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Belligerent Monk
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Posted - 2007.10.28 00:22:00 -
[1]
http://inorpo-b.mirror.waffleimages.com/files/73/73b540e4a87aa187880d553d9278b090e4c1b095.jpg http://waffleimages.nwpshost.com/files/2b/2b5b252a8bf53aee14fbcee6c9d8c38c80536a38.jpg
this is a terrible idea. dont implement it. ps. sig amps are in no way a good replacement.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.28 00:34:00 -
[2]
Absoultely not. Seriously, what the hell, CCP? Sensor damps need some re-balancing, but that doesn't mean you have to show off your new toy by nerfing everything else. Sensor boosters, tracking comps, etc are NOT overpowered.
The worst thing here is that not only are you now forced to pick between modes, but you get less of a bonus to that single mode! Even with the most favorable application (add the script bonus, not multiply the module bonus by the script bonus), that still leaves both modules weaker (55% vs 60%, for sensor boosters) than a single attribute of the existing modules.
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Kil'Roy
Minmatar The Rat Patrol
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Posted - 2007.10.28 01:13:00 -
[3]
Originally by: Belligerent Monk http://inorpo-b.mirror.waffleimages.com/files/73/73b540e4a87aa187880d553d9278b090e4c1b095.jpg http://waffleimages.nwpshost.com/files/2b/2b5b252a8bf53aee14fbcee6c9d8c38c80536a38.jpg
this is a terrible idea. dont implement it. ps. sig amps are in no way a good replacement.
Get a dose of reality 
We pay to play "Their" game.
I think you would loose in a court of law. All they have to say is that "All your Modules belong to us", and they would be right. 
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.28 01:37:00 -
[4]
Originally by: Kil'Roy
Originally by: Belligerent Monk http://inorpo-b.mirror.waffleimages.com/files/73/73b540e4a87aa187880d553d9278b090e4c1b095.jpg http://waffleimages.nwpshost.com/files/2b/2b5b252a8bf53aee14fbcee6c9d8c38c80536a38.jpg
this is a terrible idea. dont implement it. ps. sig amps are in no way a good replacement.
Get a dose of reality 
We pay to play "Their" game.
I think you would loose in a court of law. All they have to say is that "All your Modules belong to us", and they would be right. 
Obviously you can't take legal action over this. You'll notice he didn't mention something that stupid.
While it may be CCP's game, it's our money. With all these pointless, poorly thought-out "balance" changes, I'm really starting to reconsider giving CCP more of it. So in the end, CCP can have "their" game, balanced as poorly as they want... and played on an empty server.
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Futher Bezluden
Minmatar ORIGIN SYSTEMS Atlas Alliance
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Posted - 2007.10.28 01:38:00 -
[5]
Damps and tracking disruptors need fixing because they are the newest I-win ewar flavors of the season.
Why CCP is making script for "Dual-Mode" I just don't know. 1 for range damping, 1 for scan res damping. Same for Tracking Disruptors -optimal and tracking. Then Sensor Booster Scripts for enhancing range and scan res. What the hell.
Just set them to low strength so they aren't uberized on every damn ship in EVE, just decent on the ewar ships that are supposed to use them. Is isn't going to solve a damn thing without a serious strength decrease and buff for the ewar ships that are suppose to specialize in their use. THUKKER -Be Paranoid
Skeet Skeet L33t |

MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.10.28 01:42:00 -
[6]
um.. they take charges now... read up, don't jump to YARR NERF.
they can be used without charages for that pitiful amount, but with a charge they are more usefull this means that...
a frigate can not use them at full power forever.
that's it, that's the only change on sisi. ----------------------------------- I'm working my way through college target CCP need...more room... |

Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.28 01:45:00 -
[7]
Originally by: MotherMoon um.. they take charges now... read up, don't jump to YARR NERF.
they can be used without charages for that pitiful amount, but with a charge they are more usefull this means that...
a frigate can not use them at full power forever.
that's it, that's the only change on sisi.
Did you even bother looking at the pictures?
With the charges, you only get ONE attribute at a decent strength, the charge has a high penalty to the attribute you aren't boosting.
Even with the charges, the boosted attribute is still LOWER than the current TQ modules.
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Michael McNeil
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Posted - 2007.10.28 01:55:00 -
[8]
I think in CCP's atempt to specilize combat, they are killing the game by going over board... your taking the fun out of the game. try to sit back, and think about it.
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.10.28 01:57:00 -
[9]
Originally by: Merin Ryskin
Originally by: MotherMoon um.. they take charges now... read up, don't jump to YARR NERF.
they can be used without charages for that pitiful amount, but with a charge they are more usefull this means that...
a frigate can not use them at full power forever.
that's it, that's the only change on sisi.
Did you even bother looking at the pictures?
With the charges, you only get ONE attribute at a decent strength, the charge has a high penalty to the attribute you aren't boosting.
Even with the charges, the boosted attribute is still LOWER than the current TQ modules.
well I'll edit but the picture I tried didn't load seemed broked. ----------------------------------- I'm working my way through college target CCP need...more room... |

Belligerent Monk
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Posted - 2007.10.28 02:31:00 -
[10]
Originally by: Kil'Roy
Get a dose of reality 
We pay to play "Their" game.
lurk more, you are terrible at trolling. I think you would loose in a court of law. All they have to say is that "All your Modules belong to us", and they would be right. 
lurk more, you are a terrible troll.
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Beast Rabban
Minmatar GoonFleet GoonSwarm
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Posted - 2007.10.28 02:51:00 -
[11]
Originally by: Merin Ryskin
Even with the charges, the boosted attribute is still LOWER than the current TQ modules.
This is what makes the new changes so ill conceived - the idea that ships that rely on both targeting range and an increase in scan res (i.e. sniping ships) will now have to close the distance to well within the capabilities of their guns, or be unable to counter a smaller ship. There's no solid argument for this nerf, other than it is a buff by default for smaller frigate sized ships. Couple this with the buff inty's are getting and the introduction of EA frigs, the incentive of flying anything larger than a frigate just became significantly riskier. As a CCP said in another thread with great enthusiasm, 2 10M isk EA frigates can now easily lock down a 100M+ isk vagabond and render it useless (webs and TD's).
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Icome4u
Caldari Dark and Light inc. D-L
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Posted - 2007.10.28 03:12:00 -
[12]
WTB nerf to neuts!
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Belligerent Monk
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Posted - 2007.10.28 12:40:00 -
[13]
back onto the front page because i really do not like this.
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Angelik'a
Gallente
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Posted - 2007.10.28 12:47:00 -
[14]
A lot of these changes I'm seeing are so poorly thought out it's sickening.
Sack the balancing team tbfh.
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Maximillian Dragonard
Caldari Caldari Provisions
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Posted - 2007.10.28 12:52:00 -
[15]
It's starting to look like CCP is implementing a "grand plan" to force more close range fleet fights. This would make mixed fleets more viable than BS blobs certainly, but it's a dramatic shift in current game mechanics which should have been disclosed openly, rather than introducing a series of unexplainable nerfs to assorted mods. Not stating that this is their explicit reason, just starting to look more probable... ____________________
EWAR... love it or hate it.... learn to deal with it! |

Leandro Salazar
The Blackguard Wolves Knights Of the Southerncross
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Posted - 2007.10.28 15:21:00 -
[16]
So where are these scripts? I can't seem to find them on Sisi market...
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

infinityshok
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Posted - 2007.10.28 15:30:00 -
[17]
All this overboard nerfing is contagious. Im getting the urge to nerf my credit card.
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Sky Marshal
Aeden Tau Ceti Federation
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Posted - 2007.10.28 16:07:00 -
[18]
Edited by: Sky Marshal on 28/10/2007 16:09:43 CCP want reduce the use of long-range fleets, but they don't realize that if it is employed, it is also because the game is laggy... At least at +160km, this give time to the antisupport to manage the destruction of some annoying dictors before they arrive, and this give us chances to warpout if it is totally impossible to do anything.
So, OK, nerf the Sensor Booster. I will use 4 Sensor instead of 2, it is all. Yes, as long that you don't solve the lag problem, don't expect any changes in OUR gameplay.
We will not do close range combat in more than small gangs, ever.
This is also a bad news for close-range battle since it will be more long to lock someone, so scramble someone. Dictors will be more requested, but it is difficult to find some volunteers...
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.28 16:17:00 -
[19]
Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
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Stelteck
Minmatar Section XIII Tau Ceti Federation
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Posted - 2007.10.28 17:40:00 -
[20]
Nerfing sensor booster to 30% is a terrible idea. Please CCP do not do it.
Having to chose between a range effect and a speed effect, ok it may be a good thing. But keep previous bonus please.
Stelteck.
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WildSide
Spartan Industries Cruel Intentions
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Posted - 2007.10.28 17:53:00 -
[21]
cant understand why ccp try to ruin a elsewhere very very nice game. carrier nerf....then this nerf aswell... even I fly arazu I could take a nerf...but why nerf sensorboosters?? or tracking computers. _______________________________ Vids produced by me
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.28 18:29:00 -
[22]
Originally by: Goumindong Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
How the hell does gang size have anything to do with lock time/range? If anything, the large gang gets STRONGER under this change, since it can run more interdictors/interceptors as dedicated tacklers. Or just forget about long lock range, fit close-range guns, and still massacre the smaller gang. Focused fire and the N^2 law aren't just for snipers.
Quote: It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
I realize you have this bizarre obsession with T1 ammo, but this is a really stupid idea. And I'm saying this as a Caldari pilot. My ships are going to be the least-nerfed of the snipers, and I still think it's a bad idea. With few exceptions (the split slot layouts on the Eagle/Vulture, maybe the Zealot, the 250km locking cap on the Rokh), snipers are already balanced just fine.
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Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.28 18:47:00 -
[23]
FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.28 19:02:00 -
[24]
Originally by: Merin Ryskin
Originally by: Goumindong Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
How the hell does gang size have anything to do with lock time/range? If anything, the large gang gets STRONGER under this change, since it can run more interdictors/interceptors as dedicated tacklers. Or just forget about long lock range, fit close-range guns, and still massacre the smaller gang. Focused fire and the N^2 law aren't just for snipers.
Quote: It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
I realize you have this bizarre obsession with T1 ammo, but this is a really stupid idea. And I'm saying this as a Caldari pilot. My ships are going to be the least-nerfed of the snipers, and I still think it's a bad idea. With few exceptions (the split slot layouts on the Eagle/Vulture, maybe the Zealot, the 250km locking cap on the Rokh), snipers are already balanced just fine.
Because larger gangs are more likly to favor range over dps. Fitting short range guns is well and good, but if you cant cover the entire battlefield, which makes it a terrible idea. Otherwise you just get bubbled, tackled and warped into at 150km and slaughtered. Reducing lock times makes this a bit more interesting.
As for t1 ammo, yea, t2 long range ammo for long range guns was a bad decision as far as balance went.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.28 19:03:00 -
[25]
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.28 19:10:00 -
[26]
Originally by: Goumindong Because larger gangs are more likly to favor range over dps. Fitting short range guns is well and good, but if you cant cover the entire battlefield, which makes it a terrible idea. Otherwise you just get bubbled, tackled and warped into at 150km and slaughtered. Reducing lock times makes this a bit more interesting.
Note the "or" in that sentence. More likely, the large gang just brings a couple more interceptors for the fast lock/tackle. Larger gangs will always be better in every way.
Also, I find it rather amusing that you think fitting short-range guns in a large gang is a terrible idea, but somehow that problem of being unable to cover the entire battlefied goes away if you bring fewer ships.
Quote: As for t1 ammo, yea, t2 long range ammo for long range guns was a bad decision as far as balance went.
And again, you're wrong. If anything, the nerf to long range ammo damage needs to be reversed. But regardless of whether it was originally a good idea or not, what matters is the state of snipers at the moment. And right now, with two (maybe 3, if you absolutely must have the Zealot as a sniper... but don't expect to keep the pulse Zealot if you do) exceptions, sniper balance is just fine. There is no need to randomly nerf things just to show off their new toy.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.28 19:45:00 -
[27]
Yes larger gangs will always be better, the question is how much better.
Smaller gangs tend to gravitate towards thes short range because dps is more important than range. I.E. better dps later > less dps now. Larger gangs tend to gravitate towards range because less dps now > Better dps later.
A big gang that jumps a small gang at range wins w/ 0 losses.
A big gang that jumps a small gang up close wins w/ x losses where x > 0.
The lock time reduction increases the ability for the small gang to leave, or get close, reducing the deficiency against the longer ranged gang.
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DMF KingBob
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Posted - 2007.10.28 20:36:00 -
[28]
i dont like this nerf
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Jasmine Dupre
Vale Heavy Industries Molotov Coalition
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Posted - 2007.10.28 20:42:00 -
[29]
well there goes my mission boat i use a mach for range and motor out of harms way :(
Originally by: CCP Sharkbait we are screwed. delaying startup again.
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Jessica Molla
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Posted - 2007.10.28 22:44:00 -
[30]
if ccp keeps nerfing everything this way, next year we all will be flying shuttles until they get nerfed too...or will anyone actually still play the game at all?
ccp dont nerf things that are fine and dont have to be nerfed...you are killing the game for gods sake!!!
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Blind Man
Angel Deep Corporation
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Posted - 2007.10.29 00:45:00 -
[31]
Edited by: Blind Man on 29/10/2007 00:45:46 COULD YOU PEOPLE PLEASE READ REPLIES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS MOST LIKELY MORE THAN THEY ARE ON TQ, STOP MAKING STUPID THREADS WHEN YOU ARE CLUELESS.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 01:11:00 -
[32]
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 00:45:46 COULD YOU PEOPLE PLEASE READ REPLIES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS MOST LIKELY MORE THAN THEY ARE ON TQ, STOP MAKING STUPID THREADS WHEN YOU ARE CLUELESS.
COULD YOU PEOPLE PLEASE LOOK AT THE DAMN PICTURES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS WHICH IS LESS THEY ARE ON TQ, STOP MAKING STUPID REPLIES WHEN YOU ARE CLUELESS.
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Tonkin
D00M. Triumvirate.
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Posted - 2007.10.29 01:22:00 -
[33]
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 00:45:46 COULD YOU PEOPLE PLEASE READ REPLIES - THERE ARE THINGS CALLED SCRIPTS THAT YOU LOAD INTO THEM TO GIVE EITHER A RANGE OR A TRACKING BONUS MOST LIKELY MORE THAN THEY ARE ON TQ, STOP MAKING STUPID THREADS WHEN YOU ARE CLUELESS.
STFU.
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Blind Man
Angel Deep Corporation
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Posted - 2007.10.29 02:36:00 -
[34]
sry i just get kinda mad when people whine and complain about things when they don't take the time to figure out how its going to work 
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 02:58:00 -
[35]
Originally by: Blind Man sry i just get kinda mad when people whine and complain about things when they don't take the time to figure out how its going to work 
Again, read the damn thread before posting your little whine. We HAVE figured it out. The problem is, we're right: not only does this change force you to pick between modes, but the maximum effectiveness of each mode is LESS than the current dual-mode modules on TQ.
So it's a nerf, plain and simple.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.29 03:08:00 -
[36]
It's effectively a boost to destroyers, close-range, and mid-range ships. I can't wait for it to go in, not even joking around. |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.29 03:52:00 -
[37]
Originally by: Bein Glorious It's effectively a boost to destroyers, close-range, and mid-range ships. I can't wait for it to go in, not even joking around.
And small ships in general against long range ships, since they wont get range AND tracking anymore, one or the other.
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Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.29 03:57:00 -
[38]
Originally by: Merin Ryskin
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
So the scripts are available for use now? Wasn't at the time of my original post. :P
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

James Duar
Merch Industrial GoonSwarm
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Posted - 2007.10.29 03:59:00 -
[39]
Originally by: Goumindong
Originally by: Bein Glorious It's effectively a boost to destroyers, close-range, and mid-range ships. I can't wait for it to go in, not even joking around.
And small ships in general against long range ships, since they wont get range AND tracking anymore, one or the other.
Was going to post this - this is such a sweeping and general change that I really don't care how it effects battleships since it's going to effect all of them equally, and as my cohorts above have noted, make close range and smaller ships more viable.
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Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 03:59:00 -
[40]
Originally by: Bellum Eternus
Originally by: Merin Ryskin
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
So the scripts are available for use now? Wasn't at the time of my original post. :P
Why is reading comprehension so difficult? Look at the links in the first post, they're pictures of the script info taken from the test server. The scripts are not seeded on the market, but you can get info with the item IDs.
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Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.29 05:16:00 -
[41]
Originally by: Merin Ryskin
Originally by: Bellum Eternus
Originally by: Merin Ryskin
Originally by: Bellum Eternus FFS ppl. Stop being so alarmist. Sensor boosters will not have an effective 66% nerf. That's just the base stats w/o the 'scripts' in. Once those are implemented, the resulting performance will be comparable (or maybe even slightly improved) to the existing modes of performance for a given module.
"It's not done yet."
Wrong. The current scripts produce a lower bonus than the TQ modules, even on the boosted attribute. In the case of sensor boosters, on TQ you get 60% to range and speed. In the test version, you have either 30% to both, or 55%/5% either way.
So the scripts are available for use now? Wasn't at the time of my original post. :P
Why is reading comprehension so difficult? Look at the links in the first post, they're pictures of the script info taken from the test server. The scripts are not seeded on the market, but you can get info with the item IDs.
So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts arn't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Merin Ryskin
FinFleet Band of Brothers
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Posted - 2007.10.29 06:52:00 -
[42]
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts arn't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
So you admit you were just trolling? Like it or not, according to the only information we have now, it's a massive nerf.
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Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2007.10.29 07:59:00 -
[43]
Originally by: Merin Ryskin Like it or not, according to the only information we have now, it's a massive nerf.
This.
It's not necessary to add scripts to EVERYTHING, just because you can. No one (except for a few joke posts) thinks Sensor Boosters and Tracking Computers are overpowered. I really hope they aren't consumables either, cargoholds are kinda finite.
Linking those pictures for the lazy, since they seem to be here in droves.
Sensor Boosters Tracking Computers
Who else sees the evolution of a new role for low-SP pilots in fleet warfare? Blackbird with RSBs and 1600mm plate + DCU, highs filled with whatever, it really doesn't matter. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |

Kublai Khan
Caldari TAOSP Band of Brothers
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Posted - 2007.10.29 08:11:00 -
[44]
Oh, this is a very good change actually. Less uberfast locktime and instant death. Will make things more interesting. Whats even better is that htey will do the same to damage modules as well, rof or damage. Doubt they will get it into this patch tho :D
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katz3
PPN United Against ALL Authorities
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Posted - 2007.10.29 08:30:00 -
[45]
Those penalties of 25% and 5% on the modules are toooo much.  ___________________
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Kagura Nikon
Minmatar MASS HOMICIDE Interstellar Alcohol Conglomerate
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Posted - 2007.10.29 08:42:00 -
[46]
Originally by: Goumindong Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
you mean almost as a boost to the rokh? OMG!!!
If brute force doesn't solve your problem... you are not using enough |

Bellum Eternus
Gallente Blood Corsair's
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Posted - 2007.10.29 09:06:00 -
[47]
Originally by: Kagura Nikon
Originally by: Goumindong Edited by: Goumindong on 28/10/2007 16:17:51 Its not necessarily a bad change, i want to see how it plays out first, but i suscpect it will give smaller gangs a bit of an advantage over larger gangs for manuverability due to lock times of ships scripted to lock far.
It also makes tracking boosts much more important the longer range you are and emphasises tech 1 ammo more, which brings ships back to their original balancing points with regards to range.
you mean almost as a boost to the rokh? OMG!!!
It's a huge buff for the Rokh, but not for the reasons indicated above.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |

Michael McNeil
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Posted - 2007.10.29 12:45:00 -
[48]
ccp needs to stop adding so much to this game... they need to put the nerf stick down, and allow their changes they have done to affect the game completly, I never liked the idea of needing special ad ons, like the scripts. Its just one more thing to add to your cargo bay. just one more thing that will cause hardship.
a little thing called simple is better, when you make things too complicated ppl will lose intrest in it. and if ccp is going to force use to use scripts to things just to get the same use out of them as now.
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Julio Torres
Chosen Path
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Posted - 2007.10.29 13:11:00 -
[49]
Again they nerf for the sake of nerfing. This is a useless changes, it will inconvenience and make things more complicated then it has to be.
Solve lag before you add more crap we gotta keep track on, while the node isnt responding.
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Juggernaut Kell
Caldari 0utbreak
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Posted - 2007.10.29 15:06:00 -
[50]
Originally by: Julio Torres Again they nerf for the sake of nerfing. This is a useless changes, it will inconvenience and make things more complicated then it has to be.
Solve lag before you add more crap we gotta keep track on, while the node isnt responding.
EXACTLY!!!
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Paddlefoot Aeon
Neogen Industries Daisho Syndicate
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Posted - 2007.10.29 15:33:00 -
[51]
Let me preface this by saying that I fly Gallente ships on my combat character: -Sniper Megathron (skilled for ROKH, too) -Arazu -Nemesis
For the sniper ships, SPIKE has always been the ammo of choice, due to the huge range bonus. The downside is the hit to tracking. We fit tracking computers to this ship in order to counteract this nerf, in addition to getting the range.
I'm OK with choosing a Tracking computer to either improve tracking or increase range, but not both. But, my problem is with the computer boosting one while nerfing the other. If I want to improve tracking, I lose range (and vice versa?) Spike Ammo already has a build in Tracking nerf, the tradeoff for which is extra range. This seems like a nerf to snipers, and a backhanded nerf to Spike.
For Sensor boosters, the same thing applies. I'm ok with having to choose whether the bonus applies to lock time or range. My problem is that it applies to one while Nerfing the other.
Also, Sensor boosters (in their current incarnation) are lifesavers for carriers. If a Carrier is being tackled or needs to target a gang-mate for remote rep, they need lock speed and range. At present, a single Arazu can render a carrier useless unless the gang mate is within 5km. (Yes, I know sensor damps are being nerfed, too)
And that brings me to sensor damps. Are they over-powered, affecting both both lock range and time? Yes, they are. And again, they should be changed so that they affect only one stat, not both.
But the major deference between Sensor Damps and all the rest is they type of Module they are. Sensor Damps are Offensive, the others are personal, not directed at a target.
Again, I'm all for changing the Offensive weapons... but leave the personal modules alone... or at the very least, remove the penalties from them while having them take only one effect.
-Cheers, Paddle
Now Recruiting. Click sig for details!
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Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2007.10.29 15:46:00 -
[52]
Sensor boosters, tracking computers, tracking disruptors, and remote sensor dampeners are just fine, leave 'em alone!
Or if you really want to add these script things, then they should operate like they do now without a script, and the script could focus them on one attribute or the other, such that the one you focus on is stronger than it is now. As it stands, remote sensor dampeners and tracking disruptors are really only useful on ships with bonuses to them anyhow.
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Kitia
STK Scientific Black-Out
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Posted - 2007.10.29 15:55:00 -
[53]
Edited by: Kitia on 29/10/2007 15:55:11
Quote: 2007.10.29 10:36:12 ] CCP Gangleri > Scripts are in the next patch as well.. I'll seed them when I have checked that they are ok.
so with any luck we get to begin tested today So check the market and we may well have something to play with.
Kit
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Lillandra Peregrine
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Posted - 2007.10.29 16:26:00 -
[54]
I've always felt sensorboosters & comps are just at the edge of being 'enough'. A nice challenge.
I think the scripts are unnecessary. Really. Eve is complex enough - this kind of addition doesn't add any real variety to gameplay. Frankly I'd think nerfing the boosters/damps/comps require more thought.
What exactly is the 'problem' that these drastic changes are trying to solve?
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sai'l et
SWING KINGS
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Posted - 2007.10.29 18:17:00 -
[55]
i wonder if CCP wants the game to die due to all these ridiculous changes. sensor boosters dont need nerfing. leave them the way they r. i cant really comment on tracking disruptors as i never used them before. but dont kill sensro boosters.
PS: dont let the eos die. :(
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Italian Wedding
Soup Of The Day
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Posted - 2007.10.29 18:31:00 -
[56]
I like the changes. signature removed - please email us to find out why (include a link) - Jacques([email protected]) |

Veng3ance
Prophets Of a Damned Universe
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Posted - 2007.10.29 18:42:00 -
[57]
Edited by: Veng3ance on 29/10/2007 18:47:30 So if you nerf Sensor Boosters and tracking computers.
Then you nerf Sensor Damps and Tracking Disruptors....
Haven't you really just done.... nothing?
Edit: I would also like to know what is going to be done about Amarr and Minmatar fleet battleships when these changes come out.
The megathron and Rokh have built in bonuses, and may not be affected greatly after the patch. A couple changes to the modules being fit and which scripts to use and you can easily get back out to 200km and above.
However, Amarr are screwed! And minmatar to a certain point. Amarr have a ALMOST NO MID SLOTS. AND No tracking, or range bonuses. So this means we just get ****** and can only stay sub 150km range?      
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Blind Man
Angel Deep Corporation
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Posted - 2007.10.29 19:00:00 -
[58]
Edited by: Blind Man on 29/10/2007 19:00:29
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts aren't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
this is mostly my point, no point in complaining about something that you have to use the infoid to look at..
ps: @ above post, maybe they can fix lasers and change the cap use bonus to a range bonus 
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2007.10.30 16:50:00 -
[59]
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 19:00:29
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts aren't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
this is mostly my point, no point in complaining about something that you have to use the infoid to look at..
ps: @ above post, maybe they can fix lasers and change the cap use bonus to a range bonus 
Well lets be honest here, Unless the scripts come in flavours such as +100% boost to both bonuses, then they are crappola, infact they are so damned pathetic, if I lived in Iceland I would give the dev team a good old fashioned flogging. This nerf is horrendous and the fact that no dev has said a word about it is the worst of it all, they are hiding in a hole hoping noone will find them and give them the abuse they deserve.
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Bein Glorious
GoonFleet GoonSwarm
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Posted - 2007.10.30 17:05:00 -
[60]
Originally by: Nian Banks
Originally by: Blind Man Edited by: Blind Man on 29/10/2007 19:00:29
Originally by: Bellum Eternus So what you're saying is that no one has actually fit/tested one yet? Right?
Of course I was being obtuse on purpose with my previous posts. Just to point out the stupidity of the posts so far. The scripts aren't seeded yet, they can change, and until they're actually seeded, they're waaaay far from being done.
Reading comprehension isn't difficult. Learn to read between the lines, or was I being too esoteric for you?
this is mostly my point, no point in complaining about something that you have to use the infoid to look at..
ps: @ above post, maybe they can fix lasers and change the cap use bonus to a range bonus 
Well lets be honest here, Unless the scripts come in flavours such as +100% boost to both bonuses, then they are crappola, infact they are so damned pathetic, if I lived in Iceland I would give the dev team a good old fashioned flogging. This nerf is horrendous and the fact that no dev has said a word about it is the worst of it all, they are hiding in a hole hoping noone will find them and give them the abuse they deserve.
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