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Miyau
Caldari
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Posted - 2006.07.28 02:16:00 -
[1]
As CCP extends the length of combat (a good thing), by increasing hitpoints of ships and so on, it makes the aggro timer less effective.
It is now quite easy for a ship to enter an engagement and then jump through a Stargate or dock when it looks like they may lose the fight. This seems to defeat the purpose of the aggro timer.
It should really be extended to prevent this behaviour. |
Pinky Denmark
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Posted - 2006.07.28 20:42:00 -
[2]
I think aggro timers should be expanded too... I am also in favour of having Warp Delays implemented... When a ship agresses another player a warp delay of 45-120 seconds will get in - This will prevent ships (mainly fleets) from warping in - killing an enemy and jump out again before enemy can react!!
Travellers will still be able top travel fast, so will ratters and people doing missions... Only PvP'ers will be affected and will be in line with CCP working towards longer engagements and less gank/more tank to have some fun engagements instead of the current fleet warp & gank methods...
Not a large change but at least a sniper will need to think before agressing - because the enemy will have time to shoot back or cath him if they can get to him fast enough...
Pinky
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Digiblast
Minmatar
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Posted - 2006.07.28 23:01:00 -
[3]
Aggression delay sounds intresting.
But the warp delay ruin so many great tactic's in this game and by having that whould unbalance the meaning of the scramblers and warp cores.
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Jojin
Gallente
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Posted - 2006.07.29 09:19:00 -
[4]
It might be a bit extreme, but I think it would be interesting if the aggression not only applied to how Sentry guns act, but also how gates and stations. Deny docking to hostile or deny jumping.
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Cmdr Sp0ck
Gallente
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Posted - 2006.07.29 11:43:00 -
[5]
Edited by: Cmdr Sp0ck on 29/07/2006 11:44:17
Originally by: Miyau As CCP extends the length of combat (a good thing), by increasing hitpoints of ships and so on, it makes the aggro timer less effective.
It is now quite easy for a ship to enter an engagement and then jump through a Stargate or dock when it looks like they may lose the fight. This seems to defeat the purpose of the aggro timer.
It should really be extended to prevent this behaviour.
Where in the world did you get that idea?
1 minute without shooting anything is the minimum you must wait before you can jump/dock once you aggro. In 0.0 space or in a war in empire he may be able to escape, if his enemies can't deal enough damage to kill him before 1 minute is up. However in low sec empire (pirating/killing) it becomes rather difficult. Reason being is that he is most likely taking fire from sentries AND the guy(s) he was trying to shoot.
Don't see anything wrong with the current system. How exactly is it "easy"? Or do you want an easy way to kill someone who attacks you?
If you put yourself in the attackers shoes... imagine you are looking for a fight. Knowing how to save your ship is part of combat. With a "delayed warp out timer" or similar, you can't go in a fight unless you are sure you are going to win, which never happens. Unless you are attacking a shuttle or something very very easy to kill.
What you are proposing is an unbalanced game mechanic, not a balanced one. |
Cmdr Sp0ck
Gallente
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Posted - 2006.07.29 11:47:00 -
[6]
Sorry, only quoted one of the 2 i wanted to quote |
Awox
Awox Inc.
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Posted - 2006.07.29 13:27:00 -
[7]
Originally by: Pinky Denmark I think aggro timers should be expanded too... I am also in favour of having Warp Delays implemented... When a ship agresses another player a warp delay of 45-120 seconds will get in - This will prevent ships (mainly fleets) from warping in - killing an enemy and jump out again before enemy can react!!
It also prevents me from escaping traps. Sometimes I attack someone in a belt only for them to be traps, possible who will just warp out anyways. I have to wait 15minutes to travel (without instas) already, don't make it even more unfair for pirates.
Originally by: Pinky Denmark Travellers will still be able top travel fast, so will ratters and people doing missions... Only PvP'ers will be affected and will be in line with CCP working towards longer engagements and less gank/more tank to have some fun engagements instead of the current fleet warp & gank methods...
You should PvP more. This effects guerilla tactics (hit+run vessels) and will only aid gank squads that use bait methods. There's gotta be some way to escape!
Originally by: Pinky Denmark Not a large change but at least a sniper will need to think before agressing - because the enemy will have time to shoot back or cath him if they can get to him fast enough...
Maybe you should train for covert ops and recon instead of trying to ruin gatesnipers ways? I think generally your ideas are biased to make it safe for you to NPC and travel and make it even more dangerous for people to attack you. Lame tbh. - nerf 0.5+ |
Pinky Denmark
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Posted - 2006.07.30 07:47:00 -
[8]
Edited by: Pinky Denmark on 30/07/2006 07:51:43
Originally by: Digiblast Aggression delay sounds intresting.
But the warp delay ruin so many great tactic's in this game and by having that whould unbalance the meaning of the scramblers and warp cores.
What tactics are you talking about? The reason behind the delay is that warping in/out seems quite (ch)easy/boring atm...
Most problems I see is that fleet setups would have to be able to tank longer... And if/when CCP improves hitpoints even fleet ships should be able to take a beating for the duration of warp delay...
I'd like to hear what situations you find the warp delay destroying gameplay?
Pinky
Avox : traps I see, but then I guess you'll just have to jump away instead of engaging (you should have an eye on local anyway) The proposal is to make longer fights to make the game more fun... even if you win or lose (proposal should make quick ganks a bit slower AFAIK)
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Awox
Awox Inc.
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Posted - 2006.07.30 09:14:00 -
[9]
Originally by: Pinky Denmark Avox : traps I see, but then I guess you'll just have to jump away instead of engaging (you should have an eye on local anyway) The proposal is to make longer fights to make the game more fun... even if you win or lose (proposal should make quick ganks a bit slower AFAIK)
Traps are bullcrap when there's noway to escape them. Bad enough sometimes people fit 4 WCS (yes I use 2x2pt sometimes) and STILL I have to sit in the same near-empty system for 15 minutes.
This is a lame solution that provides you with all the benefits. Somoene attacks you it gives you more time to bring friends in.. but you can still NPC happy chappy? Screw that.
Fit scramblers and the guy CAN NOT warp. If he warps anyway he is a loser. - nerf 0.5+ |
Pinky Denmark
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Posted - 2006.07.30 11:39:00 -
[10]
do you have a solution that still allows for longer and more fun encounters? maybe let WCS reduce the warp delay 15 seconds pr WCS?
It's only a suggestion to hinder "free shots and warpoff" tactics - If CCP makes the snipers shorter range (so that tacklers will have a fair chance of getting to the offender) maybe a short 15-30 seconds warp delay could be a solution...
Btw. I'm rarely in low sec and don't really have something against gate snipers...
Pinky
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