Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 .. 13 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Aaril
Hard Knocks Inc. Hard Knocks Citizens
41
|
Posted - 2017.02.05 01:57:17 -
[211] - Quote
One of the great aspects of this game, even if it is sometimes frustrating, is there is a counter to pretty much all game mechanics. I am fine with interdiction the way it is.
I would probably be fine with BR getting interdiction as well. |
Ajem Hinken
Quaice Industries
22
|
Posted - 2017.02.05 02:36:18 -
[212] - Quote
I'd think that if the bubbles were to decay, it'd have to be based upon capacitor. The bubbles slowly lose cap until their cap goes empty and the bubble turns off. Then they slowly fall apart. (Call it a lack of an internal stability field or whatever) Then, if you're there to guard it, you can just lengthen the lifespan of them by transmitting cap to them.
I don't have extensive experience with these, but after a little research those are my thoughts. |
Eustise
Mass Collapse It Must Be Jelly Cause Jam Don't Shake
5
|
Posted - 2017.02.05 04:42:36 -
[213] - Quote
Let me put my 2 cents here.
Nullified T3C's without the Covops can be considered.. too dangerous, given the other availible configuration options. But in the usual configuration of nullified/covops it's used for explo/scouting, and as that role it's perfectly fine, IF maybe it could use a decrease in maneuvrability to still be succeptible to decloaking in a timely fashion.
But really, there are ways of doing explo content that can only be done with a T3C, and also the modularity of it is great to propagate a unique nomad playstyle seeing as you could carry an extra fit. Also good content.
Ceptors? I they should keep it. They're the prime tackle for carriers deep in bubblefucked territory and should remain so. Given the discussion is more global, adding nullification to shuttles and removing it from ceptors is a great compromise as LONG as bubbles get a short timer, under 24h. Something that upkeeping would make it a huge headache.
Yachts... depends only if CCP plan on making them more widely availible. Currently in wormhole space they're used as the ultimate DANGERZONE rollers, and almost impossible to catch, but if changes are made to T3Cs and ceptors, i guess a limited edition ship that can still cover the role of a very hard to catch MIllenium Falcon would still be fine. |
Ziranda Hakuli
Brutor Tribe Minmatar Republic
162
|
Posted - 2017.02.05 08:37:49 -
[214] - Quote
Pandemic Legion is crying from what I am seeing and gathering from various folks. You got an Industrial Corp who has little PVP experience staring down the perverbial barrel of a 45 with PL holding it. Large alliance that has many PVP pilots looking for cheap easy kills and expect those in smaller groups to roll over and bare their throats so that PL and its people would be able to enjoy easy kills.
Now that a Industrial corp stood up with a defense trying to protect its assets and be able to produce ships and what nots for the alliance they are part of barely able to stand up to capital fleet.
MOA & Brave 258 Ferox and a few battleships facing off 128 PL, PH, Circle of Two Battle ship dreads, carriers, and faxes.
Pretty obvious the odds were not in favor of the home team but instead got beaten. All that PL and company wanted was to kill the Sotiyo and wanted it to be easy. Instead the home team made it challenging. Resulting with an unkown side affect of older less power PCs lagging. I showed up in the system to watch and wondered why people were crying about the lag since i had none.
If the bubbles are hit with a "re-Balance" I hope that all combat ships lose their interdiction nullify ability except for the interceptors and that ALL non combative ships gain the immunity to warp nullification.
These bubbles have been around for a decade and a few years. deal with it and get a MWD. |
baltec1
Bat Country Pandemic Legion
18566
|
Posted - 2017.02.05 11:37:55 -
[215] - Quote
Ziranda Hakuli wrote:Pandemic Legion is crying from what I am seeing and gathering from various folks. You got an Industrial Corp who has little PVP experience staring down the perverbial barrel of a 45 with PL holding it. Large alliance that has many PVP pilots looking for cheap easy kills and expect those in smaller groups to roll over and bare their throats so that PL and its people would be able to enjoy easy kills.
Now that a Industrial corp stood up with a defense trying to protect its assets and be able to produce ships and what nots for the alliance they are part of barely able to stand up to capital fleet.
MOA & Brave 258 Ferox and a few battleships facing off 128 PL, PH, Circle of Two Battle ship dreads, carriers, and faxes.
Pretty obvious the odds were not in favor of the home team but instead got beaten. All that PL and company wanted was to kill the Sotiyo and wanted it to be easy. Instead the home team made it challenging. Resulting with an unkown side affect of older less power PCs lagging. I showed up in the system to watch and wondered why people were crying about the lag since i had none.
If the bubbles are hit with a "re-Balance" I hope that all combat ships lose their interdiction nullify ability except for the interceptors and that ALL non combative ships gain the immunity to warp nullification.
These bubbles have been around for a decade and a few years. deal with it and get a MWD.
Its not PL wanting to nerf bubbles, I only just a few pages ago said bubbles are fine but should probably generate a killmail. |
Ziranda Hakuli
Brutor Tribe Minmatar Republic
162
|
Posted - 2017.02.05 11:43:49 -
[216] - Quote
i got no issuie if they give a kill mail. Would be awesome if they did |
Elithiel en Gravonere
KarmaFleet Goonswarm Federation
9
|
Posted - 2017.02.05 15:06:39 -
[217] - Quote
As someone who uses all these ships to move about enemy space very often, (all interdictor nullified ships), there is actually a counter for each of these ships although it isn't a cloaky sabre. For interceptors its the smart bombing battleship, for blockade runners (which aren't nullified) it actually is the bubble that'll catch them. For T3C's its the slower align time (being a cruiser), for Yachts, its the same issue. All these ships currently have an in game counter.
As someone on the other side of the world (Australia) that has to deal with the very slow communication with your servers in London, these ships are pretty much the only thing that would save me from your insta locking svipuls. It still very much is the case, even with that having been nerfed. Someone in London can always lock you faster in any other ship and you'll just die.
During the Casino war I'd see gates bubbled to high heaven. I'd see citadels sit just under a warp path with hundreds of large bubbles blocking the path. If you dared warp along that line in anything other than an interceptor or other nullified ship, you'd be dead as the citadel guns would be in range and blap you dead.
Bubble camps do catch ships everyday. pipe bombs do as well. cloaky hunters will sit in a bubble waiting for stragglers.
So I'm not in favour of changing the status quo.
About the only thing I would change, is the Blockade runner, its largely a lowsec used ship. About the only time i use it in nullsec fully is when I get shot via a black ops battleship 10 systems ahead or something. It would be nice if it could get some kind of nullified option that is traded off for breaking cloak when activated. Just a thought I had to see more use of this ship in nullsec.
As for bubbles, I don't think they should decay over time, I think they should have their EHP halved though, so that they're much easier to pop. Give them no more than 10000 EHP for the biggest ones (not 30K like now). |
Predator Ace
Brave Newbies Inc. Brave Collective
0
|
Posted - 2017.02.05 18:11:46 -
[218] - Quote
So, excuse me, but in general, its stupid idea to remove nullified ships. Because if you do this, you kill a solo players in null sec(and solo live in null sec at all). And you give a huge advantage to alliances who live in null sec, they will camp and bubble everything, and you even will not have a chance to go throught those camps, because without nullified ship, you will die in the first camp in null sec. Its actually seems like PL`s pay you to prove thing that you should delete nullified ships from the game, cuz PL`s feel pain when some neutral nullified ship are goes throught theirs bubbled camps. ______________ About bubbles, i think bubbles are good now, dont see the reason to change bubble mechanics. Bubbles should be in null sec, because null sec its not a low sec. |
baltec1
Bat Country Pandemic Legion
18566
|
Posted - 2017.02.05 19:19:27 -
[219] - Quote
Predator Ace wrote:So, excuse me, but in general, its stupid idea to remove nullified ships. Because if you do this, you kill a solo players in null sec(and solo live in null sec at all). And you give a huge advantage to alliances who live in null sec, they will camp and bubble everything, and you even will not have a chance to go throught those camps, because without nullified ship, you will die in the first camp in null sec. Its actually seems like PL`s pay you to prove thing that you should delete nullified ships from the game, cuz PL`s feel pain when some neutral nullified ship are goes throught theirs bubbled camps.
Everyone managed just fine before cloaky nullified ships were added. Frankly, its more likely its our cloaky nullified ships running around in your space so any nerf hits us just as hard.
|
Jeremiah Saken
The Fall of Leviathan
641
|
Posted - 2017.02.05 20:55:52 -
[220] - Quote
baltec1 wrote:Everyone managed just fine before cloaky nullified ships were added... and now we got mobile disruptors bloting out the gates.
"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.
|
|
baltec1
Bat Country Pandemic Legion
18567
|
Posted - 2017.02.05 22:18:59 -
[221] - Quote
Jeremiah Saken wrote: and now we got mobile disruptors bloting out the gates.
We did before. |
Sboycole
Brutor Tribe Minmatar Republic
0
|
Posted - 2017.02.06 14:18:31 -
[222] - Quote
I've run both nullified, and non nullified ships through null, yes it's a pain on occasion, but at the same time, decaying bubbles would be nice, as would an anchor distance restriction from other bubbles, if bubbles could be anchored far enough that a warp stab, for example, could be used as a counter for a bubble, I'd say nullified ships would lose their benefit in the first place, at least for unmanned bubbles. So argument could be made both ways, personally i'd say either a 12 hour decay or anchor distance restrictions so they couldn't overlap would be a sufficient reason to be able to argue for the removal of nullified ships. |
Shinji Katsuragi
Y.G.G.D.R.A.S.I.L. Branch Everyb0dy Knows
1
|
Posted - 2017.02.06 15:46:01 -
[223] - Quote
Nullified T3/bubble relationship is ok currently and should be left as is. Adding nullification to non-combat ships like shuttles, yachts, blockade runners would be great, though(shuttles and blockade runners especially. Blockade runners especially, after all, they ARE named blockade runners, not blockade sitters). Bubbles do need to be nerfed on ehp and have distance restrictions, same as structures. |
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
3025
|
Posted - 2017.02.06 19:17:33 -
[224] - Quote
Steve Ronuken wrote:Should you be able to have nullified combat ships? Why, or why not? Yes to an extent.
Bubble-immune 'Ceptors make sense because of their role and because of their generally limited combat capability.
I don't have a problem with T3s having a nullification subsystem, but I do feel that fitting a nullification subsystem should have more of a detrimental impact on a T3's combat ability. I would also be in favor of preventing T3s from mounting both a nullification subsystem and a CovOps subsystem at the same time: CovOps cloak or bubble-immunity, not both at the same time.
No other combat ships should be bubble-immune unless new ships are released with very specialized roles where it makes sense.
Steve Ronuken wrote:How about non-combat ships? Shuttles? Blockade runners? Yachts? Again, yes to an extent.
T1 bubble-immune shuttles I think would be overkill, but maybe a T2 shuttle variant that is bubble-immune could have a role.
Bubble-immunity makes sense for Blockade Runners from a role standpoint, but I feel like that may be overpowered with their CovOps cloak. (See my above comments about T3s.)
The Yachts are relatively rare, limited editions ships with no significant combat or hauling ability, so I say they're fine as-is.
Again, I don't think any other non-combat ships should be bubble-immune unless new ships are released with very specialized roles where it makes sense.
Steve Ronuken wrote:Should anchorable bubbles exist? Should they decay if they exist? I'm all in favor of them existing, but I do feel that the general shift away from automatic to manned defenses (i.e. POSes vs Citadels) could call for a change. A straight-up decay timer like other anchorables seems a bit harsh, so maybe give them a limited fuel requirement so that if someone wanted to anchor a bubble permanently they would have to refuel it periodically. I think they're fine as they are though and would only favor this change as part of a shifting defensive paradigm.
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
|
baltec1
Bat Country Pandemic Legion
18572
|
Posted - 2017.02.07 10:46:36 -
[225] - Quote
Shinji Katsuragi wrote:Blockade runners especially, after all, they ARE named blockade runners, not blockade sitters).
Again I point out that if you do this it would be impossible to catch a blockade runner. |
FeMalogalotalotim
Renegade Stars The Eclipse.
3
|
Posted - 2017.02.07 13:27:18 -
[226] - Quote
Quote:Should you be able to have nullified combat ships? Why, or why not? Yes ofcourse. If the T3 cruiser have skill points penalty on death then it should have more bonuses and options.
Quote:How about non-combat ships? Shuttles? Blockade runners? Yachts? Keep as is now. No need to change.
Quote:Should anchorable bubbles exist? Should they decay if they exist? Add cargo into the bubbles deppend on the size. Then put strontium (or something else inside) which gives "fuel" to the bubble. 1 Unit "stront/whatever" = 1h time. Size of bubbles means more space, i.e. more time anchored. And if u dont put more fuel then it stop working. |
Tzun Solette
University of Caille Gallente Federation
0
|
Posted - 2017.02.07 15:15:41 -
[227] - Quote
As someone who recently moved from lowsec to nullsec I think that there is a real problem with bubbles, gatecamps and players exploiting current mechanics to get lots of easy kills. Last few times I lost my ships it was to gatecamps where I was tackled before my game even loaded 100 bubbles the campers placed there to cause lag and exploit the mechanics. Also the gatecampers use ships that lock you in a second or two and spam the area with drones to exploit the cloak mechanics and decloak everythink. Other than that, the big problem are gatecamps like Tama where 10 campers spam some targeting scripts/macros that insta lock anyone warping through that gate before he can even notice em and warp out.
I'd suggest:
- Making warp bubbles decay over 24 hours. Therefore they need to be replaced every now and then. Hopefully they will become more costly and would prevent that massive lag. - Making warp bubbles unstackable on each other. They should be placed at least 5km apart from any other bubble and structures and warp gates. - Adding a minimum targeting timer of around 3 seconds so campers can still catch careless players but people in fast ships, who pay attention won't die to some lag on their end or gatecampers abusing insta lock mechanics leaving their victims helpless no matter what they fly or how much attention they pay. - Making that only other ships withing 2km decloak your ship - so drones/cans won't be spammed and exploited and won't be causing lag. - Adding more modules that make you immune to warp bubbles that can fit on any ship.
Also many times I lost a ship it was due to players waiting in a warp bubble in the exact position where I'll end my warp. Then they insta decloak me and destroy my ship before I can even notice that the warp is over and the gate is still 400km away.
That forces people to make so called PINGS - savespots near some gates that are far away from other celestials, so they don't warp in a straight line between two gates. That's a totally redundant mechanics - in order to make some PINGS you need to spend a lot of time and spam warp/stop till your capacitor is empty and repeat till you are near that gate. It just takes time and punishes players who can't be playing 24/7 due to real life obligations.
Therefore I suggest:
- Add an option to warp more than 100km away from the target. - Add an option to not warp in a straight line between your position and the target but curve at the end and approach the gate from some other angle/side- just like you warp from gate to PING and then warp again to a 2nd gate, but without wasting players time and annoying them.
tl;dr
Current mechanics are exploited by gatecampers who can't really pvp but abuse to get some easy killmails on more casual players who can't play eve 24/7. There is no skill involved and no risk on the gatecampers end. That needs to be changed or Eve will lose even more players.
PS. Posting from an alt so my views/opnion won't be causing ingame consequences from other players (yes I'm scared). |
Old Pervert
Perkone Caldari State
30
|
Posted - 2017.02.07 16:05:23 -
[228] - Quote
Frostys Virpio wrote:Interdiction should be manned IMO. Anchored bubble are fine if you keep a presence around them. I don't know how it should be made to work in game but but the bubble should deactivate when nobody "guard" it. The only bubbles that should remain active when there is no one around are the interdictor ones since they are temporary anyway.
This would solve 99% of the bubble cancer in Eve. I would say a 15 minute timer from the time you're more than twice the bubble range away from it.
That way you can anchor it and use it to create an ambush, but it won't stick around forever and it won't give the rest of us cancer every time we jump through a bubblefucked system. |
Jeremiah Saken
The Fall of Leviathan
643
|
Posted - 2017.02.08 08:08:05 -
[229] - Quote
Timer for anchorable bubbles should be 6 hours maximum. I saw few days timers propositions, which won't solve anything.
"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.
|
baltec1
Bat Country Pandemic Legion
18577
|
Posted - 2017.02.08 09:49:08 -
[230] - Quote
Jeremiah Saken wrote:Timer for anchorable bubbles should be 6 hours maximum. I saw few days timers propositions, which won't solve anything.
I'm against putting a timer on for the selfish reason of I like to steal these bubbles and use them myself. Honestly an unmanned bubble is not hard to kill off and simply having it provide a killmail will be all the incentive required for people to blap it. |
|
Jeremiah Saken
The Fall of Leviathan
643
|
Posted - 2017.02.08 10:10:10 -
[231] - Quote
baltec1 wrote:I'm against putting a timer on for the selfish reason of I like to steal these bubbles and use them myself. Hackable bubbles would be fun, but timer is a must, more active gameplay we need. Also would be good for the structures market.
baltec1 wrote:...simply having it provide a killmail will be all the incentive required for people to blap it. this would be incentive to shoot mobile structure? People are strange sometimes when it comes to killmails.
"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.
|
FeyPrince
Dead Monkey Holding
0
|
Posted - 2017.02.08 10:13:02 -
[232] - Quote
Ready for some really radical Ideas?
In a world of Interdiction, there needs to be nullification, otherwise there will be no counter to them. The two are intertwined, elsewise you'll end up with only having giant bubble laden slugfests in null. or citadels with a hundred bubbles around them keeping anyone from attacking during repair timers etc. If there is no way to counter it, people will find every way to abuse it.
That being said, I'd say the arguments for and against nullification and interdiction boil down to a frustration. Either you're frustrated you can't kill them, or you're frustrated they can kill you. it seems most people argue against the side they aren't on. Here's some proposals:
Combat ships: Interceptors- I'd agree with the idea of a tackle inty that is nullified and a combat inty that isn't but stronger in combat. Yes there should be travel ceptors, you can smartbomb them if you really don't like them, or maybe a hictor can script to stop nullfied warping around him. I think that's a good idea.
T3s- Not really my area of expertise but I feel the ships are sluggish enough when taking gates that unless covops fit you could take them there, if covops fit they serve a great role of hunters and killers or scouts or hackers
Hictors/Dictors- These ships are the bane of many ships in the game, adding interceptors and nullified T3s to this list with specialized equipment may be a good or bad thing, but its a good idea
Non-Combat I really don't think it needs to be on many noncombat ships in fact I'd like specifically to talk about the Blockade Runner. I think the ship should double down on its blockade running abilities (to not be completely overshadowed by Jump Freighters) but i don't think that should be done with nullification, instead I propose allowing BRs to run prop mods (or maybe just afterburners) while cloaked as a way to outrun the blockades. I think it'd make for a more engaging gameplay but still advantage the BR
Anchorables This is what I'd really like to talk about here. Many people are complaining about anchorable bubbles and want them to "decay." I'd like to see an awesome new system of anchorable bubbles rather than "I hate you guys who just put up blockades you make it not easy for free miner kills." I think blockading should be more meaningful and purposeful and also more intractable between both attackers and defenders. I propose 3 different types of deployables to replace the current ones which seem to be more skill and price point locked than anything (why use anything other than smalls and Large tech IIs?) Based on what i see the common uses for deployable bubbles to be:
-Small deployable for gate camps. Works very much like current Bubbles small medium bubbles, but has a one hour expiration timer (visible to the deployer so he knows when to save it) Designed to be dropped by a group of destoyers or campers to form gate/pipe camps (could come in Tech II flavors that stop cloaks or nullification if need be)
-Large Blockade Units. These would be in place on the current uses for large T2 bubbles namely blockading away systems. Instead of bubblefucking a gate with 5-40 bubbles, you could deploy one of these on a gate (it only anchors when within so much of a gate and attaches to it) and it provides a large bubble around the gate (maybe 40-100km of the gate). Once deployed it takes an takes an anchor time then can be turned on to blockade away a gate. This object doesn't decay but instead consumes some sort of fuel (probably an ice product, LO or Stront or Heavy water or something) to stay up and running with its bubble. The defender needs to fuel it to keep it up and running, and the owners can turn it on and off at will (probably a 10 min timer between switching it again). For attackers you can ingore and burn through it, or you can shoot it. If you deal damage to it (probably about the same HP as a single Large bubble) you knock down its shields, the bubble turns off and the Blockade unit enters a reinforcement period for about 10-15 mins. The attackers than then continue on or they can wait around/come back and the Blockade unit starts a repair cycle (which could be sped up by entosising it or repping it or something) in which the attackers can shoot it again to destroy it permanently. The point of this being you can establish and take away system control through blockades (you can even blockade others into their own systems if you want)
-There should probably be a medium sized deployable to anchor on structures/undocks if there is still a need for the hellcamping tactic to be accomplishable in eve in an offensive role. I think this can be solved with a smaller tempory version of the blockade unit which can be attached to enemy structures. But citadels have too many teeth and they'd just kill it unless it was not targetable by citadels. Food for thought at least
All that being said I think alot of the real problem cases with the mechanics are mostly edge case scenarios and instead of putting the blame on what can be a fun and engaging game of using interdiction (and conversely countering with the limited selection of nullified ships) creatively and purposefully.
Thanks for listening to my ideas, and my thoughts
Tl:dr Most of the mechanics are fine but some QoL and elimination of edge cases should happen. Also I have an idea for a cool new deployable to replace hellbubbled gates with an engaging gameplay for both sides |
baltec1
Bat Country Pandemic Legion
18577
|
Posted - 2017.02.08 16:42:24 -
[233] - Quote
Jeremiah Saken wrote: this would be incentive to shoot mobile structure? People are strange sometimes when it comes to killmails.
You will be amazed at how often people track down tractor units to whack em. |
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
3026
|
Posted - 2017.02.08 17:31:48 -
[234] - Quote
baltec1 wrote:Jeremiah Saken wrote: this would be incentive to shoot mobile structure? People are strange sometimes when it comes to killmails.
You will be amazed at how often people track down tractor units to whack em. Confirming that this is a thing. I do it more for the pissed-off reactions, suspect-baiting, and occasional loot drops than the killmails, but the killmails certainly don't hurt my motivation.
Relatively Notorious By Association
My Many Misadventures
I predicted FAUXs
|
Kenrailae
Mind Games. Suddenly Spaceships.
731
|
Posted - 2017.02.11 06:05:32 -
[235] - Quote
In response to the 3 suggested questions by Steve:
Should you be able to have nullified combat ships? Why, or why not?
Yes. This is a space game, and makes sense to have both ships that can interdict and YOLO McSwaggins to interdiction. There should also be a wider degree of interdiction. A theoretical example could be a capital interdictor, similar to the interdictor class star destroyer, with an siege mode and scramming warp bubble with a smaller range or a huge disrupting warp bubble or some such. Or you could be boring and make another script for the HIC. *insert arguments about gatecamping here* Obviously there is a fair bit of work that would need to be done on balance, but it diversifying capitals would certainly be a welcome addition(acknowledging that we just got the fax models not so long ago).
How about non-combat ships? Shuttles? Blockade runners? Yachts?
Yes. I'm all for a more diverse Eve. Not just specifically about interdiction either. Racing corvettes man. Fancy Yachts to sit on the Jita undock and laugh at the poors in Gnosisisisis. Why? Because why not! But yes, T2 shuttles sharing either the inty nullification or the blockade runner tanking/warp core bonuses? Sign me up.
Should anchorable bubbles exist? Should they decay if they exist?
They should exist. They should require some fuel though. Whether it be stront or generic isotopes or chewing on tritanium. If they run out of fuel, then they should start decaying.
The Law is a point of View
The NPE IS a big deal
|
GROUND XERO
Rennfeuer Project.Mayhem.
13
|
Posted - 2017.02.13 08:38:01 -
[236] - Quote
We don-Št need extra nullified ships!!!
So pls do not even think about bringing more in!!!
T3 should get a greater punishment for using the subsystem!
Fuel for bubbles might be an idea but than again ...NO! .... they are working fine like they are so why changing em?
Bubble hell gates are in game for a long time now and before there wasen-Št even one ship immune to the effect!
Yacht is a pain in the ass! I set Fozzi -10 when this came into game ....(from -5 for inties!)...
NCPL (Necromonger of new Eden) will make EVE great again!
|
Liafcipe9000
ShekelSquad Interhole Revenue Service
37129
|
Posted - 2017.02.14 07:41:15 -
[237] - Quote
Steve Ronuken wrote:Should you be able to have nullified combat ships? Why, or why not? strategic cruisers already are. I find it hard to believe that there is any point to giving that feature to any other ships.
Steve Ronuken wrote:How about non-combat ships? Shuttles? Blockade runners? Yachts? if you want to see people stop using ceptors as shuttles, sure.
Steve Ronuken wrote:Should anchorable bubbles exist? Should they decay if they exist? as a wormhole dweller, I have seen way too many bubble deployables left out in the middle of nowhere, littering many systems. they have to be cleaned up at some point. |
Dmitrij Zhukov
Federal Navy Academy Gallente Federation
0
|
Posted - 2017.02.17 11:30:20 -
[238] - Quote
I agree with Predator Ace. On my think its very bad idea to delete nullified coops ships. I am (probably same like Predator Ace), are solo null-sec player, and t3 covert nullified tengu give me a chance to live in null-sec in solo, without any corporation. If you delete those ships, you will kill solo life in null-sec. |
Alaric Arminius
Federal Navy Academy Gallente Federation
0
|
Posted - 2017.02.17 11:36:39 -
[239] - Quote
Hi all! Should you be able to have nullified combat ships? Why, or why not? Yes ! Why ? Because i am personnel now learning skills for t3 nullified tengu, and as soon as i learn i will be able to do DED sites in null sec in solo. Without those t3 covops nullified ship, it will be impossible for me.
How about non-combat ships? Shuttles? Blockade runners? Yachts? Yes, there is also should be covops nullified ships to do some logistic stuff in null-sec.
Should anchorable bubbles exist? Should they decay if they exist? yes thay should exist. I am not sure if thay should have decay, but for now bubbles seems ok, probably old players think different about bubbles, but on my opinion bubbles and t3 nullified covops ships are good now. And also t3 covops nullified ships its only one possible way to avoide bubbles and gate camps in null-sec, on my think. |
Wasted Noon
Pandemic Horde Inc. Pandemic Horde
3
|
Posted - 2017.02.18 01:08:41 -
[240] - Quote
I see problem not with some ships being immune to bubbles and related, but rather insta align ships. Struggling against server tick, and not against another player is broken game play. .
In addition, its time to end the align -cloak-microwarp trick.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 .. 13 :: one page |
First page | Previous page | Next page | Last page |