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Thread Statistics | Show CCP posts - 6 post(s) |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 13:09:00 -
[1] - Quote
To all the crybabies: Go to EFT and make a copy of your favorite CBC fit. Now replace one of your midslots with a T2 medium MWD (mMJD uses one more CPU). Now downgrade your guns and/or tank to make it actually fit. Now compare your old fit with your new fit. Now notice it has less utility, tank and/o gank. Now realize it won't be OP. Now stop crying.
To CCP: ABCs don't actually need to make a lot of sacrifices besides an utility med and some ACR rigs. To stop ABCs from potentially break, and to keep the same ratios, I strongly recommend you reduce jump range and spool-up time by 25-50%. This would give it around the same align:spool-up and lockrange:jumprange as battleships, be less OP for ABCs and equally or more useful for CBCs. |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 13:23:00 -
[2] - Quote
Adrie Atticus wrote:Lucas Genos wrote:To all the crybabies: Go to EFT and make a copy of your favorite CBC fit. Now replace one of your midslots with a T2 medium MWD (mMJD uses one more CPU). Now downgrade your guns and/or tank to make it actually fit. Now compare your old fit with your new fit. Now notice it has less utility, tank and/o gank. Now realize it won't be OP. Now stop crying.
To CCP: ABCs don't actually need to make a lot of sacrifices besides an utility med and some ACR rigs. To stop ABCs from potentially break, and to keep the same ratios, I strongly recommend you reduce jump range and spool-up time by 25-50%. This would give it around the same align:spool-up and lockrange:jumprange as battleships, be less OP for ABCs and equally or more useful for CBCs. CBC's are not the issue, ABC's are.
A lot of people are crying over CBCs, for some reason. I wrote the second paragraph because ABCs could break from this. |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 13:48:00 -
[3] - Quote
Michael Harari wrote:Lucas Genos wrote:Adrie Atticus wrote:Lucas Genos wrote:To all the crybabies: Go to EFT and make a copy of your favorite CBC fit. Now replace one of your midslots with a T2 medium MWD (mMJD uses one more CPU). Now downgrade your guns and/or tank to make it actually fit. Now compare your old fit with your new fit. Now notice it has less utility, tank and/o gank. Now realize it won't be OP. Now stop crying.
To CCP: ABCs don't actually need to make a lot of sacrifices besides an utility med and some ACR rigs. To stop ABCs from potentially break, and to keep the same ratios, I strongly recommend you reduce jump range and spool-up time by 25-50%. This would give it around the same align:spool-up and lockrange:jumprange as battleships, be less OP for ABCs and equally or more useful for CBCs. CBC's are not the issue, ABC's are. A lot of people are crying over CBCs, for some reason. I wrote the second paragraph because ABCs could break from this. Its because immunity to longpoints, bubbles, and hictor points on a bc is absolutely ridiculous
Which is one of the reasons I suggested the jump range should be reduced by 25-50%. Have a DIC burn 50km from the fleet in the direction they're aligned and bubble up where they'll land. A good kiter can also burn in the direction they're facing when they active the MJD and keep tackle when they land (pro-tip: can't warp while the MJD is cycling). You could also throw one day old Slashers at them. |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 14:01:00 -
[4] - Quote
Michael Harari wrote:Lucas Genos wrote:
Which is one of the reasons I suggested the jump range should be reduced by 25-50%. Have a DIC burn 50km from the fleet in the direction they're aligned and bubble up where they'll land. A good kiter can also burn in the direction they're facing when they active the MJD and keep tackle when they land (pro-tip: can't warp while the MJD is cycling). You could also throw one day old Slashers at them.
Its still ridiculous. A ship can change align in way way less time it takes you to burn around to that spot. Its basically a button that says "press here to exit fight" against any longpoint ship
Yes. Now brawlers can make sacrifices for GTFO ability, too. I still think it should be reduced to 50km range and 6 second spool-up, giving skilled kiters with OH T2 longpoint the ability to keep point after the jump. |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 14:09:00 -
[5] - Quote
Michael Harari wrote:Gregor Parud wrote:Michael Harari wrote:Lucas Genos wrote:
Which is one of the reasons I suggested the jump range should be reduced by 25-50%. Have a DIC burn 50km from the fleet in the direction they're aligned and bubble up where they'll land. A good kiter can also burn in the direction they're facing when they active the MJD and keep tackle when they land (pro-tip: can't warp while the MJD is cycling). You could also throw one day old Slashers at them.
Its still ridiculous. A ship can change align in way way less time it takes you to burn around to that spot. Its basically a button that says "press here to exit fight" against any longpoint ship And a long point cruiser or frig can, against a BC, click the "keep at range >24km" button to "press here to exit a fight". That is the entire point. A brawler can defeat a kiter through good piloting. You can play the game well, slingshot the enemy, and kill them. There is no counterplay to mjd besides ramming the enemy using it.
Which is why I said 25-50% reduction in jump range and spool-up would be better and more fun for everyone. |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 14:16:00 -
[6] - Quote
Michael Harari wrote:Lucas Genos wrote:Which is why I said 25-50% reduction in jump range and spool-up would be better and more fun for everyone. That helps only for the hypothetical 1v1.
If you're flying in fleets, there's no reason not to have newbros in Slashers with scram or at least a few DICs that can burn in front of their fleet and bubble. God forbid kiters have to commit something, too. |

Lucas Genos
S T R A T C O M Critical-Mass
1
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Posted - 2014.05.18 14:24:00 -
[7] - Quote
Michael Harari wrote:Lucas Genos wrote:Michael Harari wrote:Lucas Genos wrote:Which is why I said 25-50% reduction in jump range and spool-up would be better and more fun for everyone. That helps only for the hypothetical 1v1. If you're flying in fleets, there's no reason not to have newbros in Slashers with scram or at least a few DICs that can burn in front of their fleet and bubble. God forbid kiters have to commit something, too. Lets say it takes 10s for a fleet to completely reverse its align. How far can your dics burn in 10s? Also few vs many is a common situation.
Have several DICs spread around the fleet? Primary something without MJD like logi? Position a Lachesis so you keep point after the jump? |
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