' Wrote:It's a game, yes. This however, is not about solo gameplay, it's about gunboats as a class fighting against fighters as a class.
This new development FORCES gunboats as a class to have a fighter escort if it is to ever have a chance at actually killing another fighter - at which point, what point is there in having a gunboat when there's a fighter there already? Also, in fighter vs fighter+gunboat engagements, the gunboat is often hard pressed to keep up with the fight, as it involves the fighters getting ever further out of gunboat gun range (and often the risk of friendly fire for missiles is too great, if the fighter isn't flying too spasticly for the missiles to hit in the first place).
I just don't like that they've made an entire class of ship completely obsolete. Running is fine, but running shouldn't be so easy, especially if you're running from a ship designed to counter fighters.
I do not see this making GB's obsolete. I see this as changing Gunboats to what they where supposed to be. A forced to feared with-in a patrol. Something to give weight behind fighters. To give a small group of ships (a few fighters/bombers+BG) the Ability to take on larger craft.
To deter (I did not say KILL because they can not disengage) fighters/bombers from preforming a specific action at a specific time.
You said LN.. your purpose is to protect.. not to kill. Killing comes when there are no other options.
Your Gunboat making a fighter flee, surves that purpose. (unless we are talking a military action against a force you are at war with, in this case making them flee or killing them still serves the purpose, you won the engagement)
I do not see what your issue is execpt with the fact you do not get your name in lights with a kill message.
Making them flee means you won the engagement.. just that you did not have to kill them to do it.
' Wrote:Now that ships can flee all they want with absolutely no consequences, Fighters and bombers can show up out of nowhere, attack caps and leave them in the dust at any point in the fight.
Gunboats, which are supposed to be fighter hunters, no longer have any ability to kill (bluemsg or technical pvp death) fighters that aren't dedicated to fighting (since fleeing rules were the only thing keeping fighters/bombers to fights against caps).
In light of this, can we have more gunboat tweaks that counteract the fighter/bomber's ability to run? For instance, gunboat missiles with greater range and with cruise disruption abilities, decreased hitpoints for fighter thrusters, or a gunboat thruster speed buff.
*EDIT*
All I ask is that if fighters/bombers decide to attack a gunboat, that they should have to live with that decision :/ because there's there's almost nothing more frustrating during gunboat gameplay than getting attacked by a trio of fighters, then having the fighters run away one by one as you zero their bots/bats and much of their hull - only to get jumped by them once again after they've restocked.
My thoughts exactly
' Wrote:Thwen you and the BNG are doing it wrong, indie Order hunters.
Anyways.
Always have a few TCDs around. Best answer.
*points at fighter thruster speed*
They get away without cruising... alot..... they run from me all the time:(
' Wrote:Why not just cruise to catch up to the escaping fighter who is thrusting away?
this' but if the other fighters are not dumb, they will escape all over the place.
WHat is wrong in this rule is not that gunboat no longer automaticly can rip fighters, ( because it was already the case) . WHat is wrong is that it makes them even more ''I can't die'' capable.
Discuss '
If say theres 3 fighters vs a gunny. Gunny is puttin the hurt on one and it flys off to dock n' repair while his friends keep the Gunny put. Then the newly repaired fighter comes back and the next hurt one goes...
Heres what i say.... If 1 fella leaves to go dock or fly past 10k away then he can't re-engage in the same engagement he left. Aka his two friends ALSO fly 10k away at least. Before all 3 can come back and attack.
This will also help massive fleet vs fleet fights from continuing FOREVER...
Hmmmm, I read some of this thread, but decided the rest of it was tldr.
Anyhow, just to muddy the waters and bring up something that may have been forgotten, I was under the impression that you could only dock and re-supply if you could do so WITHOUT the opposing team seeing you do it.
If this is the case, all you need to do is chase them when they leave and then 'listen' for the 'player x is requesting docking permission'.
I'd say that once someone from the opposing team sees that message, the player in the name of that message is out of the fight.
I may be wrong, of course. Feel free to tell me to gtfo, but be polite. :P
I remember seeing a post about it.
I can't remember where though and it's so late here that it is starting to get early.