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Lhyda Souljacker
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Posted - 2004.02.06 18:25:00 -
[1]
Unless they make the gate guns in empire space fire out to 200km.
As it stands now the low security side of practically every 0.5 to 0.4 gate in Gallente space has a couple of guys with long range guns trying to gank you as you go past.
How much fun will it be when they instalock down every ship that comes through that isn't fast enough to inter warp immediatel?
... That's when I reach for my revolver ... |

Judicator
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Posted - 2004.02.06 18:40:00 -
[2]
So, uhm, like, when they warp jam you from 65km you are also unable to jump through the gate? -------------------------
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j0sephine
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Posted - 2004.02.06 19:22:00 -
[3]
Edited by: j0sephine on 06/02/2004 19:23:40
"How much fun will it be when they instalock down every ship that comes through that isn't fast enough to inter warp immediatel?"
... How long do you think they're going to do it when everyone who jumps in the system can instalock them down and gank, long range and freedom to escape at drop of the hat no longer being their advantage? :s
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Lhyda Souljacker
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Posted - 2004.02.06 19:25:00 -
[4]
No, people are calling for long range scramblers and stasis webs (forgot to mention the webs) . . . i.e. medium and large versions of the modules we already have.
The empire gate dynamics still leave a lot to be desired. I don't believe the purpose of sentry guns at the empire gates is to have 8 battleships sitting at 70km from the gate ganking indys and cruisers all day.
... That's when I reach for my revolver ... |

Lhyda Souljacker
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Posted - 2004.02.06 19:28:00 -
[5]
Oh, and j0 . . . without effective convoy formation in place, the introduction of long range scramblers would invairibly tip the scales over to the campers side.
In my opinion at least . . . there hasn't been a formal topic on this that I've seen, so everyone fire away.
... That's when I reach for my revolver ... |

Mikelangelo
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Posted - 2004.02.06 19:38:00 -
[6]
65km warp scramblers....wow...that is seriously overpowered.
I guess the only answer to that will be to get a ship with as many low slots as possible, and always have 2-3 warp core stabilizers on there. At least when you dont know what to expect.
So much for filling low slots with cap relays or armor stuff. I guess that's the uber stealth nerf bat swing to the cap relays. 
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Nervar
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Posted - 2004.02.06 21:58:00 -
[7]
May i prupose a misille that fills a heavy launcher, misille itself will have a limited warp scrambler duration, lets say 40 secs or something.
A 65k warp scrambler is a bit over powered a 50k one would work better, cause the agresive part must bee within sentry range.
Also one can safely sit inside sentry range and gank people, shield transfers/cap transfers solves that. -------------------------------------------------> What I look forward to is continued immaturity followed by death.
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Cao Cao
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Posted - 2004.02.06 22:05:00 -
[8]
The long range webs and disruptors will be very high grid and CPU requirements if they implement it. So I'm all-for the idea.
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Juan Andalusian
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Posted - 2004.02.06 22:13:00 -
[9]
Would seriously hurt Close Range combat...
**Pain is meant to be felt** |

Aldelphius
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Posted - 2004.02.06 22:32:00 -
[10]
It should only be able to be used on caldari ships so we have a reason to use missles again from farther than 20km. people warp out as soon as they see a couple trps comin from 50km away.
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Ruffles
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Posted - 2004.02.07 11:28:00 -
[11]
Longer range scramblers I can agree with.
I don't agree with longer range webbers, that is just getting silly. You want to cripple that targets ability to move, then get closer.
The problem was always you couldn't get closer if the target warped away before you could get close enough to scramble.
Medium range short duration (10s) drones/missiles for warp scrambling I don't see as an issue. If someone had to trade an offensive missile load for short duration fast moving scramblers, that at least gets the target to decide to try to speed up to out run, or fight back.
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Drutort
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Posted - 2004.02.07 19:51:00 -
[12]
IF they make the long range warp scram, then we need warp core stab +2 or +3 then... cause its just crap if you have to fill up all your lows with the +1's
also the web long range is the dumbest idea ever, even 20km+ is bad idea, as others said the issue was with warping out and not with slowing the ship to nothing at all.
btw a mwd should be able to counter a web, you should need 1 web to stop normal ship speed, then + another web to stop the mwd or at least slow it down a bit, but not 1 web stops ship and mwd... cause mwd eats cap like there's no tomorrow
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

j0sephine
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Posted - 2004.02.07 23:11:00 -
[13]
"IF they make the long range warp scram, then we need warp core stab +2 or +3 then... cause its just crap if you have to fill up all your lows with the +1's"
... Aren't the warp stabs +2 since the Castor patch at least?
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Jash Illian
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Posted - 2004.02.08 00:01:00 -
[14]
Long range warp scramblers I can deal with. If someone is warp scrambling me from 70km away and using a targetting computer, it's 50km in the safe direction to get outside of the effects. Because the further away you get the less damage their weapons will do (except for missiles).
Long range webifiers, however, are out of the question I think. That would make fighting moronically easy. People's absolute worst nightmare:
Tempest webifying people and shooting them from 60km.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Valeria
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Posted - 2004.02.08 00:09:00 -
[15]
Eh, I might have missed something, but where does this long-range warp scrambler stuff come from? Are they on Chaos or something?
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Jash Illian
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Posted - 2004.02.08 01:30:00 -
[16]
Quote: Eh, I might have missed something, but where does this long-range warp scrambler stuff come from? Are they on Chaos or something?
No. It's from the NPC battleships locking people down from range. Think the Zor mission battleship and the 500k Gurista Battleship both have either a warp scramble or webify range of 35km. Don't remember which.
Prolly the quiet admission that nosferatu and neutralizers were frigate level modules with the addition of mediuma nd large variants helped a little as well.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Valeria
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Posted - 2004.02.08 01:55:00 -
[17]
NPCs don't use modules so I don't see what all the fuzz is about. Also i'm pretty sure there is no NPC entity that can warp scramble at 65km anyway. Feel free to prove me wrong though.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Toulak
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Posted - 2004.02.08 02:07:00 -
[18]
Edited by: Toulak on 08/02/2004 02:12:54
Quote: NPCs don't use modules so I don't see what all the fuzz is about. Also i'm pretty sure there is no NPC entity that can warp scramble at 65km anyway. Feel free to prove me wrong though.
NPCs supposedly use T2 modules, according to the devs anyway.
And yes NPCs have been seen to warp scramble at 65kms.
As to the whole idea of long range warp scramblers, I like it being a pirate hunter myself it'd make catching people outa sent gun range much much easier. So long as it was 50km so the pirates themselves couldnt use it while they camp the gates, cause then they'd be way to overpowered, gankin ships that jump in and want to warp away would be ridiculously easy, the kill totals would increase dramatically I should imagine.
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Cirle
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Posted - 2004.02.08 02:17:00 -
[19]
Edited by: Cirle on 08/02/2004 02:38:49
Quote: ... How long do you think they're going to do it when everyone who jumps in the system can instalock them down and gank, long range and freedom to escape at drop of the hat no longer being their advantage? :s
Actually, what might prove entertaining would be to have modules which have an effect on the user as well as the target. So if you activate a warp disruptor on someone it in turn stops your own ability to warp, commiting you to the fight.
Up the duration of the effect and increase the cost, and suddenly sending in the catspaw becomes more intersting when the backup fleet warps in twenty seconds later and you can not run :)
Cirle |

Valeria
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Posted - 2004.02.08 02:30:00 -
[20]
Quote: NPCs supposedly use T2 modules, according to the devs anyway.
And yes NPCs have been seen to warp scramble at 65kms.
That's just an excuse to justify some of their "inhuman" stats, which they need since the AI has to be kept simple as to not overload the nodes. NPCs are entierly custom entitys with different ship meshes asigned to them. They don't actually pilot ships and thus don't use modules.
I wish the devs would stop using that excuse though as it's obviously confusing people.
Also, anyone know exactly which NPC can scramble at 65km? I've looked through them and can't find the bugger anywhere, highest would be 22.5km.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |
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Jazz Bo
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Posted - 2004.02.08 11:19:00 -
[21]
Quote: Edited by: j0sephine on 06/02/2004 19:23:40
"How much fun will it be when they instalock down every ship that comes through that isn't fast enough to inter warp immediatel?"
... How long do you think they're going to do it when everyone who jumps in the system can instalock them down and gank, long range and freedom to escape at drop of the hat no longer being their advantage? :s
Aren't forgetting about the sentry guns?
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Arleonenis
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Posted - 2004.02.09 02:23:00 -
[22]
Zor (raven from mission) have 30km range of scramblers/web and have xlarge booster running withoyt stop all the time, easy to kill with great firepower becouse he is "stupid": fly and fire, use web/disruptor, this is whole ai
And about sentrys... when i was ambushed and killed by pirates sitting near gate in 0.4 the sentrys didn`t react, and they was in range of sentrys...
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Naal Morno
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Posted - 2004.02.09 15:55:00 -
[23]
My own thoughts on the subject:
Make damn warp scramblers even 65km range AS LONG as sentry guns are upped to 200km... Most of players don't give a damn about these modules, they just don't want to be kiled at gate by likes of Skillz/will9 parked 70km from gate and having fun...
Whole issue if definitely about sentry guns' puny range.
Your Heavy Neutron Blaster II perfectly strikes Serpentis Chief Sentinel, wrecking for 660.4 damage.
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Siddy
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Posted - 2004.02.09 16:47:00 -
[24]
Oh Oh !! i hawe Grate Idea To All CareBears!!!
Why we not simpply increase range of senttryse,
but make em Warpscramble the ship
and while we are boosting em why dont boost their damage to 600/second 
-- My option ---
if thous 65km warpscrambles will come they wil make Frigates EVEN MORE useles - way to go  -------------------------------------------
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fras
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Posted - 2004.02.09 16:54:00 -
[25]
Edited by: fras on 09/02/2004 16:55:37 Just out of interest has anyone been gate ganked .1 - .4 in a battleship since Castor?
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Roba
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Posted - 2004.02.09 17:07:00 -
[26]
This would totally Fuk megathron piolts who use blasters.
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Lhyda Souljacker
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Posted - 2004.02.09 18:32:00 -
[27]
Just out of interest has anyone been gate ganked .1 - .4 in a battleship since Castor?
Close, but I knew they were there so I was able to plan ahead. ZOMBIE had something like 8 battleships sitting on top of the Egghelende/Jel gate . . . I don't know if they were tanking the guns or what. I warped to a planet I didn't have to align with, but they still managed to get a stasis on me and do about 500 damage before I entered the tunnel.
Carebears or not . . . some of the sentry mechanics still suck hard. The shooting from 70km isn't a huge deal compared to the gate guns just ignoring a small fleet of gankers sitting on top of a gate.
... That's when I reach for my revolver ... |

CKieschnick
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Posted - 2004.02.09 19:07:00 -
[28]
last night an npc megathron scrambled a friend from 65km or so ... longest ive seen so far 
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Jash Illian
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Posted - 2004.02.09 20:51:00 -
[29]
Quote: Just out of interest has anyone been gate ganked .1 - .4 in a battleship since Castor?
Close, but I knew they were there so I was able to plan ahead. ZOMBIE had something like 8 battleships sitting on top of the Egghelende/Jel gate . . . I don't know if they were tanking the guns or what. I warped to a planet I didn't have to align with, but they still managed to get a stasis on me and do about 500 damage before I entered the tunnel.
Carebears or not . . . some of the sentry mechanics still suck hard. The shooting from 70km isn't a huge deal compared to the gate guns just ignoring a small fleet of gankers sitting on top of a gate.
Erm...didn't you just admit that you didn't know if they were tanking the sentry guns or not?
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |
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