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Cherok
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Posted - 2005.04.14 16:41:00 -
[1]
I was thinking about posting something about this today. I totally agree. Right now 7+ low slot ships jam them full of WCS and basically make them impossible to stop without having 3+ ships there to scramble them. Not only that, but the ship like Raven can run 5xWCS in lows with a shield tank in mids. Add Launchers and NOS and you have a ship that is pretty much impossible to kill. (Yes, I've run it before. ;) )
With the upcoming nerfs to scramblers having a chance to fail...it will get even worse. To stop the 8xWCS geddons, you will need like 11-12 disruptors to account for the ones that will fail. To me...this is just stupid. Not even sure why CCP wanted it this way.
IMO the solution is very simple. Make WCS a high slot module with a max of like 4. Keeep the system in place that we have for scrambling. Reason for max of 4 is because if it becomes a high slot module, then all BS's that don't setup for combat will be running 8 of them, again, making them immune to scrambling unless you got a fleet with ya.
Also we need to unscrew the scramblers so frigs can get in close on missile ships to scramble again. Whoever the brainiac that came up with that change must not PVP very much with anything other than Nerfbat missiles. 
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Cherok
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Posted - 2005.04.14 17:06:00 -
[2]
Edited by: Cherok on 14/04/2005 17:13:50
Originally by: Damien Vox In other words you want the guy in the hauler who wants nothing to do with PvP and instead wants to mine or trade to have no way of getting away from you because YOU want to kill him regardless of what he thinks...
PvP is bad enough as is in the non-consensual department. WCS's are a -1 to warp scram strength and honestly if you know what your doing you can kill a ship before it has to warp off.
Entering 0.0 in consenting to PVP. Read the dialog box that pops up before you enter. (unless you disabled it)
Want to trade in 0.0 and make big profits? Risk vs Reward...thats what its all about.
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Cherok
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Posted - 2005.04.14 17:34:00 -
[3]
Originally by: Baun
I have not had enough time to test this out:
But doesn't the new patch make WCs less effective? Before when someone had 8 WCs in his low slots you needed at least 3 tacklers to get to him before he warped, now said BS is not even neccesarily safe from 1 tackler, because the scramble formula is no longer simple arithmatic.
Is this really true? How does it pan out in application?
Well...look at it like this. Yes, chances are you can be scrambled...but with 5 sec. duration, the dice just keep rolling. So lets say it takes you 30 seconds to kill said ship with gank squad. That guy keeps rolling the dice 6 times. If at any point, your scramble fails, he warps out, kill is lost.
This works AGAINT the tacklers because even if they do have enough scramblers to hold someone, chances are they will get away now...since the dice keep rolling. Eventually he will get away...just a matter of time. Where before he was NOT getting away...
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Cherok
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Posted - 2005.04.14 17:39:00 -
[4]
yeah...forgot to mention that changes haven't been implimented it seem.
Though we had 6 scrambles on a raven last night and he warped out after they had cycled twice. Got logs to prove it so I thought changes had been made at the time. We did some testing and indeed, it doesn't appear that any changes have been made.
Still scratching my head as to how the Raven got away though.... 
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Cherok
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Posted - 2005.04.14 18:40:00 -
[5]
Originally by: Cummilla Think I'm gonna spew my lunch do to all this whining! 
I tell ya what......send all the WCS equipped and damage\cap\grid gimped Ravens(or any other ship) out my way. Please....I'm begging, because those Ravens with damage mods and pdu2's are a pain in the arse whereas the wcs equipped ones go down like a two dollar ***** on Burbon Street during Mardi Gras. 
What I want to really know is this: What part of "Setup is King" don't some of you understand? Is it the part where there is a counter for every extreme setup or the part where every extreme setup has definitely disadvantages that can be exploited by the prepared and skilled pilots?
IF t0mb likes his job and wants to see this game flourish, he'll just forget about these changes to propulsion warfare and refocus the playerbase on the importance of setup and countering extreme setups to prevailing in a given circumstance.
What part about you having to have a small fleet of ships just to catch 1 BS fitted with WCS don't you understand? How is that balanced?
Sure...you can tank so that it will take good amount of firepower to take you down...but you can fit your ship to get through someones tank without having to do a lot of damage. So there is a counter to it. The ONLY counter as mentioned previously to WCS is having even more scramblers.
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Cherok
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Posted - 2005.04.14 19:54:00 -
[6]
How about WCS that takes 500 cap to activate it with a 30 sec. duration?
That way, if your going to run, you better have some cap. If your going to fight, it will limit the number of WCS you can activate thus commiting yourself more to the battle.
This way a 8 wcs geddon will use most of its cap to run from gate gankers...but will most likely have to safespot in system instead of going to the next gate and continuing on while typing in local "Don't even bother, I got WCS on tards..."
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