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Extreme
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Posted - 2004.03.26 21:03:00 -
[31]
Edited by: Extreme on 26/03/2004 21:05:36 Lets say they "fix" WCS and tweak it down to worthless then they certainly have to tweakdown down EW duration as well.
A deep space hauler has to make ~20 high risk jumps with very bad hull, armor and a superworse shield. Once webbed and scrambled you will die 100% for sure.
Currently a deeps space haulers "penalty" using WCS's is that his cargohold decreases due to less expanders and therefore can carry lesser ores on-board.
I would suggest the following solution: Penalise WCS with a decrease in cargohold of a ship. BUT if you do that then make it UNABLE for frigates to use cruise missiles cuz thats the crappiest i've seen.
A "no-implants, got nothing to lose" 2nd made character "looting" indies in a frigate with cruise missiles with a minimum on skillpoints.
I think that is MORE important to fix than this WCS story here.
Just my 2 cents
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Czar Marcus
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Posted - 2004.03.26 23:10:00 -
[32]
Quote: Raise your hand if you think Tank CEO is turning into a pirate carebear? Man I see your face complaining about just about every facet of present PvP experiance these days. *gasp* you might have to fit 2 scramblers now to counter somebody's just-in-case warp stabilizer as you gate camp in 0.0 Cry me a river buddy. Oh and about your whinings about ships not droping enough loot so you pirates, 'starve,' give me a friggin break...
I totally agree. TANK CEO, just because one of the miners you were hunting in 0.4 space got away doesn't mean we should alter the game to favour you even more...
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Sassinak
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Posted - 2004.03.27 03:42:00 -
[33]
I think that Warp Disruptors and Warp core stabilisers should each have a base chance of success rather, than 100% success. IE if you Warp Disrupt Target with now WCS he is 100% guaranteed to not be able to warp out, however if he has 1 WCS he is 100% guaranteed to be able to leave regardless, now I think both these modules should have a chance of failure. That would add an element of chance into trapping, fleeing etc. Sass Arcane Technologies |

Sassinak
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Posted - 2004.03.27 03:45:00 -
[34]
Quote: warp core stabs have been a no-brainer for rather a long time.
it always felt weird to me to see how few ppl were using them.
Warp disruptors are also a no brainer, hit alt- whatever and hey presto your target cant warp away. most of the modules in this game are 100% effective, i think they all should have a base chance of failure to add that element of risk/chance into the mix Sass Arcane Technologies |

Traveler
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Posted - 2004.03.27 08:39:00 -
[35]
No bug discussion - closed!
Traveler Polaris Bug Hunter Lead |
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