11-09-2017, 02:51 AM
Heyho.
I guess many were part of the Delta fight today. I assume that everybody who was there saw that a few things were broken.
It was an amazing cap-fight and group-fight in general, however it also became clear that 2 things need to be changed fast because they are game breakers:
1. NEMPs should not be launchable at ships
The fun and the challenge in cap combat is to position yourself, to be in formations, to work together in close quarters. Sairs did that and in moment one of the fight they received a NEMP right into their middle. We did even know it would happen, did also know the shipname and were trying to counterplay it, yet there was just no way. It can be fired from a fighter, and who can keep track of the fighters in a massive combat scenario?
In our group, a cap came from Cambridge, /stucked itself through the Omegas and Omicrons, and died without firing a single shot to an insta kill weapon that there is no counterplay to. You can assume that the affected players were not at all happy.
> A weapon that has no counterplay is bad.
> A weapon that ruins the main part of what is fun in a fight is bad.
2. The cloaked jump abduction scheme
This has an even larger negative impact. This time, there were 3 (THREE) jumpships in the fight that were ferrying ships out to whatever remote places, then returned to do it again.
The fight was not won by shooting, not by tactics, nor skill... but by who could grab how many warships and ferry them to what point. That point had to be in a place that offered no option of fast suicide, far off the plane, far away from suns and planets, and of course in uncharted territory for the ID and with no objects visible for fast orientation.
> It resulted in really stupid situations (mass sundives after 100s of k of cruise, partner-killing, etc).
> It just makes no sense irp that this is the most effective strategy to win cap fights.
> It has no real counterplay. (even with Cloak Disruptors the jumping could not be avoided)
> It is actually more trolling than serious gaming (see choice of jump exit).
I would love to know how this epic fight would have been without all the buttockshattery, trolling and bad decisions that made it an oorp competition more than a worthwhile Disco experience. Disco's capfights and large groupfights can be spectacular and among the best that Disco offers... sadly these 2 ways of playing them makes them go bad very fast.
We can do better, but therefore this "mass jumping while cloaked" has to go, as well as "NEMPs vs. players" has to go.
Interested for your opinions.
~ Jack
I guess many were part of the Delta fight today. I assume that everybody who was there saw that a few things were broken.
It was an amazing cap-fight and group-fight in general, however it also became clear that 2 things need to be changed fast because they are game breakers:
1. NEMPs should not be launchable at ships
The fun and the challenge in cap combat is to position yourself, to be in formations, to work together in close quarters. Sairs did that and in moment one of the fight they received a NEMP right into their middle. We did even know it would happen, did also know the shipname and were trying to counterplay it, yet there was just no way. It can be fired from a fighter, and who can keep track of the fighters in a massive combat scenario?
In our group, a cap came from Cambridge, /stucked itself through the Omegas and Omicrons, and died without firing a single shot to an insta kill weapon that there is no counterplay to. You can assume that the affected players were not at all happy.
> A weapon that has no counterplay is bad.
> A weapon that ruins the main part of what is fun in a fight is bad.
2. The cloaked jump abduction scheme
This has an even larger negative impact. This time, there were 3 (THREE) jumpships in the fight that were ferrying ships out to whatever remote places, then returned to do it again.
The fight was not won by shooting, not by tactics, nor skill... but by who could grab how many warships and ferry them to what point. That point had to be in a place that offered no option of fast suicide, far off the plane, far away from suns and planets, and of course in uncharted territory for the ID and with no objects visible for fast orientation.
> It resulted in really stupid situations (mass sundives after 100s of k of cruise, partner-killing, etc).
> It just makes no sense irp that this is the most effective strategy to win cap fights.
> It has no real counterplay. (even with Cloak Disruptors the jumping could not be avoided)
> It is actually more trolling than serious gaming (see choice of jump exit).
I would love to know how this epic fight would have been without all the buttockshattery, trolling and bad decisions that made it an oorp competition more than a worthwhile Disco experience. Disco's capfights and large groupfights can be spectacular and among the best that Disco offers... sadly these 2 ways of playing them makes them go bad very fast.
We can do better, but therefore this "mass jumping while cloaked" has to go, as well as "NEMPs vs. players" has to go.
Interested for your opinions.
~ Jack