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meowcat
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Posted - 2005.02.15 09:15:00 -
[1]
"Target Painter (new modules that increases signature radius of target)"
need to be careful with the stats on this if you want people to continue flying mixed fleets - it could be the death of the frigate/ceptor
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.15 11:58:00 -
[2]
Edited by: meowcat on 15/02/2005 11:58:41
Originally by: Oveur
Combat in EVE is getting way too much Damage Dealing vs Damage Sustainance through damage modifiers vs. hardening/healing and getting less and less on negating an attackers or defenders ability to disrupt damage dealt or damage sustainaned.
since gallente are crap at "Damage Sustainance" and extremely limited by range/cap in "Damage Dealing".... i assume that new spiffeh EW will be added to the gradually lengthening list of stuff we are rubbish at (since we have crappy midlsots too).
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.15 12:22:00 -
[3]
sorry about the spam, but i am worried that the spanking new UI will finally obscure the last, postage-stamp sized bit of space in the middle of my screen that isn't already taken up by local / gang / cargo / bookmarks / scannerthingy
make it small and clever please, or we'll all be blundering blindly about crashing into each other and scrambing stargates by accident
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.15 14:03:00 -
[4]
Originally by: Arthur Guinness
Example: 10 apocs vs 10 apocs Each apoc has 1 ECM multispec fitted. Group A get's first lock, all of Group A get lucky and jam one target of group B, now group B will lose 2 bs while they can't even shot back. Next cycletime, Group A get's lucky again OMG propability failed group B loses an other 2 bs. *snip* 1 med slot should NEVER EVER have any chance of jamming a battleship. Take whatever numbers you want it'll come down to luck and will be damn annoying if it's that way.
the chances of this happenning will be so infinitesimally small the whole of the rest of your post is without meaning
if the chance of one midslot jammer jamming a BS is 10%, the chance of 10 jammers against 10 BS all being successful in one iteration is something like 1 in 10 billion
gibberish
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.15 16:36:00 -
[5]
Originally by: Golgrath Edited by: Golgrath on 15/02/2005 16:07:06 /me looks at the sensor strenghts on battleships on SiSi and is not happy
Raven 25 Scorp 30
Mega 22 Domi 24
Apoc 20 Arma 17
Tempest 18 Typhoon 17
TomB, stop picking on the minmatar! (i know the stats will change, just making sure these wont get on TQ)
i could live with this once missile agility gets implemented
caldari are supposed to be EW kings, but before missiles get fixed this will make the game extremely unbalanced
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.15 19:06:00 -
[6]
Originally by: TomB
Originally by: Hygelac How does the ECM Burst module fit into all this? Will it now have a chance of working against a BS or will it be redundant and removed from the game.
It will be in there, but might take little longer to get into testing - the module will be quite promising after these changes as it now has a big chance of dropping targeting for alot of players - will have longer range, set to a long duration timer and require alot of cap.
are there going to be different versions of burst modules? ie: frigate versions with smallish range that use frigate-sized quantities of cap, and so forth
i dont want cap related nerfbatting to make bursts a BS module only
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.16 13:52:00 -
[7]
longer range on webbifiers HELPS us short range pilots if the other guy doesnt have a web, or your webbie skills are higher.
i can see dual-webbie blaster boats on the horizon, with a chance of slowing the enemy down if he's 20km away and orbiting out of reach. BRING IT ON. ~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.16 22:45:00 -
[8]
well after a few hours on SiSi i hope these changes get implemented.
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yeah but no but yeah but no but |

meowcat
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Posted - 2005.02.17 08:54:00 -
[9]
there is an issue of forcing sniper combat.
we need short-range EW modules and also long-range ones (not for webs etc but for jamming)
short range - effective 0-30 km +skills long range - effective 40-80 km +skills
long range EW would be ineffective below 40km (or whatever number you pick)
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yeah but no but yeah but no but |
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