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Thread Statistics | Show CCP posts - 3 post(s) |
TZeer
BURN EDEN
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Posted - 2007.10.26 13:05:00 -
[1]
Was just on the testserver and checked the sensorboosters, damp, tracking disruptors and tracking computers...
One word... WTF?
T2 Sensorbosoters are nerfed down to 30% on both stats... T2 damps are down to 17.5% T2 tracking disruptors down to 22,3% T2 tracking comps are down to 7,5% and 15%
All I see here is a boost to the nanof*ggotry...
You cant get the range you need If you do you wont lock them in time And if you somehow lock them, you cant track them
Since what I heard is that the scripts will boost one of the stats while gimping the other...
You want range, you loose locktime
You want locktime, you loose range
You need to track, you loose range on your guns, and vica versa ( Bye bye, sniper fleets )
And so on, on top of that we get a boost on the scram range on intys.
In other words, bringing bs to a fight kinda seem suicidal atm.
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Alpine 69
Slacker Industries Exuro Mortis
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Posted - 2007.10.26 13:08:00 -
[2]
Ahhww wtf... i'm not a whiner but this ****es me off.
STOP NERFING **** THAT SHOULDN'T BE NERFED.
Sweet love for the ones that mod my sig <3 From her? You're on. -Rauth |
TZeer
BURN EDEN
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Posted - 2007.10.26 13:19:00 -
[3]
another thing this does: more blobs.
CCP keep advertising that this game is like a "sandbox". Well not anymore.
They come with nice modules that have been working good for 3-4 years. Then suddenly, kaboom!!
This is no "sandbox", this is turning into a place where we are forced to play/use stuff in a certain way. And where blobs are the answer to every problem.
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Damned Force
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Posted - 2007.10.26 13:23:00 -
[4]
If u was logged on SiSi, u could notice that this modules now needs ammo, which would boost 1 of the stats.
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TZeer
BURN EDEN
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Posted - 2007.10.26 13:34:00 -
[5]
From what I heard, that boost on one stat will nerf the other.
example:
30% on both stats on the sensor booster
Then add the script that boost range.
60% on range bonus, but maybe 0% on the scan resolution bonus.
Same with tracking comps etc.
So I`m hoping CCP can give some info on this soon.
Cause right now it`s all just rumors.
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Trishan
Green Men Incorporated
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Posted - 2007.10.26 13:36:00 -
[6]
I call for a target painter nerf!
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Jaketh Ivanes
Amarr Do Or Die And Live Or Try
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Posted - 2007.10.26 13:42:00 -
[7]
Nice changes. I like them.
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TZeer
BURN EDEN
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Posted - 2007.10.26 13:55:00 -
[8]
Originally by: Jaketh Ivanes Nice changes. I like them.
You fly closerange, fast moving ships?
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judes23
The Silent Rage M. PIRE
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Posted - 2007.10.26 13:56:00 -
[9]
its just CCP trying to make smaller pvp gangs and not the really bad *** fleets that most people enjoy -----------------------------------
save them, save your future |
TZeer
BURN EDEN
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Posted - 2007.10.26 14:03:00 -
[10]
Originally by: judes23 its just CCP trying to make smaller pvp gangs and not the really bad *** fleets that most people enjoy
Ehhm, how do they do that with nerfing modules?
Fighting superior numbers, last place you wanna be is close to them.
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judes23
The Silent Rage M. PIRE
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Posted - 2007.10.26 14:04:00 -
[11]
well, people will get just sick of all the big nerfs with all the mods and ships, so whenever ur in a fleet battle you have to be within 30km of the enemy (raven torp nerf..) -----------------------------------
save them, save your future |
Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.26 14:04:00 -
[12]
Well the scripts aren't on the server yet are they? Also I can't imagine that CCP would deliberately nerf the sensor boosters and tracking computers for no reason. Especially when they are nerfing sensor dampeners because they are too powerful. Its somewhat counter productive to nerf the cause and the cure at the same time.
Anyway fingers crossed that the scripts just give you more control on the bonuses and that you can have the same bonuses with a specific script as was originally in the module.
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TZeer
BURN EDEN
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Posted - 2007.10.26 14:09:00 -
[13]
Originally by: Nian Banks Well the scripts aren't on the server yet are they? Also I can't imagine that CCP would deliberately nerf the sensor boosters and tracking computers for no reason. Especially when they are nerfing sensor dampeners because they are too powerful. Its somewhat counter productive to nerf the cause and the cure at the same time.
Anyway fingers crossed that the scripts just give you more control on the bonuses and that you can have the same bonuses with a specific script as was originally in the module.
Dude, that would make sense. You know CCP have alot of that going lately *cough* 5 *cough* fighters *cough*
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Tutelary
Black Eclipse Corp Band of Brothers
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Posted - 2007.10.26 14:37:00 -
[14]
Glad I can fly a vagabond
Its going to be immortal now \o/
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James Lyrus
Lyrus Associates M. PIRE
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Posted - 2007.10.26 15:03:00 -
[15]
Originally by: TZeer
So I`m hoping CCP can give some info on this soon.
Cause right now it`s all just rumors.
See, that's why it's not something to be getting all excited about. -- Crane needs more grid 249km locking? GMP and TNP |
Ione Hunt
0utbreak
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Posted - 2007.10.26 15:08:00 -
[16]
Originally by: Trishan I call for a target painter nerf!
/Signed!
Those devil mods are hopelessly overpowered and unbalance Minmatar ships because on top of having an awesome module, they also get a special bonus which further enhances the uberness that is painters! _______________
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Spare me
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Posted - 2007.10.26 15:08:00 -
[17]
I guess nerfing is addictive
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DeadProphet
Black Eclipse Corp Band of Brothers
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Posted - 2007.10.26 15:11:00 -
[18]
sigh
more stupid pointless nerfs for the sake of it.
huge boost to nanoships (as if they need it)
so it will be about how many nanos or how much DPS you do. ewar is out of the game.
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gordon cain
Minmatar x13
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Posted - 2007.10.26 15:11:00 -
[19]
dampners in my opinion is one of the most overpowered modules in the game. If they reduce their effect they will be more along the lines of jammers.
Good skill, EW boat = jamming.
Good skill, Dampner boat = damping.
Finally
"Allways remember. Never argue with idiots, they will just drag you down to their level, and beat you with experience" |
Arenis Xemdal
Amarr
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Posted - 2007.10.26 15:13:00 -
[20]
Very good changes, I like.
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Trishan
Green Men Incorporated
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Posted - 2007.10.26 15:39:00 -
[21]
Originally by: Tutelary Glad I can fly a vagabond
Its going to be immortal now \o/
You know it got its dps nerfed from 17% to 20% with heat, right?
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CCP Atropos
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Posted - 2007.10.26 15:42:00 -
[22]
Before flying off the handle about these changes you really have to look at this. Look at it. Then look at it again. Ok.
Now that I've got the basics covered, you have to remember that the entire scripts idea is still a work in progress. We're intending to introduce them so that you can specialise your Remote Sensor Dampeners, Remote Sensor Boosters, Tracking Computers, etc, etc, so that they don't give you two bonuses, but just one. A very specific bonus that you pic and choose.
It allows you the capability to specifically target your sensor capabilities towards, for example, longer range so that a range reducing Lachesis can be successfully countered.
This has been something we've long wanted, and has been mentioned in several player drafted threads on how to recover a semblance of balance in Electronic Warfare.
The stats in place are not necessarily final, and as with everything on the Test Server, prone to change without notice.
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Cythrawl
Caldari Central Defiance
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Posted - 2007.10.26 15:43:00 -
[23]
Cross-linking an earlier post FTW.
I've already taken my shots. Soon as they balance the recon ships out, this 'nerf' will be good. About time ECM got given it's due revenge on all the other mods.
.:.
Originally by: Krazy Bitsch
Originally by: Virtuality In before the first troll.
i do believe you are too late for this.... |
Phaedruss
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Posted - 2007.10.26 15:45:00 -
[24]
Originally by: gordon cain dampners in my opinion is one of the most overpowered modules in the game. If they reduce their effect they will be more along the lines of jammers.
Good skill, EW boat = jamming.
Good skill, Dampner boat = damping.
Finally
Damps may be very powerful if you have 3 good named ones with decent skills. However, in terms of their targeting range penalty it's an all or nothing proposition. You either have 2 or 3 fitted and successfully engage your target outside its new targeting range (very powerful) or you don't (100% completely useless and 2-3 wasted slots).
Cry for the Pilgrim again...
I see another huge nerf to the Pilgrim here. Given that Pilgrim pilots often tend to use Damps because tracking disruptors have limited use i.e. are only effective vs turret ships, they'll soon be close to extinction in the world of recons. Because of the NOS nerf Pilgrims lost the ability to NOS/Neut, tank and tackle at the same time. With 3 best named sensor damps, lev 4 signal suppression, a damp rig and some very good cap management, its currently still possible to orbit within your NOS/Neut range and engage an un-sensor boosted BS.
With this nerf, that will no longer be possible. If you want to get into NOS/Neut range on a missile boat target (or anything with high tracking turrets), you're going to get hammered. Ships with cap boosters will out-last you and ships with projectile turrets are going to keep firing regardless of whether they have cap or not.
"Big deal", people say, the Pilgrim was too powerful in the first place. Not true. The Pilgrim had to be an effective solo type ship because it had no role in a fleet like the other recons do. It's NOS/Neuts were virtually useless because Cap isn't a major issue for primary targets (they either die before they run out of cap or they get remotely repped/capped anyway) and besides, they can rarely get within NOS/Neut range of targets in time to be effective anyway.
FFS CCP just quit this damned nerfing in every frigging patch and leave things be. You might try doing something about this lag that seems to get worse with every patch.
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CCP Atropos
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Posted - 2007.10.26 15:45:00 -
[25]
Also, with regards to speed setups being 'immune', the new Minmatar EWar frigate can web at 20km with a standard 10km webifier... Combine that with a Keres and you can lock down the 100m Vagabond with 2 10m isk frigates.
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Pesadel0
Ordem dos Templarios Pax Atlantis
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Posted - 2007.10.26 15:52:00 -
[26]
Originally by: CCP Atropos Also, with regards to speed setups being 'immune', the new Minmatar EWar frigate can web at 20km with a standard 10km webifier... Combine that with a Keres and you can lock down the 100m Vagabond with 2 10m isk frigates.
Sigh...
Is that you tux?:D
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Tutelary
Black Eclipse Corp Band of Brothers
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Posted - 2007.10.26 15:52:00 -
[27]
Im still getting the idea that the ppl who are "adjusting" the modules, do not really play the game at all... |
TZeer
BURN EDEN
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Posted - 2007.10.26 15:53:00 -
[28]
Edited by: TZeer on 26/10/2007 15:54:42
Originally by: CCP Atropos Before flying off the handle about these changes you really have to look at this. Look at it. Then look at it again. Ok.
Now that I've got the basics covered, you have to remember that the entire scripts idea is still a work in progress. We're intending to introduce them so that you can specialise your Remote Sensor Dampeners, Remote Sensor Boosters, Tracking Computers, etc, etc, so that they don't give you two bonuses, but just one. A very specific bonus that you pic and choose.
It allows you the capability to specifically target your sensor capabilities towards, for example, longer range so that a range reducing Lachesis can be successfully countered.
This has been something we've long wanted, and has been mentioned in several player drafted threads on how to recover a semblance of balance in Electronic Warfare.
The stats in place are not necessarily final, and as with everything on the Test Server, prone to change without notice.
I have seen that thingy yes. I want one btw.
Quote: so that they don't give you two bonuses, but just one.
So the sensorbooster can actually make you lock longer out then 1 sensorboosters makes you lock now?
Would it be any point fitting one sensorbooster for range and one for locktime, or will that be nerfed? Stacking penalty?
Quote: It allows you the capability to specifically target your sensor capabilities towards, for example, longer range so that a range reducing Lachesis can be successfully countered.
Cool with that. But what about longrange engagements? Will we be able to lock anything before they are on top of your ship? Or will the lockingtime be to much nerfed?
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Cythrawl
Caldari Central Defiance
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Posted - 2007.10.26 15:56:00 -
[29]
Originally by: Tutelary Im still getting the idea that the ppl who are "adjusting" the modules, do not really play the game at all...
Proof positive that BoB really aren't devs eh?
You seem to be missing where they took out the ability for a damp-spamming huginn and rapier to tackle any ship 1-1 indiscriminately.
That deserves a damn medal if anything.
.:.
Originally by: Krazy Bitsch
Originally by: Virtuality In before the first troll.
i do believe you are too late for this.... |
TZeer
BURN EDEN
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Posted - 2007.10.26 16:02:00 -
[30]
Originally by: CCP Atropos Also, with regards to speed setups being 'immune', the new Minmatar EWar frigate can web at 20km with a standard 10km webifier... Combine that with a Keres and you can lock down the 100m Vagabond with 2 10m isk frigates.
Not talking about 1vs1 or 2vs1. I`m talking about fighting against bigger numbers. It`s not uncommon that whenever we move into a system it doesnt take long for the blobs to appear.
How do we fight that if engaging at range will no longer be an option since we will not be able to lock any fastmovers before they are on top of us?
It`s about hitting fast, and getting the F*** out of there.
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