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Thread Statistics | Show CCP posts - 1 post(s) |
Killer Rasta
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Posted - 2008.10.09 00:13:00 -
[301]
Screw nano pilots, you're ruining the English language. Learn to type like a civilised person and maybe I won't go tl;dr all over your face.
MAYBE THIS WILL SOUND LIKE BIG SUPRISE TO YOU,BUT I HAVE TO INFORM YOU THAT THERE IS A BIG WORLD OUT THERE AND NOT ALL HUMAS ON PLANET DO HAVE ENGLISH AS THAIR FIRST LAUNGUAGE.SO WHILE THIS PLANET IS FULL OF DUMBAS..... AS YOU ARE,THAT DO ESPECT THAT ALL HUMANS DO SPEAK AND WRITE PROPERLY ENGLISH,IT IS GOING TO BE WORLD FULL OF IGNORENC. IM MORE THAN HAPPY WHITH MY ENGLISH,NOW LEEME SEE HOW DO U SPEAK AND WRITE CROATIAN,SPANISH OR ITALIAN MR.GREAT GRAMMA MAN.
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Arro Cera
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Posted - 2008.10.09 00:20:00 -
[302]
I am All for the speed nerf i think its totaly needed, i know it may take alot of money and skill wiether to fly nano alot, and even experience, butit should not be a way of pvp, maybe away of escape in certain ships. i belive some ships are designed to go fast and i respect this becuase they have thier advantage but when they are ships that are completly over powered(for example ishtar, Sac, cerb). So i think that you should redesign webbers to have a certain effectiveness on how big the ship is for example interceptors were designed to go really fast and they are small and they would keep this effect and i think the vagabond may be good in nano its not all that great and it genrally has a smaller sig radius (and could even be fixed to make it smaller since ITS only viable option is to go fast). So in the idea of this, when people are in battle ships and are big hitters it webs them down to the 100% effectiveness of the module. where as if your in a bs vs a cruiser sized ship it could only have 60-70% effectiveness. now to fix the people who still will be able to go at much faster speeds; if the all the webbers were to have a 50% range increase it would even it out completly. now it is still possible to fly at a fast speed and risk it but to stay out of web range you would need a significantly less damage, longer range, dealing weapon to fit for speed and still be safe, usally in most cases longer the range the less the damage, not always true but for the most part it will work out. so in this idea the nano ship after the nerf will only really have the role of the tackler at thier own risk.
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Foulque
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Posted - 2008.10.09 00:26:00 -
[303]
Originally by: Raquel Trotter
Originally by: Thebro Nobrunder
This is the issue they are trying to address.. Most of the time the nano is at zero risk. Worst case they simply disengage. No ship should be able to disengage at will like this.
Flying a nano ship is nowhere near zero risk, especially if you get hit with a large neutralizer. If CCP are to eliminate zero risk is space they should address the following first:
Aggression timers outside stations: Way too often I see players sit within docking range of stations that are near impossible to bump off due to a huge docking radius, in tanked ships (BS / Command ships) The aggression timer is so short they have zero risk, if anything scary appears, they just de-aggro and dock. Why not increase aggression timers when a station is on grid? (by the way. if they nano-nerf is put through, bumping will be near impossible, so this will be an even bigger problem.)
Zero risk NPCing in 0.0 thanks to cloaking battleships and no NPC aggro timers: Ratting in 0.0 space can be quite profitable, why should it be zero risk? Even if a logoff macro is not used, all a player has todo is watch local and warp to a safe and cloak as soon as another player appears in local. Even if the ship is somehow caught, all it has todo is logoff before its aggressed by another player and it will be safe in 30 seconds. Again zero risk, why should a battleship even be able to fit a cloak? and why not give NPCs the same aggression timer (15 minutes) as player aggression.
Agreed, nano's probably need a little bit of a rebalance but not the kick in the face CCP has planned, there are more pressing issues that are actually easier to deal with like station hugging etc...
Also, did anyone actually record this? Haven't seen anyone pp up with a link yet =[
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Sirius Problem
Darkness Inc.
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Posted - 2008.10.09 00:31:00 -
[304]
CCP - Too cowardly (lazy?) to put out an actual dev blog stating the latest game changes. Add to that a lame-assed "live" dev blog that was half as long as it was supposed to be, had shit audio, and reached even a smaller fraction of the player base than those that read the forums.
CCP continues to show complete contempt for their customers and boundless arrogance through the utter disregard for ideas and suggestions that come from players that have been involved with the game longer than some of CCPs own developers. ---- Train more. Whine less.
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JVol
Amarr The IMorral MAjority Imorral Dragons
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Posted - 2008.10.09 00:37:00 -
[305]
null null This may come as a surprise to those of you who just joined the community in the last 1.5 -2 years.. But.. Eve was fun and VERY playable BEFORE nanos were a glimmer in CCP's eye. Hacs were all over and feared, blobs were present ( not a new feature ) and you learned to use a scout or your scanner, or to die like a man. Eve will be fine when nanos are gone, and they WILL BE GONE, they are broke.
True pvpers will adapt and be just as deadly, altho they will have to learn to pick targets cause running wont be an option 95% of the time as it is now.
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kiwiaka
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Posted - 2008.10.09 00:39:00 -
[306]
Hello ccp, I come from a film editing backgound and spend my days sitting opposite an avid. I assume some of u might know what that is. Here's something that i think will be easy for u guys to implement and will add a lot to the playability of eve. In avid u can have multiple, logical, and custom item sorting. I think the market, the assets and the hangar tabs could benefit greatly from having for eg. a custom sort column where the player can enter his own classification and sort the items using that - or maybe multiple sorts whereby a player can sort items by amount in stock and then by item group etc.. Have a look at how Avid does it in their bins... it would be a very powerful tool to decrease the amount of time a player goes cross eyed trying to locate an item in their hangar. I dont know if this applies to your topic of speed balancing but it will certainly add speed and function to the interface.
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Johnny Trigger
Minmatar
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Posted - 2008.10.09 01:06:00 -
[307]
Immediately when the live blog started, they linked the original nozh forum blog. That right there showed me that nothing said in response to that blog was even read. all that constructive feedback ignored. and the vote thread 'against' the nerf is ignored too.
so whats the point....
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stagz
D00M. Triumvirate.
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Posted - 2008.10.09 01:14:00 -
[308]
Edited by: stagz on 09/10/2008 01:14:33 OH MY GOD
take things one step at a time!!! WHATS THE RUSH?
NERF SNAKES > assess impact
NERF SPEED RIGS > assess impact
NERF NANOFIBERS > assess impact
dont just go smashing everything with a sledge hammer and then adding a few stupid little things like web, scram and missile changes to try and balance the failfix
yes ridiculous speed needs to be fixed, but not all speed. anyone with half a brain can counter a nano gang if you have the right fleet the nano gang will die, if you have the wrong fleet you're fleet will die. i wouldnt even go that far, its more the correct fitting as opposed to the right gang for a good counter. this is what makes eve a great game, its a gamble. non of this wow rubbish where everything is the same and outcomes are determined by numbers as opposed to TACTICS!!!! dont take eve down this path, YOU ARE DUMBING IT DOWN.
minimal changes to the right areas NOT WHOLESALE CHANGES!!!!!! anything else and you are going to break minmitar
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2Bad4Ux2
Heretic Militia
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Posted - 2008.10.09 01:33:00 -
[309]
Originally by: Arro Cera but when they are ships that are completly over powered(for example ishtar, Sac, cerb)... if the all the webbers were to have a 50% range increase it would even it out completly. now it is still possible to fly at a fast speed and risk it but to stay out of web range you would need a significantly less damage, longer range, dealing weapon to fit for speed and still be safe, usally in most cases longer the range the less the damage, not always true but for the most part it will work out. so in this idea the nano ship after the nerf will only really have the role of the tackler at thier own risk.
1) you seem to not know much about pvp or appear to do it much. They aren't overpowered.. 1v1 ishtar.. kill drones.. while it flies around with no guns or 2 small railguns.. Sacrilege cerb ishtar.. counter is a rupture with a 1600 plate and whatch them melt. 2) Nano makes them weak 1v1, they have no typical hac tank, ishtar has 2 shield extenders or 1 med rep typically nano'd and sucks b/c it will not web you.. so you dock up jump.. or fight and kill it's drones in a big ship. 3) webs going out to 15km. That's a terrific blaster nerf, do you think about anything before typing ideas? How is any BS supposed to mwd to another for naturally close weapon range being webbed at 18km (overload).
Nano's are weak.. gangs of nano's are strong.. gangs of anything are strong. SKills defeat nano pilots easily, and it's demonstrated in eve movies on this forum every week, they are the easiest t2 ship to kill in a 1 v 1 with a rupture. So as everyone stated before your arguement is about gangs of ships, which have always been there, or the fact that you haven't learned how to fit a web mwd and train thermodynamics yet, which would be your own fault. ------- W2A! How Cruel Stickin' It X2
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OrDeR
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Posted - 2008.10.09 01:38:00 -
[310]
nano nerf will make alot of alliance fail, which base all their tactics on these nano ships, this will be interesting =)
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Spurty
Caldari D00M. Triumvirate.
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Posted - 2008.10.09 01:47:00 -
[311]
name one that is full of ppl spec'ed in nano and then stopped training after they had all of those 2mill skillpoints trained?
Not that I think speed slow down is a good idea, I'd sooner see missiles go 10x as fast Man goes to the doc, with a strawberry growing out of his head. Doc says "I'll give you some cream to put on it." |
Shin'Tor Varikior
Minmatar Tactical Information Tribunal
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Posted - 2008.10.09 01:55:00 -
[312]
Needless to say though, with these incoming changes, it shall be some interesting times in EVE while the player base adapts to the new speed limits.
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Cpt Crash
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Posted - 2008.10.09 02:09:00 -
[313]
all i have to say is welcome to MMO's that's what pushes us to find the next big thing and believe me there will be something. however i will comment that i like the idea of just adding a punishment to the speed such as structural damage or something else the global nerf is good though because what ccp is really trying to do here is not completly ran sack nano it really comes down to they are taking everthing and starting over which is a good idea. at first nano and close range ships will take a large hit but will gradually regain there stature. stop looking at it as a nerf as ccp has commented that the idea behind it is to completly start over. which means in the near future they will gradually re introduce ways to achieve speed tanks. for the most part this is what makes MMO's so much fun they are in a constant state of change. secondly the passive shield tank yes can be frustrating but without it then what good are bc's, this deosnt just appply to the drake as the myrm actually out performs the drakes passive tank esspecially if you put autocannons on it then your not useing cap what so ever. personally maybe a small adjustment to them but nothing crazy i would like to see more creative tanks like this maybe a matching armor tank such as being able to use drones or a passive repair module for armor tanks or even combo tanks that are actually effective. i hate to see speed go so quickly as it is one of the unique tanks but im sure its not the last we will see of it and i pray that ccp will start introducing new unique tanks that arent race specific. even sustainable structure tanks would be awesome.
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El ConejoBlanco
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Posted - 2008.10.09 02:12:00 -
[314]
I know I'm wasting my time. But I just can't help myself.
There is not a SINGLE piece of evidence out there that points to a speed nerf being needed, and I can counter any you think you might have.
I challenge anyone to prove me wrong. Simply saying, "Nanos are broke because they are.", isn't a valid argument.
See here to post replies: http://oldforums.eveonline.com/?a=topic&threadID=892649
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Nayomi
Minmatar Mean Anglo-Danes
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Posted - 2008.10.09 02:32:00 -
[315]
Edited by: Nayomi on 09/10/2008 02:40:31 Edited by: Nayomi on 09/10/2008 02:37:39 Edited by: Nayomi on 09/10/2008 02:35:34
Originally by: The Froon Edited by: The Froon on 06/10/2008 15:38:30 Edited by: The Froon on 06/10/2008 15:37:15 As gamebreaking speeds are a problem, would a speed cap be a better way of balancing rather than web/scram changes? Depending on type of ship any speeds over a certain limit would generate hull damage for example. This way very short bursts of speed to escape are still do-able but combat at those speeds would be impossible. Failing that just setting a max speed without the hull-damage effects would be better. Normal 4-5k/s nanoships are easily countered as it is(BS heavy neuts,rapiers etc) so the only problem are the 15k/s crows zooming about
I think this is a great idea. Make the maximum speed a factor based on a ships mass and hull integrity, ships that break this 'balance' would incur hull damage at some rate akin to heat damage. This would keep small ships faster than bigger ships and would still allow bigger ships to be fast at a cost.
This would also make hull modules sell more and be an actual viable component as increasing you hull hp would allow you to achieve higher speeds, at the cost of having a tighter fitting of course.
Or you could just make it so that MWDs only allow you to go in a straight line. Make them destroy your ships agility, something similar to the tunnel thing in standard warp. Make it a 'navigational computer' limitation. Make the MWD a 'travel to' module rather than a fighting module, it would still be useful in getting ships in close fast, but then to maneuver when they arrive they have to shut it off or perhaps fit both MWD and AB, you would even reduce the fitting requirements for MWDs a little to allow for both to be fitted. One to get in close, one to maneuver when you get there.
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chopper14
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Posted - 2008.10.09 02:46:00 -
[316]
there are already ships out there that can kill interceptors effectivly and im sure that a hac can kill a hac sounds to me like we are getting a nerf because of some peoples inability to build up and balance their fleet. I liked independance war better interceptors could destroy carriers if they got on their 6 fast enough and acelerate to almost the speed of light out thrusting and manuvering any missile with regular thrusters of course asteroids also stoped incoming fire and would destroy you instantly if you hit them with any speed a little too realistic for eve i know. I belive the problems are isk based and skill based. only the few can fly or even afford the proper counters to these ships and since it is set up like a chess Game. its almost impossible for a small fleet to route a large one especially when several of the pilots in any new fleet are in t1 ships that are obsolete the moment you finalize a war dec or step into 0.0. Nerfing any missile boat more than they have already is silly their dps already stinks and missiles have to fly to the target on top of that. why not just make ships easier to aquire and stock up on gila's, rooks, crows, marauders, and other fine caldari faction and t2 vessels ;P as for reducing blobs make the space based warfare more realistic where a few good pilot's can actually use their non skill chart based skills in combat to take on more than one ship, via opening universal weaknesses and strengths to all ships and mayby people wont feel like the only chance they have to win is by fc'ng the biggest blob on the map. try playing independance war 2 in instant action mode for awhile to get a feel for how a interceptor can kill a super capital and vise versa. if this was independance war online and I was in my interceptor people would be calling for a character nerf p.s. scram jam bam the hac's with interceptors ecm cruisers and finally sniping battleship w/ medium t2 drones. as for the "too fast" interceptors. each race has 2 types, one of them is well suited to takle and kill its counterpart and that ship is just slow enough to get gang banged by a simple t1 moa with a scram double web tackle gear. Now stop nerfing make a strategy guide and get to work on our t2 battlecruisers!
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ghim
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Posted - 2008.10.09 02:58:00 -
[317]
To the Devs,
If your planning on nerfing Nano HACs and other "ships that are too fast" then please realize that your also hitting a large population of folks that like pvp which does not require a simple numbers to win. Small roaming gangs are far more fun than hours of lag and useless time in blobs.
Regarding counters for nano ships, simply look to ewar, drone navigation computers (yes, t2 light drones can hit over 9k with two fitted, that's a lot faster than most HACs) and/or gang tanking. The idea that you can't win against nano gangs is simply false. The alternative is to bias the game towards high dps gank ships that force folks to fly in larger and larger gangs....and then we get lag. Did we forget Jita or any major 0.0 engagement?
If you want to balance the game, include rigs or modules to boost webbing and energy neutralizer range and effectiveness. Adding to the game gives us options, breaking the nerf bat out simply shows a lack of creativity.
Also, would you be willing to refund the months of training time and millions of isk folks have in these ships?
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sdchew
Gallente Jazz Associates Cosmic Anomalies
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Posted - 2008.10.09 03:19:00 -
[318]
I missed the live dev blog due to timezone differences.
Anyone recorded it?
The day that EVE is truly bug-free, the EVE Gate will probably go super nova and kill us all. |
Celia Cornelia
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Posted - 2008.10.09 03:32:00 -
[319]
I understand the need to do it and agree with most everything, I love the idea of scramblers being able to break a mwd too, but I want to know why are we reducing the effectiveness of the web, and I also would like to know if interceptors will still have there insane speed because without it they will be nearly useless?
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Foulque
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Posted - 2008.10.09 03:44:00 -
[320]
Originally by: stagz Edited by: stagz on 09/10/2008 01:14:33 WHATS THE RUSH?
NERF SNAKES > assess impact
NERF SPEED RIGS > assess impact
NERF NANOFIBERS > assess impact
^ Would be a far better way to go about things, maybe not so drawn out as above but something like....
Nerf Snakes, Polies and slight mass changes i.e. AF's etc..
Then take a look and see if that has the desired effect, I'm pretty sure just that would take away the ridiculous speeds wihle also leaving speed as a viable option.
Lumping the above changes together with the whole host of other changes proposed is just asking to break something. With the amount of time between the original proposal by CCP and now I had thought they were taking their time to guage feedback from sisi and take note of the huge amount of feedback here on the forums. Not all of it was constructive but there are a great deal of very well thought out arguments against the proposed changes.
From people comments about the blog it seems like this isn't the case though
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Ivana Screwyou
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Posted - 2008.10.09 04:10:00 -
[321]
Finally a minmatar nerf... Finally a nerf not on caldari.... I never thought I would see the day! |
muffminer
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Posted - 2008.10.09 04:50:00 -
[322]
- general game facts
A properly fitted Vagabond can NOT perma run it's MWD by any means. It can also be reduced to slower than a carrier by minmitar recons or a pair of interceptors that can orbit it so fast that they dodge his turrets (we dont have room for a web..less we sacrifice the shield hitpoints that give us any chance of sticking around to do dps, because even if we could perma run our MWD's we wouldn't be able to hit you for flip even w/ a full rack of tracking computers/enchanchers.) autocannons optimal range are within 3KM, meaning if we want to do full dps we need to be up close and personal, putting ourself in web range, neut range..basically putting ourselves at total risk just by deciding to engage.
Sure with t2 ammo, we can sit w/ 22-24km falloff, however at that range we have reduced changes of hitting...the ammo is already reducing our tracking to almost nothing..and basically in order to kill even a t1 cruiser that's tanked we need to be upclose and doing as much damage as possible. Yet again putting us in a position to be webbed and neuted and committed to the fight. and even without that our only defense to interceptors is jumping through a gate as we can't touch them without some kind of ceptor/rapier/hyena pilot there to slow them down.
Im a vaga pilot..i've been through enough combat in one to know that it is very squishy, and quite vulnerable. In a 1 on 1 experience i am frightened to death by a sacrilidge or a rapier..even a curse. if i even see interceptors my only hope is they have less skills devoted to navigation and speed and didn't buy the rigs, implants, and hardwirings that i worked my ass off for.
My corperation CEO has a phiolosophy...-if they bring 1 ship we bring 2. and its the truth...it may take a pair of t2 ships to catch and down a highly skilled pilot with a lot of isk invested into his clone and ship. But what is it that you're expecting that one ship to do? The most he is going to do is gank a solo battleship setup for pve in the belts.
Unfortunately to be an effective tackle pilot you need to be in a fast small ship with insane locking speeds and the ability to somehow not take damage..and even then you probably need support as you may need to fly away and break your tackle due to incoming drones or dps. As it stands if x pilot were able to rig and fit a vagabond that did 9km/s w/ the help of some extremely expensive implants, that same pilot could hop into a stiletto (the slower yet more capable ceptor of the minmatar) without rigs and fly faster than the rigged vagabond which has no strong point other than 5 turret slots and its speed. There's no reason with a dictor or large bubble around + a rapier that the 3 ships couldn't stop mr. exepensively fit vagabond and rob him of his snake clone.
It's not like a nano fleet can waltz into a system of capital ships and sniping bs's and come out with even 1 killmail. they would be decimated by inty pilots with fighters.
The question is for the people griping about those of us who took the time to train for these expensive rigs and implants - What in the hell are you guys doing sitting and camping gates without something to drop a bubble, and without ships that lock fast enough to catch a cruiser sized target before it goes into warp?
Maybe making it so ships slow down at a faster rate when webbed than they currently do would be nice but all in all..these "nano" ships w/ the "i win" button are not unstoppable..they don't put out the best dps and don't do well without a proper assortment of ships in your small roaming gang. As it is, its a boasting right to say "We caught and killed this nanoship". At the same time - a solo nano ships only boast is "I killed this dude in his ratting setup"..when ultimately it was the ratter's fault for not watching local in the first place. I think the people crying for a nerf are wanting to be solomobiles in a universe based around fleet warfare.
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Xzanos
The Aduro Protocol
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Posted - 2008.10.09 05:05:00 -
[323]
Originally by: ghim To the Devs,
If your planning on nerfing Nano HACs and other "ships that are too fast" then please realize that your also hitting a large population of folks that like pvp which does not require a simple numbers to win. Small roaming gangs are far more fun than hours of lag and useless time in blobs.
Regarding counters for nano ships, simply look to ewar, drone navigation computers (yes, t2 light drones can hit over 9k with two fitted, that's a lot faster than most HACs) and/or gang tanking. The idea that you can't win against nano gangs is simply false. The alternative is to bias the game towards high dps gank ships that force folks to fly in larger and larger gangs....and then we get lag. Did we forget Jita or any major 0.0 engagement?
If you want to balance the game, include rigs or modules to boost webbing and energy neutralizer range and effectiveness. Adding to the game gives us options, breaking the nerf bat out simply shows a lack of creativity.
Also, would you be willing to refund the months of training time and millions of isk folks have in these ships?
you 100% correct i dont know why ppl think that nanos are the end all unkillable pvp pwn boats cus they are not! like he said t2 small drons can hit really fast ships. if you are scared of the nanos bring a bs or cruiser along with large drone bay so he can launch the anti nano t2 smalls. all in all there is nothing wrong with the game as it is. what is wrong is the lack of creativity in players that run around in gank blobs. eve is supposed to be a tactical game and time and time again it turns more and more into you typical run of the mill mmo. and i know no one here wants to see that happen especially you CCP. Mess with the best.....Die like the rest.
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Chenrezig
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Posted - 2008.10.09 05:05:00 -
[324]
Where can we hear this dev blog? Text transcription? Online audio recording? Somewhere?
Thanks!
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Lusian
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Posted - 2008.10.09 05:07:00 -
[325]
(1)
I have said this many times over. If you can go faster then a cruiser nano'd to all hell then there is a serious unbalance. And cruiser and above sould not be able to go fastet then an interceptor.
So why te hell are vagabonds going faster then an interceptor. I have seen a nano'd Minatar commandship go faster the festest interceptor nano'd. So you guys tell me where and when do game mechanics take place then what you want to make your ship invincable. if half of the eve players quit because of a speed nerf then good.
I have herd stories where you could fit a entire row of mid slots full of Micro Warpdrives. The speed they had was rediculous. So all you nano geeks start wineing and complaineing about the microwarp drive nerfs. so you can become even more demi godly and invincable. Go ahwad and complaine. And watch eve players start to leave because you cant play a game the way it was supposto be played.
(2)
Zarnak Wulf
Quote: 2) Will the warp scrambler still shut down MWD
Those mods do exactly what they are designed to do. the MWD shuts down the MWD just like the webafier does. But te scrambler is already nerfed to the use of smaller tacklers. Webers are better used for cruiser because they have the range bonuses.
Sylthi
Quote: Why does your approach to slowing down the ships that you (CCP) seem to think go too fast include making ships that are ALREADY slow, slower? Namely: Battleships
Any ship smaller then a cruiser should at all times go faster then the ship bigger than it. In real life a bomber can not go faster then a regual fighter plane.
Antdung
Quote: A T2 Webber with a falloff off 5km
Non projectile weapons wont have any fall off. that would be like saying people that think have a sertin capacity to think or a brain will over heat like a computer. GET REAL
(3)
A lot of pilots in eve have become to used to unbalance in this game. Basically this whole post is about nerfing the speed demons wo thing they can make anything rediculously fast and in turn they become godly.
This is probably the 20th time i ave said this. any ship smaller then a cruiser shoud be faster then any ship nano'd.
Hacs, Assult frigs and so forth, if CCP is gonna introduce new ships to take the place of these ships then so be it and makes sence if they are slowly dying. If ccp is not gonna introduce new ships to take the place of these ships then they need to be beefed up considerably.
Jesse Jamess
Quote: this nerf could very well be a game ender for alot of people... but i guess we will see...
its not like we get much of a choice in how our pay to play game actually plays....
Well said.
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SeerinDarkness
Minmatar An Tir Libertas Fidelitas
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Posted - 2008.10.09 06:02:00 -
[326]
im not against ships going fast, that are supposed to go fast, however it should Not be able to constantly flat outrun everything else , we have cruiser class ships outrunning interceptors, this should not be happening except for a couple of exceptions thorax/stabber vaga /demios come to mind specificly. i personally fight nanos just about every day and i see every class of ship going insanely fast for the ship class, i see nanoships beating faction webbifire fit webbing range bonus ships time after time after time from standing starts and making it out to 150+ km warp back to gate range after jumping thru gates, i see a huge amount of targeting failures and the guy has decloaked from jumping and moved 50 km before someone gets a lock. webbifier's that do get applied seemingly dont work,3 webbies applied to any nano ship going 10km m/s or less should be dropping that guy to under 100 m/s even with stacking penalties and it flat is not happening , somehow cruisers are getting BS like mass effects or greater or something. So either something is broken that needs fixing OR there is widespread cheating/3rd party hacked a client program use going on. I am for a speed rebalence and stat fixing of certian items that are overpowered , however that being said i dont see the reasons for some of the other changes in the proposed change that appear to be gameplay changes just for the sake of changeing something else and glosses over the real issue here. For those concerned about blasters/ac's i do suggest looking at the falloff rigs they are very useful. SeerinDarkness
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Black Necris
Minmatar Einherjar Rising Cry Havoc.
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Posted - 2008.10.09 06:16:00 -
[327]
This is fu**ing stupid. And i honestly belive now that CCP is either run by Forest Gump or by the ret*rded brother of Tom Cruise in Rainman (altho the second option might be to kind since at least that guy was smart at something)
WHY IN THE FREAKING RAPTORJESUS NAME YOU NERF SHIPS THAT ARE SUPPOSED TO BE FAST!! stupid imbecils i wasted 1 freaking year training my navigation skills and the stupid spaceship command so i could fly fast ships, and since a bunch of skilless players who cant shot sh*t whine like beyotches you got to go and nerf my ships!
*Whiner: BUAAAHHH I CANT CATCH HIM!! *CCP: there there ill slow it down for you.
Wanna kill a vagabond? get into stupid rapiers you dorks brainless mother truckers, use neutralizers, use a falcon and jam the chit out of him... GET A FREAKING CLUE BEFORE WHINING!
You adress the least of the problems here, you push the whole player comunity into eother being a stupid 1.0 carebear or being in a hugemegamorphing blob, and later you hear whinings about lag. There is a lot of options, but you had to go and pick the one that would put the last nail in the coffin where lays small gang skirmish.
I guess its all over what i found fun in EVE, now its either carebear or huge fleet engagements. "Whenever I hear any one arguing for slavery I feel a strong impulse to see it tried on him personally."
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muffminer
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Posted - 2008.10.09 06:26:00 -
[328]
Originally by: SeerinDarkness im not against ships going fast, that are supposed to go fast, however it should Not be able to constantly flat outrun everything else , we have cruiser class ships outrunning interceptors, this should not be happening except for a couple of exceptions thorax/stabber vaga /demios come to mind specificly.
SeerinDarkness
what in the hell kinda pilots are flying your interceptors? I have maxed navigation skills regarding mwd and ship speed. There is NO unrigged cruiser that could be fit to go faster than any interceptor i could fly in. vagabond = fastest cruiser size vessel - w/o snake implants and only using polycarbons i push it to a little over 6km/s.
without rigs at all in a stiletto i can easily push 6.5km/s permenantly and still have cap to tackle.
Again your argument boils down to a lesser skilled, less risky pilot that doesn't want to throw rigs into a ship that the pilot you're complaining about was willing to spend the isk on. A polycarbed claw will do 11.3km/s easy. my stiletto with lg snakes and no rigs does an easy 9.3-9.5km/s where my vaga with poly's and lg snakes will only push 9km/s. No cruiser t2 or not is faster than the vagabond...
please...put some real facts behind your arguments. Interceptors are by far the fastest ships in the game and the best designed towards getting the initial tackle.
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Semkhet
The Priory
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Posted - 2008.10.09 06:49:00 -
[329]
This whole issue about nanos is pathetic in the first place.
Not a single aspect which delivers true power in EvE like sovereignty struggles, POS wars and CAP clashes are achieved in any way with nanos.
And there's a very simple way to get a glimpse into how clueless is the antinano crowd:
Set a damn tournament where two gangs of 20 peeps face each other. One made of non-nano fits flown by prominent nanoers, and the nanogang flown by prominent antinano advocates. Giv'em 20 minutes to make the best out of it and then we just count the points based on the amount of popped ships.
But why will it not be done ? Anti-nanos don't want to take the risk to be ridiculed in public. CCP don't want to take the risk to be ridiculed in public.
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Lusian
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Posted - 2008.10.09 06:52:00 -
[330]
your saying that a ship heavier then an intercepor can fly faster ?
think about that.
A vaga has exceptional as fare as cruiser classes go. the fastes cruiser to enter the game. generates more speed per ton then any other cruiser class. and that makes it deadly.
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