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Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.09 19:29:00 - [31]
 

Edited by: Aramendel on 09/08/2007 19:34:08
Originally by: Lord WarATron
The curse will still have a role. I forse it as a ship that can be made to sustain 4 T2 Neuts and a MWD forever in a semi nano setup with no cap booster, so it can be used in gangs as a weak neutship to bleed everyones cap.


Mhh.. you would need to fit 2 CCC, 4 CR2s and 2 CPR2s for that..is it really worth to sacrifice that much for this though? It will also be too slow to evade drones then, too, which makes its use against carriers problematic.

Originally by: Murehz
IMO curse will still be fine and I really can't be bothered to argue any more about it. Heck I doubt you'd even need a booster depending on how you fit/use your curse.


So you choose to ignore all arguments and numbers which are shown to you and keep insisting on your unfounded opinion. Very adult.

Tamoko
Damage Unlimited Inc
Posted - 2007.08.09 20:25:00 - [32]
 

Edited by: Tamoko on 09/08/2007 20:30:52
Originally by: jilahed
Originally by: Tamoko
To those who think it'll suck: Give me a frigin break. Replace one nos with a neut and fly it exactly the same way and you've still got a golden solo pwn mobile.


You have obviously never flown this ship, so why are you talking out of your ass? I have always fitted neuts on my curse two of em to be exact and it doesn't change anything. I have been on SiSi testing the changes. I know what this ship could do and what it can do now. So please if you have no clue stop telling people how their ships work.

It is exactly as the one poster said. Curse in gangs with inject is okay but solo it loses a lot (really a LOT) of potential. Pilgrim is DEAD. And before the smartass returns I ALWAYS FIT A NEUT ON MY PILGRIM so stfu.

Furthermore it has always been the way that a huginn, arazu or even a rook is much more desirable for a gang to have than a curse. This is even worse now.

However i think the nos nerf will change todays battlefield heavily and other amarr ships might gain a small boost this way. Also i am training missiles skills asap for my revamped sac. So this is not whining before anyone starts. I am going to adapt either way. Its just i can't stand these people who didn't even ever fight in a pilgrim/curse and want to tell me *nothing* changed. thats just a big lol.


First, take your Valium.

Second, make it a double.
Then go find something constructive to do while 'til you've got your head straightened out.

Actually, I fly the curse almost every day, jackass. And as near as I can tell, nothing is going to change in my solo or gank setups. I fly Cloak + 4 Nos now, I'll fly Cloak + 1 Neut post fix. If my Nos start missing, I'll turn on the mwd drive. Not a big deal.

-edit-

To further reinforce my statement for deadglows like the quoted poster, let's re-look at what's changing: Nos misses it's cycle if your cap is higher than your target's. Admittedly, my cap skills aren't phenomenal, but a MWD burst sucks up about a quarter of my cap, and a nos cycle replaces a good portion as well.
That said, there's no reason why a competent curse pilot shouldn't be able to wtfsolopwn just like before, as long as he or she is not brain dead. If... sorry, when your nos starts missing, burn off the excess cap and you'll still run 100% efficiency.

The only people this fix should nerf are the fknuts that can't do anything more complicated than orbit at 23km with 3 dampers running and drones deployed.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.09 20:58:00 - [33]
 

Originally by: Tamoko
To further reinforce my statement for deadglows like the quoted poster, let's re-look at what's changing: Nos misses it's cycle if your cap is higher than your target's. Admittedly, my cap skills aren't phenomenal, but a MWD burst sucks up about a quarter of my cap, and a nos cycle replaces a good portion as well.
That said, there's no reason why a competent curse pilot shouldn't be able to wtfsolopwn just like before, as long as he or she is not brain dead. If... sorry, when your nos starts missing, burn off the excess cap and you'll still run 100% efficiency.


You are not thinking this through.

There are plenty of ways do bring someones cap down. The problem is to bring it below peak recharge and to keep it there with you maintaining the essential modules.

Try your MWD trick when you both are on low cap. Great, then again.
Uuups... your cap is now only at 23% because you couldn't leech more.

And it somehow goes now also down on its own because your natural cap recharge at this lvl is not high enough to produce the energy for your scram and EW. You will able to maintain this for a bit longer by keeping to nos him - until he is at 0% cap. And you at around 5%. Which will soon vanish, too.

So you both sit at 0% cap. Either side can warp away at will. Which most likely will be you, since unless your target is a t1 cruiser it will have a bigger HP buffer than you and you will have no EW to prevent it from attacking you with the capless part of its weapons.

Ogdru Jahad
Amarr
Timetravel Enterprises
Interstellar Alcohol Conglomerate
Posted - 2007.08.09 22:06:00 - [34]
 

lets take into account medium diminshing nos.
at lvl 5 it drains 72 every 6 seconds.

Now for a small faction Neut.

at lvl 5 recons and lvl 5 energy emssions ( i think thats the skill )
it drains 100cap and looses like 30 cap with a range of 21 km. this with 3x sensor dampenors makes it still very dangerous.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.10 00:00:00 - [35]
 

Originally by: Ogdru Jahad
lets take into account medium diminshing nos...


If that was a reply to what I wrote - it does not work. Do the ****ing math.

Also, using a small neut is stupid, a medium is more capefficient.

Monique Balthur
Posted - 2007.08.10 01:00:00 - [36]
 

Edited by: Monique Balthur on 10/08/2007 01:01:39
imo it was not the curse that was overpowered, nor the medium nos
it was the HVY nos and its ability to "turn off" everything smaller than a bc

imo a better nos nerf would be to take into equation the sig radius of the vessel.

the hvy nos wouldn't insta-kill a frigates cap

to nerf it even more, stacking penalties on varius nosferatus on a single ship would be cool,
it wouldnt nerf the curse/pilgrim bcos they use less nos, but with a bigger "hitting power"

it would nerf the nosdomis, nosmyrmi, and other overpowered nos drone boats.

the curse would remain strong

and btw, to ppl who think a curse is omfgbbq, it can handle one battleship, or 2 lame ones,
its too slow to perma-speedtank everything.

EDIT:

and saying that a 4neut curse will be good is just funny
every tier1 bs with hvy neuts will outneut and outtank (like 10x or more :D) the curse,
so after this nos changes it becomes a handicapped "yeah I was a gankageddon before the stacking penalties" war veteran

gj on balancing amarrs :DDD

Morden
Amarr
Viper Intel Squad
Pure.
Posted - 2007.08.10 02:37:00 - [37]
 

Originally by: Kruel
It's gonna be hard to justify using the nanocurse over nanoishtar now.



Ergh Ishtar and Curse, the nerfs can't come soon enough.

Kyguard
Deep Core Mining Inc.
Posted - 2007.08.10 02:54:00 - [38]
 

Its ok, amarr were overpowered as a whole so they need a heavy nerf Rolling Eyes

Cailais
Amarr
Nasty Pope Holding Corp
Talocan United
Posted - 2007.08.10 02:59:00 - [39]
 

The Curse is harmed by the nos changes. Swapping to neuts (or partial neut/nos fit) makes the curse a real handle to fly well. A solopwnmobile it is not.

However Im wondering if the Curse shouldnt be brought in line with the 'Khanid Mk II' theme: e.g HAM and arm resist bonuses. The Curse gets a Tracking Dist bonus anyway and with a bit of work might be changed so that its a fast, short range neutralizer ship with TDs. Maybe swap its transfer bonus to:

Recon Ships Skill Bonus: 40% bonus to Energy Vampire and Energy Neutralizer transfer amount per level.

And provide it with the 5% per level boni to resists - possibly include a HAM bonus (rof?); dont know if that would make it do powerful.

I'd suggest that the 20/40% nos/neut range bonus is swapped across to the Pilgrim which might be better suited to range as it's a lighter tank anyway.

Just an idea.

C.


Ogdru Jahad
Amarr
Timetravel Enterprises
Interstellar Alcohol Conglomerate
Posted - 2007.08.10 04:09:00 - [40]
 

Originally by: Aramendel
Originally by: Ogdru Jahad
lets take into account medium diminshing nos...


If that was a reply to what I wrote - it does not work. Do the ****ing math.

Also, using a small neut is stupid, a medium is more capefficient.


dont get uppity with me you little carebear *****!

Just because your to lazy to train up your cap skills do not take it out on others.

if its "so" much more cap effiect why the hell you moaning harder than the ***** you are on heat?!

Depp Knight
Evolution
KenZoku
Posted - 2007.08.10 05:35:00 - [41]
 

No one was arguing that the amarr recons were the best solo recons out there but non amarr recon pilots seems to quickly forget that they are also the worse fleet recons. With the nos nerf the pilgrim especially has been hit hard. Curse too has been nerfed a lot when the patch is released but not at the same extent as the pilgrim.

The problem that people faced when they were up against the curse was a combination of a few things. Yes there cap was getting drained rather quickly froma nice range however they too could also damp you to hell simular to how a arazu would. While its drones slowly eat you away. Another problem people faced was the speed the curse can get. Snake implants and 3 or 4 OD’s made the curse very quick. However the damps and the speed all came down from draining and stealing nos, with that gone I don’t see how a curse pilot will fly. Cap boosters? Yeh sure but relying on cap boosters to drain the other pilots cap is a terrible way to fly it. The idea of the curse was use their cap to keep your damps, mwd going.

CCP really need to look at how these 2 recon ships can fly post patch.

Riho
Gallente
Drop of Blood
Posted - 2007.08.10 08:14:00 - [42]
 

Edited by: Riho on 10/08/2007 08:19:44
after nos changes.. curse is going to be more OP than now :) tho pilgrim is goign to get hit quite abit, but if you have the skills (flying the ship well in pvp) then you wount run into soo much trouble.

my alt can fly curses and pilgrims soon (damn drone skills takeing too long :P) and i cant wait for the nos nerf :D

and the most funny thing i can read from thses posts is that most ppl dont even know any other curse fits other than nano/damp easymode noob setup :P

think for a lil bit...

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.10 09:33:00 - [43]
 

Edited by: Aramendel on 10/08/2007 09:38:22
Originally by: Ogdru Jahad
flames and no arguments


Thought so.

Originally by: Riho
after nos changes.. curse is going to be more OP than now


Try your "thinking" yourself.

The curse will be just like all other ships which used nos weaker there after the patch. The only thing which could possibly boost it is if people would fit less capinjectors. But exactly that won't happen.
All ships which used nosses previously will use those now too (and vs those the curse is currently an efficient counter due to higher nos range), they use will increase.

Quote:
my alt can fly curses and pilgrims soon (damn drone skills takeing too long :P) and i cant wait for the nos nerf :D


At least you admit that you have no clue what you are talking about.

Queen Hopy
Your Friendly Booster Company
Posted - 2007.08.10 09:38:00 - [44]
 

Originally by: jilahed
Originally by: Tamoko
To those who think it'll suck: Give me a frigin break. Replace one nos with a neut and fly it exactly the same way and you've still got a golden solo pwn mobile.


You have obviously never flown this ship, so why are you talking out of your ass? I have always fitted neuts on my curse two of em to be exact and it doesn't change anything. I have been on SiSi testing the changes. I know what this ship could do and what it can do now. So please if you have no clue stop telling people how their ships work.

It is exactly as the one poster said. Curse in gangs with inject is okay but solo it loses a lot (really a LOT) of potential. Pilgrim is DEAD. And before the smartass returns I ALWAYS FIT A NEUT ON MY PILGRIM so stfu.

Furthermore it has always been the way that a huginn, arazu or even a rook is much more desirable for a gang to have than a curse. This is even worse now.

However i think the nos nerf will change todays battlefield heavily and other amarr ships might gain a small boost this way. Also i am training missiles skills asap for my revamped sac. So this is not whining before anyone starts. I am going to adapt either way. Its just i can't stand these people who didn't even ever fight in a pilgrim/curse and want to tell me *nothing* changed. thats just a big lol.


Curse was far too overpowered before

karolina108
Posted - 2007.08.10 10:30:00 - [45]
 

Originally by: Queen Hopy
Originally by: jilahed
Originally by: Tamoko
To those who think it'll suck: Give me a frigin break. Replace one nos with a neut and fly it exactly the same way and you've still got a golden solo pwn mobile.


You have obviously never flown this ship, so why are you talking out of your ass? I have always fitted neuts on my curse two of em to be exact and it doesn't change anything. I have been on SiSi testing the changes. I know what this ship could do and what it can do now. So please if you have no clue stop telling people how their ships work.

It is exactly as the one poster said. Curse in gangs with inject is okay but solo it loses a lot (really a LOT) of potential. Pilgrim is DEAD. And before the smartass returns I ALWAYS FIT A NEUT ON MY PILGRIM so stfu.

Furthermore it has always been the way that a huginn, arazu or even a rook is much more desirable for a gang to have than a curse. This is even worse now.

However i think the nos nerf will change todays battlefield heavily and other amarr ships might gain a small boost this way. Also i am training missiles skills asap for my revamped sac. So this is not whining before anyone starts. I am going to adapt either way. Its just i can't stand these people who didn't even ever fight in a pilgrim/curse and want to tell me *nothing* changed. thats just a big lol.


Curse was far too overpowered before


It wasn't OVERpowered, it was very good 1vs1, but in a bigger gang it sucked compared to other recons.
I always switched to my lachesis when we were going roaming, bcos a 7med full smile of dampeners is 10x more useful than a curse in a gang.

Yeah but all the whiners only count 1vs1 in which was the only area where the curse could shine.

get a life.

Murehz
Posted - 2007.08.10 10:36:00 - [46]
 

Originally by: Aramendel
Originally by: Murehz
IMO curse will still be fine and I really can't be bothered to argue any more about it. Heck I doubt you'd even need a booster depending on how you fit/use your curse.


So you choose to ignore all arguments and numbers which are shown to you and keep insisting on your unfounded opinion. Very adult.


I still haven't resulted to personal comments though Rolling Eyes.

The curse will still be able to drain other people cap perfectly fine, it may take a bit longer and will take quite a while with BS's but no other recon can do that.

If you can't figure out how to do it then thats your loss I geuss.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.10 14:12:00 - [47]
 

Originally by: Murehz
The curse will still be able to drain other people cap perfectly fine, it may take a bit longer and will take quite a while with BS's but no other recon can do that.

If you can't figure out how to do it then thats your loss I geuss.


Exept that I showed it multiple times that it is not possible. At least not without cap injector.

So, I bring examples and arguments why it does not work and you say "it works because I say so". Yes. Very convincing. Sorry, but thats just hot air.

Endless Subversion
Genos Occidere
HYDRA RELOADED
Posted - 2007.08.10 14:34:00 - [48]
 

Edited by: Endless Subversion on 10/08/2007 14:36:29
Edited by: Endless Subversion on 10/08/2007 14:35:23
Do none of you read Aramendel's posts before you respond?

The point being made is that the curse no longer has a group role that another ship can't do better. All of the other combat recons bring more to a gang and this difference becomes more pronounced as the gang gets larger. Why then would you fly a curse? And if you can't come up with an answer then there needs to be a change as that is the definition of imbalanced.

Prior to the sisi changes the curses limited group role was offset by it's strong solo abilities. With the new nos changes the curse takes a huge solo hit. Fitting more neuts isn't the solution for solo. If the curse's role of a "solopwnmobile" is going to be nerfed it needs a corresponding gang buff.

For those who say the solo doesn't change (hint - more neuts DOESN'T HELP):

Walk through ganking a ship with the curse. Assume that the ship is caldari or minmatar. Assume it's not at a gate or station (since web range = death for a curse). You warp in on them, damp them and get a point, launch drones and start neuting/nosing. If they manage to get drones on you, you are pulsing your mwd to stay ahead of the aggro. Your dps at this stage is really only to help finish their cap off faster, since it isn't very much at all. This is the super easy stage, you remain at nearly full cap until their cap gives out. If these changes go live, much of the above remains the same except that you will probably have significantly less cap of your own the first time your opponent caps out.

Once he caps out, pre-sisi changes you turned off your neut and staggered your nos if you hadn't done so already. If he is injecting you hope that you can catch a portion of the injection, if he is just regening you want that to be broken into the smallest portions it can be, as to deny him access to things like shield or armor boosts. He will probably remain partially hardened throughout a good portion of your fight because you can't stop a trickle of cap from making back into his ship. Either way you need the nos running because his cap IS coming back one way or the other.

Then you basically traded your remaining cap + your cap regen + any trickle of power from your nos to beat through battleship sized shielding, armor and hull. Often you have to dance your drones as even with damps they will be targeted and you need to keep your damps and point running as well as the occasional mwd pulse. All good and fine, it took awhile but was definitely doable.

Check Aramedel's numbers on a curse's vamp abilities versus larger ships. If I remember correctly with maxed skills percentage-wise neuting a BC leaves the curse slightly ahead and neuting a BS leaves the curse slightly behind. It's going to take a good percentage of the curse's cap to cap out an enemy BS.

Post sisi patch. What's the new plan? Ignoring the discrepancy in cycle times between nos and neuts I still can't leave neuts on when he has 0 cap. I can leave the (reduced number) of nos on but they will only tick if he has more cap than me. So his trickle of cap (assuming no injection) is a bit larger. More hardeners, maybe an occasional boost cycle. My own cap is going to be a problem too. I'm not going to start this phase of the fight with 100% as i did previously and if I keep my own cap around 30% for optimal recharge (needed to run my damps and scram) I won't be getting any more cap from my nos. If i choose to drop to the 5-10% range to try to keep leeching there will be points where my scram/damps cycle off and I have no cap. If i inject (on my pg tight, minuscule cargohold curse) he can inject too and he is going to have more charges.

At some point the guys who say nothing has changed need to face the fact that the curse pilot has to deal with the shields, armor, hull and drones of the enemy ship. Before he had cap to do this with and more cap coming in. Now he doesn't.

Juha85
Free Lapland
The Kadeshi
Posted - 2007.08.10 20:40:00 - [49]
 

The curse was never ment to be a solopwnmobile. Live with it. Eve isn't supposed to have any solopwnmobiles.

Kruel
Beyond Divinity Inc
Posted - 2007.08.10 21:30:00 - [50]
 

Originally by: Juha85
The curse was never ment to be a solopwnmobile. Live with it. Eve isn't supposed to have any solopwnmobiles.


Bad argument IMO.

There is always going to be one ship that does 1v1 consistently better than the others... unless CCP makes us all fly Velators and Civilian guns that is.

With the Curse nerfed, another ship will just take it's place as 'solopwnmobile'.

Juha85
Free Lapland
The Kadeshi
Posted - 2007.08.11 07:41:00 - [51]
 

I doubt that any other recon will be the new solopwn mobile which can kill pretty much any bs in the game. That's what made curse so ridiculous, a recon should not be able to kill a bs 99% of the time

Milkminer
InterGalactic Corp.
Imperial Republic Of the North
Posted - 2007.08.11 08:46:00 - [52]
 

I thought Gallente recons could damp a ship to below lock range even if the ship has one sensor booster their recons can damp to at least below their disruptor range, making them lock down a target. only a mwd ship could get inrange to do damage but even thats debaitable as those ships normally dont use sensor boosters anyway.

that not a solo recon? or a recon that can take on a bs?

Juha85
Free Lapland
The Kadeshi
Posted - 2007.08.11 08:49:00 - [53]
 

The difference is, that at the moment there isnt really an effective counter for taking down a curse in a bs. Your cap is dead = you are dead.

Can a gallente recon do enough dps to effectively kill a bs who has all his cap to tank?

TheEndofTheWorld
Republic Military School
Posted - 2007.08.11 08:51:00 - [54]
 

Originally by: Juha85
The curse was never ment to be a solopwnmobile. Live with it. Eve isn't supposed to have any solopwnmobiles.


But it has no gang qualities? So... what will it do from now on? Trash it?

Juha85
Free Lapland
The Kadeshi
Posted - 2007.08.11 08:53:00 - [55]
 

I would think it can still be usefull in small gangs. But I dont know. And you know, one of the recons will allways be the worst for gang and one will be the best for solo.

However, im not saying curse is the worst one for a gang, honestly I dont know. However it can still be good in 1vs1 but its not an I-win.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.11 09:04:00 - [56]
 

Originally by: Juha85
The difference is, that at the moment there isnt really an effective counter for taking down a curse in a bs. Your cap is dead = you are dead.


Missile ships: FOFs - yes, they attack outside locking range
GUn ships: injector + large smartbomb - will kill the drones

Quote:
Can a gallente recon do enough dps to effectively kill a bs who has all his cap to tank?


A lachesis does actually almost 50% more dps than a curse.

That aside it can disable 2 BS instantly with damps and also has the ability to tackle longrange. It has different abilites & advantages.

And, yes, the curse is the worst gang support recon.
What good is cap warfare when targets die before they run out of cap? And TDs are a good deal worse EW system than damps or ECM.

If there is some hidden advantage which I missed tell me. The only other would be that tecnicalyl it can tank better, but trying to tank in gang warfare with either recons does result in a wreck in both cases.

Juha85
Free Lapland
The Kadeshi
Posted - 2007.08.11 09:18:00 - [57]
 

Edited by: Juha85 on 11/08/2007 09:20:05
Originally by: Aramendel
Originally by: Juha85
The difference is, that at the moment there isnt really an effective counter for taking down a curse in a bs. Your cap is dead = you are dead.


Missile ships: FOFs - yes, they attack outside locking range
GUn ships: injector + large smartbomb - will kill the drones

Quote:
Can a gallente recon do enough dps to effectively kill a bs who has all his cap to tank?


A lachesis does actually almost 50% more dps than a curse.

That aside it can disable 2 BS instantly with damps and also has the ability to tackle longrange. It has different abilites & advantages.

And, yes, the curse is the worst gang support recon.
What good is cap warfare when targets die before they run out of cap? And TDs are a good deal worse EW system than damps or ECM.

If there is some hidden advantage which I missed tell me. The only other would be that tecnicalyl it can tank better, but trying to tank in gang warfare with either recons does result in a wreck in both cases.


Try a gang of say, 3-4 people fighting an equal sized gang. Doesn't the gang benefit from the curse being able to cap out some of the members from the enemies gang? Or maybe even fighting a bigger gang than you? Yes, you can do the same with ECM but thats beside the point.

Oh, and most gang based farware is within 10-15km from a gate so damps wouldn't do much good besides reducing the sig str of the enemy.

And im sure CCP will look at curse and other cap warfare ships with the changes coming to nos, so you will just have to wait and see. The point however is, that even if curse got nerfed a bit (which im not sure off) it's still a good ship

LUKEC
Destructive Influence
IT Alliance
Posted - 2007.08.11 10:29:00 - [58]
 

Originally by: Aramendel
Originally by: Juha85
The difference is, that at the moment there isnt really an effective counter for taking down a curse in a bs. Your cap is dead = you are dead.


Missile ships: FOFs - yes, they attack outside locking range




And that will do exactly what to curse going 3km/s? In best case scenario, you can make him go away. So you lose by default.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.08.11 10:54:00 - [59]
 

Edited by: Aramendel on 11/08/2007 10:54:14
Originally by: Juha85
Try a gang of say, 3-4 people fighting an equal sized gang. Doesn't the gang benefit from the curse being able to cap out some of the members from the enemies gang? Or maybe even fighting a bigger gang than you? Yes, you can do the same with ECM but thats beside the point.


It is anything but "beside the point". In small gangs it can be of equal efficiency as the other recons.

However in larger gangs, 5 people + it ISN'T. Because there people usually die before they have no cap. Other recons keep their small gang performance.

Equal in small gangs, worse in med sized or larger gangs...what balances this out? Ah, yes, better solo abilities.

Quote:
Oh, and most gang based farware is within 10-15km from a gate so damps wouldn't do much good besides reducing the sig str of the enemy.


Gallente recons have no problems to dampen enemy targets below 10k.

Quote:
And im sure CCP will look at curse and other cap warfare ships with the changes coming to nos, so you will just have to wait and see. The point however is, that even if curse got nerfed a bit (which im not sure off) it's still a good ship


It certainly won't be "useless". However it will have on average a weaker performance than the other recons. Looking only at its 1v1 performance is a fallacy.

And CCP is dependant on user feedback for changes.


Originally by: LUKEC
And that will do exactly what to curse going 3km/s? In best case scenario, you can make him go away. So you lose by default.


Against a curse not much. It will still deal enough dps that it cannot "tank" it for long though.
But FOFs go vs the nearest target. The drones. And 6 FoF cruise will put 5 medium or 5 lights both into armor damage. Even if the curse would get no damage from FOFs at their normal speed and could maintain that speed idenfinately (which both isn't the case) it still won't be able to kill the target.

ALso, a curse cannot really stop its target from getting back to the gate or station. Meaning it can only really kill targets in belts or in safespots. Getting probed in those is easily avoidable if you are not afk.
And it is hardly unique in being able to kill beltratters with minimal risk.

Jezze Flay
Posted - 2007.08.11 11:18:00 - [60]
 

I consider it as another case of Darwinism filtering out the fotm noobs.

Just go find another fotm solomobile and suck it up. We knew this NoS nerf was coming for months so you should have had some forethought there. Hard to feel bad because Recon pilots can't solo a BS anymore. Need a tissue? Rolling Eyes


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