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Thread Statistics | Show CCP posts - 3 post(s) |

Chris Winter
Zephyr Corp V.A.S.T.
165
|
Posted - 2013.07.23 21:25:00 -
[31] - Quote
ECM can be countered with auto-targeting missiles, drones, and ECCM. |

Cordo Draken
ABOS Industrial Enterprises The Marmite Collective
54
|
Posted - 2013.07.23 21:45:00 -
[32] - Quote
So, what you're really trying to say is that you don't want ECM around to jack up your Logi Rep chain? So then people start bitchin about Logi's being OP because they're now near impossible to break.
ECM is chance base for a reason... It works just fine.
LOL, at the 5 second cycle time proposal. Aside from that not helping your theory at all, how then does the Projected ECM skill then get applied? Get it down to a 2 second cycle? Lol
Seriously, 5 years later and people still complaining about this, when there are ways to combat it... They're just too lazy to plan ahead.
CCP, instead of further trying to appease the lazy minded, how about developing a Manual Override mode on turrets, where they can fire weapons with a point amd click of the mouse... Without the ships computer helping them Track, estimate range, lead... THAT, would be the only way around that. And the Manual Override could only be used for turreted weapons. Let them see how hard that is... But hey, at least then they could feel like they weren't completely Useless.
Cheers  eëÆWhomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my AutocannonseëÆ eÉà |

Diesel47
Bad Men Ltd.
716
|
Posted - 2013.07.23 21:49:00 -
[33] - Quote
Cordo Draken wrote:So, what you're really trying to say is that you don't want ECM around to jack up your Logi Rep chain? So then people start bitchin about Logi's being OP because they're now near impossible to break. ECM is chance base for a reason... It works just fine. LOL, at the 5 second cycle time proposal. Aside from that not helping your theory at all, how then does the Projected ECM skill then get applied? Get it down to a 2 second cycle? Lol Seriously, 5 years later and people still complaining about this, when there are ways to combat it... They're just too lazy to plan ahead. CCP, instead of further trying to appease the lazy minded, how about developing a Manual Override mode on turrets, where they can fire weapons with a point amd click of the mouse... Without the ships computer helping them Track, estimate range, lead... THAT, would be the only way around that. And the Manual Override could only be used for turreted weapons. Let them see how hard that is... But hey, at least then they could feel like they weren't completely Useless. Cheers 
I don't know if you are being serious but "manual override mode" is just stupid. It would never work, eve isn't some FPS.
How can you complain about other peoples proposals where the one you put is equally as bad. |
|

ISD Ezwal
ISD Community Communications Liaisons
359

|
Posted - 2013.07.23 22:25:00 -
[34] - Quote
Right, first of, the OP has the right to post an idea to discuss and has the right to expect a civil and healthy discussion as a result. You don't have to agree, but post your arguments in a civil manner please. This goes both ways by the way.
Thread cleaned of some rule breaking posts and comments.
The rules: 2. Be respectful toward others at all times.
The purpose of the EVE Online forums is to provide a platform for exchange of ideas, and a venue for the discussion of EVE Online. Occasionally there will be conflicts that arise when people voice opinions. Forum users are expected to be courteous when disagreeing with others.
3. Ranting is prohibited.
A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.
4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
22. Post constructively.
Negative feedback can be very useful to further improve EVE Online provided that it is presented in a civil and factual manner. All users are encouraged to honestly express their feelings regarding EVE Online and how it can be improved. Posts that are non-constructive, insulting or in breach of the rules will be deleted regardless of how valid the ideas behind them may be. Users are also reminded that posting with a lack of content also constitutes non-constructive posting. ISD Ezwal Lt. Commander Community Communication Liaisons (CCLs) Interstellar Services Department |
|

Naomi Knight
Imperial Academy Amarr Empire
434
|
Posted - 2013.07.23 22:27:00 -
[35] - Quote
Diesel47 wrote:Cordo Draken wrote:So, what you're really trying to say is that you don't want ECM around to jack up your Logi Rep chain? So then people start bitchin about Logi's being OP because they're now near impossible to break. ECM is chance base for a reason... It works just fine. LOL, at the 5 second cycle time proposal. Aside from that not helping your theory at all, how then does the Projected ECM skill then get applied? Get it down to a 2 second cycle? Lol Seriously, 5 years later and people still complaining about this, when there are ways to combat it... They're just too lazy to plan ahead. CCP, instead of further trying to appease the lazy minded, how about developing a Manual Override mode on turrets, where they can fire weapons with a point amd click of the mouse... Without the ships computer helping them Track, estimate range, lead... THAT, would be the only way around that. And the Manual Override could only be used for turreted weapons. Let them see how hard that is... But hey, at least then they could feel like they weren't completely Useless. Cheers  I don't know if you are being serious but "manual override mode" is just stupid. It would never work, eve isn't some FPS. How can you complain about other peoples proposals where the one you put is equally as bad. hah eve is fps it is called dust number ^^
you whine about ecm all the time, probably your lame dps ship got countered and now you bruhuhu |

Cordo Draken
ABOS Industrial Enterprises The Marmite Collective
56
|
Posted - 2013.07.24 01:10:00 -
[36] - Quote
Diesel47 wrote:Cordo Draken wrote:So, what you're really trying to say is that you don't want ECM around to jack up your Logi Rep chain? So then people start bitchin about Logi's being OP because they're now near impossible to break. ECM is chance base for a reason... It works just fine. LOL, at the 5 second cycle time proposal. Aside from that not helping your theory at all, how then does the Projected ECM skill then get applied? Get it down to a 2 second cycle? Lol Seriously, 5 years later and people still complaining about this, when there are ways to combat it... They're just too lazy to plan ahead. CCP, instead of further trying to appease the lazy minded, how about developing a Manual Override mode on turrets, where they can fire weapons with a point amd click of the mouse... Without the ships computer helping them Track, estimate range, lead... THAT, would be the only way around that. And the Manual Override could only be used for turreted weapons. Let them see how hard that is... But hey, at least then they could feel like they weren't completely Useless. Cheers  I don't know if you are being serious but "manual override mode" is just stupid. It would never work, eve isn't some FPS. How can you complain about other peoples proposals where the one you put is equally as bad.
Oh hai Diesel... Look, I know you still hate from all those times I killed you back in Aki, but try to be more grown up in the forum. By the way, a manual override makes more sense logically and would be more immersive than just trying to wipe out a strategic mechanic making Eve less immersive and have less options to actually be strategic.
The OP mentioned wanting ideas, I gave one... An apparent outside the box one. Perhaps that's what is needed. Simple and easy after all is NOT what is wanted by smart players and CCP. eëÆWhomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my AutocannonseëÆ eÉà |

Bigg Gun
Flying Bags Inc. Bulgarian Space Federation
29
|
Posted - 2013.07.24 03:27:00 -
[37] - Quote
Widows vs Vargurs... ECM vs low sensor strength ships. Here's the link: https://www.youtube.com/watch?v=3n4dV2QrytI |

xPredat0rz
Grey Templars Fidelas Constans
54
|
Posted - 2013.07.24 03:37:00 -
[38] - Quote
Considering all Maruaders have **** Sensor strength its basically asking to be perma jammed. You need your Sensor comp to 5 and a ECCM to even hope to not be jammed.
In saying that there are ways to counter ECM. And if he fails a jam he will die rather quickly.
|

RavenPaine
RaVeN Alliance
470
|
Posted - 2013.07.24 03:44:00 -
[39] - Quote
Great Link. I had never seen this. Thx. |

Ireland VonVicious
Vicious Trading Company
174
|
Posted - 2013.07.24 03:45:00 -
[40] - Quote
DHB WildCat wrote:My solution to ECM.............
Change the effect from completely breaking lock of everything on a ship to each successful activation effectively reduces the amount of targets you can lock. (Also this would mean that ECM strength would have to be boosted, however before you kill me listen up)
So lets say a ship can lock 7 targets. A falcon decloaks and locks you successfully getting 2 jams off from different jammers at the same time. Now you can only lock 5 targets. Effectively freeing up 2 ships but enemy ship can still lock 5 targets. Now if there are only 4 enemy ships you would lose lock on 2 of them, but since you can still lock 5 total, you would be able to immediately lock back those ships. Now if there were 9 ships you would lose lock on 2 of the 7 but keep 5 others locked.
This would help nerf the small gang ECM problem while boosting Large fleet effectiveness. In large fleets say you have 10 falcons and 20 enemy logi. With boosted ECM strength you could effectively cause each logi to lose lockj on 3 targets. This would enable the ability to effectively switch targets and cause all mannor of chaos, but at the same time a ship would not be COMPLETELY out of a fight if jammed.
Now a ship would be completely out if it had more activated jams on it than lockable targets.
I hope my explaination made sense..... whatcha think?
Wild
It sounds like you havn't thought this all the way through.
What if you only had 3 ships targeted?
What if you only had 2 ships targeted?
What if you only had 1 ship targeted?
It starts to become real ugly real fast.
Also this entire thread sucks. ECM just got a huge nerf with the new skills that help avoid being jammed.
It really doesn't need another nerf.
The logi would ruin all if weakened it any further. Cycle time changes would not work as already stated in this thread.
I don't think ECM should be nerfed in any way but here goes my theory on how it could be done: Add a new attribute to it. One that makes cycle time split into 2 things. One being how long it takes to reactivate and the other being the time the effect last. If those were not one and the same you could remove % of time ecm is on during a given cycle time.
Reactivation time would still be 30 secs but you could make the effect last 25 of those 30 secs so a 5 sec break is always given before a cycle has chance to break again. Making the miss amount of the cycle a moving effect that can be adjusted until said balance of ECM exist.
If you asked a certain question to yourself after reading this the answer is: A LOT!  |

Roime
Ten Thousand Years Shinjiketo
3190
|
Posted - 2013.07.24 03:48:00 -
[41] - Quote
ECM should turn off randomly picked active modules, number of mods and duration specified by skills, equipment and gear used and a moderate random modifier. New mods and duration rolled per each cycle.
Flight of ECM drones would be able to shut off 1-2 mods for only a short duration.
-á- All I really wanted was to build a castle among the stars - |

Zan Shiro
Alternative Enterprises
201
|
Posted - 2013.07.24 03:54:00 -
[42] - Quote
Tsukino Stareine wrote:ECM should reduce your max locked targets so multitasking would actually be worth training.
t3's would be useless....5 targets hard coded. They need an adjustment, yes. Complete castration however...no. |

Ireland VonVicious
Vicious Trading Company
174
|
Posted - 2013.07.24 04:28:00 -
[43] - Quote
Roime wrote:ECM should turn off randomly picked active modules, number of mods and duration specified by skills, equipment and gear used and a moderate random modifier. New mods and duration rolled per each cycle.
Flight of ECM drones would be able to shut off 1-2 mods for only a short duration.
One issue/side effect will show up if this was done.
I'll assume that CCP would be smart enough to start with effectiveness v.s. logistics first.
Then would base the number of modules that shut off based on how many mods they use on average.
As you get to smaller ships it gets real ugly losing a mod compared to a cruiser.
A BS would have it the other way. It would be very minimal effect
That is why I called it issue/side effect.
It may be a wanted side effect to some. It might be a huge issue for others.
Just be aware that it would happen if that was done to the ECM system.
Would you really want to have to turn back on your tank if you got hit with ECM?
Would it only effect high slot mods if not?
Now the BS v.s. Frigate effect goes crazy. 1/8th of a BS's Damage could be shut off compared to half of a frigates if just one dropped on a given cycle.
Does that leave ECM as god like v.s. frigs? Or do we give all ships the same base sensor strength to compensate?
More questions than answers on this one. |

Jake Warbird
Republic Military School Minmatar Republic
3122
|
Posted - 2013.07.24 04:31:00 -
[44] - Quote
How hard is it to bring your own ECM? |

Naomi Knight
Imperial Academy Amarr Empire
436
|
Posted - 2013.07.24 05:45:00 -
[45] - Quote
Jake Warbird wrote:How hard is it to bring your own ECM? must be realy hard , not as easy to bring the same lame dps ships everytime |

Zan Shiro
Alternative Enterprises
201
|
Posted - 2013.07.24 06:57:00 -
[46] - Quote
Jake Warbird wrote:How hard is it to bring your own ECM?
they don't even need to bring ecm. They could bring a cerb (or other crapacal variant). Or any ship that can fire from sniping ranges. ECM is range limited. Bring something that can attack outside the range. My cerb was never popular on roams...but once or twice there I was sniping the falcon. Thanks to its less than stellar tank this gives falcons 3 options. Pray thier boys get to me fast (if they can) , gtfo, or go boom. Falcon chooses to gtfo....its not longer in play. Not a sexy killmail but mission accomplished. My boys are now jsut a bit more jam freee.
Not being an orignal player I got this idea when a cerb did it to me in my falcon. No reimbursement on recons...my boys failed to shut him down fast enough so away I went. |

Diesel47
Bad Men Ltd.
718
|
Posted - 2013.07.24 07:22:00 -
[47] - Quote
Cordo Draken wrote:Diesel47 wrote:Cordo Draken wrote:So, what you're really trying to say is that you don't want ECM around to jack up your Logi Rep chain? So then people start bitchin about Logi's being OP because they're now near impossible to break. ECM is chance base for a reason... It works just fine. LOL, at the 5 second cycle time proposal. Aside from that not helping your theory at all, how then does the Projected ECM skill then get applied? Get it down to a 2 second cycle? Lol Seriously, 5 years later and people still complaining about this, when there are ways to combat it... They're just too lazy to plan ahead. CCP, instead of further trying to appease the lazy minded, how about developing a Manual Override mode on turrets, where they can fire weapons with a point amd click of the mouse... Without the ships computer helping them Track, estimate range, lead... THAT, would be the only way around that. And the Manual Override could only be used for turreted weapons. Let them see how hard that is... But hey, at least then they could feel like they weren't completely Useless. Cheers  I don't know if you are being serious but "manual override mode" is just stupid. It would never work, eve isn't some FPS. How can you complain about other peoples proposals where the one you put is equally as bad. Oh hai Diesel... Look, I know you still hate from all those times I killed you back in Aki, but try to be more grown up in the forum. By the way, a manual override makes more sense logically and would be more immersive than just trying to wipe out a strategic mechanic making Eve less immersive and have less options to actually be strategic. The OP mentioned wanting ideas, I gave one... An apparent outside the box one. Perhaps that's what is needed. Simple and easy after all is NOT what is wanted by smart players and CCP.
Rofl, doesn't change the fact that your idea really sucks.
And you can't support your idea by chestbeating about killing a 3 month old noob in akianavas a starter system some 2 years ago. 
Nobody suggested straight up removing ECM altogether, I don't know where you made that up.
But for old times sake, are you still sitting in hisec killing the industrials mate? Thought you'd give that up and actually do something that is atleast a little bit challenging by now...  |

Diesel47
Bad Men Ltd.
718
|
Posted - 2013.07.24 07:24:00 -
[48] - Quote
Roime wrote:ECM should turn off randomly picked active modules, number of mods and duration specified by skills, equipment and gear used and a moderate random modifier. New mods and duration rolled per each cycle.
Flight of ECM drones would be able to shut off 1-2 mods for only a short duration.
Not a bad idea, Would be more fun than the current mess it is right now. |

Froggy Storm
Paxton Industries Gentlemen's Agreement
82
|
Posted - 2013.07.24 07:59:00 -
[49] - Quote
Another alternate idea while still keeping in the flavor of ecm could be to disrupt remote rep/transfer efficiencies. Much the same way a TD works it could do range or amounts by script. Then change all ECCM to reduce effect of an ewar flavor against you. Amarr ECCM vs TD Gal ECCM vs damps and so on.
This then gives both ewar and its counters much more varied fits as well as forcing fleets to adapt for more diverse ewar options.
For example. Caldari grif becomes a anti logi ewar frig. So logi in order to counter some of the effect fit caldari ECCM. Turret ships fit ECCM against TD or Dp and so on.
Overall though I don't see a great deal wrong with all or nothing ecm as it stands now. The rook can't jam out a whole gang while his partner kills ship by ship. A wing of blackbirds however can make significant force multiplication in a battle. Fragile ship with tough ewar that has a luck factor. Seems fairly well balanced. |

Evanga
Way So Mad Axiomatic Dominion
66
|
Posted - 2013.07.24 08:06:00 -
[50] - Quote
bring your own ecm or fit eccm if you hate it that much. |

Cordo Draken
ABOS Industrial Enterprises The Marmite Collective
57
|
Posted - 2013.07.24 08:09:00 -
[51] - Quote
Diesel47 wrote:Rofl, doesn't change the fact that your idea really sucks. And you can't support your idea by chestbeating about killing a 3 month old noob in akianavas a starter system some 2 years ago.  Nobody suggested straight up removing ECM altogether, I don't know where you made that up. But for old times sake, are you still sitting in hisec killing the industrials mate? Thought you'd give that up and actually do something that is atleast a little bit challenging by now... 
You mean like being in over 100 wars, fraking up large Coalitions & Alliances? Or like you in the arse end of nowhere doing little to nothing but crying over Falcons... Again.
CCP has made efforts to appease the un-appeasable whines of ECM. It's right where it needs to be. And it's clear that you don't want to have to consider the challenge (which really isn't that hard) of getting around ECM. After a few years I'd of thought even you would have figured it out by now.
FYI, if you're going to argue that an idea sux, why don't you provide an actual intelligent argument as to why you think so. After all isn't that why you're here? To explore and debate Ideas? Or is that as well too much of a challenge? eëÆWhomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my AutocannonseëÆ eÉà |

Diesel47
Bad Men Ltd.
718
|
Posted - 2013.07.24 08:44:00 -
[52] - Quote
Cordo Draken wrote:Diesel47 wrote:Rofl, doesn't change the fact that your idea really sucks. And you can't support your idea by chestbeating about killing a 3 month old noob in akianavas a starter system some 2 years ago.  Nobody suggested straight up removing ECM altogether, I don't know where you made that up. But for old times sake, are you still sitting in hisec killing the industrials mate? Thought you'd give that up and actually do something that is atleast a little bit challenging by now...  You mean like being in over 100 wars, fraking up large Coalitions & Alliances? Or like you in the arse end of nowhere doing little to nothing but crying over Falcons... Again. CCP has made efforts to appease the un-appeasable whines of ECM. It's right where it needs to be. And it's clear that you don't want to have to consider the challenge (which really isn't that hard) of getting around ECM. After a few years I'd of thought even you would have figured it out by now. FYI, if you're going to argue that an idea sux, why don't you provide an actual intelligent argument as to why you think so. After all isn't that why you're here? To explore and debate Ideas? Or is that as well too much of a challenge?
I don't why you are so bitter. You need to chill. Maybe you've been in hi-sec too long, because your suggestion is something somebody who never played the game would make.
But I guess station camping jita waiting for industrials to come out isn't really "playing" the game now is it.  |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1174
|
Posted - 2013.07.24 09:18:00 -
[53] - Quote
I think decreasing the cycle time on ECM down to like 10 seconds for modules and 5 seconds for drones would go a long way.
As it is a lucky jam can just **** you over way to hard. BYDI recruitment closed-ish |

Whitehound
1653
|
Posted - 2013.07.24 10:15:00 -
[54] - Quote
Garviel Tarrant wrote:I think decreasing the cycle time on ECM down to like 10 seconds for modules and 5 seconds for drones would go a long way.
As it is a lucky jam can just **** you over way to hard. I already mentioned above that it will make ECM over-powered when used by a frigate to jam a BS. A BS needs the 20 seconds to lock onto a frigate and do something about it. If you shorten the time down to 10 or 5 seconds then a BS would have to wait for 2 or more lucky drop-outs in a row.
ECM is right as rain. Train your skills up, fly ships with high sensor strengths, fit ECCMs or backup arrays, make use of the sensor integrity gang link or use implants. Not wanting to use these items is no excuse and only dumb.
Here is a trick how to counter ECM drones: launch your own combat drones when you see someone launching ECM drones. Once the ECM drones attack will your own drones fight them off through auto aggression. It does not always need smartbombs. Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Roime
Ten Thousand Years Shinjiketo
3191
|
Posted - 2013.07.24 10:20:00 -
[55] - Quote
Ireland VonVicious wrote:Roime wrote:ECM should turn off randomly picked active modules, number of mods and duration specified by skills, equipment and gear used and a moderate random modifier. New mods and duration rolled per each cycle.
Flight of ECM drones would be able to shut off 1-2 mods for only a short duration. One issue/side effect will show up if this was done. I'll assume that CCP would be smart enough to start with effectiveness v.s. logistics first. Then would base the number of modules that shut off based on how many mods they use on average. As you get to smaller ships it gets real ugly losing a mod compared to a cruiser. A BS would have it the other way. It would be very minimal effect That is why I called it issue/side effect. It may be a wanted side effect to some. It might be a huge issue for others. Just be aware that it would happen if that was done to the ECM system. Would you really want to have to turn back on your tank if you got hit with ECM? Would it only effect high slot mods if not? Now the BS v.s. Frigate effect goes crazy. 1/8th of a BS's Damage could be shut off compared to half of a frigates if just one dropped on a given cycle. Does that leave ECM as god like v.s. frigs? Or do we give all ships the same base sensor strength to compensate? More questions than answers on this one.
Good points, besides adjusting sensor strenghts there would have to be some balancing math based on slot count in order to not totally **** over frigs.
Anyway, I find the current mechanics unfun, especially spamming target lock while staring at the cycle time indicator, and something should be done about ECM.
Reducing jam time like Garviel suggests would be good first aid, but something about jams targeting random functions of the ship tickles my scifi the right way.
-á- All I really wanted was to build a castle among the stars - |

Dorrann
Imperial Shipment Amarr Empire
29
|
Posted - 2013.07.24 11:05:00 -
[56] - Quote
What about if ECM broke your lock on all targets and increased your lock times by interfering with your ships electronics (the secondary effect of dampeners)? Something like a percentage modifier so that ships that already have long lock times dont see those times become insanely long, but short-lock ships are still hit hard by the ECM. You would be able to re-lock any targets you like, but it would take longer than normal. Subsequent ECM hits would again break lock and keep the longer lock time. This makes more sense to me than the complete inability to fight back in a controlled fashion that ECM presents today.
I'd also say take the Lock Time factor away from Dampeners. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
1174
|
Posted - 2013.07.24 12:12:00 -
[57] - Quote
Whitehound wrote:Garviel Tarrant wrote:I think decreasing the cycle time on ECM down to like 10 seconds for modules and 5 seconds for drones would go a long way.
As it is a lucky jam can just **** you over way to hard. I already mentioned above that it will make ECM over-powered when used by a frigate to jam a BS. A BS needs the 20 seconds to lock onto a frigate and do something about it. If you shorten the time down to 10 or 5 seconds then a BS would have to wait for 2 or more lucky drop-outs in a row. ECM is right as rain. Train your skills up, fly ships with high sensor strengths, fit ECCMs or backup arrays, make use of the sensor integrity gang link or use implants. Not wanting to use these items is no excuse and only dumb. Here is a trick how to counter ECM drones: launch your own combat drones when you see someone launching ECM drones. Once the ECM drones attack will your own drones fight them off through auto aggression. It does not always need smartbombs.
Thats true.
Make cycle time dependant on ship size? 5 for frigs, 10 for cruisers, 15 for bc's and 20 for bs'? BYDI recruitment closed-ish |

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1237
|
Posted - 2013.07.24 13:34:00 -
[58] - Quote
Diesel47 wrote: A % chance to make a ship almost completely worthless? This doesn't belongs in a game that is rule and math driven.
This has always been the biggest issue for me, **** your skills and your experience in game, this newbs going to roll a dice and you cant do **** for 20 seconds (which in pvp can be AGES and under tidi... beyond dull)
Thers also the epic problem with ecm drones getting insanely more effective the more there are, not less, like stacking penalty effected EW drones. Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
|

Muad 'dib
The Imperial Fedaykin Amarrian Commandos
1237
|
Posted - 2013.07.24 13:35:00 -
[59] - Quote
Garviel Tarrant wrote: Make cycle time dependant on ship size? 5 for frigs, 10 for cruisers, 15 for bc's and 20 for bs'?
Shouldnt it be the other way around considering scan res. Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg
I got 99 likes, and this post aint one.
|

Morrigan LeSante
The Lost and Forgotten Troopers
302
|
Posted - 2013.07.24 14:29:00 -
[60] - Quote
Remember it's not possible to look at ECM without also looking at the ships - right now ECM birds NEED to stack mods up so hard, they can afford almost no tank whatsoever. That needs considered alongside any potential ECM change - that they need so many mods to be remotely consistent/threatening.
Reason being multi-spec is a bad joke and if you're not rainbow, don't bother undocking (unless there are spies in play, but thats hardly a requirement around other EWAR ships).
Quite honestly, I think FoF projectile/hybrid/laser/etc ammo would suffice for now - perhaps with a 5 second reload on all types with the usual lower damage. They would also help to some degree against other ewars such as damps and massive TD.
Edit: I also dont think you should need to relock after the effect ends, that seems needlessly harsh. |
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