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blankseplocked "Warp Core Stabilizer II" is it really Tech 2?
 
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Aargh
Posted - 2009.06.01 23:09:00 - [31]
 

Get a blockade runner.

Get backup.

Stay in high sec.

I don't think we need a 4th option "make Bestowers immune to warp scrambling".

I'm an industrialist and I can't see the justification for this.

Pvt Public7
Amarr
Imperial Academy
Posted - 2009.06.02 02:29:00 - [32]
 

Needs decimal warp strengths, and skills to modify warp strength / warp scramble strength.
Also
T1 WCS = +1
best named = +1.4
T2 = +1.5
best officer = +2

Lear Hepburn
Caldari
Ascendant Strategies Inc.
The Transcendent
Posted - 2009.06.02 06:42:00 - [33]
 

Originally by: Caldari 5
These new items have more drawbacks than combining 2 of the previous item, with the exact same bonus as combining the previous items.

Irrelevant drawbacks, as already stated.

Quote:
I guess there is no room for discussion with some trolls.

No need to get personal just because you're getting frustrated. All my arguments are legitimate.

Quote:
"range gives the defender the advantage already"
Doesn't help when the game spawns you on the other side of stargate within range of said solo attacker, you think I shouldn't be able to fly away just because of where I spawned, which I had no control over?

Fit Nos/Neut and either a tank or a speed mod. You should be able to get rid of most solo attacker's ability to scram/rupt you or get out of range reasonably fast. Your fitting is at fault if you are reliant on a single module to save you.

Quote:
Please try and think outside the box and about all situations not your narrow view of what should happen.

Back at you.

alHaytham FTW
Posted - 2009.06.03 01:06:00 - [34]
 

Edited by: alHaytham FTW on 03/06/2009 01:06:43
delete

Caldari 5
Amarr
The Element Syndicate
Blazing Angels Alliance
Posted - 2009.06.03 01:07:00 - [35]
 

Originally by: Lear Hepburn
Originally by: Caldari 5
These new items have more drawbacks than combining 2 of the previous item, with the exact same bonus as combining the previous items.

Irrelevant drawbacks, as already stated.


Then you have a problem with the current item as well then?

Originally by: Lear Hepburn
Quote:
I guess there is no room for discussion with some trolls.

No need to get personal just because you're getting frustrated. All my arguments are legitimate.


Then try providing constructive options, rather than trying to over nerf it prior to even being looked at.

Originally by: Lear Hepburn
Quote:
"range gives the defender the advantage already"
Doesn't help when the game spawns you on the other side of stargate within range of said solo attacker, you think I shouldn't be able to fly away just because of where I spawned, which I had no control over?

Fit Nos/Neut and either a tank or a speed mod. You should be able to get rid of most solo attacker's ability to scram/rupt you or get out of range reasonably fast. Your fitting is at fault if you are reliant on a single module to save you.


In a Combat ship vs combat Ship of same class of ship these are options, but when its a larger ship vs a smaller ship the speed option is out the window, tank maybe. And if its a non combat ship (Industrials/barges/etc) vs a combat ship the combat ship has things won in all options apart from the Warp Core Stabilizer/Hardener option.

Lear Hepburn
Caldari
Ascendant Strategies Inc.
The Transcendent
Posted - 2009.06.03 10:46:00 - [36]
 

Edited by: Lear Hepburn on 03/06/2009 10:47:24
Originally by: Caldari 5
Then you have a problem with the current item as well then?

Yes. Like I said in my first post here the drawbacks are irrelevant.

Quote:
Then try providing constructive options, rather than trying to over nerf it prior to even being looked at.

I have. That you don't like my opinion does not make it non-constructive. I've suggested that your interpretation is skewed and that the system works if you adjust your perspective, I've proposed an alternative which you have not responded to, and I've pointed out that the increases you want are well out of line with current scaling from tech levels. That is constructive.

Quote:
In a Combat ship vs combat Ship of same class of ship these are options, but when its a larger ship vs a smaller ship the speed option is out the window, tank maybe. And if its a non combat ship (Industrials/barges/etc) vs a combat ship the combat ship has things won in all options apart from the Warp Core Stabilizer/Hardener option.

Then you are outclassed and caught out. As I said here you need to adjust your tactics and stay awake if you want to stay alive. Also, these ships have high slots - use them.

Combat ships are designed to trap and kill other ships. If you are in danger of being caught in such a way use a blockade runner as was said by Aargh at the top of the page, or fit more WCS IIs - you can get 4 on a Bestower or Prorator. If your tactics/situation allows you to use an unarmoured transport then you don't have a problem.

Thenoran
Caldari
Tranquility Industries
Posted - 2009.06.04 17:08:00 - [37]
 

Originally by: Caldari 5
Originally by: Lear Hepburn
Why not agility?

If by Activation 30, Duration 20 you mean it works for 20 secs and doesn't for 10 and can then be switched on again then that sounds reasonable. I'd suggest that maybe it doesn't break any Scram/Ruptor, but prevents it from working for the 20 sec duration. That way you have to use it pre-emptively but it gives you ample time to warp out.


The primary reason for the module is to get the hell out. If Agility was effected at all it would be a bonus to it, not a penalty.

Activation is the amount of Energy from the Capacitor that it uses.

No Cool down. And it prevents the next cycle of the scram/distupt (considering that the cycle time on these are 5 seconds anyways, theirs no real need to break the cycle).


Actually the primary reason for the module is to give you enough warp strength to see through scenarios where you might get scrammed a lot.

Without the agility penalty, it would be too easy to simply dash through gatecamps.
Activation cost is irrelevant, as you will only need it once, when coming out of a gate with your capacitor probably full.

Currently very fast/agily ships don't need a warp stab, they'll just warp out before they can get locked.
It would only be fair that if you want a ship with 6 warp strength that the enemy gatecamp has a fair chance at locking and shooting you.

It shouldn't make it easy to get you through a gatecamp.

The regular penalties are there to prevent its use in combat.
For dashing through a gatecamp those don't apply, so the agility penalty is a good drawback for getting a lot of warp strength.

Last thing you want is a cruiser (or any ship) with +6 or +8 warp strength aligning & warping out in 3-4 seconds.

Karleigh Vatta
Posted - 2009.06.04 18:11:00 - [38]
 

and when this does get implemented, you will see more hic points in lowsec. thus starting another thread.

skye orionis
Posted - 2009.06.04 19:02:00 - [39]
 

I've always felt that the warp disruption mechanic could be a little less digital, adding fractional strengths, optimal ranges and falloff.


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