  
          Knubbins McGee 
          Duck Farts
  
          
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        Posted - 2007.02.08 16:29:00 -
          [1] 
          
           
            Originally by: Laboratus
   Originally by: Cailais
 
  I for one am getting a bit bored with the 'nerf module x' - ECM mods were nerfed becuase no body would fit the counter ECCM (admitedly not a great counter but it did eventually get boosted). Now RSDs are getting it in the neck because (apparently) fitting a sensor booster 'wastes a valuable slot'. No it doesn't: you choose not to fit the counter, you suffer the disadvantage. NOS gets the same grief - yes its frustrating to get nossed in your inty, but then should 1 inty, or even a couple of frigates disable a BS?? A small frig swarm of 5-6 frigs can avoid the effects of most Heavy Nos fitted BS, with the possible exception of nosdomi - a quite specialized ship.
  I think the nerf bat should be put away for a while - and more thought put into how we can 'adapt' our ships mid combat because the real reason the 'nerf it!' cries go up is because once you're in space and engaged thats it - you're stuck with the set up you have. Think about it this way, if you could 'scale' your cap replen rate, shields, weapon rof and so forth by shifting more, or less power to discreet functions combat would become more tactical and hopefully last a bit longer. Getting nossed? - flick the sliding scale control to boost cap replen (perhaps rof on weapons drops), want more firepower - boost your guns up etc etc etc. Alternatively more mods should require activation to provide a bonus (say heat sinks for example).
  yes this is a bit more of a 'button mashing' style of play but some comprimises or changes to the way combat happens will be needed otherwise everything will have been nerfed until we're all flying around in identikit ships...
  C.
 
 
  Very true. Combat is moving too fast in a direction where all alternative approaches are being removed. One of the great things about combat in eve is the way you can win by choosing better tactics instead of having more skill points. SP help, but are not as essential as a decent combat strategy and good use of tactics.  With the ECM and WCS nerf the game took a huge step towards "Click F1-F8 Hah, got there first", by largely removing the possibility of changing the tactical enviroment by subgames. (Who has more Warp points, ew superiority). This has lead to some redicilous approaches to enable using tactics (nanoships) and largely has only detoriated the gameing experiense. Now the forum whineage is turning towards the last alternative approaches to combat by raw dps. Damps, nos and drones. If they get pwnd, the pvp content in eve is largely brought down to the "what level is your priest" so common in other games. I truly hope that the devs don't continue on the slippery slope of the nerf bat, and listen to the dps obsessed forum community and rather think about the game as a whole and keep to the unique approach the game has offered us in the past.
 
 
  Both are QFT.
  I personally believe that most of these type of complaints (like the OPs) comes from missioners trying out PvP for the first time. I ran missions for the first 6 months I played and never once had to equip ECCM, warp stabs, Sensor boosters, etc. I was free to train pure dmg skills along with some shield skills for defense and my mods reflected this.
  Then came my first few journeys into low sec. Suddenly I 'needed' cap boosters, ECM, ECCM, warp jammers, etc.
  Personally, I think that starting with select L2 missions, most L3 missions and all L4 missions the NPCs should behave more like a 'typical' PvP encounter (jamming, scramming, light Nos, etc). This would give mission runners a much better grasp of the basics of PvP. Understanding the basics of PvP should serve two purposes: Help missioners protect themselves from 'ganks' during missions and cut down on the forum complaints about unconsensual PvP.
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