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ElCoCo
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Posted - 2004.08.31 17:31:00 -
[1]
Hmmm...
Haven't logged on today and might not, but I find this change really unwarranted.
I suppose the only real reason to do it is to prevent ppl from accidently killing themselves in empire.
Bad way to do it.
The ability to stop instajumpers is 1 thing. But completely preventing us from using a module near a gate/station is another.
Several of my setups with various ships use smartbombs and I've never even bothered to kill instajumpers 
We'll all adapt but still, there was a better way to do it... just remove the dmg/agression done to station/stargate altoghether.
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ElCoCo
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Posted - 2004.08.31 17:31:00 -
[2]
Hmmm...
Haven't logged on today and might not, but I find this change really unwarranted.
I suppose the only real reason to do it is to prevent ppl from accidently killing themselves in empire.
Bad way to do it.
The ability to stop instajumpers is 1 thing. But completely preventing us from using a module near a gate/station is another.
Several of my setups with various ships use smartbombs and I've never even bothered to kill instajumpers 
We'll all adapt but still, there was a better way to do it... just remove the dmg/agression done to station/stargate altoghether.
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ElCoCo
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Posted - 2004.08.31 17:53:00 -
[3]
Originally by: Stuart Ward
Trouble with that is you will have BS equipped with multiple SB's with them popping away all the time knocking out anything that tries to get through the gate.
Yes I know... so what?
Instajumps were not intended to be a part of the game right?
Well, they are in the game. And now 1 of the 2 ways of taking out an instajumper is almost off for good. And it's not like anyone was killing BS's with gatesmartbombing, just the frigate/hauler blockade runners and rarely a cruiser.
But I'm really more concerned about setups that are hindered that have absolutely nothing to do with catching instajumpers ... and I don't like half-measures like this. 
So please don't reply to me with instajumpers in mind... unless CCP really wanted to make instajumping even more useful, which is ok I guess.... it's their game 
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ElCoCo
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Posted - 2004.08.31 17:53:00 -
[4]
Originally by: Stuart Ward
Trouble with that is you will have BS equipped with multiple SB's with them popping away all the time knocking out anything that tries to get through the gate.
Yes I know... so what?
Instajumps were not intended to be a part of the game right?
Well, they are in the game. And now 1 of the 2 ways of taking out an instajumper is almost off for good. And it's not like anyone was killing BS's with gatesmartbombing, just the frigate/hauler blockade runners and rarely a cruiser.
But I'm really more concerned about setups that are hindered that have absolutely nothing to do with catching instajumpers ... and I don't like half-measures like this. 
So please don't reply to me with instajumpers in mind... unless CCP really wanted to make instajumping even more useful, which is ok I guess.... it's their game 
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ElCoCo
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Posted - 2004.08.31 18:45:00 -
[5]
Ok now why are you debating over just a single scenario here?
There are gazillion of setups that involve using smartbombs and now they cannot be used near a gate... don't you think that's bad enough?
Has this change been made JUST TO PREVENT ACCIDENTAL SHIP LOSSES?
If there is another reason I would really like to know it.
Any DEV can comment?
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ElCoCo
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Posted - 2004.08.31 18:45:00 -
[6]
Ok now why are you debating over just a single scenario here?
There are gazillion of setups that involve using smartbombs and now they cannot be used near a gate... don't you think that's bad enough?
Has this change been made JUST TO PREVENT ACCIDENTAL SHIP LOSSES?
If there is another reason I would really like to know it.
Any DEV can comment?
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ElCoCo
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Posted - 2004.09.01 18:18:00 -
[7]
Originally by: Hematic Has anyone actually tested to see if the SB actually deactivates as opposed to simply failing to damage?
It deactivates giving you a message that you're too close to the gate and damages nothing. |

ElCoCo
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Posted - 2004.09.01 18:18:00 -
[8]
Originally by: Hematic Has anyone actually tested to see if the SB actually deactivates as opposed to simply failing to damage?
It deactivates giving you a message that you're too close to the gate and damages nothing. |
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