| Pages: 1 2 3 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Nicholas Marshal
|
Posted - 2004.02.09 12:45:00 -
[1]
Finally we can get our hands on these items. Expect much hilarity to ensue.
|

Ariell Lucinwind
|
Posted - 2004.02.09 12:48:00 -
[2]
Edited by: Ariell Lucinwind on 09/02/2004 13:08:08 Anything else exciting ?
Nevermind - I just looked and that was it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Came back cause I love you guys :P |

Shaelin Corpius
|
Posted - 2004.02.09 12:49:00 -
[3]
OMG new toys.
I can just see record breaking poddings in the near future.

|

lash
|
Posted - 2004.02.09 12:54:00 -
[4]
oh i can already see the fun that these will bring 
-------------- "You ever hear of the Seattle Seven? That was me. And, um, six other guys." |

Shaelin Corpius
|
Posted - 2004.02.09 12:57:00 -
[5]
I do know one thing bout em, you need alot of em to be effective.
"Tuning into sub space podling farm" 
|

Teelmaster
|
Posted - 2004.02.09 12:57:00 -
[6]
OMG MORE STUFF FOR M0O TO BLOW UP!!!! WOOT WOOT!!!!!!
|

Nicholas Marshal
|
Posted - 2004.02.09 13:03:00 -
[7]
How much do they cost ?
|

Silex D'Arden
|
Posted - 2004.02.09 13:06:00 -
[8]
Hmm I can see it now, "Pay x amount of isk or drop your cargo or get your ship blown up (or worse). Speedtraps.....more like deathtraps.
|

Bruce Karrde
|
Posted - 2004.02.09 13:07:00 -
[9]
hmm i want to see ships that can pull ships out of warp ... they use Gravity Well projectors ...
Interdictor Cruiser :D ---------------
Advanced Dwarf Mining  |

Joshua Calvert
|
Posted - 2004.02.09 13:07:00 -
[10]
They are destructable - if you need to be free, just shoot the ones closest to you.
Of course, warp-jammers aren't going to be needed much.
Webifiers are now the new in module!
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Danton Marcellus
|
Posted - 2004.02.09 13:33:00 -
[11]
Any countermeassures you can take against these things?
High slot modules for the traders to fit perhaps?
I'm so not moving out of .5 till next patch.
Convert Stations
|

Shevar
|
Posted - 2004.02.09 13:34:00 -
[12]
Anyone actually see one on the market? They seem all to be not sold in both emp and .0...
Also check their bps, they seem to mis alot of information 
-------- -The only real drug problem is scoring real good drugs
|

KIATolon
|
Posted - 2004.02.09 13:38:00 -
[13]
Great, they release them finally but also make it extremely hard to find uses for them as each far region as now too many entry points.
These new gates suck hard. Territory is now impossible to secure.
|

Chepe Nolon
|
Posted - 2004.02.09 13:40:00 -
[14]
Do warp core stabs work against those things?
I've now got a complete feeling this is "EVE, the pirate game." since all the focus is on pirating, not regular wars, game content or anything.
urgh...
|

Baldour Ngarr
|
Posted - 2004.02.09 13:49:00 -
[15]
Quote: Any countermeassures you can take against these things?
Bring a fleet, and kill the campers. Or, if they run away abandoning the warp disruptors, you can blow them all up.
Warp disruptors enable gate-campers to catch everybody coming in, but the drawback is, they catch everybody coming in. Including the catches they didn't actually want 
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Maggot
|
Posted - 2004.02.09 13:52:00 -
[16]
is their use counted as an offensive action?
|

Danton Marcellus
|
Posted - 2004.02.09 13:53:00 -
[17]
Ok, I'm talking about the lone traders, will they be blow up 100% of the time, is that how the gameplay will look from now on?
Convert Stations
|

Baldour Ngarr
|
Posted - 2004.02.09 13:59:00 -
[18]
Quote: Ok, I'm talking about the lone traders, will they be blow up 100% of the time, is that how the gameplay will look from now on?
Lone traders? In a multiplayer game?
Well, you can pay someone else to clear the way for you, or sneak through when it's quiet. But by and large, in a multiplayer game, lone players find it tougher to compete. I believe that has something to do with the word "multiplayer". I'd have to check what it means in a dictionary, to be sure.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Joshua Calvert
|
Posted - 2004.02.09 14:05:00 -
[19]
If a gate is protected by disruptors, what about those who jump into system and de-cloak at that gate?
do they have to travel 20km before they can warp?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Baldour Ngarr
|
Posted - 2004.02.09 14:07:00 -
[20]
Quote: If a gate is protected by disruptors, what about those who jump into system and de-cloak at that gate?
do they have to travel 20km before they can warp?
So we've been led to believe.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Alexis Machine
|
Posted - 2004.02.09 14:08:00 -
[21]
smart bombs! bwahah!
Just wait at the gate for someone else to go through...then jump and kick in the MWD's while they're busy with the poor sap that was in a hurry. 
----------------sig---------------------------- Dtai'kai'-dte sa-de nau'gkon dtain'aun bpi-de.
if you don't wake up, i'll have to stop kissing you. all that flailing has made you sleepy. you rest while i untie you. stay here until they find you. My hand made mannequin. i won't let them get you. they'll know you're mine by the fingerprints on your throat. isn't she lovely? isn't she wonderful? like the *****s that we are, swatting flies from the wounds we design. |

Fighter
|
Posted - 2004.02.09 14:11:00 -
[22]
Wouldn't Warp Core Stabilizers work on these as countermeasure
|

Joshua Calvert
|
Posted - 2004.02.09 14:16:00 -
[23]
Nobody really seems to know.
Do they work by pulling people out of warp (i.e it only works for incoming warping ships) or do they prevent people from warping out?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Jarjar
|
Posted - 2004.02.09 14:17:00 -
[24]
I'd say both... Not sure right now 
|

Lianhaun
|
Posted - 2004.02.09 14:18:00 -
[25]
Quote: Nobody really seems to know.
Do they work by pulling people out of warp (i.e it only works for incoming warping ships) or do they prevent people from warping out?
warping out would be nice for ebil pirates.
This is not a hijack
|

Baldour Ngarr
|
Posted - 2004.02.09 14:26:00 -
[26]
Quote: Nobody really seems to know.
Do they work by pulling people out of warp (i.e it only works for incoming warping ships) or do they prevent people from warping out?
If the gate is blocked by a bunch of warp disruptor fields, then you'll drop out of warp at least 20km from the gate, regardless of where your destination warp point actually was (goodbye escaping campers via bookmarks). You also can't warp out until you're clear of the field, so you have to run the gauntlet either way.
At least, so it's been explained to me. How they actually work, we'll see once someone has hold of a few.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Joshua Calvert
|
Posted - 2004.02.09 14:26:00 -
[27]
Quote:
Quote: Nobody really seems to know.
Do they work by pulling people out of warp (i.e it only works for incoming warping ships) or do they prevent people from warping out?
warping out would be nice for ebil pirates.
Foresees a great line of warp disruptor modules down Catch and into Stain
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Danton Marcellus
|
Posted - 2004.02.09 14:28:00 -
[28]
Multiplayer doesn't mean you have to have a group backing you, it simply means there are more than one person playing at the same time on the same server that you can interact with if you choose to do so. Surely a man of your superior intellect could figure this out.
Yes lone traders, not everyone wants to be in a corporation and we always hear people whine about how these people don't venture below .5 systems, if there's no way around these things, a reasonable chance with a fitting and some luck then I don't see why they should bother going there as it'd be instagank.
Convert Stations
|

Baldour Ngarr
|
Posted - 2004.02.09 14:36:00 -
[29]
Quote: Multiplayer doesn't mean you have to have a group backing you...
You don't. But there's a lot of stuff you can't do, without one. Getting past warp disrupted gate-camps, would be one such example.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Danton Marcellus
|
Posted - 2004.02.09 14:41:00 -
[30]
So if Concord isn't alerted to these devices being placed in .4 systems it's ok by you to rob everyone that hasn't got the manpower to throw out those puny pirate alliances of any actual gameplay?
Submit and join the cattle already why don't you.
Convert Stations
|

scouting
|
Posted - 2004.02.09 15:22:00 -
[31]
these are going to be nasty... 
--------------------------------------- Last nights patch, was, without doubt, the worst ever. Rest assured that I was on the forum within minutes registering my disgust throughout the world. |

Agan Rafa
|
Posted - 2004.02.09 15:42:00 -
[32]
Edited by: Agan Rafa on 09/02/2004 18:06:13 Well, as if gate campers weren't at an advantage already. Dearie me, what will the Devs come up with next - this game is becoming more and more bipolar by the minute. Locking down of ANY space is complete and utter tripe. So basically we now get to choose between getting bored mining plag in noob area, or creating MAJOR gangs to try and jump gate camping, space claiming rats, with the odds (not only combat, but also ISK earning, item finding, etc) totally stacked against us. The way this is panning out is either have or don't haves - with the haves getting everything (best drops, player stations, new blueprints, etc) and the don't haves leaving the game after a few months because they lost their hard earned ship for the fourth time to gate campers even in empire space..... This really doesn't make much sense - I would LOVE to try my hand at some pies in 0.0, or go exloring, or go mine some Ark or something, but how in the name of the lord am I expected to get there in one piece ???? I'm all for having 0.0 space as dangerous, and I'm sure player pirate groups and NPC pies and so on will tax my skills to the limit, if not over the limit, but the entry barriers are just too high - there is no reasonable way through 5 player BS and 10 player cruisers blocking a gate.
We need to reduce gate camping, not increase it
I have no problem with getting my ass shot-off in low sec space if I go there - but with this mod it will happen in high sec too - mark my words
Carebear extraordinaire |

Valeria
|
Posted - 2004.02.09 17:37:00 -
[33]
Eh, considering sentry guns even shoot down missiles in empire space I think it's a safe bet they will shoot down warp distruptors aswell.
But you never know.
Your 425mm Prototype I Gauss Gun perfectly strikes some nublar, wrecking for 1155.0 damage. |

Jash Illian
|
Posted - 2004.02.09 17:42:00 -
[34]
Quote: Maybe you're right, maybe I'm not so skilled and don't 'have' that much, but at least I'm trying to take the time to try and figure out the game rather than exploits. Maybe I have a life outside of EVE and don't get to play as much as some others. Maybe I will never 'get' this game - maybe I will. Fact remains: gatecamping is like ganging up on people in school - cheap thrill, cowardly bullying, strength in numbers, big mouth kind of thing. Its not 'cool' or 'dope' or whatever you want to call it - its lame. You might want to consider helping people (noobs) occasionally rather than just acting out the 'gun-toting' gangmember all the time - your ingame character is one thing, your RL character is another. This is a game dear boy - try not to be too much of your lovable self for a change
Maybe you don't understand a fundamental truth about the game:
Cooperation is not required
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 |

Agan Rafa
|
Posted - 2004.02.09 17:47:00 -
[35]
Quote:
Quote: Maybe you're right, maybe I'm not so skilled and don't 'have' that much, but at least I'm trying to take the time to try and figure out the game rather than exploits. Maybe I have a life outside of EVE and don't get to play as much as some others. Maybe I will never 'get' this game - maybe I will. Fact remains: gatecamping is like ganging up on people in school - cheap thrill, cowardly bullying, strength in numbers, big mouth kind of thing. Its not 'cool' or 'dope' or whatever you want to call it - its lame. You might want to consider helping people (noobs) occasionally rather than just acting out the 'gun-toting' gangmember all the time - your ingame character is one thing, your RL character is another. This is a game dear boy - try not to be too much of your lovable self for a change
Maybe you don't understand a fundamental truth about the game:
Cooperation is not required
..but thats the whole point (as illustrated by the thread) ! If you don't cooperate you're toast - we're going full circle here.
Carebear extraordinaire |

WiZZyWiGG
|
Posted - 2004.02.09 17:51:00 -
[36]
Quote: Wouldn't Warp Core Stabilizers work on these as countermeasure
As posted by a GM in another thread they won't work, well normal ones won't anyway.
Warp Disrupter Info ____________
|

Qutsemnie
|
Posted - 2004.02.09 17:54:00 -
[37]
Will NPC ships view the AE warp jamming as a hostile act towards them?
That might prevent certain .4 gates from being jammed.
|

babyblue
|
Posted - 2004.02.09 18:22:00 -
[38]
Quote:
Quote: Maybe you're right, maybe I'm not so skilled and don't 'have' that much, but at least I'm trying to take the time to try and figure out the game rather than exploits. Maybe I have a life outside of EVE and don't get to play as much as some others. Maybe I will never 'get' this game - maybe I will. Fact remains: gatecamping is like ganging up on people in school - cheap thrill, cowardly bullying, strength in numbers, big mouth kind of thing. Its not 'cool' or 'dope' or whatever you want to call it - its lame. You might want to consider helping people (noobs) occasionally rather than just acting out the 'gun-toting' gangmember all the time - your ingame character is one thing, your RL character is another. This is a game dear boy - try not to be too much of your lovable self for a change
Maybe you don't understand a fundamental truth about the game:
Cooperation is not required
I'm so loving this thread. As I just left I was interested to see how these things would come in. I guess the only defence for indies against pirates was the instajump before (and that hardly worked when you started to appear on the other side of the gate you just came fromm and proceeded to warp-align at 1 degree arc per minute in your Bestower), but no longer.
Seems this game has become Pirates Online. It was a good time to quit I guess 
|

Slick
|
Posted - 2004.02.09 18:31:00 -
[39]
No-one has mentioned that these can also be used for defnece against raiding pirates, alliances can use these to police their space more effectively.
|

Jash Illian
|
Posted - 2004.02.09 18:35:00 -
[40]
Edited by: Jash Illian on 09/02/2004 18:36:02
Quote:
Quote:
Quote: Maybe you're right, maybe I'm not so skilled and don't 'have' that much, but at least I'm trying to take the time to try and figure out the game rather than exploits. Maybe I have a life outside of EVE and don't get to play as much as some others. Maybe I will never 'get' this game - maybe I will. Fact remains: gatecamping is like ganging up on people in school - cheap thrill, cowardly bullying, strength in numbers, big mouth kind of thing. Its not 'cool' or 'dope' or whatever you want to call it - its lame. You might want to consider helping people (noobs) occasionally rather than just acting out the 'gun-toting' gangmember all the time - your ingame character is one thing, your RL character is another. This is a game dear boy - try not to be too much of your lovable self for a change
Maybe you don't understand a fundamental truth about the game:
Cooperation is not required
..but thats the whole point (as illustrated by the thread) ! If you don't cooperate you're toast - we're going full circle here.
No, we're not. I don't have to cooperate with your wishes if I do not want to. If I wish to oppose your intentions, that's my option. If I don't want to consider helping people (noobs) occasionaly rather than just acting out the 'gun-toting' gangmember all the time, nobody can force me to do so. And what that implies about my real life character is absolutely nothing whatsoever.
Now when encountering a person that has decided to hinder you achieving your objectives, it's up to you to figure out how to continue unhindered. If that means you cooperate with someone else, that's your business. If that means going at it on your own, that's your business. But do not pretend anyone has to give you anything, including the EMP Large ammo that comes crashing through your pod.
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 |

Jash Illian
|
Posted - 2004.02.09 18:43:00 -
[41]
Quote:
Quote:
Maybe you don't understand a fundamental truth about the game:
Cooperation is not required
I'm so loving this thread. As I just left I was interested to see how these things would come in. I guess the only defence for indies against pirates was the instajump before (and that hardly worked when you started to appear on the other side of the gate you just came fromm and proceeded to warp-align at 1 degree arc per minute in your Bestower), but no longer.
Seems this game has become Pirates Online. It was a good time to quit I guess 
Industrials are not meant to travel through unsafe areas without any external protection whatsoever. If they were meant to do so, they'd have armor and defenses to protect themselves while travelling through unsafe areas.
Now if you need to haul a large amount of cargo through unsafe areas, I suggest you start thinking outside that confining box you've constructed inside your head. But as I said in the previous reply nobody has to give you a damn thing. They don't have to give you a break. They don't have to cut you any slack. They don't have to give you warning.
There are solo pilots who do come out of several closed regions with valuable minerals, cargo and loot despite the people with very large guns trying to kill them. If you cannot figure out how to do the same, I believe that's a flaw in you. Not the people with very large guns trying to kill you.
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 |

MoLeH
|
Posted - 2004.02.09 18:47:00 -
[42]
has no one seen the mass of new stargates and systems in 0.0, this gives you so amny routes to where you wanna go it wouldnt mater if there were 4 sets of PC pirates camping 4 dif systesm you could still make your way past simply and easily.
-------------------------------------- Do you see people in real life whining that their enjoyment was ruined by a shark when they went swimming in dangerous waters? - Viceroy |

Skillz
|
Posted - 2004.02.09 18:56:00 -
[43]
And the best part is that the pods gets warp scrambled too. So we don't have to have 3 sensor boosters and remote sensor booster stuff.
Keep on flaming, lamers.
|

Agan Rafa
|
Posted - 2004.02.09 18:58:00 -
[44]
Well thats quite my point really - if people don't comply with my wishes, I don't get all bent out of shape and try to podkill them. Why draw the line there ? Why not just kill their account too ? My argument is that gatecamping in empire space is ruining the game for a lot of people - not that there are pirates. Why don't you pirates come in and shoot at stations, or concorde fleets or something thats your size. Plenty of convoys around to mess up. More worthwhile too usually. Maybe the argument is more directed at Devs rather than yourself, I don't know, but empire space needs to be adequately policed. There shouldn't be any gatecamping possible in empire space at all - at least not in 'game logic' terms. As to the hinderance, my everyday life in EVE is about hinderances and trying to overcome the odds stacked against me - I don't actually see all that many hinderances to a ganky, griefing pirate in a BS against a frigate or indy in empire space, or did I miss something here somewhere. On the other hand, my lone BS in 'so-called' pie space has (and probably quite rightly so) very little chance of survival. I'm not asking you for anything at all - I'm telling you. Empire space is often less secure than pie space. Full stop. I don't think it should be, and it certainly isn't improved by this mod
Carebear extraordinaire |

Samis
|
Posted - 2004.02.09 19:03:00 -
[45]
Ok some people seem to be looking at this wrong. Lone traders generally can't get through a well camped gate anyway. Yes this does help catch incoming as well as outgoing, but there are several things that make this a positive for those that aren't pirates as well.
1. Pirates will now be able to hold people because instead of warp scrambling they'll webify, thus more tolls will be taken rather than killing immediately.
2. As CCP intended there will now be a reason for us pirates to stay at the gate. As I understood it these are expensive and you need alot, so now the pirates will have something to protect at the gate, and will stay to defend against those forces that do gather.
3. These are the much better alternative to the previous idea in which all gates had this field around them, which would severly slow travel down. Now travel is only slowed where it is camped.
If you were going to complain about this you should have done it when the idea was put forth in the first place. This isn't just a pirate module, alliances will use it as well. It doesn't just benefit pirates, but bounty hunters as well. Yes lone traders don't benefit, but CCP has never claimed that lone trading would be easy. Give it some time and try it out now that they are in place. I don't think it'll be as bad as some may think.
|

Jash Illian
|
Posted - 2004.02.09 19:04:00 -
[46]
Quote: Well thats quite my point really - if people don't comply with my wishes, I don't get all bent out of shape and try to podkill them. Why draw the line there ? Why not just kill their account too ?
There really isn't any reason in replying beyond this point. Such a blatantly hysterical rant speaks volumes in itself...
Seriously, have a cookie. 
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 |

Agan Rafa
|
Posted - 2004.02.09 19:06:00 -
[47]
Edited by: Agan Rafa on 09/02/2004 19:14:12 Flaker... I was actually enjoying this thread - EMP large ammo crashing through my pod and all
Carebear extraordinaire |

Baldour Ngarr
|
Posted - 2004.02.09 19:15:00 -
[48]
Quote: If you were going to complain about this you should have done it when the idea was put forth in the first place. This isn't just a pirate module, alliances will use it as well. It doesn't just benefit pirates, but bounty hunters as well. Yes lone traders don't benefit, but CCP has never claimed that lone trading would be easy.
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.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

pooti
|
Posted - 2004.02.09 19:17:00 -
[49]
I think these things are going to hurt pirates more than any other group (barring the one or two pirate corps that always have large numbers).
|

Deadzone
|
Posted - 2004.02.09 19:22:00 -
[50]
Please keep in mind- Quote: To deploy disruptors you'll need both the Anchoring and the Propulsion Jamming skills
As with any anchorable item,( if they have allowed for the rules of anchorable items to be the same with these disruptors), they will not be able to be anchored within the given distance to any gate or station. That means they can easily be gotten around. You'll just have to do a little exra work to do so. Vice-Admiral
Executive Commanding Officer Military Command Hadead Drive Yards |

Miriel Arkonis
|
Posted - 2004.02.09 19:28:00 -
[51]
Quote:
Quote: If you were going to complain about this you should have done it when the idea was put forth in the first place. This isn't just a pirate module, alliances will use it as well. It doesn't just benefit pirates, but bounty hunters as well. Yes lone traders don't benefit, but CCP has never claimed that lone trading would be easy.
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.
What are you thinking? Of course the pirates will run away. Unless these things cost as much as a battleship. That might get them to stay and fight for them. If not they will just run away and come back with new ones after the pirate hunters leave.
Or were you thinking the pirates would actually stay inside their own fields? 
|

Baldour Ngarr
|
Posted - 2004.02.09 19:32:00 -
[52]
Quote:
What are you thinking? Of course the pirates will run away. Unless these things cost as much as a battleship.
CCP did say they were going to be expensive enough to be worth defending, and to hurt if you lost them.
And I'd tend to agree with you on how expensive that is.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Kaaii
|
Posted - 2004.02.09 19:37:00 -
[53]
so ..can these devices "snag" ppl out of warp??
Say 1/2 way between gates?
Or do you have to be at impulse power...
"..Id rather fall beside 10 lions, then stand with One thousand sheep.."
|

drunkenmaster
|
Posted - 2004.02.09 19:58:00 -
[54]
a lot of overreaction here.
I sort of suspected it would go like this.
Too many people offering hearsay, and too many people taking it as fact, and basing opinions on it.
Also, people seem to be under the impression there are pirates everywhere that's not >=0.5.
That makes me chuckle.
as far as SPVD goes, these things will be most people's salvation. Taking them away won't stop us pirating, but having them would help us use the nicer side of pirating (ie. you fly away, rather than step out of the fridge again (unless we don't like them, ofc)).
It does sound a lot like the WDF thread before, with people going on about quitting and stuff just because a modules specs appear on the market.
so, to summarise: beh. .
|

Chepe Nolon
|
Posted - 2004.02.09 19:59:00 -
[55]
Edited by: Chepe Nolon on 09/02/2004 20:00:35 Three questions remain:
- Do warp core stabs work against this crap? - Which settings must be on to see them on my autoscanner? - Can they be deployed in 0.5 to 1.0 and close to sentry guns?
|

Skillz
|
Posted - 2004.02.09 20:01:00 -
[56]
I don't think that they will even be deployable near a sentry without it shredding it into lot's of tiny little pieces.
Keep on flaming, lamers.
|

drunkenmaster
|
Posted - 2004.02.09 20:04:00 -
[57]
Quote:
I don't think that they will even be deployable near a sentry without it shredding it into lot's of tiny little pieces.
I have to agree here, planting one is probably a hostile act in itself. .
|

Dianabolic
|
Posted - 2004.02.09 20:12:00 -
[58]
Quote: Seems this game has become Pirates Online. It was a good time to quit I guess 
Industrials should NOT have ANY means of escaping a combat ready craft, fact, end of story. They are INDUSTRIALS, big phat floating targets.
|

Aitrus
|
Posted - 2004.02.09 20:15:00 -
[59]
Taken from Help and Support:
Warp Disruptors
Warp disruptors are deployable items that emit a warp scrambling field. Nothing within this field can warp away. If you warp into a disruption field your ship will stop at the edge. The disruptors have limted range so you may have to use a few of them to cover the area you want.
How do I deploy and use warp disruptors?
To deploy disruptors you'll need both the Anchoring and the Propulsion Jamming skills. Take a disruptor into your ships cargo hold and fly to where you want it to be. Open your cargo hold and right click the item. You'll get the option to deploy the disruptor for your corp or for you personally. If you deploy it for your corporation your corp members can anchor and unanchor it but if you deploy it for yourself only you will control it. Once in space the disruptor will begin emitting a field. Within this field no ships, including the owner, can warp. If the disruptor is not anchored it will time out so you should anchor it. That will take some time depending on your skill levels and the type of the disruptor.
How do I escape from a warp disruptors grasps?
At the moment there are only two ways to escape if you are inside the warp disruptors range. Destroy the disruptor or fly out of it's range. Normal warp core stabilizers do not work against disruptors. Later a hacking option will be implemented that will allow you to hack disruptors and take control off them. ----- SOO... No, warp core stabilizers do not help. Gotta revise my hauling strategies now.
|

McWatt
|
Posted - 2004.02.09 20:23:00 -
[60]
Quote: Well thats quite my point really - if people don't comply with my wishes, I don't get all bent out of shape and try to podkill them. Why draw the line there ? Why not just kill their account too ? My argument is that gatecamping in empire space is ruining the game for a lot of people - not that there are pirates. Why don't you pirates come in and shoot at stations, or concorde fleets or something thats your size. Plenty of convoys around to mess up. More worthwhile too usually. Maybe the argument is more directed at Devs rather than yourself, I don't know, but empire space needs to be adequately policed. There shouldn't be any gatecamping possible in empire space at all - at least not in 'game logic' terms. As to the hinderance, my everyday life in EVE is about hinderances and trying to overcome the odds stacked against me - I don't actually see all that many hinderances to a ganky, griefing pirate in a BS against a frigate or indy in empire space, or did I miss something here somewhere. On the other hand, my lone BS in 'so-called' pie space has (and probably quite rightly so) very little chance of survival. I'm not asking you for anything at all - I'm telling you. Empire space is often less secure than pie space. Full stop. I don't think it should be, and it certainly isn't improved by this mod
well, we know nothing about these items, but here goes the big complain. couldn t you at least wait till price, range, HP, ... are known, or a single person has used it???
i, too, btw, can t see them being used in empire space. we ll see, though.
oh, just to mention, ccp skipped the testing part again. we ll see.
Quote: Related Answers: ò Player owned stations ò Why am I not getting security status increases? ò Closed account ò What are my standings and what do they do? ò Client hangs when trying to log in
lol, this one is from the description in the FAQ list. somehow funny, isn t it?
|

Moah
|
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
|
Posted - 2004.02.10 10:02:00 -
[62]
Thats the whole point.
|

Chepe Nolon
|
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. 
|

Bozl1n
|
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
|

KIAHicks
|
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)"...
|

Tsual
|
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
|
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
|

Drutort
|
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
|
Posted - 2004.02.11 04:03:00 -
[69]
Jummyy, i like those, can i have one 
|

Robotek Hybrid
|
Posted - 2004.02.11 05:29:00 -
[70]
as long as how i plan on using em aint considered exploit im good. --------------------------------------------
|

Baun
|
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
|

Baun
|
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
|

drunkenmaster
|
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... .
|

drunkenmaster
|
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. .
|

Joshua Calvert
|
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
|
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
|
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
|
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
|
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
|
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
|
| |
|
| Pages: 1 2 3 :: [one page] |