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Herabec
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Posted - 2003.12.19 18:07:00 -
[1]
Welp, I have a love/hate feeling about this new patch. I like all the additions to the game, I like the new scanner, I'm so-so on the NPCs increase, and I like the JIP and lag fixes.
What I can't get over is the speed decrease. It seems like they have added every feature they could to make travel take forever.
Ships go slower, accelerate slower, stick to things even worse then before, and stop when coming out of warp. I'm mostly unhappy with this for purposes of travel.
I propose, that with the new changes to speed, they make modules have less effect on decreasing speed. Instead of cargo expanders dropping your speed 10%, make them drop it by 10 m/s and same with armor, etc.
I also say give us the option of stopping or not when coming out of warp, instead of just forcing this "feature" on us. As it is, when you are in autopilot you can hit AB/MWD right out of warp, when you come out of warp at station/belt however you stop. Either make this "feature" optional, or make our ships get back up to speed when we hit AB/MWD.
I can accept that they want us to go slower, but they seem to have alot of little things that add up to a extremely overdone nerf to speed.
As it is it seems like all they want you to do is run around in cruisers and frigates, which limits you to doing missions. Indies move too slow to do trade goods any more and hauling is a nightmare.
My two ISK
-Herabec
In-Game Forums |

Gess
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Posted - 2003.12.19 20:59:00 -
[2]
fair enough
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Steelrat diGriz
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Posted - 2003.12.21 10:09:00 -
[3]
Cruiser or frigate to do missions? Heh! Pirate escort of thiefs who stole documents etc now are battleships, two of those. And missions requirement is to kill all. They spawn at a gate even - missiles out of the question due to splash damage.
In my case I had to refit the BB with missile launchers to be able to have a MWD (thanx a lot for my Hybrid skill training, worthless now) so I was lucky to get out after killing the bad guy in a smaller ship.
But bottom line, not a chanse doing kill missions in a cruiser now, just forget it!
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Jarjar
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Posted - 2003.12.21 10:12:00 -
[4]
Quote: Cruiser or frigate to do missions? Heh! Pirate escort of thiefs who stole documents etc now are battleships, two of those. And missions requirement is to kill all. They spawn at a gate even - missiles out of the question due to splash damage.
Splash damage to stargates is ignored... Just don't hit sentry guns or other player ships.
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drunkenmaster
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Posted - 2003.12.21 11:24:00 -
[5]
Edited by: drunkenmaster on 21/12/2003 11:25:47
Quote: Cruiser or frigate to do missions? Heh! Pirate escort of thiefs who stole documents etc now are battleships, two of those. And missions requirement is to kill all. They spawn at a gate even - missiles out of the question due to splash damage.
In my case I had to refit the BB with missile launchers to be able to have a MWD (thanx a lot for my Hybrid skill training, worthless now) so I was lucky to get out after killing the bad guy in a smaller ship.
But bottom line, not a chanse doing kill missions in a cruiser now, just forget it!
Dude, that's 2 cruisers. NPC battleships will turn you to powder in about 3 shots in a blackbird.
They tear the a** out of my thorax every time. I should probably switch to longer range ammo... .
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Zyrla Bladestorm
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Posted - 2003.12.21 12:47:00 -
[6]
an em shield hardener and an launcher loaded with defenders and those two augurors look a whole lot less threatening :P . ----- Apologys for any rambling that may have just occurred.
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Phoenus
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Posted - 2003.12.23 03:43:00 -
[7]
EM Hardners? Defenders???
Give me a kestral and 50km range anyday :) Much more fun 
Phoenus Enlightened Incorporated |

Luviera Silverwave
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Posted - 2003.12.23 21:01:00 -
[8]
hang on, 10% increase changed to -10m/s for armor?
Thats like sending out an calling card for all frigates to start equiping the biggest piece of armor the can find. For it only drops about -10m/s in speed and the got tonz of extra armor points...
sorry... bad idea ______________ System spec's: Windows XP Professional AMD Athlon(TM) XP 2500+, MMX, 3DNow, ~1.8GHz Memory: 1536MB RAM DirectX Version: DirectX 9.0b NVIDIA GeForce4 FX 5950 Ultra 256.0 MB at 1280*1024 IIYAMA MA203DT Monitor Max Res: 1920,1440 SB Audigy Audio |

Jarjar
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Posted - 2003.12.23 21:03:00 -
[9]
Quote: hang on, 10% increase changed to -10m/s for armor?
Thats like sending out an calling card for all frigates to start equiping the biggest piece of armor the can find. For it only drops about -10m/s in speed and the got tonz of extra armor points...
sorry... bad idea
They use CPU, but most importantly, powergrid. You can't use 1600mm's on a frigate.
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j0sephine
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Posted - 2003.12.23 23:30:00 -
[10]
"Give me a kestral and 50km range anyday :) Much more fun "
... What the smart man said. (60k range actually if you want to be extra careful, or up to 100 with sensor booster if you are paranoid :p
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Moph
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Posted - 2003.12.23 23:53:00 -
[11]
And that is the solution I tell ya! Want to see that the way Herabec says.
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Paul Dubois
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Posted - 2003.12.24 01:46:00 -
[12]
Hmmm I've done the thief mission about ohhhh dozen times, maybe more. Highest I've had to face is a 50k pirate. In any of the missions (and almost all of mine are combat ones as I work for Republic Fleet) max I've had to face is a 75k cruiser in the slaver mission.
Admittedly my agent is in 0.2 space, but he's a level 3 so should probably be giving as hard as any agent out there. Only way I can see an agent giving out harder missions is if their based in 0.0 space outside of empire space.
Course it is possible that theres a random element and there is a very small possibility of getting battleship on some missions, but if you do and consider it too dangerous, just the fail the mission. With the changes made in the past couple of days failing a mission doesn't have a massive penalty and you should be able to make up the difference in a few additional ones.
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