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baltec1
Bat Country Pandemic Legion
18563
|
Posted - 2017.02.03 11:06:07 -
[181] - Quote
Foggy Hedgehog wrote:It will be great, if shuttles and blockade runners will be nullified too
Do not give blocade runner nullification. They already warp as fast as intercepters, align out like a frigate and can worp cloaked. Adding nullification to them as well will make them impossible to catch. |
Jeremiah Saken
The Fall of Leviathan
641
|
Posted - 2017.02.03 12:09:59 -
[182] - Quote
baltec1 wrote:baltec1 wrote:T3Cs They need to lose the ability to fit both cov ops cloaks and be nullified. Jeremiah Saken wrote:Absurd. Why do I need nullification in game full of instalocking ships then? To warp off from unmanned bubble? If blobs have problem with them it's not a problem at all. No matter how you nerf it the ability to warp off the bubble will still be a thing. Problem with T3C is that they must be rebalance in the near future and near is 2017. Having both together makes the ship uncatchable. Cov ops T3C will still be able to get past bubble camps in the same way every other cov ops can but will be in the same boat as every other cov ops. Nullified t3c will still be a powerful tool for fleets. Having both together on the same hull is just too much power in one hull.
1. They are not uncatchable, you have to make more than 2 man gatecamp to do so. 2. Both subsystem, covop+nulli, nerf damage and tank substantially.
Think outside the blob sometimes, baltec1. With your proposal you'll still have valuable T3C for fleets, but huge nerf to single and small group playing. Because that single nullified T3C is so much treath...
"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville
If you need a scout mail me.
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baltec1
Bat Country Pandemic Legion
18563
|
Posted - 2017.02.03 12:27:02 -
[183] - Quote
Jeremiah Saken wrote: 1. They are not uncatchable, you have to make more than 2 man gatecamp to do so.
It wasnt long ago every fleet was sending cloaky nullified t3 booster ships though gates with 1000+ hotstiles sitting around because they were garenteed to get though. No gate camp can catch them and its one of the biggest complaints out in null space. Nobody even bothers trying.
Jeremiah Saken wrote: 2. Both subsystem, covop+nulli, nerf damage and tank substantially.
Not nearly enough. These things will happily run 10/10s and will out preform the other cov ops cruisers easily.
Jeremiah Saken wrote: Think outside the blob sometimes, baltec1. With your proposal you'll still have valuable T3C for fleets, but huge nerf to single and small group playing. Because that single nullified T3C is so much treath...
Yes its a nerf, much like how remote titan DD weapons was a nerf. This is simply too powerful to have at the same time. |
Jeremiah Saken
The Fall of Leviathan
641
|
Posted - 2017.02.03 12:59:36 -
[184] - Quote
baltec1 wrote:Jeremiah Saken wrote:1. They are not uncatchable, you have to make more than 2 man gatecamp to do so. It wasnt long ago every fleet was sending cloaky nullified t3 booster ships though gates with 1000+ hotstiles sitting around because they were garenteed to get though. No gate camp can catch them and its one of the biggest complaints out in null space. Nobody even bothers trying. It wasn't long ago. So what changed during this time? Because T3C are not the only hull doctrines to fly in null AFAIK.
baltec1 wrote:Jeremiah Saken wrote:2. Both subsystem, covop+nulli, nerf damage and tank substantially. Not nearly enough. These things will happily run 10/10s and will out preform the other cov ops cruisers easily. Sure they are, but you must spend few hundred millions to do so, and I assume we are tanking about Tengu here? I don't think you will fly that blinged ship in fleets...and if you can't catch pve ship in ded site with combat recon you just bad.
There must be counter to indirect warp disrupting and nullifier subsystem is that counter. You may nerf dps and tank ability even more but nullsec bears will still be crying that they can't catch everything. Null shouldn't be safe for people living there and 100% predictable.
Do we need more nullfied combat ships? No, as T3C example shows.
"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville
If you need a scout mail me.
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Amarisen Gream
Divine Demise Sherwood Hisec Industrial Technologies
315
|
Posted - 2017.02.03 13:13:59 -
[185] - Quote
I believe I stated this before
What would be nice is a rework of all the small deployables. Basically a single base unit, that you can then fit with different modules to achieve different things. Want it to have a bubble, then fit it with a bubble. Want it to tractor, fit it with a tractor.
"The Lord loosed upon them his fierce anger
All of his fury and rage.
He dispatched against them a band of Avenging Angels"
- The Scriptures, Book II, Apocalypse 10:1
DIDE- is open to new members
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Foggy Hedgehog
Monkey Attack Squad Goonswarm Federation
4
|
Posted - 2017.02.03 13:28:07 -
[186] - Quote
baltec1 wrote:Foggy Hedgehog wrote:It will be great, if shuttles and blockade runners will be nullified too Do not give blocade runner nullification. They already warp as fast as intercepters, align out like a frigate and can warp cloaked. Adding nullification to them as well will make them impossible to catch. Not truth, even not close to insta-warp ceptors align time. Anyway, it will be easier to catch such transport rather than almost uncatchable interceptors. They will be catched by big gatecamps with ships orbiting gate @12 (thus preventing them from cloaking) easily, if will not use a scout. Moreover, with agility rigs and inertstabs, their cargohold is not too big. |
Farr Arrow
Perkone Caldari State
2
|
Posted - 2017.02.03 13:43:58 -
[187] - Quote
I DEFINITELY do not like gates being able to be locked down long term without a player presence. I sure hope this type of activity never ever ever becomes part of the Eve universe. |
Amak Boma
Dragon Factory
223
|
Posted - 2017.02.03 14:14:09 -
[188] - Quote
shuttle with covert ops cloak and nullification is good idea +1 |
Crazy Kitten
EVE University Ivy League
19
|
Posted - 2017.02.03 14:22:20 -
[189] - Quote
i quite like the idea of bubbles being unowned - no roles needed to deploy them, just the skill. but also, everyone with the appropriate skill can unanchor them. so, a bubbled gate that's unmanned is free loot for those with the skill.
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Foggy Hedgehog
Monkey Attack Squad Goonswarm Federation
4
|
Posted - 2017.02.03 14:26:23 -
[190] - Quote
Farr Arrow wrote:I DEFINITELY do not like gates being able to be locked down long term without a player presence. I sure hope this type of activity never ever ever becomes part of the Eve universe. Can you explain, what prevents you from shooting them "without a player presence"? They shall be more expensive, thats all. |
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Raven Ship
Center for Advanced Studies Gallente Federation
6
|
Posted - 2017.02.03 14:53:56 -
[191] - Quote
Steve Ronuken wrote: Should you be able to have nullified combat ships? Why, or why not?
No, combat ships mainly involved in interaction with bubbles of any kind, would be those used for player vs player interaction, and those players choose what they are after clear, so there is no reason for letting such ones pick on whenever they fill like having odds or no.
Steve Ronuken wrote: How about non-combat ships? Shuttles? Blockade runners? Yachts?
Yes, similar to what I wrote above, players who decide to be involved in other activities, than said pvp, shouldnt be enforced to take a part in it.
Steve Ronuken wrote: Should anchorable bubbles exist? Should they decay if they exist?
Anchorable bubbles should exist as they are, those things are expensive to use and are easy to shoot down, also from logistic point of view they are heavy, so fast ships used in daily activities, can't easy handle with them.
But most important to mention here is topic of nullified covert t3 with cyno/covert cynos, two days ago I been camping pipe system so got fresh data, also were checking zkill of those who passed, for two hours of sitting on gates, about 15different nullified covert t3 passed, about 90% of whole traffic, and those ships are unstoppable with hic and few other ships, also most of those t3's used by pvp oriented players, who had few hundred kills for each loss ratio, yet they were hopping to fight with others, had black ops gangs ready (yes had intel about them), but they didnt engage in fight with pvp ships, and here is main issue with t3's, as those risk averse cowards, who have only balls to drop pvp ships at players who decide there gameplay will look differently, made there main ship out of such nullified covert t3's.
So sumarizing, only nullified covert T3's require to receive huge change's nothing more out of said above. |
Volcan Roubartzan
Holesale Holesale Operations
2
|
Posted - 2017.02.03 23:03:51 -
[192] - Quote
I find the mechanics of Bubbles and interdiction nullification totally fine. When you are not manning the bubbles, they hardly cause issues. When someone has a nullified ship you need an instant lock and possibly de-cloaking move but it is far from impossible to do. Perhaps a 24 hour activation time is not a bad idea. Keeping bubbles up for more than 24 hours can cause travel issues that don't necessarily contribute to the game but on the other hand, finding someone else's bubble and shooting it or using it for your own means is something people including myself do on occasion. |
Garret Sidzaka
506 Irregulars The Volition Cult
12
|
Posted - 2017.02.04 00:06:36 -
[193] - Quote
Should you be able to have nullified combat ships? Why, or why not? Yes because this is the only counter to a bunch gate campers, and scouts would be useless without this. nullsec would grind even slower with no one able to move
How about non-combat ships? Shuttles? Blockade runners? Yachts? Shuttles would be insanely useful if you allowed them the jump fatigue bonus of haulers. blockade runners should be much easier to get because they are only good for noobs. yachts....why not!
Should anchorable bubbles exist? Should they decay if they exist? These are already almost useless, if you are going to make them decay you might as well remove them because they will become a super pointless anchorable.
thanks for listening |
Eternus8lux8lucis
Primus Inc. LEGIO ASTARTES ARCANUM
1237
|
Posted - 2017.02.04 00:17:26 -
[194] - Quote
Module yes. BS class with BS fitting reqs for utility high slot. Intense cap usage to limit activation numbers concurrently. Sunesis gets a role or ship bonus for fitting and slight cap reduction.
Module acts as a limited usage interdiction nullification that uses large amounts of cap. Downside to the module is it does NOT stop DIC or HIC bubbles from working as a direct player driven active counter.
Bubbles degrade over time. Shields, then armor and then structure goes pop after anywhere between 6-12 hours for smallest to largest. Can be manually repped if one so wishes to increase time on station.
Nullification of yachts and other ships are fine minus inties.
Only one of the inties should have nullification. Im undecided on which though the point range class or the dps one though I am leaning more to the point range inty should have the nullification.
T3s have been nerfed a lot in the last few years and people still scream about them but the drawbacks are enough to keep these nullified. A slight tweak to the align time for the nullified/cloaky sub combo might work best here but isnt a huge deal imo.
Another thing to look at is to make DIC/HIC pilots great again by changing what ships can counter direct or indirect bubbles. Aka players atk or afk gameplay.
Have you heard anything I've said?
You said it's all circling the drain, the whole universe. Right?
That's right.
Had to end sometime.
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Jack Reaper Jones
ShekelSquad Interhole Revenue Service
0
|
Posted - 2017.02.04 02:13:45 -
[195] - Quote
How about you make cloaks have a manual cycle every hour instead of working about permabubbled gates?? BTW make the bubbles have to be reset every 3 hours. wam bam. interdiction nullification is balanced imo. waste of time. |
naed21
The Dark Space Initiative Scary Wormhole People
41
|
Posted - 2017.02.04 03:44:46 -
[196] - Quote
I know it's extremely niche and I'm one of only two individuals that use one, but I've had my gas havesting tengu for over 5 years and the nullifier subsystem has allowed me to escape countless ganks and camps within wh space.
With that said, huge ehp, warp stabs and nullification is just plain unfair. It will be a said day but I do look forward to retiring this un-catchable isk printing machine that apparently never caught on. (Depsite my best efforts to push it on my corp mates, aka the other individual who has also never been caught).
For a bit of context, I like to have slave implants, but getting podded sucks. Thus a nullified gas havester is awesome. Although with citadels, this point has become moot. |
E-2C Hawkeye
State War Academy Caldari State
706
|
Posted - 2017.02.04 05:51:07 -
[197] - Quote
I do not feel any type of LONG TERM AFK game play should be allowed. Anything you have active (ship) (module) (item) in the game should at least require your input once every couple of hours. This should apply to every aspect of the game including bubbles or mining or ratting or hauling or cloaky camping...everything
I am for allowing nullification. This allows me the feeling of sticking it to the man when I can go deep into his space and operate by exploring or scouting or setting safe spots off gates or setting siphon units or disrupting ratting or running his anomalies or scanning down his anomaly and waiting for him cloaked or getting his cyno .......possibilities are endless.
If your worried about large nullified groups then make nullification disabled in a fleet.
Removing nullification would take away a part of the game that grants me personally the greatest satisfaction. Removing it would only make it harder on the little guy to have an impact since one bubble ends your trip.
Well I am certain I have stirred the pot enough for the moment.
Thanks for requesting the input and allowing the little guy a voice |
Carefire Nalaar
Brave Newbies Inc. Brave Collective
0
|
Posted - 2017.02.04 07:09:08 -
[198] - Quote
Should you be able to have nullified combat ships? Why, or why not?
This is appears to be something extremely hard to balance from reading the comments and thinking about on my own.
1) I like interceptors as they are. I hear a lot of people complaining about them and how annoying they are. I have been on the receiving end of interceptor gangs. While it is annoying seeing a killmail so easily slip through my fingers, I believe removing the nullification from them would make them pretty ****.
They wouldn't be 'Intercepting' anything better than a T1 frigate without that nullification. Here's a complete stretch and please disregard because I might have a mental disability... But if you take away their nullification you need to add something else to make them slippery that can be countered still. Perhaps add 2 points of warp stability and make them immune to non-heavy webs(aka the webs on BCs/BSs). This would make them slippery but still catch-able if you really put your mind to it.
2) Modules for every ship could be interesting but I imagine it would be really hard to balance so its not either **** or OP.
3) I wouldn't mind seeing reworked ships or new classes of ships specifically balanced with nullification in mind.
4) I'm currently a poor so I don't fly TC3s but they seem to be good at everything. Is this good or bad? I don't have an opinion right now, but everyone else does.
How about non-combat ships? Shuttles? Blockade runners? Yachts?
1) Tech 2 shuttles with nullification could definitely be a thing in my book.
2) I think the transports should have their roles reworked and nullification fit onto one of them. People complain that they would be ALMOST uncatchable, but is that really a big problem? A JF is ALMOST uncatchable too if you aren't an idiot about it.
I think having faster and safer means for an individual or a small group to get supplies into/around nullsec would be a great thing. There have been multiple times when I wish I could have safely transported a moderate amount of stuff into Null without waiting for a JF pilot.
Luckily I do have access to one, but what about those who may not? This doesn't really take much away from the current way things are done. If anything this creates more content. People will still be idiots and get caught. People who used to use JF services might take the risk and create a nice loot pinata for a gate camp. There have been times where I won't fly for a night or two because I can't get the modules I want for a particular ship that I like to fly.
Perchance, maybe I or a small group just want to set out on my/their own somewhere? It is nearly impossible to do since I don't have a JF at my personal disposal. Before you complain about "Wheres the danger and risk?" please stop. People are generally moving stuff with the means to get it blown up. If they can't get it out there safely to ultimately get it blown up, more than likely they aren't even going to try at all. Letting the stuff get to the destination before it blows up tends to lead to content that is more fun.
3) I don't really have an opinion of yachts. I should probably utilize them, but I don't.
Should anchorable bubbles exist? Should they decay if they exist?
They should exist, but should decay and create killmails 100% |
baltec1
Bat Country Pandemic Legion
18565
|
Posted - 2017.02.04 09:10:08 -
[199] - Quote
Jeremiah Saken wrote: It wasn't long ago. So what changed during this time? Because T3C are not the only hull doctrines to fly in null AFAIK.
CCP killed offgrid boosting. The impossible to catch part is still there.
Jeremiah Saken wrote: Sure they are, but you must spend few hundred millions to do so, and I assume we are tanking about Tengu here? I don't think you will fly that blinged ship in fleets...and if you can't catch pve ship in ded site with combat recon you just bad.
Price is no barrier, never has been. No its not just the tengu and yes they are impossible to catch when they are traveling around.
Jeremiah Saken wrote: There must be counter to indirect warp disrupting and nullifier subsystem is that counter.
There is, how do you think the other cov ops ships get around?
Jeremiah Saken wrote: You may nerf dps and tank ability even more but nullsec bears will still be crying that they can't catch everything. Null shouldn't be safe for people living there and 100% predictable.
its 100% predictable anything that has a cov ops cloak and nullification is going to be impossible to catch. |
baltec1
Bat Country Pandemic Legion
18565
|
Posted - 2017.02.04 09:14:03 -
[200] - Quote
Foggy Hedgehog wrote:baltec1 wrote:Foggy Hedgehog wrote:It will be great, if shuttles and blockade runners will be nullified too Do not give blocade runner nullification. They already warp as fast as intercepters, align out like a frigate and can warp cloaked. Adding nullification to them as well will make them impossible to catch. Not truth, even not close to insta-warp ceptors align time. Anyway, it will be easier to catch such transport rather than almost uncatchable interceptors. They will be catched by big gatecamps with ships orbiting gate @12 (thus preventing them from cloaking) easily, if will not use a scout. Moreover, with agility rigs and inertstabs, their cargohold is not too big.
Nobody will catch these things, they have a sub 3 second align time while moving. |
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Jeremiah Saken
The Fall of Leviathan
641
|
Posted - 2017.02.04 10:38:13 -
[201] - Quote
baltec1 wrote:Jeremiah Saken wrote:There must be counter to indirect warp disrupting and nullifier subsystem is that counter. There is, how do you think the other cov ops ships get around? No, direct counter to bubbles are nullified subsystems. Covops cloaks are counter to instalocking hulls. It's not the same, and having covop cloak only within bubble and under the good gatecamp gave you low chance of passing through. Been there, done that. Null shouldn't be safe of trespassers. ISK is just stupid there.
baltec1 wrote:Jeremiah Saken wrote:Sure they are, but you must spend few hundred millions to do so, and I assume we are tanking about Tengu here? I don't think you will fly that blinged ship in fleets...and if you can't catch pve ship in ded site with combat recon you just bad. Price is no barrier, never has been. No its not just the tengu and yes they are impossible to catch when they are traveling around. Aye you won't balance hull via the price (which is skewed today by overfarmed faction BS), but with modules? It's obvious you'll drop civilian and officers modules from equation, and oversized mods. Rest is coming with the price if I'm willing to pay it I gain the advantage, and that advantage is decressed within huge fleets. You'll just get primared and your few billions T3C will pop in beautifull ball of fire. Problem with devs is that they don't know what the role hull have between classes for example destroyers-cruisers. Good example are T3D. What role have that ships? Better than any frigates and very good compared to cruisers. Same is with T3C.
"I am tormented with an everlasting itch for things remote. I love to sail forbidden seas..." - Herman Melville
If you need a scout mail me.
|
Corvald Tyrska
Valknetra
129
|
Posted - 2017.02.04 11:07:41 -
[202] - Quote
Bubbles should exist but there should be a decay and gate rats should treat them as hostile and shoot them. |
Ziranda Hakuli
Brutor Tribe Minmatar Republic
162
|
Posted - 2017.02.04 14:23:39 -
[203] - Quote
Bubbles.....
I feel the bubbles are just fine as they are. they are many options within the game to get around them or to hot drop some corp hiding behind the wall of bubbles.
remember that Covert Cyno hot drop. and i Seen the T3 cloaky nullified fitted to do just that.
all i know from the stories running about is that PL is a little butt hurt having to face the wall of bubbles 3 times. and from the looks of it the defense was set up. Now if there is a limit of the number of bubbles I do not remember seeing that specificly NAMED within the ToS or the EULA. Was there ever a number laid down for this? If there was a number of bubbles to be permitted on grid then why was it not included as a special note for the description or coded in for the bubbles?
I do like the idea of giving them a life span of 48 hours or 92 hours once anchored. This would improve the value of the bubbles on the market. |
Owen Levanth
Sagittarius Unlimited Exploration
520
|
Posted - 2017.02.04 17:20:19 -
[204] - Quote
Steve Ronuken wrote:Afternoon folks, I'm looking to spark some discussion on a topic, to gauge player reactions across a wide variety of play styles. There's been some discussion within the CSM on whether nullification on combat ships is a good or bad thing. This included talking about anchorable bubbles, and if they should have an expiry time, to prevent gates being long term locked down, without a player presence. So, if you can post on those topics here, (or by mail, or on the reddit thread I'll be creating from this, if you think that the eve forums are less than good for such discussions) I'd appreciate it. I've heard some strong feelings on all the sides of the argument, but they tend to be from a fairly limited subset of people, rather than a broader consensus. Some topics: Should you be able to have nullified combat ships? Why, or why not? How about non-combat ships? Shuttles? Blockade runners? Yachts? Should anchorable bubbles exist? Should they decay if they exist? Thanks (If you dont have a specific thought to add to the matter, throwing a like onto a post which expresses what you think is a good idea. Just to keep things from getting cluttered with 'me too' posts)
My thoughts on the matter:
Having some nullified combat ships isn't bad, but instead of nullified interceptors I think it would be more interesting to give this ability to cov-ops, recons, black ops and of course T3s. All those ships are meant to be stealthy and some of them are good at combat.
Likewise, some non-combat ships, like blockade runners, should get it, but not all of them. Shuttles are so cheap it doesn't make sense except for super-special non-cheap shuttles.
Anchorable bubbles are a good thing, I'd just like two changes:
-Make all of them larger, so more people will use the small ones -Let them decay after two days, like a mobile depot
Otherwise, bubbles are good.
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
6427
|
Posted - 2017.02.04 17:34:19 -
[205] - Quote
Ziranda Hakuli wrote:Bubbles.....
I feel the bubbles are just fine as they are. they are many options within the game to get around them or to hot drop some corp hiding behind the wall of bubbles.
remember that Covert Cyno hot drop. and i Seen the T3 cloaky nullified fitted to do just that.
all i know from the stories running about is that PL is a little butt hurt having to face the wall of bubbles 3 times. and from the looks of it the defense was set up. Now if there is a limit of the number of bubbles I do not remember seeing that specificly NAMED within the ToS or the EULA. Was there ever a number laid down for this? If there was a number of bubbles to be permitted on grid then why was it not included as a special note for the description or coded in for the bubbles?
I do like the idea of giving them a life span of 48 hours or 92 hours once anchored. This would improve the value of the bubbles on the market.
There isn't a specific number. This is covered by the clause of "don't do stuff to deliberately cause lag".
Woo! CSM XI!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Predator Ace
Brave Newbies Inc. Brave Collective
0
|
Posted - 2017.02.04 19:12:14 -
[206] - Quote
Should you be able to have nullified combat ships? Why, or why not? -Yes, you should have combat nullified ships, to have a chance to make solo-pvp at null-sec. Cuz, if there will not be nulllified combat ships (like crow, any other interceptors, or t3`s). Alliance who live in null-sec will totally dominate there, wich is not good.
How about non-combat ships? Shuttles? Blockade runners? Yachts? -Yes you should have a nullified non-combat ships, cuz you will be able to do some stuff solo in null-sec.
Should anchorable bubbles exist? Should they decay if they exist? -Yes, they should exist ! Cuz there is only one good way to do some good defens on home system gates (in null-sec). ______________________________________ So, in general, nullified combat and non-combat ships should exist(nullified t`3s and other), cuz if they will not exist, solo-pvp will absolutly die in null-sec, and big alliances will dominate in null sec, cuz solo players cant actually do anything in null without nullified ships. |
TheDoctorUK
BSC LEGION Tactical Narcotics Team
7
|
Posted - 2017.02.04 19:22:40 -
[207] - Quote
Here what I would like to see.
- Make them Generate Killmails. when killed.
- allow corp unanchor with or without roles, (if corp anchored it needs roles, but if player anchored anyone in corp can unachor..
- Scalable lifespan on bubbles, 36h on small, 72 on medium and 104 on large (tech 2 get an extra 33% time bonus)
- Allow them to be stolen, 3 rounds of hacking with data analyser and 10 min unanchor, or 5-15 min entosis) corp then alerted via notification with location.
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Zane Chakaid
Aust Minerals Pty Ltd
0
|
Posted - 2017.02.04 20:35:27 -
[208] - Quote
I don't know if the mechanics should be changed or how, but I would like to see the current dynamic between knowledge and work with survivability preserved. For example, if you take the time to set up and use gate tacs and unaligned safes, you'll dramatically increase your ability to move around safely. Warping gate to gate, on the other hand, increases your chances of landing yourself in a bad situation. Thus, it seems to me that knowledge, work, and patience increases survivability, while ignorance, laziness, and impatience decreases it. No matter how these mechanics are changed, I would like to see that principle preserved as much as possible.
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Rilly Dagons
The Scope Gallente Federation
3
|
Posted - 2017.02.04 23:37:09 -
[209] - Quote
Combat ships I don't think there is anything particularly problematic about the current nullification of combat ships. Although I can see valid arguments for Interceptors being split into two more defined roles one being nullified the other not.
T3 cruisers I think the main problem here is not the nullification/covert ops itself but the ability to change subsystems in open space either by depot or ship maintenance fitting. Subsystem changes should be limited to docked locations or pos, with the looser restrictions on anchoring and general increase in availability of citadel type structures this is not as limiting as it used to be.
For the non combat ships Shuttle has a valid place as a nullified ship but it needs to be a tech II variant to distinguish if from the basic model that every rookie flies when they first get into space, thus keeping the cheap and basic nature of the shuttle for 'safe' space while giving the option for a more advanced version for more dangerous areas.
Blockade runner doesn't need nullification it's cloaking and speed provide adequate mechanisms to counter bubbles, and avoid camps depending on pilots skill/luck. I'd be more inclined to put nullification on the DST increasing it's ability to move through space but still keeping it's basic vulnerability to manned gate camps.
Bubbles They do need to have a limited function time but I don't necessarily think they need to be one use structures more along the lines of a pos tower where it only generates a bubble while fuelled otherwise it just sits and does nothing possibly having the shield layer tied to the bubble effect so that when it is offline only the more vulnerable armour and hull are active making them a lot easier to destroy.
Taking an Idea I saw earlier in the thread it would be interesting to have a small citadel structure class that has a single highslot and a fuel bay with no docking or tethering but simply providing a basic structure that can be fitted for multiple purposes. The main difference between this and the single use deployables being the option for it to be a corp rather than a personal asset. |
baltec1
Bat Country Pandemic Legion
18565
|
Posted - 2017.02.05 01:18:14 -
[210] - Quote
Jeremiah Saken wrote: No, direct counter to bubbles are nullified subsystems. Covops cloaks are counter to instalocking hulls. It's not the same, and having covop cloak only within bubble and under the good gatecamp gave you low chance of passing through. Been there, done that. Null shouldn't be safe of trespassers. ISK is just stupid there.
And trespassers should not have impossible to stop ships. Cov ops alone is powerful for cruisers, adding nullification makes it overpowered.
Jeremiah Saken wrote:
Problem with devs is that they don't know what the role hull have between classes for example destroyers-cruisers. Good example are T3D. What role have that ships? Better than any frigates and very good compared to cruisers. Same is with T3C.
All the T3 ships are horribly overpowered. |
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