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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 19:37:00 -
[1]
Why is it always with the nerf bat. now granted, ships going at 30k/s are a bit much and i'll support a reduction in their speed is needed, but not at the expense of the current workings of the MWD. NWD are not broken. they have been fine since beta and are still fine. what is needed is a serious buff to webs, which are the sole reason why nano gangs run with impunity. webs are stuck at 10k for t1, named and t2. the only way you increase this is a faction web that costs so much it isn't worth while to put it on a ship for pvp.
What is needed is a longer range web that decreases in strength as range grows.
-10k = 90% -20k = 65% -30k = 50% -40k = 25%
t2 -25k = 70%
I think this would certainly be an acceptible solution to the nano gangs wandering about and would not break close range blaster and autocannon ships. ah see, you forgot about the autocannon matari. we have the same problem as blasters when we fit autocannons. in it's current form, this would break not just one close range damage type, but two and as matari, we are already shafted on our damage output.
I don't think any other changes are really necessary other than a change in web's. What do ya'll think about this?
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 19:47:00 -
[2]
Edited by: Hatch on 28/07/2008 19:48:37 to clarify, the ranges stated here are on seperate modules. not one module that decreases in intensity as the target gets further away. and these ranges are just for example as well as the intesity of the web.
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Andreya
Direct Intent
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Posted - 2008.07.28 19:48:00 -
[3]
lol i think not.. not a single nano ship will survive in this game if you do that... ill pass...
_________________________________________________________ Only once you've lost everything, are you free to do anything. Your signature exceeds the maximum allowed filesize of 24000 bytes -Navigator ([email protected]) |

Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 19:54:00 -
[4]
i'd like to know how you think no nano would survive, other than just stating it. if your cruising at 12 and you get hit with a 25% web, you only slow to 9k, still travelling pretty damned fast if you ask me.
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Draeca
The Black Rabbits The Gurlstas Associates
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Posted - 2008.07.28 20:04:00 -
[5]
This would just increase the lag even more. ___
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 20:16:00 -
[6]
please explain your posts if you don't like the idea.
i fail how to see how this would increase lag if it is module specific attibutes.
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.28 20:23:00 -
[7]
I think this would be a hell of a lot better then whats currently been proposed. My input on this would be better if it was implemented through scripts, and probably alot easier to implement too. also the percentages you've given seem a little high to me. IMO it should be +100% range -50% power, so essentailly a 10km 90% web, goes to 20km 45%, and 40km 20%(diminishing return) web. Also mabye increase the cap usage with the longer range?
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 20:36:00 -
[8]
Edited by: Hatch on 28/07/2008 20:36:41
Originally by: Straight Chillen I think this would be a hell of a lot better then whats currently been proposed. My input on this would be better if it was implemented through scripts, and probably alot easier to implement too. also the percentages you've given seem a little high to me. IMO it should be +100% range -50% power, so essentailly a 10km 90% web, goes to 20km 45%, and 40km 20%(diminishing return) web. Also mabye increase the cap usage with the longer range?
I like the idea of a script, as long as they didn't screw with the current base rate like they did with sensor boosting and dampening. I suggested this since it would be a simple code copy and variable change. A script would be more userfriendly as you could change it on the fly based on the senario as it presents itself.
*note that the percentages given are examples only
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Jarvin Kell
Task Force Zener
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Posted - 2008.07.28 21:29:00 -
[9]
I don't know how I feel about your suggestion. To prevent breaking the game though nanos should be adjusted step by step, with step one being polycarbs.
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Taram Caldar
Noir. Trinity Nova Alliance
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Posted - 2008.07.28 21:56:00 -
[10]
This is stupid, frankly. If you want long range webs fly one of the faction webber ships or fly a minmatar T2 webber ship.
Increasing the range of webs across the board (especially out to 40km?!??) removes any need for specialized webber ships at all.
Dun like the idea. I think the current changes are in the right direction but right now they're throwing too many changes at it. It's far too much at once.
.
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Taram Caldar
Noir. Trinity Nova Alliance
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Posted - 2008.07.28 21:57:00 -
[11]
Originally by: Jarvin Kell I don't know how I feel about your suggestion. To prevent breaking the game though nanos should be adjusted step by step, with step one being polycarbs.
Same... though I think both snakes and polies needed changing right away. I think the other changes going in are too much though. Especially when we haven't even seen what just changing polies and snakes would have done. .
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.07.28 23:40:00 -
[12]
Edited by: Hatch on 28/07/2008 23:41:44
Originally by: Taram Caldar This is stupid, frankly. If you want long range webs fly one of the faction webber ships or fly a minmatar T2 webber ship.
Increasing the range of webs across the board (especially out to 40km?!??) removes any need for specialized webber ships at all.
Dun like the idea. I think the current changes are in the right direction but right now they're throwing too many changes at it. It's far too much at once.
that was an example of the idea. Not necessarily how the end product should be. as i've stated in a previous post IT'S AN EXAMPLE.
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.08.04 13:24:00 -
[13]
After doing some research into the variations of the web, this already exists. look at faction and then look at the officer modules. If this were made a little more available for people to use, instead of the infrequent drops hear and there from npc faction drops, to more frequent standard npc drops, i don't think this would be such a big deal.
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Esmenet
Gallente
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Posted - 2008.08.04 13:54:00 -
[14]
Originally by: Andreya lol i think not.. not a single nano ship will survive in this game if you do that... ill pass...
This. Vote against the nano nerf! |

Zhilan Alaioki
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Posted - 2008.08.04 14:58:00 -
[15]
This doesn't work as a blob of 10 people each applying a 20% web at 40k is going to slow down any ship to a crawl. Add a rapier into the mix and you can't move at all.
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.08.04 15:30:00 -
[16]
please see earlier posts on topic of those numbers being an example, not necessarily what should be. knock those numbers down to what they are currently in game for faction and officer webs
13k, 14k, 15, 16k, 17k and 25k for officers and faction.
PLEASE READ ALL POSTS AS THERE HAVE BEEN REVISIONS
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Sivonya
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Posted - 2008.08.04 15:47:00 -
[17]
Ye i think its a good idea, just a little lighter bonuses
say 90% at 10km
20% at 20km
and or 10% at 30km
that would definitly reduce the usage of nano gangs because if they face Bs gang where each one has 25% web when they primary someone 3-4 webs will slow anyone sufficiently to pop him. but will still rest the concept of nano ships
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Zhilan Alaioki
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Posted - 2008.08.04 18:02:00 -
[18]
In those BS gangs you really don't need any more help to pop nano ships Its already really easy if you fit large neuts and have some support.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.08.04 20:10:00 -
[19]
Originally by: Sivonya Ye i think its a good idea, just a little lighter bonuses
say 90% at 10km
20% at 20km
and or 10% at 30km
that would definitly reduce the usage of nano gangs because if they face Bs gang where each one has 25% web when they primary someone 3-4 webs will slow anyone sufficiently to pop him. but will still rest the concept of nano ships
yeap, closer to these values. maybe even have no effect past 20km
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fivedollarbitch
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Posted - 2008.08.05 11:05:00 -
[20]
this is a great idea, CCP whould try to work with this
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Hugh Ruka
Exploratio et Industria Morispatia
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Posted - 2008.08.05 11:34:00 -
[21]
no ... kills the close range boats the same way as the current changes ... and makes Missile boats even better.
Imagine you are trying to reach a Raven in your Mega ... he applies a 50% web when you get into scram range ... boom goes Mega ... Cruiser sized close range ships would be screwed even more. --- SIG --- CSM: your support is needed ! |

fivedollarbitch
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Posted - 2008.08.05 13:18:00 -
[22]
or maybe make modules for high slot that increase range of webs, but with some penalties
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Morzius
R.u.S.H. Red Alliance
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Posted - 2008.08.05 13:22:00 -
[23]
Originally by: Hatch Why is it always with the nerf bat. now granted, ships going at 30k/s are a bit much and i'll support a reduction in their speed is needed, but not at the expense of the current workings of the MWD. NWD are not broken. they have been fine since beta and are still fine. what is needed is a serious buff to webs, which are the sole reason why nano gangs run with impunity. webs are stuck at 10k for t1, named and t2. the only way you increase this is a faction web that costs so much it isn't worth while to put it on a ship for pvp.
What is needed is a longer range web that decreases in strength as range grows.
-10k = 90% -20k = 65% -30k = 50% -40k = 25%
t2 -25k = 70%
I think this would certainly be an acceptible solution to the nano gangs wandering about and would not break close range blaster and autocannon ships. ah see, you forgot about the autocannon matari. we have the same problem as blasters when we fit autocannons. in it's current form, this would break not just one close range damage type, but two and as matari, we are already shafted on our damage output.
I don't think any other changes are really necessary other than a change in web's. What do ya'll think about this?
incoming nerfs are fine, l2adapt
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Suboran
Gallente Victory Not Vengeance Intrepid Crossing
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Posted - 2008.08.05 13:49:00 -
[24]
ships suck as vagabond and stabber that require speed to survive would be ruined if this was applied, web range is a very powerful tool in the game.
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Runeaway
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Posted - 2008.08.05 15:32:00 -
[25]
As a minmatar Vaga and Rapier pilot I agree that Snakes and Poli rigs need to be reduced and that speeds over 7km are insane, this limited change would balance the game. Flying a rapier(Shoot at me first) ship, the proposed web changes basically places it in the hanger with a heavy launcher and two medium guns it is not a dps ship. Its purpose is to travel cloaked, sneak up to a ship, web and hold on for the rest of the gang to come in, then provide defensive support slowing targets. It is fun as part of or against nano gangs to see intys and Vagas go the other way with this ship in the immediate area. By itself the Rapier does not survive, as part of any gang it provides the defense against the intys, hac's and drones. Or did with the future changes. I like the idea of decreasing the effective impact of webs as ranges increase and also decrease the impact of snake implants and poli rigs. The overall proposed changes make think about staying with the game as a small ship pilot.
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.08.05 16:59:00 -
[26]
if you look at the variations of the web, this has already been implemented, i think it needs to be expanded upon and faction webs should be made available througn all lp stores. for some reason, there is no fleet issue webifier while caldari and galfed both have them. a race who's recon is based on the web doesn't even have a fleet issue web.
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Xyleya
moon7empler Ev0ke
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Posted - 2008.08.05 20:32:00 -
[27]
Yep, I'd like to see that much more then the actual changes on SiSi.
Reduce max web-strength to 80% and then add some scripts to webs, that give double the range with four times less strength to balance it out.
T1 Web = 10km @ 70% (unscripted) and 20km 17,5% (scripted) T2 Web = 10km @ 90% (unscripted) and 20km 22,5% (scripted)
We may even reduce T1 Webs to 60% and T2-Webs to 80% basic strength here. .
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Hatch
Minmatar Bug-Blatter Beasts of Traal
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Posted - 2008.08.06 01:34:00 -
[28]
Originally by: Xyleya Yep, I'd like to see that much more then the actual changes on SiSi.
Reduce max web-strength to 80% and then add some scripts to webs, that give double the range with four times less strength to balance it out.
T1 Web = 10km @ 70% (unscripted) and 20km 17,5% (scripted) T2 Web = 10km @ 90% (unscripted) and 20km 22,5% (scripted)
We may even reduce T1 Webs to 60% and T2-Webs to 80% basic strength here.
this would be a good idea since it would actually make t2 webs different from t1's.
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