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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Arsine Mayhem
Tribal Liberation Force Minmatar Republic
81
|
Posted - 2014.01.21 01:54:00 -
[151] - Quote
IIshira wrote:ZheoTheThird wrote:And it just so happens that many people have been using 1.9s align time Maledictions to harass and kill otherwise unkillable nullsec ratters, most dominantly Goon ones. And now they're getting nerfed hardcore, making them unusable for that task entirely. :tinfoil: Sounds like a good reason to nerf them Problem: ceptors are going deep into Goon space getting past their camps and killing their ratters. Fix: just remove bubble immunity
Oh I get it.
Goon tears. |
Xirin
Sigillum Militum Xpisti Black Legion.
13
|
Posted - 2014.01.21 03:06:00 -
[152] - Quote
I'm still not seeing why this change is the least bit necessary.
I get that it's bad to have uncatchable interceptors. So why not just revert on the bubble immunity? I honestly don''t mind dying in a well-planned gate camp.
What I do mind is being terrible at tackling things because my ship turns like a lethargic elephant at high speeds. |
Michael Harari
Genos Occidere HYDRA RELOADED
1061
|
Posted - 2014.01.21 03:10:00 -
[153] - Quote
Xirin wrote:I'm still not seeing why this change is the least bit necessary.
I get that it's bad to have uncatchable interceptors. So why not just revert on the bubble immunity? I honestly don''t mind dying in a well-planned gate camp.
What I do mind is being terrible at tackling things because my ship turns like a lethargic elephant at high speeds.
Yeah that extra fifth of a second of align time is really going to mess with your tackling |
Hasikan Miallok
Republic University Minmatar Republic
175
|
Posted - 2014.01.21 05:07:00 -
[154] - Quote
Arsine Mayhem wrote:IIshira wrote:ZheoTheThird wrote:And it just so happens that many people have been using 1.9s align time Maledictions to harass and kill otherwise unkillable nullsec ratters, most dominantly Goon ones. And now they're getting nerfed hardcore, making them unusable for that task entirely. :tinfoil: Sounds like a good reason to nerf them Problem: ceptors are going deep into Goon space getting past their camps and killing their ratters. Fix: just remove bubble immunity Oh I get it. Goon tears. Guess you'll have to nerf titans cause goons are to scared to take those out. PL blowing up the goons, can't have goons crying.
LOL its ironic that, after all the propaganda from nullbear alliances and CCP themselves about how nullsec dwellers are super hardcore elite PvPers, the very first time a change makes life in their SOV space even a fraction as risky as hisec never-lone losec they whine and get CCP to bring back their bullet proof "no-one gets through without our say so" gates :D
|
Ganthrithor
GoonWaffe Goonswarm Federation
826
|
Posted - 2014.01.21 11:41:00 -
[155] - Quote
You know what would be bad-ass? If you let inties keep their agility and instead split anchorable and dictor/hic bubbles into different categories, and then gave interceptors immunity to the anchorable variety. It would let inties blow past static defenses, but would leave active interference (gate camps, carefully-positioned and -timed hic/dic drag bubbles, etc) effective against them.
While you're at it, you can apply the same stat to T3 nullifier subsystems.
This is clearly the best idea, since there's no good reason for EVE ships to be categorically immune to other players' active, directed attempts to stop them. |
Ganthrithor
GoonWaffe Goonswarm Federation
826
|
Posted - 2014.01.21 11:47:00 -
[156] - Quote
Hasikan Miallok wrote:as risky as hisec
Hasikan Miallok wrote:bullet proof "no-one gets through without our say so" gates :D
You seem to have put your post about another MMO on the EVE board by mistake.
(Get out) |
Arsine Mayhem
Tribal Liberation Force Minmatar Republic
82
|
Posted - 2014.01.21 13:54:00 -
[157] - Quote
Ganthrithor wrote:You know what would be bad-ass? If you let inties keep their agility and instead split anchorable and dictor/hic bubbles into different categories, and then gave interceptors immunity to the anchorable variety. It would let inties blow past static defenses, but would leave active interference (gate camps, carefully-positioned and -timed hic/dic drag bubbles, etc) effective against them.
While you're at it, you can apply the same stat to T3 nullifier subsystems.
This is clearly the best idea, since there's no good reason for EVE ships to be categorically immune to other players' active, directed attempts to stop them.
Oh did I blow up your ratting ship? Who are the carebears in the game?
Hint. We hear far more crying from goon.
|
Arsine Mayhem
Tribal Liberation Force Minmatar Republic
82
|
Posted - 2014.01.21 13:55:00 -
[158] - Quote
Arsine Mayhem wrote:Agility goes up.
Align time goes up.
Sounds legit.
Someone fail math? Or just plain lack of logic.
Bueller. Bueller.
Ok, I'll give you a hint. Agility reduces align time. |
Franky Saken
Mafia Redux Phobia.
27
|
Posted - 2014.01.21 15:04:00 -
[159] - Quote
Arsine Mayhem wrote:Arsine Mayhem wrote:Agility goes up.
Align time goes up.
Sounds legit.
Someone fail math? Or just plain lack of logic. Bueller. Bueller. Ok, I'll give you a hint. Agility reduces align time. The answer is in the first post, I'll quote it for you but basically they do mass * agility = align_time.
Quote:Agility (as a modifier on mass) affects the turning time (often measured as align time) of ships. Lower is better. The align times listed below are for a hypothetical character with 0 skills. |
FT Diomedes
The Graduates RAZOR Alliance
322
|
Posted - 2014.01.21 15:50:00 -
[160] - Quote
Ganthrithor wrote:You know what would be bad-ass? If you let inties keep their agility and instead split anchorable and dictor/hic bubbles into different categories, and then gave interceptors immunity to the anchorable variety. It would let inties blow past static defenses, but would leave active interference (gate camps, carefully-positioned and -timed hic/dic drag bubbles, etc) effective against them.
While you're at it, you can apply the same stat to T3 nullifier subsystems.
This is clearly the best idea, since there's no good reason for EVE ships to be categorically immune to other players' active, directed attempts to stop them.
This would be an epic change. http://eveion.blogspot.com/ |
|
Secret Squirrell
Allied Press Intergalactic
64
|
Posted - 2014.01.21 20:08:00 -
[161] - Quote
FT Diomedes wrote:Ganthrithor wrote:You know what would be bad-ass? If you let inties keep their agility and instead split anchorable and dictor/hic bubbles into different categories, and then gave interceptors immunity to the anchorable variety. It would let inties blow past static defenses, but would leave active interference (gate camps, carefully-positioned and -timed hic/dic drag bubbles, etc) effective against them.
While you're at it, you can apply the same stat to T3 nullifier subsystems.
This is clearly the best idea, since there's no good reason for EVE ships to be categorically immune to other players' active, directed attempts to stop them. This would be an epic change.
Makes it too easy to run away by dropping bubbles behind you as you flee. Interceptors are supposed to be able to intercept and catch enemy fleets. Loosing 10s every gate to bubbles makes that very hard to do. Maybe if it was only HIC bubbles, with a special script that made them even smaller, but catch nullified ships, you would at least be risking the HIC, rather then the DIC which can bubble and jump endlessly. |
FT Diomedes
The Graduates RAZOR Alliance
322
|
Posted - 2014.01.21 22:38:00 -
[162] - Quote
I would be okay with that too. http://eveion.blogspot.com/ |
Arsine Mayhem
Tribal Liberation Force Minmatar Republic
84
|
Posted - 2014.01.22 05:47:00 -
[163] - Quote
Franky Saken wrote:Arsine Mayhem wrote:Arsine Mayhem wrote:Agility goes up.
Align time goes up.
Sounds legit.
Someone fail math? Or just plain lack of logic. Bueller. Bueller. Ok, I'll give you a hint. Agility reduces align time. The answer is in the first post, I'll quote it for you but basically they do mass * agility = align_time. Quote:Agility (as a modifier on mass) affects the turning time (often measured as align time) of ships. Lower is better. The align times listed below are for a hypothetical character with 0 skills.
So they fail english. |
Arsine Mayhem
Tribal Liberation Force Minmatar Republic
84
|
Posted - 2014.01.22 05:50:00 -
[164] - Quote
Xirin wrote:I'm still not seeing why this change is the least bit necessary.
Because if you can't offer anything useful to improve the game, you ruin things that are already in place in an attempt to remain relevant. |
Colt Blackhawk
Team Six. The North is Coming
233
|
Posted - 2014.01.22 07:34:00 -
[165] - Quote
My 5 cents: I think CCP absolutely misses the point here. I have flown a lot with the malediction this month and it is a great ship. But main issue here aren-Št intys but intys with links. It was and is still the same problem like it was with kitey condors: Kiters + Skirmish links = OP. Interceptors + Skirmish links = completely OP. Examples:
-The low signature radius of interceptors makes them already very hard to hit with the usual counter called light missiles. I was soloing a light missile fitted heretic in a malediction without skirmish links and no implants. Okay the guy tried to shot me with furies but if he would have taken usual cal navy ammo I would have probably been forced to run. The light fury missiles almost didn-Št hit a male that orbits at 21km with 5.1k m/s.
-There is a well know corp who is almost only flying interceptors with loki and Tengu booster. Grab 5 Raptors, 2 ogb, every Raptor has sensor damp.... --->unkillable. I have tried it with fof rapid light caracals. We tried it with 3 fof rapid light caras.... No way. The only outcome were dead caras. They even didn-Št need to run. They simply killed us. Combination of skirmish links + interceptor point range + interceptor speed + interceptor sig radius = almost completely immune to missiles. Yes the missiles did hit. But the damage in combination of speed+ sig radius were a total joke. You say snipe them with nado from 120km? Also doesn-Št hit. We tried it^^. Forget even sentries. Too low sig radius and speed.
So the agility tweak wil fix... nothing! Really CCp you miss again the point. Main issue here is the combination of interceptors and off grid boosters and not the interceptor itself.
[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks. |
Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
1105
|
Posted - 2014.01.22 13:46:00 -
[166] - Quote
Warfare links in being hilariously overpowered non-shocker, yeah. |
MonkeyMagic Thiesant
Shockwave Innovations Surely You're Joking
23
|
Posted - 2014.01.22 14:33:00 -
[167] - Quote
It can do - if it takes the align into the next tic. A number (four iirc) of the inties are currently at approx 2.90 seconds align, which means 3 seconds. Give them this slight agility nerf, and they're suddenly rounding up to 4 seconds.
That's a very big difference in terms of their chances of being locked in a gatecamp. |
Dav Varan
Spiritus Draconis Sicarius Draconis
140
|
Posted - 2014.01.22 14:56:00 -
[168] - Quote
I don't see how nerfing agility will introduce interesting gameplay.
With the warp speed changes introduced the role of the interceptor changed from simply being faster ship on grid to being fastest though warp to get in front of targets to tackle them.
This is an excellent role which should be maintained.
The role of the interceptor is now warp fast and catch stuff a nerf to align time nerfs that ability without introducing significant on grid downsides.
Time through warp from a to b is after all align time + warp time.
I think an increase to mass and compensated change to agility modifier to keep align time the same would be the way to go.
Slower on grid with mwd than pirate frigs , but still fastest to align-warp to catch up to stuff.
~tldr Keep fastest through align - warp from grid to grid. Remove fastest on grid status. |
Senarian Tyme
Serenity Rising LLC Ishuk-Raata Enforcement Directive
71
|
Posted - 2014.01.22 17:21:00 -
[169] - Quote
Rekkr Nordgard wrote:The problem with interceptors is their interdiction nullification, not their agility. Give them their agility back and remove their bubble immunity.
What if instead of outright yanking the bubble immunity, the immunity was was granted due to a module which was optional to fit instead of being part of the hull bonus? The module could be limited to use on just interceptors, and the module itself could contain various penalties to offset the benefit of bubble immunity. (longer lock times, short lock range, longer align time all come to mind as possible candidates.)
This would allow people to tailor the interceptor for best use in their environments while still keeping them in check a bit. |
To mare
Advanced Technology
361
|
Posted - 2014.01.22 18:49:00 -
[170] - Quote
Colt Blackhawk wrote:My 5 cents: I think CCP absolutely misses the point here. I have flown a lot with the malediction this month and it is a great ship. But main issue here aren-Št intys but intys with links. It was and is still the same problem like it was with kitey condors: Kiters + Skirmish links = OP. Interceptors + Skirmish links = completely OP. Examples:
-The low signature radius of interceptors makes them already very hard to hit with the usual counter called light missiles. I was soloing a light missile fitted heretic in a malediction without skirmish links and no implants. Okay the guy tried to shot me with furies but if he would have taken usual cal navy ammo I would have probably been forced to run. The light fury missiles almost didn-Št hit a male that orbits at 21km with 5.1k m/s.
-There is a well know corp who is almost only flying interceptors with loki and Tengu booster. Grab 5 Raptors, 2 ogb, every Raptor has sensor damp.... --->unkillable. I have tried it with fof rapid light caracals. We tried it with 3 fof rapid light caras.... No way. The only outcome were dead caras. They even didn-Št need to run. They simply killed us. Combination of skirmish links + interceptor point range + interceptor speed + interceptor sig radius = almost completely immune to missiles. Yes the missiles did hit. But the damage in combination of speed+ sig radius was a total joke. You say snipe them with nado from 120km? Also doesn-Št hit. We tried it^^. Forget even sentries. Too low sig radius and speed. Arty Thrasher? Hahaha. 5 fully tech2 fitted 280mm arty thrashers couldn-Št kill even one at optimal range^^ (we tried to alpha them before they got damps on us).
So the agility tweak will fix... nothing! Really CCp you miss again the point. Main issue here is the combination of interceptors and off grid boosters and not the interceptor itself.
edit: I bet I will get flamed to death from people who don-Št even know how to undock a shuttle without ogb veeeeeeery fast. off grid boosting need to be fixed, period. ceptors with link only work if you stay in in one system if you want to roam links are a no go because you will lose the main strength of ceptors |
|
Colt Blackhawk
Team Six. The North is Coming
234
|
Posted - 2014.01.22 19:24:00 -
[171] - Quote
To mare wrote:Colt Blackhawk wrote:My 5 cents: I think CCP absolutely misses the point here. I have flown a lot with the malediction this month and it is a great ship. But main issue here aren-Št intys but intys with links. It was and is still the same problem like it was with kitey condors: Kiters + Skirmish links = OP. Interceptors + Skirmish links = completely OP. Examples:
-The low signature radius of interceptors makes them already very hard to hit with the usual counter called light missiles. I was soloing a light missile fitted heretic in a malediction without skirmish links and no implants. Okay the guy tried to shot me with furies but if he would have taken usual cal navy ammo I would have probably been forced to run. The light fury missiles almost didn-Št hit a male that orbits at 21km with 5.1k m/s.
-There is a well know corp who is almost only flying interceptors with loki and Tengu booster. Grab 5 Raptors, 2 ogb, every Raptor has sensor damp.... --->unkillable. I have tried it with fof rapid light caracals. We tried it with 3 fof rapid light caras.... No way. The only outcome were dead caras. They even didn-Št need to run. They simply killed us. Combination of skirmish links + interceptor point range + interceptor speed + interceptor sig radius = almost completely immune to missiles. Yes the missiles did hit. But the damage in combination of speed+ sig radius was a total joke. You say snipe them with nado from 120km? Also doesn-Št hit. We tried it^^. Forget even sentries. Too low sig radius and speed. Arty Thrasher? Hahaha. 5 fully tech2 fitted 280mm arty thrashers couldn-Št kill even one at optimal range^^ (we tried to alpha them before they got damps on us).
So the agility tweak will fix... nothing! Really CCp you miss again the point. Main issue here is the combination of interceptors and off grid boosters and not the interceptor itself.
edit: I bet I will get flamed to death from people who don-Št even know how to undock a shuttle without ogb veeeeeeery fast. off grid boosting need to be fixed, period. ceptors with link only work if you stay in in one system if you want to roam links are a no go because you will lose the main strength of ceptors
Why do you think it is always the same: Neutral loki and tengu jump in system and then the ceptors. Always the same...
[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks. |
Milton Middleson
Rifterlings Point Blank Alliance
454
|
Posted - 2014.01.22 22:39:00 -
[172] - Quote
I think the simplest solution to this problem is to remove bubbles and instalock setups. I feel like they give people unreasonable expectations about the efficacy of gate camps.
Also, nerf links. |
Morwennon
Aliastra Gallente Federation
77
|
Posted - 2014.01.22 22:45:00 -
[173] - Quote
Colt Blackhawk wrote:Why do you think it is always the same: Neutral loki and tengu jump in system and then the ceptors. Always the same... Offgrid boosting is dumb as all hell and needs to go but until that happens, the best solution to this problem is to get an alt with a virtue set in a probing ship and then scan down and kill their link alts. Ceterum censeo, the RLML and HML nerfs must be undone. |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1160
|
Posted - 2014.01.22 23:05:00 -
[174] - Quote
Colt Blackhawk wrote:My 5 cents: I think CCP absolutely misses the point here. I have flown a lot with the malediction this month and it is a great ship. But main issue here aren-Št intys but intys with links. It was and is still the same problem like it was with kitey condors: Kiters + Skirmish links = OP. Interceptors + Skirmish links = completely OP. Examples:
-The low signature radius of interceptors makes them already very hard to hit with the usual counter called light missiles. I was soloing a light missile fitted heretic in a malediction without skirmish links and no implants. Okay the guy tried to shot me with furies but if he would have taken usual cal navy ammo I would have probably been forced to run. The light fury missiles almost didn-Št hit a male that orbits at 21km with 5.1k m/s.
-There is a well know corp who is almost only flying interceptors with loki and Tengu booster. Grab 5 Raptors, 2 ogb, every Raptor has sensor damp.... --->unkillable. I have tried it with fof rapid light caracals. We tried it with 3 fof rapid light caras.... No way. The only outcome were dead caras. They even didn-Št need to run. They simply killed us. Combination of skirmish links + interceptor point range + interceptor speed + interceptor sig radius = almost completely immune to missiles. Yes the missiles did hit. But the damage in combination of speed+ sig radius was a total joke. You say snipe them with nado from 120km? Also doesn-Št hit. We tried it^^. Forget even sentries. Too low sig radius and speed. Arty Thrasher? Hahaha. 5 fully tech2 fitted 280mm arty thrashers couldn-Št kill even one at optimal range^^ (we tried to alpha them before they got damps on us).
So the agility tweak will fix... nothing! Really CCp you miss again the point. Main issue here is the combination of interceptors and off grid boosters and not the interceptor itself.
edit: I bet I will get flamed to death from people who don-Št even know how to undock a shuttle without ogb veeeeeeery fast.
then get you r own tackle with LINKS and your target paitner with information warfare LINKS and stop WHINING!
If they can do it you can do it yourself!
If you are bringign links alonge then you are loosing the WHOLE mobility of interceptors!!!
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Secret Squirrell
Allied Press Intergalactic
69
|
Posted - 2014.01.22 23:54:00 -
[175] - Quote
Colt Blackhawk wrote:My 5 cents: I think CCP absolutely misses the point here. I have flown a lot with the malediction this month and it is a great ship. But main issue here aren-Št intys but intys with links. It was and is still the same problem like it was with kitey condors: Kiters + Skirmish links = OP. Interceptors + Skirmish links = completely OP. Examples:
-The low signature radius of interceptors makes them already very hard to hit with the usual counter called light missiles. I was soloing a light missile fitted heretic in a malediction without skirmish links and no implants. Okay the guy tried to shot me with furies but if he would have taken usual cal navy ammo I would have probably been forced to run. The light fury missiles almost didn-Št hit a male that orbits at 21km with 5.1k m/s.
-There is a well know corp who is almost only flying interceptors with loki and Tengu booster. Grab 5 Raptors, 2 ogb, every Raptor has sensor damp.... --->unkillable. I have tried it with fof rapid light caracals. We tried it with 3 fof rapid light caras.... No way. The only outcome were dead caras. They even didn-Št need to run. They simply killed us. Combination of skirmish links + interceptor point range + interceptor speed + interceptor sig radius = almost completely immune to missiles. Yes the missiles did hit. But the damage in combination of speed+ sig radius was a total joke. You say snipe them with nado from 120km? Also doesn-Št hit. We tried it^^. Forget even sentries. Too low sig radius and speed. Arty Thrasher? Hahaha. 5 fully tech2 fitted 280mm arty thrashers couldn-Št kill even one at optimal range^^ (we tried to alpha them before they got damps on us).
So the agility tweak will fix... nothing! Really CCp you miss again the point. Main issue here is the combination of interceptors and off grid boosters and not the interceptor itself.
edit: I bet I will get flamed to death from people who don-Št even know how to undock a shuttle without ogb veeeeeeery fast.
You shot the wrong ship with the nado... probe out the booster tengu/loki, which will likely have under 20k ehp, which works out to 2 1400 nados... |
Ganthrithor
GoonWaffe Goonswarm Federation
838
|
Posted - 2014.01.23 00:01:00 -
[176] - Quote
Secret Squirrell wrote:FT Diomedes wrote:Ganthrithor wrote:You know what would be bad-ass? If you let inties keep their agility and instead split anchorable and dictor/hic bubbles into different categories, and then gave interceptors immunity to the anchorable variety. It would let inties blow past static defenses, but would leave active interference (gate camps, carefully-positioned and -timed hic/dic drag bubbles, etc) effective against them.
While you're at it, you can apply the same stat to T3 nullifier subsystems.
This is clearly the best idea, since there's no good reason for EVE ships to be categorically immune to other players' active, directed attempts to stop them. This would be an epic change. Makes it too easy to run away by dropping bubbles behind you as you flee.
Umm, maybe if the party that's running away is a frigate / destroyer gang... otherwise inties' new ability to warp disgustingly quickly mean that within a system or two they'll catch up to any sort of meaty fleet comp even if they have to bounce off celestials / perch bookmarks on every gate. In the case of a gang of other frigate hulls being able to open up distance on inty pursuers, well, I don't really have a problem with that-- they're using a deliberate delaying tactic that requires a decent amount of timing / coordination, their dictor is putting itself at risk doing it (it falls behind the rest of its gang and risks getting caught in its own bubble), and the fleeing gang is composed of other extremely fast ships... they're supposed to be hard to catch. |
Hasikan Miallok
Republic University Minmatar Republic
196
|
Posted - 2014.01.23 00:16:00 -
[177] - Quote
It is hard to shake the impression that RMLs are being envisaged as a useful way of filling the spare left over missile slots on sniping turret based ships rather than being a useful weapon in their own right. |
Colt Blackhawk
Team Six. The North is Coming
235
|
Posted - 2014.01.23 08:02:00 -
[178] - Quote
Secret Squirrell wrote:Colt Blackhawk wrote:My 5 cents: I think CCP absolutely misses the point here. I have flown a lot with the malediction this month and it is a great ship. But main issue here aren-Št intys but intys with links. It was and is still the same problem like it was with kitey condors: Kiters + Skirmish links = OP. Interceptors + Skirmish links = completely OP. Examples:
-The low signature radius of interceptors makes them already very hard to hit with the usual counter called light missiles. I was soloing a light missile fitted heretic in a malediction without skirmish links and no implants. Okay the guy tried to shot me with furies but if he would have taken usual cal navy ammo I would have probably been forced to run. The light fury missiles almost didn-Št hit a male that orbits at 21km with 5.1k m/s.
-There is a well know corp who is almost only flying interceptors with loki and Tengu booster. Grab 5 Raptors, 2 ogb, every Raptor has sensor damp.... --->unkillable. I have tried it with fof rapid light caracals. We tried it with 3 fof rapid light caras.... No way. The only outcome were dead caras. They even didn-Št need to run. They simply killed us. Combination of skirmish links + interceptor point range + interceptor speed + interceptor sig radius = almost completely immune to missiles. Yes the missiles did hit. But the damage in combination of speed+ sig radius was a total joke. You say snipe them with nado from 120km? Also doesn-Št hit. We tried it^^. Forget even sentries. Too low sig radius and speed. Arty Thrasher? Hahaha. 5 fully tech2 fitted 280mm arty thrashers couldn-Št kill even one at optimal range^^ (we tried to alpha them before they got damps on us).
So the agility tweak will fix... nothing! Really CCp you miss again the point. Main issue here is the combination of interceptors and off grid boosters and not the interceptor itself.
edit: I bet I will get flamed to death from people who don-Št even know how to undock a shuttle without ogb veeeeeeery fast. You shot the wrong ship with the nado... probe out the booster tengu/loki, which will likely have under 20k ehp, which works out to 2 1400 nados...
Can-Št believe how much crap I read here. Links stay always cloaked and start only to decloak and boost when engagement begins.
[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks. |
Robert Caldera
Caldera Trading and Investment
720
|
Posted - 2014.01.23 12:29:00 -
[179] - Quote
nerf them more. approve. |
Colt Blackhawk
Team Six. The North is Coming
235
|
Posted - 2014.01.23 14:23:00 -
[180] - Quote
Robert Caldera wrote:nerf them more. approve.
Well i think the nerf goes the wrong way. There is no problem with agility. Give intys a slighty bigger signature radius and give them the inability to get links and it is fixed. Maybe reduce flight time of light missiles and give them higher speed, so that they work as counter to unlinked intys. Linked intys are already invulnerable to light missiles^^ Not to mention how broken light drones are^^. Linked intys have as I mentioned above an invulnerable mode actually. It is already hard enough to kill an unlinked inty. But sitting with 5 guys in instalock arty thrashers and seeing a linked inty coming towards us and tackling plus killing without getting killed is just crazy.
[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks. |
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