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Shameless Avenger
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Posted - 2007.03.25 06:42:00 -
[91]
I guess this will promote more capital ships being used for hauling jobs. |

Et alii
The Syndicate.
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Posted - 2007.03.25 13:29:00 -
[92]
Originally by: Shameless Avenger I guess this will promote more capital ships being used for hauling jobs.
Im sure it will, sadly u can't jump them in to high-sec to avoid the gankers there so still doesn't solve the issue.
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Sorela
Gallente The Scope
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Posted - 2007.03.26 01:20:00 -
[93]
This clearly needs to be fixed. I would think the gate campers would be the first people to want to encourage blockade breaking. If it's too dangerous then nobody will bother and you'll never have a chance to catch a big haul.
Whatever anyone tries to say though the clear point of this thread is to get CCP to comment on whether this was an accidental nerf that nobody had really thought out. So even if you like the nerf you don't really have any right whining about people trying to get feedback.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.03.26 11:06:00 -
[94]
Originally by: James Lyrus I have tried. As far as a can tell, nanos are your best bet for reducing time into warp. (At least, on a Crane) but it's still not really a patch on 'how it was before'.
Instabs give normally a good deal bigger agility boost than nanos. Do you have perhaps agility rigs on it?
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Creeco
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Posted - 2007.03.26 16:00:00 -
[95]
Edited by: Creeco on 26/03/2007 15:59:13 /signed
my crane is ridiculously slow to go into warp and it's a laugh cause the t1 version of this ship can hold more and has WAYYY more slots. give this ship a little more PG even... can't even fit a mwd without a RCU. i don't mind going slow THAT much but 3 midslots for something that's supposed to survive a blockade (gate camp)? not much fun.
being able to go into warp a little faster for a ship that is " [the fastest type of industrial available. Utilizing sturdy but lightweight construction materials and sacrificing some cargo space, these haulers are able to reach speeds greater than those of a cruiser while withstanding heavy fire] would be nice...
tankability sort of sucks due to not enough slots and grid speed sucks but workable if you could fit a mwd without grid upgrades (ruins tank more for armor tankers)
slow to warp... sitting duck in a "blockade"
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NIkis
Minmatar W33D Corp. O X I D E
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Posted - 2007.03.26 19:50:00 -
[96]
Edited by: NIkis on 26/03/2007 19:49:20 BUMP BUMP BUMP as this thread didnt recieve any semblance of answer yet, only some irrational rants from Megan , hey Megan care to check your history with naval blockades ? Blockade runners ARE NOT fighting ships, they are exactly HAULERS ! That should clear the thick fog around your head   
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Awox
Infinitus Odium
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Posted - 2007.03.26 21:33:00 -
[97]
I was a bit skeptical at first about this issue, I thought it wasn't an issue, but after revelations I fitted a Prowler with:
Inertial Stabiliser (local version) Nanofiber Structure (t2 version) Agility Rigging (t1 version) Velocity Rigging (t1 version)
Still, upon jumping into a low-sec camp (carrier,some battleship and a drake) I was tackled by the drake almost as soon as I uncloaked, and the object I chose to warp to was right in front of my ship.
Good thing I could still MWD away at 3km/s to escape, if they had a Huginn I would have been dead meat though.
PS: Just wanna clarify that all my phat t2 lewtz and megac1tez arrived in Jita safely  - BOOST OUTLAWS | |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.03.26 21:56:00 -
[98]
Edited by: Aramendel on 26/03/2007 21:54:26 One should note though that many lowsec gate camps nowadays use very specialized fastlock setups with other ships remote boosting your primary tacklers (in this case prolly the carrier the drake) so they can achieve instalocks.
Not really your average gatecamp, especially in 0.0 since those rely more on dictors. And in good ones of these lowsec camps (read: those with an huggin) even a blockade runner *should* die. Because that would be pretty much the worst of the worst scenario and BRs should be hard to catch, but not impossible to catch.
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Awox
Infinitus Odium
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Posted - 2007.03.26 22:06:00 -
[99]
Originally by: Aramendel Edited by: Aramendel on 26/03/2007 21:54:26 One should note though that many lowsec gate camps nowadays use very specialized fastlock setups with other ships remote boosting your primary tacklers (in this case prolly the carrier the drake) so they can achieve instalocks.
Not really your average gatecamp, especially in 0.0 since those rely more on dictors. And in good ones of these lowsec camps (read: those with an huggin) even a blockade runner *should* die. Because that would be pretty much the worst of the worst scenario and BRs should be hard to catch, but not impossible to catch.
This is true, but before batch it would have warped instantly. Before patch even interceptors had difficulty catching if my chosen warp destination was dead-ahead! - BOOST OUTLAWS (-10.0 and proud of it) |

Et alii
The Syndicate.
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Posted - 2007.03.26 23:46:00 -
[100]
Originally by: Awox
This is true, but before batch it would have warped instantly. Before patch even interceptors had difficulty catching if my chosen warp destination was dead-ahead!
That is kinda how it's supposed to work, hard to catch for lone pilotes or a small gang of 2-3, an organised gatecamp and u shuld die but untill u run in to that u shuld have atleast 60-80% chance of survival otherwise the ship class is what it's become now, totaly useless.
And only way i see that survival rate happening is to alow for the fast align to warp.
So as been said, make the skill usefull by making it an agility / mass reduction / sig radious reduction / other helpfull bonus instead of the armor tanking which is useless anyway on a ship that's used to run away from combat for survival.
ps. Still hoping for a Devs view on the ship class and if this is something that will be looked in to atleast.
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NIkis
Minmatar W33D Corp. O X I D E
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Posted - 2007.03.27 19:58:00 -
[101]
Originally by: NIkis Edited by: NIkis on 26/03/2007 19:49:20 BUMP BUMP BUMP as this thread didnt recieve any semblance of answer yet,
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Sen Goku
Es and Whizz Hedonistic Imperative
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Posted - 2007.03.28 20:27:00 -
[102]
Bump
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Arric Rohr
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Posted - 2007.03.28 20:32:00 -
[103]
I wish this thread would get some sort of notice or answer. These take a lot of time and effort to get in to, and to have that effort invalidated by a patch that was intended to fix something else is a shame. It would be appreciated if even a simple "we know it, we like it, live with it" post was made to complete the discussion.
AR
(PS, this is just a whinier version of 'BUMP')
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Karash Amerius
Amarr O.E.C Legionnaire Services Ltd.
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Posted - 2007.03.28 20:36:00 -
[104]
I have an Alt that flys a Caldari Blockade Runner (Crane) and to be very honest, the transport ability is near useless. 10% bonus to booster does nothing for tanking a ship that has that amount of shields and capacitor.
Merc Blog |

Brutal1ty
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Posted - 2007.03.29 19:53:00 -
[105]
A shield or rep bonus on the tranport is totally useless considering you probably get one cycle in before you are dead. My Viator and Octator have become relagated to only running the blockaded known as "Jita 4-4"
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NIkis
Minmatar W33D Corp. O X I D E
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Posted - 2007.04.02 08:37:00 -
[106]
Edited by: NIkis on 02/04/2007 08:37:44 BUMP BUMP BUMP !!!
Don't let this thread die, blockade runners are way too gimped now 
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Sokratesz
Paradox v2.0 1 Shot 1 Kill
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Posted - 2007.04.02 09:10:00 -
[107]
GIEV SPEED!1!1!
yeah they got hit, very badly :(
Originally by: Mastin Dragonfly Radio is essential for Amarr, to call the much needed backup...
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Carniflex
Caldari Fallout Research Fallout Project
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Posted - 2007.04.02 09:28:00 -
[108]
Bolocade runners are indeed no more blocade runners, as they are nowdays so slow to warp (and I do not fit expanders on my blocade runner if you get the drift ) that even cruisers are able to bump them before you get to warp. Not every time, but then again you dont use blocade runners if you do not really need to get there with cargo usually.
Ahh well - I quess i'm just a bit annoyed that my entering into warp time is now approx 350 % longer than it used to be before nerf. Carriers can be used for 0.0 trasport (and were used even before nerf) for any valuable cargo and low sec gate camps can be sniffed out with those poor alt scouts in shuttles, but that does not solve the problem of 'blocade' runner thats no longer able to run.
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Captain Crimson
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Posted - 2007.04.02 10:49:00 -
[109]
Originally by: Megan Maynard Edited by: Megan Maynard on 24/03/2007 03:21:43 Edited by: Megan Maynard on 24/03/2007 03:18:55 LAWL at all of that, i busted through an MC gate camp the other day, and it included a mothership.....
You can't have the whole cake people....Maybe your ships were overpowered before the patch, ever think of that?
Join a corp, plain and simple, and you will get into 0.0 eventually if it is worth a damn.
I stated to USE a carrier, as in teamwork, not fly it yourself.......
Complete noob.
Originally by: Tuxford I have already expressed my personal opinion on this and it was very positive (something about happy in the pants).
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Sarah Kano
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Posted - 2007.04.02 11:23:00 -
[110]
Here's my bump:
This issue needs fixing immediately because it seriously affects more aspects of gameplay. Only idiots will now use a blocaderunner to haul their tradegoods. This ship is simply not even capable to get past the privateer blocade in jita now, why would you even consider using it for lowsec or 0.0 hauling then? As a consequence people will only use a carrier for high value transports (my alt is doing that for sure). Which in turn will cause the pirates to run dry on juicy targets.
Just my 2 cents
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Sokratesz
Paradox v2.0 1 Shot 1 Kill
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Posted - 2007.04.02 11:33:00 -
[111]
Redo the bonuses for transport ship skill, make it +7.5% agility and +1 warp strength per level, then i'll reconsider flying them again.
Originally by: Mastin Dragonfly Radio is essential for Amarr, to call the much needed backup...
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RandomLaofer
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Posted - 2007.04.02 12:07:00 -
[112]
Does anyone who can change anything actually read these forums regularly? Maybe they do - well if they do, then I sure hope this is fixed also.
To the nay sayers, if you imagine a world where people live in space, with ships made for various tasks, it is quite logical that races would develop a blockade runner for running blockades. They would probably think to themselves: "boy, I'm getting really irritated with using my cerberus for hauling stuff, I'm going to design a ship that is specifically designed for the job - and I'll make it better than a ship "not" designed for hauling".
To argue that the BRs don't need any tweaking because a cerberus is better has nice comedy value.
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James Lyrus
Lyrus Associates
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Posted - 2007.04.02 12:48:00 -
[113]
I am pretty sure that the dev team do, in fact, read these forums. However, have learned from repeated flames, "OMG DEV LOOK" threads, and assorted other forms of negative feedback, that doing so isn't something to be done lightly. Lets face it, if you're 'doing balance' almost anything you change is going to be hated by some people :).
The real question is how good at running blockades, should a blockade runner _actually_ be.
Personally, I feel it should be about the fastest and safest way to move 4000 (ish) m3 of cargo there is.
In terms of hauling at the moment, what you have is: Interceptor - extremely fast, not much cargo. (100-200m3 IIRC). Bubble might stop 'em, but they're fast enough to make a break for it. Covert ops - virtually unstoppable, 200-300m3 Recon ship - virtually unstoppable, slower than a covops, but have 'Ewar defence' and a little firepower. Pilgrim can do up to 1000m3 with a full rack of expanders. HAC/Cruiser with speed mods - MWD, good agility and tank. Stoppable, but ... well pretty much requires a bubble. Blockade runner - T2 resists (not HAC), cruiser sized tank. 2 pts of built in stabs. Short on slots, but not bad on agility. T1 hauler - tinfoil with a large sig, but usually with plenty of lows to make 'em faster. Deep Space Transport - Tough tank, HAC resists. Fairly heavy, and a high max cargo capacity (although probably trades off on tanking there). More lowslots = more warp core stabs or speed mods. Freighter. Huge. Takes a while to kill, but pretty much can be killed by a 'ceptor, given time. The tool for the job if you have an escort. Carrier. 70k ish, can jumpdrive to where it's needed. Not quite invulnerable whilst doing so, but might as well be. Fairly big price tag, and long training time. Dreadnought. 50k ish, but in a contiguous block. Also fairly big pricetag and training time.
Now, into those, the Blockade runner seems ... well a little lost really. It's too much 'middle ground' in terms of speed and agility, which basically means it's warpcore stability doesn't help - if you fill the lows on a blockade runner, you still do less well than stuffing the lows of a DST with stabs. It's a bit faster when talking MWD/istab/nano, but ... well, it's not really fast/agile enough to carry that trick off.
It's also not really tough enough, - it's resists and cap are good for a short term tank, to 'soak' being sniped, but... well it still needs more there too IMO.
There's a few suggestions here so far, from the simply 'just make 'em a bit more fast/agile' to the 'covops cloaking' or 'bubble immunity'. Perhaps even ewar immune, e.g. can't be scrambled?
Oh, and the Crane still needs 20 more grid.
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Et alii
The Syndicate.
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Posted - 2007.04.02 21:10:00 -
[114]
New patch comming up and no fix for this, nothing about it on known issues and no feedback here, atm im simply looking for a standpoint from the devs on this, intended or not, will be looked in to or not, the BR is filling it's role or not.
To me with alot of others this is an issue and it would be nice to get some response to it and as i have said before a "correct" view on how the BR is supposed to work, after that it's easyer to form ideas and sollutions to the issue if the devs agree it is an issue to begin with.
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Aakron
Infinitus Odium
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Posted - 2007.04.02 21:45:00 -
[115]
Let them use covert cloaks ...(If it hasnt been suggested) ---
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Col Angus
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Posted - 2007.04.02 22:13:00 -
[116]
Originally by: Aakron Let them use covert cloaks ...(If it hasnt been suggested)
This would be the coolest thing in the history of history. 
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.04.02 23:39:00 -
[117]
Edited by: Aramendel on 02/04/2007 23:36:52
Originally by: James Lyrus There's a few suggestions here so far, from the simply 'just make 'em a bit more fast/agile' to the 'covops cloaking' or 'bubble immunity'. Perhaps even ewar immune, e.g. can't be scrambled?
Cov ops and e-war immunity would be WAY too much. Cov ops for kinda obvious reasons and ewar immunity means also no web, which would make it effeciently invulnerable, even to bubblecamps.
The most sensible suggestion I have seen (although with unsensible high boni) was changing the transport ship skill effects.
Prepatch a viator with 3 LH istabs and 2 t1 agility rigs got a total inertia reduction (inculding the effects of mass reduction) to 30% of it's unfitted inertia. Now with 3 LH istabs and 2 t1 mass rigs it gets 43% of its unfitted inertia.
The transport ship skill could give blockade runners -5% inertia and +5% MWD effeciency per lvl, that would give it maxxed 32.3% of it's unfitted preskill inertia. Not as low as before, but still WELL below what it got before rigs and I haven't seen too many people whining about them then. And actually an higher MWD speed than it had before the latest patch.
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Sokratesz
Paradox v2.0 1 Shot 1 Kill
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Posted - 2007.04.03 20:02:00 -
[118]
Originally by: aquontium We could do a dual petition. Change em to 'Blockade Walkers' or actually make them run 
blockade crawlers ;P
Originally by: Mastin Dragonfly Radio is essential for Amarr, to call the much needed backup...
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NIkis
Minmatar W33D Corp. O X I D E
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Posted - 2007.04.03 22:42:00 -
[119]
Daily bump0rz on duty ! Yea blockade crawlers would be fitting for what they are at the mo 
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Tista
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Posted - 2007.04.03 23:11:00 -
[120]
tbh i say good.
after the 0km warp thing pirates have to resort to 0.0 bubbling or bump tactics to get their targets.
imo the problem is that blockade runners have lost their purpose.. they were designed to go at high speeds between gates, but with 0km warps it has made them obselete since speed isnt a requirment to jump.
if you all remember people used to camp on the jump out of a system rather than a jump in.. but now that 0km warps have been introduced it means they have to camp the jump in gates and use ever-more difficult tactics.
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