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Shai 'Hulud
Guiding Hand Social Club
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Posted - 2009.11.03 21:14:00 -
[1]
Edited by: Shai ''Hulud on 03/11/2009 21:14:56 Edited by: Shai ''Hulud on 03/11/2009 21:14:46 For a long time now, MWD's have not been usable in most deadspaces. This was implemented as a PvE nerf, and in this regard it has been successful. Unfortunately, it has also hampered PvP efforts in deadspaces, as an opportunity to refit an AB upon finding a player in a deadspace is not always present.
I propose that MWD's simply behave more like AB's in deadspace, rather than transforming into the equivalent of an empty slot. Primarily this would involve reducing the speed bonus for MWD's inside deadspaces to the same seen from an AB, and perhaps eliminating the sig. radius penalty. The MWD would still not be optimal for deadspace (with it's higher fitting and cap penalties), but at least it would still provide a bonus.
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darius mclever
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Posted - 2009.11.03 21:26:00 -
[2]
i am sorry but MWDs already work in most plexes. ever tried it lately? even some missions support them now.
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Shai 'Hulud
Guiding Hand Social Club
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Posted - 2009.11.03 22:20:00 -
[3]
I was aware of that. I suppose an alternate solution would be to make them work in all deadspaces. In my experience they do not work in missions with acceleration gates (sometimes not even at the first accel. gate). They also do not work in many lvl 5 missions that do not even have accel. gates.
Basically, there is no excuse for the module to become absolutely useless inside any deadspace.
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Bunyip
Gallente Center for Advanced Studies
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Posted - 2009.11.04 05:16:00 -
[4]
I sympathize with you. Pirates just have it too tough, and it's not like they had a choice to enter into their career. Pirates should have carebears lining up to be canflipped, podded, or otherwise.[/sarcasm]
They call it Deadspace for a reason. You can't warp to other locations in the same deadspace or around it, so why would a MWD work there? Yes, pirates have special items to allow them to use MWDs, but they cheat anyways, so it doesn't matter.
If the tractor beam is going too fast for you to retrieve the loot, use a smaller faster ship. If you're trying to kite, learn to do that on an AB. If you have the wrong equipment, switch and come back. In either case, live with the way the game works.
Not supported.
"May all your hits be crits." - Knights of the Dinner Table. |
Shai 'Hulud
Guiding Hand Social Club
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Posted - 2009.11.04 08:23:00 -
[5]
Originally by: Bunyip If the tractor beam is going too fast for you to retrieve the loot, use a smaller faster ship. If you're trying to kite, learn to do that on an AB.
How exactly would allowing a MWD to yield the same effective bonuses as an AB be any different than just using an AB? It would probably still be worse, assuming any penalties are retained (higher cap usage, higher fitting requirements, etc.)
Originally by: Bunyip In either case, live with the way the game works.
I do live with the way the game works... but it's dumb. I thought that is what this forum was for: to point out changes that can/should be made?
The negative effects that I have listed were never the intention of limiting MWD usage in deadspaces. This was implemented to make missions more difficult (at least at that time, mwd's made many missions too easy). The effects this has had on PvP in deadspaces is an entirely unintended side effect of this.
This is not a request to "buff pirating", etc. It is a request to remove tedium.
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Herschel Yamamoto
Agent-Orange
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Posted - 2009.11.04 23:52:00 -
[6]
This seems like a fairly reasonable change.
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De'Veldrin
Special Projects Executive
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Posted - 2009.11.05 14:15:00 -
[7]
Edited by: De''Veldrin on 05/11/2009 14:15:16
Originally by: Herschel Yamamoto This seems like a fairly reasonable change.
I agree. It's also a first step towards moving PVE ships to fitting more like PvP ships. Currently, engaging in PvP in a PvE specific ship is like hanging a sign off the bow reading "Gank me", which is one of the things mission pirates count on. Being able to fit ships for missions more like ships for PvP would enable the mission runners to at least put up a plausible engagement.
Edit: Forgot thumb. --Vel
In the world of emoticons, I was colon capital d. |
Amy Garzan
Gallente The Warp Rats Core Factor
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Posted - 2009.11.06 14:30:00 -
[8]
Fail this.
Its Deadspace. Thats also the trick of PVP, you never know what you are going to run into, so be prepared for anything. Plus plex's werent meant for PVP, but PVE. Get over it. You want PVP, come to low/null sec and Ill shoot you personally.
-------------------------------------------------- 101010 The Answer to Life, The Universe, and Everything |
Shai 'Hulud
Guiding Hand Social Club
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Posted - 2009.11.06 19:25:00 -
[9]
Originally by: Amy Garzan Fail this.
Its Deadspace. Thats also the trick of PVP, you never know what you are going to run into, so be prepared for anything. Plus plex's werent meant for PVP, but PVE. Get over it. You want PVP, come to low/null sec and Ill shoot you personally.
This applies to all security status systems. I'm not sure what exactly made you think I was referring to high-sec.
As for your painfully obvious PvP advice, it was not requested and is not relevant. "Make sure you are prepared for anything at all times, m'kay"
By your logic we may as well disable all forms of warp disruption inside deadspaces as well.
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Bunyip
Gallente Center for Advanced Studies
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Posted - 2009.11.06 21:08:00 -
[10]
Question: Would somebody who is running the mission perhaps as much as 1 to 2 jumps away knowingly equip a module that will perform as well or less and take away a large chunk of his precious capacitor to run said mission when he could equip the same or better module with less requirements?
Would a pirate do so when he never knows where his enemy might be (safespot, asteroid belt, or mission site)?
This suggestion is an obvious buff to mission raiders. I see no conceivable reason to support it.
"May all your hits be crits." - Knights of the Dinner Table. |
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Maxsim Goratiev
Imperial Tau Syndicate
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Posted - 2009.11.08 21:07:00 -
[11]
What if: You get half of the MWD sig penalty when you are in deadspace, or when you are scrammed when you have it on, it still has it's fitting and cap requirement unchanged, and it has has speed bonus of the equivalent meta lvl AB. Would still be usefull, but not as effective. Fix Destroyers |
Vharl Ochre
Serene Storm Society
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Posted - 2009.11.10 13:41:00 -
[12]
Not supported because it defies game logic:
An afterburner simply provides addtional thrust to the ships normal sub-lightspeed drive system.
A warp (or micro-warp) drive is supposed to operate by warping a pocket of space/time around the ship, which is precisely why it doesnt work in 'dead' space.
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.11.10 14:53:00 -
[13]
Originally by: Vharl Ochre Not supported because it defies game logic:
An afterburner simply provides addtional thrust to the ships normal sub-lightspeed drive system.
A warp (or micro-warp) drive is supposed to operate by warping a pocket of space/time around the ship, which is precisely why it doesnt work in 'dead' space.
And the reason you cannot activate afterburner and microwarpdrive simultaneously is because MWD both provides additional thrust AND warps space. Not, if it is scrammed and cannot warp space, it will still attemt to do so, producing enormous amount of various effects,emissions and minor distruption of space, which is why it is so much easier to lock for your sensors, but the afterburner component will still function properly. Fix Destroyers |
Shai 'Hulud
Guiding Hand Social Club
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Posted - 2009.11.10 17:48:00 -
[14]
Originally by: Bunyip This suggestion is an obvious buff to mission raiders. I see no conceivable reason to support it.
Needed changes should not be avoided simply because it favors one group more than another.
Originally by: Vharl Ochre Not supported because it defies game logic:
Needed changes should not be avoided simply because they disagree with your precious RP. The game's setting should be made to fit the desired game play models. We can always say that advances in MWD technology have allowed it at least some level of functionality in deadspace, etc.
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CCP Dropbear
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Posted - 2009.11.10 17:59:00 -
[15]
We've already changed it so that exploration sites allow MWD use. We plan to do the same for mission sites, but that will be part of a much larger renovations project that incorporates other changes as well. It's already on the agenda, though.
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Shai 'Hulud
Guiding Hand Social Club
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Posted - 2009.11.10 19:39:00 -
[16]
Originally by: CCP Dropbear We've already changed it so that exploration sites allow MWD use. We plan to do the same for mission sites, but that will be part of a much larger renovations project that incorporates other changes as well. It's already on the agenda, though.
Thank you for this insight. I look forward to this implementation
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.11.11 08:02:00 -
[17]
Originally by: CCP Dropbear We've already changed it so that exploration sites allow MWD use. We plan to do the same for mission sites, but that will be part of a much larger renovations project that incorporates other changes as well. It's already on the agenda, though.
Thank you for your response and attention.
Fix Destroyers |
Rowhan
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Posted - 2009.11.12 20:43:00 -
[18]
Edited by: Rowhan on 12/11/2009 20:47:50
Hey, the Amarr just created a microwarp drive and afterburners built into one package! Thanks to the latest advances in quantum mechanics, miniaturization and thermal dinamics! The microwarpafterburnerthingamagig is the Swiss army knife of spaceship propulsion.
It is about time...
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L4zor R0B0T
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Posted - 2009.11.14 01:46:00 -
[19]
Tech 3 microwarpdrives would be nifty - unable to be jammed, perhaps. Or maybe just REALLY fast
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