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Dao 2
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Posted - 2005.11.15 23:20:00 -
[1]
Edited by: Dao 2 on 15/11/2005 23:23:26 Hey ;p
I'm sure all of you noticed/heard about the 'warp to 0km' change thats coming in RMR that ruins instas, I liked how BM's are going be removed though im not really sure if like this (actually im sure i dont but thats beside the point ;p)
My question is, is there gonna be a skill to help decrease the range in which u can land outside the intended point? Maybe 10% per lvl? 15% or 20%? ;p dunno :| just wonderin if there is.
Also do you think there should be ;p
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Joshua Foiritain
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Posted - 2005.11.15 23:28:00 -
[2]
Im fairly certain there will be and CCP better release it atleast a month before the bm patch. ------------------
[Coreli Corporation Mainframe] |
Dao 2
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Posted - 2005.11.15 23:32:00 -
[3]
if they keep the date of release they better release it like a week ago then ;ppppp
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Emiug
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Posted - 2005.11.16 00:33:00 -
[4]
afaik a module is also planned (high slot maybe?) -------------------------------------------- 2005.11.12 01:12:17combatYour Medium Modal Pulse Laser I barely scratches Hoarder [ASW]<G>(Hoarder), causing 288.2 damage. |
Marie Trudeau
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Posted - 2005.11.16 00:50:00 -
[5]
It's not working right now on SiSi, at least not for me. I've run about 40 jumps, autopilot, manual and insta. The AP and Manual 'jump to 0km' pretty much land between a range of 12 and 27km from the gate. My instas, on the other hand, are more or less workable if used at a 'warp to 10km' range. This can't be the intention. I think that CCP are still coding and releasing code for this on SiSi in the near future, and we haven't tested the real changes yet on this. ---------------------------
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Dao 2
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Posted - 2005.11.16 03:08:00 -
[6]
Edited by: Dao 2 on 16/11/2005 03:09:52 if its highslot indies be jacked ;p
edit: and what about freigthers? if anythign needs instas its those.... the align time is horrible enough ;p
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Mirchuska
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Posted - 2005.11.16 03:13:00 -
[7]
Originally by: Marie Trudeau It's not working right now on SiSi, at least not for me. I've run about 40 jumps, autopilot, manual and insta. The AP and Manual 'jump to 0km' pretty much land between a range of 12 and 27km from the gate. My instas, on the other hand, are more or less workable if used at a 'warp to 10km' range. This can't be the intention. I think that CCP are still coding and releasing code for this on SiSi in the near future, and we haven't tested the real changes yet on this.
I concur with that, warping to 0km doesnt work for me. I tested it by warping to both static objects (gates) and bookmarked cans about 30 times.
For the gates, i never got below about 15km. Most warps landed at ~24km and some as high as 31km. Same story with the can bookmark.
I'm not totally sure this is new but there also appears to be some randomness with the bookmark location too, many warps weren't quite aligned with the can itself, and approaching resulted in the ship settling in different locations each time.
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theRaptor
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Posted - 2005.11.16 04:02:00 -
[8]
Originally by: Joshua Foiritain Im fairly certain there will be and CCP better release it atleast a month before the bm patch.
When have CCP ever done that?
I have a training block of at least a month set aside for the skill though.
And I heard the noise of thunder. And I looked and behold: a pale horse. And his name, that sat on him, was Death. And Hell followed with him |
Rafein
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Posted - 2005.11.16 06:13:00 -
[9]
hopefully, there will not be a new skill, as that just wastes ime training.
Have navigation be the skill that governs it, and have a mod, if any, require navigation.
Navigation, to navigate better? who woulda thought.
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Mangus Thermopyle
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Posted - 2005.11.16 14:17:00 -
[10]
I hope CCP does not make yet another time sink. Better to give everyone the same warp accuracy from start, or make it ship dependent.
And a module to increase warp accuracy? Thats even worse! WCS is enough for the cautious (read: chicken).
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Azaeren
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Posted - 2005.11.16 14:27:00 -
[11]
Oh gee..No more invulnerability haulers :rolleyes:
Grow up people. The devs said numerous times, they did not approve of, no intend for bookmarks to be used how they are currently. I seriously hope its a ship dependant attribute.
interceptors and covertops and assault frigates should land within jump range regular t1 frigates 3000-5000 meters all cruisers 5km-10km ALL industrials 10-20km battleships- 10-20km freightors 15-20km.
Based on the size/mass of the ship, should be how close to the gate it warps to. ou wouldnt want "to CRASH" into the stations and gates would you?
I could honestly give two craps less what you carebears cry about OMG IM SLOW AND CANT GET THERE FASTERRRR. sorry to cramp your stupid exploit of bookmarks, but get use to it.
Large ships are meant to go slow. you want them faster, add nanos or overdrives. freightors are just SOL to begin with. theyre massive. they should be slow and take forever to go t owhere they go. thats the kickback for being able to make huge profit in one go. |
Ashraaf
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Posted - 2005.11.16 14:34:00 -
[12]
Tomb post on ship and modules that it's a test and they will be more test before a change
Azaeren Totally aggree, but beetween 512km of the gate, you'll have a message when you activate a weapon
Massive energy use on the warp gate prevent you using this modules
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Vang Vorkain
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Posted - 2005.11.16 19:56:00 -
[13]
lol why dont you pirates and gank squads get over it! maby your upset the more pep are getting into eve that are not pvp and dont want to be!
so i hope ccp listens to us too....not all of us like pvp or sitting at gates ganking anyone that comes throw!
i guess just another reason why 0.0 space will = 0.0 players , and empire space will be everyone else!
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Dao 2
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Posted - 2005.11.16 20:15:00 -
[14]
yes i agree adding a skill wont be the best thing but i rather have a new skill then live with the omg im 25km off the gate.
btw the 0km thing worked for me but it seems its not set for that on autopilot and it still tries to go to 15km.
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Ryushe
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Posted - 2005.11.16 21:18:00 -
[15]
Edited by: Ryushe on 16/11/2005 21:18:23
Originally by: Azaeren interceptors and covertops and assault frigates should land within jump range regular t1 frigates 3000-5000 meters all cruisers 5km-10km ALL industrials 10-20km battleships- 10-20km freightors 15-20km.
Based on the size/mass of the ship, should be how close to the gate it warps to. ou wouldnt want "to CRASH" into the stations and gates would you?
Strange it is then, that on the testserver when I do a "Warp to 0m" to the station in a capsule, which based on your logic should arrive within or very close to docking range, I end up at 26-32km from the station every single time I try it. And it's not only me, others on the testserver have been reporting the same thing. Now that can't be right can it... ? |
Kipkruide
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Posted - 2005.11.17 09:07:00 -
[16]
you know as well as i do that rmr will hit somewhere in february lol, now stop kidding iwth this december stuff.
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Tadamitsu
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Posted - 2005.11.17 10:38:00 -
[17]
You know what... we have a skill its called navigation. I think most people have it, why not use it or make a new skill advanced navigation, pre-req nav 3. and make advanced nav(warp nav) a level 1 or 2 skill because its just one more time sink skill.
making modules to get you closer is totally lame, I don't have enought slots as is, and freighters have 0 slots.
I agree that the current bm system needs to be corrected but unless you make this easy to adjust to, it will wreck the game.
Or Rather than have instas everyone must have a MWD(ab4 nav4) thats soooo much better, of course if you land 20k from the gate an indy is still ganked even with a MWD. Of course Freighters have no med slots either.
I think Freighter prices will be coming down very soon.
Talk is cheap, whisky costs money. you got any cash? |
Doltish
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Posted - 2005.11.17 11:54:00 -
[18]
Originally by: Azaeren
Grow up people. The devs said numerous times, they did not approve of, no intend for bookmarks to be used how they are currently. I seriously hope its a ship dependant attribute.
...
I could honestly give two craps less what you carebears cry about OMG IM SLOW AND CANT GET THERE FASTERRRR. sorry to cramp your stupid exploit of bookmarks, but get use to it.
Large ships are meant to go slow. you want them faster, add nanos or overdrives. freightors are just SOL to begin with. theyre massive. they should be slow and take forever to go t owhere they go. thats the kickback for being able to make huge profit in one go.
See I hear ya - but insta bookmarks were created out of a desire (and yes, a need) for faster and safer travel. A freighter op into 0.0 space at the moment requires at the very least an hour, and a sizeable fleet of heavy firepower. Your 15-20km suggestion would add about another hour and a half to such a trip - making it more or less impossible to achieve (or at best, replacing other *fun* ops that take place when such numbers are available). We were able to get along without freighters in 0.0 for a long time, sure. But that's because we could run indies. Now those, too will be dropping 10-20km with your plan, giving them little to no chance whatsoever of escaping any trouble. It's difficult enough to align an indy or a freighter - anybody who is looking to kill you knows they just have to sit on the gate, wait for you to jump, and then jump through themselves. An inty then burns to the gate, and is then in scrambling range of you as soon as you begin to align. This system works for gankers just fine, I've done it myself a few times.
The real problem is the question of time and playability. Running a freighter 20 jumps will go from an hour or so to at least double that time. The time, the incredibly increased risk (not to mention jerks who love bumping freighters in empire - I can't tell you how much time I've wasted trying to get some jerk to stop bumping me in Jita), and the sheer frustration make your suggestions impractical.
I have every confidence that CCP will further 'tweak' the changes they have made, because they are simply intolerable, even for the fastest ships.
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FreeMind
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Posted - 2005.11.17 12:06:00 -
[19]
I have test the jump to 0km ... CCP ... if u read that ... it's a difference betwen 0km and 25km !! And for the other they will a new skill to train i said .. NO !! We have enough time waste on this F$*eng skill training and now a new one !! I'm now more than 2 year in this game , it's at each patch more difficult to do anything easyer as before ! ... if the patch are only here for more and more time wast in training then change 'EVE Online' in .. 'Skill Online' ... i'm sure you will find ALOT of peep's wo pay for that ! Are the stupid gate camper so influent to CCP that they each time give more possibility to this one to wait , target and shoot any wo travel here ???
The isk be whith you :)
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kveldulfson
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Posted - 2005.11.17 12:28:00 -
[20]
Originally by: Azaeren Oh gee..No more invulnerability haulers :rolleyes:
Grow up people. The devs said numerous times, they did not approve of, no intend for bookmarks to be used how they are currently. I seriously hope its a ship dependant attribute.
interceptors and covertops and assault frigates should land within jump range regular t1 frigates 3000-5000 meters all cruisers 5km-10km ALL industrials 10-20km battleships- 10-20km freightors 15-20km.
Based on the size/mass of the ship, should be how close to the gate it warps to. ou wouldnt want "to CRASH" into the stations and gates would you?
I could honestly give two craps less what you carebears cry about OMG IM SLOW AND CANT GET THERE FASTERRRR. sorry to cramp your stupid exploit of bookmarks, but get use to it.
Large ships are meant to go slow. you want them faster, add nanos or overdrives. freightors are just SOL to begin with. theyre massive. they should be slow and take forever to go t owhere they go. thats the kickback for being able to make huge profit in one go.
Spoken like a true narrow minded pirate or are you a lazy gate ganker?
There is more than PVP to Eve and I think its time the Dev's took a firm stance about ensuring that those who dont want to suffer your attentions and of those like you don't have to.
And I note your proposal would give you a nice big slow moving easy target, and let the hard and challenging ones slip through.
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Anominity
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Posted - 2005.11.17 13:52:00 -
[21]
Am i the only one who thinks all this rubbish about a "warp accuracy reducing module" is worthless?
To me, one of THE most effected ships in the game would be royaly screwed over by this, the FREIGHTER! It has NO slots, so a module would really be a lot of help to it....
If anyone else has mentioned this before i apologise.
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Burlock Ironfist
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Posted - 2005.11.17 14:42:00 -
[22]
Quote: To me, one of THE most effected ships in the game would be royaly screwed over by this, the FREIGHTER! It has NO slots, so a module would really be a lot of help to it....
Yippie! frieghtors are suppose to be slow
Registered Carebear and Mining Barge Enthusiast. |
Dao 2
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Posted - 2005.11.18 02:37:00 -
[23]
yes, bookmarks werent made to be that way, but since they have theyve become an integral part of the game and they affected the devs mind when makin things.
And also the same god damn thing could be said about you too, they came out with warp bubbles just because of insta bms so in ur own words "STFU AND DEAL WITH IT"
i asked a question i didnt want u to come in here like ur all high and ****ign mighty, think **** through before u post please
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