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

Kazuma Saruwatari
Caldari
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Posted - 2008.07.25 11:18:00 -
[1]
Edited by: Kazuma Saruwatari on 25/07/2008 11:19:15 I will only support any changes to the current speed mechanics iff:
-Ships that worked only on speed tanking REMAIN speed tankers, but not stupidly fast that they're untouchable against weapon systems/tactics specifically designed to get them. (note: Vaga, inties) -AB's become viable speed boosts in emergencies (overheat bonus boost. Having to fit an MWD as "required" in today's PvP is gimping setups that work very well on just the AB) -That CCP take a serious look at the implications of any speed change in correlation between long-range and short-range PvP. -that CCP consider the small-gang warfare vs big blob implications. Hit-and-run should still work, only not as overpowered. -
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.25 11:53:00 -
[2]
Originally by: Martin Mckenna LoL
If your saying the only way to solo/small gang pvp is to nano your ship up your mental.
All CCP have done here is nerfed your style of play. Adapt.
And essentially nerfed a counter to blobbing. Where's the logic in that? -
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.25 12:12:00 -
[3]
I like the fact that the AFs are getting a badly-needed speed boost. But take it this way CCP. AF's need more.
Why not give AF's anti-nano capability. Would solve two problems in one go. -
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.25 12:27:00 -
[4]
Originally by: Bellum Eternus The way things are going now, every ship in the game is going to be affected in a negative fashion and nano ships will still be at the top of the pile.
cant be quoted enough. -
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.25 15:03:00 -
[5]
Originally by: Crumplecorn
Originally by: Astria Tiphareth You're not thinking outside the box. A warp scrambler will have zero effect on an afterburner. Propose that ABs get a small increase if you feel they're too slow.
This is a joke. I can tell from some of the absurdity and from having seen a lot of jokes in my time.
I see what you did there.
@ CCP
Do not destroy ships that are meant for this kind of speed warfare with this. Else, they lose their point. Similar to what the Pilgrim has turned into. Lets not have another Pilgrim please. -
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.25 16:12:00 -
[6]
Originally by: CCP Dionysus 1 line flippant comments are not very helpful.
Then why post a dev blog with changes so radical they now bore this 20+page (and growing) thread and even more whines on the other forum sections?
Seriously, if you had plans of changing a game mechanic in such a way that it even remotely sounds radical, you didnt expect 100% whines? -
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Kazuma Saruwatari
Caldari
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Posted - 2008.07.26 05:19:00 -
[7]
Originally by: Areo Hotah Edited by: Areo Hotah on 25/07/2008 13:18:08 I am on the receiving end of (AAA) nano-hacs daily. I have had an invasion of the old TRI in my space.
Observations from me fighting nano gangs: -nobody takes booster pills -Claymores are quite rare to see, and tend do die a lot. -Hardly anyone uses snakes -There are plenty of ways to kill (part of) a nanogang, without everybody being in a Rapier or Huginn. They bring a specialized ship to do something, so you have to do something specialized to counter them. Nothing wrong with that. No standard gang (some inties, ewar and DPS) should be able to counter 95% of enemy gang types. Eve should be rock-paper-scissors -I like fighting them. Some people have even begun to count their kills in polycarbs/week.
I think there is nothing wrong with HACs going 3-5km/s.
I think there is nothing wrong with players investing 1Bn isk in snakes and going 8km/s.
I agree there is something wrong that practically every single HAC can go faster than a standard fitted inty.
There is nothing wrong with having speeds that makes you more or less immune to missiles and drones. These offensive weapons take minimal player skill to use (hence their popularity for mission runners), while good players can avoid the damage of turrets, simply by manual piloting (and vice versa, a good player in a turret boat can maximize his damage potential). A better solution would be to have significantly reduced damage, but not 0, for hurling missiles and drones at fast targets.
I think you should never ever nerf warfare links, as they are really a team-based module, and nerfing decreases the incentive to field one is bad. A good nano gang has a Claymore, so they go even faster. So what? Kill the Claymore first.
Nerfing all at once is bad (damps anyone?). Just start by adjusting the polycarbs to be worse than t2 nanofibers, and modify the 3 "speed" stats (mass, max velocity, agility) into 2, so more stacking penalties get applied.
Making warp scramblers useful is good (maybe do something with warpcore stabs too).
Changing a web from 90% to 60% is a 400% nerf (max speed of webbed target from 10% to 40%); nothing in the history of eve has been nerfed so hard.
Once again, I fear that the Devs are listening too much to whines, without seeing the real problem. I think they should have focussed their time solely on their last "mission statement": Guerrilla warfare must remain a viable combat tactic. Please make more ways to make this possible, than simply nano'ing it up.
Cause: Skilled players should be better than defending blob in crap ships. Skilled defenders should be able to beat cookie-cutter setups.
Areo
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