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techzer0
IDLE GUNS
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Posted - 2008.03.20 11:46:00 -
[121]
Originally by: Barzam
Originally by: Lord WarATron
3. Rapier.
Again, another complicated stratagy which is more complex than nanoing up. Since only 2 ships in game such as rapier and huggin get this advantage. This means caldari, Amarr and gallente will need to retrain. Its a lot more easy for those races just to nano up than to retrain.
Two? You're forgetting the Bhaalgorn
Curse is no fun to go up against either. Zealot can hit anything doing less than 6.5k/s... Hyperion with the right setup can hit Nano ships pretty well. Caldari missile boats fail at hurting anything that goes faster than 4-5k/s... or maybe I just suck with my missiles
There are plenty of gang setups to fight nanos, but it's kinda annoying to fight them. I fly nano ships solo for the most part, and since getting jumped by a gang is so common it's rather nice to be able to hit my MWD and zip away from a trap. ------------
Originally by: CCP Mitnal It's great being a puppetmaster
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Reem Fairchild
Shadow Forces Inc.
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Posted - 2008.03.20 11:47:00 -
[122]
Originally by: Lord WarATron
Originally by: Reem Fairchild I don't think this even really provides a solution to the supposed "problem" except with regards to Vagabonds, interdictors and interceptors (basically, the exact ships that are meant to be really fast). All speed gangs would do is bring speed fitted Gallente recons to tackle from way outside of web range and fast heavy assault ships that (unlike the Vagabond) can fight from range..
I see. So first pro-nano guys tell a conventional gang having to field a pile of minmatar recons is fair, but it is unfair that a nanogang would have to insted bring their own gallente recon if a web range increase happened?
Pot meet kettle
You misunderstand. That is not what I am saying.
What I mean is that it very easy for a gang of fast ships to work around what you are proposing, and the ships that would actually be hurt from it are only those exact ship that are fully intended to be fast ships (Vagabond and its variants, interceptors and interdictors).
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slothe
0utbreak
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Posted - 2008.03.20 11:47:00 -
[123]
i think we worked out in corp the other day
huginn / rapier + domination web + ((claymore + lvl 5 command ship + gang mods) + (leadership lvl 5 + skirmish warfare lvl 5 + skirmish warfare specialist lvl 5 + fleet warfare specialist lvl 5)) + overloaded web = 90km web
on a more realistic level with less than perfect skills webs up to 60km are possible.
so what exctly is the problem?
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deadmeet
Star Blossom
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Posted - 2008.03.20 11:48:00 -
[124]
Quote: 1. Heavy neut vs Nano This stratagy is more complicated than nanoing up. True, I can put a heavy neut on a Harbringer Battlecruiser, but then I wont have any fitting left for any guns? Or should everyone fly BS only now? 2. Overheated Web This stratagy is again more complecated than nanoing up. 24km scramber range vs 13km overheated web. 3. Rapier. Again, another complicated stratagy which is more complex than nanoing up. Since only 2 ships in game such as rapier and huggin get this advantage. This means caldari, Amarr and gallente will need to retrain. Its a lot more easy for those races just to nano up than to retrain.
1. A battlecruiser should not be able to solo kill a HAC... a nano or not... and don't forget you have drones too... 2. Ok for web, but you have faction web that web so far... 3. You are not obliger to fly it yourself, EVE is a group game.... not a solo game.... or make missions... alone....
If you nerf speed, you know that it will break all the game mechanic.. What will become frigate, nano HAC or others if speed will be nerfed ? The solutions are here, so use them. I don't whine because I can't kill a BS with my BC because they overDPS and overtank me, it's the same with speed...
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Lord WarATron
Black Nova Corp Band of Brothers
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Posted - 2008.03.20 11:49:00 -
[125]
Originally by: MassonA Would you rather spend an hour moving across the map in your battleship gang or 20 minutes in your nanogang.
Would you rather move home solo in your battleship for an hour or 20 minutes in your nano ship.
All battleships in this game take a maximum of 10 seconds to enter warp with mwd regardless of plates agility etc. Nanos do not effect your speed inside warp, but yeah, it does help align time. I dont see many Nano bs's entering warp so fast that the 10 second timer would turn a 20minute journey into 1 hour.
In fact, please could you be so kind as to tell us what warp and travel time in battleships has got to do with adding risk back to nano pilots? --
Billion Isk Mission |
Lady Karma
State War Academy
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Posted - 2008.03.20 11:52:00 -
[126]
Originally by: Lord WarATron
1. Heavy neut vs Nano
This stratagy is more complicated than nanoing up. True, I can put a heavy neut on a Harbringer Battlecruiser, but then I wont have any fitting left for any guns? Or should everyone fly BS only now?
2. Overheated Web
This stratagy is again more complecated than nanoing up. 24km scramber range vs 13km overheated web.
3. Rapier.
Again, another complicated stratagy which is more complex than nanoing up. Since only 2 ships in game such as rapier and huggin get this advantage. This means caldari, Amarr and gallente will need to retrain. Its a lot more easy for those races just to nano up than to retrain.
Lets be honest here, I have done the nano as well. We both know that counters exist but are pretty ineffective due to how we play. Counters work vs incompetent players, but anything works vs incompetents.
Whats so complicated about using a rapier in gang? And how many nano ships want to get anywhere near a curse. I don't think it is a minmatar ship.
EVE supports diversity. Not everyone wants to sit in a remote rep gang hugging a station with carrier support. Press F1-8 go make a cup of tea, come back after 5mins, and click need armour button. Woot!
oh btw it's "Strategy"
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Lord WarATron
Black Nova Corp Band of Brothers
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Posted - 2008.03.20 11:54:00 -
[127]
Originally by: slothe i think we worked out in corp the other day
huginn / rapier + domination web + ((claymore + lvl 5 command ship + gang mods) + (leadership lvl 5 + skirmish warfare lvl 5 + skirmish warfare specialist lvl 5 + fleet warfare specialist lvl 5)) + overloaded web = 90km web
on a more realistic level with less than perfect skills webs up to 60km are possible.
so what exctly is the problem?
The problem is that competent nano pilots simply dont engage anyone flying the above thus the above setup wont beat competent pilots. If the nangang has the sheer numbers to win, they would primary the huginn/rapier etc. If you had a *competent* nanogang, what would you do? --
Billion Isk Mission |
Ephemeron
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.03.20 11:55:00 -
[128]
Originally by: Lord WarATron I am a ex-snake nano pilot. I stoped it long ago because its no longer pvp now. Most Nano counters are more complex than nanoing up and it is bad game design to make counters that are more spesific than the original stratagy.
It is PvP for me, it is PvP for many other people. Look at the killboards, there's raw data that proves "it is pvp".
What you say implies that you don't like pvp in EVE. You want a different type of PvP, you want a different type of game. Sure, you are free to want to play what you want. But you have no right to take away my game just so it can be modified the way you like it.
If you don't like pvp in EVE, go find something else to play.
You are free to discuss game balance and tweaking certain aspects of the game, but you can't demand radical game design changes. And removing speed as viable combat strategy is a radical game design change.
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Lady Karma
State War Academy
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Posted - 2008.03.20 11:59:00 -
[129]
Originally by: Lord WarATron If the nangang has the sheer numbers to win, they would primary the huginn/rapier etc. If you had a *competent* nanogang, what would you do?
Are you really saying that good tactics and competent FC's should be be nerfed.
I can't see where you are coming from, so a well skilled HAC recon gang goes out for a hunt. They come across a disorganised blob of mixed ships. Using good tactics and comms they out manouvere the enemy and get some nice kills in before they leave.
How can you say that is a bad thing?
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Lord WarATron
Black Nova Corp Band of Brothers
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Posted - 2008.03.20 12:02:00 -
[130]
Edited by: Lord WarATron on 20/03/2008 12:04:01
Originally by: Ephemeron What you say implies that you don't like pvp in EVE. You want a different type of PvP, you want a different type of game. Sure, you are free to want to play what you want. But you have no right to take away my game just so it can be modified the way you like it.
You are correct. I want eve PVP where I feel risk when I fly a snaked up nano ship. You do not, and that is your perception. If people are afraid to lose their ship then they should not undock.
To me, nanos have now hit the same standard as WCS. Both involved taking part in low risk pvp. This is why I stoped using nano. Some people like to play Doom with god mode on. For me, that is boring as hell, I play it in Nightmare mode!
I beleive nanos should not be nerfed, rather, webs should range boosted via a script to half the web power but give it longer range. Nanogangs will have to use gallente recons to counter this insted of conventional gang using minmatar recons to counter.
Then I can feel happy flying a snake nanoship again knowing that there will actually be risk to a competent pilot! Why do you feel that there should be little risk to a nano pilot like myself? --
Billion Isk Mission |
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techzer0
IDLE GUNS
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Posted - 2008.03.20 12:03:00 -
[131]
Originally by: Lord WarATron
Originally by: slothe i think we worked out in corp the other day
huginn / rapier + domination web + ((claymore + lvl 5 command ship + gang mods) + (leadership lvl 5 + skirmish warfare lvl 5 + skirmish warfare specialist lvl 5 + fleet warfare specialist lvl 5)) + overloaded web = 90km web
on a more realistic level with less than perfect skills webs up to 60km are possible.
so what exctly is the problem?
The problem is that competent nano pilots simply dont engage anyone flying the above thus the above setup wont beat competent pilots. If the nangang has the sheer numbers to win, they would primary the huginn/rapier etc. If you had a *competent* nanogang, what would you do?
I was with you until you said that. That sounds like you want speed nerfed so you can get more fights, which is exactly why I laugh at all these "nerf speed" threads. So you don't get a fight, oh noes! There are other people to shoot at, heck there are 30-40 thousand of them, get your killmails on ships other than speed fit ships... ------------
Originally by: CCP Mitnal It's great being a puppetmaster
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Ephemeron
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.03.20 12:08:00 -
[132]
Originally by: Lord WarATron The problem is that competent nano pilots simply dont engage anyone flying the above thus the above setup wont beat competent pilots. If the nangang has the sheer numbers to win, they would primary the huginn/rapier etc. If you had a *competent* nanogang, what would you do?
Any competent pilot is not going to engage in bad odds. I can fly a noob ship and not die if I use scout info and not engage against silly odds.
If you see a gang of nanoships, you get several bs, couple recons with 1 huginn or rapier. You don't need as many people as there are in gang of nanoships. You try to catch one while the others run away. You can kill 1 or 2 without losing anything if you are smart.
Did you expect to kill everyone in a nanogang? pvp that's work like that. It doesn't matter what gang it is, when gangs fight, they don't fight until everyone on 1 side is dead
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Lord WarATron
Black Nova Corp Band of Brothers
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Posted - 2008.03.20 12:19:00 -
[133]
Originally by: Ephemeron I can fly a noob ship and not die if I use scout info and not engage against silly odds.
Did you miss the part where I said that I used to fly a Snaked up Nanoship as well? I used to take on 4-5 ships at once and kill one. If a huggin/rapier was in the gang, I would bum rush the huggin/rapier forcing it out of the battle while killing whoever was unlucky enough to be scrambled.
If there was 2 huggin/rapiers. I would not engage. Therefore they could not win vs nano unless they kept themselves in a more complex playstyle. In other words, nanoships let me engage silly odds and win.
And that is why I, as a nano pilot myself, think that nanos should NOT be nerfed. But insted, webs boosted to stop this asshattery tactics that people like myself have done in the past. --
Billion Isk Mission |
Bad Borris
Dragons Of Redemption Triumvirate.
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Posted - 2008.03.20 12:39:00 -
[134]
Originally by: Lord WarATron
If standard webs were at scrambler range (yeah I know lots of people want this) then there would be no problem with nano's. People can nano up, but if they want to pvp in nanoships, then they will get danger.
I dont think nano-ships would just be in danger, I think they would be very dead very fast. You point out that you are in a good position to comment on nano-ships but then point out that you have/had a snake set plugged in. I know alot of people that fly nano (lol?) but I know of only a few that have done it with a snake set, low grade or high grade so if you're argument is 'more speed = less risk' then lower you're estimations of what one can expect to see from a nano-ship.
I also challenege you're perception of the role of webs. For me a stasis webbifier is like a coup de grGce for nano-ships and an almost certain end for anything tanky crawling toward the gate with an afterburner. They should not be equivalent in range to scrams, it would simply mean the end for speed set-ups... It would be like having a pocket sized mini huggin that you can plug into you're mid slot, we would all be fitting them... You would see isk farmers fitting webbifiers on their ravens .
The 14k breathing space between standard webbifier range and scram range is the speed merchants only effective range and if you are to die to a gang of nano-ships then chances are one or more of them will be buzzing around that range. If you have a battleship heavy fleet with few webbifiers then you must exploit the fact that the nano-ships generally have lower dps so you must stick together and protect you're webbifiers, shoot drones and remote rep (and if you are not remote repping and simply have a fleet of individuals in battleships and mixed support then you simply fail and will probably take more losses) and frustrate the nano-ships into taking more risks since the very worst thing you can possibly do against a nano gang is get separated off of the gate. I have seen countless interceptors or lone fast hacs chasing around gangs of vagabonds up to 200k off the gate away from the main fleet they all die horribly. If you are sitting in a ceptor then protect you're gang with webbifiers, make them come to you're fleet, shoot drones etc and be ready to pounce on anything that comes close and call it out. If you're gang is also nano then have fun; and it is very very good fun. If you have another type of gang with few counters then poor scouting/planning.
The problem is not with nano-ships it is that gangs of nano-ships demand co-ordinated gangs to counter them, good communication, patience and discipline. If you are unable to muster a gang that can achieve that, whatever the scale of the engagement then i'm sorry to say you probably deserve to get beat.
If there is any change to speed or counters to speed then it should be an ammunition change or a tracking change.
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Deacon Ix
Ascendant Strategies Inc. Paxton Federation
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Posted - 2008.03.20 12:53:00 -
[135]
Originally by: slothe i think we worked out in corp the other day
huginn / rapier + domination web + ((claymore + lvl 5 command ship + gang mods) + (leadership lvl 5 + skirmish warfare lvl 5 + skirmish warfare specialist lvl 5 + fleet warfare specialist lvl 5)) + overloaded web = 90km web
on a more realistic level with less than perfect skills webs up to 60km are possible.
so what exctly is the problem?
with the Implant it is possible to get over 100km Webb :)
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Dianeces
Repo Industries R.E.P.O.
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Posted - 2008.03.20 13:05:00 -
[136]
Originally by: Deacon Ix
with the Implant it is possible to get over 100km Webb :)
Which implant?
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Drasked
North Face Force
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Posted - 2008.03.20 13:20:00 -
[137]
People that are against nano's are stupid and shouldn't make suggestions about game mechanics, lawl, roffle and lollerskates.
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ApaKaka
Lone Starr Corporation HUZZAH FEDERATION
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Posted - 2008.03.20 13:31:00 -
[138]
It basically boils down to this:
With nano you are paying a premium amount of isk to be able to dictate which engagements you will choose to participate in.
With battleships you are paying a premium of isk to be able to gank everything.
These are two completely different styles of play, and that's why people are complaining and wanting to nerf speed. Because once a BS gets into a situation it can't handle, be it bad scouting or just unexpected things happening, it's stuck there for the duration.
BS guys paid for gank power.
Nano guys paid for dictating range+engagements.
There are counters to nanogangs which you pay a premium (less DPS, more vulnerable to other types of gangs) for being able to do, and nanos are counters to the standard mixed ewar/BS/BC blobs.
I don't see a problem with most speed ships at all.
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Deacon Ix
Ascendant Strategies Inc. Paxton Federation
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Posted - 2008.03.20 13:35:00 -
[139]
Originally by: Dianeces
Originally by: Deacon Ix
with the Implant it is possible to get over 100km Webb :)
Which implant?
http://www.eve-online.com/itemdatabase/EN/implantsboosters/implants/skillhardwiring/implantslot10/21890.asp
with the skills maxed out and this implant you get just over 38% bonus from Skirmish Warfare gang Modules
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Christari Zuborov
Ore Mongers
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Posted - 2008.03.20 15:05:00 -
[140]
The problem with nano fitted ships isn't that they are fast, and it isn't that they can get away, it's that a number of modules that could counter them have been nerfed over the last few years. Module nerfs made nano gangs a threat.
ECM, ECCM counters, WCS, Sensor Boosters, Damps, etc.
All those modules that everyone whined into oblivion suddenly mean a whole lot more to this game than their individual function - they were USED in slots that people simply fill with nano's and istabs now. Two years ago a nano-ship would've been laughed at, they would have accomplished nothing.
This game and EVERY other MMO I've EVER played have the same common story to them - the original designers were a lot smarter than they're given credit for, and smarter than the devs who took after after release.
I fly a nano ship; I have to in order to compete.
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Garreck
Amarr Border Defense Consortium Curatores Veritatis Alliance
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Posted - 2008.03.20 15:51:00 -
[141]
Biggest thing for me with nanos is not so much the mechanics themselves, but the application by most pilots (the whole human element...always Eve's strongest asset and weakest link simultaneously.) I like a good nano-furball. CVA has 'em with -A- on a fairly regular basis and it's exciting and dynamic and can go either way.
That's against an enemy that decides to fight.
It's interesting to hear the whole "nanos are a response to blobs" when the general application of nanowarfare is half a dozen or more nanoships gang-banging a solo battleship in a belt who was too dumb to watch local. If the regular application I observed with nanogangs was to actually take on blobs of slower ships, I could buy that argument. The only organization I know of who does this regularly (and with well recorded success) though is Triumvirate.
Generally, it's a nanogang patrolling and popping solo npcers until even one known pvper appears in local...and then it's a footrace to the nearest empire entrance. For alliances who are not aggressively expansionistic and work to develop/populate space they already claim (surely CVA aren't the only who do this) nanowarfare is an extremely tedious task of getting on scene before too many non-pvp-savvy pilots (to put it nicely) get ganked and then it's just chasing. There's rarely any real "pvp" that takes place.
And yes, nanogang vs nanogang, the gang that's running will successfully escape 9 out of 10 times...nanowarfare favors the runner. The obvious response is chasing the running nanogang in question into a pre-staged camp with fast locking rapiers etc...but then we're back to the blobbing issue. Nanopilots make the case that nano is a response/reaction to blobbing, I say it encourages blobbing and camping.
For referrence, I fly a nanocurse, and the CVA crew I tend to fly with are a mix of nanohacs/recons and inty pilots. We're well versed in the advantages and disadvantages of nano combat. As the default defenders in most engagements, though, hot damn it gets tedious for us.
I don't have a solution, though, because as I say I don't think it's the mechanic so much that's broken. Quite frankly, if folks would put as much isk into webbers as nanopilots put into their polycarbs, there wouldn't be quite so much of an issue. In the end, though, when nanopilots decide to bail, that's game over. Best you can do is stay hot on their tail until they're out of your space and be content with no kills, just the security of your space.
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Matrixcvd
Rionnag Alba Triumvirate.
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Posted - 2008.03.20 15:58:00 -
[142]
Originally by: Lord WarATron
Did you miss the part where I said that I used to fly a Snaked up Nanoship as well? I used to take on 4-5 ships at once and kill one.
Nobody cares that you say your an ex snake pilot, you don't make any sense. if you fly against nubs then you can do all the things you are talking about, if you fly against people who know what they are doing then you will get killed if you actually used your tactics. a rapier a who decloaks at the beginning of a does not know what he is doing. and either you are have another agenda or are just bored and should quit and play another game..
Your comments aren't accurate to the greater world of PVP and neither is your assesment
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Kaimon ValDreth
Priory Of The Lemon R0ADKILL
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Posted - 2008.03.20 16:18:00 -
[143]
Edited by: Kaimon ValDreth on 20/03/2008 16:20:27 Every option should be counterable. The problem is that nano is hardly able to be countered. Webs have close range, hacs can orbit outside even the best webber and still blow the hell out of any ship with no chance of dying.
Aside from that, I wonder about a simple thing. The tracking speed on guns works both ways right? I have on my BC or BS a massive dps fit. T2 turrets (lets assume that the hac orbiting me at insane speeds is within my reasonable dps range) shooting at him. Hes shooting back with the same turrets however given up his low and some mid slots for his nano omg im so fast setup i have better tracking and other gunnery mods. Why is he toasting me and I cant touch him. Perhaps Im a bit slow with the math, but even if im not moving, he is so angular velocity would lead me to believe that he would have to track ahead of where he is to where hes going to be at the time he fires while also aiming beyond where I am now,so it should work both ways right?
I guess my point is that if hes going that fast he shouldnt be able to hit anything at all because his guns just dont track and move that fast.
Or if they do then they shouldn't. Or it should at least work both ways where I being still should only have to calculate for his movement now my movement and his movement making me more accurate. However, if it worked both ways wtf is the reason in making a nano ship anyway?
Oh to run away or otherwise escape a potential death... which i think was the purpose in the first place. Not to suppliment a tank.
Im confused can someone elaborate why it doesnt work this way?
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.03.20 16:27:00 -
[144]
Originally by: Lord WarATron Just now we all know webs are pretty underpowered due to range.
Only because the omg-wtf overpoweredness of webs WITHIN their range.
I mean, seriously - want to nerf the top-end nanos? Remove snakes, you just increased the risks they take significantly and made a number of ships non-nanoable. Nerf polycarbons, you eliminate a number of nano setups.
However, completely killing skirmish warfare by web changes (and, for instance, murdering interceptors, your assertion that it should be a suicide ship is literally mad - you could as well remove them and use T1 frigs fitted for suicide tackle instead, given the whole point of interceptors is to try to tackle until the gang arrives, not 'tackle for 10 seconds, explode').
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Alz Shado
Ever Flow
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Posted - 2008.03.20 16:29:00 -
[145]
Originally by: Cpt Branko
Originally by: Lord WarATron Just now we all know webs are pretty underpowered due to range.
Only because the omg-wtf overpoweredness of webs WITHIN their range.
I mean, seriously - want to nerf the top-end nanos? Remove snakes, you just increased the risks they take significantly and made a number of ships non-nanoable. Nerf polycarbons, you eliminate a number of nano setups.
However, completely killing skirmish warfare by web changes (and, for instance, murdering interceptors, your assertion that it should be a suicide ship is literally mad - you could as well remove them and use T1 frigs fitted for suicide tackle instead, given the whole point of interceptors is to try to tackle until the gang arrives, not 'tackle for 10 seconds, explode').
Which is why Webs should be Scriptable, swapping range for effectiveness and vice versa. ------------------- "Kill a man one is a murderer; kill a million, a conqueror; kill them all, a God." -- Jean Rostand
//// ---------=== []= ---------=== \\\\ Rifter(RedBad) |
Crackzilla
The Shadow Order SMASH Alliance
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Posted - 2008.03.20 16:30:00 -
[146]
Edited by: *****zilla on 20/03/2008 16:31:24
Originally by: Matrixcvd Your comments aren't accurate to the greater world of PVP and neither is your assesment
So you can't form a proper argument and instead use a personal attack? Nice.
Originally by: Kaimon ValDreth The tracking speed on guns works both ways right...if hes going that fast he shouldnt be able to hit anything at all
With a mwd engaged nanos can't hit jack. Which is why drones and missiles are often used. Go fast enough and their missiles/drones can hit you, but your missiles/drones aren't effective against them.
Get a blob of nanos and poor dps doesn't really matter.
Originally by: Kaimon ValDreth
Oh to run away or otherwise escape a potential death... which i think was the purpose in the first place. Not to suppliment a tank.
Go fast enough and the speed tank is the best tank in game. Go fast enough with enough interia and you'll glide out of web range often. Go fast enough and if someone can't match your speed its likely you'll make it out of warp disrupt range and to live to fight another battle.
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Wensbane
GeoCorp. Paxton Federation
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Posted - 2008.03.20 16:32:00 -
[147]
Originally by: Alz Shado Which is why Webs should be Scriptable, swapping range for effectiveness and vice versa.
I agree.
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.03.20 16:39:00 -
[148]
Edited by: Cpt Branko on 20/03/2008 16:39:23
Originally by: Kaimon ValDreth The tracking speed on guns works both ways right? I have on my BC or BS a massive dps fit. T2 turrets (lets assume that the hac orbiting me at insane speeds is within my reasonable dps range) shooting at him. Hes shooting back with the same turrets however given up his low and some mid slots for his nano omg im so fast setup i have better tracking and other gunnery mods. Why is he toasting me and I cant touch him.
Game uses unrealistic mechanics where you both have equal tracking issues, which is precisely the reason things like Vagabonds don't orbit at full speed and shoot.
Realistically, the nanoship orbiting wouldn't need to track while you would. In EvE, both need to track. In Eve combat, Hurricanes (with a falloff rig preferably) and Harbringers are very good at shooting fast things.
That said, a BC with longer range turrets (AC/pulse) shake off most solo nano-hacs quite well (except the Ishtar due to TD, you can just kill the drones though), a Vagabond is trivial to shake off, the Sac a bit tougher due to resists/sembleance of a tank on it (and it happens to have trackingless weapon systems), Rapiers/Huggins are easy as well as long as you can hit up to distruptor range with some accuracy or they are AC fit (now they'll be able to kill you if they fit a TD though), so on.
Curse is very hard to shake off due to TD which it most likely will have, the neuts disabling any active tank, and a serious number of replacement drones. I can't remember encounters with any other nanoable things.
BC tracking is good enough to kill slower interceptors, so things with five times the sig are hardly a issue. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Reem Fairchild
Shadow Forces Inc.
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Posted - 2008.03.20 16:45:00 -
[149]
Originally by: Lord WarATron Some people like to play Doom with god mode on. For me, that is boring as hell, I play it in Nightmare mode!
builds 8 titans...
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.03.20 16:53:00 -
[150]
Originally by: Lord WarATron
I beleive nanos should not be nerfed, rather, webs should range boosted via a script to half the web power but give it longer range. Nanogangs will have to use gallente recons to counter this insted of conventional gang using minmatar recons to counter.
Then I can feel happy flying a snake nanoship again knowing that there will actually be risk to a competent pilot! Why do you feel that there should be little risk to a nano pilot like myself?
What you want breaks countless other things and promotes blobbing.
The thing you want is essentially extremely selfish; you don't care about breaking a lot of things in the game just so you feel better when PvP-ing. Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
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