
I find it works well if you think about WCS like you think about Legacy Code. They've been around since the beginning, nothing much has ever been done with them, they sorta kinda work, but the more you think about it the more you realize they don't actually work the way they should. In fact, they may be actually stoopid. I mean you wouldn't ask an Elvis Impersonator to design a Space Station now would you? It would be asking too much.
And this is how I feel about the WCS. It feels like an old module that no one has dealt with in ten years, that should probably be split up into about three new modules designed to achieve three different goals. Instead of asking one old tired module to do all this work by himself.
The reason is simple. As it exists right now, anything you do to it will harm someone and help someone else. I don't want to Ban WCS to make my job easier, as some people have claimed over the years. Trust me, my job is hard enough already. I do however strongly believe that 4 WCS on a Vexor in low sec is bad gameplay, and I don't mean a "travel fit" Vexor either. Any ship planted in a combat zone should have an expectation of combat.
ONE: So let's start there. A new module for FW Wussies to put on their ships to avoid having to contest plexes and just sit there and make iskies all day. Why they have this expectation is a huge part of the problem in my opinion. This seems easy to me. Right now, in a normal PvP situation, once a ship has you scrammed there is little you can do about it. Other than having to fit your ship with some special modules or using ECM drones for example. (And yes, I am having a very hard time arguing the other side on this!) So the new FWW Module is a chance based module that can break scram based on the skill of the pilot fitting it, the higher the skill the higher the chance to break scram. Only one per ship. This allows the other slots to be used the way they are intended, so if scram is not broken they have a fighting chance. It should have a balanced penalty to optimal range or something, but nothing harsh. On my side, overheating my scram gives me a counter bonus to the modules chance based on my own skills. The balance in that approach is in me managing my heat, and the fact that I can't do that for long before the scram burns out and the target gets away anyway. It has no effect on Disruptors or Webs, and faction scrams come with built in bonuses as always.
TWO: The travelers companion. Works exactly like WCS do today except it removes the offensive capabilities of the ship it is fitted on. You want to move "safely" thru space? Then you need to give something up in return. If you don't want to travel without guns or missiles then fit Inertia Stabs and Nanos, or jump your ship over. Or, learn how to use bookmarks and scouts for goodness sake.
THREE: Industrials and Freighters. Pretty much the same WCS Module we have today. This is where the darn things belong, so why change it.
Right now if you try to scram a ship with WCS fitted it just warps off, there is no way (other than fitting more scrams) that you can counter the fit. At least the FWW module gives you a fighting chance to engage and then it comes down to the skill of the two players involved. This is called gameplay and I support better gameplay.
Whatever the final solution there can be no doubt that we need something that isn't the current state of affairs. The WCS module is old, clunky and anti-gameplay. There are literally dozens of ideas floating around about how to fix it, this is only one. The solution needs to add to gameplay and not take away from it - for both sides of the coin.
I want WCS Banned because they are broken. Not because I am anti gameplay.
Comments
1module max like damage control etc etc all the codes are already here
What about the hunter?
I think you forgot to mention that scrams would work the same way to keep the balance. If you want to fight: your scram will be chance based, allowing you to use your offensive modules (you want to fight, not tackle). If your job is to tackle: the scram would hit every time but not allowing you to use your weapons (you want to tackle, not fight).
That sounds pretty balanced.
As for today: I never understood why a hunter couldn't be asked to fit 2-3 modules (scrams) to counter 4-6 modules (WCS) of his opponent. The prey already need to commit twice as much modules to escape.
But to be productive:
Entosis Links for FW plexing. The farmer won't be able to escape you as long as his Entosis Link cycle hasn't finished (5 Minute for T1, 2 Minute for T2).
I'm going to knock up a reply to this. but first of all, isn't that first idea just ECM by another name.....
I'm still struggling to see the problem here, is it FW plexes? is it something else?
Rob K.
The other side of the fence is when you plan on taking one of them wcs bastages out, put a gazillion points on your ships, wait it out till they undock or come back thru the gate and WHAM! Payday. Miller Time.
The WCS already limits combat capabilities, it reduces targeting so by the time you have your tackler locked you are probably already half dead. It also takes up valuable low slots that could have been used to fit tank, speed or damage upgrades.
Why is it so unfair you fit one mid slot module to catch me for every two low slot modules I give up?
I only demand that you keep posting about other stuff too :P.
Rob K.
And you're still wrong so I'll tell you again.
It's not the prey's job to just keel over, it's the hunters job to catch the prey. If they get away it's because you failed, you can blame your failure on WCS all you want but it's still you that failed to secure the kill.
Furthermore this entire gripe reeks of 'you don't like to play the way I like to play, boohoo!'. Just because you like fights doesn't mean your entitled to them or that anyone else is obliged to indulge you.
As they used to say in Agony; Stop sucking. <3
However, I also happen to be a "fan" of Eve, the leader of 500 or so players, and I like to think a representative of a compelling gameplay within the game - and as such I hear this all the time, every day, every week, from players both in my Alliance and outside of it. And there is NO DOUBT that WCS represent a broken, lazy, legacy gameplay that needs to be addressed.
Over the years anytime I bring up something that needs fixed there are those that accuse me of "tears" or "drama" or "whining" about it. So be it. If you haven't noticed those things get fixed eventually and so will this.
Trust me. The situation that causes this gameplay will change.
"how dare that gazelle try to run from me" ~ lethargic cheetah.
And more along those lines. So feel free to speak for yourself but refrain from argumentum ad populum, you don't speak for me, or many other people in lowsec who think WCS are neither broken, lazy or legacy. And since that argument isn't coming from people who do this but from other solo'ers and pirates should give you at least some pause imho :)
How's that for clarity?
So while you're abundantly clear, you're also a little rude!
I'm pretty sure that's what you said, right there on the page. It is hard to see how what you said could be taken any differently.
Anyway, you've posted your 'Final word', so I'll go reply to that.
I do expect to see this topic again, just because you need to beat the drum every now and then :P.
Rob K.
Are they annoying? Yes, but some players don't want to commit to a fight.
They could always warp of before you land on the gate but they are stabbed instead.
The best counter to a stabbed frig right now is high alpha, bring a thrasher and 1 shot those pesky frigs with no tank
You can still catch people by alpha-ing them, bumping them or just asking them to stay on grid and show some e-honor. Sounds like a silly suggestion to me but I see not other way to stop the dominance of the module that is the point/scram.
Point/scram are legacy modules from the times before e-honor. Without WCS they are broken and used only by the lazy or those without the skill to bump/alpha targets off the field.
Can't alpha/bump the victim while killing hime? Learn to multibox alts for goodness sake.
BTW 4 WCS isn't bad gameplay mechanics, it's a bad fit. Those are vital drone damage/armor rep/plating/res spots sacrificed. It's a bad fit and if you can't instalock and burn it down you're doing it wrong.