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for thelulz
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Posted - 2011.05.11 15:30:00 -
[1]
Edited by: for thelulz on 11/05/2011 15:32:33 In line with Force projection changes, it's rather silly that JBs are getting nerfed, yet a single cyno frig can jump in as many capitals as it likes.
This is dumb.
I suggest the following:
A single cyno frig can bring in a maximum of 5/whatever normal capital ships.SuperCaps can not jump to them.
Recon ships with their cyno bonus are required to bring SuperCaps. 1 SuperCap = 1 recon ship.
Projecting force now requires proper teamwork and a ship suited to the task as opposed to one guy in a frig.
Insults please....
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Mag's
the united Negative Ten.
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Posted - 2011.05.11 15:56:00 -
[2]
Edited by: Mag''s on 11/05/2011 15:56:22
Putting aside the JB nerf, I do agree that cyno changes are needed.
I suggested some time ago, that there should be a change to the jump mechanic, based around what ship you use to light the cyno.
Example.
- 1 minute jump delay as standard, on a cyno generator.
- Using ships with a cyno bonus, means a reduction in that time by 10 seconds per level. Leaving a 10 second jump delay. (My preferred choice.)
- Or they get a 20% reduction in the time per level. Leaving no jump delay.
- Ships without a bonus, get the whole 1 minute penalty.
It makes lighting cynos a more tactical event, depending on the situation.
Originally by: Allestin Villimar Also, if your bookmarks are too far out, they can and will ban you for it.
Originally by: Torothanax Low population in w systems makes afk cloaking unattractive.
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Viktor Resnov
Vorkuta Inc
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Posted - 2011.05.11 17:36:00 -
[3]
I feel that the best balance would be spooling up jump drives.
A cyno must be lit, and then after 30 seconds you ship jumps. If the cyno dies during that time, you're **** out of luck. Could work with titan bridges, as well.
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Tres Farmer
Gallente Federation Intelligence Service
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Posted - 2011.05.11 20:30:00 -
[4]
Originally by: Mag's Putting aside the JB nerf, I do agree that cyno changes are needed.
I suggested some time ago, that there should be a change to the jump mechanic, based around what ship you use to light the cyno.
Example.
- 1 minute jump delay as standard, on a cyno generator.
- Using ships with a cyno bonus, means a reduction in that time by 10 seconds per level. Leaving a 10 second jump delay. (My preferred choice.)
- Or they get a 20% reduction in the time per level. Leaving no jump delay.
- Ships without a bonus, get the whole 1 minute penalty.
It makes lighting cynos a more tactical event, depending on the situation.
I like that.. speeding up jumps and increase the accuracy of the incoming. Working together and having scouts would help your fleet to move just a bit faster and more accurate.
Get rid of Rooms with Doors - Shortrange Jumpdrives for everybody! |
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