Quote:...There's nothing to stop them from jumping out at the first sight of danger, suiciding and coming back in 5-10 minutes.
So...that gives you 5-10 minutes to kill something else until that ship gets back, and I've seen more than 1 BS get destroyed in 5 minutes. And if it's a BS, that certainly takes some hitting power out of the opposing force if it leaves, doesn't it? Let's not forget that also gives you 5-10 minutes to disengage, dock, reload, and come back, yourself.
It just means that the enemy ships still in fight are going to receive a fresh supply of regens in few minutes. On the contrary if you disengage and dock you are PvP dead.
And then everything repeats until the jumping cap gets tired of it.
Laddie hit the nail, you basically qq about one whole cap jumping out of an encounter for 5-10 minutes to refill when you could either do the same during this time or if you are still in an encounter, exploiting your advantage (as the opposing side is one cap less during this time) you could just finish your enemies off and deal with the escapee once he gets back alone.
(06-02-2014, 03:07 PM)Antonio- Wrote: Battleships with large cargo and a jumpdrive mk3 have 0 counterplay.
The basic principle is to get in a fight, wreck things and when close to dying jump to a safe location and come back into the same fight in around 10 minutes. Rinse and repeat, it's a win win situation. Something has to be done and here are a few ideas:
1. Increase the mk3 charge time by 2 or 3 times. This will give us a bigger window in which they can be taken out.
2. Make the mk3 easily destructible by a few novas, something like thrusters. Bombers with novas and capships with missiles would be proper counterplay to this.
3. Increase the cargo it requires or hfuel needed to jump. That way they won't have a cap 8 aswell, but something like a cap 4.
P.S. I don't consider 10 cloaking battleships ambushing the BS with mk3 and killing him in less than 30 seconds "counterplay".
Discuss.
I dont really see a problem with this one, its a tactic that can be used.
If you have a BS that jumped out returning, just concetrate fire on it once its back and make sure that it dies before it gets away again.
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(06-02-2014, 04:36 PM)Jansen Wrote: I dont really see a problem with this one, its a tactic that can be used.
If you have a BS that jumped out returning, just concetrate fire on it once its back and make sure that it dies before it gets away again.
This only works if you have absolutely overwhelming force on the field. Killing a halfway decent battleship within the thirty seconds (or less, if the JD-using pilot "precharges" the JD knowing he's about to be focused down) it takes them to spool up the drive is pretty much impossible.
If "Gank your lone opponent to hell with four or five battleships" is the only counter to a certain tactic, something is wrong.
I've heard people say that aerelm's told them jumpdrives are interrupted by movement and, as such, bumping a jumping capital ship would force it out of the jumping sequence. Of course, this isn't actually true, but it does sound like a possible solution. Force players to sit absolutely still while jumping. It would make it fairly trivial to cancel a 'retreating jump', but still makes jumping from a safe area into a fight perfectly feasible.
Quote:...On the contrary if you disengage and dock you are PvP dead.
Only if you are in radar range. I consider disengaging from a fight meaning you get out of danger. This would also be the time when you tell all your snub support (because you HOPEFULLY didn't go into a big fight all by your lonesome thinking that you were going to win the day without help, right?) to cover your withdrawal so that you may repair.
Or....heaven forbid...this is when you call in your Repair Ship to start feeding you bots/bats so that you can recover.
Plenty of tactics available to counter the jumping-BS.
Quote:3. Increase the cargo it requires or hfuel needed to jump. That way they won't have a cap 8 aswell, but something like a cap 4.
I would agree with this. There should be a downside to having a mounted jump drive. A BS that can have a JD AND CAU8 on it seems a bit out of balance.
(06-02-2014, 04:36 PM)Jansen Wrote: I dont really see a problem with this one, its a tactic that can be used.
If you have a BS that jumped out returning, just concetrate fire on it once its back and make sure that it dies before it gets away again.
And what about said BS suiciding after it jumps out so it can come back right away?
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(06-02-2014, 04:36 PM)Jansen Wrote: I dont really see a problem with this one, its a tactic that can be used.
If you have a BS that jumped out returning, just concetrate fire on it once its back and make sure that it dies before it gets away again.
Something that has 0 counterplay is a problem, and will continue to be one. You can say it's a tactic, fair enough, but everything can be a "tactic". All the stuff that were unbalanced could also be called "tactics". They got nerfs later. Hell, using a bugged Blossom is also a "tactic".
Also, if you do concentrate your fire when it returns it will get away again because 30 seconds to kill 5+ million hull with 2000 regens isn't really doable.
Also Spazzy, probably because we would see only battleships flying around. Which is a contradiction to your "Capships aren't the goal of disco" video.
(06-02-2014, 04:36 PM)Jansen Wrote: I dont really see a problem with this one, its a tactic that can be used.
If you have a BS that jumped out returning, just concetrate fire on it once its back and make sure that it dies before it gets away again.
No wonder people think this place is going to the dogs.
The tactic is legitimately uncounterable except with overwhelming force, at which point it wouldn't matter what the other side fielded anyway.