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Thread Statistics | Show CCP posts - 4 post(s) |

Darkblad
Hilf Dir selbst in EVE
760
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Posted - 2015.03.02 15:58:28 -
[1] - Quote
Dangeresque Too wrote:So a carrier is required to kill a drifter... or just such a large amount of cannon fodder as for the fleet to survive longer than the drifter?
Why are people even bothering? There is no benefit to doing so, unless it is just for the challenge.
Or are they just getting caught in the wrong place at the wrong time if a drifter lands on a gate? (Still don't understand the empty cargo fit haulers or shuttles, even a few autopilot interceptors with no aggressive mods) For a while, a Cerberus was enough to destroy Drifter Battleships. Using a Chimera (and losing it in the process) sure was an option. But then there came Tiamat 1.3 and the Super Weapon that now appears to have a range that might be like 500km.
Now the probably easiest strategy (that CCP looks like they want to enforce) is: Engage with 2+ players, sacrifice one and then finish the job.
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Darkblad
Hilf Dir selbst in EVE
760
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Posted - 2015.03.02 16:09:39 -
[2] - Quote
No words on what the Drifter's loot was?
I knew and expected them to drop nothing when I killed them and salvage also was minor (8 Melted Nanoribbons from a total of 21 wrecks), but there are images out that, that (look photoshopped and) suggest otherwise. 
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Darkblad
Hilf Dir selbst in EVE
760
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Posted - 2015.03.02 17:31:37 -
[3] - Quote
War Kitten wrote:Anyone can just beef up the range/speed/HP/whatever stats on an NPC and make sure it harder to kill or harder to survive against. Someone managed to kite the Drifters, so you increase the range on the doomsday? Gee, seems like fair play. That's not so much showing off new intelligent AI. Intelligent AI would disengage, warp away, or do something within it's existing mechanics... not have a developer rewrite its mechanics. Agreed! It's no change of the AI but just adjustment of the offensive - and defensive - stats of the NPC.
Series of my observations:
Sisi
Subcaps could survive the Super Weapon. Increased that damage. Jam could blinfold the Drifters completely, also preventing the Super Weapon in the Process. Sensor strength got increased. It was possible to get the Super Weapon fired without taking damage when your ship was in warp at that exact moment.
TQ Drifters pointed. Kiting the Drifters, keeping distance above 200km prevented the Super Weapon from firing. Range got increased. Got hit 258km away, but some suggest a range of up to 500km.
After all, they're as smart as they were in the beginning. They attack you when you're 77km or closer to the structure. They attack you when you're 28km or closer to the Wormhole. They follow you to where you warp to in the system as long as you're in the same ship.
They just got boosted to ridiculous power.
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Darkblad
Hilf Dir selbst in EVE
762
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Posted - 2015.03.02 18:08:31 -
[4] - Quote
Bagrat Skalski wrote:Quote:They attack you when you're 28km or closer to the Wormhole. Circadians also attack you, if you are too close to wormhole. I noticed that some days ago, but did'nt yet get to investigate that further. They did'nt care for my proximity in the past so it might be that their aggression in this case might be influenced by a drifter present.
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