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Joshua Calvert
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Posted - 2004.01.04 12:06:00 -
[1]
Sensor Dampeners are too powerful - their cap usage/fitting requirements is not in line with their usage.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Nightfang
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Posted - 2004.01.04 12:14:00 -
[2]
Second that!
As are Weapon Disruptors...
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Judicator
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Posted - 2004.01.04 12:23:00 -
[3]
IIRC you also need two counter modules, forgot their name , to counter 1 dampner.
P.S I may be wrong; have not played with them for ages, but IIRC they have always been overpowered. -------------------------
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Valeria
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Posted - 2004.01.04 12:51:00 -
[4]
WTF. Not to long ago there was a thread about how sensor dampeners don't work correctly and have no purpose. I belive the issue was that increased targetting time was an irrelevant statistic since as soon as you target someone they auto-target you back before you can activate the dampeners and slow their targetting speed down.
And they are not too powerful as you need atleast 4 to consistently get someones range below 20km. Cheap to use but extremely risky to boot.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Joshua Calvert
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Posted - 2004.01.04 12:56:00 -
[5]
The point is, FOF's don't react to someone dampening you.
Fix that and I wouldn't really have that much of an issue.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Valeria
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Posted - 2004.01.04 13:08:00 -
[6]
They did when a 6 Bship NVA fleet annihilated our 3 Blackbirds.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Joshua Calvert
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Posted - 2004.01.04 14:57:00 -
[7]
Quote: They did when a 6 Bship NVA fleet annihilated our 3 Blackbirds.
Try it: It's bjorked.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

j0sephine
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Posted - 2004.01.04 15:17:00 -
[8]
"The point is, FOF's don't react to someone dampening you.
Fix that and I wouldn't really have that much of an issue."
... If it's FOF missiles that really need the fix, why do you demand change to sensor dampeners when you have really no issue with them? o.o
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Joshua Calvert
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Posted - 2004.01.04 15:21:00 -
[9]
True, but they are also slow and the optimal range of 60km really sucks in fleet battles.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Ana Khouri
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Posted - 2004.01.04 15:31:00 -
[10]
Quote: WTF. Not to long ago there was a thread about how sensor dampeners don't work correctly and have no purpose. I belive the issue was that increased targetting time was an irrelevant statistic since as soon as you target someone they auto-target you back before you can activate the dampeners and slow their targetting speed down.
And they are not too powerful as you need atleast 4 to consistently get someones range below 20km. Cheap to use but extremely risky to boot.
- locking time: If they are only used to increase the locking time of the target this owuld make them useless, yes. But IMO the locking time increase is only a minor bonus, the biggest point is the reduced sensor range. And if they haven't changed it with caster once you try to "do" something - like fireing - with someone you have a lock to, but who is outside your sensor range you loose the target.
- 4 to get under 20k: With 4 common ones, yes. But 4 phased muon can get a BS easily under 10k. Even with 2 f90 it cannot get over 20k then.
free speech not allowed here |
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Valeria
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Posted - 2004.01.04 15:41:00 -
[11]
Edited by: Valeria on 04/01/2004 15:42:12 Let's just say I rather fit 3 Spatial Destabilizers than 3 Sensor Dampeners. It's annoying when someone target jams you and you order your corpmate to sensor damp him and you find that it has no effect. It's to much of a gamble for them to be "overpowered".
Also, 3 F-90's on a Bship aren't exactly a rare sight these days.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Joshua Calvert
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Posted - 2004.01.04 15:47:00 -
[12]
Point is, you can run 4 sensor dampeners all day.
Unlike ECM multispectrals which use sufficient cap that you need to accomodate for them (in terms of cap recharge).
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Jebidus Skari
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Posted - 2004.01.04 16:13:00 -
[13]
but if you're running 4 sensor dampeners all day and they aren't actually doing anything, what's the point?
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j0sephine
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Posted - 2004.01.04 16:15:00 -
[14]
Edited by: j0sephine on 04/01/2004 16:16:23
"Point is, you can run 4 sensor dampeners all day."
Same for sensor boosters and remote sensor boosters, really, and not surprising since they all belong to the same module group. So, it'd only be logical to demand to have them all 'fixed' in the same manner...non?
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Joshua Calvert
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Posted - 2004.01.04 16:55:00 -
[15]
<-------------- point taken
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

TWD
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Posted - 2004.01.04 16:56:00 -
[16]
and give it a range limit ffs ;d |

Spokesman
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Posted - 2004.01.04 21:44:00 -
[17]
They are arguably the only real good frigate ECM module there is in the game.
Tracking disruptors are nice, but won't stop those annoying cruisemissiles.
Targetjamming is nice, but you need to put too many on each frigate to be able to do something usefull with it. And losing one frigate with ECM can then result in all frigates being vulnerable. All or nothing is damn risky for frigates.
ECM burst...hmm yeah...what was that one for exactly?
Energy draining is not very handy, because you're likely the one first out of cap.
So not many options left...
Other just don't work well for frigates.
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Slithereen
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Posted - 2004.01.05 02:33:00 -
[18]
Sensor dampeners have stacking penalties. You still have to get close to warp scramble and web a target. Because of the stacking penalties, the target may still have sufficient range to shoot you back.
This is not to mention its common to have signal boosters these days, and you pretty much gain back what you lose when you are dampened by boosting. Recently I sold some stock of Remote Sensor Boosters which you can boost the sensors of a dampened teammate by targeting your teammate.
ECM still rocks but enjoy it until CCP decides to put optimal and fall off ranges to it, which naturally should be the case.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Adliger Krieger
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Posted - 2004.01.05 13:50:00 -
[19]
Edited by: Adliger Krieger on 05/01/2004 13:53:31 You've got to be kidding me. Use a friggin SENSOR BOOSTER to counteract DAMPENERS. The boosters have low requirements too. Quit ragging on ECM people, if you dont like it, be prepared for it.
And Sensor dampeners will not break a lock on you like ECM will. You have to target the ship before it targets you for dampeners to have an effect. I would say they are balanced.
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Torvus Jay
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Posted - 2004.01.05 14:58:00 -
[20]
I agree they are balanced.
But they will break a lock or atleast make it not possible to use modules at a range over what u have after being dampened. They are also the easiest ecm to counter and the counter is actually a usefull module to have unlike an eccm. If you get sensored dampened u could also try to get back into range, of course u would then be out of your optimal and nobody ever fights out of there optimal. ______________
Aim careful, and look the devil in the eye. |
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