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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Arcane Carnage
The Illuminati. Pandemic Legion
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Posted - 2008.07.25 18:35:00 -
[1051]
Originally by: Silver Sarena /flamesuit on
Yes. I am a carebear. I run missions. I enjoy them. So, everyone can insult me, stop listening, and move on now. But, I will have my say anyway. That is what the forums are for after all.
Once again, and as usual, it seems that CCP is looking ONLY at PvP when considering changes; and completely ignoring (read: not giving a flying F) how it affects the rest of the player base.
Does speed need to be adjusted in PvP? Yes. It has needed to be for a LOOOONG time. (Yes, I do PvP occasionally too. Don't feint if you're still reading.) But, do you need to pull out the nerf-hammer to fix the system? NO!
The answer is staring CCP in the face, but they fail to see it, as usual. You want ships to have "defined top speeds that fit into their designed rolls" CCP? Fine. Hard code the speed maximums you feel are appropriate into the different ship classes. Boom. Done.
You say that you don't want to limit players creativity (in ship design) by setting hard maximums into the ship designs? But, isn't that EXACTLY what you are doing with this overly complicated set of unnecessary nerfs? And, at the same time, having a MASSIVE amount of unintended collateral damage in the process?
CCP OBVIOUSLY does not have a problem with hard coded limits; i.e. 250km max target distance, anyone???
Another change that makes AWESOME sense, and is badly needed, is the warp scrambler immediately dropping the effect of the MWD off of a ship. You get hit with a scrambler, and boom, you moving like a normal ship again. This makes absolute sense and fits in with game mechanics as they currently stand. I.E. You can't use MWD in most dead space pockets.
All of the rest of the changes are just mindless nerfs that are going to cost CCP accounts more than anything. Am I going to quit over them? No. But some hot-headed people will. Especially since the nerf-train has seemed to be out of control up at CCP for the last 2 years or more.
Summary: CCP, hard code the speed limits that fit into what your "vision" of what the different classes should be. Make scramblers immediately drop the speed bonus from MWDs. LEAVE THE REST ALONE. There. You'd be done with a minimum amount of pain; especially avoiding most of the pain to the PvE people who you are not trying to limit.
There. I've had my say. Everyone can ignore me and go back to what they were doing now.
Cheers.
see even the established carebears (sorry for term :/) know this is a bull patch... -
Illuminati - Pathetic Legion
Ures truly kickin' ass Carn |
GO MaZ
The Illuminati. Pandemic Legion
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Posted - 2008.07.25 18:37:00 -
[1052]
Edited by: GO MaZ on 25/07/2008 18:38:44
Originally by: Jenny' JoJo
ECM and ECM Bust > Remote rep.
Also remote rep without ECM is easy to beat. Only the primary or secondary gets remote repped. Just pick off people outside remote rep range etc. Remote rep ships lack damagemods etc. Very vurnerable to competent fleets. In fact, some of the top pvp alliances never use remote rep.
Oh Wait, that means you have to look at the battlefield tactically insted of firing MWD?
ITT: Someone tells shadoo about remote rep.
P.S. dear god you're stupid ---
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Kalintos Tyl
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Posted - 2008.07.25 18:37:00 -
[1053]
Raven and drake are begin!
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Anarine
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Posted - 2008.07.25 18:37:00 -
[1054]
How can you possibly expect a Minmatar ship of any sort to fly at 14km/s? CCP, hard code something into the game where bits of your ship fall off at high speed. Any Minmatar ship flying at over 600m/s deserves to disintegrate. It's amazing that they are flying altogether. The line between a Minmatar ship and a wreck is thin...
YES, that was a joke. NO, you don't have to take it seriously. I wqas trying to add some humor to a sad post, not looking for a flame war.
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ArmaggedonPSA
Minmatar Royal Hiigaran Navy
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Posted - 2008.07.25 18:38:00 -
[1055]
Thank. You. CCP.
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Zhilan Alaioki
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Posted - 2008.07.25 18:39:00 -
[1056]
Its so unfortunate that there have been tons of posts by people who havent even understood the changes and the few that really bring up good points are more or less drowned out. I agree with those that are saying this will break a lot of gameplay, because this will really nerf all speed tanked ships beyond hope and a lot of other ships along with it. Those few ships that really were a problem because they were near invicible should have been adressed, I agree, but this is just breaks all small gang hit and run gameplay.
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Lee ChanKa
Most Wanted INC G00DFELLAS
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Posted - 2008.07.25 18:39:00 -
[1057]
Originally by: Sgt Napalm Look at the whines
Has anybody tried this on SiSi?
No?
Shud up
try on sisi 2 cach macroe who log of when you enter ****ing sistem with TRIMARK hac
MAKE AGRO FROM NPC THEN
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Katarlia Simov
Minmatar Cowboys From Hell
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Posted - 2008.07.25 18:40:00 -
[1058]
Isn't this a big hit to ANYTHING that previously could out-run warrior II's that now can't ?
Any standard fit, ie just t2 mods, ceptor that can no longer hit 6+km/s is totally worthless in a normal combat situation, making the ubermods in fact absolutely critical to anyone who takes their inty seriously.
Don't shout yet. Think it through.
You can hit very useful speeds in an inty at the moment without really pimping it. 6.5+ km/s is great because the drones can't catch you and you zip around on the edge of scram range generally hoping you don't bounce off something. You do your job of holding the guy down, and don't die in the process.
If after the nerf you need to uberpimp to hit what i'd say is the minimum speed to inusure some level of survivability, then that becomes the ONLY way to fit an inty.
Thats my main concern here. Where do we draw the line between 'silly' fast and 'survivable' fast, especially on ships like interceptors who have NO other form of defence.
But on to the wider issues.
I always thought that the speed thing was a problem almost exclusively because of snake implants, and that needed a kicking. 53% is just too much. LOADS too much. Made the gulf between pimp and un-pimp way too big. God only knows what we can do about that, but almost entirely destroying one method of combat doesn't do much.
As people have said, the fight stops being fluid without at least a few very fast ships. If a fight is entirely decided by warp in distance and the optimal you happen to have at the time, then theres no real skill to it. The only versatility you get is give by how much you can modulate your range.
The reason nano ships are good is becuase they can choose when and what to fight and are very difficult to trap or pin down. Thats not beign overpowered. Thats what any smart commander would want right ? Only get into a fight you can win ?
Thats the reason they are efficent, in number of nanos killed to number of ships killed by nanos, they just don't fight things if they don't want to. Now some people feel this is unfair. I equally think its entirely unfair that if i drop through a gate ontop of a blasterthron in... well pretty much anything non-nano cept a torp raven or an abbadon I have NO ability to escape.
You can no-longer use stabs in PvP, at least not without really gimping yourself. You can't use speed to really dictate a fight, not properlly anyway, and certianly not in a way that will make autocannons worth using, to beat tracking and so forth. So whats left ? ECM ? Big Woop for luck based PvP.
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Itzena
GoonFleet GoonSwarm
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Posted - 2008.07.25 18:42:00 -
[1059]
It's this thread. This thread is the best thread.
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Borasatar
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Posted - 2008.07.25 18:44:00 -
[1060]
The tears over the Curse with the NOS nerf were flowing like crazy sometime back... and today the Curse is considered deadly (still maybe the most deadly recon in the game) in spite of it (after people sat back and adapted).
Maybe people should give it a go first besides just crying about the first-order fears that you have?
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Lord EmBra
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.07.25 18:44:00 -
[1061]
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
Read this CCP!
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J Valkor
Invicta.
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Posted - 2008.07.25 18:46:00 -
[1062]
Response is as predictable as it has ever been. Re-hashing arguments that the developers have probably already had internally.
Wait till the live test on the server. I don't honestly see how this affects the kind of nano-warfare I am used to.
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Kazan Bho
Minmatar Masuat'aa Matari Ushra'Khan
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Posted - 2008.07.25 18:50:00 -
[1063]
Still trying to catch up on this thread (currently on page 29/40).
nerfing polys - been needed for a while nerfing snakes - there is room for a % reduction stacking istabs/nanos/OD - I thought this had already been done, but I guess they can be nerfed a little further.
nerfing 90%+ of players because of the 0.5% (probably less) who have spent considerable time & ISK to purchase high end equipment to make their ships better than everyone elses?
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Jakus Cemendur
Caldari Federal Defence Union
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Posted - 2008.07.25 18:51:00 -
[1064]
Originally by: GO MaZ
Originally by: Shadoo And so the Remote Rep on everything age begins.
Mark 3's... EVE WIDE
Well your alliance should know how effective MK 3's are, and that they're pretty easily beaten if you know what you're doing. ------
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Jordan Musgrat
H A V O C The Requiem
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Posted - 2008.07.25 18:52:00 -
[1065]
Edited by: Jordan Musgrat on 25/07/2008 18:54:01
Originally by: Haniblecter Teg
Originally by: Whiners
You Mean Im Going To Have To Commit To Fights???
Originally by: CCP
Yap
L M A O
Ok so as already posted, try to be a bit constructive. I don't think you've ever had more than 100 kills, and if you have, they've all been with fleet BS in large fleets. Prove me wrong. On the other hand, you sir, have proven, with your complete crap remarks, that you know nothing of which you speak.
I think most of us reasonable nano***gers would agree that a nano nerf is needed. But these changes aren't nerfing nanos, they're nerfing speed, and any ship that ever feels the need to undock.
Please CCP, the scram changes are fine, nerfing webs a bit is fine, but don't nerf the mwd itself, boost the afterburner, and be done. EvE is a great game, most people love to play it like it is, and we all recognize it's not perfect. What this nerf does is change the very fundamentals of the game. That is not acceptable. Speed in general, never needed a nerf. Please listen to reason, not bitter ze-vagas-killed-mines-raven tears. PLEASE I BEG YOU.
-----------
Primary is family values, secondary is 0.0... |
Tal Notts
Caldari Divine Power R0ADKILL
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Posted - 2008.07.25 18:53:00 -
[1066]
Originally by: Lord EmBra
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
Read this CCP!
signed
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Serilla
The Collective Against ALL Authorities
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Posted - 2008.07.25 18:54:00 -
[1067]
Originally by: GO MaZ
Originally by: Shadoo And so the Remote Rep on everything age begins.
Mark 3's... EVE WIDE
350mm Navy Megas?
__________________
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Ed Kraka
The Mutineers
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Posted - 2008.07.25 18:54:00 -
[1068]
THIS IS BULL**** NANO FLEETS ARE NOT INVULNERABLE YOU JUST NEED THE SKILL AND KNOW HOW TO STOP THEM..
THIS IS A BUFF FOR ALL THE WHINGING CAREBEARS THAT JOINED FACTION WARFARE AND CRIED COS THEY COULDNT HIT SH*T.
ITS DISGUSTING THAT CCP IS EVEN THINKING OF NERFING EVERYTHING THAT GOES FAST. DISGUSTING!
In your galleries, jacking ur sigs |
Dominatus Crispus
Gallente Genesis Rising
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Posted - 2008.07.25 18:55:00 -
[1069]
Originally by: Areo Hotah
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
I could not have said this better myself.
Hey CCP, how about you stop nerfing the game play decided by the players and maybe start looking into nerfing the lag? 10 min modulate activation in a system of less than 100 is horrible. ____________________
ravetrax.com ... player owned and operated |
Pinky Denmark
The Cursed Navy
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Posted - 2008.07.25 18:55:00 -
[1070]
What about scripting webifiers... let T2 become like 5km 90%(script for strength), 10km 60% (unscripted) or 15km 30% (scripted for range)
Just a suggestion ofcourse...
Nothing is bulletproof - just a matter of finding the right bullet for the right target... -
I'm a nice guy!! But plz hook me up with some pew pew... |
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Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2008.07.25 18:56:00 -
[1071]
About time tbh. No matter how much fun nano-ships are, there is no doubt that the current state of game mechanics make them unbalanced.
Good call.
Eve-Online: The Text Adventure |
matty01
Dark Knights of Deneb Against ALL Authorities
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Posted - 2008.07.25 18:56:00 -
[1072]
Originally by: Serilla
Originally by: GO MaZ
Originally by: Shadoo And so the Remote Rep on everything age begins.
Mark 3's... EVE WIDE
350mm Navy Megas?
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Alpha Type
Gallente Childhood's End
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Posted - 2008.07.25 18:57:00 -
[1073]
Originally by: Ed Kraka THIS IS BULL**** NANO FLEETS ARE NOT INVULNERABLE YOU JUST NEED THE SKILL AND KNOW HOW TO STOP THEM..
THIS IS A BUFF FOR ALL THE WHINGING CAREBEARS THAT JOINED FACTION WARFARE AND CRIED COS THEY COULDNT HIT SH*T.
ITS DISGUSTING THAT CCP IS EVEN THINKING OF NERFING EVERYTHING THAT GOES FAST. DISGUSTING!
SKY IS FALLING, MUST POST IN CAPS TO CONVEY THE ENORMITY OF MY NERDRAGE!
I ONLY PLAY FW, AND EVERYTHING IS ABOUT ME, SO THIS MUST BE BECAUSE OF FW PILOTS!!!!!!!!!!!!!!
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Loka xDD
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Posted - 2008.07.25 18:57:00 -
[1074]
Thats what i think:
If nano is overpowered, then get a nano ship and go kill stuffs.. Oh, you always die with a nano, but others nano always kill you? THEN YOU DESERVE TO DIE!!! Simply as that, dont go cry because nano are overpowered because its not =/
Have you ever tried to kill an Apoc with 100km pulse lasers with nanos? dammm, nano dont need to be nerfed, because its already being nerfed by the pvpers that knows what they are doing, and soon the noobs will learn how to fight agains nano too... Soo, noobs, stop crying about nanos being overpowered T_T
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2008.07.25 18:59:00 -
[1075]
Originally by: KingCappo
Originally by: Shadowsword
stuff
You left out the part where the vaga has to fight into falloff in order to have a 17km effective range. So 440 dps is closer to 250-300 DPS.
EFT != TQ
Where did I say the vagabond had to stay right at the limit of effective range (optimal+falloff)? Those setups are made to dish out pain right up your butt. And they work pretty well at that.
Quote:
could u provide exact fits?
I'll do it for that vagabond fit, cba for the other HAS, but they're similar.
5* 425mm AC II, RF EMP 1* HAM II, CN whatever
10MN MWD II Warp disruptor II LSE II Invul Field II
Damage control II 2* Power diags II 2* Gyrostab II ------------------------------------------
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Haniblecter Teg
F.R.E.E. Explorer
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Posted - 2008.07.25 18:59:00 -
[1076]
Cruisers going 3.5-5km+ a second was broken too, as the only thing that could stop a small gang of them was another similarly speeded gang or 5-10 huginns.
That's why it was such an across the board change. ----------------- Friends Forever |
Dungar Loghoth
Caldari The Illuminati. Pandemic Legion
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Posted - 2008.07.25 18:59:00 -
[1077]
Originally by: Lord EmBra
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
Read this CCP!
---
|
GO MaZ
The Illuminati. Pandemic Legion
|
Posted - 2008.07.25 18:59:00 -
[1078]
Originally by: Serilla
Originally by: GO MaZ
Originally by: Shadoo And so the Remote Rep on everything age begins.
Mark 3's... EVE WIDE
350mm Navy Megas?
If everyone fitted these we'd have no issue with people whinging about overpowered nanos...
Also a lot of spare lino and dead alliances ---
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Slade Hoo
Amarr xPlaguex
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Posted - 2008.07.25 19:00:00 -
[1079]
Originally by: Pinky Denmark What about scripting webifiers... let T2 become like 5km 90%(script for strength), 10km 60% (unscripted) or 15km 30% (scripted for range)
That doesn't fit the following criteria of CCP: "There should be a significant and meaningful difference in speed between the ship classes."
Frigs operate at around 5km with standard ammunition and no sniper/longrange fitting. they would get webbed for 90% and have/lower speed than cruisers. Isn't intended.
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SSDD24
Gallente Logical Progression
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Posted - 2008.07.25 19:00:00 -
[1080]
How the hell did we end up with a game in wich the peeps that make it (aka get money to develop, play and test it) know less about it then a guy that spends 20 hrs/ week playing it?
After reading all these pages i stil fail to see any coherent support for this nerf. You call this rebalancing? I think you dont understand the meaning of the word balance.
Mad props to all the peeps that tried to argue with valid arguements with CCP. CCP by calling theyr arguments knee-jerking you show you really dont deserve your players.
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