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K Shara
Caldari Contraband Inc. Mercenary Coalition
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Posted - 2006.08.14 12:51:00 -
[91]
thing about the rokh will be that low skill bs pilots will be able to reach teh range of the high skill pilots.
think of all those fleets of ravens in the indy alliances, they train up large guns, not even tech 2 and start hitting people at 250km :)
fun fun fun
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Shinshi Casoyako
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Posted - 2006.08.14 16:03:00 -
[92]
Basic physics should apply to this. Maximum range should be based on travel time of the bullet and the drop off in speed. I can target at 500 km but my bullet will just not travel furhter than 250km.
I would love to shoot at 500km though. Snipe an indy, warp in to capture loot, warp out to save spot and wait for the next one. And ship trying to kill me would take 30 minutes just to travel to me =D, oke not that long but the point is taken I think =D . Seriously Have I Not Said How I Can Assist Some One You Are Killing Online? |

Decairn
Caldari Shinra Lotka Volterra
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Posted - 2006.08.14 17:32:00 -
[93]
I find the 250km range OK. The t2 long range ammo could do with a nerf, no real downside to using it. The sensor booster could do with a nerf too, split lock speed and target range out of the same module so that pilots don't get instalock from extreme range; this would give people a choicse of fast lock or long range and change the way battles are fought. --Decairn
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Instagib
Amarr Raptus Regaliter
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Posted - 2006.08.14 17:44:00 -
[94]
The thing is even if T2 ammo would be fixed. An optimal of 542*1.6/2 = 433km would still be reachable.
If only the optimal of large would be halfed (no T2 ammo fix) then optimal of 542/2 = 271km would be reachable.
Ergo it's my personal option that either both should be done or the limit adjusted. The limit should be higher than the highest reachable optimal + (1x) falloff.
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MOCC3
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Posted - 2006.08.28 12:32:00 -
[95]
Edited by: MOCC3 on 28/08/2006 12:37:27 This how i feel.. The idea that a noob..with 3 mil SP (maybe) can gate camp in a Rohk? Im sorry that is just plain crazy. Also a 500km max lock would throw off POS seiges.. If they raise the lock range they need to fix the sent guns.. So people can't sit out off the grid and pop shots. With that said.. a noob in a Rohk woud in theory be able to combat 20 mil sp palyers in Temp/Mega (any BS sniper) counter-sniper ops. Once again silly... If they lift the 500km Lock they better start fixing alot of in game issues....
Think a fleet os Rohks blowing up a POS and never getting shot at?
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Tactician
Caldari Reikoku Band of Brothers
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Posted - 2006.08.28 13:13:00 -
[96]
A) Change T2 long range ammo so it gives less of a range bonus but remove/lessen the tracking penalty to compensate for shorter achievable ranges
B) "Normalise" all offensive module ranges, yes that includes EW modules and POS guns/modules. This would also bring short range guns back into the game because they wouldnt be so ridiculously outranged by long range guns as tehy are now.
C) Remove the lock range cap as it will no longer be necessary, I would envisage the maximum acievable range to be in the region of 150km (for guns) for truly sniper set up ships, Eagle/Rokh and more like 100-120km for sniper bs. Base lock range for ALL ships should also be reviewed and changed accordingly to be more in line with "normal" gun ranges. Yes you can still snipe but not at 200km away which tbh is a bit lame (yes i do snipe because its part of the game, but that doesnt mean I dont think it should change).
Tadaaa all fixed :P
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Laboratus
Gallente BGG Freelancer Alliance
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Posted - 2006.08.28 13:26:00 -
[97]
Originally by: Shinshi Casoyako Basic physics should apply to this. Maximum range should be based on travel time of the bullet and the drop off in speed. I can target at 500 km but my bullet will just not travel furhter than 250km.
I would love to shoot at 500km though. Snipe an indy, warp in to capture loot, warp out to save spot and wait for the next one. And ship trying to kill me would take 30 minutes just to travel to me =D, oke not that long but the point is taken I think =D
There really is nothing in space that would slow the munition down.
Mind control and tin hats |

Hayabusa Fury
Caldari Wu-Tang Financial Mordus Angels
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Posted - 2006.08.28 13:35:00 -
[98]
The idea a noob pilot being able to take outa vet player just because the Rohk has good range is stupid.
As a 7 month old cahracter myself, I find I can fit the same setups and fly most the ships as a 20 mil character can. But what I find is that I don't have quite as a good a tank or quite as good dps. In the end I don't get owned but rather just get edged out in fights.
So while a 3 mil sp Rohk pilot will lock and hit a 20 mil sp Thron pilot at the same ranges. the DPS, tank, and experience level can not be match and the 20 sp pilot should win. I can't believe how threatened all the older pilots are that newer pilots will be a challenge. Still completly beatable, but a challenge.
If they make the gap between a new and old character to great to over come. You will end up with no new players sticking aound, thus no game.
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"I can not recall the number of times my superior intellect has got me knee deep in ****!" --Harely Hayes |

Rafein
Eye of God Axiom Empire
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Posted - 2006.08.28 14:11:00 -
[99]
as long as EW's range is greatly increased, so it can reach out 300 KM+
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fmercury
Contraband Inc. Mercenary Coalition
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Posted - 2006.08.28 14:58:00 -
[100]
Originally by: K Shara thing about the rokh will be that low skill bs pilots will be able to reach teh range of the high skill pilots.
think of all those fleets of ravens in the indy alliances, they train up large guns, not even tech 2 and start hitting people at 250km :)
fun fun fun
Yeah but Iron L + t1 rails + poor skills + no damage bonus for the ship = the dps is so bad the 250km spike snipers probably won't notice they're being shot at 
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Peacock McNuggets
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Posted - 2006.08.28 15:00:00 -
[101]
Originally by: Infinity Ziona Interdiction sphere missiles!!
OMG now that is an idea. The ultimate anti gate sniper weapon. Make it a fairly heavy skill requirement. Missle launcher operation V. Propulsion Jamming V cruise missiles V and Interdiction Missiles I.
Fired from a cruise launcher with a range of 200KM base stretched out to say 400 with interdiction missiles skill to V and it strikes the targeted ship with damage of something low like 25 HP but throws out a 10 km interdiction sphere. Interdicted ship has to leave the bubble in the usual way or wait for it to collapse. Bubble collapses in 60 seconds extended to 180 seconds for level V skill
I can just see it now. See a gate camp get a gang together with an interdiction missile pilot launch an interdictor missiles at the camper as it strikes him the interceptors light off the MWDs and fly over to the camper and scram and web him properly. The big hitters fly over and attack the camper and hopefully get his pod too  
Actually I like this so much I'm going to post it over in ideas.
To the OP Ranges should not be capped to 250km there is no reason for it logically and as is clear some ships have ability to target way past that range
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Dukath
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Posted - 2006.08.28 16:51:00 -
[102]
Split sensor boosters and tracking computers into boost range but nerf locktime and boost range but nerf tracking and boost locktime but range and boost tracking but nerf locktime.
That alone will solve all longrange ammo/ships = overpowered issues.
You wanna shoot at 500km? fine but expect a locktime that is 3 times longer than normal. You wanna shoot at 500km? fine but when someone gets close you'd better turn off those tracking computers or your guns won't even hit a stationary POS.
Give people tactical decisions to make during the fight. Should I activate this module or not. When is the best time to shut off this sensor booster or tracking computer, ...
Basically it will not only solve gate camping, long range ganking with instalock but will also make combat more interesting
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Goca
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Posted - 2006.08.29 07:36:00 -
[103]
Originally by: Dukath Split sensor boosters and tracking computers into boost range but nerf locktime and boost range but nerf tracking and boost locktime but range and boost tracking but nerf locktime.
That alone will solve all longrange ammo/ships = overpowered issues.
You wanna shoot at 500km? fine but expect a locktime that is 3 times longer than normal. You wanna shoot at 500km? fine but when someone gets close you'd better turn off those tracking computers or your guns won't even hit a stationary POS.
Give people tactical decisions to make during the fight. Should I activate this module or not. When is the best time to shut off this sensor booster or tracking computer, ...
Basically it will not only solve gate camping, long range ganking with instalock but will also make combat more interesting
Or just simply boost locktime as you get further from the target in an exponential way.
adding more sensor boosts etc will help, BUT they also take away a midslot that could be used for DPS or whatever.
say 50-150km it's normal locktime (base 5 second lock for example) 150-250km x .75% = 8.75 seconds 250-350km x 1.25% = 19.68 seconds 350-450km x 1.75% = 54.12 seconds
even the insta locks (which I'm sorry I don't know enough about) must be in the 1-2 second range no? would be hampered a bit by this.
My opinion is worth 1 half of one cent..
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Dou Intaki
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Posted - 2006.08.29 09:16:00 -
[104]
remove the target cap. so my dread can hit 390KM out rofl.
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Algey
ISS Navy Task Force Interstellar Starbase Syndicate
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Posted - 2006.08.29 12:57:00 -
[105]
The problem with introducing the Rokh is that the non tech 2 Caldari pilots will be able to join sniper fleets, while no other race will be able to without training for T2 large guns.
This is hugely unfair to the roleplayers, and less combat skill intensive older players who haven't spent three months training tech 2 guns.
Ah well, at least I'm a Caldari pilot...
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