This one is going to be odd.
I don’t know where I’m going with it as I write it, so we’ll see how
this turns out. I’m of two minds
regarding whether small-gang warfare is truly coming to an end, or whether it’s
simply in desperate need of innovation.
Over at Jester’s Trek, Ripard Teg talks about how it’s becoming increasingly harder to find small-gang fights. In a nutshell, the average size of a roaming
gang is increasing rapidly because:
- Effective logistics ships are easier to fly,
- The number of skill points of an average pilot is increasing, meaning they can fly better ships and more easily fly with boosters
- Warp speed changes make slowing down and tackling roaming gangs easier, meaning nano and kiting gangs are nearly impossibly to fly these days (a familiar tactic of hunters).
- Pilots are generally very risk-adverse, and simply won’t engage unless odds are overwhelmingly in their favor.
This has, he states (and re-states from his alliance mate),
caused a general up-tick in the size of “small gang”. The risk-adverse nature of Eve players naturally
means fleets responding to invaders are increasing in size – no one wants to
reward roamers with a whole fleet of kills, which only encourages more
roamers. But hunter gangs themselves
will increase in size: defenders are bringing more logi, which means the
hunters need more dps to break that logi.
As players become more experienced, they learn to anticipate everything,
which tends to make them more risk adverse (“I’m not undocking without five
logi”). So fifteen is increasingly becoming fifty.
Ripard also adds some worthwhile comments about fleet
doctrines, and the way they’ve changed dramatically over the years, essentially
negating the possibility of smaller gangs successfully out-flying larger ones
without using fleet boosts. Sure, you
have pipebombing, bomber runs, and things of that sort, but using area-of-effect
weapons to destroy multiple ships is simply the intended use, not brilliance.
And, in these comments, he’s largely correct. The mechanics changes and greater access to
force-multipliers like jammers and logi means using the tried-and-true roaming
tactics with the same effectiveness requires more pilots. And smaller corporations and alliances are
increasingly being “crowded out” into accepting ganks as sustenance.
But is this the whole story, or is it simply the inevitable
toll of the bells of change? Aren’t
there plenty of tactics that can make small gang viable?
The increase in skill points cuts both ways. The counter to increased numbers of logi is
to fit jammers that can take them out of the fight entirely. Oneiroses and Scimitars are the norm, so fit
Minmatar and Gallente jammers. A
well-skilled jamming pilot can remove them from the fight entirely, and the
cost of one more fleet member. No need
to triple your DPS after all. And while
defense fleets may frequently have fleet boosts, simply move the fight into
another system. You’re the attacker,
attack elsewhere. Force them to come to
you. If they try to jump their booster
in, set your interceptors on them (you do have fast tackle, right??).
The ways of making isk are well-known; players are making
more money, yet statistics from CCP indicate the increase in player wealth is
not seeing a direct correlation with increased costs. In other words, players are able to afford
more and higher-cost load-outs than in the past. Plus, faction equipment is steadily dropping
in price. So the improvement in your
targets’ skill points can be counteracted with better bonuses from more
expensive equipment.
As far as the warp changes, it does help frigates and
destroyers intercept a roaming fleet, but you have neuts and webs fitted to
your ships, right? If not, how do you
expect to fight off anything smaller than you?
Luck? And their heavy DPS ships
are still going to warp in at the same speed as you.
If anything, the warp speed changes have opened a new
weakness: pursuit fleets can more easily become straggled and susceptible to
being picked off bit-by-bit. I’ve yet to
see a fleet of Rapiers roaming together, but I know for a fact one dual-web
Rapier can kill three assault frigs by itself, and about 4-5 interceptors. A fleet of them would make interceptor fleets
not engage, and can conceal their true numbers.
Even one can reduce their effectiveness significantly in a mixed
fleet. And once the tackle is gone, you
can continue to kite the dps ships as they lumber in to the show late.
I doubt Eve players have become more risk-adverse over the
years; if anything, the easy availability of isk has made players loosen up
their flying. But there’s another
consideration that may change very soon… the player base hasn’t be increasing
very much over the past few years, so players are all much older now than they
used to be. This means players are much
more likely to think they “know better”, and take fights that perhaps they
shouldn’t, under the thinking that they “have more skill than the other guy,
since I’ve been playing for all these years”.
Great skill leads to overconfidence, and that leads to mistakes.
What’s the recent occurrence that I’m referring to that
could change this? B-R5RB (a system,
incidentally, I’m jumping out of as I type).
Hordes of new players have subscribed to the game following the
marketing push that happened in its wake, and those players have new
characters. Could it breathe new life
into the game and bring us a new host of fresh players? Enough that doctrines and behaviors
change? Perhaps.
But, regardless, it’s still possible to roam in smaller
groups, but it requires using tactics a lot of small gang PvPers find
distasteful… jammers, boosts, good scouts (okay, so only two of those are
distasteful). Ripard Teg is correct that
the days of killing 15 with 5 ships and not using anything that isn’t on field,
jamming anyone out, and winning purely by superior flying are, indeed
gone. His blog, this one, Eve wiki
pages, are the cause… information.
Players can find out how to fight all types of ships now. No single ship is overwhelmingly overpowered
the way Dramiels and Cynabals used to be.
And that’s a good thing.
Whereas “elite PvPers” used to be shrouded in mystery, now
the reasons they win are clearly known.
Maybe boosts made the difference, or a Falcon that locked down all the ewar
and logi, leaving the rest of the fleet easy pickings. Regardless, now, the loser can point to clear
difference-makers in a fight. And
knowing the reasons you lost is the best way to remove the mystique.
But it also allows the losers to learn. And that’s a very good thing. If you think otherwise, what you’re really
bemoaning isn’t the loss of small-gang PvP, but rather of easy marks that never
learn from their defeats.
No, pilots won’t be spoken of with awe, but you can still
win outnumbered, provided you choose the location of battle, recognize the
fleets you can and cannot defeat, and have scouts watching for reinforcements.
And isn’t that better?
Victories are born from causes, not mystery. Blobs are a problem and always will be, of
course, but blobs also include bloat (ships that provide little value to a
fleet because they’re off-doctrine or have conflicting engagement profiles) and
overconfidence (“I have 40 dudes, I can take them. Who has tackle? Anyone? Anyone?”).
But, more than any of this, isn’t it a good sign that more
pilots are able to get in the same fleet and find fleets of an increasingly
large size? Doesn’t this mean the game
is doing well, and gaining engaged players?
I’d argue that the increase in fleet sizes could also be taken as a sign
of success. More players are organized
and able to come to the same system at the same time. This simply didn’t happen in the past.
I remember and most-enjoy the fights that happen on the
small-gang level, and the ones where I’m outnumbered. Fleet battles are – pardon the pun –
fleeting, since my personal skill has little to do with the result. Ganks are good for passing the time, but
don’t represent any real learning or skill.
In all that, as well as the basic facts he puts out there, I agree with
Ripard. I just think that while the
board is changing, it’s not dying as quickly as he fears.
Yes, that means I have to have combat ships in Tenal, in
Razor’s staging system, and in a central low-sec system so I can jump to where
the action is. Remaining in only one
location may not work all the time, as a single region of space tends to be
cyclical. So maybe Syndicate isn’t as
good for small-gang as it used to be (hopefully Curse will return to normal now
that the Halloween War has moved on).
But there are still pockets where 15 is a good number. Just look at wormhole space.
So, changing, yes.
Dead, I don’t buy it. I’d argue
small-scale sov warfare is far worse on that account than small-gang fights
are. But, nonexistent is much worse than
rarer, I suppose.
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