| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Laboratus
Gallente BGG League of Abnormal Gentlemen
|
Posted - 2007.10.24 17:48:00 -
[1]
Damps don't need nerfing, Forum whines need nerfing.
Damps are determenistic. You can comletely avoid them by either outranging them, or coming inside their range of effectiveness. They are easy to counter, it only takes skill. And maybe a sensor booster. Or dare I say, fof missiles, or drones. Or perhaps any other of the counters? ___ P.S. Post with your main. Mind control and tin hats |

Laboratus
Gallente BGG League of Abnormal Gentlemen
|
Posted - 2007.10.24 20:08:00 -
[2]
Originally by: Salient Soldier ...
And in the end, your fofs may kill one caracal.. while the other 12 pop your CNR.
12 to one you are going down in any case...
In gang/fleets...
EW is meant to be effective. The fact that is newbie friendly is only a positive thing for the game as a whole. It means players under 6months old can actually contribute something to the fleet instead of being only effective as liabilities... The effect of focused fire is so great, that the fact that we have modules that reduce the dps dealing capabilities of of an opposing fleet is only a good thing. It means that group combat does not treat numbers as hit points that go down one by volley. It means that directing EW and finding best targets is actually meaningful. It means that skill of command and pilots actually matters more than plain numbers...
It makes this a better game than without them as they are now. ___ P.S. Post with your main. Mind control and tin hats |

Laboratus
Gallente BGG League of Abnormal Gentlemen
|
Posted - 2007.10.24 20:42:00 -
[3]
Originally by: Salient Soldier
They can contribute by tackling.. and shooting rockets. Not by disabling my 28m SP character. Why continue skilling up points if i can be countered so easily by a noob? What then do noobs have to look forward to when they become vets? being jamed up by noobs? Something this powerful should not be so easy to use. AND it should be limited to t2 ships, where the risk is equivalent to the reward. Even then, still should be nerfed. A rook with a full eack of multi freqs generally can only keep one target perma jamed without getting lucky. An Arazu with a full rack of damps can keep 3 ships out of the fight.
Damps need to go!
New players unfortunately can't get enough speed to match older players cruisers in their frigates. To be effective they really need ceptors and propably a few mill of sp in navigation skills...
It's about roles that ppl can fill. The role of primary damage dealer requires a lot of skill points, as do roles of capital pilots etc. "later game content"... If all roles required millions of sp there would be nothing that newer players would be able to do in their first months. At the moment they do. Why would anyone stay in a game where they are impotent and unable to do anything for months?
Damps are nothing like ECM used to be. You can effectively go around it by simply warping on top of them and blowing them up there, inside your new targeting range or sniping them from distance where they can't target you yet, since they don't have the sp and t2 modules to make reach you... ___ P.S. Post with your main. Mind control and tin hats |
| |
|