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When I played this game a few years ago I felt there was a lack of tactical options inte sense that all you could do is fire weapons, launch drones or use some jamming device which only made your target lose its target. There was very little in the form of typical crowd control(just some snare of I remember correctly) and support roles, i.e. "healer" ships and alike.
Has that changed or is it still mainly about firing your weapons?
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logistics ships 'heal' capacitor/armour/shields
Command ships 'buff' the fleet with bonuses to speed/agility/shields/armour
that what you were looking for?
Not really, more like ships that can incapacitate other ships for short amounts of times. Like stun/root/mez in traditional MMORPGs.
Also, are the "healer" type ships viable? I remember there was some ships that could recharge peoples shield but it was too weak to be really worthwhile and they had no defences of their own.
So basically what I am asking is if it is possible to play a traditional healer or crowd control role in this game? What I remembered then I played was that the straightforward phew phew was the best way to play the game. There was tacklers and command ships but they were a bit onesided. Tackers was basically just a bot that slowed other ships or stopped them from warping and command ships were just buff bots. I am looking for something more sofisticated as a healer/CC class in tradtional fantasy MMORPGs.
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EVE PVP is way different from anything traditioal even though there could be found similarities, thus all this make your question void.
Honestly your looking for the wrong game IMHO - EVE isn't a traditional style healer/CC/Tank combo like WoW/WAR/LOTRO, etc... Its more strategy on what your ship is and how its fitted, rather than the traditional style that you're used to.
That said, EVE is a really awesome game - so it depends on what your trying to get out of it. Unfortunately, if you're looking for the traditional, Fantasy based MMO roles I think you'd be disappointed.
Off the top of my head, these are sone things you can do to your enemies:
increase targeting time
decrease targeting distance
jam targeting
decrease turret tracking speed
decrease turret optimal range
slow them down with webs
prevent them from warping with targeted/ non-targeted disruption
destabilize capacitor
steal capacitor (nos)
and of course you can shoot missles/ charges and smartbomb/ drone them : )
Positive versions of all of the above effects PLUS remote armor/ shield/ hull rep are available.
Add in warfare link modules and leadership skills for more fun.
deviliscious: (PS. I have been told that when I use scientific language, it does not make me sound more intelligent, it only makes me sound like a jackass. It makes me appear that I am not knowledgable enough in the subject I am discussing to be able to translate it for people outside the field to understand. Some advice you might consider as well)
Off the top of my head, these are sone things you can do to your enemies:
increase targeting time
decrease targeting distance
jam targeting
decrease turret tracking speed
decrease turret optimal range
slow them down with webs
prevent them from warping with targeted/ non-targeted disruption
destabilize capacitor
steal capacitor (nos)
and of course you can shoot missles/ charges and smartbomb/ drone them : )
Positive versions of all of the above effects PLUS remote armor/ shield/ hull rep are available.
Add in warfare link modules and leadership skills for more fun.
ok, thanks this was the answer I was looking for
One more question. I remember there was four type of weapon types: rail, hybrid, laser and missiles. But you couldn't really mix these as each ship was specialised for only one type and mixing wasn't really viable. Has that changed? I.e. so I can use both missiles and lasers and still be viable.
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Why on Earth would you want to?
Yes on some ships you can combine weapon types (only ones with capacity for missiles), but there's no point to it as the ship will get bonuses to damage for the weapon type designed for it.
you can fit whatever you damn well please on your ship. its just that fitting bonused weapons is vastly better than fitting random stuff.
solo tactical options are mostly about range / transversal dictation and ewar (i never undock without it), timing of cap boosters and shield / armour reppers, drone micromanagement, capacitor micromanagement, scanner abuse and overheating / drugs, knowing when to bail, what ammo to use and when to deagress and jump out. of course theres more to it, depending on your fit, and your enemies fit.
group pvp is all that and more, looking at the larger tactical picture both over the engagement itself (should your guys burn in, or keep aligned? have you got a warp back? where should your ewar be concentrated? who do you need to take down asap? whats the target order? should you get out of the bubble or burn back to gate?) and the outlying systems (is there enemy support coming? are they about to open a cyno and drop a capital fleet on you? is this a distraction? is your egress clear?)
fleet pvp gets even more complex, and deploying capitals is a bloody nuisance.
theres a lot of tactical options in eve, but you arent going to find a nice hotbar with different abilities marked 1-10 on it that you can push with a global cooldown, theres no cast times, no spell interupt and no mana.
Mostly because I have seen too many Star Trek flicks with both missiles and lasers but also because it seems more fun to have more than one option when it comes to weapons.
But from the poster above there seems to be tactical options available but everyone has to have weapons or drones as main attack; other options are more as secondary and tertiary means of combat. I.e. you can't have a ship that specialises in "healing" (repairing/shield regens) because that would not be very viable. Correct?
Basically I would like to play a "ship" that focuses on support rather than phew phew and still be viable. That possible in Eve?
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Yamota- you will find people in eve that will try to tell you there is only one RIGHT way to fit a ship.
I say do whatever the hell you want and have fun. It is a game after all ; )
Some people are all about calculating max dps/ tank etc.. For me coming up with crazy fits that still work is sort of a mini game in eve. Sure, I explode sometimes.. but I have fun while I'm exploding : )
You will see, however, that there are pretty obvious ways to capitalize on each ships inherent strengths... once you start looking carefully.
deviliscious: (PS. I have been told that when I use scientific language, it does not make me sound more intelligent, it only makes me sound like a jackass. It makes me appear that I am not knowledgable enough in the subject I am discussing to be able to translate it for people outside the field to understand. Some advice you might consider as well)
Mostly because I have seen too many Star Trek flicks with both missiles and lasers but also because it seems more fun to have more than one option when it comes to weapons.
But from the poster above there seems to be tactical options available but everyone has to have weapons or drones as main attack; other options are more as secondary and tertiary means of combat. I.e. you can't have a ship that specialises in "healing" (repairing/shield regens) because that would not be very viable. Correct?
Basically I would like to play a "ship" that focuses on support rather than phew phew and still be viable. That possible in Eve?
What you are talking about are "Logistics" ships. Ships that pack armor or shield reppers and possibly cap (energy) transfers which help to repair or give energy to their gang. And, yes, not only is it possible, they play a vital role in any truely effective gang, even small gangs they are very useful.
However: You won't accomplish much ALONE in such a ship as it's got no real dps output other than it's drones and rarely packs tackle gear (suicide tbh).
But if you enjoy playing in a gang (group/squad/whatever) you can absolutely fill a vital role by flying a logistics ship that suits your gang well.
"A ship-of-war is the best ambassador." - Oliver Cromwell
What explicitly should be mentioned is that dictating the range at which 2 fleets meet has a tremendous influence on the fights outcome. This is mostly based on player skill of the commanders and the scouts.
You absolutly can have a healer, logistics, carriers, remote rep battleships all fill this role. you can have buffers, command ships, mother ships and carriers can all fufill this role, you can have a scout, a covops, recon, interceptor are all great for this role.
Yamota if you want try your fit on the test server before you actually do it on the server and that way you can see what works and what does not.
Tactics in EVE are 100% player skill. It's not a matter of just having the right fit, or bringing the right ships. It's far more important to out maneuver, bait, trick and surprise your enemy then anything else. 90% of the time, the fight is decided before the first shot is fired, and that's not because of how you fit your ships, but because of when, where and how you are engaging the enemy.
Did you jump into their bubble gate camp? Do you outnumber them? Are you in their optimal range, or are you in theirs? Do you have the tacklers to hold them down, the ewar to neutralize their logistics, or the fleet discipline to follow your commander and win the field?
Is your fleet a nano HAC gang (fast moving T2 cruisers)? A short, medium or long range remote rep battle ship gang (no battleship can repair itself, but all are able to repair the primary target)? Do you have cloaked interdictors or heavy interdictors, interceptors to catch targets before they escape, recon ships specializing in tackling and webbing? Do you have cloaked scouts in the surrounding systems, or a covert ops capable of probing down the enemy that is hiding from you (and is the pilot an experienced prober, who knows the system and can find the enemy for you)? Do you have a bait ship that can risk itself to get an outnumbered fleet to think they have an easy gank?
There are dozens of roles to fill in any gang, and the DPS role is rarely the most important. EVE is nothing like the PvP in a traditional MMO with the Tank/DPS/Healer archetypes. Technically it's more like this:
DPS (SR/MR/LR & Gank/Tank/Nano/RR)
Logistics (Shield/Armor/Capacitor)
Ewar (ECM/Nuet/RSD/TurretDisrupt)
Tackling (LightDictor/HeavyDictor/WarpDisrupt/WarpScram/Webs)
Scouts (Covert&Probing/Interceptor/Alts)
Covert (BlackOpsBS/StealthBombers/ForceRecons)
Cap (Carrier/Dread)
Supercap (Mothership/Titan)
And I've probably missed some.
pfft ....I could do all that in my sleep