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Kevin Finnerty
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Posted - 2008.07.24 16:48:00 -
[1]
Ok I'm not a nano whiner, I fly these ships myself and think they're great. However, as dominant paradigm this gets a little after a while and sometimes I'd like to fly an oldschool fit. This alone might make me fail in your eyes, but meh, as someone once cried at me in these forums 'WHAT HAPPENED TO DIVERSITY!?!'
My idea:
Tracking Links. Crap aren't they? What i reckon should happen with these is that they should turn into a passive module. Ships in squad that carry a tracking link benefit from other ships that have a link fitted. These ships now form a tracking net, improving the range and tracking of turrets through improved sensor triangulation (or somesuch bollox). Obviously this would be stack nerfed due to diminishing returns.
This would make standard (but now specialised) turret ships in gang able to track fast targets and at least make them turn tail and run. They would also be able to field a moderately decent tank instead of filling every slot with tracking mods. However they would begin to suffer seriously if other links in the tracking net fail.
Of course, nano ships could do the same, however they really need them mid slots for tackle, on conventional ships tackling mods are pointless anyway as targets can quickly move out of range. This would also boost tracking disruptors (currently considered a weak choice of ewar).
I'm sure there's all kinds of holes in this so flame away!!!!
kthxbi
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Trevor Warps
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Posted - 2008.07.24 17:00:00 -
[2]
No, too good.
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Dzajic
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Posted - 2008.07.24 17:11:00 -
[3]
What about doing something similar. What if logistics ships could use tracking links and remote sensor boosters and other aid modules (not remote reps and shield booster of course) so that they affect entire gang in local space? CS can sit at pos or at safe, logistics would still have to fly with the gang.
Also, a new high slot module for logistics and BCs and CSs that count as having your entire gang locked.
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Euriti
Gallente SniggWaffe
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Posted - 2008.07.24 17:23:00 -
[4]
Edited by: Euriti on 24/07/2008 17:24:23 Too good + They're easy to hit already.
See below links:
http://oldforums.eveonline.com/?a=topic&threadID=806494&page=1#25
http://oldforums.eveonline.com/?a=topic&threadID=806494&page=3#73
The main issue seems to be that they escape too easily but there's really no way to fix that. Falloff webs dont work because focus fire = dead nanos 100% of the time, they're made to be able to get away, but not every time. Giving a tool that is so easily obtainable that kills them 100% every time is simply too powerful
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Kevin Finnerty
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Posted - 2008.07.24 17:37:00 -
[5]
Edited by: Kevin Finnerty on 24/07/2008 17:37:27 So you'd place a zealot, munin, eagle, deimos in a gang with ranged turrets and consider them an anti nano defense? I don't think you would.
With my idea I think that non nano variants of these ships could field properly hac class tanks and would be a viable option in the contemporary pvp environment. Meanwhile they would soon begin to pop once focused and, above all committed, action was taken to weaken the tracking net. Nanos would still be able to bail, however, they would probably have taken too much damage at this point to re-engage in the fight without risk of poppage.
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Buhhdust Princess
Black Water.
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Posted - 2008.07.24 19:20:00 -
[6]
Tracking Links are active to stop exactly that. Overpowered-ness. The oneiros already gets bonuses etc and can be nano'd. Seems noone knows how the oneiros works properly yet! 
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