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c0rn1
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Posted - 2006.04.09 04:37:00 -
[1]
Edited by: c0rn1 on 09/04/2006 04:37:49 Since the release of t2 ammo I experience a huge increase in distance between 2 opponents in fleet battles. When the regular range was usually 80-120km it increased since the release to 180-220 km. This does make the support which most fleets have almost senseless.
Covert Ops provide perfect warpin spots at a certain range but opposing support ships are not fast enough to reach the fleet in time before they - get blown up at 200km range - the fleet already warped out because they do hit and run tactics. Discussing this topic within our alliance lately created some nice ideas which might be a solution versus sniping fleets without using thousands of cargo containers. Some of the ideas are:
Suggestion 1: For every gun loaded with t2 long range ammo you will get a penalty of -0.5 warp points. (Technical Explanation: The high nuclear load of the ammo in the guns destabilizes your warp core whereas the ammo is save in your cargo bay which is shielded). Which will lead to a) The sniper cannot put damage mods into the lows and create insane damage mod/ROF because he has to equalize the warp penalty with warp core stabs. b) He has to wait after 1 volley for 1 recharge of the guns plus a switch to different ammo until he can warp out (at least 14+ seconds)(without warp core stabs). c) A longer time where skilled ceptor pilots can approach the fleet without getting blown up.
Suggestion 2: Create a Medium Slot module which you can activate on a target and if that is 150+km away from you it will be rendered as a warpable spot for your gang after 10 seconds. Results: a) the support fleet can warp to the long range ships and finally fulfil it's assignment again. b) Creates a deeper and more strategic way of fighting in fleet battles.
Please discuss this topic because I'd like to see a nice feature in future to have a proper counter attack versus sniper fleets.
Cheers
c0rn1 x x x x x x x x x x x x x x
Life's a waste of time ...
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Ricky Baby
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Posted - 2006.04.09 15:04:00 -
[2]
Suggestion 2 is very nice, give the job to a covops, or recons so they have to uncloak aswell, suggestion 1 no whats the point of having longrange ammo then?. ------------------------ Atomic Battle Penguins - Mercs for hire |

mirel yirrin
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Posted - 2006.04.09 16:44:00 -
[3]
Number 1 forces people to use Stabs. NO
Number 2 is a interesting idea, but how can you justify it RP wise? If you look at the Tech info on this website you will see that warp drives can only warp to a object that has a very high gravitational pull, i.e stars and planets.
It says it is also is possible for artifical becons to be created at stations and such so that people can warp to them, however these devices are quite large and power hungry.
Perhaps create a missile or projectile that functions as a Tag that can be warped to?
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CEO of teh Jenny Spitfire Fanclub. Wanna Join? Convo meh IG. |

ragewind
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Posted - 2006.04.09 23:59:00 -
[4]
something like a subsapce target makeing aneer back hole at target can warp to it then just takes time for the effect to biuld fix eves industrial sector! http://oldforums.eveonline.com/?a=topic&threadID=319618&page=1 |

NE Weevil
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Posted - 2006.04.10 01:38:00 -
[5]
I don't see a problem with the current situation, at end of the day a sniper ship with tech 2 ammo is a very costly ship to set up, both ISK wise and skill wise - so why shouldn't they have the abilities to snipe pretty much safely?
One thing that goes through every sniper's head is a covert opps ship sneaking up on them to make an insta which will allow an enemy fleet to warp in on them through. The lock and warp on thing is a bit stupid in my opinion, it could easily be a tech 2 ammo ganker ship sitting "safely" at 180km and you suddenly have the rights to warp on him because he has more deadly guns? Sounds a bit like a cry baby has been sniped by an elite sniper and wants it all changed to me. lol
I like my Geddon being able to hit for 400 damage at 200km YARR! - So I might be a bit biased.
Weevil 4TW!
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Iron Wraith
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Posted - 2006.04.10 09:09:00 -
[6]
Originally by: mirel yirrin If you look at the Tech info on this website you will see that warp drives can only warp to a object that has a very high gravitational pull, i.e stars and planets.
bah, while its nice they have a story behind it they dont actualy stick to it . our ships seem capable of warping to any co-ordinates they want with pin point accuracy when they feel like it. kinda ruins the feel of the back story . so unless ccp sort that out i dont think we can use it as a reason not to warp to a target.
its more of a balance issue. if a gank ship and a sniper ship meet at close range the sniper doesnt have a chance. and if they meet at long range the ganker doesnt have a chance. if you allow gankers to warp to snipers then the snipers never have a chance. so they cant just let gankers warp to a sniper at will, its gotta be earned. personaly i think this sucks, i dont like my sniper geddon and love my blasterthron. but it is fair in a way so i'm not gonna complain about that .
so at the moment we have ceptors that can close the distance very fast. but still give the snipers plenty of time to take a few more shots then warp out. we have cloaked ships but the snipers dont hang around long enough to let em get into range. if a sniper sits at the same spot long enough for a covert to get to em then they should just hand over the keys and go find a moped to ride instead . last time i tried that i lost track on how many times the snipers moved spots when i was only half way there.
as a t2 close combat pilot and a t1 sniper i cant ever hope to get those t2 snipers. even if i tried to get an mwd cycle out of my cloaked ships (drop cloak, hit mwd, recloak. u get the speed burst for a whole cycle). i cant see the snipers staying there to see what happens.
right, onto the suggestions... the 1st idea doesnt sound too good. i dont think you can peanalise someone that much for using their elite toys. as for tagging, i quite like that one. but i dont think any old blasterthron should be able to load up a module to let em warp to a sniper. maybe one of the specialised ships could have that added to their list of tricks. do the old huuuge cpu requirements and give the specialised ship the huuuge bonus to fittings to compensate. question is which ship would get the new ability without overpowering it?
interceptors spring to mind first. but can u imagine a ceptor hunting pack that could tackle any ship the see no matter how far out it is? kinda depeds how the module works i guess. if you have to gimp a ceptor to change it from normal tackler to sniper tackler then maybe it would work.
coverts are next. definitly gonna be unfair if they dont need to drop the cloak to do the sneaking. maybe stealth bombers would be better then. they have to drop cloak to get there anyway. and since they lost the ability to recloak before their payload hit they could do with a bit of a buff. its still gonna give a sniper time to warp out. but ure gonna catch the ones Darwin would want you to kill so i think it could be clased as balanced.
interdictors. erm, not a buff on the dictors but i dont think it fits in with their general role in the game. maybe some else has more of an idea on these and can say if it fits in with them or not.
ok, anyone else got some other ideas?
Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage. |

Macro Murderer
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Posted - 2006.04.10 11:43:00 -
[7]
Ok, sounding like a parrot: Number 2 is an interesting idea.
However, a proper setup fleet should have covert op ships. As you already said the covert ops ships can setup the perfect warping point.
So, all you really have to do right now is move a covert op ship in really close to the enemy fleet and use your own covert ops guy as a warp-in point for the support ships.
I could go into more detail, but need to keep some of my trade secrets just that.
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Maya Rkell
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Posted - 2006.04.10 12:22:00 -
[8]
WCS penalty -10% range Scrap T2 amo and replace with something that gives bonuses, not range/damage, and add faction missiles.
There, the 2 most abusive sniper elements gone.
"The Human eye is a marvelous device, with a very little effort it can overlook all but the most glaring injustice" - Quellchrist Falconer |

K Shara
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Posted - 2006.04.10 14:59:00 -
[9]
its not just the tech 2 ammo which allows snipers but it does make it longer range.
I remember when risk was fighting the PA blob and we spent 6 hours sniping them. warp in. kill 1 ship warp out.
Cov ops lines another one up.
Yes its annoying for the target, but there are counters, if you dont know them I anit telling you them :)
Too much of the game involves combat at <20km having a bit of range makes things interesting. <><><><><><><><><>
Contraband
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Audri Fisher
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Posted - 2006.04.12 22:22:00 -
[10]
Originally by: Maya Rkell WCS penalty -10% range Scrap T2 amo and replace with something that gives bonuses, not range/damage, and add faction missiles.
There, the 2 most abusive sniper elements gone.
Me using a cormorat to gank an intie at 100km is no more abusive than the Dommie insta fragging a vaga's cap in 2 cycles. In both cases a much cheaper ship that requires less sp to step into can murder a much more expensive ship that requires much more sp to step into simply becuase you are completly in the first ships element, an in your worst. Oh, then there is the standard Noss lovers retort to stay out of Nos range, yea, welldon't whine when I do. I am not saying you are a Nos junkie maya, just that it irks me to hell when the same people who vigourisly defend noss and say that it is easily countered, complain when it is completel;y countered to the point of uselessness. They secretly want you to use injectors and use every slot to keep regen up so they can steal more cap. You aren't special, I hate everyone. |

Maya Rkell
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Posted - 2006.04.13 01:24:00 -
[11]
Edited by: Maya Rkell on 13/04/2006 01:23:50 K Shara, the most abusive element is done using the T2 amo though.
Audri Fisher, I am hardly a "nos junkie", I want them balanced. Heh. And there is a difference between staying out of nos range and the 200km T2 amo stabbed up sniper BS. 175km of difference...that's a LONG way.
"The Human eye is a marvelous device, with a very little effort it can overlook all but the most glaring injustice" - Quellchrist Falconer |

serah peterson
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Posted - 2006.04.14 03:40:00 -
[12]
for all the people whining about t2 ammo snipers ganking them at 200km try this soloutin hit them with a fleet (20+ ships) backed up by any interdictor, its been a while since my school days but i think my maths is still valed. just warp blck them and mwd to them and hit them as hard as possible, with a warp scramble rang of 20 000km they arent going anywhere in a hurry then its boom time or a option for the very hopfull a interdictor and a mothership, i challenge anyone to stand up to 20 fighters chewing on the rear before they pop trying tohurt a mother enough for it to run
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Audri Fisher
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Posted - 2006.04.14 04:56:00 -
[13]
Originally by: Audri Fisher
Originally by: Maya Rkell WCS penalty -10% range Scrap T2 amo and replace with something that gives bonuses, not range/damage, and add faction missiles.
There, the 2 most abusive sniper elements gone.
Me using a cormorat to gank an intie at 100km is no more abusive than the Dommie insta fragging a vaga's cap in 2 cycles. In both cases a much cheaper ship that requires less sp to step into can murder a much more expensive ship that requires much more sp to step into simply becuase you are completly in the first ships element, an in your worst. Oh, then there is the standard Noss lovers retort to stay out of Nos range, yea, welldon't whine when I do. I am not saying you are a Nos junkie maya, just that it irks me to hell when the same people who vigourisly defend noss and say that it is easily countered, complain when it is completel;y countered to the point of uselessness. They secretly want you to use injectors and use every slot to keep regen up so they can steal more cap.
Notice that my first post has not been edited  200km means that there is no way in hell you can MWD to me and start Nossing  You aren't special, I hate everyone. |

Mihail d'Amour
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Posted - 2006.04.14 15:25:00 -
[14]
Here's a quick and relatively easy suggestion...
Give ships anchors. Anchoring takes 5 seconds, unanchoring takes 20 seconds. Make all long-range weapons, such as large artillery, require a ship to be anchored to be fired.
Snipers can still do their job being long-range artillery, but they can't be both long-range artillery and fast-attack ships. This might help reduce gate-ganking sniper squads as well, since those 7 WCS are useless if you're anchored.
---------------------------------------------- In nomine Domine, quod erat malum |
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