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Thread Statistics | Show CCP posts - 0 post(s) |

Dzajic
Gallente Federal Defence Union
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Posted - 2008.07.26 07:07:00 -
[1]
There is absolutely no need for "full package".
Polycarbon and OD stacking nerf, all MWDs speed caped at 500%, rebalance of ship masses and base speeds, and snake nerf (they still give more speed % than any other module).
Thats all thats needed CCP! Leave webs and scrams as they are today. Its changing of too many base game mechanics, all at once. Remember Starwars Galaxies NGE!!! Please CCP! 
I hate nano setups, not every hac was made to speed tank, and indeed, speedtanking a Heavy Assault Cruiser is a bit silly, and frigs and their T2 variations need to be faster than bigger stuff. But please CCP, dont break the game by changing a ton of stuff in one go.
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Dzajic
Gallente Federal Defence Union
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Posted - 2008.07.26 11:43:00 -
[2]
Of course Vagabond should be able to speed tank. Ship IS build around it. But coming to a point where only usable setup for every single HAC in game is to nano it, is silly. CCP should drop T2 prices a bit for armor or shield tanking HACs, or increase BS prices.
Once again, to be clear. Polycarbon fix is much needed. Snakes are f-ing expensive and are being nerfed to much, although a small nerf wouldn't hurt. Reworking ship base speeds is good. Web/scramb/mwd changed are idiotic. At most scrambs and disruptors could be given a script to work as anti MWD webs. Minnie ships should be able to speed tank, blasterboats should be able to approach their targets.
But for only way to drive a HAC or CS being to nano it, and nanoing every one of them over way 3-4k where they cant be tracked by guns or get zero damage from explosions is stupid.
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Dzajic
Gallente Federal Defence Union
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Posted - 2008.07.26 15:54:00 -
[3]
Well it should go like "most long ranged low damage medium guns can track nanoes, a bit."
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Dzajic
Gallente Federal Defence Union
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Posted - 2008.07.26 16:28:00 -
[4]
Do you know how much dual 150mm suck for everything else but tracking?
On a Moa they get 14km optimal, so they just cross 20km at falloff. On everything else their optimal is 9km? What nano pilot gets within 15km?
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Dzajic
Gallente Federal Defence Union
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Posted - 2008.07.26 17:26:00 -
[5]
ISK cost and skills involved should mean something. But not be a fully deciding factor.
A lone carrier without support might very well be easier to pin and kill than a skilled (as in player skill) nanogang.
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Dzajic
Gallente Federal Defence Union
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Posted - 2008.07.28 17:04:00 -
[6]
Well,actualy those 5% people playing in 0.0, and 10-15% of people outside highsec are more or less irrelevant. While you keep saying that CCP should balance the game for you and whatever, its the empire carebear noobs that are the total CCPs customer majority .
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