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Max Hardcase
Art of War Cult of War
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Posted - 2007.08.10 06:38:00 -
[91]
One way to reduce all EW on non dedicated ships is to change the various EW strength skills to affect the Bonus that EW ships give, instead of the modules directly.
That way the EW ships will come into their own, ofcourse it also further gives a good smacking down to the 2 weaker EW types ( TD and TP ).
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Imaos
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Posted - 2007.08.10 08:18:00 -
[92]
Originally by: Aramendel
The range performance of damps is a problem.
I don't see a problem with an unrigged max optimal of 45km. 75% chance to work at 90km. And it isn't running at 75% effectivity. It fails every 4th cycle.
(frequency modulation/long distance jamming@lvl5)
Non-dedicated ECM ships are only a little better in performance there, but a Falcon with the 2 skills has an optimal of 162km.
Again the problem is the non-dedicated RSD strength. The dedicated ships lack compared to all other ships same size and bigger fitting the damps.
Imaos ------------------------------------------
Originally by: General Apocalypse
Idiots need a serious nerf Say NO to the NOS nerf
Whiners need a serious nerf or show up in-game. |

Lady Caeser
Open Fist of Castallus
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Posted - 2007.08.10 08:30:00 -
[93]
if every member of your gang fits 1 RSD and your opponent doesnt, you'll win the fight - its the new ECM. -------------------------------------- What are you looking at? -------------------------------------- |

Imaos
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Posted - 2007.08.10 09:01:00 -
[94]
Originally by: Lady Caeser if every member of your gang fits 1 RSD and your opponent doesnt, you'll win the fight - its the new ECM.
Only if you outnumber them and manage to distribute the RSD so that no more than 3 are on a single target (for best effect). A single damp isn't that much help at all and bringing bigger gangs always raises your chances.
They are not that overpowered as the ECM was when every ship could use them with good effect.
Imaos ------------------------------------------
Originally by: General Apocalypse
Idiots need a serious nerf Say NO to the NOS nerf
Whiners need a serious nerf or show up in-game. |

Aramendel
Amarr Coreli Corporation Corelum Syndicate
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Posted - 2007.08.10 09:31:00 -
[95]
Originally by: Hannobaal In other words, same as he would if you were dampening him, only he would be tracking better then. In either case you blow up if you can't dictate range. Only with ECM do you not have to worry about range.
The same as I would dampen him but ONLY WITH TURRETS!
This is a pretty huge limitation. Its not only not effective against missiles, it is also does nothing against webs or scrams or nosses or neuts or all EW.
It has module-for module about the same efficiency as damps or ECM, exept it is only vs one item group. While you have time to warp off with damps if something gets to oclose with TDs you'll be scrambled and possible webbed and efficiently already dead. Also, TD have the lowest effective range of all EW. Less than 50% hitchance at 100k. Less than 5% at 140k.
If you would remove the scan resolution with damps and nerf thei falloff they would have similar weaknesses as TDs (higher vulnerability if something gets in range, low max range) and would STILL be stronger since they effect a wider range of modules.
Also, you have to worry with ECM about range since you cannot fit a tank and have low speed & agility on these ships. Combine this with a chancebased EW going into short range with that is a russian roulette at all times since if you are unlucky you are most likely dead. Due to this you have to stay at longer ranges with ECM ships.
Quote: How can you ignore the modules on the enemy ship that increase the stat you're trying to decrease when you talking about how effective you will be in combat?
I am not ignoring it. I am just not looking at it as sole effect. With the same argumentation I could argue that SB2s are way to weak with 60% since ECCM gives a 96% bonus.
The problem is the basic efficiency of a module.
Turrets do not "barely" hit you under normal conditions, they have plenty of "extra" range and tracking. And falloff is not reduced by TDs at all and gives many turrets a relatively high minimum range. Meaning you do not need to boost your turrets much to be able to counter a TD ship.
When you only have to boost a stat for 20% gain enough efficiency to be able to counter something a 15% counter is strong than a 60% is when you have to boost a stat by 200% to counter something.
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