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Moah
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Posted - 2004.02.09 21:20:00 -
[61]
Quote: Normal warp core stabilizers do not work against disruptors.
WTF !?!? 
me think that suckz hard...
Fancy. |

Nicholas Marshal
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Posted - 2004.02.10 10:02:00 -
[62]
Thats the whole point.
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Chepe Nolon
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Posted - 2004.02.10 10:47:00 -
[63]
If they did, that could lead to a whole new market. But then again, every camper would have stabs in their low slots so they could warp away if in trouble. And captains on caldari ships would once again whine for being nerfed. 
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Bozl1n
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Posted - 2004.02.10 12:38:00 -
[64]
Set to be a good module- will be fun to use, BUT for the love of god plz dont "wallpaper" entire systems with them.
Cos imo this could get a bit silly
http:/eve-coldfusion.com
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KIAHicks
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Posted - 2004.02.10 13:11:00 -
[65]
I personally think pirates have had it hard in this game so far.
They've been denied access to empire due to problems with increasing security status.
They can only really pirate in 0.0 due to all the sentries in none 0.0 systems (and concord in +0.5)
People use instajumps to get by their blockades.
I could go on...
Piracy when I started playing eve was the odd people who would just gank you (mostly m00), it was fun trying to avoid their blocakdes and keeping tabs on where they were so you could avoid the systems.
Then you had the rest of the pirates who locked you down and demanded something like jettison of your cargo, or isk transfer to let you go. That was fun too, albeit in a painful way :P
Recent changes have made piracy into the "gank" fest we know it.
These modules will finally enable the original form of piracy to return. It will also allow alliances to lock areas down to a certain extent. Also it will allow pirate hunters cut off escape routes when they have pirates trapped in a system.
Add to this the possible warp to feature when the module/ship is implemented (soon(tm)) and we no longer have the static gameplay of gate camping.
Before everyone cries that the sky is falling, give the modules a chance. It won't take much work to alter their power if their unbalanced or tweak them to make gameplay more fun.
Keenon: "After sitting in the system for FIVE hours without even a (go away)"...
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Tsual
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Posted - 2004.02.10 13:32:00 -
[66]
Edited by: Tsual on 10/02/2004 13:35:42 All warp disruptors need two skills: primary anchoring and secondary propulsion jamming. Every has a Radius of 70 (Signature I guess)
(For the attributes I use following abrivation: S/A: Shieldhp/Armorhp; SRT: Shieldrechargtime in seconds;WSR: Warpscrambelrange; AD: Anchoring Delay in seconds; V: Volume in m¦)
Mobile small warp disruptor:
S/A: 1,250/3,750 SRT: 300 (4.2 S-hp/sec) WSR: 5,000 AD: 300 (5 mins) V: 200
Mobile medium warp disruptor
S/A: 5,000/15,000 SRT: 600 (8.3 S-hp/sec) WSR: 15,000 AD: 600 (10 mins) V: 600
Mobile large warp disruptor
S/A: 20,000/60,000 SRT: 1,200 (16.7 S-hp/sec) WSR: 40,000 AD: 1,200 (20 mins) V: 1,500
Speculations: The small and medium warp desruptor can definitly be transported by a battle ship - small even by cargo frigat and cruiser - and are anchored relativly fast. The larg however will need rather a industrial or a bs with all lowslots filled with cargo expanders(> + 20%) (possible for both Gallente bs,Minmatar Typhoon, Amarr Apocalypse and Armageddon (Arma is the only bs with 8 LS))
The small (definitly) and maybe the medium might need some smartbomb support against torpedos (450 dmg) or cruise missiles (300 dmg). And most BS will give the small one a short shrift - except those asteroid demolition ships .
Although I don't know how signatur radius to scan resolution work in targeting time (I suppose that it works so), however with 70 - a little above frigates - I estimate they will be taggable like frigats.
--------------------------------------
Tsual - Miner from faith, frigat junky for life. Ritual of the Qua'nadhar. |

Xenomancer
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Posted - 2004.02.10 23:27:00 -
[67]
I dont spend much time in the official forums, but we have a he11 of a thread going on in Eve-I about these little disaster devices. Check it out:
http://www.eve-i.com/ubbthreads/showflat.php?Cat=&Board=eve1&Number=72680&page=0&view=collapsed&sb=5&o=&fpart=1
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Drutort
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Posted - 2004.02.11 02:22:00 -
[68]
Ok lets use some logic hereà which isnÆt really true in eve hehe
1) if they are warp scramblers, well warp scrambling normal way is considered an act of aggression SO, doing so should cause concord or faction to fire on themà
also I think we could assume that IF you pull someone out of warp if you can do that in empire space, it would be an act of aggression that is based on logic once again, but ccp can change that of course, would be a mistake IMO.
2) logic would say if they are warp scramblers then warp core stabilizers should work on them, again doesnÆt have to be true cause the devÆs can change and do what they want.
3) putting them in anything but low empire space might work, but I would assume that the corp and the individuals that place them would or should get standing/faction hit, because you are setting up trap, which is same as warp scrambling someone.
Now the above is based on logic and previous facts, of course ccp/devÆs might not fallow them and that would create some issues in the game which you can count on any party to exploit, and then having them being nerfed to heck at the end.
I just hope they can be conquerable, because logic would say that you should be able to so long as you have the skills to operate it etcà
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Blooded Heromy
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Posted - 2004.02.11 04:03:00 -
[69]
Jummyy, i like those, can i have one 
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Robotek Hybrid
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Posted - 2004.02.11 05:29:00 -
[70]
as long as how i plan on using em aint considered exploit im good. --------------------------------------------
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Baun
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Posted - 2004.02.11 05:35:00 -
[71]
Quote:
You could argue that lone traders will benefit; it's now easier for guys like EVE Marshals, Cult of Cthulhu or whoever else is doing the pirate-killing, to actually kill off the pirate force, or else prevent them from camping. No longer will we see pirates camping a gate, running off to a safe spot when the anti-pirates arrive, and coming straight back again when the anti-pirates leave. Consequently there is hope that busy routes (Orvolle springs to mind) will be *less* dangerous overall, not more so.
All of this, of course, also applies to non-pirates camping gates and other forces coming to fight them; but, pretty much by definition, it's only the pirates who are a threat to the lone traders.
It works both ways. Obviously, we will be using these extensively meaning that pirates will have a harder time getting away (especially those who seem to love to travel in pods it takes 20 seconds to target). Unfortunately when we aren't around (which will be the case in a majority of encounters) and pirates are using them you will probably be at a larger disadvantage fighting them then they are fighting us.
The Enemy's Gate is Down
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Baun
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Posted - 2004.02.11 05:40:00 -
[72]
On a different note-
I think that these should be unanchorable in .5, but that anchoring them in .4 should not be considered an act of aggression. In a certain sense their usefulness as means of securing .4 systems would suggest that simply using them would not neccesarily constitute a hostile action. Rather, what the person or corp responsible for the disruptor that pulled a player out of warp does next should determined the intent of the usage of the disruptor.
The Enemy's Gate is Down
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drunkenmaster
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Posted - 2004.02.11 09:27:00 -
[73]
If someone were to casually read this thread, they would leave thinking that every pirate will get one of these free with his ship... .
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drunkenmaster
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Posted - 2004.02.11 09:50:00 -
[74]
And Xenomancer, I read that thread on eve-i, and tbh, it's a good job I've forgotten my password.
You are either ignorant or trolling.
Lensfear and his 'I'm gonna quit this game the day they hit the market' was quite funny though. .
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Joshua Calvert
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Posted - 2004.02.11 10:19:00 -
[75]
I'm still a bit undecided about them, tbh.
They simply won't be usable in 0.4 because people will just use the technique of using an MWD set to "Manual" and tapping it after warp-activation to speed up the warp process while also getting them across that 5km trap more quickly.
In 0.0 you can use frigates to webify and that's the problem - battles are now going to be MORE about numbers rather than the odd solo pilot sneaking into a region, causing havoc and sneaking out.
So, instead of 5 vs 5 battles, we'll ALWAYS get 15 vs 15 because the solo pilot is caught TOO easily.
More lagfests. Just what we need.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.02.11 10:21:00 -
[76]
Also, what if they are used in a direct line between other stargates and stations in 0.4 at a range of 60km and above?
This will pull ships out of warp beyond sentry gun and right into the lap of waiting pk'ers.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.02.11 10:22:00 -
[77]
Also, how ****ed off are you going to feel when cowards like [OC] traverse your carefully planned warp-disruption trap by CLONE-JUMPING beyond it?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Cell Satimo
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Posted - 2004.02.11 11:43:00 -
[78]
Nice one giving away all the tips there Joshua. | Join eve-webring.com to promote your site. |

Joshua Calvert
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Posted - 2004.02.11 11:48:00 -
[79]
heh
Cell,
I'm hardly the smartest player out there and I have no doubt drunkenmaster had it all figured out as soon as they specifications were released 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Meau
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Posted - 2004.02.11 13:25:00 -
[80]
Edited by: Meau on 11/02/2004 13:29:24 For the ppl thinking about deploying them in a line to some gate or station. Reading the FAQ entry carefully, i get the impression that it only affects you if you try to enter or exit warp inside the area of effect.
That means if your normal warp in point is inside the area, you will drop at the edge. if it is past the area, you will pass it unmolested. But this has to be thouroughly tested (probably on chaos, anyone did that yet?).
The edge dropping is a bit strange in any case, and makes catching ppl that warp in harder than ppl that jump in, i guess. You would catch a lot more ppl if they warped right into the field. But the edge thing is neccessary to prevent use of insta jump bookmarks, i guess.
My solution with this items would be different anyway, let the ppl just drop right into the warpscramble field, but give all gates a 15km radius which drops you at the edge, but does nothing else (yeah, all 0.0 ore haulers would whine a lot, but we still have the hope of getting mobile refineries before christmas 04 )
Edit: bad typing day
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