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Nikolai Nuvolari
Caldari Gilead's Bullet Kimotoro Directive
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Posted - 2006.08.04 06:26:00 -
[1]
I know most people on Ships & Modules think sniping is evil and boring and hate sniping and wish long range combat were entirely eliminated from EVE.
So if you're one of those people, you don't need to bother posting, I already know you're here.
However, I know that at least a few people like long-range combat, so I want to know: Would anybody here support removing the 250km cap on targetting, either with a higher cap or no cap at all? ------------------ Originally by: kieron Buy ISK for RL cash here!
Mebrithiel Ju'wien > Nik's bio 4tw btw Graelyn > Nikolai for Dev 108!
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Hub Quantum
Dark Synergy Inc. Veritas Immortalis
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Posted - 2006.08.04 06:38:00 -
[2]
Personally I think it's pretty stupid, the limit on locking should be what you can attain on a ship.
That said the devs making "combat close range and last longer!" is all the rage nowadays, so doubt it'll happen.
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Necrologic
Sniggerdly
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Posted - 2006.08.04 06:39:00 -
[3]
The cap breaks the realism. I don't like it really.
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turnschuh
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Posted - 2006.08.04 06:49:00 -
[4]
no, because POS would shoot you out to 500km? and you could not warp in and preload, it would get even worse when pos attacking.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.04 07:05:00 -
[5]
Originally by: turnschuh no, because POS would shoot you out to 500km? and you could not warp in and preload, it would get even worse when pos attacking.
A Deathstar POS that will insta wtfpwn any enemy on the grid?
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Nikolai Nuvolari
Caldari Gilead's Bullet Kimotoro Directive
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Posted - 2006.08.04 07:12:00 -
[6]
Uh, right, this was a question to anybody who would like the targetting range cap removed so their SHIPS can shoot farther. I'm really not interested in what POS guns are limited to, they could be cut down to 25km for all I care.
This thread is about sniping. ------------------ Originally by: kieron Buy ISK for RL cash here!
Mebrithiel Ju'wien > Nik's bio 4tw btw Graelyn > Nikolai for Dev 108!
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HappyKitten
Caldari State War Academy
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Posted - 2006.08.04 07:14:00 -
[7]
POS targetting can't be capped below ship targetting range, so if you change one, you'd change the other.
I'd rather see it removed, if not for the issue of POS loading.
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Tiuwaz
Minmatar Omacron Militia Veritas Immortalis
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Posted - 2006.08.04 07:16:00 -
[8]
i dont wish long range combat eliminated, but 250 km is by far enough
Originally by: Oveur This is not the conspiracy you are looking for.
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Nikolai Nuvolari
Caldari Gilead's Bullet Kimotoro Directive
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Posted - 2006.08.04 07:19:00 -
[9]
Originally by: HappyKitten POS targetting can't be capped below ship targetting range
But POSes can be given optimal range penalties. ------------------ Originally by: kieron Buy ISK for RL cash here!
Mebrithiel Ju'wien > Nik's bio 4tw btw Graelyn > Nikolai for Dev 108!
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Fi T'Zeh
Evolution Band of Brothers
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Posted - 2006.08.04 07:19:00 -
[10]
Well something needs to be done, because we're about to be in a position where a new ship (the Rock) potentially has an OPTIMAL range greater than it's locking distance, which is absurd.. .... POST WITH YOUR MAIN !!!!11111one
Real men use blasters |

Mike Yagon
Minmatar The Phoenix Legionaires
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Posted - 2006.08.04 07:29:00 -
[11]
Originally by: Fi T'Zeh Edited by: Fi T''Zeh on 04/08/2006 07:26:21 Well something needs to be done, because we're about to be in a position where a new ship (the Rock) very easily has an OPTIMAL range greater than it's maximum possible locking distance, which is absurd..
425mm railgun II + BS V + Sharp shooter V = 108.75km
With spike ammo = 217.50km
with a tracking module = 250.13km
And that's only 1 tracking module.
I actually think that the problem isn't the range cap, it's the absurdly overpowered Spike ammo. And I'm a thron pilot, so I ought to know just how broken it is....
The problem is with T2 ammo and the Rokh bonuses. The targetting cap is fine. You don't want guys sitting 500km from a gate thinking they're all that when they shoot down your industrial ships. 
------ In Carebear We Trust |

Kcel Chim
Caldari Arcane Technologies The Five
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Posted - 2006.08.04 07:40:00 -
[12]
the cap is fine as it is.
Increasing it would require sentry guns to be boosted, pos range modified and capital shiprange upgraded (hitting a capital ship from 300km without giving it the chance to return fire would be silly, wouldnt it?).
As far as the rokh is concerned, i think its optimal+falloff will go above 350km with t2 ammo and max tracking mods. Thats a range other ships cant reach in any way or setup so its obvious why it shouldnt be increased.
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Jenny Spitfire
Caldari LoneStar Industries Veritas Immortalis
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Posted - 2006.08.04 07:42:00 -
[13]
T2 ammos could be stealth changed during the release of tier 3 BS, who knows? ---------------- Patience is a quality that most people seem to lack.
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Kcel Chim
Caldari Arcane Technologies The Five
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Posted - 2006.08.04 07:54:00 -
[14]
Originally by: Jenny Spitfire T2 ammos could be stealth changed during the release of tier 3 BS, who knows?
i wish they would prepare a major "combat balance patch" where ALL problems are fixed at once. This patchwork nerfing and buffing only leads to keeping the status quo.
Missile nerf outdone by t2 missiles and skills is the prime example for it, not to mention the hp buff outdone by the release of t2 ammo.
With all due respect for the devs and their hard work i dont see why it took them a year + to fix blasters. Even with thinktank and what not i wouldnt take longer then a week or 2 to come up with a solution. It simply is no fun to pay while you wait for a balance patch "in a few months". As those players effected by the imbalance issues have to actually play with this imbalance for that long, severely effecting their gameplay.
If they nerf t2 ammo im all for it but im quiet sure it will just be toggled over by the next new items or ships or skills on the road, like many times before.
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Mirasta
Caldari Enigma Enterprises Veritas Immortalis
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Posted - 2006.08.04 08:02:00 -
[15]
I would love to see the 250km cap removed, Replaced with a 150-175km cap on ranges.
Im so bored of 10 ships warpinging exchangeing a spatt of fire and then warping off.
With a shorter cap combat becomes more fluid, but this is a debate for another thread
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Jenny Spitfire
Caldari LoneStar Industries Veritas Immortalis
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Posted - 2006.08.04 08:06:00 -
[16]
Originally by: Mirasta I would love to see the 250km cap removed, Replaced with a 150-175km cap on ranges.
Im so bored of 10 ships warpinging exchangeing a spatt of fire and then warping off.
With a shorter cap combat becomes more fluid, but this is a debate for another thread
IMHO, it isnt the cap that needs fixing. ---------------- Patience is a quality that most people seem to lack.
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Testy Mctest
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Posted - 2006.08.04 08:14:00 -
[17]
Long range combat is boring. Whilst I dont tend to support anything that would make missiles more effective, I'd much prefer to see shorter range combat. But not stupidly short range; 100km max, or so.
Scrapheap Challenge Forums |

Jin Entres
Sharks With Frickin' Laser Beams
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Posted - 2006.08.04 08:22:00 -
[18]
The cap is artificial and should go. If range limitations are deemed neccessary, they should be implemented through other means (ship targeting range, guns' optimal range and all bonuses that affect either). ---
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Eximius Josari
Shadow Reavers
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Posted - 2006.08.04 08:44:00 -
[19]
I think its too long ranged as it is.
Victory is the weakness of the enemy. |

Ithildin
Gallente The Corporation
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Posted - 2006.08.04 08:46:00 -
[20]
Yes, it should be removed. There's a huge but here (but, not butt!). It shouldn't be removed until after they've pulled turret ranges back down to sane ranges. Dark skies torn apart Heavens open before me I, the light of death |

Testy Mctest
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Posted - 2006.08.04 08:49:00 -
[21]
Originally by: Jin Entres The cap is artificial and should go. If range limitations are deemed neccessary, they should be implemented through other means (ship targeting range, guns' optimal range and all bonuses that affect either).
A good point also.
Scrapheap Challenge Forums |

Infinity Ziona
ISK LLC
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Posted - 2006.08.04 08:57:00 -
[22]
Originally by: Mirasta I would love to see the 250km cap removed, Replaced with a 150-175km cap on ranges.
Im so bored of 10 ships warpinging exchangeing a spatt of fire and then warping off.
With a shorter cap combat becomes more fluid, but this is a debate for another thread
Interdiction sphere missiles!!
'The alliance should not be a solo contentmobile' - Albert Einstein |

dailyhazard
Caldari Unauthorised.
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Posted - 2006.08.04 09:26:00 -
[23]
Originally by: Mirasta I would love to see the 250km cap removed, Replaced with a 150-175km cap on ranges.
Im so bored of 10 ships warpinging exchangeing a spatt of fire and then warping off.
With a shorter cap combat becomes more fluid, but this is a debate for another thread
tbh with ecm being pretty much nerfed, and people whining about sniping soon fighting outnumbered will become a thing of the past. Which sucks for me.
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Giant Haystacks
Ore Mongers
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Posted - 2006.08.04 10:45:00 -
[24]
Originally by: Kcel Chim i wish they would prepare a major "combat balance patch" where ALL problems are fixed at once.
i read that and thought immediately of swg's 'combat upgrade' 
fixing all poblems at once is impossible, the fixes always make new problems. also trying to do it all in one patch would mean fixes for some stuff being ready months before their released because other stuff for the same patch isn't ready.
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Riho
Mercenary Forces
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Posted - 2006.08.04 10:46:00 -
[25]
i only hate the snipers at the damn gates... in fleet battles they are nice :) and i play a sniper thron allso, so i know a bit.
removeing the cap would make ppl gate snipe more imo... tho i dont do it now and will not do it :P booring when u cant get to the damn loot if u dont have a alt :P
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Laboratus
Gallente BGG Freelancer Alliance
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Posted - 2006.08.04 10:48:00 -
[26]
\o/ for longer than 250km engagements Mind control and tin hats |

Benco97
Gallente On Ravens Wings
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Posted - 2006.08.04 10:53:00 -
[27]
I think the cap should be removed, I can't coem up with a reason that sounds good when I write it though.
Snug Radio - Fart like a Pirate |

TuRtLe HeAd
Apocalypse Enterprises
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Posted - 2006.08.04 10:54:00 -
[28]
Just as long as Jamming Can't be done at that range i don't care. ! |

Altai Saker
Omniscient Order Verisum Family
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Posted - 2006.08.04 11:05:00 -
[29]
Not really a fan of sniping to begin with, and thats a little far for a covops to fly. Nothx
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James Lyrus
Lyrus Associates Interstellar Starbase Syndicate
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Posted - 2006.08.04 11:42:00 -
[30]
Edited by: James Lyrus on 04/08/2006 11:44:53
Originally by: Nikolai Nuvolari Uh, right, this was a question to anybody who would like the targetting range cap removed so their SHIPS can shoot farther. I'm really not interested in what POS guns are limited to, they could be cut down to 25km for all I care.
This thread is about sniping.
POSes are relevant IMO. A pos has an anchoring range of 50km. A large tower has a shield radius of 30. Which means you _can_ anchor modules outside the shield. Now, there's a good reason to do so. Put short range guns 50km out, and you have a larger 'killzone' and cover from your long range guns inside the shield.
Except with an artificial 250km cap, someone could quite easily snipe from 240 km away from the mod, 290km away from the tower, despite having long range artillery that could return fire a that range.
So for my money, artificially capping ranges is bad.
Although personally I think combat ranges are too long anyway, and should all be dropped such that 'ultra extreme' range is >100km.
I also think that if you've got gun sniping going on, you also need the capability for EW sniping to counter. Maybe not ECMs, but stuff like RSDs strikes me as being perfect, or would be if they didn't have a much much lower optimal.
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