Fleet compositions are a great thing.
They allow a large group of players to quickly have ships accessible for
a variety of purposes. They allow the
logistics team (or person!) to quickly buy, deliver, fit, and contract standardized
ships for an alliance’s needs. They
allow players to quickly understand how to fly their ships based on clear
direction and guidance.
These “metas” (as they’re often called) allow quick, meaningful
participation regardless of the fleet type.
They’re the meat and potatoes of fleet PvP. And that’s a very good thing.
Unless, of course, you hate the metas.
But let me back up.
Don’t get me wrong – this isn’t one of those posts longing for the days
of solo PvP and 6-man gangs exclusively.
More players engaging in PvP is a very good thing, and with increases in
numbers invariably comes the increase in gang sizes. Besides… newer PvPers tend to stick to safer
tactics while they learn the basics and gain confidence. That’s why we’re seeing so many Interceptor,
BLOPs, and Ishtar gangs. They’re easy
setups to use with a lot of safety built into them. Interceptors can’t be bubbled. BLOPs are executions, not street fights. Whether you live or die in an Ishtar has
little to do with your own PvP skill, so mistakes don’t cause you to suffer as
much.
I think the rise of coalitions stymied individual skill and promoted
conformity with fleet doctrines in null-sec.
Wormholes and low-sec have their own metas that differ greatly from the
null metas, and which require players to do more with fewer numbers. And as a result, it’s “a thing” that
individually skilled pilots tend to be tougher in those two areas of space than
in null-sec, on average. They’re
hardened more.
But we’re already seeing this tendency change among novice PvPers in
null-sec. They’re trying new things and
dabbling in smaller gang battles, using a variety of ships, and trying a bunch
of different engagement profiles and tactics.
They’re maturing, and their individual skill is improving. Metas are still important, but they’re
starting to see the fun in taking a rag-tag gang out and reacting to the
situation, instead of strictly controlling the situation from the get-go and
electing not to engage if it’s not favorable.
Why is this happening?
I can’t speak for everyone, but I can give an example from my own
experience. Just yesterday, in fact.
I don’t enjoy hotdropping fleets unless there’s a very strong chance of
being counter-dropped, for the same reasons I don’t hunt in real life. I don’t see the skill or honor in killing
something from a distance with a high-powered rifle in a sneak-attack. But, if you tell me you killed a bear with a
recurved bow (not a compound one) or a Bowie knife, I’m going to respect you. There’s a lot more danger in that.
I also hate Ishtar fleets because it’s not hard to acquire lots of
kills for no real effort, and with little controllable risk. How many kills you get depends entirely on A)
Whether the enemy has sufficient reps, and B) How long the enemy stays on
field. Whether you die in an Ishtar
fleet depends entirely on A) If your fleet has sufficient reps, and B) If your
name is called primary by the enemy target caller. None of those four factors relates to your
skill.
When I logged in last night, my corp was working to find the right WH
connection for a mercenary contract, so I was still able to join even though I
logged in half-an-hour late (no wife complaints this time… delays help
sometimes). The fleet advert indicated
sentry sets to keep in your Ishtar’s drone baby.
*Sigh*
I was awake, I was logged in, and the corp needed numbers, so I
dutifully bought an Ishtar from corp contracts – I strive to never keep one in
my hangar; personal aversion – as I started up Teamspeak and connected my
headphones (wireless ftw!). I undocked
and warped to the Titan, only to see a bunch of frigates hovering nearby.
My heart skipped a beat as my CEO told me to get in a small ship. Suddenly, the world held so many
choices! Harpy, Jaguar, Worm, one of my Confessors? Which one?
What did everyone else have? What
did they need? What would we be fighting
and how would I fly it? It was as if a
light had switched on that shifted the whole tone of the evening. No longer was this going to be a boring
Ishtar fleet! The night was saved!
Or, at least, that’s the effect it had on me. All that because we changed the meta we would
use.
Now, it’s worth noting that a lot of corps might not be able to swap to
a “anything small” fleet and pull together a coherent, effective fleet, but
this is Repercussus… we all do a variety of PvP, and will go out with any
number of people. But it’s worth
mentioning how awesome every line member was that they could bring something on
a moment’s notice like that. We’d have
gotten a similar response if we asked for smartbombing battleships or armor
cruisers or nano ships. RP does a lot of
off-doctrine roaming.
We ended up needing to move fast to reach another connection before the
enemy rolled their static again, and Ishtars simply weren’t fast enough. But that simple difference highlighted a huge
issue.
There are a lot of effective metas that simply aren’t engaging. No one can blame fleets for wanting to win,
but using those compositions most certainly dampens excitement about these
fleets. And that can make a big
difference.
Sure, effective metas like Ishtar fleets are the meat-and-potatoes of
any sizeable organization, but that meat is spam, and those potatoes are
powdered scalloped potatoes. You need
filet and roasted asparagus, too, or your numbers will invariably drop and
pilot engagement with your corp will decline.
Particularly now, when the fleet metas that dominate the game really
aren’t that exciting. Sure, it’s not the
only time this has happened (“Can I bring a Drake?”), but the simple fact is
that my heart sinks a little when a fleet ping calls for Ishtars. And that’s representative of an issue that
CCP needs to look at. When an effective
fleet is one that requires little from its members, no one really benefits.
Good piece. I enjoyed it.
ReplyDeleteMy biggest complaint when I was in sov null was the absolute inability of the leadership to even consider tactics other than "everyone orbit the anchor and press F1". I now live and fight in Anoikis and, while we have a doctrine (I really don't think meta is the correct word), it's based around capability, not specific fits. I have a sneaky suspicion that such a relaxed doctrine would work in null, too, if only FCs and their alliances would have the courage to try.
ReplyDeleteI wouldn't call it an inability, but rather recognizing that when you fly in larger and larger fleets, it naturally involves a wider range of skill levels among pilots. And you always have to organize and manage down to the most novice.
DeleteYes, but they don't even try. In the fleets I flew in, all we did was group up and press F1. Our enemies had squads dedicated to X, Y, or Z, and did some nasty things to us. The one time we actually tried tactics was when our renters brought an EW squad that had rehearsed what to do. You know, trained for it. That was the most effective fleet our alliance had.
DeleteMaybe they do use tactics in the better alliances. Maybe they actually take the time to train their pilots in some basic tactics. My experience to date has been that far too many null sec entities don't put the effort in to train their pilots properly. Even a forum post or two would help.
Sounds right. Effective combined arms works very, very well. As far as loosening doctrines, it varies. Cruiser doctrines in general (Recon/T3, somewhat Ishtars, Firefly doctrine, etc) tend to be able to be played looser than, say, Windrunners which only work because one specific fit of one specific ship does something that meets a set of very specific tolerances.
DeleteI agree with the Heretic... wormholes as Tal said,
ReplyDelete"Wormholes... ...have their own metas that differ greatly from the null metas, and which require players to do more with fewer numbers. Sooooo true!
"And as a result, it’s “a thing” that individually skilled pilots tend to be tougher in those two areas of space than in null-sec, on average. They’re hardened more." So true again!
Not that there aren't good pilots in null, or bad pilots in holes (I personally suck)... but the general state is in smaller less doctrinaire fleets/gangs an individual pilots skills can swing the fight one way or t'other...
Our doctrines are more loosely based... 'armor' whatever, or 'shield' whatever which dictates the logi... and while throwing a gang together, as we are fewer in numbers, the FC actually often has the time to ask for and check fits, make suggestions and mentally assemble a kitchen-sink fleet that chops, grates, dices and juliennes! and can even wash up after it self as long as it the heat doesn't run it out of the kitchen... =]
My favorite things to say when Sov says,
"I have 'xxx' at 'xxx' gate/hole (what/where ever)..." is...
"What should I wear to th' dance?" =]