Believe it or not taking them down is as bad or worse.
Everything has to be unloaded of everything (since we deploy our guns all around the tower instead of in one, lazy blob it means a lot of running around).
Then, I accidentally offlined a POS and there was still one gun left anchored I had missed. Rather then wait the 30 minutes to put it back online I decided to just shoot the gun to death and would buy a new one (felt like shooting something at that point anyway). Whoops! Gun goes into reinforced mode (near impossible to kill) and is incapped so it is stuck. Had to drive 20j (40 roundtrip) to get my Guardian and bring it back to remote rep the thing back to life. If you’ve ever had to remote rep a turret you know that takes a good long time too and that despite 3x Large and 1x Medium remote repper on it.
But wait! Gets worse! I did not realize it needed its hull repped to 100% too (it only had maybe 100HP structure damage). Guess what I did not have any of…remote hull reppers. Nearest one is 13j away so off I go to get that and come back (and I bought large hull reppers forgetting my Guardian is not bonused to use those so capped out almost immediately…luckily they had to rep so little hull damage did not really matter). After all THAT I had to online the damn tower again to un-anchor the damn turret.
The things you do not know being a carebear.
Fun is not over yet though…towers take 2 hours to un-anchor themselves!
Then put it all back up (in my case).
Freaking horror show (and that was just one tower…12 more to go).
Whack-a-Mole, you have my deepest sympathy. I only ever set up and ran our corp’s research POS in an out-of-the-way low sec backwater, but I’ve anchored/unanchored/onlined/offlined enough shit to know what a pain in the ass it is.
And I’m glad that GM got overruled re: the Kenzoku > BOBR decision, if for no other reason than to spare CCP another round of game site articles about dev favouritism.
Yeah, 2 hours in which any inquisitive idiot who comes along might decide to bring a few friends. We’ve lost (and gained) more than a few towers that way. We now use a cloaked and rigged transport ship to scoop and go when the time comes (if we dont have a rorqual available). This doesn’t always work (c.f. http://killboard.goonfleet.com/km/332845 ) in our defense that was a beachboys tower we were trying to steal rather than one of ours we were trying to keep so the isk lost son’t as bad as it might first appear.
As for the pos repping thing. Anyone in 0.0 is well aware of how all that works, because during a war it’s common for every pos and every mod in a system to be knocked into re-inf. That’s whats happenning every day in 49- at the moment. During euro time zones kenny and friends reinforce our stuff and rep their stuff and come US time the situation is reversed. You really need a fleet of carriers in triage to make it work and the battle as such isn’t about big fleet fights but who is willing to put up with the most tedious shit (GS and kenny are head and shoulders better at pos war than anyone else in the game).
Solution: get your corp to buy you a rorqual and a carrier.
It’s about freaking time! Not sure those proposals even go far enough but have not really chewed on it yet.
Whenever small gang combat needs a particular ship type to be successful something is broken. Or not successful as such but a state of affairs where if you run into a gang who does have a Falcon and you don’t then you will almost certainly lose.
I doubt a roaming gang ever dares setout these days without a Falcon in tow.
I’d tentatively agree. Falcons should only be able to engage at ranges where sniper BS’s can engage back, and I don’t mean only Rokhs either. Although, perhaps, Apocs.
However…
You don’t need one to be successful and I’ve been going on roams nearly daily for the last week or two ,and we very, very rarely have a Falcon along.
And while Falcons have given our enemy gangs a boost, we’ve been able to engage without losing.
If your gang is, say, 15 strong and the other side only has one Falcon it probably will not save the day for them all by itself. If they have five Falcons then you’d be kinda fooked.
It is more that the Falcon is a bit overwhelming on a pound-for-pound basis. Being able to take 2-3 ships out of a fight in a snap and do so from extreme ranges in near complete safety is a rather powerful ability.
Problem is that it’s all a very fine line. Because ECM is all-or-nothing and chance based, it doesn’t take very much at all to turn Falcons from essential to worthless. And it’s not like Caldari have a plethora of effective pvp ships.
Meh. I’m not even subscribed at the moment, what do I care?
I agree, sorta. But they’re not able to do it in anything near complete safety. Yes, the nano-nerf has made them safer, but an overheated MWD on a Vaga can still get you close enough, fast enough, that the Falcon will either run or die.
I don’t know if the linked dev post was the first version or the second but some of the stuff they threw out there in he first version was just bizarre. Wanting to redfine a falcon as a close range ECM ship was just wierd (for those of you playing along at home falcons have no tank, at all, and if they did fit one it would be at the expense of… ECM)
Falcons needed a slight balance adjustment, but nothing of the order that CCP seemed to first envisage. Imho they should keep their range but have their jam strength reduced. It seems to me that with jam strength you have a very easy sliding scale to play with; if a falcon never jams it’s useless and if it always jams it’s godly, you simply need to adjust the slider to an appropriate place somewhere between.
Also if a falcon tries to fuck up an existing gate camp run by a cov ops pilot he might have an interesting surprise in his future via on grid gang warps to pre-deployed probe hits (I’ve been playing with this a bit recently, great fun).
This is actually a worry of mine. I’m just about to start recon 4 so that I can fly a competent falcon because after i looked at the ships that were available to me nothing else made any sense at all from a small gang perspective (I can already fly Amarr and caldari T2 sniping BS for fleet work). Cerberus are ok but I have 8m sp in gunnery and cough 450k in missiles so they’re not something that I can easily re-purpose for. Eagles are too dependant on getting decent warpins. I might go for an Onyx once recon 4 finishes.
I really liked EVE for the month I played it. Didn’t get very far and was still trying to figure out all the workings of a corporation. If I had the disposable income, I would give it another shot.
I’ve always wondered though: is it possible for a corp. to go into secure space, start a fight with Concord, and win? Or will the space police respawn again?
Surviving, at all, once you’ve been criminally flagged in highsec is classified as an exploit. You can’t beat CONCORD in any case. Their frigs pretty much instalock you and then do nasty Ewar type stuff to you, and their battleships will rip you into tiny little pieces.