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Thread Statistics | Show CCP posts - 11 post(s) |

Michael Harari
Genos Occidere HYDRA RELOADED
1051
|
Posted - 2014.01.07 10:28:00 -
[271] - Quote
Terranid Meester wrote:Morwennon wrote:The scan disruptor seems like it might be a bit overpowered in space that's behind an acceleration gate since there will be no way to get information on whatever it's concealing without exposing yourself whereas in normal space you'd have multiple options for dong so. Whats stopping you from putting one in front of an acceleration gate and coming back with a bigger gang/better ships? Oh right nothing, your stupid. [Assuming they are placeable within deadspace which I personally hope so].
Putting one on the acceleration gate does absolutely nothing since the people inside can see you warping to the gate and they can have a cloaked scout on the outside anyway. |

Luwc
Easy Co. Fatal Ascension
33
|
Posted - 2014.01.07 10:40:00 -
[272] - Quote
Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that. |

Sura Sadiva
Entropic Tactical Crew
1005
|
Posted - 2014.01.07 10:53:00 -
[273] - Quote
MSI is a major nerf to EVE gameplay.
Today to have a chance to find someone in system you need:
- your ship and D-Scan.
After MSI you will need: - a dedicated prober - eventually a scout, - lots of more time, - far less chances to success
It's a nerf. Dismishing the chance for people to "meet" on the same grid is detrimental and do not add anything to a game like EVE.
Suspecting of your enemy setting a trap/bait, having a friendly blob ready jump in, backup support and so on simply discourage engagements.
Beside the obious disruptive effects on FW and exploits coming from massive spamming MSI in the most crowded systems.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 10:53:00 -
[274] - Quote
Luwc wrote:Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that.
Agreed 1 trillion billion times. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Jepp
Sebiestor Tribe Minmatar Republic
10
|
Posted - 2014.01.07 11:30:00 -
[275] - Quote
Luwc wrote:Dear CCP,
TL'DR
Please fix your ******* Pos and SOV mechanics instead of putting out this childish and plain ******** bullshit.
and for the mercy of god... stop adding crap that allows people to permantly run away. I.e. mobile depots for instant warp core fit and now this ******* anti scan/MJD thing.
Too many cloaks. Too much bubble immunity.
stop that.
wow, didn't think I'll ever like a post and agree with someone from FA |

astral dominix
Stay Frosty.
0
|
Posted - 2014.01.07 11:33:00 -
[276] - Quote
This MSI is a idiotic idea.. Will just see more hiding and less fighting, please restrict its use in lowsec and make it for high sec or null only.. This will only hurt lowsec as a whole both for faction warefare and piracy!!!
It's a freaking PvP area a for god sake!!!!! |

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
3010
|
Posted - 2014.01.07 11:34:00 -
[277] - Quote
http://media3.giphy.com/media/6dJaim7ELSxmE/giphy.gif
|

Kaeda Maxwell
Calamitous-Intent Feign Disorder
262
|
Posted - 2014.01.07 11:34:00 -
[278] - Quote
Having not yet tested anything but just going of what the descriptions say, to a solo pilot this means a few things:
1. Gangs just got harder to engage, yet again, they can now effectively shield bubbles from showing up on scan and move an entire fleet out of tackle range if I'm in anything not brawly (and thus scram fit). 2. Kiting ships jut got nerfed again (see above) aligning with a target using a MMJD is a non-option, it makes my flight path predictable (ergo I'll get scrammed). 3. The Infamous Sabre/Falcon combo now has 2 new tools making them even better at killing things and even less likely to die in the process. 4. Gathering information became a lot harder and now essentially requires a nullified scout. Any nerf to the ability to gather information always hits solo'ers harder then anybody else because they more heavily upon it in their decision making process. 5. You're essentially telling me to just bring a link ship wherever I go, since I'd be an idiot to to not dual box with a cloaky scout after these changes and since in 0.0 it is going to have to be nullified (MSI+Bubbles) I might as well just bring a link ship everywhere. 6. Carry a MMJD always everywhere you can effectively give any solo kiting ship with a long point that can't kill you fast enough the finger. |

nikon56
UnSkilleD Inc. Reverberation Project
36
|
Posted - 2014.01.07 11:36:00 -
[279] - Quote
astral dominix wrote:This MSI is a idiotic idea.. Will just see more hiding and less fighting, please restrict its use in lowsec and make it for high sec or null only.. This will only hurt lowsec as a whole both for faction warefare and piracy!!!
It's a freaking PvP area a for god sake!!!!! +1 this will just make lowsec pvp shrink even more, it's already in a poor state anyway..... |

Randy Wray
Euphoria Released Triumvirate.
140
|
Posted - 2014.01.07 11:38:00 -
[280] - Quote
M1k3y Koontz wrote:Randy Wray wrote:I don't see what the hell people have going on in their heads when they say this is "interesting". The MMJD is going to completely kill any kiting setups in faction warfare. As people have mentioned earlier it's already gone pretty bad with the depots, pretty much any ship that gets caught by a kiter can just launch a depot, refit warp stabs and warp away!
This is not expanding the sandbox, the warp scrambler is already an extremely powerfull module and now you're restricting it so any solo/small gang pvp setup has to operate within scrambler range fitting a warp scrambler if they want to have any chance at keeping the target tackled.
MJD's only work on battleships for a reason. Keep it that way.
EDIT: Oh and this might be off topic but seriously increase the cargo space required for the depot, right now it's pretty ridiculously low. Oh no. You can't simply run around in a Cynabal, Cerberus, or Talos and win every fight, and run from the ones you can't. Brawling ships no longer totally suck. The horror. I hope you're trolling mikey I really do. Cause otherwise you really don't have a clue.
As I understand it you have little to no actual experience with small gang combat and you just picked a bunch of ships that you've heard of being good kiters without having the slightest idea of what the current meta looks like and how it works. Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @-áhttp://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec
twitch.tv/randywray |
|

I am disposable
Republic University Minmatar Republic
43
|
Posted - 2014.01.07 11:41:00 -
[281] - Quote
Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets.
Local spikes massively. You scan down inhibitor. You now know exactly where they are. This is not rocket science. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:13:00 -
[282] - Quote
I am disposable wrote:Powers Sa wrote:CCP Fozzie wrote: Mobile Scan Inhibitor
This is the structure that caused the biggest buzz from the recent round of Chaos observation, time for some details that I think will significantly change how you all see it.
This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
This is massively broken if the radius is bigger than 15km (30km diameter), and the build cost needs to be that of like a t2 medium bubble or a t1 large bubble. With a 30km radius you can hide capfleets and super fleets. Local spikes massively. You scan down inhibitor. You now know exactly where they are. This is not rocket science.
oo yeah because people will not deploy 20 of them in local when they are inside a single one of them .
Do not underestimate people. most have IQ above 40.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Shade Millith
Fortis Defensor.
116
|
Posted - 2014.01.07 12:15:00 -
[283] - Quote
CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle you go full throttle in one direction with a sig radius penalty, it can't be cancelled, scrams prevent you from jumping, it preserves speed on landing, all that jazz. You only have to be within range of the structure at the start of the micro jump cycle, not at the end. If the structure is destroyed during your spoolup time, you do not get launched. Since the MJU has no cooldown, a player can start the jump cycle from a Micro Jump module or MJU immediately after finishing a previous jump facilitated by a different MJU.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
As someone who loves solo PVP, this thing is going to be a kick in the teeth. Again.
20 seconds to go through 25k EHP is 1,250 DPS. So unless you have a scrambler or capable of applying 1,250 DPS to this thing, or are capable of killing them within 32 seconds, you're not going to kill a ratter. ANY ratter. And they don't even need to take up a mid slot to do it!
Seriously, what the hell!? This is a horrible idea, and just makes hunting and killing people harder than it's ever been. To the point of lunacy.
|

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:19:00 -
[284] - Quote
Shade Millith wrote:CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle you go full throttle in one direction with a sig radius penalty, it can't be cancelled, scrams prevent you from jumping, it preserves speed on landing, all that jazz. You only have to be within range of the structure at the start of the micro jump cycle, not at the end. If the structure is destroyed during your spoolup time, you do not get launched. Since the MJU has no cooldown, a player can start the jump cycle from a Micro Jump module or MJU immediately after finishing a previous jump facilitated by a different MJU.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
As someone who loves solo PVP, this thing is going to be a kick in the teeth. Again. 20 seconds to go through 25k EHP is 1,250 DPS. So unless you have a scrambler or capable of applying 1,250 DPS to this thing, or are capable of killing them within 32 seconds, you're not going to kill a ratter. ANY ratter. And they don't even need to take up a mid slot to do it! Seriously, what the hell!? This is a horrible idea, and just makes hunting and killing people harder than it's ever been. To the point of lunacy.
yes, as i said. CCp game designers need to play more on several types of activities, because they are clearly overlookign several play styles. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

MisterAl tt1
Pretenders Inc W-Space
132
|
Posted - 2014.01.07 12:28:00 -
[285] - Quote
Catherine Laartii wrote:One of the common themes I'm seeing in this thread is about how bad this is going to be for w-space. I would like to reiterate the factoid that wormhole space, since its inception, was intended to be completely unscripted; the devs simply created it, and left it open to the players without any themes or instructions for how to do it. So it makes it harder to find pve cap fleets in them? Good! That means there's more ways for people to not only secure their home turf, just as it should be; the current system of pvp in w-space needs more ways for players to defend themselves, since it literally is the last frontier in this game; the more tools to defend your homestead, the better. . People are already leaving wormholes for the lack of pew-pew, many systems taken by carebearing alts who care of nothing but farm. They don't give a damn about "defending", what they need is TIME to escape the site when a new sig pops-up. And this is exactly what this module gives. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:43:00 -
[286] - Quote
MisterAl tt1 wrote:Catherine Laartii wrote:One of the common themes I'm seeing in this thread is about how bad this is going to be for w-space. I would like to reiterate the factoid that wormhole space, since its inception, was intended to be completely unscripted; the devs simply created it, and left it open to the players without any themes or instructions for how to do it. So it makes it harder to find pve cap fleets in them? Good! That means there's more ways for people to not only secure their home turf, just as it should be; the current system of pvp in w-space needs more ways for players to defend themselves, since it literally is the last frontier in this game; the more tools to defend your homestead, the better. . People are already leaving wormholes for the lack of pew-pew, many systems taken by carebearing alts who care of nothing but farm. They don't give a damn about "defending", what they need is TIME to escape the site when a new sig pops-up. And this is exactly what this module gives. Kagura Nikon wrote:I am impressed how people think the AOE cloak is the overpowered one. ITs power is nothing and illusory as long as local exist (because you know the location still).
What about places it does not exist? So many people posting these ideas are idiotic. Guess will they hear us? I doubt.
Yes i know the level of power is different in wormhole space. But a lot of the alarm came from other people. Just tryign to point that the other structure is far more capable of giving the free from jail ticket than the mobile cloak unit. It does not matter if someoen can find you if you are harder to tackle than a mothership "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Barrogh Habalu
Imperial Shipment Amarr Empire
782
|
Posted - 2014.01.07 12:43:00 -
[287] - Quote
Kagura Nikon wrote:yes, as i said. CCp game designers need to play more on several types of activities, because they are clearly overlookign several play styles. Or maybe they really want people to fly with scrams... |

Oxide Ammar
Equilibrium Tech Labs
37
|
Posted - 2014.01.07 12:47:00 -
[288] - Quote
If you add the MSI to the previous CCP statement regarding tackling the local channel and how it's very powerful tool for Intel, so most likely they will remove it or drastically change it as result you will be converting the whole K-space to big giant W space filled with booby traps called MSI.
Anyway I'm ok with these new features, it opens more ways and methods to play the game, only nullsec alliances and grievers are shedding tears over these. |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 12:50:00 -
[289] - Quote
Barrogh Habalu wrote:Kagura Nikon wrote:yes, as i said. CCp game designers need to play more on several types of activities, because they are clearly overlookign several play styles. Or maybe they really want people to fly with scrams...
We do, but means its impossible to catch someone that has moved anything inside the mission. Jus tmove 40 km in the mission and you are 100% safe... "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Debir Achen
The Red Circle Inc.
78
|
Posted - 2014.01.07 13:10:00 -
[290] - Quote
What happens if someone deploys a drag bubble inside the D-Scan inhibitor? Will it drag people warping to the inhibitor into the bubble? If so, it seems the only way to get "eyes on grid" without ending up inside the bubble and whatever camp is set up there is with an inty or nullified T3. This seems excessively limiting to me. Or have I missed something? Aren't Caldari supposed to have a large signature? |
|

Kane Fenris
NWP
140
|
Posted - 2014.01.07 13:15:00 -
[291] - Quote
Shade Millith wrote:CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle you go full throttle in one direction with a sig radius penalty, it can't be cancelled, scrams prevent you from jumping, it preserves speed on landing, all that jazz. You only have to be within range of the structure at the start of the micro jump cycle, not at the end. If the structure is destroyed during your spoolup time, you do not get launched. Since the MJU has no cooldown, a player can start the jump cycle from a Micro Jump module or MJU immediately after finishing a previous jump facilitated by a different MJU.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects, including the lack of a visual model in space and the lack of a working mass restriction.
As someone who loves solo PVP, this thing is going to be a kick in the teeth. Again. 20 seconds to go through 25k EHP is 1,250 DPS. So unless you have a scrambler or capable of applying 1,250 DPS to this thing, or are capable of killing them within 32 seconds, you're not going to kill a ratter. ANY ratter. And they don't even need to take up a mid slot to do it! And no, following them using their own deployable won't work, as if they're aligned out just before they jumped, they're aligned out after they jump, and they can just warp off. Seriously, what the hell!? This is a horrible idea, and just makes hunting and killing people harder than it's ever been. To the point of lunacy.
THIS is exactly what i think....
maybe a solution would be make it take some time to anchor (about the time average ship needs to lock it) and give it about 1kehp so it would be limited to offensive use only (jump someone or reposition outside the enemys weapon range). |

Luscius Uta
Unleashed' Fury Forsaken Federation
68
|
Posted - 2014.01.07 13:19:00 -
[292] - Quote
In its current form, MMJD will propel even a sieged Dread. Knowing Fozzie, I can't say if that's a bug or he's just trolling us 
Also, just like salvage drones and depots, both new structures aren't showing on the default "All" overview profile. |

Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.07 13:20:00 -
[293] - Quote
Debir Achen wrote:What happens if someone deploys a drag bubble inside the D-Scan inhibitor? Will it drag people warping to the inhibitor into the bubble? If so, it seems the only way to get "eyes on grid" without ending up inside the bubble and whatever camp is set up there is with an inty or nullified T3. This seems excessively limiting to me. Or have I missed something?
No you have not, that is exactly how it will work. |

Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.07 13:21:00 -
[294] - Quote
Luscius Uta wrote:In its current form, MMJD will propel even a sieged Dread. Knowing Fozzie, I can't say if that's a bug or he's just trolling us  Also, just like salvage drones and depots, both new structures aren't showing on the default "All" overview profile.
Caps can't use it, so Dreads shouldn't be able to. Unless this is coming from experience on the test server in which case it is probably a bug. |

Asuka Solo
Stark Fujikawa Stark Enterprises
2624
|
Posted - 2014.01.07 13:27:00 -
[295] - Quote
I approve of these modules. Eve is about Capital ships, WiS, Boobs, PI and Isk! |

MisterAl tt1
Pretenders Inc W-Space
132
|
Posted - 2014.01.07 13:31:00 -
[296] - Quote
oO
One of my guys just tested MSI. This thing can be ECCMed! As a result a t2 fitted cov-op, not-perfect skills, no implants, got a 82.3% signal at 0.5 AU probe radius. Needed manual probe-moving to scan it down.
Have fun seeking for capitals under it! |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 13:34:00 -
[297] - Quote
MisterAl tt1 wrote:oO
One of my guys just tested MSI. This thing can be ECCMed! As a result a t2 fitted cov-op, not-perfect skills, no implants, got a 82.3% signal at 0.5 AU probe radius. Needed manual probe-moving to scan it down.
Have fun seeking for capitals under it!
There goes the neighborhood!!
Eve online! Now safer than hello kiti online adventures! "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |

Theon Severasse
Sniggwaffe WAFFLES.
44
|
Posted - 2014.01.07 13:36:00 -
[298] - Quote
Oxide Ammar wrote:If you add the MSI to the previous CCP statement regarding tackling the local channel and how it's very powerful tool for Intel, so most likely they will remove it or drastically change it as result you will be converting the whole K-space to big giant W space filled with booby traps called MSI.
Anyway I'm ok with these new features, it opens more ways and methods to play the game, only nullsec alliances and grievers are shedding tears over these.
Or anybody whole does Solo/Smallgang, people in FW, people in WHs...
Actually the only people who I don't see complaining about this is ratters...
Quite honestly the MSI is an insult to anybody who has learned how to Dscan, turning a skill based mechanic (which was already dumbed down by the Odyssey scanner) into a luck based one |

Rufus Mc'owen
Xenon Inc. Nap or War
3
|
Posted - 2014.01.07 13:45:00 -
[299] - Quote
About "Mobile Scan Inhibitor" i see this coming:
A large group of carebear in their system gonna just put as much as possible MSI in their system (Belt, Random safe in space) to discourage pirate from search them you gonna just help those who make pve all the time and reduce the interaction beetween player even more.
The ONLY way to prevent sutch behaviour is to make the MSI expensive enough (50M / 150M) |

Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1024
|
Posted - 2014.01.07 13:55:00 -
[300] - Quote
Rufus Mc'owen wrote:About "Mobile Scan Inhibitor" i see this coming:
A large group of carebear in their system gonna just put as much as possible MSI in their system (Belt, Random safe in space) to discourage pirate from search them you gonna just help those who make pve all the time and reduce the interaction beetween player even more.
The ONLY way to prevent sutch behaviour is to make the MSI expensive enough (50M / 150M)
10M would be enough since they exist for 2 hours max. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
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