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Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
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Posted - 2010.05.10 12:07:00 -
[1]
Edited by: Camios on 10/05/2010 12:07:29 At present the big problem of blaster ships is that even if they have the biggest damage dealing capability, they are slow and somewhat unused. Think for example of the Deimos.
But if they were given a way to actually reach their target, they would become more fearsome. In my opinion, the usual MWD is not enough. So, my proposal is
- Add a script to the MWD. It can be used in the usual way, or used to teleport your ship for some kilometers, so that you can reach you target and do your full damage.
- The range could depend on the size of the MWD. 100mn MWD could have a blink range of 40km, 10mn's could have a 20km range and 1mn's could have a 10km range.
This must be subject to careful balancement.
- The blink works in this way: when you activate the scripted MWD, you move instantly in the direction you were flying for the amount of displacement I said before. But if you were approaching something, the blink ability will bring you as close as possible to the object you were trying to approach.
Effects on the current gameplay
- Stasis webifiers would reduce the maximum blink range but the same amount they limit max velocity
- Scramblers and disruptors negate this ability. Being in a bubble forbids this use of MWD, but you can blink into a bubble from outside.
- Transversal velocity and velocity are not influenced by this ability, because its duration is 0. The ship will have the same velocity and attributes as before the blink, and will continue flying in the same direction.
- Lock on the blinking ship is not lost unless it blinks out of targeting range.
Obviously, this new thing should have some limitations.
- If you are warp disrupted (or scrambled), you cannot blink, even if you have WCS (this mechanic is just to fight, not to escape).
- if you are in bubble, this thing does not work to go outside, but you can blink to get into the bubble from the outside (you can get in from outside but you can't escape).
- This ability has a decent coodown (like 30s) to prevent abuse, and during the cooldown you can't switch the script from "blink" to "normal".
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Lucus Ranger
Gallente Gallente Special Ops
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Posted - 2010.05.10 12:21:00 -
[2]
A very interesting idea. However I assume this ability would apply to other ships as well? So what is to stop another ship from keeping distance by also blinking?
I'm not entirely convinced; however deserves some extra thought.
/Prince of Darkness at your service..
Disclaimer: None of my ideas or posting reflects my Alliance/Corp in any |

Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
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Posted - 2010.05.10 12:52:00 -
[3]
That's right, this ability would apply to other ships too, but (as I proposed) it would not work to escape, since it's not possible if the ship is scrambled, disrupted or in bubble (read the OP for more details)...
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Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2010.05.10 13:06:00 -
[4]
Originally by: Lucus Ranger another ship from keeping distance by also blinking
Linkage
This idea pleases the anime fan in me. -
DesuSigs - Now with ThreadAssignÖ and SigSelectÖ |

Lucus Ranger
Gallente Gallente Special Ops
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Posted - 2010.05.10 13:35:00 -
[5]
Originally by: Crumplecorn
Originally by: Lucus Ranger another ship from keeping distance by also blinking
Linkage
This idea pleases the anime fan in me.
That is so true lol. Anyway thinking some more about it, I think it's workable although would have to be tested extensively. However, I doubt the minnie/amarr players are going to like this :P... probably. My point previously though was not about "escape" it was more to the idea of using the ability as a new "keep at range" in particular to BS combat before any particular ship was in scram range - was this an intention?
/Prince of Darkness at your service..
Disclaimer: None of my ideas or posting reflects my Alliance/Corp in any |

Whitehound
The Whitehound Corporation
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Posted - 2010.05.10 14:23:00 -
[6]
How does one get the blinking in synchronization with the shooting?
The idea itself is not bad, but it will suck hard when you try to "blink" towards your target and just when your ship is about to jump do your weapons go off, and too soon. You then might jump into the weapons of your target and do not do any damage. The feature can leave you looking pretty stupid.
And for a single jump, so I am sure, will my Internet connection not provide the latency to make this any more useful. --
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Sanctus Gabriel
Caldari von Dutch Enterprises
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Posted - 2010.05.10 14:36:00 -
[7]
and ofc, you would need a much bigger penalty to the scripted MWD as you have effectively totally circumvented the massive sig radius penalty by having the duration set to zero as you stated.
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Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2010.05.10 14:41:00 -
[8]
Originally by: Sanctus Gabriel and ofc, you would need a much bigger penalty to the scripted MWD as you have effectively totally circumvented the massive sig radius penalty by having the duration set to zero as you stated.
I think he meant the duration of the effect, not the duration of the module. -
DesuSigs - Now with ThreadAssignÖ and SigSelectÖ |

Abrazzar
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Posted - 2010.05.10 15:24:00 -
[9]
The last time someone in EVE attempted teleportation, a Jove no less, he ended up in several places at once. Main problem I see with this idea is not game mechanic wise, but story wise. The existence of teleportation technology is a huge Pandora's Box. Just imagine a device that could teleport a grenade into your pod or you out of the pod. As a technology itself, teleportation is way overpowered. Implement with care. --------
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De'Veldrin
Minmatar Special Projects Executive The Obsidian Legion
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Posted - 2010.05.10 15:29:00 -
[10]
Originally by: Abrazzar The last time someone in EVE attempted teleportation, a Jove no less, he ended up in several places at once. Main problem I see with this idea is not game mechanic wise, but story wise. The existence of teleportation technology is a huge Pandora's Box. Just imagine a device that could teleport a grenade into your pod or you out of the pod. As a technology itself, teleportation is way overpowered. Implement with care.
Dropping a grenade into a pod would result in a large amount of dog food. --Vel
Originally by: Jiseinoku
Mining is the path to enlightement.
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Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2010.05.10 15:41:00 -
[11]
Originally by: Abrazzar Main problem I see with this idea is not game mechanic wise, but story wise. The existence of teleportation technology is a huge Pandora's Box.
Who said it has to be a literal teleport? It is a microwarpdrive. A proper warp for the smallest fraction of a second would seem like teleportation. See also: this (minus the appearing to be in two places at once part). -
DesuSigs - Now with ThreadAssignÖ and SigSelectÖ |

Lucus Ranger
Gallente Gallente Special Ops
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Posted - 2010.05.10 15:44:00 -
[12]
Originally by: Abrazzar The last time someone in EVE attempted teleportation, a Jove no less, he ended up in several places at once. Main problem I see with this idea is not game mechanic wise, but story wise. The existence of teleportation technology is a huge Pandora's Box. Just imagine a device that could teleport a grenade into your pod or you out of the pod. As a technology itself, teleportation is way overpowered. Implement with care.
I'm sure the creative minds at CCP could come up with a solution to that. If not then to overcome the story just consider to have the script to cause a massive jump in acceleration in a single direction - effectively traversing the distances stated in a mere second or two keeping all the original features.
/Prince of Darkness at your service..
Disclaimer: None of my ideas or posting reflects my Alliance/Corp in any |

Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.05.10 19:28:00 -
[13]
An interesting idea, but one that would require a lot of balancing.
One example that springs to mind... Align->ECM Burst->Blink->warp. Given that ECM bursts are not 100% reliable, this would still be a powerful get out of jail free card. Especially for bonused ECM boats.
Would possibly go so far as to say using the blink would not be allowed if you were (a) already locked, or (b) already had a lock on someone (similar in operation to cloaking).
However, I could see this adding some very interesting tactical options.
----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.11 00:02:00 -
[14]
How about no? Seriously, how do you come to such awesomely broken ideas.
Breaks everything reliant on speed to stay alive? You bet. Makes for easymode tackling of stuff 50km away with MWD-kill scram stopping the other guy? Yeah. Makes it trivial for skill-less blobbers to tackle stuff? Hell yeah. Etcetera.
Genuinely horrible.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

HeliosGal
Caldari
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Posted - 2010.05.11 00:05:00 -
[15]
for this we would have to puff up ecm and eccm and webbers and nos to make it work Signature - CCP what this game needs is more variance in PVE aspects and a little bit less PVP focus, more content more varied level 1-4 missions more than just 10 per faction high sec low sec and 00 |

EdwardNardella
Capital Construction Research
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Posted - 2010.05.11 04:12:00 -
[16]
I love the idea, needs some balancing but would be pretty awesome. CCRES is recruiting pilots who want to live in WSpace/Wormholes. Fill out an application here! |

Jagga Spikes
Minmatar Spikes Chop Shop
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Posted - 2010.05.11 10:38:00 -
[17]
microjumpdrives :) ________________________________ : Forum Bore 'Em : Foamy The Squirrel |

Ugly Eric
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Posted - 2010.05.11 10:41:00 -
[18]
I like the general idea, BUT with one differ. If you are going to blink 40km towards your approach or align, it really should be 40km, not to 0 meters from target. That alone would add almost enough variety to the usage of blink to make you fail bigtime, but in right hands the one and only way to engage.
Lets even do it so, that if you blink to a celestial/station/gate/enemy ship/ anything, it will end up as the biggest bump ever to the blinker, not the blinkee. If you align to a station, activate your blink 500m too late youll end up 2 000 000km away from the station.
The cooldown needs to be like 2 minutes or something, but it should not prevent the usage of regular MWD.
Ugly Eric
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Sonk
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Posted - 2010.05.11 11:29:00 -
[19]
I think it'd be good if it was it's own module. And not feasible to fit on all ships. (either through tough fitting or outright impossibility). Also I think the smaller ships should have the greater blink range, not the BSes.
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Count Austheim
Third Return Inc. On the Rocks
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Posted - 2010.05.11 11:34:00 -
[20]
I would like to see this restricted to T3, cruisers (frigates and BS when they come) with the apropriate penaltys. Thougts on that?
If this ship a'rocking, im strangling someone. |
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.11 11:54:00 -
[21]
If a ship relies on not fighting in scrambler&web range it's instantly killed by such a idiotic change; ships which are designed to provide ranged tackle are simply rendered obsolete.
This isn't the blaster fix you're after, it's just the wanton destruction of kiting as a tactic, destruction of range control mechanisms, and boosting blobbing (and blobbing with the biggest ships you can get and no real tactics, why use ranged tacklers when you can just teleport on otop of target and scramble it), which is really one of the more stupid ideas to come out of this particular subforum.
Originally by: Count Austheim I would like to see this restricted to T3, cruisers (frigates and BS when they come) with the apropriate penaltys. Thougts on that?
No, because 250K 1K DPS proteuses with 20km scrambler range teleporting across the field is not funny or balanced.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2010.05.11 12:04:00 -
[22]
Originally by: Cpt Branko No, because 250K 1K DPS proteuses with 20km scrambler range teleporting across the field is not funny or balanced.
Well not balanced anyway.  -
DesuSigs - Now with ThreadAssignÖ and SigSelectÖ |

Abbot Laarkin
Order Of Mystical Mountain Monks
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Posted - 2010.05.11 12:05:00 -
[23]
Originally by: Crumplecorn
Originally by: Cpt Branko No, because 250K 1K DPS proteuses with 20km scrambler range teleporting across the field is not funny or balanced.
Well not balanced anyway. 
Beat me to it  ----
Originally by: Sir Carnage
Originally by: Marko Riva Why does that read like they're all 12 and have an IQ of 37?
I was under the impression they were 37 and had an IQ of 12
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.05.12 11:55:00 -
[24]
Well, first let me point out that this ability must be well balanced.
In the OP, I pointed out that this thing would not work even if you are just warp disrupted.
This should only be a way to get in range reducing the probability of dying before.
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.12 14:17:00 -
[25]
Originally by: Camios In the OP, I pointed out that this thing would not work even if you are just warp disrupted.
Cool, so as long as you have more people you win, that sounds like a awesome idea.
"A way to get in range reducing the probability of dying before." is called a MWD. "A way to **** anything depending on kiting, if you get first lock or have +1 ships" is called "my dreams for a OP module".
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

eliminator2
Gallente
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Posted - 2010.05.12 16:26:00 -
[26]
i like the idea but needs more thought for people using it to escape -----------------------------------------------
I met Eliminator1..... I chewed it up, and spat it out. Now, he is my minion.
I kill miners and mission runners people say, I call them target pra |

Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.05.20 09:15:00 -
[27]
Edited by: Camios on 20/05/2010 09:16:05
Originally by: Cpt Branko
"A way to get in range reducing the probability of dying before." is called a MWD.
No. Try to approach a moving target with MWD from 40km, you need 20 seconds with MWD, that's quite enough to die in a medium sized fight. And this is why blasterships are not used so much.
Originally by: Cpt Branko
"A way to **** anything depending on kiting, if you get first lock or have +1 ships" is called "my dreams for a OP module".
Pure nonsense. This ability of course must be balanced, with proper cooldown, mutual esclusivity with normal MWD operation...
I know you are trollling, but you give me the chance of bumping my thread, so thank you.
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Makar Kravchenko
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Posted - 2010.05.20 10:52:00 -
[28]
I think there is too many scenarios where a mechanic like this could be abused.
But it is a cool idea. What if blink nearly drains your cap? Like a jump drive does. It would have to work around the same mechanics of warping, so if you are in a bubble or outside of a bubble you can not warp out of, or into the bubble. a 20km blink from the edge of a HIC bubble would put you 0km on a lot of gates.
Also, the ranges you are suggesting are WAY WAY too far. Max BS blink, 10km. Max battlecruiser/cruiser blink, 5km. Max Frigate blink, 2.5km. Microwarpdrive should be usable immediately after. Blink should be charges. You can only do it if you have a blink charge in the cargo hold. To setup the mwd to blink, you load the charge. When you blink, it is consumed. 10 second loading time, not instant switch like scripts.
2 cents. |

Caldari Citizen20090217
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Posted - 2010.05.20 13:14:00 -
[29]
tl:dr Give blaster boats the Picard Maneuver
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Incipus
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Posted - 2010.05.20 15:00:00 -
[30]
Sure, we should also add ice nova ability and frostbolt.
Seriously, did you just suggest a wow ability for eve? Fail.
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Sydian Rie
Minmatar Black Aces AAA Citizens
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Posted - 2010.05.20 15:32:00 -
[31]
Edited by: Sydian Rie on 20/05/2010 15:33:31 Sounds like a good idea. There are a lot of items in the game that don't have a decent counter ie: ECM, bombs, DD. I don't see a problem with a MWD being able to blink when we can already cyno instantly and flood the field with caps.
This is an awesome idea with plenty of counters to balance it especially if it has a hefty cooldown, which prohibits the use the regular MWD.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.05.20 17:27:00 -
[32]
Edited by: Camios on 20/05/2010 17:32:11
Originally by: Makar Kravchenko I think there is too many scenarios where a mechanic like this could be abused.
But it is a cool idea. What if blink nearly drains your cap? Like a jump drive does. It would have to work around the same mechanics of warping, so if you are in a bubble or outside of a bubble you can not warp out of, or into the bubble. a 20km blink from the edge of a HIC bubble would put you 0km on a lot of gates.
Also, the ranges you are suggesting are WAY WAY too far. Max BS blink, 10km. Max battlecruiser/cruiser blink, 5km. Max Frigate blink, 2.5km. Microwarpdrive should be usable immediately after. Blink should be charges. You can only do it if you have a blink charge in the cargo hold. To setup the mwd to blink, you load the charge. When you blink, it is consumed. 10 second loading time, not instant switch like scripts.
2 cents.
You are right about many things, for example the ranges I suggested can look too long, and the ability to blink into a bubble from outside can be used to reach the gate from outisde a bubble in a gatecamp.
It's useful to consider that the blasterships like thorax, deimos, megathron, kronos, vigilant, daredevil, vindicator could have their bonus changed in order to increase the efficiency of these ships, so that it is not effective on other kind of ships.
For example, the MWD cap reduction bonus can be changed in favor of a longer blink range.
I would prefer a longer blink range than the one you propose, but without the possibility to use mwd immediately after the blink.
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Ephemeron
Caldari Provisions
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Posted - 2010.05.20 18:41:00 -
[33]
This is a horrible idea, even tho it sounds cool. It will wreck total havoc on EVE PvP.
Battleships will be faster than interceptors Unbubbled gate camps will be completely pointless, as decloaking ship will just blink 20-40 km away from the gate and cloak - good luck guessing his position. Or blink 20+ km from scramble range and warp off before campers have time to approach.
Or blink to the gate and jump out - all in 1 second before anyone has time to lock.
I'm sure very unexpected bumping strategies will develop. Predictability of battle flow will decrease, due to random jump ability. It would make medium to large sized engagements look very weird. Value of planning goes down as randomness increases.
And I'm sure there will be quite a few unexpected consequences, which will cause a lot of headaches. Like, supercaps can fit MWDs too.
Despite the fact that CCP employs mentally challenged game designers with various mental disorders (damage phobia), I don't think even they would be crazy enough to go for this idea.
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.20 20:41:00 -
[34]
Originally by: Ephemeron This is a horrible idea, even tho it sounds cool. It will wreck total havoc on EVE PvP.
This. It breaks so much stuff, only a clueless noob could seriously propose this tbfh.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.05.22 00:56:00 -
[35]
Edited by: Camios on 22/05/2010 01:06:18 Hi doomsayers, it's simpler: it just depends on how it is implemented. Period.
Clever implementation -> good balance. Bad implementation -> broken game.
It's so simple.
And yes, noobs will definitely ruin your game, sorry.
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Ephemeron
Caldari Provisions
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Posted - 2010.05.22 01:10:00 -
[36]
Originally by: Camios Edited by: Camios on 22/05/2010 01:06:18 Hi doomsayers, it's simpler: it just depends on how it is implemented. Period.
Clever implementation -> good balance. Bad implementation -> broken game.
It's so simple.
And yes, noobs will definitely ruin your game, sorry.
I think you should apply for CCP job, they like hiring people like you.
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Manfred Rickenbocker
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Posted - 2010.05.22 18:26:00 -
[37]
As much as I love this idea (enjoying blasterships myself), this proposes serious issues. Some possible counterbalances to this:
1) Ship doesnt insta-blink when module is turned on. Ship will blink 15 - 30 seconds after it is activated. 2) Long cycle time of around 5 minutes or so would prevent several blinkings. 3) While module is active, sig radius is huge, same as the current implementation of the MWD, but probably 2x. 4) Module damage or fuel requirements prevent abuse. Make it use 800 cap boosters or stront (because its heavy) or make the module damage itself by around 75% and needs to be repaired before using again.
Blasterships have a LOT of problems, and while range is a large part, tracking/dps/agility/eHP also play their parts. Interesting point: this could make small gangs or anti-sniper strike teams of small ships potentially useful. Kiting is a really horrible mechanic but that also requires a fix to the tracking formula. ------------------------ Peace through superior firepower: a guiding principle for uncertain times. |

Zorok
LEGI0N SOUL CARTEL
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Posted - 2010.05.22 18:44:00 -
[38]
As I rely heavily on blasters too, I can see this proposal being good *if* implemented properly. I think some of you might like the following idea... Have a 5-10sec spin-up timer and during that time, some type of effect on the targeted blink ship/entity will appear giving the ship time to take evasive maneuvers (ex: prepare for warp). Maybe add some cool purple nos-looking effect on the ship that will be "blinked" to. Of course, using such a device would eat up more cap depending on the distance to the target. Closer targets would require less cap. The jump skill could also be used to help offset the drain but only marginally.
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Torpir Lee
Caldari School of Applied Knowledge
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Posted - 2010.05.22 18:56:00 -
[39]
Overpowered.
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Zorok
LEGI0N SOUL CARTEL
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Posted - 2010.05.23 16:29:00 -
[40]
Originally by: Torpir Lee Overpowered.
I don't believe it to be overpowered if done correctly. Just because a ship is able to "blink" to your location doesn't mean that it will be able to do much in that short time to prevent you from getting away again. A fast ship will simply be able, through inertia, to break free of any webs and as he said if the ship becomes scrambled, its blink ability becomes nullified as well as cap and spin-up times as I had proposed earlier. I hate how people just shut ideas down because they would rather allow inequities to exist to exploit the game mechanics. In conclusion what you mean to say is that you are such a poor pilot that you can't compensate for such an effect because you must fly slow ships with no tanking abilities. Hey if you fly an ammarr ship, you'll most likely be safe because I doubt CCP would allow this blink effect to even be possible at distances of over 100km. I fly a Domi that I use for sniping but should any ship close the distance, I'm ready for battle.
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.23 18:11:00 -
[41]
Originally by: Zorok I don't believe it to be overpowered if done correctly.
The reason you think it wouldn't be overpowered is because:
Originally by: Zorok
In conclusion what you mean to say is that you are such a poor pilot that you can't compensate for such an effect because you must fly slow ships with no tanking abilities. Hey if you fly an ammarr ship, you'll most likely be safe because I doubt CCP would allow this blink effect to even be possible at distances of over 100km. I fly a Domi that I use for sniping but should any ship close the distance, I'm ready for battle.
You are clueless and incompetent!
Thank you for illustrating that yourself so aptly.
The ramifications of such a idiotic change are extreme. Given such blink option would also leave you with lock retained you can instantly scramble and web a target and it's not moving. Haven't you heard that scramblers stop MWD instantly?
What it does is effectively kill any attempt of speed/etc tanking (because people just teleport on top of you, scramble, web, byebye speed), you have practically removed speed and agility as a important factor and turned every fight into a gank&spank pointblank slugfest.
This is particularly true once you have engagements with asymmetric numbers since pointed people cannot blink but unpointed people can blink, which means that the solution to all your problems is just bring more people and you're basically guaranteed to tackle anything at all.
In short, this is one of the dumbest proposals I have ever heard in F&I and it's highly indicative that people supporting this have close to zero clue about PVP and a total of 200 kills between them.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Zorok
LEGI0N SOUL CARTEL
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Posted - 2010.05.23 18:20:00 -
[42]
Edited by: Zorok on 23/05/2010 18:24:44 Edited by: Zorok on 23/05/2010 18:23:48
Originally by: Cpt Branko
You are clueless and incompetent!
Thank you for illustrating that yourself so aptly.
The ramifications of such a idiotic change are extreme. Given such blink option would also leave you with lock retained you can instantly scramble and web a target and it's not moving. Haven't you heard that scramblers stop MWD instantly?
You sir are also illiterate because you failed to read the detail of the spin up time, effect around target ship before blink occurs as well as the cap drain. If a speed tanked ship can't escape in 5-10 secs before the blink then you, my friend (a term which I use loosely here), are an incompetent pilot that deserves to be podded again and again. Why don't you read the details before opening the orifice which you substitute for a mouth. I would also like to note that this gentleman (used loosely again here), for the record doesn't even use blasters on his ships and has mainly killed blaster fitted ships which is why he's so enraged at the mere thought. Go troll someplace else...
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Admiral Pelleon
White Shadow Imperium
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Posted - 2010.05.23 18:38:00 -
[43]
Horrible, horrible idea. Please stop this before someone in CCP actually takes this post seriously. ________ Chicago players channel: 'Windy City'
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Zorok
LEGI0N SOUL CARTEL
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Posted - 2010.05.23 18:41:00 -
[44]
And it's a horrible idea...why? With such other proposals to help balance it out, I for one will continue to support this idea since the blaster ships in the game do need some kind of help but nothing that will unbalance the game. I for one give this a thumbs up.
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.23 20:10:00 -
[45]
Edited by: Cpt Branko on 23/05/2010 20:12:00
Originally by: Zorok for the record doesn't even use blasters on his ships and has mainly killed blaster fitted ships which is why he's so enraged at the mere thought.
Cool story bro.
You're clueless and incompetent enough that you can't even look at most often killed ships list on griefwatch, preety sad. It's so funny when you fail to read lossmails like that; most of them are actually platecanes, which largely fight blaster-style except they do it better then any medium blaster ship does.
Anyway, this is not the blaster boost which you are looking for; it's merely a nerf to kiting, a nerf to range, a boost to blobbery, a boost to people too lazy to bring proper tackle and so on.
Assuming such idiocy got adopted, except even CCP isn't that stupid, I would still never ever feel the urge to fly a medium-sized blasterboat in PVP anyway with whatever change to speed/agility because Minmatar medium sized AC ships do the blaster-style PVP better, even at blaster optimal and are more versatile to boot. A Brutix relies on ECMs or luck not to die to a frigate. A plated Hurricane (or HAM Drake) destroyes a Brutix at any range while not having that particular downside.
Since you're so new and green at PVP I'll give you a short diagnosis and historical overview of blaster issues: The part where whenever I want to do close range PVP I still choose Minmatar (or Caldari in some cases, or Amarr in some cases) is the reason why blasters suck; they've been vulnerable to kiting forever, however back at the time the blasterboat was the top dog of closerange murder and versatile to boot because of 90% web this provided balance. In the meantime Amarr DPS got boosted, Amarr ships got boosted, Minmatar DPS got boosted, Caldari DPS got boosted at BS level, and then finally Gallente versatility got shafed with the QR web nerf putting the final nail in their coffin.
Quote:
I think some of you might like the following idea... Have a 5-10sec spin-up timer and during that time, some type of effect on the targeted blink ship/entity will appear giving the ship time to take evasive maneuvers (ex: prepare for warp).
So it's warp out in 5-10 seconds or something lands on top of you, ok, yeah, really, that makes it so not overpowered.
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Kanatta Jing
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Posted - 2010.05.24 00:10:00 -
[46]
A fancy "warp to 0" module that works at ranges less then 150km filling a hole in the utility of the Extended Probe Launcher?
With the draw back of course that it doesn't break target locks?
But what ship class could be trusted with this insta-gank technology?
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.05.24 09:53:00 -
[47]
Well, I did never say that I need an ability that let me blink for 500 lightyears on top of a target, scaring it at the point that he loses the 100% of its shield and 90% of its armor when I appear just for the frighten and then disables damage control, and anyway gives me the ability to blink away in w-space so that they can't even find me unless I wish.
I just think that introducing another ability like this (with the right limitations and penalties) could help in balancing the game, giving blastership a trick that they deserve. If only those ship could get in range...
The fact that AC ships play the blasterstyle better than blasterships may make you think about it.
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SemiCharmed
Clans of the Sanctums
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Posted - 2010.05.24 12:40:00 -
[48]
Likes this *thumbs up*
Get it done!  --------------------------------------------
Remember Kids, Only YOU Can Prevent Fourm fires. |

Torpir Lee
Caldari School of Applied Knowledge
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Posted - 2010.05.24 12:50:00 -
[49]
Originally by: Camios Edited by: Camios on 24/05/2010 10:00:37 Well, I did never say that I need an ability that let me blink for 500 lightyears on top of a target, scaring it at the point that he loses the 100% of its shield and 90% of its armor when I appear just for the frighten and then disables damage control, and anyway gives me the ability to blink away in w-space so that they can't even find me unless I wish.
I just think that introducing another ability like this (with the right limitations and penalties) could help in balancing the game, giving blastership a trick that they deserve. If only those ship could get in range...
The fact that AC ships play the blasterstyle better than blasterships may make you think about it.
And for those who say "but we have MWDs already that do the thing you propose": The MWD can be run for minutes on BSs, BCs and cruisers, and every ship can fit one. Its operation is not so expensive, and it's useful to escape as it is for get closa range. So the people that say that MWD is enough to get in range, well, that's not true in most cases.
Well if you pick fights at 30km in a blasterboat that's your problem. Learn to use the ship properly before you cry for balance changes.
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Camios
Minmatar Insurgent New Eden Tribe
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Posted - 2010.05.25 20:32:00 -
[50]
Edited by: Camios on 25/05/2010 20:32:11
Originally by: Torpir Lee
Well if you pick fights at 30km in a blasterboat that's your problem. Learn to use the ship properly before you cry for balance changes.
I didn't know I was crying. I am just suggesting a thing, right now I wouldn't use a blastership while I can use autocannons except on a "yarrrrrrr-oh-****-i'mdead" lolthorax.
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Zackgar
Lead Farmers Honourable Templum of Alcedonia
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Posted - 2010.05.25 21:27:00 -
[51]
You already have this feature, it was introduced in dominion. You can try it out just by going to any system in 0.0 and waiting for something to warp on grid. Whilst theyre loading grid you an travel that 20km and open fire.
CCP, please buff desync kthxbai
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.25 22:46:00 -
[52]
Originally by: Camios I just think that introducing another ability like this (with the right limitations and penalties) could help in balancing the game, giving blastership a trick that they deserve. If only those ship could get in range...
If only those ships could get in range, in many many cases they'd just die faster. It'd just erase the speedy ships and you'd use gank&spank ones more (which can kill Gallente whatever they do), and would preety much obliterate HACs as a class. They'd be used extensively by blobbers, which are the sort of people who'd cream their pants if they could prevent losing tacklers by using a Megathron to tackle those pesky people 50km off.
What blasterships do indeed deserve is stuff like reasonable fitting so you don't need a RCU to fit neutrons and MWD (let's ignore the part where you might want to optionally fit a tank like normal ships fit) on most sub-Megathron ships, like fixes to bad ships with bad bonuses and slot layout, possible DPS boosts and stuff of that variety. You know, making them actually win in said closerange. This used to be so at one time, and nobody complained that they were vulenerable to kiting because, well, it makes sense if the blaster is the ultimate closerange killer.
Except, for most ships, this no longer holds true. That part of the equation is direly in need of a fix.
Asking to be able to teleport on ships, aside being silly, obsoletes entire playstyles and ship classes in favour or gank&spank where Gallente still die in a fire vs ships in the same shipclass.
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