Surgical Strike – Coming 15 April

Surgical strike?

More like tactical nuke.

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Hauling in high sec is torturous and boring because of how little you can carry at a time meaning multiple trips are required to move any significant amount of inventory. I dunno maybe full time haulers can use slingshot alts or whatever it is you’re talking about but what about the rest of us just trying to move our own crap from point a to point b? High sec ganking is becoming cancerous

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If that’s the way CCP is making their business … well, then I understand why they had to be sold out to PA.
Just for you understanding … CCP is a business. They give a ■■■■ on “enjoyable ecosystem”. Why … because that won’t pay the rent of rooms, servers, internet-line, power and last but not least people. The only thing that matters is 1. subscriptions and 2. microtransactions (read PLEX). So calling (in above posts) on 40k+ players is simple to short thought, since how many of these are Omega-Accounts? For ONLY Omegas count, Alpha are just a waste of time, power and whatever.
My approach would be … NERF alphas to the ground, beginning with sec-settings set to green, without possibility to change that within HS.

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I’m thinking about it too. LOL

Don’t underestimate the player’s ability to adapt. They thinking that players will sit and “sux”, while there are so many multiboxing setups already around. And they buffed so hard the multiboxing model in this game.

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I’m not aware of successful solo fits with multiple ancillary boosters, since it means sacrificing dps for co-processors. I’ve seen people try, but that’s about it. For baiting a solo player who can’t possibly break such a tank and then land a cyno recon or whatever else on top, that’s another story.

Reinforced bulkheads, likewise, are abused by baits for blobs and this is the use that I’ve seen them in that they are most successful at. If they’d be stacking penalized a fit that uses dmg mods and 2-3 bulkheads would be affected in a minor way. But filling low slots with them is hardly a good choice for a solo player, similar to running a triple ancillary shield tank. Given how hull tanking requires next to no skillpoints, no powergrid and has no drawbacks on primary ship performance, I don’t think it deserves to be that effective. If a blob wants their bait to be tanky, they should invest more than a handful skillpoints and a t1 hull.

T2 high dmg ammo is quite good, at least speaking of medium and large ships. The only time I don’t use hail on ACs is if I want to specifically avoid explosive dmg. I likewise don’t remember when I last used multifrequency when shooting a similar sized ship. This has been an issue on forums since ancient days, but even back when tracking penalty was 50% high dmg ammo was quite usable. Exception here are rage torps, that require extra slot investment to get sufficient application even vs other bs, only to end up doing average dps, as is the case of raven or typhoon.

Now to be clear, I accept that I might be wrong on specifics and that a better solution is possible. What I’d like to stress though, and what my point is, is that CCP’s proposed solution is bad in principle, since problems aren’t overarching but tied to specifics, no matter what exactly these specifics are.

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Fitting more tank was only one of the options I gave to mitigate ganking, which is frequently enough if you are jumping gate to gate actively. If you add a slingshooter then you have close to zero risk. Then there is the final option, which cuts a bit into the profits, but much less so than losing your whole haul.

Until they gank them on the gate, then gank you on the next gate. It’s easy for them to do if they can be bothered.

Doesn’t change a thing about how easy it is to gank in high sec, just moves the risk to another player.

Note, I’m not saying we need to nerf ganking, I think my views on ganking as being “balanced” but “not a fun dynamic” and the ways that could be changed without messing too much with balance are fairly widely known at this point. I’m just saying that it’s a lie to say it’s easy to avoid being ganked. It’s only easy because they gank someone else, not because you aren’t worth it.

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Sitting in a 100 mil tornado and popping haulers moving 300+ mil isn’t exactly depending on the loot fairy. You could grab a few friends with catalysts and pop the tornados, but they have garbage loot on the and are not even worth the time. Gankers use garbage fits that are super cheap, most of the isk is in the hull, which you get nothing for.

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If I recall it goes like this:

“It’s OVER! Tactical NUKE INCOMING!”

Am I right?

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"There is excitement here about this approach because not only does it lower Capital survivability, it also diminishes the overall power of logistics and will make modules focused on speed and damage a more attractive option. "

To lower Capital Survivability and the power of logistics, you nerf the module group that >90% of combat ships use, from Frigates to Supers?!?

Indirect you buff kiting (speed and damaged Mods) and nerf small groups who try to fight bigger groups.
At the same time, you say you want to make close-range engagement more attractive, however, after the change, when a Deimos fights an Orthrus, the kiting Orthrus has again the advantage, even more than before.

If you want to nerf Caps and Logi, than please go and nerf Caps and Logi, but not the modul group that everyone is using, besides Supers and Logis!

Cheers

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Selling a game is selling enjoyment. Unless the customer is a masochist(someone who enjoys experiencing pain). Which some EVE players clearly are.

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That’s massive failure at elementary math, congratulation. More school, less gaming for you little lad.

Definitely well said

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Of course they are…click filter in game to confirm…rigs show up.

This will cost CCP so many subs of non pvp players…they will paddle back their boat once they realize it…

Will be the same reaction as the moment they saw pvp players leaving…they just fell from one extreme into the other nothing more…

Sad that they know no middle way…

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Correct me if I am wrong, but I am pretty sure with the changes, you can launch 4 Heavy and 1 Light or 3 Heavy and 2 Light fighters.

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It is wrong math…

Machariel has base shield EM at 0%
Pithum A-Type Adaptive Invulnerability Field 46.9% EM

If you put two of them, you end up with 69% EM resistance
Formula being

EM: (base) (1.0) × (Adaptive Invulnerability Field) (1 − 0.469) × (Adaptive Invulnerability Field (diminished)) (1 − 0.469 × 0.8691) = 1 * 0.531 * 0.5797291 = ‭0,307…‬ ~ 0,31
Total: 69% EM RESINSTANCE

If you remove 20% resistance, that means that invul is now providing 9,92‬ less, for total of 36,98% instead of 46.9%

EM: (base) (1.0) × (Adaptive Invulnerability Field) (1 − 0.3698) × (Adaptive Invulnerability Field (diminished)) (1 − 0.3698 × 0.8691) = 1 * 0,6302 * 0,67860682 = ‭0.4276‬ ~ 0.43
Total: 57% EM RESINSTANCE

So lets see again, mach with 2 officer invuls goes from 69% EM resistance to 57% EM resistance…

This is just example, no rigs, no DCU, but the change is really really big. Keep in mind that I choose this super expensive invul since it is close to 50% resistance on EM. But to demonstrate further…

Let’s look at new players. They take EM heavy mission and they slap two T1 EM ward fields, which at T1 version have 50% EM resistance. They might not have access to T2 versions of EM ward. They slap that on T1 battleship, which has 0% EM to start with. Their resistance today is close to 70% and they are fine, after patch day it goes down to 60%.
They might not have room / skills to run better fits. If you take mission in Amarr space vs Sansha / etc, you need shield repper + 2em fields + thermal + dcu + rig. That is 4 mid slots and one low slot gone. After this patch you will need one more mid slot for tank… New players capacitor is also going to be an issue, so add cap booster or something and bam, you’re ■■■■ out of luck until you can afford T2 ship / equipment and mastery level 5 to be able to run level 4 missions.

And don’t tell me level 4 missions are high end PVE content…

That is a lot more incoming damage and a lot of difference.

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No, YOU definitelly should learn to read.

Try again. Read your own quote again and again.

At some point you’ll find out.

What CCP is missing since they fired so many good devs and replaced them by cheaper ones are people that actually see and realize the long term consequences of their ‘good ideas’…

Sad…

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As someone who favors “tank” builds in any games I play… and someone who really only has enough time for one good roam a week and the rest is random small chunks of PVE play; this update feels like a kick in the balls :frowning:

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