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Thread Statistics | Show CCP posts - 1 post(s) |
Roger Douglas
Infinite Improbability Inc Mostly Harmless
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Posted - 2008.07.29 01:32:00 -
[1]
If you are using a blockade runner that has a built in +2 warp stabilizer strength, and you are hit with the effects of a new scrambler, will your MWD still deactivate? Technically you can still warp away. Since I can't log into SISI, would someone be so kind as to test this?
I'm also a bit curious to see if using the despised warp stabs will prevent t2 scram or not. But then again, what self respecting pirate would admit to using them?
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Roger Douglas
Infinite Improbability Inc Mostly Harmless
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Posted - 2008.07.29 01:32:00 -
[2]
If you are using a blockade runner that has a built in +2 warp stabilizer strength, and you are hit with the effects of a new scrambler, will your MWD still deactivate? Technically you can still warp away. Since I can't log into SISI, would someone be so kind as to test this?
I'm also a bit curious to see if using the despised warp stabs will prevent t2 scram or not. But then again, what self respecting pirate would admit to using them?
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Bellum Eternus
Gallente Death of Virtue
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Posted - 2008.07.29 02:37:00 -
[3]
Originally by: Roger Douglas If you are using a blockade runner that has a built in +2 warp stabilizer strength, and you are hit with the effects of a new scrambler, will your MWD still deactivate? Technically you can still warp away. Since I can't log into SISI, would someone be so kind as to test this?
I'm also a bit curious to see if using the despised warp stabs will prevent t2 scram or not. But then again, what self respecting pirate would admit to using them?
stabs have no effect on mwd deactivation when being hit with a 2 point scram. also, blockade runners still have their mwd deactivated as normal.
Bellum Eternus
[Vid] L E G E N D A R Y COLLECTION
Inveniam viam aut faciam. |
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CCP Tenitigo
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Posted - 2008.07.29 16:46:00 -
[4]
As Bellum Eternus mentioned the MWD deactivation is independent of warp core strength on a ship. So with a warp core strength of 2 your MWD will still deactivate however you can still warp away.
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Sweet Rosella
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Posted - 2008.07.29 16:51:00 -
[5]
Originally by: CCP Tenitigo As Bellum Eternus mentioned the MWD deactivation is independent of warp core strength on a ship. So with a warp core strength of 2 your MWD will still deactivate however you can still warp away.
unless your warping to a gate and it is bubbled and you are webbed, you are goign to be dead
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Neeros
Caldari NailorTech Industries Ethereal Dawn
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Posted - 2008.07.29 17:37:00 -
[6]
Looks like people hauling will need a few guards now more than ever, the hauler will still probably die but if your guards can break the camp they can guard your wreck till you can come and scoop it up with another hauler.. rinse, and repeat for every gate camp...
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Kuroshiro
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Posted - 2008.07.29 17:43:00 -
[7]
Originally by: Neeros Looks like people hauling will need a few guards now more than ever, the hauler will still probably die but if your guards can break the camp they can guard your wreck till you can come and scoop it up with another hauler.. rinse, and repeat for every gate camp...
More like you'll use a newbie scout and just use a DST instead of a blockade runner. The whole reason for blockade runners to exist is that they can get back to the gate after making a bad jump (into a bubble camp). With that ability gone and their limited cargo capacity, it's not really clear what their new role will be or if one even exists.
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Kotami
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Posted - 2008.07.29 17:46:00 -
[8]
Unless the pirates are flying a heavy interdictor then the built-in warp stabilization on the blockade runners are worth squat and no serious gate camping pirates are going to be without a heavy interdictor these days. Seriously, the infinite point warp script was one of the most broken, short-sighted things added to EVE. Ever.
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Pohbis
Neo T.E.C.H.
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Posted - 2008.07.29 18:30:00 -
[9]
Originally by: CCP Tenitigo As Bellum Eternus mentioned the MWD deactivation is independent of warp core strength on a ship. So with a warp core strength of 2 your MWD will still deactivate however you can still warp away.
Which is exactly what needs to change, unless, you plan to change blockade runners after the patch.
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Ushatuhkwa Kaeshe
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Posted - 2008.07.29 18:56:00 -
[10]
So Blockade runners get the nerfbat. Again. Not enough agility to turn or warp away quickly, not enough speed to make it back to the gate, their stronger core is now worthless against getting your MWD disabled. If you happen to get stuck in a bubble you are dead. Period. Thanks CCP! Looks like it's time to dust off the old pilgrim and honor tank it, because it might as well be the new low-capacity hauler for 0.0
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Vaal Erit
Science and Trade Institute
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Posted - 2008.07.29 19:04:00 -
[11]
How are blockade runners getting the nerfbat? Let's see, my Viator can align in 3.5s and can go 2km/s. I can easily make it back to a gate or simply warp off before anything can target me. If all else fails I can cloak. How about you guys fly the ship before whining? Have you considered that nerfed webs means if will be easier to get away? --
http://desusig.crumplecorn.com/sigs.html |
Roger Douglas
Infinite Improbability Inc Mostly Harmless
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Posted - 2008.07.29 19:10:00 -
[12]
Thanks for the testing.
I propose a modification to the proposed scram mechanic. If a ship has equal or greater stabilization strength, their MWD continues to operate. This might offer a counter to the scram. I'm not sure what the strength of a t2 stab is (i've never used one ), but perhaps making it 2 points would work in this situation.
You'd have to sacrifice tank, speed, or dps for such a counter, which sounds just like EVE to me. HIC's would still function, the Lach and arazu would still work fine. Blasterboats might not be totally nerfed into the dirt. Thoughts?
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MenanceWhite
Amarr Red Light Navy
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Posted - 2008.07.29 19:11:00 -
[13]
Edited by: MenanceWhite on 29/07/2008 19:16:00 Nerf happens. Unforeseen consequences happens.
It's like one of my CCP Zulubird epic tales.
Keep in mind that this is just on SiSi right now, if someone makes a thread that alerts Devs about it- it might be corrected out.
Op should change topic name and edit first post to contain whatever relevent info; well problems with the blockade runners occurs if this test patch would be implemented. Could someone run some real tests first? I don't even have industrial 5 for any race. ---
Originally by: Torfi There's alot. That can be done. With.. corpses
Originally by: Oveur
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Draahk Chimera
Caldari Interstellar eXodus R0ADKILL
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Posted - 2008.07.29 19:18:00 -
[14]
Just give the blockade runners the covert ops cloaking device already. If me and my alt is hauling something why in the world would I choose the prorator? Fitted with istabs and wcs in the lows I have 3100 m3 cargo and am still 96% sure to be killed if I run into hostiles (due to the dictors of all sizes). With my prorator and 7 cargo expanders I have 27.000 m3 and just send my main ahead in a stiletto.
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Kuroshiro
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Posted - 2008.07.29 19:54:00 -
[15]
My Prorator seems to be topping out at 1950m/s with 2x Aux thrusters and a nanofiber ii, or 2x nanofiber ii & no aux thrusters. Could probably break 2k/s with another nanofiber or acceleration control 5. I suspect that after this patch goes live, I'll either scout my Impel or pay a carrier pilot to jump my stuff instead.
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Matalino
Gallente Ki Tech Industries
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Posted - 2008.08.07 22:31:00 -
[16]
Originally by: Roger Douglas Proposed change: Warp stabilization strength equal to or in excess off the scram prevents the mwd from being shut off.
This sounds like a reasonable counter balance to the fact that Blockade Runners (and other agility fitted Industrials) will have their time-to-warp increased by 30%-40% because of the lack of mass decreasing modules/rigs.
If they can't warp out of a blockade, at least give them a decent chance of running out of a blockade.
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Sweet Rosella
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Posted - 2008.08.08 08:50:00 -
[17]
Edited by: Sweet Rosella on 08/08/2008 08:50:46
Originally by: Vaal Erit How are blockade runners getting the nerfbat? Let's see, my Viator can align in 3.5s and can go 2km/s. I can easily make it back to a gate or simply warp off before anything can target me. If all else fails I can cloak. How about you guys fly the ship before whining? Have you considered that nerfed webs means if will be easier to get away?
Duh!. go test on sisi before you post.
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Rexthor Hammerfists
The Movement
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Posted - 2008.08.08 09:31:00 -
[18]
im throwing some ideas in here, dont flame right away ;) - how about fitting 1 mwd one ab, since webs only slow you down by 60 you should be still quiete fast with an ab running plus having a small sig helps alot. Would be ncie tho if the crane would get fixed and the bonuses of the Transport ships get fixed. -
Any good reason for gateguns shooting drones and thus removing dronebased ships from pirating?
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.08.08 12:04:00 -
[19]
The repper bonus on blocade runners has been useless for years....
The HIC was introduced and seriously reduced the effectiveness of the blockade runners other bonus, +2 WC strength.
Now with the new mechanics, blockade runners get even further shafted.
I realise that each of the last two changes was deemed nessacary for balance purposes of PvP, but for the love of gawd, could the balance team consider what those changes do to non-pvp ships before they go live with them. --
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Abrazzar
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Posted - 2008.08.08 13:31:00 -
[20]
Maybe change the blockade runner T2 bonuses into signature radius and agility? Would definitely increase their survivability in most situation.
-------- Ideas for: Mining
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Rakshasa Taisab
Caldari Sane Industries Inc. Ursa Stellar Initiative
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Posted - 2008.08.08 13:39:00 -
[21]
And give us reason to actually train beyond Transport lvl I.
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Taram Caldar
Noir. Trinity Nova Alliance
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Posted - 2008.08.08 14:00:00 -
[22]
Edited by: Taram Caldar on 08/08/2008 13:59:55 Just another reason why CCP needs to stop nerfing with a sledgehammer and start making incremental changes rather than radically altering EVERY speed inducing module in the game AND every speed inhibiting one as well AND tinker with ship masses all at the same time. .
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Grytok
moon7empler Ev0ke
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Posted - 2008.08.08 17:07:00 -
[23]
Edited by: Grytok on 08/08/2008 17:09:48 I don't want to say that Blockade Runners are totally fine, but the stats on SiSi read like this atm for a Viator with 3x iStab II and Evasive Manouvering/Acc Control LvL 5.
from standing still claoked after jump into warp = 3.5 seconds topspeed = 1800m/sec (T2 MWD) time to accelerate from 0m/sec to topspeed incl 180¦ turn = ~ 15 seconds time back to gate after jump (incl warp scarmbler deactivating your MWD) = 7 seconds effective HP = 10000
If you fit a cloak, as you should do, you'll be jumping back nearly 100% guaranteed, and if there's no bubble, you'll be in warp without somone beeing able to lock you. Furthermore, depending on the size of the camp, you can: align -> activate MWD -> activate cloak -> decloak at the edge of the bubble -> instawarp.
There's absolutely nothing changed for Blockade Runners in this patch besides the lower top-speed. Acceleration and agility are exactly the same as on TQ atm.
EDIT: The 7 seconds back to the gate: If you get warpscrambled and your MWD deactivated... who cares? you'll be back at the gate within the first cycle! .
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Jas Dor
Minmatar
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Posted - 2008.08.08 18:51:00 -
[24]
Originally by: Draahk Chimera Just give the blockade runners the covert ops cloaking device already. If me and my alt is hauling something why in the world would I choose the prorator? Fitted with istabs and wcs in the lows I have 3100 m3 cargo and am still 96% sure to be killed if I run into hostiles (due to the dictors of all sizes). With my prorator and 7 cargo expanders I have 27.000 m3 and just send my main ahead in a stiletto.
/signed Names, Dates, Times, Engagements, Losses, Op-Tempo or STFU! |
sophisticatedlimabean
Gallente Pandemic Legion
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Posted - 2008.08.08 19:26:00 -
[25]
I have no problem with a blockade runner needing 2 x 9 km scrams to deactivate its mwd(or however many points it has built in), in fact id support it working that way on this particular type of ship tbh.
My views may reflect those of my corp/alliance, but if you wanna know for sure ask em for gods sake. |
Dominik Miethling
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Posted - 2008.08.08 19:53:00 -
[26]
Just did some Checks on Sisi, same Setup as on Tranq and almost evrything works the same way besides a lower top speed. I guess i could squeeze even more agility out with a good fit(have to check stacking etc first). So this will make u still untouchable in Low-Sec(although i have to check speeds of Hics if u can burn away). .0 seems little different, u can still burn back to the gate but probably won't get through a decent gatecamp. I guess this is as it was before so i see no bad influence of the patch here.
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Arana Tellen
Gallente Mercenary Forces
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Posted - 2008.08.08 20:59:00 -
[27]
MWD and AB? ---------------------------------
Oh noes!
Originally by: CCP Greyscale *moderated - mother abuse - Mitnal*
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Bluebeard
Minmatar LoneStar Industries
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Posted - 2008.08.08 21:51:00 -
[28]
Originally by: Arana Tellen MWD and AB?
Great idea, now if you can just add an extra mid slot to all the Blockade runners to allow that fit.....
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Ash Vincetti
Decorum Inc Tygris Alliance
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Posted - 2008.08.09 08:01:00 -
[29]
Originally by: Bluebeard
Originally by: Arana Tellen MWD and AB?
Great idea, now if you can just add an extra mid slot to all the Blockade runners to allow that fit.....
Don't forget extra powergrid! As it is some Blockade Runners need to run a named MWD to have it fit... -----
free bree! |
Rakshasa Taisab
Caldari Sane Industries Inc. Ursa Stellar Initiative
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Posted - 2008.08.09 11:17:00 -
[30]
Originally by: Ash Vincetti Don't forget extra powergrid! As it is some Blockade Runners need to run a named MWD to have it fit...
Lucky you! Some blockade runners need to fit PV4 implant and honor-tank to get that MWD on.
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