Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DrAtomic
Atomic Heroes Phalanx Alliance
|
Posted - 2008.03.11 18:45:00 -
[1]
No I didnt loose a HIC.
Nowhere in the edscription of either the HIC or the Warp Disruption Field it says you cannot be remotely repped. It seems that you cannot receive reps in BOTH unscripted and scripted mode. In unscripted mode this behaviour would seem fine to me but in unscripted mode... How the hell are you supposed to tackle a supercap and tank it's damage?
The described effects are: It increases its signature radius and agility whilst penalizing the velocity bonus of any afterburner or microwarpdrive modules.
Nowhere does it list not being able to receive remote rep support. Not in the description of the module, ship or script not in any of the attributes.
Yet this happened when I was in scripted mode: [18:31:15] corpmate > 18:31:00 Notify You cannot activate that module on the target as interference prevents assistance from being given to them.
Hull: Thorax Class Role: Heavy Interdictor
Effectively combining the trapping power of interdictors with the defensive capabilities of heavy assault ships, the heavy interdictor is an invaluable addition to any skirmish force, offensive or defensive. Heavy interdictors are the only ships able to use the warp disruption field generator, a module which creates a warp disruption field that moves with the origin ship wherever it goes.
Developer: Roden Shipyards
Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.
Gallente Cruiser Skill Bonus: 5% bonus to medium hybrid turret damage and 5% bonus to armor resistances per level
Heavy Interdictors Skill Bonus: 10% bonus to medium hybrid turret falloff per level and 5% bonus to range of warp disruption fields per level
Note: can fit warp disruption field generators
Warp disruption field generators The field generator projects a warp disruption sphere centered upon the ship for its entire duration. The field prevents any warping or jump drive activation within its area of effect.
The generator has several effects upon the parent ship whilst active. It increases its signature radius and agility whilst penalizing the velocity bonus of any afterburner or microwarpdrive modules.
This module's effect can be modified with scripts.
Note: can only be fitted on the Heavy Interdictors. - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
|
Skyr
Black Plague. RAZOR Alliance
|
Posted - 2008.03.11 18:55:00 -
[2]
I am pretty sure the module info shows this with one of the attributes...
Anyway. You think it would be fair that a dinky T2 cruiser should actually tank super cap indefinitely with remote repping? They have awesome thanks as they are and yes, you will need several to hold super cap in place.
|
Grytok
moon7empler Ev0ke
|
Posted - 2008.03.11 18:56:00 -
[3]
Edited by: Grytok on 11/03/2008 18:57:47 It was stated in the Dev-Blog here long before they hit TQ.
EDIT:
Quote: ... While having the warp disruption field generator on a heavily tanked ship makes it more resilient, it also comes with some drawbacks. When activated the warp disruption field generator prevents remote assistance, increases the signature radius of the ship and reduces the effectiveness of afterburners and microwarpdrives. ...
.
|
DrAtomic
Atomic Heroes Phalanx Alliance
|
Posted - 2008.03.11 19:22:00 -
[4]
Thx Grytok. It isn't shown anywhere that I can find it ingame. - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
|
DrAtomic
Atomic Heroes Phalanx Alliance
|
Posted - 2008.03.11 19:30:00 -
[5]
Originally by: Skyr I am pretty sure the module info shows this with one of the attributes...
I've looked everywhere I could think off to look at in game and it isnt listed anywhere, not in the description or in the attributes.
Originally by: Skyr Anyway. You think it would be fair that a dinky T2 cruiser should actually tank super cap indefinitely with remote repping?
Just as fair to have multiple supercaps repping each other.
- - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
|
jam6549
Malicious Intentions
|
Posted - 2008.03.11 21:14:00 -
[6]
Originally by: DrAtomic
Originally by: Skyr Anyway. You think it would be fair that a dinky T2 cruiser should actually tank super cap indefinitely with remote repping?
Just as fair to have multiple supercaps repping each other.
but a hic doesn't cost 10s of billions now does it? lol. why should one ship that costs like 100 mill be able to tank with remote reps added a supercap while holding it down? logic FTW!
|
DrAtomic
|
Posted - 2008.03.13 11:29:00 -
[7]
Originally by: jam6549 but a hic doesn't cost 10s of billions now does it? lol. why should one ship that costs like 100 mill be able to tank with remote reps added a supercap while holding it down? logic FTW!
Because maybe thats how the game works? Interceptors are able to hold down 8 billion jump freighters as well... - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
|
Eaterof Children
|
Posted - 2008.03.13 14:16:00 -
[8]
Originally by: jam6549 but a hic doesn't cost 10s of billions now does it? lol. why should one ship that costs like 100 mill be able to tank with remote reps added a supercap while holding it down?
Why not??? You ARE using multiple ships ( 10's of billions if you rep it with supercaps) in order to rep it anyway... . .
And by the way:
Originally by: jam6549 logic FTW!
-A supercap costs tens of billions -A supercap can be remote repped another supercap -A HIC does not cost tens of billions HENCE -A HIC should not be remote-reppable by a supercap
is anything BUT logic...
|
Kaleesh
Atomic Heroes Phalanx Alliance
|
Posted - 2008.03.15 15:52:00 -
[9]
Originally by: Grytok Edited by: Grytok on 11/03/2008 18:57:47 It was stated in the Dev-Blog here long before they hit TQ.
not every 1 reads dev-blogs, and info should be in game
|
Lord Fitz
Antares Fleet Yards SMASH Alliance
|
Posted - 2008.03.15 16:04:00 -
[10]
Originally by: DrAtomic
Originally by: jam6549 but a hic doesn't cost 10s of billions now does it? lol. why should one ship that costs like 100 mill be able to tank with remote reps added a supercap while holding it down? logic FTW!
Because maybe thats how the game works? Interceptors are able to hold down 8 billion jump freighters as well...
I think you'll find two things, Jump Freighters are non-combat ships, and secondly, an interceptor that gets webbed isn't going to live if it has remote reps on it or not. They don't have the HP buffer an inbuilt tanking a HIC does. One cap remote repping would make a HIC pretty much invulnerable long enough to kill whatever it was holding down.
The idea is you're supposed to bring more than one HIC to take down a supercap, you only need one to get the initial lock, then just bring more. Remember the previous situation was that you simply were unable to do this in lowsec, and anything capable of holding one down in 0.0 would almost certainly incredibly quickly.
|
|
Firkragg
PREDATORS OF DESTRUCTION
|
Posted - 2008.03.15 16:06:00 -
[11]
Turns out clicking on guns does damage to people. It doesnt say it anywhere in the description but when i did it my target took damage and died. Nowhere in the game does it say that gus description did it say they will damage the target.
|
Sage Volta
The Scope
|
Posted - 2008.03.15 16:16:00 -
[12]
Agreed that that should be put in description in either the ship or the module. Lol, quite an important little piece of information for newer players that were not around to read the dev blogs when they came out. :)Send this into one of the isd departments, I do believe you can get that fixed up.
|
Kaleesh
Atomic Heroes Phalanx Alliance
|
Posted - 2008.03.15 16:45:00 -
[13]
Originally by: Firkragg Turns out clicking on guns does damage to people. It doesnt say it anywhere in the description but when i did it my target took damage and died. Nowhere in the game does it say that gus description did it say they will damage the target.
lock, fire. we all get worning b4 firing, untill its termed off,
|
Sekhmet Orion
Mandatory Suicide Incorporated
|
Posted - 2008.03.15 16:53:00 -
[14]
Originally by: DrAtomic How the hell are you supposed to tackle a supercap and tank it's damage?
Its very easy. You need more than 1, Mulitple HICs is a better idea taking down a super cap anyway as you WILL get jammed at some point.
They then take turns in activating their bubble on the target , and turns at getting repped. 3 is the magic number
|
DrAtomic
Atomic Heroes Phalanx Alliance
|
Posted - 2008.03.15 17:29:00 -
[15]
Edited by: DrAtomic on 15/03/2008 17:33:37
Originally by: Sekhmet Orion
Its very easy. You need more than 1, Mulitple HICs is a better idea taking down a super cap anyway as you WILL get jammed at some point.
They then take turns in activating their bubble on the target , and turns at getting repped. 3 is the magic number
Noted; still silly though to have to bring 3 ships to lock down a single ship, next thing we'll need to bring an entire fleet of heavy interdictors in order to lock down a few cap ships that are keeping distance from each other.
Besides it not being in the description ingame anywhere, I could understand it if the ship is in bubble modus (capitalship + remote rep + hic is very strong bubble camp with minimum numbers, plus you aer holding down multiple targets); however for the focussed one I don't see the reason from a zerosec perspective.
The way it works now is that it is ideal for cap ship ganking but rather worthless for a fleet engagement unless you bring 2 or more (scale up for the bigger the enemy fleet and then you are still only in gank modus not like you are locking down a bunch of capitals unless you bring a fleet of HICs). I was under the impression that the HIC was designed as a fleet cap tackler not as a cap gank tackler (for which inties are just as good if not better, with the exception of supercaps offcourse).
I'm curious as to what the underlying logic is (besides this documentation bug needing to be fixed).
Edit: also note that the heavy interdictor allready takes a considerable penalty from using a bubble or focus since it warpscrambles itself as well (another thing not documented, in the bubble it makes sense but in focussed mode it will most def. surprise a few pilots in the near future. - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |