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Kickass
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Posted - 2005.02.16 03:11:00 -
[1]
Absolutly lame changes.
Whats the point of ECM if its not going to work?
Lets see a Damp is only 37.5% now, and falloff is 50km. Then all your enemy needs to do is put on a sensor booster making them immune.
Thanks for another great nerf to make this game less dependent on skill and more dependent on who has more numbers warfare.
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Kickass
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Posted - 2005.02.16 03:27:00 -
[2]
Unless I am reading this wrong, ECM ships are expected to to sit toe to toe with ships that are tanked/heavy hitters.
How do you expect this to work? Optimal range on Multi is 30km? Are you serious?
How about making long range hitters have a max range of 30km???????
Tom B please tell me this is a cruel joke.
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Kickass
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Posted - 2005.02.16 07:04:00 -
[3]
Edited by: Kickass on 16/02/2005 07:05:30
Originally by: Shin Ra Just been on the test server and in order to active a sensor dampner you need to be within optimal range 25-30k depending on skills. If the target has 2 sensor boosters, you need more 6 dampners to break the lock. They havent really nerfed them, more decimated their usefulness.
I don't understand why ccp is doing this, aside from gankageddon pilots complaining about being jammed and not being able to shoot that target 150k away. EW ships are almost always first target in any engagement, now you simple warp your fleet 100k away and they cant do anything anyway. Whoever has greater numbers, wins. Which is why Im sure most of the big alliances are more than happy with this.
Exactly my findings.
I have spent a few hours on the test server trying to figure out how its supposed to work, unfortunatly my conclusion is that it isnt.
With these changes in place any ship with a firing range longer than 30km(45km if your skills are maxed) will scatter an ECM user in seconds.
If the point of this nurf is to make long range ECM imposible then you also need to get rid of any long range guns.
PS. We have had ECM for 2 years now, and it seems to have a good place in the eve comunity. Why would you want to bring on these drastic changes now?
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Kickass
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Posted - 2005.02.17 03:27:00 -
[4]
Edited by: Kickass on 17/02/2005 03:28:01 TomB,
Would you please explain to me why you keep side tracking the issue of short range EW warfare?
How is a Raven/Scorp/Mega/Typhoon supposed to defend itself against an Apoc/Arma/Tempest at 120km+ range? Not to mention any of the other smaller ships.
At this point you are telling us that with max skills you can get EW to work on a Scorp up to 80km away, that is laughable.
Have you played Eve lately yourself? There are tech 2 cruisers flying arround hitting target for 150-300 hits from 120km out. Just in case you forgot that is just shy of a maxed out skill Raven/Scorp pilot missle range.
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Kickass
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Posted - 2005.02.17 07:38:00 -
[5]
Originally by: Selim
Originally by: Wild Rho I've been playing on the test server since the new ew changes and the majority of ships are fleets of gankageddons setup for long range combat.
With the new ew changes coming I suspect this will become the norm on tranq.
Ew MUST be capable of matching long range weaponry otherwise pvp is going to turn into little more than a sniperfest making ew redundant.
Allow mods like sensor booster to increase the range of ew modules as well lock ranges and times would be a good way to allow ew to keep up with long range weaponry.
Well to be honest... EVE has focused on close range fighting for far too long.
Combat in EVE has been well matched between long range and short range. Some ships need to be short range otherwise the enemy will be able to escape most of the time.
The new EW change insure that anyone who wants to escape in the middle of combat will be able to do so because turrets will kills the frigs with no EW support, hence no warp scramble.
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Kickass
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Posted - 2005.02.20 19:52:00 -
[6]
I love how TomB ignores all the right questions.
Keep it up TomB.
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Kickass
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Posted - 2005.02.21 19:56:00 -
[7]
Originally by: meowcat
Originally by: Dave10
Originally by: meowcat -> Advice for players: Get out of the mindset that EVE combat is a process of locking a target and shooting at it, while watching little red bars racing each other, and biting your fingernails. If this stuff gets implemented, it's going to be alot more involved than that....
Yes, a fun game of getting 20 scramblers on someone to make sure they wont warp off 
you clearly didn't read this bit
-> Scramblers. People aren't going to like it when they've had someone scrambled for 2 minutes, got them into structure and then they suddenly warp away. The only improvement i can come up with is to increase the duration on these modules so that a successful scram holds the target long enough for a skilled team to get a kill. Decrease the probability if you have to.
scramblers and webbers need work.
At what range were you testing all of this out in?
Go ahead and try to redo your test with the target ships sitting say 60+km.
Then get back to us on the EW effectiveness.
PS. You may also want to get someone to fit out an Arma and hit you from like 150km out to see how useless you can really feel.
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