
Cerberal
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Posted - 2006.02.26 23:21:00 -
[2]
Originally by: Sweeney Todd
Originally by: HippoKing FFS, i think you have missed the point in low sec. its not MEANT to be safe. it is where pirates CAN kill you! don't fly through if you think you're going to get ****** over and you can't protect yourself (even with the odds hugely tipped).
eve has always about PvP, and low sec is the first way in. it is not broken at all that pirates can still kill at a gate - why shouldn't they be able to? you get a big shiney warning saying "carebear land stops here. big nasty flashing people might pwn you from here on" when you jump into low sec. there didn't ever really need to be sentries to begin with - they were just put there to put the defenders at an advantage.
sentries aren't meant to fight for you. sentries aren't meant to THINK for you. if you can't do that yourself, i think your in the wrong game, or ought to stay in high sec, where the ebil concord of total wtfpwnage will protect you.
with sentries, pirates can only kill ships they outgun hugely, and a clever setup will own them with ease - and you want to make it impossible?
remember, pirates are players too - they are trying to make a buck, just like you, but they aren't the ones whining here about it, despite the fact that we (as non-pirates) have a huge advantage in gate fighting
Wow HK, I really thought you would have lasted a little longer. Try to stick to real arguments instead personal attacks huh? If you can't find a good response without resorting to "You're a carebear! Stay in high sec!" then don't comment.
The point I was trying to make, is that the presense of ineffective sentry guns doesn't make sense. Yes, low sec gives you a warning, but at the same time that broadcast message when you open fire at gate is rather explicit. "You have foolishly engaged in criminal activity within sight of sentry guns and must suffer the consequences." What exactly are those consequences, a sec hit for a -10 pirate and having to jump away for a couple of minutes? Take them out or make them usefull, because right now they don't make any sense.
Okay... Now, lets say we take sentries away in .1 - .4, This has now opened the door for pirates in anything less than a battleship to kill you at the gates. I think the sentries in .1 - .4 ARE useful in the fact that you need to risk money (in the case of a battleship, anywhere from 60 mil to 125 mil) In order to pirate/Shoot someone to let off anger. Theres also the fact that anyone in a battleship that is tanking the sentries (or is sniping from far off) has limited themselves in one way or another.
Close Range Tanker: replaces plenty of useful slots with tank, thereby lowering his damage/Accuracy/ROF potential. They would be really screwed if you could tracking disrupt or scramble them with enough power (provided they didnt fit a stab or two) and let the sentries blast at them. Keep in mind that a megathron will likely blow you up if you "Approach" instead of clicking "Orbit"
Long Range Sniper: Sacrificing pretty much any ability to tank (therefore left with not much defense...though some clever pilots might sacrifice a gun in order to shield tank or something...who knows) and USUALLY equipping stabs...they can dish damage at a distance, but if you manage to clutch them they usually cant take damage (keep in mind they are using sensor boosters, 3 damage mods likely, and perhaps tracking computers on either low or mid slots.)
My point: Turrets MAKE the pirate/mass murderer FIND workarounds, and in doing so they sacrifice at least on aspect of their ship.
Besides, i feel safer knowing newbies who have a tier (not tech) 2 frigate with a warp scrambler and web cant kill me when i decide to fly by in a shuttle.
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