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Golgrath
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Posted - 2004.05.28 06:56:00 -
[1]
Webs have a base duration of 20 secs, Warp Scrambler I has duration of 25 secs. These are too long to switch targets fast. Switching targets fast is not only important in fleet battles, with the new elite frig npc's, it's important to web them fast to hit them.
On top of these already long durations, the propulsion jamming skill increases the duration. So training this skill to high levels is not wise.
I propose that the base duration of the modules is decreased to 10 or 5 seconds and that the propulsion jamming skill bonus is switched to a decrease in cap usage of propulsion jamming modules.
Oh yeah, same applies to EW modules and the Elecronic Warfare skill.
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Christopher Scott
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Posted - 2004.05.28 10:08:00 -
[2]
How about the skill actually decreases the duration while equally decreasing the activation cost? A 15% decrease in duration and activation cost per level would give your stasis web a duration of 5 seconds at lvl. 5. :)
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Juan Andalusian
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Posted - 2004.05.28 10:19:00 -
[3]
Originally by: Golgrath Webs have a base duration of 20 secs, Warp Scrambler I has duration of 25 secs. These are too long to switch targets fast. Switching targets fast is not only important in fleet battles, with the new elite frig npc's, it's important to web them fast to hit them.
On top of these already long durations, the propulsion jamming skill increases the duration. So training this skill to high levels is not wise.
I propose that the base duration of the modules is decreased to 10 or 5 seconds and that the propulsion jamming skill bonus is switched to a decrease in cap usage of propulsion jamming modules.
Oh yeah, same applies to EW modules and the Elecronic Warfare skill.
Skill saves you cap and on certain types of ships that is very useful and desirable.
For target switching learn to judge when a target is "done for" and switch the module off so it won't autorepeat 1-3 secs before the target blows up.
**Pain is meant to be felt** |
Dust Puppy
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Posted - 2004.05.28 11:16:00 -
[4]
Yeah it's a bit silly that EW skill is actually worse to have to level 5 than it is at level 1 for some purposes. You should always gain to train a certain skill at the very least not be worse off for it. __________ Capacitor research |
Levin Cavil
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Posted - 2004.05.28 16:40:00 -
[5]
Well I thnk the idea behind the extended duration is partly to save cap BUT it also lets you strafe with a frig and leave. If you have a 45sec duration on the web/warp jammer then you can run up to a bs and warp jam/web it then run out of range to safety, possibly even before they lock you then you turn around and come back right as the module deactivates. If it had a 5 sec duration you would have to stay close. So it's kind of a tossup since it would be nice to be able to use the same module for the pod as you used on the ship. Guessing when to deactiave the module could be a good solution but the target ship may escape. .1% structure is still enough to fly so they aren't dead till you see an explosion.
For jammers it should be changed to a reduction in cap use, not duration, this will make training the skill useful as it might get cap use on multis down low enough that BBs can actually run them.
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<Hammerhead> we can't do anything that requires programming
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Lentia
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Posted - 2004.05.28 16:51:00 -
[6]
It is a tossup. I have had to train propulsion jamming from 1 to 3 to use mobile warp disruptors and now my jamming duration seems sooo long. Kind of a pain in larger battles but there are trade offs.
Lentia Military Officer http://www.staf.online-guild.com/ |
Dexter Rast
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Posted - 2004.05.28 17:08:00 -
[7]
yup, multi ship battles i have cursed the fact that my warp scrambler has a 28 sec duration, but i guess you cant have it all ways, they work wonders for frigates where a few seconds extra duration mean the difference between you fighting the duration or running out of cap and your prey escapes, tough one to call realy wether they are better or worse for running longer
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Toastmaster
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Posted - 2004.05.28 17:45:00 -
[8]
Well maybe you should try them some more... For me its like this that when i kill the ship i have scrambled im free to scramble again within 1 - 2 sec dont think this is luck every time
But i agree its no use of longer durability on EW or scramblers
But as for EW i like the long durability on the race specific and sensor dampers....Otherwise it would be to easy to jam several targets
"viper zulu > toast has killed our whole corporation ships at least once"
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