
Dashhammer II
Amarr Federation of Freedom Fighters Executive Outcomes
|
Posted - 2007.04.26 06:16:00 -
[1]
I see the problem, but I think it's more of a design flaw instead of a nerf requirement. Let me explain. I've flown covops all over the place. At one point I flew 40 jumps up a pipe that AAA (hostiles) were convoying in the opposite direction. I went through FIVE gate camps and at least four of them knew I was coming. No one could catch me. They tried every trick in the book and nothing seemed to work.
The first one was the simple 'Tackler grab' which I countered by the (never fail) maxspeed/mwd/cloak buttons in that order, super fast. Once you hit max speed you begin to come out of cloak, once you hit your mwd, it doesn't need to remain active, that first pulse of acceleration will pull you incredible distances with inertia alone. The third button puts you back into cloak. If you are used to doing it, you can come out of a gate and only appear on thier overview for .1 seconds before warping away. Of course, since you were cloaked when you warped off, they don't actually know that you warped away and will probably search the area untill you disappear from local.
The second was similiar to the first, with more ships and an interdictor. You know how it goes, you load into a system and realize you are in a bubble, surrounded by at least 3 interceptors that are anxiously bouncing around by the gate. Same thing here too really, max/mwd/cloak and then everyone targets you and hits 'intercept target' hoping to run smack into you while you are cloaked however, since you had hit your mwd before hitting cloak, you are now at least 18k away from where you used to be and you giggle as they all crash into each other in that spot where you were.
The third was the opposite, it was a group sitting with a large deployable on the outbound gate with drones out. Man that was fun, it was like running a guantlet of drones and inties (while cloaked) untill one of them uncloaked me and I just MWD the rest of the way to the gate. SURPRISE!
The fourth was similiar.
The fifth is what got me. A very clever man set up a large on an outbound gate and warped from the gate I'd be coming in from to the gate I'd be leaving at. Feeling rather invincible I popped into the system and warped to the next gate, hitting his bubble and coming out of warp 500m from him. At which point he activated all of his smartbombs. I guess I had upset them by busting through the first four and they weren't going to let me get away just yet.
It's... rather unfortunate that his tactic is the ONLY way to kill a covops. But the covops shouldn't be nerfed, not in the slightest. It was origenally intended to do just what it's name implies. It is supposed to be a super-exetreme-ultra-undetectable recon ship. And it is, the problem is that it is impossible to be trully hidden if you show up in local. How can a scout sneak up on an enemy position and collect intel if everyone knows he's there but just can't kill him? It's a bit rediculous really. Still, if they know that he's around, they should have a mod or a tactic that'll kill him. Something that is a real threat. On the other hand, they should counter this by allowing covops to disappear from local after cloaking themselves. This would allow for some rather incredible feats of intel gathering and at the same time, it would let fleet commanders kill covops that they've either seen or know are in the area.
|