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Marcus Alkhaar
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Posted - 2006.04.06 22:35:00 -
[1]
Edited by: Marcus Alkhaar on 06/04/2006 22:52:05 This is taken from another WCS Thread, but I thought it was such a good idea that I had to post it 
Barendar Writes:
My idea to make people shut up about stabs:
Make the effect of scramblers cumulative. Each time the scrambler cycles it stacks the added strength onto that of the last cycle, and keeps going.
So 1st cycle: 1 strength 2nd: 2 strengh 3rd: 3 strength
or if you're using a 7.5km one: 2 strengh 4 strengh 6 strengh
etc etc etc.
The idea is, the 1st few cycles, you're free to warp away, after that, you're scrambled. The more stabs you have, the more cycles you have to warp away. The more scramblers you have, the faster you'll lock him down.
It won't effect travelers since by the time the scramblers cycled enough times to lock you down if you havn't warpd, you're already dead.
It will allow combat ships a chance to escape at the very start of a fight. If they fight back, they've commited themselves to staying since your scrambler will cycle enough to lock them down.
I'd suggest upping the amount stabs give to 2 as well, scrambler cycle times would need tweaking as well to make it well balanced out.
Interresting Idea, aye?
1. I do not want the Stabs to be upped! <--- Updated 2. Give the 7.5 km scrams a 5 sec cycle ? <--- Updated 3. No "OH NO WHINE THREAD"-posts please
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Dark Shikari
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Posted - 2006.04.06 22:39:00 -
[2]
Edited by: Dark Shikari on 06/04/2006 22:45:25 Actually... that is a very good idea.
There is one flaw, however. Many people fit sniper setups with lots of WCS and will warp out the instant a ship gets close enough to scramble. Sometimes they get scrambled and caught.
With this system, they would be massively boosted, as the stabs would do considerably more each, but they would not ever get past one cycle before they warped out.
The main issue is that if you boosted stabs enough to make them still viable in combat at all while working with this system, it would be impossible to scramble anyone who wasn't in a combat setup.
[23] Member: Official Forum Warrior
What's with the blue robots? Click my sig.
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HippoKing
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Posted - 2006.04.06 22:43:00 -
[3]
i'd really like that. possibly the only good solution so far.
i think doubling the scram cycle time, or making them only stack every other cycle would be better that upping stab amount though
Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Maya Rkell
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Posted - 2006.04.06 22:44:00 -
[4]
So effectively it still removes the ability to fit WCS on a combat ship and negates the entire point, PLUS it lets people guarantee warpouts. Heh.
"The Human eye is a marvelous device, with a very little effort it can overlook all but the most glaring injustice" - Quellchrist Falconer |

T'namo Celai
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Posted - 2006.04.06 23:06:00 -
[5]
Edited by: T''namo Celai on 06/04/2006 23:06:24 "if you bump someone the first cycle, the wcs user wont be able to get out during the 2nd anyway"? =
with interdictors and medium bubbles i dont really see the wcs problem anymore. Interdictors can basically catch any ship...
If you're talking 0.4: sorry, some belt ganks will fly away.
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Lazy8s
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Posted - 2006.04.07 00:56:00 -
[6]
Best idea I've read so far: "Leave it the way it is."
Seriously, what's wrong with people being able to run if they want to? Or even better idea. You can only scramble ships of your class or less. Measure the SP required to get a ship and you can only scramble ships that take that ammount of SP or less.
My problem isn't pirates, it's the battleships and interdictors in .4 killing all the newbies in cruisers. I'll stay and fight a pirate if I have a chance, but if I know I'm going to get owned I get the heck out. Pirates complain that stabs are for sissies but people wouldn't use them if pirates weren't the bigger sissies. Pirates only attack what they know they will kill. I kept getting jumped by BSs in my cara and I ran every time. They kept smack talkin saying I was a wuss for not fighting. Wuss or intelligent? If they had come out in a T1 frig I would have been more than glad to fight.
My point: Bring an even fight and people will stay. If you bring a BS to kill a cruiser check to see who the wuss is before you complain.
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Viktor Fyretracker
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Posted - 2006.04.07 01:13:00 -
[7]
you still need a method for slow warping industrials to counter this, even a full rack of WCS on a badger mark II is out jammed in two cycles of a 5km scram. it would never warp due to slow warping speed, so you can only have the jam prevent the start of the warp process, acceleration into warp shouldnt be effected.
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danneh
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Posted - 2006.04.07 01:50:00 -
[8]
Increase CPU, only 3 per ships, win win win win win.
Contraband Inc |

Maya Rkell
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Posted - 2006.04.07 02:01:00 -
[9]
By how much? details!
And how do you plan on enforcing that limit? If you do that, then no more than 2 scramblers per ship, of course.
"The Human eye is a marvelous device, with a very little effort it can overlook all but the most glaring injustice" - Quellchrist Falconer |

4 LOM
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Posted - 2006.04.07 02:04:00 -
[10]
Originally by: danneh Increase CPU, only 3 per ships, win win win win win.
I thought the first idea was good... then i read the increase cpu idea.
INcrease the cpu thats so simple and easy. make it so if you want to fit a rack of stabs have fun with the rest of your fitting.
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LWMaverick
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Posted - 2006.04.07 02:06:00 -
[11]
Not bad.
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Maya Rkell
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Posted - 2006.04.07 02:08:00 -
[12]
Originally by: 4 LOM
Originally by: danneh Increase CPU, only 3 per ships, win win win win win.
I thought the first idea was good... then i read the increase cpu idea.
INcrease the cpu thats so simple and easy. make it so if you want to fit a rack of stabs have fun with the rest of your fitting.
Hence blocking WCS from combat and thus nerfing combat in a lot of situations. Yay for less PvP, eh?
Snarf.
"The Human eye is a marvelous device, with a very little effort it can overlook all but the most glaring injustice" - Quellchrist Falconer |

Beta Minus
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Posted - 2006.04.07 02:10:00 -
[13]
There should be a capacitor recharge rate/max cap penalty...only makes sense if you're diverting more power to the engines to be able to warp away. If the penalty is big enough per WCS it might not be viable to put them on combat ships as you'd be totally gimped. That's my idea but tbh I think the increased CPU need is a better one...
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Wrayeth
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Posted - 2006.04.07 02:17:00 -
[14]
Edited by: Wrayeth on 07/04/2006 02:17:34 I've found that if a ship's going to warp out, it usually does so in the first ten seconds of the fight. The only thing this change will do is make the few people who stick around to see if they can take down their opponent warp out immediately instead of waiting.
TBH, just making each WCS fitted halve the damage of drones, turrets, missile launchers, and smartbombs would remove their use by combat ships and relegate them to where they should be: on industrials and traveling setups.
-Wrayeth
"Look, pa! I just contributed absolutely nothing to this thread!" |

LWMaverick
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Posted - 2006.04.07 02:21:00 -
[15]
Edited by: LWMaverick on 07/04/2006 02:22:05
Originally by: Maya Rkell
Originally by: 4 LOM
Originally by: danneh Increase CPU, only 3 per ships, win win win win win.
I thought the first idea was good... then i read the increase cpu idea.
INcrease the cpu thats so simple and easy. make it so if you want to fit a rack of stabs have fun with the rest of your fitting.
Hence blocking WCS from combat and thus nerfing combat in a lot of situations. Yay for less PvP, eh?
Snarf.
Nerfing combat, are you serious??
All its about today, is to get enough points on the hostiles, before they warp off, and since not all ships have 8 med slots, people have to bring ALOT of tacklers and so on, just to hold them down.
So it goes from a fight -> gank.. thats all it is in 90% of all pvp situations, gank or get ganked.
And you missed the point where stabs is being CHANGED <- not "removed" from the game!.. so if you want to be able to get away, pay the price, by sacrificing you RoF for an example. And the "but i already gimped my setup blah blah" is not a valide point, being able to get away in 95% of all situations, unless youre seriosuly blobbed, or are sitting inside a bubble, is not "gimping" youre setup.. Thats an "Out of jail free ticket"
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Harpezza
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Posted - 2006.04.07 02:42:00 -
[16]
How about giving stabs an aggression timer kind of like docking. If you want to escape then fine, but when you start attacking people they stop working for 30 seconds or a minute or whatever. You either fight or run, not both. It still allows for haulers and non combat ships the possibility of escape, but it stops things like jamming scorps and ravens with lows full of stabs popping a ship or two and warping out. |

Kahani Lyn
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Posted - 2006.04.07 02:55:00 -
[17]
Originally by: Harpezza How about giving stabs an aggression timer kind of like docking. If you want to escape then fine, but when you start attacking people they stop working for 30 seconds or a minute or whatever. You either fight or run, not both. It still allows for haulers and non combat ships the possibility of escape, but it stops things like jamming scorps and ravens with lows full of stabs popping a ship or two and warping out.
If you have been fired upon then someone has already committed an act of aggression against you, and you have the right to defend yourself (and leave, if you so choose.)
What's the problem with people escaping? It isn't the law that they need to be killed on sight in lowsec. Bring some more tackling force, there's only so many wcs they can fit anyway.
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Vily
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Posted - 2006.04.07 02:55:00 -
[18]
double or tripe cpu cost, make class based stabs, solution, and ended.
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Spartan III
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Posted - 2006.04.07 03:07:00 -
[19]
Originally by: HippoKing i'd really like that. possibly the only good solution so far.
i think doubling the scram cycle time, or making them only stack every other cycle would be better that upping stab amount though
/signed --- Wolven Elite Guard - Currently recruiting |

Foulis
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Posted - 2006.04.07 04:12:00 -
[20]
Originally by: Dark Shikari Edited by: Dark Shikari on 06/04/2006 22:45:25 Actually... that is a very good idea.
There is one flaw, however. Many people fit sniper setups with lots of WCS and will warp out the instant a ship gets close enough to scramble. Sometimes they get scrambled and caught.
With this system, they would be massively boosted, as the stabs would do considerably more each, but they would not ever get past one cycle before they warped out.
The main issue is that if you boosted stabs enough to make them still viable in combat at all while working with this system, it would be impossible to scramble anyone who wasn't in a combat setup.
No DS, it's the same as before, you can still bring in 3xScrams and the ship with 5 stabs can't warp away, just with this one ship will eventually be able to hold down a stabbed ship. Another caveat would be that if the scrambling ships lock is broken(or the scram is off for say 1-2 cycles worth of time) that the points reduce to 0. Sounds like a nice idea to me. ----
Cake > Pie - Imaran
Originally by: CCP Hammer Boobies
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Lochmar Fiendhiem
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Posted - 2006.04.07 04:39:00 -
[21]
And I quote "waaaaah"
seriously, if someone fits stabs then they don't want to pvp, find a target that actually wants to fight.
Or fly around in gank squads with a few scramblers. That works well as well.
If your going to make the cycles stack, then half the scrambler strength. 7.5km scrams for 1, 20km scrams for 0.5.
The game needs balance, change either would unbalance it.
perhaps take some thrill in the chase and actually hunt down your prey.
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Tomato Juice
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Posted - 2006.04.07 05:01:00 -
[22]
ok, lets take the solution into a more complex situation
what if a ship fitted with 2x scrambler. each scrambler which activated at 0.5 second next to each other, how does the cycle go, does the cycle accelerate or the base scramble number increase.
and what will happen to a gate camp where almost every frigate/cruiser/short range bs fit scramblers. how does the cycle calculate. decrease cycle time each time someone put a scrambler on the target?
then what happen when the target nos out some of the tackler so one or more of the tackler cannot keep on scrambling while a few others still puts scrambler on it.
To me, the solution require massive real time calculation on the server side as soon as someone turn the scrambler on and increase server load is the least thing we want to see.
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Dreez
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Posted - 2006.04.07 06:16:00 -
[23]
Nerf WCSthread nr:152489. Just remove them from the game and be done with it .
Current Location: After chasing TomB for 2 years, at the pub, getting a cold beer.
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Rexthor Hammerfists
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Posted - 2006.04.07 06:24:00 -
[24]
Wrayeth:
"I've found that if a ship's going to warp out, it usually does so in the first ten seconds of the fight. The only thing this change will do is make the few people who stick around to see if they can take down their opponent warp out immediately instead of waiting.
TBH, just making each WCS fitted halve the damage of drones, turrets, missile launchers, and smartbombs would remove their use by combat ships and relegate them to where they should be: on industrials and traveling setup"
absolutely agreed, best solution, simple and effective. - Purple Conquered The World, We the Universe.
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Necrologic
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Posted - 2006.04.07 06:38:00 -
[25]
Best idea i've heard. This would satisfy me.
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dazedandconfused
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Posted - 2006.04.07 07:19:00 -
[26]
From the sounds of it with Interdictors catching ships is a snap. Just basing this opinion on reading the forums, it sounds like things are working fine atm.
Things might work a little differently in non 0.0 space, but I don't see that as much of a problem.
I wonder how many people use stabs in 0.0 vs 0.1+ space...
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Testy Mctest
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Posted - 2006.04.07 07:43:00 -
[27]
Originally by: dazedandconfused From the sounds of it with Interdictors catching ships is a snap. Just basing this opinion on reading the forums, it sounds like things are working fine atm.
Yep. Generally.
Quote:
Things might work a little differently in non 0.0 space, but I don't see that as much of a problem.
I wonder how many people use stabs in 0.0 vs 0.1+ space...
Lots :P
Even though I'm not 100% convinced that stabs need changing, the idea in the OP is actually very good, but all it will really hurt is closer ranged combat ships. It'll buff snipers as mentioned above, and to be honest, that's one of the other problems at the moment, the fact that ranges can be so extreme with T2 ammo. I wouldn't want to see this compounded.
Testy's Eve Blog!
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Jenny Spitfire
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Posted - 2006.04.07 07:47:00 -
[28]
Originally by: dazedandconfused From the sounds of it with Interdictors catching ships is a snap. Just basing this opinion on reading the forums, it sounds like things are working fine atm.
Things might work a little differently in non 0.0 space, but I don't see that as much of a problem.
I wonder how many people use stabs in 0.0 vs 0.1+ space...
In 0.0? Too many using stabs.
Problem with interdictors are, you will only see them in bigger gangs. For smaller gangs, stabs are always winners.  ----------------
RecruitMe@NOINT! |

Victor Valka
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Posted - 2006.04.07 07:50:00 -
[29]
Originally by: Lochmar Fiendhiem And I quote "waaaaah"
seriously, if someone fits stabs then they don't want to pvp, find a target that actually wants to fight.
Or fly around in gank squads with a few scramblers. That works well as well.
If your going to make the cycles stack, then half the scrambler strength. 7.5km scrams for 1, 20km scrams for 0.5.
The game needs balance, change either would unbalance it.
perhaps take some thrill in the chase and actually hunt down your prey.
Obviously you are ignorant. Or just trolling.
Anyways.
Ever met Ginger Magican? Oh yeah, he's the guy who snipes at the gates with a full rack of WCS on. And trust me, he is by far not the only one who does this. You need a Scorp with meds full of -2 scramblers to hold those types down.
Point being, they have come to fight and can do well so and still get away even if you jump them with anything less then the mentioned Scorpion.
These guys want their cake and eat it too, and currently they are getting away with it.
I hope this elaborates the situation a bit
/W
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Yezah
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Posted - 2006.04.07 07:54:00 -
[30]
Originally by: Lochmar Fiendhiem seriously, if someone fits stabs then they don't want to pvp, find a target that actually wants to fight.
I'm no expert but from judging what other people on this forum say that's bull****. The problem is precisely the fact that people are using stabbed ships for pvp, so they can try to gank people and if they've bit off more than they can chew they can run away with no consequences.
It sounds like a nice solution but not sure it solves some of the problems people have, like stabbed snipers who will run as soon as they get attacked (right?).
A good solution I saw in a thread is to have a MWD-like cap penalty applied to WCS. This would hinder people who try to pvp with stabs, and before you say 'but the industrials!', just give industrials a reduction in cap penalty of WCS per level. On the other hand, transporting combat ships using stabs becomes difficult, so make a high slot module that can counter the WCS penalty (so you can't fight without getting the penalty), perhaps this is getting a little complicated now... 
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Hohenheim OfLight
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Posted - 2006.04.07 07:55:00 -
[31]
Will you drop teh dead donky already
Just leave them be. ----------------------------------------------
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Testy Mctest
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Posted - 2006.04.07 07:57:00 -
[32]
Originally by: Victor Valka
Stuff about sniping with stabs on
I snipe with stabs on, too.
I also kill snipers using racks full of stabs by using a single well-warped Stiletto or interdictor, and then shooting **** out of them.
The only problem I have with stabs is that I do enjoy 1v1s and you don't get many conclusive 1v1s with stabs. At the same time, that's not neccessarily a problem....this is a multiplayer game, afterall.
Testy's Eve Blog!
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HippoKing
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Posted - 2006.04.07 08:07:00 -
[33]
Originally by: Lazy8s My problem isn't pirates, it's the battleships and interdictors in .4 killing all the newbies in cruisers
yes, those bastards! using their ebil interdictors to hunt in 0.4

Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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HippoKing
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Posted - 2006.04.07 08:10:00 -
[34]
Originally by: Lochmar Fiendhiem seriously, if someone fits stabs then they don't want to pvp, find a target that actually wants to fight.
Choo Choo!
That isn't the problem here. the problem is people who fit them on combat setups to pull off easy ganks with no (almost) risk, and even worse, the ones who smack that you suck because you had to blob them to kill them 
Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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Mortuus
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Posted - 2006.04.07 08:25:00 -
[35]
Nothin wrong with a pair of stabs on a combat ship if you are doing hit and run...its the ones mounting more than that that are really annoying. Oh well. Interdictors are here, Stilleto's still have 4 mids, so its doable.
Occassus Republica, CHIMP |

Belien Jenton
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Posted - 2006.04.07 10:38:00 -
[36]
I think the simplest solution would be to have WCS decrease manourvability and speed by a large percentage per module.
Who would fit 6 stabs if it took you 5 minutes to align ? Snipers possibly, but it would be easier to catch up with them if they run.
The impact on haulers might be neglected by giveing them a bonus to contradict the WCS penality. Either as a ship stat, module or skill...
CPU increase is a no go imho as different ships depends much more on CPU than others (Caldari would start crying..)
Capacitor decrease is also no go for much the same reasons (Amarr would start crying)
Just thought of another "solution". What if WCS actually prevented you from warping for a short time (need to be an on/off module). But also prevented scramblers as they do now ?
The "locked down" period should of course be dependent on ship-type. So Battleships would be unable to warp for some time per WCS activated, while haulers should be locked down for a far shorter period. Make the timeframe dependent on mass perhaps ?
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Testy Mctest
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Posted - 2006.04.07 10:47:00 -
[37]
Originally by: Belien Jenton I think the simplest solution would be to have WCS decrease manourvability and speed by a large percentage per module.
Who would fit 6 stabs if it took you 5 minutes to align ? Snipers possibly, but it would be easier to catch up with them if they run.
The impact on haulers might be neglected by giveing them a bonus to contradict the WCS penality. Either as a ship stat, module or skill...
CPU increase is a no go imho as different ships depends much more on CPU than others (Caldari would start crying..)
Capacitor decrease is also no go for much the same reasons (Amarr would start crying)
Just thought of another "solution". What if WCS actually prevented you from warping for a short time (need to be an on/off module). But also prevented scramblers as they do now ?
The "locked down" period should of course be dependent on ship-type. So Battleships would be unable to warp for some time per WCS activated, while haulers should be locked down for a far shorter period. Make the timeframe dependent on mass perhaps ?
Welcome to every other solution ever posted.
Making stabs irrelevent and useless is not what is needed. Making 1v1s and small engagements work without nerfing stabs too much is what's needed. Which is tough.
Testy's Eve Blog!
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Waragha
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Posted - 2006.04.07 10:47:00 -
[38]
Originally by: Harpezza How about giving stabs an aggression timer kind of like docking. If you want to escape then fine, but when you start attacking people they stop working for 30 seconds or a minute or whatever. You either fight or run, not both. It still allows for haulers and non combat ships the possibility of escape, but it stops things like jamming scorps and ravens with lows full of stabs popping a ship or two and warping out.
Best idea ever..
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HippoKing
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Posted - 2006.04.07 10:52:00 -
[39]
Originally by: Testy Mctest Making stabs irrelevent and useless is not what is needed. Making 1v1s and small engagements work without nerfing stabs too much is what's needed. Which is tough.
so, whats wrong with this one?
sniping with WCS still works, so long as you warp off in the first cycle (or second if you use my updated version of the idea)
Win a Cerberus!!
sigs of the 23/24/25 hijack just as well -eris yarrrr, i shall retake my sig -HippoKing Not a chance, our 1337 sig haXx0r sk1llz are too powerful! - Wrangler Ho-Ho-Hooooooo, Merry Saturday!11 - Immy Yo ho ho and a bottle of BReeEEEEeee.... - Jacques ARRRRRRchambault Stop spamming with "QFT" >:|. - Teblin
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welsh wizard
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Posted - 2006.04.07 11:02:00 -
[40]
Originally by: Lazy8s My point: Bring an even fight and people will stay. If you bring a BS to kill a cruiser check to see who the wuss is before you complain.
Thats precisely the problem. People don't stay for even fights.
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Hamshoe
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Posted - 2006.04.07 11:50:00 -
[41]
Originally by: welsh wizard
Thats precisely the problem. People don't stay for even fights.
I think the knerf RoF idea is a good one, more subtle than most and it won't affect the indy types.
I think your view of "problem" is a bit narrow. I mean it's obviously not a problem for the people who don't want to stick around, now is it?
Sounds more like a desired feature to me.
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Shakala
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Posted - 2006.04.07 12:58:00 -
[42]
Just to throw another perspective on this.
There are other uses for WCS than sniping gate camps.
I know mission running isn't a popular pastime with the PvP community but gimping or otherwise ruining the usefulness of WCS would impinge on it.
And before someone chimes in with "You don't need WCS for missions" I think that eventually that is true. But you have to get there first.
When I started level 3 missions I could barely complete them. Skills insufficient, dps insufficient, experience insufficient. I lost ships to scrambling npc ships. For me at that stage I needed WCS because I couldn't kill the right ships fast enough. As I got better I was able to dispense with them.
Now with level 4 the same is true. Killing every tackler in the pocket while tanking the incoming fire is an option. Killing the incoming dps while able to ignore the risk of scrambling is another - and currently quicker - option. Eventually as skills, confidence and experience get better I'm sure I'll be dropping the WCS again and going back to full offense.
The game is a learning process both through the in-game mechanism of skills and the human process of trial and error. Somewhere in there WCS have a role.
I'm not a great fan of proposing changes to a game that is evidently working to most peoples satisfaction but it seems to me that you could interfere with the specific aspect of WCS usage that is offending people by a simple delay on warp. For those seeking a rational justification let us say that there are two components to warp - alignment and getting the warp drive up to speed. Hence even if fully aligned there would still be a delay in warping - related to ship mass no doubt. This takes place concurrent with alignment and would normally be less than the alignment time. This should leave any peaceful use of WCS alone, not interfere with non-PvP combat, not interfere with ordinary PvP between moving ships since they will warm up their drive while aligning and only affect large ships sitting aligned for an easy getaway. Even then they can warp, but maybe they take too long and get blasted. Or allow time for a nudge ship close enough to prevent warp.
Just a thought, probably more full of holes than a Swiss cheese. 
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Ohmite
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Posted - 2006.04.07 13:18:00 -
[43]
Edited by: Ohmite on 07/04/2006 13:18:59 I still think WCS should be a percentage of total ship CPU instead of a fixed CPU amount, that way on a BS fitting 5WCS will certainly affect ur combat ability but fitting 4 or 5 on an Indy affects nothing as they have CPU in abundance.
Thus make WCS take 5% of CPU, 1 wont gimp ur BS 2 might and 3 certainly, but if ur set for travelling then fitting 5WCS can easily be done and will allow u to run as before but dont expect to fit a full rack of launchers or 425s which is the way it should be either fit for combat or travel, if you want the security of a few WCS in battle then expect ur damage output to be reduced
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Victor Valka
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Posted - 2006.04.07 13:28:00 -
[44]
Originally by: Testy Mctest I snipe with stabs on, too.
I also kill snipers using racks full of stabs by using a single well-warped Stiletto or interdictor, and then shooting **** out of them.
The only problem I have with stabs is that I do enjoy 1v1s and you don't get many conclusive 1v1s with stabs. At the same time, that's not neccessarily a problem....this is a multiplayer game, afterall.
Anything can be countered with numbers large enough. True.
But that is a part of the problem people have with them, I believe. Some people dislike blobs or large groups or groups at all. It is natural, I think. There are people who enjoy PvP and enjoy it solo. It is what they have chosen to do in this game. It is their style of play.
But the current situation with WCS is forcing a different playstyle upon these people and they rightfully dislike this fact. If you don't want to group up the game mechanics should not force you to!
My two ISK, anyways. 
/W
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