surprise element of filament gangs to be an exciting change. it shows a willingness to take a risk and find a fight. my issue over the years has been with the mindset that miners belong in High Sec for some reason, They are part of the economic backbone of Null. However, they should not just be fodder for a solo cloaky loki that is too risk averse to fight an actual combat ship.
I still believe that seeing an intruder in your space should be a signal to dock up non combatants and put fighting ships on the field.

Yeah I agree, there’s definitely a place for miners in null sec. I’ve never suggested otherwise. The issue I have is the unwillingness of 99.9% of them to reship and defend their borders. Too many expect CCP to protect them. Null sec has become far too safe and there’s no meaningful consequences for not actively defending territory

What I’d like to see is a more dangerous null sec, one where hunters do have a sporting chance of catching targets, but it to also be noticeably more lucrative than high sec to offset the difference in risk between the two

People who want to avoid any risk stay in high sec and the people who want to roll the dice can be richly rewarded. The idea of risk and reward in this game has been totally lost

This. I have no issues with mining either in of itself but most miners are so greedy their MO is to 1) expect other players to defend their personal isk making, 2) Instead of using eyes, etc. That could be one more mining alt. So rather than having intel they would prefer profits. Then they die and complain the game is unfair.

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why bother? if you don’t have enough power on grid to kill them you lose more stuff. in case you do they just avoid combat and cloak/filament away.

yet a lot of null sec ppl dies all day. also there IS consequences for not defending it being loss of income from mining or a chunk of your bounties taken away safely.

they have. again , null sec ppl dies to.hunters all the time.

and that’s a good point I agree with you. why bother defend an ess with let’s say 100 mill against a lone phantasm/nightmare or a small gang? the ship cost to do so overpass that amount by a lot. and even if you are up to risk that loss, the aggressors just burn out of bubble by the time your fleet arrive, and you can’t do ■■■■ to prevent them from bounce in safes and filament out.

Solo or < 3 man gang roaming behind enemy lines is my primary play style. I’ve got far more experience scouting for targets than I care to admit so I know exactly how challenging it is to catch targets

The people you generally catch are either noobs, afk or bait. It’s incredibly easy to avoid dying in most ships

In many of the comments on this post I can see that many have a little idea of ​​0. 1. The 0 is already dangerous for miners and chatters because of the filaments, even eyes 5 systems are of no use beforehand - if you turn on the Rorqual’s boost for 5 minutes and the bar spikes by 15 neutrals. Or you unpack the dread to sweep the NPC Dread or Carrier out of the Erszanomali 2. That one has to fight 23/7 with permanently cloaky campers who prepare the sov warfare, but not let themselves be swayed by them, but still lose ships to them from time to time, because at an inconvenient moment they can spend 5 minutes with them 5t old are active.

I am of the opinion that every game style, however it looks, has to be actively played when afk is docked or logged out.

I also know that 0 / ESS and that Sov everything is not so perfectly balanced.
Regarding the duration of Afk cloaken, I don’t think a new structure helps, CCP simply has to change the camouflage module, which can be active for a few minutes but then also need 2 minutes to cool down or simply kept running with the so far useless carbon as fuel must become .

There are easy ways for many things, but they don’t make everyone happy either, that’s why we are human beings and have different opinions.

How many med/large gangs are coming through filaments? Not many to my knowledge. Those that do are not going to have capital support as they didn’t know where they would end up and if it was in jump range.

In either case, defenders just have to see local change and warp to safety, the reaction time for most ships is seconds for somebody paying attention

On the attackers side, you jump/filament in, is there people in system? Is there anything on broad scan? If yes, pan around on a medium scan trying to find something, if yes, you use a narrow scan on the likely places. By the time you’ve found something it’s already taken quite a few seconds. It takes time to warp, you may not land in tackle range and the target could potentially be at numerous places in the narrow cluster of celestial objects. Frequently there’s many destinations picked up by narrow scans around the sun or a planet. Frequently scan range is a problem as systems are much larger than the distance you can scan. All this isn’t even factoring in combat tactics that you’re trying to consider on the fly.

I mean it’s overwhelmingly in the defender’s favour… most ships are easy to get safe for players paying attention. Capitals are a bit different, but I don’t think it’s unreasonable to expect them to be used with support and the risk is still low. The problem as far as I can tell is that “dangerous” is synonymous with any risk to a lot of the null community

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there! thanks to awnser yourself so I don’t have to make a big text explaining to you. to put simple: ACTIVE PLAYER - lives
AFK/LAZY PPL - dies

working as intended. if you want easy kills try ganking in HS

… that’s not working as intended :man_facepalming:

Again no. Why would you want to break a module for the vast number of users who use it for valid purposes just to combat one use where they are afk for hours on end?

What do you consider more extreme between these two choices.

  1. Forcing cloaks to consume some kind of fuel to remain powered?
    or
  2. Creating a structure/deployable that decloaks all ships in the system it is deployed?

Now bearing in that any organized group will just have a bot automatically drop these things on the schedule as ordained by the deployable life span. They will have an unlimited number of them, probably more than 1 per system active at a time…

Compared to fishing for low attention span cloakers who bring too little fuel or go afk a little too much too often. What would have more impact and be more effective long term?

Yeah it’s the fuel consumption isn’t it. Just like refueling your car IRL you are obliged to do it, ships without ammo can’t shoot, ships without fuel can’t cloak.

What consumable powers local and what’s activated? It is relevant because cloaking has been the only very weak counter to it

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