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Thread Statistics | Show CCP posts - 9 post(s) |

Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.19 14:14:00 -
[1]
Originally by: Jones Maloy nerfbat just pwned wcs. well forget about using them now. and prepare to get ganked like never before. this sucks. i'm not going to lose a ship everytime i go into low sec just to make the gankers happy. nerf is bad. balance is needed. and it's obvious that they just got nerfed.
wcs just got nerfed like ammar. who flys ammar these days?
The stab nerf will only affect long range snipers. People fitting them purely for travel purposes wont be affected at all. If you want to snipe from truly long range, you have to ditch the stabs. If you want the stabs, you have to rely on them more to get you out of trouble because you have to operate closer to your targets.
I believe that a cap increase across the board should also be seriously considered at this point. Because:
1: More people will go for dual repper set ups to leverage the increase in cap. This will mean that NOS will be more balanced. By that I mean they will be more effective on dual-tanks and less effective than they are now on single rep tanks. It defines the nos users role a bit more.
2: Ships that rely on cap to do the majority of their damage are are going to be hurt by these changes than ships employing weapons systems that require no cap to use. Increasing cap would help level the playing field.
3: It would promote longer combat in many ways.
And yes, arties will need to be tweaked. Perhaps a slight ROF increase. I'd have to ponder that one a bit.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.19 14:54:00 -
[2]
Originally by: Sugintou This is really sad... Why bother with Stabs now, in combat? Who's to say (FLUFF-WISE) a pilot wouldn't install a warp stab to improve combat performance, to help being pinned down, to help him maintain combat distance. If the enemy can come close enough to negate striking distance, all stratgem is lost, and when all stratgem is lost, then the fight is lost.
I think they're a perfectly fine module in combat. Thier 'nerf' is losing a low slot, with a benefit you may, or may not need.
I hope you reconsider this, Tuxford. It really doesn't make sense, and is probably being done due to all the pilots who complain about them, without presenting any real reasons other then they don't like it, because they can't commit E-murder as efficiently.
The abuse of Stabs is primarily done by extreme range snipers and extreme speed ships like the stababond. Occasionally by the BE Raven types.
All of these types can still use the stabs, but they will have to rethink how they are going to do it. The possibility of retaliation is higher with this nerf. Few things are more frustrating to an experienced PVP oriented player than to be unable to do anything other than be a sniper target. Tacklers can't close and stop them, cloaked vessels can't close the distance fast enough to be any good as the sniper spots are all over the place. Standard game mechanics begin to break down. No one should be untouchable and still lethal. The level of risk goes up for those using them for these purposes.
Most importantly, the person using them for travel purposes is not affected.
Carebears may rejoice. I don't think you understand the nature of the nerf.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.19 14:59:00 -
[3]
Originally by: Jin Entres Some really nice changes here. I'm going to list a few things I feel are missing on the ships front. I still do appreciate the work so far, however. 
ò Battlecruisers' signature radius (-20%) ò Ferox (+2), Moa (+1), Vulture (+2), Eagle (+1) turret hardpoints (and some PGU to help fit them) ò Deimos' agility / mass ò Vulture's targeting range ò Capacitor sufficiency (20% more for all ships?)
Also, I would like to point out that if you increase T2 ships' hp by 25% and increase recharge time by 50%, their recharge will be 1/6 worse.
Looking forward to Kali 1. 
I think he meant to say the recharge rate would be adjusted in proportion to the hp amount to maintain the same recharge rate.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.19 15:45:00 -
[4]
While I'm thinking about changes that can be made, a minor point occured to me about Auto-targeters. Forgive me if this is slightly out of place.
If the currently unused auto-targeter would simply target as many things a possible based on your overview settings (starting at the top down, so you control how things are sorted and what gets targeted and what does not) it would be a far more useful module. Especially if it granted a slight increase to targeting speed. Likewise it would have no inherent range of its own, using instead the current targeting range of your ship.
It could make life a lot simpler for fleet commanders. Sort your overview by what you want to call as primary, set overview for range, ship type whatever as you normally do, and not have to worry about contantly clicking new targets.
Could make life a lot easier for logistics pilots as well.
Just a thought.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.19 15:54:00 -
[5]
Originally by: Ozzie Asrail All good changes Tux. Except the HP boosts 
a) Solo and small gang is already mosty ballanced in terms of gank\tank.
b) 50% will do jack to fleetbattles with 20+ battleships.
c) If you can outrange your opponant then 50% HP means nothing.
d) 50% HP will do nothing to equalize ganks of 5+ v 1.
e) Little and Large (SAR+1600+frig guns on crusiers secifically) setups were already pushing the limits of ballance imho.
f) Cap use - geddon and neutron mega specifically if fights are going to last 50% longer.
For the last point, that is why I would strongly suggest a cap increase at the same time... for a variety of reasons.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.27 18:32:00 -
[6]
Very true. I will also point out that part of the reason you have difficulty dealing with the stabbed long range sniper is the fact that it takes so long to get to him due to the distance that needs to be traveled and the extreme difficulty of getting enough ships (and points of scram) on him before he exits.
With the nerf, he will have to decide if he still wants to operate at extreme range but if a single covert or stealth ship jumps him with even one 20km scram he is stuck... or if he wants the protection of the WCS but ends up being much closer (easier to get to) and has to stay on station longer to aquire lock and actually do any damage.
Choices like that are what this game is all about. Its just a pleasant side effect that now mission runners and miners will have to make similar decisions when they consider the particulars of what they are trying to do and where it is.
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