Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Leya Marcsson
|
Posted - 2007.10.28 06:07:00 -
[1]
Edited by: Leya Marcsson on 28/10/2007 06:10:59
In my Opinion the Blockade Runners fill the role of small scale, smuggle like trading in a two or three man team.
At the time the Blockade Runners where released, they where great and able to do this job.
Their warp core bonus protected them against tacklers, their speed and armor allowed them to warp out. Back at those times, mobil bubbels where rare, Dictors unreleased and only a few ships at each camp employed webs. The Blockade Runner could take full advantage of its warp core bonus and where really hot.
This have chanced.
Today, any serious gate camp employ a bubble or at least one dictor and the warp core bonus don't do the trick anymore. The speed bonus of the Blockade Runners are nearly bootless because today more small ships are employed and carring webs to counter nanoships. Its quite normal to have 3+ webs on you as soon you decloaked. The armor resistance is not heigh enoth to stay alive while escaping the bubble AND warp away. The chances are great you get killed within the first 15 secounds.
I dont want to the Blockade Runners nber or unkillable, I just want them hard to catch, I want them to have a reasonable chance to run a blockade. In my opinion they have lost this chance during the last patches.
To clear some expected arguments in forehand: "Take a scout with you and you are fine!" Well a scout only enable you to know if there is a bubble camp or not. A scout do not help you to pass that camp, but to avoid it. Even a industrial could use a scout to avoid camps.
"Take some friends to bust that camp and you are fine!" If I take some friends with me to bust the gate camps I would not fly a Blockade Runner anymore but a deep space transporter, a industrial or a freigther for more cargo space. In my opinion the blockade runners role is to operate in a small scale team of him + maximal 2 scouts/ew-support.
I don't really have a straight prosposal to change things, but here are some wild ideas to fire up the discusion:
Give Bubbles a Warp Scramble strengh of 4. This way they still can hold normal ships, while the +2 WCS Bonus of the Blockade Runners will be worth something again.
Give Blockade Runners a XX% chance to resist Web. This way they could use their unusual speed to leave the Bubble and warp away.
Im may opinion the worst option is to give them more Armor Resistens. They are not meant to be unkill able, but hard to catch. So their abilitys to escape have to improved not their ability to hold.
flame on!
|
Faroe
|
Posted - 2007.10.28 06:26:00 -
[2]
Buff BRs Yes yes yes
|
Phelan Lore
Sniggerdly Pandemic Legion
|
Posted - 2007.10.28 06:31:00 -
[3]
Fit an improved cloak II, an MWD, and learn how to fly. -
|
Leya Marcsson
|
Posted - 2007.10.28 06:56:00 -
[4]
Originally by: Phelan Lore Fit an improved cloak II, an MWD, and learn how to fly.
Thx you Phelan Lore, to remind me about this FAQ. Indeed both MWD and the Improved Cloak II are included in my standard fitting. In addition I have navigation 5, evasive maneuvering 5 and accleration control 5. I also know and use the "hit mwd to speed align while cloaking" trick. But this only work with really sleepy or noobish campers, cause nowday every decent ceptor pilot bump me out of cloak within 5 sek. You know, cloaks are around a while and lost its suprice element somehow.
|
Ecky X
The Aforementioned
|
Posted - 2007.10.28 07:06:00 -
[5]
I think an interesting change would be to add a bonus that reduces the sig radius bonus of microwarp drives per level. One major problem right now is, if you turn on an MWD, you get insta-locked and insta-webbed. -----
|
Leya Marcsson
|
Posted - 2007.10.28 07:36:00 -
[6]
Edited by: Leya Marcsson on 28/10/2007 07:38:22
Originally by: Ecky X I think an interesting change would be to add a bonus that reduces the sig radius bonus of microwarp drives per level. One major problem right now is, if you turn on an MWD, you get insta-locked and insta-webbed.
Indeed intresting option! It once happend to me that I was locked and webbed after I hit MWD and before I hit cloak. Tho MWD is F1 and cloak is F2 and there are only few millisec between activating both. I am sure that tackler was on speed .
Of course that case is not common but a rare exception, and this camp really deserved the kill. More common is to get bumped, decloaked and ganked while trying to creeping out of the bubble. So this change meight be intresting and safe important 2 secounds, but I somehow doubt that would be enoth to make the Blockade Runner viable again.
|
Asteroid Bandit
|
Posted - 2007.10.28 10:55:00 -
[7]
Here's an idea thats kinda out of the box. Create a new module that generates a decoy. You activate it and an identical ship to yours appears and flies in a mirror pattern to any path you take. Then give runners a bonus to how many decoys are deployed when activated. You get transports to lvl 5 and hit the mod and suddenly there are 6 ships all moving in opposite directions, all can be locked, but only one is real. The decoys could have the base resists and hp of the T1 version of your transport and that should buy the smart runner enough time to escape. It also adds an element of tactics as a smart runner will not necessarily run back to the gate, the obvious target, but perhaps move in such a way to give a decoy the appearance of being the actual ship.
|
Reviera
|
Posted - 2007.10.28 11:02:00 -
[8]
Aye Blockade Runner need a buff. Tho it got a buff with agility (i think) not long a go.
But still buff the ship and make it rly usefull in 0.0.
Deep space transport ships is also in need of a buff. Now they are only used as extreame haulers in empire.
|
Manoxtra
Gallente Helios Incorporated Insurgency
|
Posted - 2007.10.28 11:22:00 -
[9]
Make them able to use Covert Ops Cloaks and this topic is done!
|
Krystal Engle
Amarr Vairu'len Pilgrims
|
Posted - 2007.10.28 12:41:00 -
[10]
Originally by: Asteroid Bandit Here's an idea thats kinda out of the box. Create a new module that generates a decoy.
Best idea I've heard in 3 years of playing. You sir, deserve a cookie!
Like the OP, I've had my share of 0.0 blockade running, in all manner of ships ranging from the lowly Shuttle, on up to moving Battleships past a gatecamp.
Once the WTZ change took place, it was more challenging tactically, but still possible to move about if you kept your head. I remember one time in my beloved cloak-fitted Bestower, hold full of zyd, coming into a system with two tacklers at the gate. I made it out, but -just-, and only because I was lucky.
These days, the gatecamps are manned by more people than ever before, including in lowsec. It's not impossible to get by them if you have the necessary manpower on your side, but for the solo pilot, it has become the hardest it has ever been.
Anyhow, great module idea, truly. We need more tactical ideas like this implemented in the game, instead of more content for the sake of saying "well, we put in uber ship type abc, doncha like it?" or "well, we -enhanced- ship type xyz to fit in more with our vision", instead of listening to the playerbase.
Carry on.
-- D a m n a t i o n FC Personal Stats |
|
Leya Marcsson
|
Posted - 2007.10.28 13:41:00 -
[11]
Edited by: Leya Marcsson on 28/10/2007 13:42:13
Originally by: Manoxtra Make them able to use Covert Ops Cloaks and this topic is done!
Uhm, no sorry. I really dont want Blockaderunners to be uncachable like the CO's in some parts are. This would not only destroy my business but also would be quite boring .
Originally by: Asteroid Bandit Create a new module that generates a decoy. You activate it and an identical ship to yours appears and flies in a mirror pattern to any path you take.
Now THAT is a idea in my favor! Great! A decoy! Those images would be lockable and their T2 version would even simulate taking damage. Tho they need the ability to warp in - and also come out of the gate cloak with you, so the illusion works.
CCP pls listen - A DECOY MAY DO THE TRICK!
|
Cry5t4l
|
Posted - 2007.10.28 16:52:00 -
[12]
Iirc, there was talk of a new high slot module that multiplied your sid radius by 0.001 ish for 10 seconds and couldn't be activated for another 10 mins after that. If this goes live it should give BRs a window of oppurtunity to escape the bubble. |
Leya Marcsson
|
Posted - 2007.10.30 02:42:00 -
[13]
Originally by: Cry5t4l Iirc, there was talk of a new high slot module that multiplied your sid radius by 0.001 ish for 10 seconds and couldn't be activated for another 10 mins after that.
Hm, I somehow doubt there will be such a modul. Just imagin a ceptor with that.
|
Shandling
Minmatar
|
Posted - 2007.10.30 02:44:00 -
[14]
Edited by: Shandling on 30/10/2007 02:46:05
Originally by: Leya Marcsson
Originally by: Cry5t4l Iirc, there was talk of a new high slot module that multiplied your sid radius by 0.001 ish for 10 seconds and couldn't be activated for another 10 mins after that.
Hm, I somehow doubt there will be such a modul. Just imagin a ceptor with that.
If it existed, I'd imagine they'd have some restrictions on it that would make it near useless for a combat ship. So it'd only be useful really on industrials/transports. Although I doubt it'll ever be made.
Edit: They could make it unusable for combat ships by reducing your ability to lock other ships by the same amount (permanently) while fitted, not just activated.
|
Leya Marcsson
|
Posted - 2007.10.30 09:13:00 -
[15]
Originally by: Cry5t4l Iirc, there was talk of a new high slot module that multiplied your sid radius by 0.001 ish for 10 seconds and couldn't be activated for another 10 mins after that.
I found the rumors about that modul here.
Looking at the stats, and at the discussion I think it would solve the issue, and some others. Decreasing the Sigradius do not only incrrease locking times, but also decrease damage.
Tho I don't really like the approach of immortality for short time with a somehow long cooldown. Got that in other MMORPGs and it generaly sux, because those moduls tend to become a nobrainer choice - resulting in everyone using it.
A more creative, player skill involving thing would be better.
|
Helldrek Demonstar
Dark Knights of Deneb Against ALL Authorities
|
Posted - 2007.10.30 09:23:00 -
[16]
MWD back to gate and try again later? Thats what anyone in a combat ship has to do when jumping into a decent camp... ---
|
Leya Marcsson
|
Posted - 2007.10.30 09:42:00 -
[17]
Edited by: Leya Marcsson on 30/10/2007 09:44:36
Originally by: Helldrek Demonstar MWD back to gate and try again later? Thats what anyone in a combat ship has to do when jumping into a decent camp...
If I would like to do that, I would'nt jump into the camp at all. You know in a ship called Blockade Runner "trying later" is'nt a tactic I would consider. Every indy can run not existing blockades. :)
|
Carniflex
Caldari Fallout Research Fallout Project
|
Posted - 2007.10.30 10:19:00 -
[18]
Giving bubbles warp scram strenght sounds best option. Or making transport ships skill actually worth training past level 1, Say bubble Str 6 (on tech 1 bubble), Blocade runner base warp str 1 and +1 for each additional level in transport ships skill.
|
Faroe
|
Posted - 2007.10.30 11:32:00 -
[19]
"Giving bubbles warp scram strenght sounds best option. Or making transport ships skill actually worth training past level 1, Say bubble Str 6 (on tech 1 bubble), Blocade runner base warp str 1 and +1 for each additional level in transport ships skill."
you got it bro the fact that you dont need to train past lvl 1 sucks and should be changed
|
Lyria Skydancer
Amarr Uninvited Guests
|
Posted - 2007.10.30 11:39:00 -
[20]
Agreed. They need a buff. They should be faster and should have better resistances and yes the decoy is a good suggestion. The cloaking suggestion is prolly the easiest fix. But I have an intresting idea here.
Boost hp and resistances first Boost its speed And here comes the cookie: Give it a really high ecm burst strength and RANGE.
So you land in a bubble, either they kill you with superior tracking and firepower or they get like 5 tacklers on you. Youll get a little rush by trying to fly out of the bubble while spamming ecm burst to get the tacklers off you, once out of the bubble, off you go. Would be fun for both sides and it wouldnt be a snoozer like cloaking or just being immune to the bubble.
|
|
Leya Marcsson
|
Posted - 2007.10.30 17:37:00 -
[21]
Edited by: Leya Marcsson on 30/10/2007 17:38:00
Originally by: Carniflex Or making transport ships skill actually worth training past level 1, Say bubble Str 6 (on tech 1 bubble), Blocade runner base warp str 1 and +1 for each additional level in transport ships skill.
I also think that would be the most streigth forward solution. The drawback is that such a Blockade Runner would be somehow too uncatche able in a lowsec scenario, where pirates only can't use bubbels. Pitty. :S
In fact - The Transport Ship Bonus feel somehow bogus. Now ,after you can warp to 0km, I barly see a use for a shild booster. My common "engagements" last below 20-30sec. The booster can soak up around 1000dmg in that time - BUT with todays alpha damage this don't mean a lot.
Originally by: Lyria Skydancer They should be faster and should have better resistances
I would't like to see them getting more HP and Resistance. As I said earlyer in my conception they should'nt be hard to kill, but hard to catch. Tho Resistance is the ideal tool to counter to enormous alpha damage.
Quote: And here comes the cookie: Give it a really high ecm burst strength and RANGE.
Intresting idea. I currently toy around with ECM Bursts in my fitting, but can't really say if they work or not yet. Theoreticaly the draw back is that they break the lock without delaying a relock. With a sig radius blown up due MWD you are locked again so fast, that I somehow doub they will make a hugh difference. But I'll test them next time. Anyway
If you enlarge that range and teh strength you could start seeing blockade runners in fleet battles - warping in bursting, warping out. That should be avoided somehow.
It is'nt soo easy to tweak them right without breaking other things.
|
Grimpak
Gallente Trinity Nova KIA Alliance
|
Posted - 2007.10.30 19:10:00 -
[22]
Blockade runner role bonus: +2 warp core strength and ability to fit decoy module
Deep space role bonus: ability to fit decoy module and +5 decoy targets bonus.
as for the decoy module... well... some science skills at lvl5 or 4 or so. ---
planetary interaction idea! |
Gort
Storm Guard Elite
|
Posted - 2007.10.30 22:10:00 -
[23]
Yes! Yes! Yes!
Both classes of ships, and BRs in particular, need to be brought back to meaningful roles.
To me, squeaking past a nasty camp is the most fun of all. It's the only thing left in Eve that gives me the shakes....
Gorty
-- When in doubt, empty the magazine. |
Oron
|
Posted - 2007.10.31 03:46:00 -
[24]
At least the Prowler also have fitting problems. If you want to use a 10mw MWD and a Cloak (and you better have to stay alive!), there is no way to fitt a Med Shild Booster. Currently the Shild Boost Bonus is wasted, cause the optimal mid slots are 1* MWD + 2* Invu II
|
Commander Kahn'Alzaor
|
Posted - 2007.10.31 04:16:00 -
[25]
Originally by: Krystal Engle
Originally by: Asteroid Bandit Here's an idea thats kinda out of the box. Create a new module that generates a decoy.
Best idea I've heard in 3 years of playing. You sir, deserve a cookie!
Like the OP, I've had my share of 0.0 blockade running, in all manner of ships ranging from the lowly Shuttle, on up to moving Battleships past a gatecamp.
Once the WTZ change took place, it was more challenging tactically, but still possible to move about if you kept your head. I remember one time in my beloved cloak-fitted Bestower, hold full of zyd, coming into a system with two tacklers at the gate. I made it out, but -just-, and only because I was lucky.
These days, the gatecamps are manned by more people than ever before, including in lowsec. It's not impossible to get by them if you have the necessary manpower on your side, but for the solo pilot, it has become the hardest it has ever been.
Anyhow, great module idea, truly. We need more tactical ideas like this implemented in the game, instead of more content for the sake of saying "well, we put in uber ship type abc, doncha like it?" or "well, we -enhanced- ship type xyz to fit in more with our vision", instead of listening to the playerbase.
Carry on.
At one stage on sisi last year or some time ago i forget now. There were stealth modules which drastically reduced sig radius. They never made it off sisi for some reason =\
|
Joss Sparq
Caldari Agony Unleashed Agony Empire
|
Posted - 2007.10.31 05:08:00 -
[26]
I agree the BR should get a buff v.s. interdiction.
Originally by: Leya Marcsson dude I outruned blockades with my Badger III long befor you jumped into a rookie ship.
However I did get a chuckle from this.
|
Leya Marcsson
|
Posted - 2007.10.31 05:22:00 -
[27]
Edited by: Leya Marcsson on 31/10/2007 05:25:07
Originally by: Joss Sparq I agree the BR should get a buff v.s. interdiction.
Originally by: Leya Marcsson dude I outruned blockades with my Badger III long befor you jumped into a rookie ship.
However I did get a chuckle from this.
oops
|
Carniflex
Caldari Fallout Research Fallout Project
|
Posted - 2007.10.31 08:00:00 -
[28]
Originally by: Leya Marcsson Edited by: Leya Marcsson on 30/10/2007 17:38:00
Originally by: Carniflex Or making transport ships skill actually worth training past level 1, Say bubble Str 6 (on tech 1 bubble), Blocade runner base warp str 1 and +1 for each additional level in transport ships skill.
I also think that would be the most streigth forward solution. The drawback is that such a Blockade Runner would be somehow too uncatche able in a lowsec scenario, where pirates only can't use bubbels. Pitty. :S
True. With luck they might be able to bump you but that is not really a solution as by bumping you can 'scramble' anything and agility fitted blocade runner is well ... reasonably agile with approx 4 .. 5 sec to warp time.
Perhaps those new heavy interdictors can be used in low sec.
|
Rutefly
Amarr Freedom-Technologies
|
Posted - 2007.10.31 09:16:00 -
[29]
Good thing about 24/7 camps is, tacklers snooze and loose when it gets late. Also a good sig buys you alot of time. Ive had good experience with that.
|
Reviera
|
Posted - 2007.10.31 09:17:00 -
[30]
bump to a thread of a subject that i belive should be looked more at. Blockade runners need a buff.
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |