| Pages: 1 [2] 3 4 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Lyria Skydancer
Amarr Dark-Rising
|
Posted - 2008.01.04 03:45:00 -
[31]
One could wonder though why the explosion velocities werent adjusted after adding new speed mods like poly rigs etc into the game. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

Aurael Drakewing
Legio Immortalis Ushra'Khan
|
Posted - 2008.01.04 04:06:00 -
[32]
Originally by: VB Sarge *snip*
Here's an idea for you, but I'm not really sure if it's mine originally or I saw it somewhere else (props to the original author if it's the latter):
Speed is, and should be, a viable tank. The problem is that one you hit a "magic number" (5400 m/s I believe, please correct if I'm wrong) than you are now invulnerable to 99% of all damage, save smartbombs and DDs. This, IMO, is part of the problem. The other part is that while going this speed, you can still have an effect on the battle at hand. If you're in a missile ship, they still do damage; but more importantly you can still tackle/ECM/drone another player with near-immunity. To solve this, instead of nerfing all speed or giving the ability to hit things going this fast, we nerf the module responsible: the MWD. How? Quite simple, just change the way the MWD works so that when it's active offensive modules (read: anything that can effect another ship; weapons, warp scrams, webs, etc) don't work, just like you were in a warp tunnel (it is a micro WARP drive, after all). I think this would be the simplest and most effective way to counter the speed issue, without adding in some arbitrary "speed limit."
Any problems with this kind of idea?
|

Dors Venabily
|
Posted - 2008.01.04 05:11:00 -
[33]

you might be onto someting increase burner boost as well. Frigs still get fast if they want to get out but have to break lock. Vagas would still be fastest if using the beefed up burner but not immune totally.
|

E Vile
Fifth Exiled Legion SMASH Alliance
|
Posted - 2008.01.04 06:45:00 -
[34]
Edited by: E Vile on 04/01/2008 06:47:20 What is your target navigation trained to? That is the skill that makes explosion velocity vs target speed not matter as much. This is a MUST to train if you think your going to hit faster targets.
What range were you attempting to hit at? You max range of missles is if target is standing still as you need the time for the missle to catch target. Max range will be much shorter with missles vs fast targets.
Skills make a huge difference, but those fast flavor of the month ships will still be hard to finish off if you can't get them tackled even if you can damage them.
|

Everyone Dies
Caldari Lucky Tampon
|
Posted - 2008.01.04 07:07:00 -
[35]
Edited by: Everyone Dies on 04/01/2008 07:06:55
Originally by: VB Sarge bunch of illogical nonsense.
vagabond is still overpowered
|

ARGH69
|
Posted - 2008.01.04 07:21:00 -
[36]
Edited by: ARGH69 on 04/01/2008 07:25:41 i have max heavy missile skills and max missile support skills. as it currently stands, and without implants or rigs, my standard heavy missiles have a 1125 m/sec explosion velocity. if i switchted to precision heavies it would only net me 1500 m/sec explosion velocity. with the hidden fall off of 1500 m/sec explosion velocity of all missiles, the best i can muster is doing half damage if the vegabond is going 3000 m/sec. but when it reaches 4500 m/sec the damage is 0.0 because the game is relying purely on the explosion velocity of the missile to help calculate damage in this scenario.
i am pointing out that the game mechanics contradict. at the point of firing, the vegabond was at 12km distance mwd'ing in a bee-line away frome me. my heavy missiles were going 7500+ m/sec (thanks to the velocity bonuses from the caracal) and the vegabond doing 5000 m/sec. after a few seconds (or around 70-80km) the missiles made impact but caused 0.0 damage. what i am complaining about is that the months i trained maxing out the missile skills means absolutely nothing in the form of exactly 0.0 damage. of course you can use speed tanking to help outrun missiles if the distances are favorable, but when something hits you at a 2500 m/sec velocity it should do damage. besides the vegabond can continue it's bee-line run and still outrun the missiles after the first volley hits for damage so the threat of killing it is almost non-existant.
as it stands missile velocity only helps with travel distance. i would like to see missile velocity and explosion velocity somehow help eachother out so it can make sense. maybe missiles can get some brains and help determine where the point of impact should be to help out the explosion velocity.
in conclusion i think the speed attributes are ruining the game. whether it's nano ships achieving velocity speeds of immunity or missile velocity speeds not being registered for damage, something has to give.
|

Dromidas Shadowmoon
Minmatar 54th Knights Templar Dark Matter Coalition
|
Posted - 2008.01.04 07:43:00 -
[37]
Vagabond can't fit any ewar if it expects to survive a single encounter against anyone who has single launcher fitted, or any drones. _______________________________________________ Minmatar will always go faster than you, get over it. |

Damned Force
Minmatar Republic Military School
|
Posted - 2008.01.04 07:46:00 -
[38]
Originally by: Gamesguy Turrets do better vs high transversal targets, missiles do better vs low sig radius ships.
For example, a raven doing 1k dps with torps would still do 100 dps against an AF, which is far more than the AF can tank.
On the otherhand, BS turrets would have a 0.00000001% chance to hit the AF.
The opposite is true vs nanoships. Medium pulse lasers/ACs track nanoships very well, absolutions *****nano-boats.
Heavy missiles do not. My suggest would be to change the explosion radius bonus on certain missile boats like the nighthawk to missile explosion velocity bonus.
agree
|

Zana Kito
Antares Fleet Yards SMASH Alliance
|
Posted - 2008.01.04 07:54:00 -
[39]
Originally by: Aurael Drakewing
Originally by: VB Sarge *snip*
Here's an idea for you, but I'm not really sure if it's mine originally or I saw it somewhere else (props to the original author if it's the latter):
Speed is, and should be, a viable tank. The problem is that one you hit a "magic number" (5400 m/s I believe, please correct if I'm wrong) than you are now invulnerable to 99% of all damage, save smartbombs and DDs. This, IMO, is part of the problem. The other part is that while going this speed, you can still have an effect on the battle at hand. If you're in a missile ship, they still do damage; but more importantly you can still tackle/ECM/drone another player with near-immunity. To solve this, instead of nerfing all speed or giving the ability to hit things going this fast, we nerf the module responsible: the MWD. How? Quite simple, just change the way the MWD works so that when it's active offensive modules (read: anything that can effect another ship; weapons, warp scrams, webs, etc) don't work, just like you were in a warp tunnel (it is a micro WARP drive, after all). I think this would be the simplest and most effective way to counter the speed issue, without adding in some arbitrary "speed limit."
Any problems with this kind of idea?
This is the exact problem. There are different forms of tanking, neither should be so clearly superior as to make the others look crap.
Active tanks can be overloaded easily. Buffer tank just buys you some extra time. Nano tank avoids all damage indefinitely with very little counters, most of them simply allows the enemy to disengage at will without you able to do squat. WCS pre-nerfed anyone? |

Faydelm
Caldari Model Of Aggression
|
Posted - 2008.01.04 07:56:00 -
[40]
Edited by: Faydelm on 04/01/2008 07:57:11
Originally by: Gamesguy Turrets do better vs high transversal targets, missiles do better vs low sig radius ships.
For example, a raven doing 1k dps with torps would still do 100 dps against an AF, which is far more than the AF can tank.
On the otherhand, BS turrets would have a 0.00000001% chance to hit the AF.
The opposite is true vs nanoships. Medium pulse lasers/ACs track nanoships very well, absolutions *****nano-boats.
Heavy missiles do not. My suggest would be to change the explosion radius bonus on certain missile boats like the nighthawk to missile explosion velocity bonus.
This
|

Raekone
|
Posted - 2008.01.04 08:14:00 -
[41]
Just a little whine of my own here;
Stop saying "omg CCP change the game if enough people whine, those noobs should learn to play and think outside the box". Why would your personal very restricted oppinion be worth more than the majority of EVEs players'?
* Maybe it's YOU who needs to realise that if that many people complain then something actually needs to be changed? * Maybe it's YOU who needs to start thinking out of your precious "box" and come up with some other way to play the game, do you have to fly around in a 5000m/s ship to survive? I laugh in your general direction tbh.
</rant>
|

Pan Zhu'Liang
|
Posted - 2008.01.04 08:32:00 -
[42]
only issue i see with speed tanks is that beyond a certain speed they take no damage what-so-ever from missiles. it's not the most imbalanced thing out there, it just seems like a poor mechanism. if the relationship between speed and explosion velocity resulted in a smoother drop off in damage i think people would be less irritated by it.
imo people speed tank more because it's fun than effective though. but what do i know anyway, just a noob's 2 isk.
|

DHG
North Siders Fang Alliance
|
Posted - 2008.01.04 10:15:00 -
[43]
Why the whining about heavy missiles not up for the job? It's like whining about 250mm railguns not tracking an orbiting nanoship.
Use light precision missiles. There are nifty assault launchers (note: assault, not heavy assault) which are basicly cruiser/BC sized light missile launchers. And the explosion velocity on precision light missiles IS very nice, 3000m/s base. Fit those on a caracal/cerberus and you've something that can hurt nanoships.
|

Liang Nuren
The Avalon Foundation Knights Of Syndicate
|
Posted - 2008.01.04 10:17:00 -
[44]
Originally by: DHG Why the whining about heavy missiles not up for the job? It's like whining about 250mm railguns not tracking an orbiting nanoship.
Use light precision missiles. There are nifty assault launchers (note: assault, not heavy assault) which are basicly cruiser/BC sized light missile launchers. And the explosion velocity on precision light missiles IS very nice, 3000m/s base. Fit those on a caracal/cerberus and you've something that can hurt nanoships.
A Caracal/Cerb with Warhead Flare rigs and precision lights can nail a 10km/sec inty.
-Liang --
Originally by: "QProQ"
When they said to put 'stabs on your 'cane, they meant GYROSTABS!
|

Damned Force
Minmatar Republic Military School
|
Posted - 2008.01.04 11:05:00 -
[45]
Originally by: Liang Nuren
Originally by: DHG Why the whining about heavy missiles not up for the job? It's like whining about 250mm railguns not tracking an orbiting nanoship.
Use light precision missiles. There are nifty assault launchers (note: assault, not heavy assault) which are basicly cruiser/BC sized light missile launchers. And the explosion velocity on precision light missiles IS very nice, 3000m/s base. Fit those on a caracal/cerberus and you've something that can hurt nanoships.
A Caracal/Cerb with Warhead Flare rigs and precision lights can nail a 10km/sec inty.
-Liang
Yes, u right, but if u happy with that a t2 cruiser with specially fitted against speed ships can kill a t2 frig, and u think than everything is ok, than u wrong!!! Just look what dps can put out this ship and u would see, that u have no chance against the same class ships....
To make it simple......Its not important what u fit u have no chance against a Vaga, but thats just one example. Sure in every class are better and worst ships, but if u cant fit the same class ship so that u have some chance against the other ship, there is something wrong....
Yes precision lights hit fast ships like ceptors, and heavy's(even if just rigged and with implants should be able to make damage on same class nanoships.
Neither tank should give u so much advantage with so few counters....
|

Megan Maynard
Minmatar Clearspace Operations Carpe Diem.
|
Posted - 2008.01.04 11:22:00 -
[46]
Edited by: Megan Maynard on 04/01/2008 11:23:14 Do your fly a fast ship?
I do, I fly a Hyena. Just got the damn thing. It's worth 11 million in Jita. With a t2 MWD, 3 t2 overdrives I spent a little more then what the ships worth. Then I added 2 polycarbon rigs. That's 109 million isk. Your Cruiser costs how much? A drake costs how much?
GIVE ME A BREAK. The number one threat to small fast ships are missiles. Think about that for a second.
Done? You know how long I worried about turrets? As soon as I equiped a MWD. That extra 109 million was spent because I'm so freaking worried about missiles. One, they stay with you after they are launched. Two, if you change directions at the wrong time, they catch you and you are DEAD. Three, my ship the hyena doesn't even have 1000 hitpoints. The vagabond has the fewest hitpoints of all the HACS. There is nothing "HEAVY" about it.
As soon as a speed tank ship slows down it's dead, every pilot who uses one knows this and spends FOUR TIMES or more the amount of money it takes to tank your crappy caldari ship. (Minmatar sorry, but I hate missiles.) You're slow and tank like crazy. You are basically amarr with shields.
|

Megan Maynard
Minmatar Clearspace Operations Carpe Diem.
|
Posted - 2008.01.04 11:27:00 -
[47]
Originally by: Pan Zhu'Liang only issue i see with speed tanks is that beyond a certain speed they take no damage what-so-ever from missiles. it's not the most imbalanced thing out there, it just seems like a poor mechanism. if the relationship between speed and explosion velocity resulted in a smoother drop off in damage i think people would be less irritated by it.
imo people speed tank more because it's fun than effective though. but what do i know anyway, just a noob's 2 isk.
Ummmmmm, They take no damage whatsoever from turrets if they fly the ship right.
Speed tanking is expensive, your caldari ship is not. Just like anything in this game, throw money at the problem and it will go away.
How do you think BOB keeps fighting as long as it has? 
|

Damned Force
Minmatar Republic Military School
|
Posted - 2008.01.04 11:56:00 -
[48]
Originally by: Megan Maynard Edited by: Megan Maynard on 04/01/2008 11:23:14 Do your fly a fast ship?
I do, I fly a Hyena. Just got the damn thing. It's worth 11 million in Jita. With a t2 MWD, 3 t2 overdrives I spent a little more then what the ships worth. Then I added 2 polycarbon rigs. That's 109 million isk. Your Cruiser costs how much? A drake costs how much?
GIVE ME A BREAK. The number one threat to small fast ships are missiles. Think about that for a second.
Done? You know how long I worried about turrets? As soon as I equiped a MWD. That extra 109 million was spent because I'm so freaking worried about missiles. One, they stay with you after they are launched. Two, if you change directions at the wrong time, they catch you and you are DEAD. Three, my ship the hyena doesn't even have 1000 hitpoints. The vagabond has the fewest hitpoints of all the HACS. There is nothing "HEAVY" about it.
As soon as a speed tank ship slows down it's dead, every pilot who uses one knows this and spends FOUR TIMES or more the amount of money it takes to tank your crappy caldari ship. (Minmatar sorry, but I hate missiles.) You're slow and tank like crazy. You are basically amarr with shields.
Thats silly. so because u spent 100mil on your frog, i should not be able to defeat it for example with a 400mil worth NH???? Yes the vaga is not much dps, and maybe have the less hitpoint as default, but i can fly it over 6500m/s and have 8000+hitpoints. If u cant me slow down, for what u have chance in few ships u cant fight me. in worst case i fly away......
|

Cpt Branko
The Bloody Red
|
Posted - 2008.01.04 12:51:00 -
[49]
Edited by: Cpt Branko on 04/01/2008 12:52:21 I don't understand: are people saying very fast ships are immune to damage at all? I don't understand. I haven't had problems hitting Vagabonds in a Cyclone* and forcing them away, for example. If you want to hit a speed HAC in a BS, of course, you should really have problems; it's like asking that my cruiser can hit interceptors.
At any rate, ships which cannot perma-MWD are vunerable to missiles; in fact, very vunerable as they WILL have to bugger out when their MWD starts to falter or they risk being insta-popped. Bigger missile ships which can fit a module called a 'heavy neutraliser' pose a double risk: they can fire a hail of missiles and then force the other guy to shut down his MWD.
Fighting nano-ships is tricky, of course. It requires you to use your brain and think about your fit. So?
*Where I'd probably die to a Deimos/Ishtar/Sacriledge/Cerebus.
Edit: to the guy using a 400M NH: buy a faction web and your problems are solved. Throwing money at the problem DOES work.
Rifters!
|

Damned Force
Minmatar Republic Military School
|
Posted - 2008.01.04 13:08:00 -
[50]
Edited by: Damned Force on 04/01/2008 13:09:15
Originally by: Cpt Branko Edited by: Cpt Branko on 04/01/2008 12:52:21 I don't understand: are people saying very fast ships are immune to damage at all? I don't understand. I haven't had problems hitting Vagabonds in a Cyclone* and forcing them away, for example. If you want to hit a speed HAC in a BS, of course, you should really have problems; it's like asking that my cruiser can hit interceptors.
At any rate, ships which cannot perma-MWD are vunerable to missiles; in fact, very vunerable as they WILL have to bugger out when their MWD starts to falter or they risk being insta-popped. Bigger missile ships which can fit a module called a 'heavy neutraliser' pose a double risk: they can fire a hail of missiles and then force the other guy to shut down his MWD.
And a 400m NH was an example for the guy who said he putted 109mil into his hyena and he need to afraid missile ships like drake, cerb, etc.....
Fighting nano-ships is tricky, of course. It requires you to use your brain and think about your fit. So?
*Where I'd probably die to a Deimos/Ishtar/Sacriledge/Cerebus.
Edit: to the guy using a 400M NH: buy a faction web and your problems are solved. Throwing money at the problem DOES work.
Even with a 25km faction web u would not have a chance to kill the vaga if the pilot know what he do. I know if i began with my time in a vaga, i was some times webbed, because i dont excepted bigger range webs, i made a wrong click etc. But with time that was less, and even if i got webbed a bit i was able to escape and fly away... just few ships in eve are able to make me trouble. sure i cant kill alone lot of ships, but im safe from them too
|

hundurinn
Pagan Belief
|
Posted - 2008.01.04 13:14:00 -
[51]
I can agree that speed is a option for tanking. However, speed as it is today makes you compleatly invincible when you reach certain speed which is ridiculous.
Why is your only answer 'FIT TO KILL NANOSHIPS BLAH BLAH BLAH'. Do I have to fit to kill armor tanking ships? No. Do I need to fit to kill shield tanking ships? No.
No one should be able to spend 2 bills on a ship and then claim:'I should be invincible because I spend all that money on a ship'.
The simple fact is that speed is too great. Got that? I'll say it again. Speed is too great. Still haven't gotten it? Speed is too great.
|

Cpt Branko
The Bloody Red
|
Posted - 2008.01.04 13:17:00 -
[52]
Originally by: hundurinn I can agree that speed is a option for tanking. However, speed as it is today makes you compleatly invincible when you reach certain speed which is ridiculous.
Why is your only answer 'FIT TO KILL NANOSHIPS BLAH BLAH BLAH'. Do I have to fit to kill armor tanking ships? No. Do I need to fit to kill shield tanking ships? No.
No one should be able to spend 2 bills on a ship and then claim:'I should be invincible because I spend all that money on a ship'.
The simple fact is that speed is too great. Got that? I'll say it again. Speed is too great. Still haven't gotten it? Speed is too great.
Using the awesome logic of 'repeat it a thousand times until it's true' (and you really should know where *that* line of reasoning comes from), I'll say it:
Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough.
There, I win the thread.
Rifters!
|

Sam Venture
Caldari
|
Posted - 2008.01.04 13:23:00 -
[53]
I propose we attach a rocket to a large peice of metal and launch it at a ship. It does not explode, just smashes into the other ship. FIXED 
|

Pickled Egg
|
Posted - 2008.01.04 13:23:00 -
[54]
Honestly, the only ship that's a REAL problem at insane speeds is the Crow. Because it's the only one that can go fast enough to be immune to all conventional damage (not EWAR) and its primary weapons are NOT affected by transversal.
That Vagabond you complain about? Guess what - he has to slow down to hit you. The speed is his ability to dictate range. He DOES sacrifice a lot of DPS to do so. He's firing into falloff, and even when slowing down enough to hit you, he's still dealing with transversal effects on a cannon that's already into falloff.
Despite popular forum warrior belief, Vagas do not orbit at 9km/s while doing 700dps. |

hundurinn
Pagan Belief
|
Posted - 2008.01.04 13:42:00 -
[55]
Originally by: Cpt Branko
Originally by: hundurinn I can agree that speed is a option for tanking. However, speed as it is today makes you compleatly invincible when you reach certain speed which is ridiculous.
Why is your only answer 'FIT TO KILL NANOSHIPS BLAH BLAH BLAH'. Do I have to fit to kill armor tanking ships? No. Do I need to fit to kill shield tanking ships? No.
No one should be able to spend 2 bills on a ship and then claim:'I should be invincible because I spend all that money on a ship'.
The simple fact is that speed is too great. Got that? I'll say it again. Speed is too great. Still haven't gotten it? Speed is too great.
Using the awesome logic of 'repeat it a thousand times until it's true' (and you really should know where *that* line of reasoning comes from), I'll say it:
Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough. Speed is not enough.
There, I win the thread.
Ohh man you just won the thread. And eve, please enter highscore.
|

Gartel Reiman
Project F3
|
Posted - 2008.01.04 13:44:00 -
[56]
Originally by: Damned Force
Originally by: Liang Nuren
Originally by: DHG Why the whining about heavy missiles not up for the job? It's like whining about 250mm railguns not tracking an orbiting nanoship.
Use light precision missiles. There are nifty assault launchers (note: assault, not heavy assault) which are basicly cruiser/BC sized light missile launchers. And the explosion velocity on precision light missiles IS very nice, 3000m/s base. Fit those on a caracal/cerberus and you've something that can hurt nanoships.
A Caracal/Cerb with Warhead Flare rigs and precision lights can nail a 10km/sec inty.
-Liang
Yes, u right, but if u happy with that a t2 cruiser with specially fitted against speed ships can kill a t2 frig, and u think than everything is ok, than u wrong!!!
A Caracal isn't a T2 cruiser.
Quote: Just look what dps can put out this ship and u would see, that u have no chance against the same class ships....
But that's OK, because this ship is designed to catch untanked nanoships. It's not going to face up to a heavy missiles Caracal 1 on 1 - that's what the rest of the fleet is for. There isn't going to be a single ship that can engage all targets without losing efficiency. It sounds like you want some kind of fitting that will be able to destroy nanoships and all frigates and tanked cruisers and gank cruisers and be abel to hold its own again/escape from BCs and BSes. The whole reason we have changeable modules is so that a ship can fulfill multiple roles. With the bonuses it gets, a Caracal set up this way is a great anti-nano cover for a fleet, and if I was forming up a fleet for 0.0, I'd be sure to take one or two.
If you're solo, then you're SOL - you have to decide whether to fit to counter nanoships or fit to counter standard cruisers. You can't have your cake and eat it. If you could, then that would be unbalanced too. As it is several of the anti-nano counters do not nerf your general combat ability (e.g. heavy NOS).
|

Trigos Trilobi
Man-Eating Village Idiots
|
Posted - 2008.01.04 14:02:00 -
[57]
Originally by: hundurinn I can agree that speed is a option for tanking. However, speed as it is today makes you compleatly invincible when you reach certain speed which is ridiculous.
Why is your only answer 'FIT TO KILL NANOSHIPS BLAH BLAH BLAH'. Do I have to fit to kill armor tanking ships? No. Do I need to fit to kill shield tanking ships? No.
No one should be able to spend 2 bills on a ship and then claim:'I should be invincible because I spend all that money on a ship'.
The simple fact is that speed is too great. Got that? I'll say it again. Speed is too great. Still haven't gotten it? Speed is too great.
Funny. I thought one of the biggest reasons for all this nanowhine is the fact that people can't fathom how their ship that is indeed fit for the sole purpose of overcoming conventional tanks in form of dps and neuts isn't effective against speed tanks. There, I said it, you DO fit in a certain way to break armor/shield tanks. Of course compared to speed tanks those are more common so you've come to accept that type of fitting as a standard. So it's a ton of dps with maybe a neut or two and a tank and injector to keep you alive longer. Woah, basic anti conventional tanker setup right there.
The real kicker is that if you ought to believe some of the guys here on forums, speed tanked ships are now more common than 'conventional' tank ships, so why are you people fitting obsolete setups and whining about how it doesn't work?
Of course the grande finale of absurdity in this particular thread is how it turned into antivaga thread, while, of the nano ships, vaga is the particular one which actually has trouble with missile ships since it can't permanently orbit at 5km/s+, both due to cap problems and the fact that it can't track well enough to hit at those speeds.
|

Raxxius Maelstrom
|
Posted - 2008.01.04 14:08:00 -
[58]
I dunno,
Imagine if a dual rep Geddon was invincible to damage while both its reps were on. Would you consider that good game mechanics?
|

Derek Sigres
|
Posted - 2008.01.04 14:15:00 -
[59]
Originally by: Lyria Skydancer
Originally by: Arthur Frayn If they tripled the explosion velocity for all standard missiles and multiplied the explosion velocity of heavy missiles by 5, then we wouldn't ever need a speed nerf.
Yeah because caldari havent gotten enough boosts lately right?
I only recall that one that made it possible to solo PvP in a raven without having your ass handed to you, but I might not have been paying attention so I don't know if there are any more.
At any rate, I think i'm so annoyed with the nerf speed threads that at this point I'm perfectly fine with things the way they are and I hope I get killed a few more times with a nano-doom-mobile before I get a clue.
After much thinking I realized why I always get screwed to a wall every time I find a nano-ship - because I'm too dumb to realize that 1) Nano ships are common 2) My current ship has no mods fitted to counter the one thing keeping them alive. Every time I've been killed by a nano ship in 0.0 I've done at least 2 stupid things - Not watch local and have NEITHER a web OR neut/nos. If I always fitted my ship with at least one of each module, I'd no longer have to run screaming when a vaga shows up anywhere within 10 ly of me.
|

Grimpak
Gallente Trinity Nova
|
Posted - 2008.01.04 14:22:00 -
[60]
Edited by: Grimpak on 04/01/2008 14:22:15
Originally by: Everyone Dies Edited by: Everyone Dies on 04/01/2008 07:06:55
Originally by: VB Sarge bunch of illogical nonsense.
vagabond is still overpowered
yes, because doing squat damage to you while it orbits at 20km with 5km/sec is overpowered.
"but you can still shoot the guy with the heavy missile launcher for full damage." I hear you say.
the day you're in a BS and die to a ship that only does significant damage with a single, unbonused heavy missile launcher, is the day where I recommend to you to quit playing aswell. ---
planetary interaction idea! |
| |
|
| Pages: 1 [2] 3 4 :: one page |
| First page | Previous page | Next page | Last page |