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Thread Statistics | Show CCP posts - 15 post(s) |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.25 17:06:00 -
[1]
you are changing so many damn variables I don't know what the **** to think.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.26 06:11:00 -
[2]
Epic troll CCP Wrangler, the only way you could have done it better was to have the read more go to a rick roll.
errr wait, I think he is serious 
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.26 06:47:00 -
[3]
and hmm, if a vagabond can't hit with the mwd on, then what is the problem of only being able to use your mwd in shorter bursts to get into/out of range
oh and SAVE THE NANO CARRIER!!!!
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.26 06:48:00 -
[4]
Originally by: Deviana Sevidon
Sniping Cruisers like the Muninn and Eagle might return to PvP. Even Tracking Computers and Target Painters may become interesting. Jamming Falcons sitting at 200km will of course be the new flavor, but lets see how this plays out.
I though falcons were already the flavor 
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.26 07:09:00 -
[5]
Originally by: Viper ****zIe
Originally by: Deviana Sevidon 37k is not the scramblerrange.
Scramblerrange will be more around 10-12k with overheat. As in the devblog it was started that the changes will go to the scramblers, not to the disruptors.
Sorry?
Arazu, domi scram + claymore in gang + overheated. This isn't as unrealistic as a 15k/sec vaga, and it has a 37.5k 2pt scram.
but I don't have recon ships 5, A friend with a claymore, or a domi scram 
forum whine time!!!!
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.26 23:30:00 -
[6]
Originally by: CCP Dionysus
Originally by: Matrixcvd
No, absolutely not and I am afraid we have detected humans that can't breath but are still walking. Oxygen helps your thinking chief. Do you even use your brain? MWDs stopping to scramblers. All MWDs getting the same boost, the list goes on and on.
For all of you nutjobs in this game and especially at CCP, I have seen 1, thats it 1 vaga go over 9k/s. 3 Intys around 24k/s. THATS IT. ALl of this nonsense you keep bringin up is just total garabage and has been brought on by FW. WHen you listen to complete PVP failures, will see how this game lasts
Yes, I make sure to always keep my oxygen tank firmly strapped and active.
The speeds that are being nerfed are exactly those huge speeds. Ship travelling in the 2-5km/s or so range won't feel this too badly.
so the current majority nano group is fine? aka the 3-4km/s hacs, and the vaga that goes a bit faster around 5km/s
and yet you change oh so much, when you think the problem is the uber pimped shit.
lovely 
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.26 23:52:00 -
[7]
Originally by: CCP Dionysus
Originally by: Heartstone
So umm no offense but can we have an answer to them rather than answering the flippant ones please? Such as my question about how you are going to test the wide ranging implications of a change like this when you need the numbers to do so which simply aren't ever going to be available on SISI?
None taken at all.
Yes, the design and testing of these changes has already taken a lot of time and arguments here in CCP. But the range of testing has mainly been done to see that ships are balanced in speed and still able to be hit by appropriate weapon types, so most tests have involved small numbers of ships with very mixed weapon setups.
eg, Crow with speed setup vs a harp at extreme range, vs a kestrel with light missiles, and vs a drone boat using light drones. - or a vagabond vs a set of cruisers using turrets, missiles, and med drones to try to hit it etc. The ships have been balanced so far so that frigate sized ships can, with fitting, hit any other frigate sized ship, same for cruisers and battleships.
We are not sure about the final impact of things like the additional MWD disable effect of scramblers (just that it works and so far seems to give balanced results)
We have a month of time on Sisi to get play tests with more numbers. We would like to see some tests like a gatecamp setup, or a close in brawl, or an attempt at a hit/run attack. The things that are going on sisi need further playtesting and balancing - the values that have been given are not final and will be changed according to how the playtests go.
From the test we have done so far, a "speed setup" ship can still become pretty much invulnerable to ships that are not setup to counter them, but now an enemy that knows to expect "nano ships" will be able to have a serious effect, rather than just scaring them away.
heh a 125mm railgun II harpy can hit a 10.4km/s orbiting crow. as for a kestral, well it is fine for around around 5km/s interceptors.
anyway you can go fraps what happens with the high speed missiles on the internal server, sounds like an interesting watch also did you change the agility at all?
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.27 00:49:00 -
[8]
Originally by: Gragnor Spped is not the issue for small gang tactics. Alpha strike and high dps is.
A trulky guerilla fighting style has nothing to do with speed. Its about finding your target, smashing it quickly and then running away.
So, the nerfing of speed is not the issue. The issue is restoring the alpha strike to minnie ships to rtebalance the loss of speed. By all means reduce speed, giove me agility instead. Let me hit like a sledgehammer and then warp away in five seconds..... then who cares about speed.
I see a blob, I warp in smash the highest dps ship as I am aligning and as it dies I warp out.
BRILLIANT... until you realize the next gate is bubbled......
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.28 19:19:00 -
[9]
Originally by: Malachon Draco
Originally by: Equinox Daedalus CVA, as well as TLOS frown on such changes because we enjoy killing 700 mil isk hacs and recons in our well skilled/and talented gangs. However we know you will change things irregadless of what we say/kill/do
Plz listen to reason. Keep Nanogangs alive for the CVA antinano-pvp fleet. : )
Can't you take Nozh out for a spin on TQ and show him there are plenty of tactics that work vs nanogangs?
so many people have asked to do that 
don't think he has responded to that
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.29 21:29:00 -
[10]
crow 3x overdrive injector II 1x 1mn microwarp drive II 2x polycarb I full snake set zors custom navigation hyper link
6.6km/s
I want to vomit. 
my tq crow does just over 7km/s with 2x Overdrive Injector System II Nanofiber Internal Structure II 1MN MicroWarpdrive II and NO rigs zors custom and 2 3% implants.
and I would still get ****d by a destroyer, and do remember ships don't orbit at maximum velocity.
.... 
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.07.30 04:52:00 -
[11]
Originally by: Atrei Capital I've actually tried a "mixed" speed/tank setup to some decent effect. Even the nanoships now take damage from incoming damage, but the damage is still lower than the stationary equivalent.
Since 3 nanofibers is now enough for a full "speed" setup, more slots are freed up. It is no longer possible to avoid 100% of damage through nano. But when an interceptor with a small shield booster can "tank" a sleipnir (even though the Sleipnir is occasionally hitting due to reduced speed).. well, you get the idea.
If you fit a bit of tank (resists + reps / boosters), and mitigate 50% of incoming damage through speed... well, you get the idea.
The problem is, people are still trying for a 100% nano tank, with no way to deal with the trickle of damage that now gets through to them.
right, but most ships don't have the cap to pull that off. most vaga fits can't even permarun a mwd, not to even try to add a shield booster/armor rep in there 
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