
General Coochie
The Bastards
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Posted - 2007.12.23 11:39:00 -
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Edited by: General Coochie on 23/12/2007 11:40:33
Originally by: shaerc
Originally by: Derek Sigres I am annoyed by the nerf because it affected me but I understand the sentiment.
Eve players all too frequently are able to make ships that are pretty badass in a huge range of tactical situations by using mods that are quite flexible in in their applicaiton. It seems like the entire idea of Eve is generally geared towards forcing you to work with a group to be effective, and like it or not that's just how it is much of the time.
If you think about it, the change makes complete sense from a technological and blancing perspective. Increasing your sensor range is a simple matter of increasing the power being put through your target acquisition system, but this would do nothing to affect your scan resolution. Forcing you to essentially choose between faster lock and longer lock is a legitimate choice to be made.
Sensor damps are a totally different story though, but whould theoritically operate on the same principle. Feeding in the reverse of the signal pinging your ship would cut down on it's effective range but would do nothing to it's scan resolution given that your resolution is being handled at the mechanical level (shifting the array across a sweep area in this case). Damps were basically an i win button if your ship was able to outrun theirs AND get the lock first. Splitting the function in two is a great solution to this. I personally found the decreased targeting range to generally be the more useful function, though admittedly once a mega is inside the horrible pain range of it's blasters that longer lock time was nice to have.
At any rate, damps are still completely viable ewar. It just takes more of them to get the same effect as before, but to be FAIR it's no worse than using ECM given the need to use multiple jammers on a target ship to have a good chance of jamming. A single damp is always useful (maybe not as useful as we'd like), but a single jammer isn't. Needing at least 2 damps brings it closer in line to ECM in terms of the number of mods needed to be truly effective overall.
Good post. Maybe the only one with a brain in this thread.
No, because this statement isnt true.
"At any rate, damps are still completely viable ewar. It just takes more of them to get the same effect as before, but to be FAIR it's no worse than using ECM given the need to use multiple jammers on a target ship to have a good chance of jamming. A single damp is always useful (maybe not as useful as we'd like), but a single jammer isn't. Needing at least 2 damps brings it closer in line to ECM in terms of the number of mods needed to be truly effective overall."
You can fit 8 dampeners and they will be about as useful as 2 were before the patch. There is no way you can achieve the same affect as 3 dampeners had before trinity due to something called "stacking penalty". If you are not familiar with it I suggest reading the EWAR guide. Secondly. 2 dampeners damps with full skills, rigged, specialized ship damps to about 20% locking range. This is 20km for a battleship. In most small gang combat this means nothing. 2 ecms fitted on a falcon on the other hand means you can almost expect a perma jam of said BS.
Also a single dampener damps to 50% range. In other words a battleship to about 50km. That isn't usefull at all. I rather have 30% chance jamming for 12sec at any range.
Truth is it doesnt matter how many dampeners you are using at the moment they aren't effective overall. I can admit they can make life hard for a sniping BS but thats it. Dampeners as ewar benefits a gang very little. Sig removed, lacks Eve-related content. If you would like further details please mail [email protected] - Cortes |