Monitor this thread via RSS [?]
 
Author Thread Statistics | Show CCP posts - 1 post(s)
Stepping Razor
Stepping Razor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.11.04 19:23:00 - [1]

Quote:

Lets not be fooled on this though, the lag even with out the mines would of been horendous, 40+ ships, over 30 BS all with multiple drones would of seen a good few Bio ships taken apart b4 their owners could load in, it would be fair to say, that in this games current state, combat favours the defender. Imho, you would of had absoluetly no chance of winning the battle, with or without the presence of mines, that said, if lag was not an issue at all, it would of been a very very close and highly frought battle imo. :)



Yup in fact in the crime and punishment thread members of your own corp have now acknowledged that your huge gang warp BY ITSELF caused most gang members 1-2 minutes of jump-in lag, even to the magical safe jump-in point that never existed before or since, and that had no mines, drones or opposition.

We could have had no mines, no drones and we STILL would have had 2 minutes at least. You guys invented jump-in camping, you know what 2 minutes mean. A lot of "biomass" floating in space. Get off it. You've already acknowledged your jump lagged you out with no help from us. Quit yer whining.


Razor

Originally by: Bonaventure Phaidon
CCP is the best at at least three things:
1. Really, really fun gameplay
2. Good forum presence
3. Inventing new and exciting ways to bring about in-game catacly
Stepping Razor
Stepping Razor
Gallente
The Scope

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.11.04 19:23:00 - [2]

Quote:

Lets not be fooled on this though, the lag even with out the mines would of been horendous, 40+ ships, over 30 BS all with multiple drones would of seen a good few Bio ships taken apart b4 their owners could load in, it would be fair to say, that in this games current state, combat favours the defender. Imho, you would of had absoluetly no chance of winning the battle, with or without the presence of mines, that said, if lag was not an issue at all, it would of been a very very close and highly frought battle imo. :)



Yup in fact in the crime and punishment thread members of your own corp have now acknowledged that your huge gang warp BY ITSELF caused most gang members 1-2 minutes of jump-in lag, even to the magical safe jump-in point that never existed before or since, and that had no mines, drones or opposition.

We could have had no mines, no drones and we STILL would have had 2 minutes at least. You guys invented jump-in camping, you know what 2 minutes mean. A lot of "biomass" floating in space. Get off it. You've already acknowledged your jump lagged you out with no help from us. Quit yer whining.



Razor

Stepping Razor
Stepping Razor
Gallente
The Scope

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.11.04 19:23:00 - [3]

Quote:

Lets not be fooled on this though, the lag even with out the mines would of been horendous, 40+ ships, over 30 BS all with multiple drones would of seen a good few Bio ships taken apart b4 their owners could load in, it would be fair to say, that in this games current state, combat favours the defender. Imho, you would of had absoluetly no chance of winning the battle, with or without the presence of mines, that said, if lag was not an issue at all, it would of been a very very close and highly frought battle imo. :)



Yup in fact in the crime and punishment thread members of your own corp have now acknowledged that your huge gang warp BY ITSELF caused most gang members 1-2 minutes of jump-in lag, even to the magical safe jump-in point that never existed before or since, and that had no mines, drones or opposition.

We could have had no mines, no drones and we STILL would have had 2 minutes at least. You guys invented jump-in camping, you know what 2 minutes mean. A lot of "biomass" floating in space. Get off it. You've already acknowledged your jump lagged you out with no help from us. Quit yer whining.



Razor

Stepping Razor
Stepping Razor

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.11.04 19:38:00 - [4]

Edited by: Stepping Razor on 04/11/2003 20:48:07
Eddz. I agree that mines should be pulled, but only temporarily while they get radically changed. I think they should be changed to huge items that cost as much as a L turret to make, (like RL naval mines), which cause massive damage (say 1000 medium and 5000 large?), are launched and anchored for corp from indys (say 500 m3 and 2000 m3 each cargo space?) like sentry guns will be and do 5/10KM area of effect damage with a 2.5/5 KM activation zone.

Like sentry guys, they would be keyed in to the corp's faction standings, so for example an Oberon mine would explode on detection of a Biomass allied ship, but would give a cheery wave to KIA regardless of the neg sec status you guys earned beating on Biomass in empire space :)

Mines now are useful for one thing right now, besides lag and their "incredible damage" Rolling Eyes, and that is *how they announce someone jumping in*.

What people don't know is that our minefield at one time DID cover the entire drop zone, but ships coming in who weren't in gang set them off, killing them in that area faster than we could replace them.

It was, however, a great visual cue to where the jumper was and that they had arrived. Even if there was no lag attached to mines, I would deploy them in any camp location so I could see and hear new, non-gang ships coming in by the pretty explosions, and can target them faster.

OOC, this is at least 1/2 of what anti-personelle mines and trip-wire claymores are used for in ground force defensive positions. You set them hoping that you can know where the enemy is before you notice them visually.

Some even set up trip-flares that do no damage to the enemy who hits them, just pops a nice bit of phosphorus on a little parachute high in the sky so that the mortars, artillery spotters and machine-gunners know where to aim.


Razor

Originally by: Bonaventure Phaidon
CCP is the best at at least three things:
1. Really, really fun gameplay
2. Good forum presence
3. Inventing new and exciting ways to bring about in-game catacly
Stepping Razor
Stepping Razor
Gallente
The Scope

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.11.04 19:38:00 - [5]

Edited by: Stepping Razor on 04/11/2003 20:48:07
Eddz. I agree that mines should be pulled, but only temporarily while they get radically changed. I think they should be changed to huge items that cost as much as a L turret to make, (like RL naval mines), which cause massive damage (say 1000 medium and 5000 large?), are launched and anchored for corp from indys (say 500 m3 and 2000 m3 each cargo space?) like sentry guns will be and do 5/10KM area of effect damage with a 2.5/5 KM activation zone.

Like sentry guys, they would be keyed in to the corp's faction standings, so for example an Oberon mine would explode on detection of a Biomass allied ship, but would give a cheery wave to KIA regardless of the neg sec status you guys earned beating on Biomass in empire space :)

Mines now are useful for one thing right now, besides lag and their "incredible damage" Rolling Eyes, and that is *how they announce someone jumping in*.

What people don't know is that our minefield at one time DID cover the entire drop zone, but ships coming in who weren't in gang set them off, killing them in that area faster than we could replace them.

It was, however, a great visual cue to where the jumper was and that they had arrived. Even if there was no lag attached to mines, I would deploy them in any camp location so I could see and hear new, non-gang ships coming in by the pretty explosions, and can target them faster.

OOC, this is at least 1/2 of what anti-personelle mines and trip-wire claymores are used for in ground force defensive positions. You set them hoping that you can know where the enemy is before you notice them visually.

Some even set up trip-flares that do no damage to the enemy who hits them, just pops a nice bit of phosphorus on a little parachute high in the sky so that the mortars, artillery spotters and machine-gunners know where to aim.



Razor

Stepping Razor
Stepping Razor
Gallente
The Scope

Take me to the EVE-Online forum thread View author posting habits View only posts by author
Posted - 2003.11.04 19:38:00 - [6]

Edited by: Stepping Razor on 04/11/2003 20:48:07
Eddz. I agree that mines should be pulled, but only temporarily while they get radically changed. I think they should be changed to huge items that cost as much as a L turret to make, (like RL naval mines), which cause massive damage (say 1000 medium and 5000 large?), are launched and anchored for corp from indys (say 500 m3 and 2000 m3 each cargo space?) like sentry guns will be and do 5/10KM area of effect damage with a 2.5/5 KM activation zone.

Like sentry guys, they would be keyed in to the corp's faction standings, so for example an Oberon mine would explode on detection of a Biomass allied ship, but would give a cheery wave to KIA regardless of the neg sec status you guys earned beating on Biomass in empire space :)

Mines now are useful for one thing right now, besides lag and their "incredible damage" Rolling Eyes, and that is *how they announce someone jumping in*.

What people don't know is that our minefield at one time DID cover the entire drop zone, but ships coming in who weren't in gang set them off, killing them in that area faster than we could replace them.

It was, however, a great visual cue to where the jumper was and that they had arrived. Even if there was no lag attached to mines, I would deploy them in any camp location so I could see and hear new, non-gang ships coming in by the pretty explosions, and can target them faster.

OOC, this is at least 1/2 of what anti-personelle mines and trip-wire claymores are used for in ground force defensive positions. You set them hoping that you can know where the enemy is before you notice them visually.

Some even set up trip-flares that do no damage to the enemy who hits them, just pops a nice bit of phosphorus on a little parachute high in the sky so that the mortars, artillery spotters and machine-gunners know where to aim.



Razor

   
 
Copyright © 2006-2026, Chribba - OMG Labs. All Rights Reserved. - perf 0,05s, ref 20260205/1905
EVE-Online™ and Eve imagery © CCP.

COPYRIGHT NOTICE
EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. CCP hf. has granted permission to EVE-Search.com to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, EVE-Search.com. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.