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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Osant
Monks of War
2
|
Posted - 2014.05.19 09:59:00 -
[421] - Quote
Dear CCP Fozzie, what about counter-measures? AFAIK when MJD (large version) was just introduced CCP had an idea to deal with it using Mobile MJD Disruptors. But currently we have only one thing - Warp Scrambler and this is not enough ofc.
So my proposal as counter-measures (just a list of different variations):
- New mobile structure - Mobile MJD Disruptor (one size, T1/T2/Faction, radius as Large Mobile Warp Disruptor, affects only MJD ability and doesn't prevent usual warp or jump, also can't be anchored in activation range of Mobile Microjump structure)
- New probe for Interdiction Sphere Launcher - *%name%* Disrupt Probe (radius/volume as Warp Disrupt Probe, affects only MJD ability and doesn't prevent usual warp or jump)
- New script for Heavy Interdictors - Focused *%name%* Disruption (and again affects only MJD ability and doesn't prevent usual warp or jump)
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
2141
|
Posted - 2014.05.19 10:00:00 -
[422] - Quote
afkalt wrote:Ines Tegator wrote:To stop a MJD ship, you have to get in range and get a scram on it before the spool up time. What's wrong with using a fast cruiser? They'll be targeting BC's so lock time wont be an issue. BCs are also slow, so are limited in their ability to close gaps. Cruisers can suck up gate guns just fine and can be fit hella fast. Serious question, I really don't see many things getting away from the quicker cruisers in the spool time.
Cruisers can suck up gate guns and be fast? Are you talking about blobbing BC's with logi? Because if so yea sure that will work. Otherwise not so much. BYDI recruitment closed-ish |
Riot Girl
You'll Cowards Don't Even Smoke Crack
3283
|
Posted - 2014.05.19 10:09:00 -
[423] - Quote
Garviel Tarrant wrote:I mean.. what are you going to do with them other than make them overpowered again to make them relevant? =/ The Typhoon is an example of what a BC should be imo. Oh god. |
afkalt
Republic Military School Minmatar Republic
55
|
Posted - 2014.05.19 10:19:00 -
[424] - Quote
Garviel Tarrant wrote:afkalt wrote:Ines Tegator wrote:To stop a MJD ship, you have to get in range and get a scram on it before the spool up time. What's wrong with using a fast cruiser? They'll be targeting BC's so lock time wont be an issue. BCs are also slow, so are limited in their ability to close gaps. Cruisers can suck up gate guns just fine and can be fit hella fast. Serious question, I really don't see many things getting away from the quicker cruisers in the spool time. Cruisers can suck up gate guns and be fast? Are you talking about blobbing BC's with logi? Because if so yea sure that will work. Otherwise not so much.
I meant they can suck it up enough until slower things arrive. For example a caracal can be fit to 35k EHP, 2117m/s with a 9k (no heat) scram. Let's say an 8s spool time - that's a 24-25k range (16km travel plus 9km module range) for the caracal to collar the BC. Doesn't seem massively unreasonable given how ponderous BCs are and the average distance things decloak off gate.
35k EHP should last plenty long enough until other ships get in on it and the caracal can disengage and reengage. Particularly as the mod has a 3 minute cooldown so that's 3 minutes of long points being just fine so long as the MJD is interrupted by the initial scram. |
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 10:28:00 -
[425] - Quote
afkalt wrote:Garviel Tarrant wrote:afkalt wrote:Ines Tegator wrote:To stop a MJD ship, you have to get in range and get a scram on it before the spool up time. What's wrong with using a fast cruiser? They'll be targeting BC's so lock time wont be an issue. BCs are also slow, so are limited in their ability to close gaps. Cruisers can suck up gate guns just fine and can be fit hella fast. Serious question, I really don't see many things getting away from the quicker cruisers in the spool time. Cruisers can suck up gate guns and be fast? Are you talking about blobbing BC's with logi? Because if so yea sure that will work. Otherwise not so much. I meant they can suck it up enough until slower things arrive. For example a caracal can be fit to 35k EHP, 2117m/s with a 9k (no heat) scram. Let's say an 8s spool time - that's a 24-25k range (16km travel plus 9km module range) for the caracal to collar the BC. Doesn't seem massively unreasonable given how ponderous BCs are and the average distance things decloak off gate. 35k EHP should last plenty long enough until other ships get in on it and the caracal can disengage and reengage. Particularly as the mod has a 3 minute cooldown so that's 3 minutes of long points being just fine so long as the MJD is interrupted by the initial scram. You appear to be saying here that to stop the bc from leaving you need to ram it in a smaller, faster, weaker ship than the bc in question. That's not a great solution to the issue with the module unless you have falcons/logis with you. The people suggesting this is poor game design aren't looking for more ways to get kills vs single ships with mass falcon and logi, rather the opposite. |
Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1324
|
Posted - 2014.05.19 10:33:00 -
[426] - Quote
Niko Lorenzio wrote:Kinda negates the advantage of the battleships though no? I would cut the spool up, cooldown and range of the Medium MJD by 25%. i.e. jump to 75km instead of 100. Also considering those medium ships usually have shorter range than battleships, 75km might be more useful except in cases of catching battleships or escaping from a fight.
This is a really good point plus it leaves battleships in a stronger position from a positioning sense, which is offset by their slower movement speeds
if it is moved down to the smaller Medium ships, like regular cruisers etc .. a further reduction would also make sense for the same reasons (50% of BS values doesn't seem to unreasonable)
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
698
|
Posted - 2014.05.19 10:34:00 -
[427] - Quote
CBCs are fine, stop being bad |
afkalt
Republic Military School Minmatar Republic
55
|
Posted - 2014.05.19 10:35:00 -
[428] - Quote
Wrathful Penguins wrote:afkalt wrote:Garviel Tarrant wrote:afkalt wrote:Ines Tegator wrote:To stop a MJD ship, you have to get in range and get a scram on it before the spool up time. What's wrong with using a fast cruiser? They'll be targeting BC's so lock time wont be an issue. BCs are also slow, so are limited in their ability to close gaps. Cruisers can suck up gate guns just fine and can be fit hella fast. Serious question, I really don't see many things getting away from the quicker cruisers in the spool time. Cruisers can suck up gate guns and be fast? Are you talking about blobbing BC's with logi? Because if so yea sure that will work. Otherwise not so much. I meant they can suck it up enough until slower things arrive. For example a caracal can be fit to 35k EHP, 2117m/s with a 9k (no heat) scram. Let's say an 8s spool time - that's a 24-25k range (16km travel plus 9km module range) for the caracal to collar the BC. Doesn't seem massively unreasonable given how ponderous BCs are and the average distance things decloak off gate. 35k EHP should last plenty long enough until other ships get in on it and the caracal can disengage and reengage. Particularly as the mod has a 3 minute cooldown so that's 3 minutes of long points being just fine so long as the MJD is interrupted by the initial scram. You appear to be saying here that to stop the bc from leaving you need to ram it in a smaller, faster, weaker ship than the bc in question. That's not a great solution to the issue with the module unless you have falcons/logis with you. The people suggesting this is poor game design aren't looking for more ways to get kills vs single ships with mass falcon and logi, rather the opposite.
Not bump it, scram it.
I mean for goodness sakes "smaller, faster, weaker ship", so... pretty much all initial tackle then?
People are positing that it's impossible to catch as fast ships will insta pop to gate guns - I submit that a cruiser like the one I posted will tackle them just fine until the cavalry arrives as they are durable enough and fast enough to have a large margin of error.
I simply don't see how that's magically an issue tomorrow if it's not already an issue for you today. It's not even like it's a stretch or off the wall fit to adapt a nano cruiser to that role. |
LakeEnd
FinFleet Northern Coalition.
67
|
Posted - 2014.05.19 10:42:00 -
[429] - Quote
If you cant be talked out of releasing such module, could you at least shorten the range for the medium size varient? Maybe 50-75km MJD for medium vs 100km that large curretnly has. Would make all kinds of sense in my opinion. |
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 10:46:00 -
[430] - Quote
afkalt wrote: I simply don't see how that's magically an issue tomorrow if it's not already an issue for you today. It's not even like it's a stretch or off the wall fit to adapt a nano cruiser to that role.
I don't know how you think this works at the moment but basically right now you can fight ships in cruisers without having so many logi that you can **** up the piloting of the cruiser completely, get scrammed, scram them and be fine because "lol blobbing + falcons + logis". A great many people actually use piloting skill to fight bigger ships, rather than logis. Your suggestion of "that's okay, just scram the bc in your cruiser, your logis will keep you up" isn't actually helpful because it basically amounts to "to kill a bc you now have to blob it" whereas previously you didn't have to. You think you're describing the solution but you're actually agreeing about the problem. If the solution is "yeah, longpoints don't work, you gotta scram a big ship in your small ship and blob it" then we agree entirely about the situation and just don't think that's a good direction for the game to move in.
TLDR: "it's fine, the blob will save you" doesn't address the legitimate concerns of the smallgang/solo community here |
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Rek Seven
Probe Patrol Ixtab.
1514
|
Posted - 2014.05.19 10:48:00 -
[431] - Quote
Make disrupters stop the MMJD. Problem solved!
The mobile jump drives and the mobile cyno inhibitor are examples of good ideas that were poorly implemented, so i'm kind of with the people who think CCP will make a mistake with them implementation of the MMJD. However, i like the idea of BCs being able to use a MJD but i feel it should only jump the ship 50km and disrupters should stop it. +1 |
afkalt
Republic Military School Minmatar Republic
55
|
Posted - 2014.05.19 10:56:00 -
[432] - Quote
Wrathful Penguins wrote:afkalt wrote: I simply don't see how that's magically an issue tomorrow if it's not already an issue for you today. It's not even like it's a stretch or off the wall fit to adapt a nano cruiser to that role.
I don't know how you think this works at the moment but basically right now you can fight ships in cruisers without having so many logi that you can **** up the piloting of the cruiser completely, get scrammed, scram them and be fine because "lol blobbing + falcons + logis". A great many people actually use piloting skill to fight bigger ships, rather than logis. Your suggestion of "that's okay, just scram the bc in your cruiser, your logis will keep you up" isn't actually helpful because it basically amounts to "to kill a bc you now have to blob it" whereas previously you didn't have to. You think you're describing the solution but you're actually agreeing about the problem. If the solution is "yeah, longpoints don't work, you gotta scram a big ship in your small ship and blob it" then we agree entirely about the situation and just don't think that's a good direction for the game to move in. TLDR: "it's fine, the blob will save you" doesn't address the legitimate concerns of the smallgang/solo community here
No, seriously. You're going to have to explain it better than that. Bearing in mind the argument I'm disagreeing with is that "it is unreasonable to need a scram as anything which can do it will die instantly to gate guns".
However I submit the situation is thus:
Today: Tackle BC - tank gate guns/warp off after heavier tackle arrives
Tomorrow Tackle BC - tank gate guns/warp off after heavier tackle arrives
Difference being tomorrow you need can't use a long point so you need a quicker ship to get a hold of it...aaaand that's about it. Changes the dynamic a little sure, but like I said, it's not like it's a completely gimped fit with nanos out the ears and naff all EHP. It's a decent enough fit which will be able to grab them.
Question: If a long point magically worked, how does the situation change? Apart from you can use a heavier tackle than a cruiser. |
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 11:04:00 -
[433] - Quote
You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. |
King Fu Hostile
Imperial Collective Unsettled.
120
|
Posted - 2014.05.19 11:07:00 -
[434] - Quote
Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp.
You are confusing ship stats with piloting skill
More speed and projection is an automatic win in EVE with current mechanics with no skill involved.
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Gregor Parud
505
|
Posted - 2014.05.19 11:10:00 -
[435] - Quote
Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile.
Give all cruisers a massive speed boost and overall buff and no one cares, nerf BC speed and give them a option to be able to deal with kiters and suddenly everyone goes crazy. Like you, with your hyperbole hilarious nonsense. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
698
|
Posted - 2014.05.19 11:16:00 -
[436] - Quote
Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile.
and what of the small gang/solo brawlers that get blobbed to **** by kitescum |
afkalt
Republic Military School Minmatar Republic
55
|
Posted - 2014.05.19 11:18:00 -
[437] - Quote
Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile.
And that has absolutely NOTHING to do with the point I was contending. Which, once again, was that gate tackle is now impossible because of the inability to use a long point.
That it changes open game dynamics is a different question. |
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 11:19:00 -
[438] - Quote
Gregor Parud wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. Give all cruisers a massive speed boost and overall buff and no one cares, nerf BC speed and give them a option to be able to deal with kiters and suddenly everyone goes crazy. Like you, with your hyperbole hilarious nonsense. I absolutely agree that bcs are in a terrible place compared to cruisers right now, cruisers are ridiculously quicker than they were and generally have projection/application bonuses which the bcs lack. I just don't see how giving bcs the ability to escape from infinite longpoints if you refuse to brawl them is a solution to their problems. It's a much bigger issue of ship stats and bonuses and a gimmick that makes them unkillable except through brawling solves absolutely nothing.
The power creep infecting eve has made cruisers incredibly dumb and if they were toned down or bcs moved up in line with them that'd be awesome. I don't think cruisers are in a good place right now, their dps is only slightly lower than bcs, they have better bonuses and they have way better base stats. But MMJDs are not the answer to any part of that problem. |
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 11:21:00 -
[439] - Quote
TrouserDeagle wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. and what of the small gang/solo brawlers that get blobbed to **** by kitescum If you want a module that allows your brawling ship to escape a warp disruptor that actually already exists in the game, people typically don't fit them because they want to be able to be able to max out their dps/tank numbers in EFT without expecting any tradeoff or thinking about whether or not they can actually apply it in real PvP. |
afkalt
Republic Military School Minmatar Republic
55
|
Posted - 2014.05.19 11:22:00 -
[440] - Quote
Wrathful Penguins wrote:TrouserDeagle wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. and what of the small gang/solo brawlers that get blobbed to **** by kitescum If you want a module that allows your brawling ship to escape a warp disruptor that actually already exists in the game, people typically don't fit them because they want to be able to be able to max out their dps/tank numbers in EFT without expecting any tradeoff or thinking about whether or not they can actually apply it in real PvP.
I hope you're not talking about a stab |
|
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 11:27:00 -
[441] - Quote
afkalt wrote:Wrathful Penguins wrote:TrouserDeagle wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. and what of the small gang/solo brawlers that get blobbed to **** by kitescum If you want a module that allows your brawling ship to escape a warp disruptor that actually already exists in the game, people typically don't fit them because they want to be able to be able to max out their dps/tank numbers in EFT without expecting any tradeoff or thinking about whether or not they can actually apply it in real PvP. I hope you're not talking about a stab Suggest that a brawler fit a module that reduces his lock range and takes the place of a damage lowslot in order to escape a longpoint and that's a totally unreasonable tradeoff to ask them to make. Fozzie suggests that kiters have to get into scram range in order to secure kills and somehow that's legit.
Fitting is a game of tradeoffs, each module comes at a the cost of the others you didn't fit. However not all tradeoffs are good, some are bad and make the module totally worthless, the warp disruptor having (advantage, can point things without getting scrammed, disadvantage, can never get a kill, ever) is not a sensible tradeoff for the module. It's already got a tradeoff, they can still mwd. |
Kosetzu
S1lver Flame
111
|
Posted - 2014.05.19 11:27:00 -
[442] - Quote
Shorter range seems better imo, also no MMJD for Attack BCs I'd say.
Any chance of a nifty cooldown or activation reduction for the DST to make it shine a bit? |
afkalt
Republic Military School Minmatar Republic
55
|
Posted - 2014.05.19 11:31:00 -
[443] - Quote
Wrathful Penguins wrote:afkalt wrote:Wrathful Penguins wrote:TrouserDeagle wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. and what of the small gang/solo brawlers that get blobbed to **** by kitescum If you want a module that allows your brawling ship to escape a warp disruptor that actually already exists in the game, people typically don't fit them because they want to be able to be able to max out their dps/tank numbers in EFT without expecting any tradeoff or thinking about whether or not they can actually apply it in real PvP. I hope you're not talking about a stab Suggest that a brawler fit a module that reduces his lock range and takes the place of a damage lowslot in order to escape a longpoint and that's a totally unreasonable tradeoff to ask them to make. Fozzie suggests that kiters have to get into scram range in order to secure kills and somehow that's legit. Fitting is a game of tradeoffs, each module comes at a the cost of the others you didn't fit. However not all tradeoffs are good, some are bad and make the module totally worthless, the warp disruptor having (advantage, can point things without getting scrammed, disadvantage, can never get a kill, ever) is not a sensible tradeoff for the module. It's already got a tradeoff, they can still mwd.
Holy crap I wasn't serious. A STAB? Ho ho ho.
Also, you seem to be under the impression that there is no trade for a MMJD - they need to be fitted SOMEWHERE, they have steepish fitting requirements. There are trade offs.
Ho ho, stab. Still chuckling on that one.
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
698
|
Posted - 2014.05.19 11:32:00 -
[444] - Quote
Wrathful Penguins wrote:TrouserDeagle wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. and what of the small gang/solo brawlers that get blobbed to **** by kitescum If you want a module that allows your brawling ship to escape a warp disruptor that actually already exists in the game, people typically don't fit them because they want to be able to be able to max out their dps/tank numbers in EFT without expecting any tradeoff or thinking about whether or not they can actually apply it in real PvP.
so kind of like when kiting ships fill up on speed mods so they can engage without ever actually committing |
Gregor Parud
505
|
Posted - 2014.05.19 11:33:00 -
[445] - Quote
Wrathful Penguins wrote:Gregor Parud wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. Give all cruisers a massive speed boost and overall buff and no one cares, nerf BC speed and give them a option to be able to deal with kiters and suddenly everyone goes crazy. Like you, with your hyperbole hilarious nonsense. I absolutely agree that bcs are in a terrible place compared to cruisers right now, cruisers are ridiculously quicker than they were and generally have projection/application bonuses which the bcs lack. I just don't see how giving bcs the ability to escape from infinite longpoints if you refuse to brawl them is a solution to their problems. It's a much bigger issue of ship stats and bonuses and a gimmick that makes them unkillable except through brawling solves absolutely nothing. The power creep infecting eve has made cruisers incredibly dumb and if they were toned down or bcs moved up in line with them that'd be awesome. I don't think cruisers are in a good place right now, their dps is only slightly lower than bcs, they have better bonuses and they have way better base stats. But MMJDs are not the answer to any part of that problem.
No, your whine is how your kiting backbone is "in danger" because you might miss some poor sod in a BC, using all kinds of hyperbole and dumb logic. Your "nonono, I'm in this for the good of the game" is very obvious.
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Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 11:37:00 -
[446] - Quote
Gregor Parud wrote:Wrathful Penguins wrote:Gregor Parud wrote:Wrathful Penguins wrote:You're not getting this. Right now 2 guys with cruisers and a lot of pilot skill can fight a half dozen larger ships as long as they are good at mitigating damage. I'm not saying the cruisers longpoint and call in help, I'm saying they longpoint and then kill them because where the larger ships opted for more tank and more dps the cruisers picked less dps, less tank, more speed and more projection. They picked fits which had significant tradeoffs but were rewarding if they had piloting skill and as such were able to win in spots where they shouldn't due to exploiting that piloting skill.
If warp disruptors don't lock down ships then you are forced to scram and brawl to get a kill and if you are forced to brawl then you are forced to just have more dudes in bigger ships. Right now you are not, fewer dudes can beat more dudes with piloting skill. It's not an issue of "well you can still lock them down while your blob gets there". We don't all have blobs.
It not only destroys the warp disruptor as a module but also any kind of agility/piloting skill based pvp because you can't guarantee a kill without being in their scram range. It's a huge, huge attack on a very popular style of pvp. People who try and win through manually piloting will not be able to attack half the things they currently can if they have to lock horns with a f1 brawl monkey in a brick scram ship to get a kill. It destroys their engagement profile. Give all cruisers a massive speed boost and overall buff and no one cares, nerf BC speed and give them a option to be able to deal with kiters and suddenly everyone goes crazy. Like you, with your hyperbole hilarious nonsense. I absolutely agree that bcs are in a terrible place compared to cruisers right now, cruisers are ridiculously quicker than they were and generally have projection/application bonuses which the bcs lack. I just don't see how giving bcs the ability to escape from infinite longpoints if you refuse to brawl them is a solution to their problems. It's a much bigger issue of ship stats and bonuses and a gimmick that makes them unkillable except through brawling solves absolutely nothing. The power creep infecting eve has made cruisers incredibly dumb and if they were toned down or bcs moved up in line with them that'd be awesome. I don't think cruisers are in a good place right now, their dps is only slightly lower than bcs, they have better bonuses and they have way better base stats. But MMJDs are not the answer to any part of that problem. No, your whine is how your kiting backbone is "in danger" because you might miss some poor sod in a BC, using all kinds of hyperbole and dumb logic. Your "nonono, I'm in this for the good of the game" is very obvious. Of course I'm posting because the game I play is changing for the worse. The game some f1 brawl monkey might be changing for the better if every fight is scrams on both ships and calling in his blob because then he won't die to the likes of me because I don't fly with a blob. For him everything being blob vs blob might be an improvement, he might be part of the biggest blob, for me it's certainly not because I don't care for that.
I'm not sure why you think identifying that I am trying to preserve my style of gameplay when it is under a very serious attack in any way discredits the issues with this module. I don't deny that I use warp disruptors, nor that I'd like to keep them relevant. My point is just that this change makes them far less relevant and I don't think that is a good direction. |
Michael Harari
Genos Occidere HYDRA RELOADED
1208
|
Posted - 2014.05.19 11:38:00 -
[447] - Quote
TrouserDeagle wrote:
so kind of like when kiting ships fill up on speed mods so they can engage without ever actually committing
My current kiting ship is a plated deimos. Yesterday I fought a gang of arazu, loki, scimitar, 2 sabres, stabber, stiletto, nidhoggur, thanatos. I drew the stabber out from rep range and killed it. You dont need speed mods to skirmish, just good piloting. |
Wrathful Penguins
Clan Shadow Wolf Fatal Ascension
41
|
Posted - 2014.05.19 11:43:00 -
[448] - Quote
afkalt wrote:
Holy crap I wasn't serious. A STAB? Ho ho ho.
Also, you seem to be under the impression that there is no trade for a MMJD - they need to be fitted SOMEWHERE, they have steepish fitting requirements. There are trade offs.
Ho ho, stab. Still chuckling on that one.
I still contend that asking a brawler to fit a warp core stab to survive being kited is 10x more reasonable than asking a kiter to fit a scram to get a kill. A brawler can still brawl with a single stab, a kiter cannot kite in scram range. |
Michael Harari
Genos Occidere HYDRA RELOADED
1208
|
Posted - 2014.05.19 11:43:00 -
[449] - Quote
Wrathful Penguins wrote:afkalt wrote:
Holy crap I wasn't serious. A STAB? Ho ho ho.
Also, you seem to be under the impression that there is no trade for a MMJD - they need to be fitted SOMEWHERE, they have steepish fitting requirements. There are trade offs.
Ho ho, stab. Still chuckling on that one.
I still contend that asking a brawler to fit a warp core stab to survive being kited is 10x more reasonable than asking a kiter to fit a scram to get a kill. A brawler can still brawl with a single stab, a kiter cannot kite in scram range.
A brawler can brawl with multiple stabs, there are pvp videos involving dual stabbed vexors and such. |
James Amril-Kesh
4S Corporation Goonswarm Federation
9979
|
Posted - 2014.05.19 11:47:00 -
[450] - Quote
Wrathful Penguins wrote:James Amril-Kesh wrote:bcs don't need MJDs. fixed Well considering I've also been saying that... "Pretty much all 14 of the CSM were in favor of a drone assign nerf for OBVIOUS gameplay reasons" - Sala Cameron
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