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Ivilb Itch
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Posted - 2005.04.13 20:37:00 -
[61]
ECM is no longer a primary offensive system, its a complementary offensive/defensive system. In addition to guns, drones and missiles you can use ECM to get the advantage in certain situations. This means that fleet combat will be more complex than "Primary target, the scorps".
<ooc> Most airforces today have some ECM gear built into their aircraft. They also have ECM pods that can be fitted to add to that and increase the survivability further. Special ECM aircraft flies sorties where the pods are not sufficient. Eve is moving more towards that model than the "Hahah! I have 6 scorps you have 3! I win". </ooc> ________________________________
Victim of unnatural selection |

Serret
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Posted - 2005.04.13 20:38:00 -
[62]
Originally by: Marcus Grisbius 10 v 10 with the same scorp setup, the primary scorp target will not likely die before the scorp fleet gets a lock though it will take serious damage.
I have to disagree with what you are saying here. In my experience, 10 gunships could easily lock, fire, and kill (pick any) 2 of those scorps before they were jammed out. As none of the scorps have any serious ability to return fire or hold captive the enemy fleet, just rinse and repeat.
Quote: At sniping ranges, you will definitely not kill a ship before they can lock.
10 properly fitted gunships can take out a scorp in the first volley, and they will probably get in 2 volleys before the scorps (slowest of all ships) lock.
Quote: The truth is that EW is still VERY effective and quite useful in fleet engagements especially in a scorp or blackbird.
Most likely yes, but not in the way you seem to think it works.
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Rexthor Hammerfists
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Posted - 2005.04.13 20:58:00 -
[63]
although i dont like lifewire i agree with his post - i dont see a reason for that change..
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Val Amon
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Posted - 2005.04.13 21:11:00 -
[64]
Tech 2 jammers = -9 that means you could jamm 3 ships even with T2 Backup arrays and still have 1 sensor booster and shield or just jam 2 ships and have tanking too something had to be done -9 is way too good for the previous ew system, that being said I plan on running damage only setups now.
I am in full agreement that ew was the ONLY way to take on greater numbers like 4 vs 8 and do ok. _ _ How many pilots does it take to wire a Flux Capacitor? 3, 1 to wire it and 2 to talk about how the old one was better. |

Lifewire
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Posted - 2005.04.13 22:08:00 -
[65]
Edited by: Lifewire on 13/04/2005 22:10:04
Quote: 1 v 1 at any normal range (15km-150km), the scorp can jam any gunship without much problem at all (assuming ew skills and bship skills are trained to decent levels). 5 jammers, Sensor Booster, Shield Booster, Shield Boost amp/Shield hardener. If you need a little extra range add a sig amp in a lowslot. With that setup, you should never lose to a sniper 1v1.
This makes me think you did not participate in many battles. In a 15km battle the enemy BS can easily fire a (if Tempest devastating) volley and knock out shield before Scorpion has a lock. Rest can be done with FOFs and drones. The Scorpion itself doesnt have the damage output to win the battle fast enough. In a 150km battle the Scorpions damage is reduced to 0...repeat: 0. While the sniper can warp-in and out and always get a lock again before being jammed. Winning a 1 vs 1 in a Scorp is not easy. Winning a 1 vs 1 in a gankageddon is very easy.
Quote: 10 v 10 with the same scorp setup, the primary scorp target will not likely die before the scorp fleet gets a lock though it will take serious damage.
Bull$hit - 10 gunships destroy a Scorpion in less than 2 seconds. I don¦t know what you think a gunship is - me i think gunships have a average damageoutput of 800+/second. Setups with much more are possible. If we calculate a damage-output of 1000/second/gunship, the primary targets is down after 2 seconds. That¦s not fun - that¦s pure firepower and very easy combat. The primary targets are just unlucky guys that see their ship and 1 second later they see Structure, another second later they sit in pod.
Quote: At sniping ranges, you will definitely not kill a ship before they can lock. If there is no other coordination than each ship jam another ship, the 10 gunships are rendered useless.
Hellohello - jamming 10 ships is not easy! The coordination on teamspeak to jam 10 ships needs a lot of time...too much. While the Scorpteam talks about who jams who they die like flys (1 BS all 2 seconds). A 10 ship Tempest fleet volley knocks out any known ship in this game. You might survive in a ship with 30000 hitpoints though.
Quote: If the gunships are closer with stronger ammo, you could possibly lose a scorp before all the gunships are targeted and jammed.
You WILL loose ships and not only 1! If 10 Gunships open fire and split fire on 2 targets you loose 2 BS all 4 seconds...4 seconds!!! This is the time a Scorp with 2 sensor boosters needs to get a lock! We are not talking about NPCs - we talk about players...good players, fast players that know 0.0 rules: fire and talk later.
Quote: However, it will be HIGHLY unlikely to lose a second scorp unless the pilots are complete idiots.
You don¦t have to be an idiot to loose more than 2 Scorps - but beeing and idiot probably makes you loose 3-4 very quick.
Quote: The truth is that EW is still VERY effective and quite useful in fleet engagements especially in a scorp or blackbird.
As i said 1 Scorpion is VERY effective...but 5 Scorpions are not because coordinating EW recommends very good and trained personal. That a single Scorpion is eefective will cause that a single Scorpion in a fleet battle will for sure be primary target.
So far i have to say that nobody can say why this patch improves the game. There is also no complaining of Caldary players, since most PVPers did split their skills and are able to fly other ships. Me for example can fly Tempest or Megathron with same skill level and all my corpmates have decent gunskills. Sure, we all can adapt on this - no question. But was the game improved??? I still don¦t think so.
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Voltex
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Posted - 2005.04.13 22:41:00 -
[66]
EW was not fine before the patch, it required no skill wotsoever, u could target jamm any damn ship u wanted at any damn range u wanted and it was **** easy, it least now its like everything else, you train skills to get your EW/ECM higher in order to become better at pVp. It aint one rule applys to all now. and the only way the devs wouldnt win is if u fitted sumet to counter the jammers, if not you would be toast. 'Your 250mm Carbide completely misses Guristas Annihilator, Doing 0 damage'
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Lifewire
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Posted - 2005.04.13 23:19:00 -
[67]
Quote: EW was not fine before the patch, it required no skill wotsoever, u could target jamm any damn ship u wanted at any damn range u wanted and it was **** easy, it least now its like everything else, you train skills to get your EW/ECM higher in order to become better at pVp. It aint one rule applys to all now. and the only way the devs wouldnt win is if u fitted sumet to counter the jammers, if not you would be toast.
Sir yes sir
oh my good 
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Alithieniel Cascade
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Posted - 2005.04.13 23:28:00 -
[68]
Originally by: Voltex EW was not fine before the patch, it required no skill wotsoever, u could target jamm any damn ship u wanted at any damn range u wanted and it was **** easy, it least now its like everything else, you train skills to get your EW/ECM higher in order to become better at pVp. It aint one rule applys to all now. and the only way the devs wouldnt win is if u fitted sumet to counter the jammers, if not you would be toast.
Yes, EW required very little Skill Point to be effective. I agree with that part. And i agree that change is was needed, skills, range, etc, BUT, nerfing multispecs to 20sec duration was a very bad idea, i mean people who dont like the changes wouldnt be so upset (i think) if CCP wouldnt make multiscpes so goddamn useless in med-large engagments.
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DARTHxFREE
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Posted - 2005.04.13 23:49:00 -
[69]
it alll smells like another caldari domination to me,.....
have they no waekness, even the bager MKII has legendary storys to tell
>:-E3 !!!rrraY I'm an anti pirate,...life's the wrong way round. |

Beringe
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Posted - 2005.04.14 00:12:00 -
[70]
Nobody really knows what will happen. We have some changes, that I will argue are good in theory.
However, I doubt any of us can predict all the new possible setups and tactics that will evolve from this. After all, cycle jamming wasn't predicted by anyone, was it?
Let's give it a try before we make quick judgements, shall we? I for one am not quite ready to retire my scorpion for good. ------------------------------------------- "My main griveance with the Caldari state was that once I had finished my work for them, they wanted me dead."
"No, it's none of your business." |

Famine Aligher'ri
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Posted - 2005.04.14 00:21:00 -
[71]
Edited by: Famine Aligher''ri on 14/04/2005 00:22:09
Don't know about you guys but the new EW for me is like CCP putting in that "Iwin" button I always wanted. 1 EW mod can jam you! 2 mods increases the chances of jamming you! But wait, the EW strength is only -6 when the ship can take 19! WHO CARES I JAM YOU! Skil Skill Skill! 3 EW means you're really ******! Tempest with 4 EW no target locks for you! I win!
Might be usless to you in fleet battles but solo I WIN! Nerf the EW god damnit! Put it back the way it originaly was but leave the cool neat skills you created!
Famine Aligher'ri, of The Aligher'ri -The Frig- |

Gabriel Karade
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Posted - 2005.04.14 00:45:00 -
[72]
Originally by: Lifewire When i read the answers here i think that a lot of people talk about things they did not experience much. "Testing on testserver" and talking about the "new EW-pilot career"...sorry guys, that¦s all theory that cannot be compared to tranquillity ship-setups.
Excuse me? 'all theory'? Not at all, I even gave you the hard numbers in my post. If you have done any testing on Sisi in the weeks prior to patch day, you would see the Scorpion still jams the heck out of anything and now has the added benefit of doing it to multiple targets at the same time. If you want to do it at extreme range and ensure maximum multi-target jamming potential you simply have to use racial jammers, 1 of which has ~ a 50% chance of jamming a Battleship with good skills.
Originally by: Lifewire
A prepatch attack on 10 enemy BS with 5 Scorpions (EW-strike with a good EW-plan) was possible - i wouldnt try this now postpatch. Prepatch-attacks were allready very dangerous if the EW-group failed to jam all enemys damagedealers very quick. Since the backup arrays (ECCM) are lowslot items, EW was the direct counterpart to damagemod-stacking.
Why does the patch make so much difference? The scorpion damage output has not changed, the Scorpion jamming capability has if anything improved (if you have been on the test server you would know just how effective EW on a scorp is at keeeping a target jammed). So why is it any different now?
Originally by: Lifewire
BShips have 3 main attributes: damage output, value the ship can suffer damage and possible EW-options. If we talk about gang combats we talk of battles between 5 or 10 or up to 50 vs 50 players... we talk about teamplay. The larger the battle is, the harder it is to coordinate EW-efforts. It was already a prepatch problem that EW-ships didnt have a high combat value in large engaments. Pure firepower ruled. Tanking is also useless since the "primary target" will die anyway - tanked or not, it will die in 0,5-2 seconds...if tanked in 2 seconds - lol.
And the patch changes this... how? Fleets will always consist of 'gank' gunships. Fit racial jammers to a Scorpion and you will reach out to equivalent gunship range.
Originally by: Lifewire
Give me just 1 reason to fit more than 1 EW ship now after patch! To have teamspeak full of EW-pilots pressing sendkey to coordinate their EW-battle??? No thanks - pure firepower will now rule even more than prepatch! 1 fleetcomander will name primary and secondary targets and this will be EVE-PVP. This is why the EW-patch is NOT a good patch.
How does the patch change EW coordination? because the scorpion can now on average jam more ships than before, at the same time?
Originally by: Lifewire
People that know little or nothing about PVP discussed "how EW has to be changed" and DEVs with also low knowledge about what really happens out there in deep 0.0 just patch without seeing the problem that they made EVE a less interesting game. Be sure that our huntingteam will be 10 maxdamage and fastlocking gunships in future. Whatever warps or jumps in will simply be ganked in 0.5 seconds (fleetvolley). On the other hand the frig-hunting-style is highly boosted with this EW-patch. The EW-patch is a gift for groups of 5-10 frigates that want to sink single-flying BS. I am not ****ed about "being nerfed" since i am not nerfed! I simply don¦t like that EVE lost a gamestyle and is reduced to pure firepower. I do agree with people that say 1 Scorpion in a group of 10 ships is a usefull ship - no question: this EW-Scorpion can jam up to 3-4 ships with some luck and such an EW-Scorpion can definitivly win a battle "alone" by reducing the enemy firepower. But coordinating several EW-ships will be nearly impossible and the best part of EVE (attacking 10 enemy BS in 5 BS or attacking 5 BS in 5 Blackbirds) will be history now.
You still have not explained how this patch (or why you think this patch) makes EW different or more difficult to coordinate in a battle.
Originally by: Lifewire
The real problem were people that didnt fit backups and complained a lot about beeing jammed all the time. Soon they will complain about brutal firepower - just a mather time. EW was fine - now it¦s a "toy" and all gangs will have 1 Scorp (that always will be primary target ).
Aside from the fact that Scorpions are always primary target anyway. It is most certainly not a toy, why limit yourself to one scorpion that can jam multiple BS simualtaneously, why not bring 3? or 4? Fit them with racial jammers in multiples of two or three. Multiples of two gives you ~75% chance of jamming a BS, multiples of three gives you ~88% chance of a jam. Four Scorpions with 3 pairs of racial jammers have a 75% chance of jamming 12 enemy Battleships at the same time. That's not a toy, thats a force multiplier... (\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on" |

Sun Ra
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Posted - 2005.04.14 08:39:00 -
[73]
Originally by: Lifewire
Quote: EW was not fine before the patch, it required no skill wotsoever, u could target jamm any damn ship u wanted at any damn range u wanted and it was **** easy, it least now its like everything else, you train skills to get your EW/ECM higher in order to become better at pVp. It aint one rule applys to all now. and the only way the devs wouldnt win is if u fitted sumet to counter the jammers, if not you would be toast.
Sir yes sir
oh my good 
He kinda has a point life about it being prettty skilless, you could have someone with 3mil sp or 20mil sp and the 3mil char would be just as effective as the 20mil.
Maybe the old ecm style BUT extra skills needed to be effective would have been better
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SwitchBl4d3
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Posted - 2005.04.14 08:52:00 -
[74]
MEXICAN STANDOFFSS AND COVERT CHOPS "Teh lord of Nonni"
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Lifewire
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Posted - 2005.04.14 10:41:00 -
[75]
To answer Gabriel Karade:
Sisi testing and Tranquilitys battles are 2 different things. I did not say that the Scorpion was totally nerfed. The coordination of EW was changed, though. A single Scorpion is pretty usefull - no doubt. But several EW ships will have big problems coordinating the EW since items now work luck based. The more ships in a battle use EW the more coordination is needed. Once 4-5 EW ships work teamspeak will be full of "i failed jamming XY" or "i also jammed him - $hit". This is not Sisi, this is Tranquility. Coordinating several EW ships with luck based items and do this again after each cicle is not possible (in time). Coordinating gunships meanwhile is very easy: call 2 targets and all players lock fast, then all press F1-F8. That¦s why the gankstyle is highly favorised with this patch and be sure i will use the simple concept of pure brutal gankfleets instead of wasting my time with EW-ships ccordination.
I dont know why people do not understand that 10 Scorpions will have problems to jam 10 enemy ships - it may be lack of combat experience. In theory its easy:"1 Scorp jams each 1 enemy"...but Tranquillity is not theory...if you want to jam 10 enemys you need a lot of time to coordinate the usage of each single EW-item.
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Garia666
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Posted - 2005.04.14 10:50:00 -
[76]
Edited by: Garia666 on 14/04/2005 10:52:07 I will give you just one simple answer on your question. Its all about the moneh! Lets do the math You now need more skilss MORE skills means MORE time = More MOneh !! = nice car + wife
You realy think CCP gives a .... about what you think. ?
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Dan Grobag
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Posted - 2005.04.14 11:45:00 -
[77]
btw i sold my scorp and bought an armageddon ^^
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Juan Andalusian
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Posted - 2005.04.14 11:55:00 -
[78]
Sun Ra: More ingame skills are good. But don't forget when it came to jamming player skills was what counted. Target management, coordination, etc etc.
Gabriel: seems you need to re check the possible optimal range of a say a level 4 BS, level 4 Long Range Jamming level Racial ECM II fitted Scorp vs a Track + Dam boosted Apoc.
**Pain is meant to be felt** |

Gabriel Karade
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Posted - 2005.04.14 13:01:00 -
[79]
Edited by: Gabriel Karade on 14/04/2005 13:03:22
Originally by: Lifewire To answer Gabriel Karade:
Sisi testing and Tranquilitys battles are 2 different things. I did not say that the Scorpion was totally nerfed. The coordination of EW was changed, though. A single Scorpion is pretty usefull - no doubt. But several EW ships will have big problems coordinating the EW since items now work luck based. The more ships in a battle use EW the more coordination is needed. Once 4-5 EW ships work teamspeak will be full of "i failed jamming XY" or "i also jammed him - $hit". This is not Sisi, this is Tranquility. Coordinating several EW ships with luck based items and do this again after each cicle is not possible (in time). Coordinating gunships meanwhile is very easy: call 2 targets and all players lock fast, then all press F1-F8. That¦s why the gankstyle is highly favorised with this patch and be sure i will use the simple concept of pure brutal gankfleets instead of wasting my time with EW-ships ccordination.
I dont know why people do not understand that 10 Scorpions will have problems to jam 10 enemy ships - it may be lack of combat experience. In theory its easy:"1 Scorp jams each 1 enemy"...but Tranquillity is not theory...if you want to jam 10 enemys you need a lot of time to coordinate the usage of each single EW-item.
I'm still not seeing how this patch will increased the difficulty and degree of coordination required to that pre-patch. I'm am not saying it isnt difficult or increasingly difficult to coordinate with increasing numbers of EW ships; I take issue with your assertion that it will be more difficult than previously.
You refer to 'luck-based' ECM being the reason, but this implies its a 50/50 flip of a coin as to a successful jam or not. It isnt, with multiple jammers, particulary racial jammers the averages are very much on your side (~75% with two racial jammers, ~88% with 3 racial jammers, ~94% with 4 racial jammers), still Enough to coordinate your jamming (coordination that would be made easier by the use specific jammer-setup Scorpions anyway, e.g Scorp 1: Radar/Ladar, Scorp 2: Magnetometric/Gravimetric e.t.c).
Previously you had to have intense coordination between EW pilots to prevent 'doubling up' of jamming on the same targets. Are you saying that is now a more likely occurance, and if so, how does the new ECM system make this occurance more likely?
I'm sure we will see EW setup's and tactics adapting to these changes over the next weeks.
(\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on" |

Gabriel Karade
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Posted - 2005.04.14 13:15:00 -
[80]
Originally by: Juan Andalusian
Gabriel: seems you need to re check the possible optimal range of a say a level 4 BS, level 4 Long Range Jamming level Racial ECM II fitted Scorp vs a Track + Dam boosted Apoc.
106km optimal, 38km falloff with all skills at lvl IV. But then the Scorpion/EW bonus is definitly worth training up to V as you get nearly an additional 16km optimal, 3km falloff.
(\_/) (O.o) (> <) "That's no ordinary rabbit!...that's the most foul, cruel and bad-tempered rodent you ever set eyes on" |

Lifewire
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Posted - 2005.04.14 13:41:00 -
[81]
Quote: I'm still not seeing how this patch will increased the difficulty and degree of coordination required to that pre-patch
true
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Sun Ra
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Posted - 2005.04.14 14:22:00 -
[82]
Originally by: Juan Andalusian Sun Ra: More ingame skills are good. But don't forget when it came to jamming player skills was what counted. Target management, coordination, etc etc.
Gabriel: seems you need to re check the possible optimal range of a say a level 4 BS, level 4 Long Range Jamming level Racial ECM II fitted Scorp vs a Track + Dam boosted Apoc.
True, ther only real problem with ecm was damps not ecm anyways =]
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Famine Aligher'ri
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Posted - 2005.04.14 15:23:00 -
[83]
Edited by: Famine Aligher''ri on 14/04/2005 15:32:25
Originally by: Gabriel You still have not explained how this patch (or why you think this patch) makes EW different or more difficult to coordinate in a battle.
Diffrent = Chance based, no matter what the skill you can still jam. A loop hole in the system to allow low skills to jam. To also alow the wrong setups to work to jam. Maybe just off the top of my head. Before you start to argue something like "Well if you have the skills and the right setup, you jam more in combat". Which can be true but then again chance could be on your side. Not to mention not all combat lasts more than 1 min. When you're crippled.
More Difficult to cordinate in battle = The only difficulties in EW is getting the new skills to level V. I have no idea what the hell Lifewire is talking about. It shouldn't be hard to pick the "Right" targets to aid "Support" to a ship on there side.
Example: Lifewire being attacked by 2 battleships in a fleet war. I spot this and reduce it down to 1 battleship from 100km + to aid Lifewire.
This should make fleetwars more complicated and more tactical in my opinion. Over all the EW system is not difficult at all. Just fit all "ECM-Multi's" and jam. That's it, you will jam, or you wont jam. However, if you have the support to carry atleast 4. You will always jam and the chances of failing is very slim. Just how it does on my Tempest. I hardly fail a jam. Even if it doesn't meet the ship requirements of the strength. The EW system is garbarge and needs to be switched to the old way or a better system. The new skills however, should stay. They are much needed and a really cool idea. I also think "Remote Damps" should only be a battleship mod. That's the most moronic non-skilled easy way to smack down anyone 100% of the time. Course when you get the new skills to back it.
I don't understand why everytime a change happens, noone considereds the small ships. I think the EW effects us small ships too. You know how stupid it is to get beat by some rookie with the wrong "EW" setup? Just because he got lucky and hit all his chance rolls? Saddens noone else sees the unbalance in this system. Everyone just see's how it can aid them or how it doesn't affect them just yet. Trust me, when you see 2 battlecruisers lock your new battleship down, with the wrong EW setup. It might just make you see the light as I do...
Famine Aligher'ri, of The Aligher'ri -The Frig- |

The Scumbag
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Posted - 2005.04.14 15:40:00 -
[84]
Edited by: The Scumbag on 14/04/2005 15:42:05 These changes sux tbh .....
Played around last night with a Apoc and a Scorp ...
100 km + Opt with Tach 2's on the Apoc and the Scorp could do jack ... could not Damped / could not Jam ..
Sitting duck springs to mind ..... lets have 6 months with everyone 100+km sniping and target painting everything to death ..
Yeah ...... a step forward for the game ..... not.
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CaldariCitizen 9735
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Posted - 2005.04.14 16:04:00 -
[85]
it's not a matter of "Who RuleZ" the battle field any more. it's more a matter of using your brain and being one of the "tippers". I.E. the EW ship won't carry the battle anymore but it can tip the scales in your favour. And even in a mismatched battle .. could swing it your way if you're outgunned. EW won't win it.. but it can give you the edge... and isn't that what it's supposed to do? Cloune d'Que!! zhey iss all ze Cloune d'que!! |

Shin Ra
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Posted - 2005.04.14 16:21:00 -
[86]
Well we were always called lame noobs for using ecm before, because we actually figued out how to use it well. We argued and complained to TomB on the forums before the patch. He couldn't give us a straight answer to any of our questions and went ahead without listning to us. Well EvE, you are going to wish they hadn't nerfed EW now with our new setups. ----------------------------------------- Heinky> Dont mix eve with rl it can be bad for your health |

Lifewire
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Posted - 2005.04.14 16:23:00 -
[87]
Edited by: Lifewire on 14/04/2005 16:27:13 Why coordinating EW is much more difficult postpatch:
Example Scorpion with 7 multis, 1 sensor booster. Prepatch jamming was receiving your EW-target from your gangleader, lock it and jam it. If multiple targets were assigned to you, then you had to popjam those. Postpatch you receive your target(s) and start to use for example 1 multi. You might waste up to 6 more multis if you do not wait for the result of this first EW-effort. It might happen that your first 3-4 multis do not jam, but you always have to wait for the result of the item. If you totally fail to jam you have to press teamspeak send key to infrom your gangleader that you failed to jam. So far so good - if you are the only EW ship in your team you simply put your EW items on locked enemy damagedealers. Now try to imagine what happens in a 20 vs 20. Several EW ships start to jam the enemy ships. It¦s not usefull to give each EW-pilot "his" target, since it is possible that he jams with his first multijammer (has 6 more to use!!!) and it¦s on the other hand possible that he doesnt jam at all. I think teamspeak in an EW-team will be such a mess that it doesnt make sense anymore to use EW. It will happen very often that several EW-ships jam the same ship, while other damagedealers dont get jammed at all because of the chance based jamming. Meanwhile the pure gankteam with damagedealing and fastlocking gunships simply names primary after priamry and toasts 1 EW-ship after the other - is this understood now?
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Grut
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Posted - 2005.04.14 17:26:00 -
[88]
Edited by: Grut on 14/04/2005 17:26:05 10 gunships might be > then 10 ew ships but 10 gunships are << 8 gunships + 2 scorps
soooo ew is more of a supporting role then offence, bit of a change in playing style but no biggy Mostly harmless |

Dionysus Davinci
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Posted - 2005.04.14 17:32:00 -
[89]
Originally by: Shin Ra Well we were always called lame noobs for using ecm before, because we actually figued out how to use it well. We argued and complained to TomB on the forums before the patch. He couldn't give us a straight answer to any of our questions and went ahead without listning to us. Well EvE, you are going to wish they hadn't nerfed EW now with our new setups.
Because the old system was a POS where even though last time I fought you and had 3 Tech II backup arrays. I was still jammed with no hope of being unjammed. All battles where all about who could field the most EW.
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Grut
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Posted - 2005.04.14 17:37:00 -
[90]
Edited by: Grut on 14/04/2005 17:37:28
Originally by: Dionysus Davinci
Originally by: Shin Ra Well we were always called lame noobs for using ecm before, because we actually figued out how to use it well. We argued and complained to TomB on the forums before the patch. He couldn't give us a straight answer to any of our questions and went ahead without listning to us. Well EvE, you are going to wish they hadn't nerfed EW now with our new setups.
Because the old system was a POS where even though last time I fought you and had 3 Tech II backup arrays. I was still jammed with no hope of being unjammed. All battles where all about who could field the most EW.
Unlike cycle jamming which lifewires on about and takes quite abit of organising & skill to use, you where jammed by damps which have been way overpowered and easy as pie to use since the start of the game. Mostly harmless |
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