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Redblade
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Posted - 2005.12.03 09:06:00 -
[1]
Edited by: Redblade on 03/12/2005 09:06:08 The problem with the wcs for those that can't seem to understand it and claim that all the people arguing for the changing of them are pirates that only want to gank the poor carebears that do not want to fight is this.
Example 1. Two ships meet in space and one tries to kill the other but guy A runs away from guy B because he had wcs fitted.
This scenario is perfectly fine as guy A was only fitted to run away.
Example 2. Three guys are out hunting for targets in 0.0 and stumble upon a lone hostile BS and engages it, the lone pilot engages back at first while aligning and when he sees that he's not going to make it warps out because he had wcs fitted. This leading to some chasing around between planets where the three guys have no way of catching there target as he aligns and warps just as fast as he's attackers hence there is no way of catching him.
This scenario is what's wrong with the wcs, people that fit them to be able to fight and get out when it is right for them and allso the ability to escape from several chasing ships of the same class.
And for the argument that it's balanced with the scrambler, the wcs uses no cap, has no range limitations and on most ships u can fit atleast 3-5 of them all the way up to 8, the scrambler has cap usage, range limitations and on most ships u can't fit more then 2 if u want to keep your offensive capabilities.
The most obvious example of the imbalance beeing the stiletto(because of the 4 mid's), a ship made for the purpouse of intercept and hold down other ships that's not able to hold down any BS when fitted with max number of scramblers, infact the only BS's it can hold down is the raven and scorpion.
So the problem isn't that some people want to run instead of fighting, the big issue is people that want to combine the two without any real sacrifices. And ofc the issue with the single guy beeing able to run away from a gang of several people in the same shipclass.
My sugestion is as mentioned here allready a + 5-10% inertia per wcs as a stacking penalty (in other words the first one is without penalty), this will make the person running just a bit slower per wcs he chooses to fit thous alowing for a chasing gang to gain some ground on the target in each warp.
In addition to this there is some sort of penalty needed against the combat abilitys while using the wcs as it's in no way balanced as long as it's not a highslot mod seeing as we have shield tanking and armor tanking and those are not in the same slots hence not affecting both types, my choice here is simply to make it a highslot module(would need to add a utility highslot or two to haulers to give them the option of using more then one)
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Redblade
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Posted - 2005.12.04 04:08:00 -
[2]
As i said before, make them highslot wich will make them less desirable for pvp and if u want to travel it won't affect u at all (industrials would need a utility or two more)
Then add a stacking penalty to agility wich u can compensate for with nanofibers but that will cost u the lowslots aswell to prevent the +8 stab with insane agility setups.
This will make the wcs a module designed for travel/running , if u want to use one or two for PVE/PVP it's still possible but u will have to sacrifice some offensive ability and if u realy want to stab out to run u will be slow to warp unless u compensate with nanofibers wich makes your ship fitted only for running.
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Redblade
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Posted - 2005.12.04 04:31:00 -
[3]
Originally by: neur0n
Originally by: Redblade As i said before, make them highslot wich will make them less desirable for pvp and if u want to travel it won't affect u at all (industrials would need a utility or two more)
Some indys only have 1 hi slot, which wouldnt make that a viable suggestion :\
The stacking penalty is a good idea, same goes for the idea given above of increasing cpu.
Hence me mention that indys would need a utilityslot or two more...
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Redblade
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Posted - 2005.12.04 10:26:00 -
[4]
Originally by: Famine Aligher'ri
I'm totaly cluessless
QFT
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Redblade
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Posted - 2005.12.04 23:51:00 -
[5]
Originally by: Famine Aligher'ri
Originally by: Redblade
Originally by: Famine Aligher'ri
I'm totaly cluessless
QFT
What do warp disruption modules not stack anymore or something? (I'm solo so forgive me if they don't. Remember I'm not a sheep)
If they do still stack then umm why is it you're saying im clueless again?
We are discussing a mod that's unbalanced in many aspects of the game and not fittings of a ganksquad wich must be what u think.
Try and read the thread again and when/if u understand it feel free to give your input, preferably without your silly "omg i dont like BoB" comments.
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Redblade
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Posted - 2005.12.04 23:54:00 -
[6]
Originally by: Maya Rkell Not in favour of highslot. Not only would it mean adding utility slots to haulers (T2 battle haulers with nos, UGH), sniper Tempests with 6 1400, 2 WCS, etc.
Just make em knock 5-10% off cap each allready.
Think they can make them wcs only or restrict offensive mods in them.
And i think your cap penalty will be unbalanced considering the difference in cap recharge between ships and the use of cap booster is beeing boosted with next patch wich makes it even less of a penalty to anything big.
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