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blankseplocked Changes in harp point turret weapon damage = NPC pirate changes?
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The Wretch
Cyberdyne Systems
Posted - 2003.07.01 17:46:00 - [1]

I am curious if the NPC pirate shield/armor/resist stats will be lowered across the board in the same ratio as the weapon dmg was nerfed. I am personally glad for the weapon dmg nerf since combat will be a lot more creative then who can dish the most dmg out per second.

If not then this will put a different kind of edge on npc pirate hunting. Don't know if I will like it or not.

The Wretch
Cyberdyne Systems
Posted - 2003.07.01 20:29:00 - [2]

Anserw pls.

Dark Design
Posted - 2003.07.01 20:31:00 - [3]

I doubt it. As it is now, some pirates will shoot you with energy weapons and only drop hybrid guns witha crystal? WTF is that? I doubt they will be restricted to the same weapon and ammo parameters that we are.

The Wretch
Cyberdyne Systems
Posted - 2003.07.04 06:08:00 - [4]

Hehe - not many responded to the post when I first made it. Seems like a lot of ppl complaining now about the pirates after this patch.

I have not had a chance to battle any - and will not for a couple days. Some in my corp. are not having any problems though with the high end pirates after making some adjustments to counter the nerfs and range modifiers working.

Vengeance of the Fallen
Curse Alliance
Posted - 2003.07.04 06:09:00 - [5]

pirates got buffed i think.

even tho they use the same guns as us, they dont seem to suffer the same nerfing as we do.

J0urneys End
Posted - 2003.07.04 06:10:00 - [6]

They are still easy. Granted you can't destroy 5 pirate cruisers in matter of seconds now, it actually will take some time.

Posted - 2003.07.04 06:14:00 - [7]

Pirates are okay :-).

No big difference with same setup for me. Have to reload more, but this is fine.

Loot tables are different though.

Ruulex DeMors
Posted - 2003.07.04 06:15:00 - [8]

I hope they don't. It was pitiful that a lone Maller or Moa could go in to 0.0 space and hunt 20k-50k pirates and not break a sweat. Though it really ****ed off some of my Corp members today...just because they felt useless, but we're having fun trying re-fit our ships.

This patch will make things very interesting. NPC's are gonna be more challenging, and we can actually gain some tactics that can be used in PC battles to some extent. Cap really becomes a problem for those using Heavy Mod Beams and are used to 4 shot kills (except for those that worked up the skills and equipment to have a very fast cap regen rate). All-in-all not a bad patch. But of course I haven't ran into some of the bugs that others have yet, so my tune maybe different later ;-)

Tassadar Beta
Libertas Fidelitas
Posted - 2003.07.04 06:20:00 - [9]

I was concerned about the pirate respawn rate in asteroid fields. I blew up a cruiser and frigates and within 20-40 secs the entire group had respawned and this happened 5-6 times.

I was forced to warp out, while I appreciate pirates should be though in 0.1, it seems a bit strange that basically they respawn right away. It was like gr8 i took down the 4 frigs to the cruiser, WTF 4 frigates off my port bow. Take down the cruiser and before I have time to reload all my guns, 4 frigates appear :\.


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