tag:blogger.com,1999:blog-1966268702453044660.post3039889907473267197..comments2024-02-29T00:38:48.299-08:00Comments on Sand, Cider and Spaceships: Farmers - They're BaaaaaaaackDrackarnhttp://www.blogger.com/profile/13450640948811964177noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-1966268702453044660.post-11025038342563705392014-02-14T20:23:09.904-08:002014-02-14T20:23:09.904-08:00Just tackled a farming incurses with my harvesting...Just tackled a farming incurses with my harvesting Heron....4 f'n stabs....he still got away...<br /><br />The last 3 months have been minimal for me with regard to Eve. This damn plexing mechanic is ruining any enjoyment I used to have with this game.Cromwell Savagenoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-86772678101936363562014-02-14T15:07:54.823-08:002014-02-14T15:07:54.823-08:00To me warp stabs seem a simple and reasonable game...To me warp stabs seem a simple and reasonable game mechanic. No need to complicate them. Also already quite balanced: even excluding the scan res penalties, you need 1 to 3 modules to 'defend' against each offensive module (point, scram, faction scram). That's already a disadvantage in a 1v1 situation, and becomes extremely hard for the defender (thus ultimately ineffective) vs. a small gang or in a fleet situation.<br /><br />So let those darn farmers keep their stabs, but ffs CCP give FW these two words: TIMER ROLLBACKS!!!<br /><br />The most simple and effective mechanic to improve FW! Example: you warp into a small plex a farmer has been running for 10 minutes, so timer shows 25 minutes for you. Here's the catch: it only takes you a minute or two to 'roll' that timer back to the original 15 mins. From then on, time warp ends (sorry Rocky Horror fans!) and timer continues counting down in real time.<br /><br />People willing to defend their space guns a blazing would then have a strong advantage ('timer speed' to undue the farmers' wrongdoing) vs. people who just fit their ships like rabbits. As it should be!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-8657519808023510672014-02-13T14:55:21.882-08:002014-02-13T14:55:21.882-08:00Using the first page only, I chose the following t...Using the first page only, I chose the following to be combat ships (in order of appearance as on your list, top to bottom): thrasher, caracal, incursus, thrasher, executioner, harpy, hawk, incursus, rifter, griffin, hookbill, merlin, dragoon, navy slicer, coercer, coercer, thrasher, incursus, navy slicer, harpy, bantam, harpy, and firetail. <br /><br />Which do YOU define as a combat ship?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-31127493032435604822014-02-13T13:51:33.487-08:002014-02-13T13:51:33.487-08:00So Titans, Dreads, Carriers, Supers== not combat s...So Titans, Dreads, Carriers, Supers== not combat ships. That's a singular definition, eh?Anonymoushttps://www.blogger.com/profile/06112922975537413343noreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-86905454723055375142014-02-13T11:23:21.923-08:002014-02-13T11:23:21.923-08:00http://eve-kill.net/?a=pilot_detail&view=kills...http://eve-kill.net/?a=pilot_detail&view=kills&plt_id=342516&m=2&y=2014<br /><br />Take a pickDrackarnhttps://www.blogger.com/profile/13450640948811964177noreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-26917412142769903442014-02-13T10:29:31.401-08:002014-02-13T10:29:31.401-08:00While that's an interesting idea, you still ha...While that's an interesting idea, you still haven't answered my question: what do you define as a "combat ship"?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-46117434466628977502014-02-13T06:43:19.404-08:002014-02-13T06:43:19.404-08:00What about keeping the current negative effects of...What about keeping the current negative effects of stabs but also make them activated with a Spool up timer, more than 1 Increases the spool up time. 100% reduction on industrial ships. That way afkers can't just warp off when alarms go off. Oh and make them stackable like guns so industrials only need to press 1 to activate them.S810 Jrnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-51853947718710466612014-02-12T20:22:44.476-08:002014-02-12T20:22:44.476-08:00OK. Add a bonus to industrial ships and transports...OK. Add a bonus to industrial ships and transports that nullifies the increased PG.<br /><br />Better still add these "bonus" to stabs:-<br /><br />-80% fire rate to all turrets and launchers. <br />-80% damage from drones.<br />Turns your ship pink<br /><br />;)Drackarnhttps://www.blogger.com/profile/13450640948811964177noreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-73336837876238742042014-02-12T20:02:14.454-08:002014-02-12T20:02:14.454-08:00Don't mock the dualrep Incursus, I made many v...Don't mock the dualrep Incursus, I made many victims with that little dude, including destroyers (a Corax included). Also, it's one of the best ships to fly without links/implants. If you go full HG slaves and armor links, dualrep is massively overkill. obviously :)<br /><br />It's v. simple if you get locked out of station you just drop FW until the situation becomes stable :D<br /><br />And about the definition of a combat ship, it can be basically any ship which is fitted for combat. Few examples:<br />- cyno brick tanked retriever (instead of mining fit);<br />- blaster-fit Venture with warriors in the cargohold (instead of a mining fit);<br />- dual web rocket Heron (instead of being fit for exploration);<br />- normal combat vessels that have bonuses for weapon systems and don't fit warp core stabilizers or cloaks.<br /><br />Warp core stabilizers were nerfed a while back, they used to have no drawbacks, nowadays they give you a locking time of about 2 years. Same with normal cloaks (not the covops). Trouble is that their drawbacks are mostly offensive-related (you can't lock fast enough), they don't have enough defensive drawbacks - e.g. making your align time 1.5 months because "space-time curbstombing common sense when fitting stabs".<br /><br />Increasing PG would make stabs unfittable to transport ships and those can actually use those :) Not everybody has a jump freighter and there should be some balance to the game.Kikuhttp://nope.comnoreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-57094749729104526882014-02-12T19:00:01.342-08:002014-02-12T19:00:01.342-08:00My original idea posted on here a while ago was to...My original idea posted on here a while ago was to increase PG to actually cause a nerf to DPS. By increasing the PG requirements of stabs you can reduce the weapons on the stabbed ships making it harder for FW farmers to kill the NPC ship.Drackarnhttps://www.blogger.com/profile/13450640948811964177noreply@blogger.comtag:blogger.com,1999:blog-1966268702453044660.post-81957155001941707192014-02-12T18:47:01.301-08:002014-02-12T18:47:01.301-08:00You mention nerfing warp core stabilizers on "...You mention nerfing warp core stabilizers on "combat ships". Can you please define a "combat ship"? is it a ship specifically "designed" for combat, even though it may not be fit for it (ex: a Caracal with only cargo expanders)? would a mining barge be considered a combat ship since it can fit drones, and different types of ewar (ex: a procurer used for tackling cruisers on gates in lowsec), even though its "designed" for mining? Much appreciated.Anonymousnoreply@blogger.com