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Grim Vandal
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Posted - 2004.09.20 18:08:00 -
[31]
the idea is the following:
atm we have:
you are jammed
you are not jammed
the overall idea is fine atm ... but fine is by no way good enough in a game called eve-online right?
my point is:
eg. atm you have 15 ladar strenght if someone jams you with 14 ladar strenght nothing happens if someone jams you with 15 ladar strenght you are jammed and totally ****** up if you are a missiles user.
you see there is place for some impovement (NERF )
the idea is that someone has a "chance" to jam you if he doesnt get to 15 ladar strenght
eg. you will 90% of the time still jam your foe with -14 to ladar strenght while with 15 or more its guranteed that you jam him.
however the numbers will go up for a good reason ... it should actually be pretty hard to jam a BS therefor it should have someting like 30 sensor strenght ... YES IT ADDS A % chance if you jam or not BUT ACTUALLY THIS will make combat even more fun. so eg. a frig with 1 specialized jammer (-6) in this case vs that BS with 30 sensor strenght will have a chance of 20 % to jam the BS for one cycle. Now luck will determine if you jam or not in this case ... however a scorp with a total of -30 sensor strenght should be able to totally jam the BS for 100%!
that way jamming will get more usefull on none caldari ships while it will stay most usefull on caldari ships!!!
this will make fitting the ships even more fun cuz now 1 ecm module is worth fitting it.
so yes the current system is "fine" however this will r0xx0r!!!
keep in mind that targeting speed may has to be altered with this change.
Greetings Grim |

Grim Vandal
|
Posted - 2004.09.20 18:08:00 -
[32]
the idea is the following:
atm we have:
you are jammed
you are not jammed
the overall idea is fine atm ... but fine is by no way good enough in a game called eve-online right?
my point is:
eg. atm you have 15 ladar strenght if someone jams you with 14 ladar strenght nothing happens if someone jams you with 15 ladar strenght you are jammed and totally ****** up if you are a missiles user.
you see there is place for some impovement (NERF )
the idea is that someone has a "chance" to jam you if he doesnt get to 15 ladar strenght
eg. you will 90% of the time still jam your foe with -14 to ladar strenght while with 15 or more its guranteed that you jam him.
however the numbers will go up for a good reason ... it should actually be pretty hard to jam a BS therefor it should have someting like 30 sensor strenght ... YES IT ADDS A % chance if you jam or not BUT ACTUALLY THIS will make combat even more fun. so eg. a frig with 1 specialized jammer (-6) in this case vs that BS with 30 sensor strenght will have a chance of 20 % to jam the BS for one cycle. Now luck will determine if you jam or not in this case ... however a scorp with a total of -30 sensor strenght should be able to totally jam the BS for 100%!
that way jamming will get more usefull on none caldari ships while it will stay most usefull on caldari ships!!!
this will make fitting the ships even more fun cuz now 1 ecm module is worth fitting it.
so yes the current system is "fine" however this will r0xx0r!!!
keep in mind that targeting speed may has to be altered with this change.
Greetings Grim |

monkiboi
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Posted - 2004.09.20 18:08:00 -
[33]
Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 20/09/2004 17:26:53
There are only very few problems that need fixing actually:
- Sensor Boosters should have their stats adjusted so that they can effectively counter a dampener. If you use 3 dampeners on somebody who uses 3 Sensor Boosters the effect of the dampeners should be 0.
I don't really understand most of the arguments against dampers. Yes they could do with cap usage being on par with other EW modules but surely sensor boosters are effective against them. Dampers have a stacking nerf. Do sensor boosters? if not then 2 dampers will give 75% target damping but 2 sensor boosters will give 100% targeting range, overriding the dampers effectiveness. you'll also get double the sig resolution as well for very little cap usage.
As pointed out by others you cannot easily cycle damp either. I agree with your other points and can't wait for the more specialised EW skills.
I'm obviously missing something here as far as damping is concerned (PvP experience being one of them :)) so am quite happy to be constructively told i'm wrong.
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monkiboi
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Posted - 2004.09.20 18:08:00 -
[34]
Originally by: MaiLina KaTar Edited by: MaiLina KaTar on 20/09/2004 17:26:53
There are only very few problems that need fixing actually:
- Sensor Boosters should have their stats adjusted so that they can effectively counter a dampener. If you use 3 dampeners on somebody who uses 3 Sensor Boosters the effect of the dampeners should be 0.
I don't really understand most of the arguments against dampers. Yes they could do with cap usage being on par with other EW modules but surely sensor boosters are effective against them. Dampers have a stacking nerf. Do sensor boosters? if not then 2 dampers will give 75% target damping but 2 sensor boosters will give 100% targeting range, overriding the dampers effectiveness. you'll also get double the sig resolution as well for very little cap usage.
As pointed out by others you cannot easily cycle damp either. I agree with your other points and can't wait for the more specialised EW skills.
I'm obviously missing something here as far as damping is concerned (PvP experience being one of them :)) so am quite happy to be constructively told i'm wrong.
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DHU InMe
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Posted - 2004.09.20 18:20:00 -
[35]
Let Shiva finish, then we'll think about overload of EW.
There lot of job to do before planning and asking more features, Unix/MAC compatibility and other things that can wait. Nice links (updated 20 Dec 04): BP, bugs about them. (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way. |

DHU InMe
|
Posted - 2004.09.20 18:20:00 -
[36]
Let Shiva finish, then we'll think about overload of EW.
There lot of job to do before planning and asking more features, Unix/MAC compatibility and other things that can wait. Nice links (updated 20 Dec 04): BP, bugs about them. (\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way. |

Selim
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Posted - 2004.09.20 18:22:00 -
[37]
I think it needs to be changed, in many ways. First, it not being be-all-end-all jamming. But then second, have the skills provide bonuses so well skilled jammers would be great at it, but poor ones suck at it.
I like the minimum and maximum range idea. So you could decide either to get close, or to go out very, very far, to avoid the jamming.
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Selim
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Posted - 2004.09.20 18:22:00 -
[38]
I think it needs to be changed, in many ways. First, it not being be-all-end-all jamming. But then second, have the skills provide bonuses so well skilled jammers would be great at it, but poor ones suck at it.
I like the minimum and maximum range idea. So you could decide either to get close, or to go out very, very far, to avoid the jamming.
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TheArtist
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Posted - 2004.09.20 18:54:00 -
[39]
The last thing this game needs is to make character skills matter more.
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TheArtist
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Posted - 2004.09.20 18:54:00 -
[40]
The last thing this game needs is to make character skills matter more.
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