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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.27 13:20:00 -
[1]
As has been (correctly) pointed out, normal combat has a fairly large dose of dice rolling as it is now... it just isn't as obvious. If you can't see that when you look at your damage results that pop up on your screen, then you are not really thinking things through.
The old system sucked. In many instances there was virtually no reason to even play a fight out... the computer could have determined the winner before the combat actually began.
Without a doubt Jammers are the most powerful of the jamming tech, and Multi's the most useful of the Jammers. It would not break my heart to see Jammers in general, and Multi's in particular, have a fairly drastic reduction in effective range. It would keep them out of longer range and fleet battles all together (unless you risk a squadron of jamming ships jumping in close). Then we would be forced to rely on the more specific, less generally crippling, forms of ECM for large engagements.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.27 13:48:00 -
[2]
Originally by: Rastam3n
Originally by: Alex Harumichi How about we first test the new ECM system before we suggest too many weird tweaks?
Did you actualy read the OP?
This WAS with the new system...
You mean the one that is being tested and tweaked? 
One brief combat does not = a good test.
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Ranger 1
Amarr Shiva Morsus Mihi
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Posted - 2006.10.27 13:57:00 -
[3]
Originally by: Butter Dog
Originally by: Polinus
Originally by: Butter Dog
Originally by: Polinus No.. anon chance only bennefits those that want fights that are competely resolved before they start.
i'm failing to see a problem here
No other combat EWAR module is chance based, why should ECM be exactly?
Because the other systema effect are not binary ON OFF. They are percentage and reductions... not simply DENY. ECM could be non chance based if it was not simply your lock works or does not work.
This makes it EVEN WORSE though, as its the most powerful EW system (no weapons for 20 seconds plus relock time). No other EWAR is chance based. What if, for example, tracking disrupting had a chance to cut your tracking to ZERO for 25 seconds? At the moment its way out of line with other EWAR modules.
The chance-based nature of it is what makes ECM so ridiculous in its current form. What we need to do is think of some ideas which improve this situation. There are some gerat suggestions already in this thread.
Your arguement contradicts itself.
And you need to get over your hang up with "chance based". Skills and equipment affect your chances just like with everything else in EVE.
Key word being chances.
Damage is chance based, including the possibility of doing zero damage. You've been playing a "chance based" game all along, but evidently did not comprehend this fact.
Absolute certanty (if you have enough jammers) of absolute jamming is bad, mmmkay. Just like if getting a hit with any of your weapons always meant ship destruction of your target. Bad, boring, and the death of a great game.
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