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blankseplocked Is there really going to be a speed nerf?
 
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Neon Genesis
GoonFleet
Posted - 2007.12.29 11:26:00 - [61]
 

Originally by: MotherMoon
Originally by: Neon Genesis
Originally by: MotherMoon
Originally by: Neon Genesis
Edited by: Neon Genesis on 29/12/2007 10:52:38

There are so many people that just want to pvp like two old gallions firing cannons at each other with no movement at all.


yes that's why we want ships to go slower than 14,000m/s...
and want it to be 10,000
or for it have a risk invovled
please shut up.

no one is asking for no speed.





If you can't catch a ship that doesn't want to be caught going at 14k, how will you catch it at 10k?


I won't be able too but my not-billion isk intersceptor could catch it.

right now speed gets crazy!

Also my idea is that ships could just acellerate slower the faster they go andf get extra mass. less turning.



But then surely ships would still be able to disengage while being unable to use their speed within combat ranges. The same situation we have now? (except for the sacriledge/Cerb)

Ariel Darklight
Caldari
Evolution
Band of Brothers
Posted - 2007.12.29 11:31:00 - [62]
 

Edited by: Ariel Darklight on 29/12/2007 11:33:47
Originally by: Vyktor Abyss
You seem like a nice BRUCE chap, however I've got to depress you by telling you the Live Dev blog with Zulupark stated that speed was considered a problem and most likely some stronger stacking penalties are incomming.

You can debate the why and wherefore until you're blue in the face, but the fact is that nano setups allow non-commital PVP, the same as Warp Core Stabs. More and more people are flying these ships because they represent the lowest risk vs how effective they are.

Certain ships built for speed like Interceptors and Vagabonds are pretty well balanced IMHO, but when Ishtars, Zealots, Huginns, Rapiers, Lachesis, Arazu, Machariel, Curse, Typhoon (and the rest of the most commonly nanoed ships) are now zooming around at speeds that most webbers can't catch and where even interceptors can't lock these ships after they jump and align to warp before they are gone, then that is the imbalance IMHO.

Personally I think a blanket stacking nerf of speed mods is worse for some ships than others and it is more likely do more harm to the game than good.

The issue really needs each ship to be looked at individually and perhaps have different stacking penalties for each ship, though something tells me CCP won't be this thorough.

Either way Jack, I think you're hoping in vain.


Are the ishtar, zealot, arazu, lachesis, and machariel really too fast with a normal t2 speed fits? Rolling Eyes

Aren't these ships setup with a nanofit relatively slow if you don't spend a few billion on HG snakes?

MotherMoon
Huang Yinglong
Posted - 2007.12.29 11:37:00 - [63]
 

Originally by: Neon Genesis
Originally by: MotherMoon
Originally by: Neon Genesis
Originally by: MotherMoon
Originally by: Neon Genesis
Edited by: Neon Genesis on 29/12/2007 10:52:38

There are so many people that just want to pvp like two old gallions firing cannons at each other with no movement at all.


yes that's why we want ships to go slower than 14,000m/s...
and want it to be 10,000
or for it have a risk invovled
please shut up.

no one is asking for no speed.





If you can't catch a ship that doesn't want to be caught going at 14k, how will you catch it at 10k?


I won't be able too but my not-billion isk intersceptor could catch it.

right now speed gets crazy!

Also my idea is that ships could just acellerate slower the faster they go andf get extra mass. less turning.



But then surely ships would still be able to disengage while being unable to use their speed within combat ranges. The same situation we have now? (except for the sacriledge/Cerb)



well no I don't mind ships having speed to run it's ships going 14,000 and orbiting at 40km without losing much speed.

lots of speed like that should make go really far in a sraight line like have a HUGE orbit

meaning if you deside to set your speed to 14km/s you should be orbiting at a forced 130 km.

which is great for running! yay running!
yay scouting!
yay general pising off!

but not yay forever un touchable dampping ship or ECM.

I don't know it's not very offen this happen anyways, but it does happen.


MotherMoon
Huang Yinglong
Posted - 2007.12.29 11:39:00 - [64]
 

Originally by: Ariel Darklight
Edited by: Ariel Darklight on 29/12/2007 11:33:47
Originally by: Vyktor Abyss
You seem like a nice BRUCE chap, however I've got to depress you by telling you the Live Dev blog with Zulupark stated that speed was considered a problem and most likely some stronger stacking penalties are incomming.

You can debate the why and wherefore until you're blue in the face, but the fact is that nano setups allow non-commital PVP, the same as Warp Core Stabs. More and more people are flying these ships because they represent the lowest risk vs how effective they are.

Certain ships built for speed like Interceptors and Vagabonds are pretty well balanced IMHO, but when Ishtars, Zealots, Huginns, Rapiers, Lachesis, Arazu, Machariel, Curse, Typhoon (and the rest of the most commonly nanoed ships) are now zooming around at speeds that most webbers can't catch and where even interceptors can't lock these ships after they jump and align to warp before they are gone, then that is the imbalance IMHO.

Personally I think a blanket stacking nerf of speed mods is worse for some ships than others and it is more likely do more harm to the game than good.

The issue really needs each ship to be looked at individually and perhaps have different stacking penalties for each ship, though something tells me CCP won't be this thorough.

Either way Jack, I think you're hoping in vain.


Are the ishtar, zealot, arazu, lachesis, and machariel really too fast with a normal t2 speed fits? Rolling Eyes

Aren't these ships setup with a nanofit relatively slow if you don't spend a few billion on HG snakes?


yes, but the issue is when they use officer fits without any reason not to go as fast as possible.


Vyktor Abyss
The Abyss Corporation
Posted - 2007.12.29 11:51:00 - [65]
 

Originally by: Ariel Darklight


Are the ishtar, zealot, arazu, lachesis, and machariel really too fast with a normal t2 speed fits? Rolling Eyes




Roll your eyes all you want mate, but in my opinion, (with polycarbon rigs) yes...they are.

Semkhet
Dark Tornado
Ethereal Dawn
Posted - 2007.12.29 12:24:00 - [66]
 

To summarize, it all boils down to this:

We live in the 21th century. Most adults lack free time, and players are scattered across many different TZ's. Unless you want exclusively cather on unemployed, people leaving on social benefits and school kids, you can't expect from people that they GENERICALLY can only PvP if they bring equal or bigger numbers like the braindead blob sitting next door in order to avoid committing suicide.

Something I don't allow in RL is for people or institutions to make me loose my time, and I accept that even less in my free time, specially when on top I'm paying to supposedly have fun.

So frankly, CCP better finds a way to allow the full spectrum of PvP styles to take place, from soloing all the way up to fleet battles. If they simply nerf speed without correcting the whole picture, then I quietly will end up putting my accounts on hold, waiting for the day CCP realizes that the basic entity that allows them to function are a bunch of SOLO CREDIT CARDS...

Van Steiza
4 chan
Posted - 2007.12.29 12:58:00 - [67]
 

Tbfh with you people Speed and things such as vagabonds have been around longer then some of you have played yet i see people complaining now it has been perfectly fine for so long maybe its becoming VERY popular now that I can understand is a problem when something gets TO popular people start to recognise it and then yell nerf. What they dont understand is speed has been around for a long time its not a recent thing its already been nerfed once.

Even nos was the same thing.

Some of the people I see complaining dont even know what there talking about they see other people saying nerf this nerf that and just agree without actualy knowing anything about pvp or speed.

Bah what ever im not going to waste mah breath.

Nicoli Voldkif
Deep Core Mining Inc.
Posted - 2007.12.29 15:44:00 - [68]
 

Speed by its self is not a problem. Its speed and agility combined that is the main issue. Currently that is where the balance issues happen with the speed setups. Ships are not only fast but agile enough to make use of that speed extremely well. If they make agility and Speed more of a sliding scale then its fine. Once you have to make a real choice between going faster or being able to turn then speed setups will be balanced, now its too easy to get both.


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