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Skex Relbore
Gallente Skexcorp
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Posted - 2011.03.02 19:27:00 -
[61]
Originally by: Industrialist12
Originally by: Target Painter
Quote: Max skilled booster alts get sold for as low as 7 or 8 billion. The T3 itself is (at absolutely most) 800 million. Neither are that expensive.
Going by Eve-board(i know a vast majority of players don't have accs on there...), of the thousands of characters on there, only 117 have over 8b in their wallet(i know i know). So no, that's really not a low number for the vast majority of eve players.
Ok this is just a silly assertion.
I suspect that most of us hide our isk to some extent. Personally I keep most my isk in a holder corp with a bit spread across my various tunes. I've got access to a bit over a billion liquid at any given time, Most my wealth however is in hard assets. Last time I checked I was looking at about 10 bil in assets and that was when I was doing the RVB thing burning through isk at a fairly high rate.
Since I've taken a break to Carebear I've made well over a billion in just over a month(though I've spent a substantial amount on logistics and skills lately) And that's just kind of piddling along an hour or two a night.
I still wouldn't show up on Eveboard as a billionaire because I don't keep most my wealth in my wallet.
And to be frank I suck at making money. A corp with a couple dozen active members should have no problem raising 8-10 bil for a leadership alt. Not to mention most probably have members with such alts for their own purpose already .
And I know lots of guys floating around with leadership alts like that. Not like you need all that much in the way of support skills after all you aren't going to actually put it into a fight it's just going to sit afk in an unscannable T3 after all.
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Kepakh
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Posted - 2011.03.02 21:19:00 -
[62]
Originally by: The Djego
The last comment is actually funny since since everything Nozh did was trolling us(nobody can be this stupid)
I still remember him saying in live dev blog how he is going to use Mega with an afterburner
Scary is that this person is still around and messing with the game... ( projectile buff )
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freshspree
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Posted - 2011.03.02 21:22:00 -
[63]
Edited by: freshspree on 02/03/2011 21:22:05 Meh... this is one hell of a debate and as someone who wasn't here during the nano age i think it's best if i grab my chair and watch how all these things unfold.
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Stuart Price
Caldari FLA5HY RED The Defenders of Pen Island
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Posted - 2011.03.02 22:01:00 -
[64]
Edited by: Stuart Price on 02/03/2011 22:04:26 1. Spool up time on cyno's and disallow the cyno ship to receive remote reps during cyno timers. Cyno's should be strategic, not tactical, for best usage.
2. Increase the agility on most Gallente blaster ships by a LOT. They should accelerate faster than Matari, at the expense of lower top speed. Get too close and POW you're caught - as it should be. You want to kite them? Better start practicing your manual piloting.
3. Increase blaster tracking by a LOT. They should have the absolute best tracking, bar none. Got caught by a blasterboat? Yeah, you're in trouble.
4. Increase the optimal hybrid bonus on Caldari gunboats. Their current niche is rubbish. Nobody should outperform them as snipers, if this means they get to sling high-damage ammo out to sniper range then so be it. Everyone else will still get to outperform them as ranges get closer (after all, Aurora -> Faction MF is a big increase in damage, but where would a Caldari sniper go from faction AM? He's already doing max damage and now you can screw with his tracking and take advantage of his lower speed).
5. Increase the optimal and falloff of sensor damps.
6. Stack penalise leaderships and gangmod bonuses based on the amount of pilots benefiting from them. You want full (or near full) bonuses for massive fleets? Bring more CS/t3's and set up your fleet structure accordingly. You already have strength in numbers, adding full gang bonuses on top just widens the gap.
7. Remove e-war drones. Yes really. Only the ECM ones get used and they're ridiculous, to the point where it's the decision to take them is a no brainer - combat drones are added AFTER you take a flight of ECM's.
8. Increase web strength to around 80% base (for t2), reduce range (to about 6km or so for t2) but then add loads of falloff (10km for t2) - with effective strength decreasing out to optimal+falloff at a rate similar to the curve for turret hit quality. Keep the overheat function on optimal. EDIT FOR BONUS THOUGHT: sig radius becomes a mitigating factor on webs - smaller targets get less speed reduction - to prevent larger ships from utterly annihilating smaller ones too easily.
9. Give the 'Warp to Gang Member' command an accuracy penalty depending on the amount of people in the gang (handwaved by 'safety regulations for mass ship warps' or 'inherent inaccuracy of warping to a relatively small, mobile target with lots of other warp activity going on nearby' or whatever) - the larger the gang the more inaccurate your warp. Warping to celestials remains 100% accurate regardless (they are known, static targets).
Presto. Big fleets stay good at what big fleets do but you no longer get to utterly steamroll solo pilots or small gangs with bait+blob or hotdrops - they probably won't get any kills on you but they'll have a decent chance of getting away. A chance you can reduce by actively thinking instead of 'align to target, get gangwarped, turn mods on' and a chance they can increase by thinking fast.
There should also be some serious incentive to get people away from gates and stations, in lowsec in particular, but that's a much bigger and harder conversation. Putting the 'irate' into 'Pirate' |
The Djego
Minmatar Hellequin Inc.
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Posted - 2011.03.02 22:10:00 -
[65]
Originally by: Stuart Price There should also be some serious incentive to get people away from gates and stations, in lowsec in particular, but that's a much bigger and harder conversation.
Supported, except web falloff. Webs should be a close range tool, but powerful. Preventing people leaving/migrating damage, not preventing people to reach this range. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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TrimethylChromiumdioxide
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Posted - 2011.03.09 09:57:00 -
[66]
Originally by: DHB WildCat Please remeber that there are many more ways to counter them in todays game than the game of two years ago. It will not be the same, but would still offer variety.
I still maintain that increasing the min warp to object range to 200-250k would accomplish the same result, that is, if you really want to use your superior skills to kill off part of a blob before they kill you. Having been in the nano age myself, I know the frustration of getting out one of the 'many counters' to high speed battleships only to see them say 'later suckers! We're outta here.' That was one of the problems of nano. The proponents would not lose. If they anticipated the slightest chance of loss, they bailed.
Speed should not be enhanced whatsoever.
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Rortim
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Posted - 2011.03.09 12:00:00 -
[67]
Instant cynoin for first capital to jump through. save me triage carrier. Then add 30s per capital after the first with a max 'waiting to jump through' deployment time of 2minutes or something. Would probably boost the little guy with single/dual carrier usage that dosent have 5 sc and dreads at the back to gank any single capital deployed. supercarriers should start at a 2 minute timer to avoid 'haha, you agressed on station and got kabonkersdropped! ' or 'haha, you dropped triage with your small gang taking on our already bigger gang we just drop 5 sc and gank it instantly rather then fight because we are afraid of actual fighting.' on that note, increase station docktimer ^^
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Sandrestal
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Posted - 2011.03.09 16:21:00 -
[68]
Originally by: fkingfurious
If you have 200 experienced pilots and I have 300 experienced pilots why on earth should you expect to win?
You haven't been in many large fleet battles have you. |
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