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Caldari 5
Amarr The Element Syndicate Soldiers of the Forgotten Abyss
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Posted - 2008.08.05 16:17:00 -
[1]
Correct me if I'm wrong but isn't the Warp Core Stabilizer II the most useless T2 item? I thought all T2 items increased the effectiveness of their purpose. the WCS II doesn't increase the Stability of the Warp Core any more then the rest of the WCS, at best the WCS II is a named item.
WCS I Scan Res Bouns -50% Targeting Range Bonus - 50% Warp Scramble Strength -1
WCS II Current(Create a New Named item with same stats) Scan Res Bouns -40% Targeting Range Bonus - 40% Warp Scramble Strength -1
WCS II Proposed Scan Res Bouns -50%(Maybe another value?) Targeting Range Bonus - 50%(Maybe another value?) Warp Scramble Strength -2
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Caldari 5
Amarr The Element Syndicate Soldiers of the Forgotten Abyss
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Posted - 2008.08.05 16:54:00 -
[2]
Originally by: Anubis Xian Edited by: Anubis Xian on 05/08/2008 16:47:06 Auto Targeter II
Any T2 Armor Plate
I'm assuming that you are saying they are useless too? Auto Targeter II increases number of targets and Autotargeting Range, obviously better then the T1.
T2 Armor Plates actually increase the Armor compared to their T1 version
Sorry both of those actually have an improvement in their intended purpose, thus useful.
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Caldari 5
Amarr The Element Syndicate Soldiers of the Forgotten Abyss
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Posted - 2008.08.05 17:45:00 -
[3]
Originally by: Takashi X2 1600 mm steel II +4200hp +3.75mil kg 1600 mm tungsten +4200hp +2.75mil kg
tungsten cost about the same and has wayy better fitting requirements
steel II's are useless (all sizes are basically the same way)
1600 mm steel I +3000hp +3.75mil kg 1600 mm steel II +4200hp +3.75mil kg
Far as I can see the Steel II is better than the Steel I, however I do agree with you on that Tungsten vs Steel thing is a little wacked.
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Caldari 5
Amarr The Element Syndicate Soldiers of the Forgotten Abyss
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Posted - 2008.08.06 19:15:00 -
[4]
Originally by: Takashi X2 WCS's are NOT ment as combat modules rather a defencive one ment to be put on things that just want to run through... Although i agree we need a counter for bubbles i dotn think WCS's are teh answer to that.
I agree that the WCS is a defensive module, this is why I have no issue with fitting 4 of them to my Courier Frigate. The trouble is that it is becoming more and more often that I am still being stopped at low sec gate camps and loosing cargo(normally BPOs, Skill Books), mainly due to the campers having 3 campers all with warp strength -2 disruptors/scramblers, although I did come across 1 camper that was running 3 -2's that's insane and you can tackle pretty much everything with one ship, if it's 3 or 4 ships they deserved to get me, but 1?
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Caldari 5
Amarr The Element Syndicate Soldiers of the Forgotten Abyss
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Posted - 2008.08.09 14:56:00 -
[5]
Originally by: Lisa Waen I wholeheartedly agree with scrams not being a permalock on a warp drive. How about having it set up this way: a 15sec delay per level of difference before warp can occur? An example: Ship A (aggressor) uses -2 level warp scram on you (with a 60sec reload for use), ship b (runner)is equipped with a single WCS (-1). There would be a 15 second delay before you can warp outta there. Now with a skillful pirate group you could effectively lock down the ship by rotating scrambles, but if your timing isn't good, the runner will slip out as soon as there is a hole in the scramble set. Bubbles give a one-time -4, -6, or -8 level hit to all, depending on the source of the bubble (interdictor frig, HIC, or permabubble). Plus I agree that WCS 2s should have a +2 strength with the increased target penalties (about -60%). This would allow a good 'cade runner to be able to escape most situations, but still be nailed down under concerted effort. It shouldn't be easy to catch someone designed to be slippery with only one ship, no matter what the ship is, but if you have more ships working together, even a good 'cade runner should be brought down once in a while.
Some good ideas there.
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