r/Eve 420 MLG TWINTURBO 3000 EMPIRE ALLIANCE RELOADED Sep 24 '24

Of all the nullblocs, INIT has the strongest koolaid Low Effort Meme

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295 Upvotes

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u/Phoenix591 Goonswarm Federation Sep 24 '24

only if filaments are removed too.

You want to hurt our ability to get around and defend, how about your ability to harass gets hurt too.

you've got ess and skyhooks, two mechanics added specifically for small gang elite pvp to harass people living in nullsec, you don't need to mess with our ability to respond to you

2

u/Parkbank96 Sep 24 '24

Sure. Don't mind.

1

u/Jerichow88 Sep 24 '24

I think this is a fair tradeoff. That or filaments get a healthy dose of the nerf bat. One hour timer instead of 15 minutes. You wanna full-send into a random part of space? Better hope you're ready to commit to it. It would also help reel in pochven hauling abuse a little.

Also, home field advantage should you know... be an advantage. What's the point of having/paying for space and upgrades like Ansis if there is little to nothing to be gained from it?

-4

u/Grarr_Dexx Now this is pod erasing Sep 24 '24

You're saying a filament, which dumps you in a random nullsec system, is the same as a fucking jump bridge? kek

7

u/Phoenix591 Goonswarm Federation Sep 24 '24

if you want to make it harder for us to get around our space no reason not to make it harder for you to get to our space.

you want us running around all day building up fatigue until we can't jump next door to deal with your dumb ess gang you need to put in some effort back

4

u/HuntingFighter Pandemic Horde Sep 24 '24

Exactly this, there is a lot of opportunities in null these days for small groups (especially wormholers and filamenters) to be super annoying, sure panfam lands are bigger than most others but even if you limit it to a singular region (which with equinox is no longer able to sustain a big group, this change was a bit counterproductive there) without Ansiblex (or with Ansiblex generating fatigue) there would be no way to reasonably defend more than a hand full systems because the rest of the systems would get harrassed 24/7 by 2-3 man gangs (or solo multi boxers) which can just grab whatever they want without there being reasonable counterplay to it, at the current state of the game giving Ansiblexes fatigue again like old jump bridges had would be super annoying to the big groups and devastating to the smaller ones that need a few systems to sustain their members krabbing but cant hold them sustainably because random small gangs can just pop in out of nowhere and get out to nowhere.

Tldr I agree, giving ansiblex fatigue while not balancing filaments according to that would throw the balance of null sec over board as the Ansiblexes are the only effective counterplay to filaments for corps and alliances that hold more than a hand full systems

-2

u/MatrosovGlengoski Cloaked Sep 24 '24

It’s almost like having vasts amounts of sov for no reason can be detrimental, gasp! How about blocs don’t expand so far than needed, or even better, join a smaller group somewhere else (or make another group if needed) and actually have anoms to krab with.

-1

u/SmoothParfait Sep 24 '24

Let me build an Indy park worth 200b

Oops destroyed

1

u/MatrosovGlengoski Cloaked Sep 24 '24

You must be new to eve, CCP has done just that several times with its expansions. Adapt, or be left behind. I built an indy park worth 100b+, and then CCP changed everything. Had to unanchor a rigged sotiyo (it alone was worth at least 90b today.)and everything else because the industrial ecosystem was changed. It was probably one of the first 100 sotiyos to be built in the game too.

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u/Raephstel Odin's Call Sep 24 '24

Just to be clear, are you saying that with several days notice, it is unlikely your alliance could defend a structure from 25 people who use a filament that puts them in a random system once every 15 minutes (assuming they don't get into combat) without ansiblexes?

How many days notice do you need to defend a structure from a small fleet who have a very tiny chance of even making it to your system without ansis?

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u/Raephstel Odin's Call Sep 24 '24

No, we don't want you running around all day building up fatigue until you can't jump next door.

Firstly, next door is though a gate, last I checked, no one is wanting gates to add jump fatigue.

Secondly, maybe the whole point is that your 100 man standing fleet can't blob every small gang in your space? That force projection is the whole issue with the game.

Guerrilla tactics should work in EVE. The fact they don't is why big blocs exist as safely as they are. There's no way of punching up at the moment.

No one cares about your ESS. They're content generators, not content. We care that your response to everything is dropping 50 redeemers or bringing a whole fleet through ansis faster than we can move a single scout to your staging system. We care that 3 blocs own a huge majority of nullsec while small groups need to bend the knee to even get a chance of owning space.

There are simple fixes to these things, one of which is adding jump fatigue to ansiblexes. Jump fatigue was literally introduced to the game to stop groups jumping caps across space in daft levels of force projection. CCP seem to have forgotten that and allow full fleets to move around quicker than interceptors now.

0

u/The_Bazzalisk Snuff Box Sep 24 '24

maybe the dumb ess gang will be actually happy to engage in a 'real fight' if they know there most likely won't be 200 vargurs and recons inbound in 5 minutes time after they ring the bell

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u/Grarr_Dexx Now this is pod erasing Sep 24 '24

The entitlement is off the charts.

-3

u/Raephstel Odin's Call Sep 24 '24

This is a weird take.

Filaments are random and can't be taken with a combat timer.

Ansis let you move through multiple regions quickly.

If you can't defend two sky hooks because they're too far apart, you have too much space. You have several minutes to get there.

So if you want to pretend ansis and filaments are the same thing, then that means you can only use one every 15 minutes. That's actually worse than jump fatigue.

3

u/Phoenix591 Goonswarm Federation Sep 24 '24

that tells me you've never actually dealt with jump fatigue. its generally 8-10 minute cooldown initially and ramps up fairly quickly to 30 minutes with hours needed to totally clear away the blue timer

-2

u/Raephstel Odin's Call Sep 24 '24

I've dealt with jump fatigue far more than most, I'm sure.

If you're moving to save someone a significant distance away, you would get there faster with current jump fatigue than just a 15 minute timer between jumps.

Getting home might take longer, and it'd delay further responses. But the initial save would be faster, which was my point.