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Maya Rkell
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Posted - 2005.06.24 22:12:00 -
[31]
Originally by: Face Lifter
Originally by: CKieschnick makes stabs already more over powered than they are? =\
yea, if anything, each warp core stab should reduce your warp speed by 50%.. that'll teach those 4+ WCS snipers :p
10%, perhaps. Interesting idea...if you have lows full of WCS...
Say NO to target painters |
Maya Rkell
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Posted - 2005.06.24 22:13:00 -
[32]
Originally by: Meridius
Originally by: Seraph Demon The way I see it, WCS give you too much bang for your buck, you give up very little to get alot of escapability (especially when you have several on a BS).
I don't agree with making WCS cap hungry, but reducing in warp speed by 20% per mod brings it about up to par.
It means that if you fit WCS you will be able to run, but you won't be able to run fast. It also means that if you want to be able to chase someone, you'll have to give up WCS because your warp speed will be gimped otherwise. Furthermore, if you need to run from a pursuer, you'll have to trade between using WCS and being slower in warp (he always gets to the gate first even though he can't hold you), or no WCS and going full speed.
Replace one of the useless modules (damage control, inertial stabs, reinforced bulkheads) with a warp-speed boosting module (call it warp harmonic amplifier or something) that gives a 25% boost to warp speed.
Then if you want warp stability and high warp speed, every WCS needs to be matched with a WHA, and that's just to keep the warp speed you originally had.
Warp speed doesn't have such a great an affect as it should imo. There are tons of 0.0 systems where gates are only a few au apart or less. At those distances, warp speed doesn't matter at all.
They should increase distances between gates in 0.0 so that warp speed actually matters.
And then you have 9-2. It's a RANGE of distances...
Say NO to target painters |
Blind Fear
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Posted - 2005.06.24 22:35:00 -
[33]
WCS should hit your ship agility, slowing your alignment to warp.
There. WCS are fixed.
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Meridius
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Posted - 2005.06.24 22:44:00 -
[34]
Originally by: Maya Rkell
And then you have 9-2. It's a RANGE of distances...
What?
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LUKEC
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Posted - 2005.06.24 22:52:00 -
[35]
Originally by: Meridius
Originally by: Maya Rkell
And then you have 9-2. It's a RANGE of distances...
What?
I belive it is 9-22**, it is a system in venal, 283au from gate to gate. Takes more than minute for bs to came across :)
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Meridius
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Posted - 2005.06.24 23:10:00 -
[36]
Originally by: LUKEC
Originally by: Meridius
Originally by: Maya Rkell
And then you have 9-2. It's a RANGE of distances...
What?
I belive it is 9-22**, it is a system in venal, 283au from gate to gate. Takes more than minute for bs to came across :)
Oh yeah, the north is ***
I know there is a range of distances, i just think in 0.0 it would be nice if the minimum distance was 60-70au up to 180-200au. The less 1au-10au ect warps there are the more valuable warp speed becomes.
No systems down south with 200au warps afaik. ________________________________________________________
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Ithildin
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Posted - 2005.06.24 23:19:00 -
[37]
Originally by: Meridius
Originally by: LUKEC
Originally by: Meridius
Originally by: Maya Rkell
And then you have 9-2. It's a RANGE of distances...
What?
I belive it is 9-22**, it is a system in venal, 283au from gate to gate. Takes more than minute for bs to came across :)
Oh yeah, the north is *** Between Omist cloning station and Omist factory station there's a system with about 210 AU warp as far as I know. The long warps are there, just not on the highways.
I know there is a range of distances, i just think in 0.0 it would be nice if the minimum distance was 60-70au up to 180-200au. The less 1au-10au ect warps there are the more valuable warp speed becomes.
No systems down south with 200au warps afaik.
--
If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please. |
Vishnej
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Posted - 2005.06.24 23:23:00 -
[38]
If you're going to modify warp speed, you should also mod the exponent that controls accelerating to maxspeed, not just the maxspeed cap.
I like the idea of putting them on inertia stabilizers. Make inertia stabilizers do what they do now (have inferior agility boost to nanofibers), but extend the agility boost to MWD and warp acceleration. Then possibly have another mod that increases max warpspeed by 40%.
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Jaydom
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Posted - 2005.06.24 23:47:00 -
[39]
Move warp core stabs to high slots..
Just like in your lows you can sacrafice tank for gank, sacrafice weapons for safety.
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Sobeseki Pawi
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Posted - 2005.06.25 06:53:00 -
[40]
I like the idea that WCS could slow a ship down, makes Transport Ships that much more useful.
And Inertial Stabilizers boosting warp ingress, and speed, and maybe even efficiency...that is a good idea too. Maybe rename them to Warp Field Stabilizers.
~Sobe |
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Solarfury
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Posted - 2005.06.25 09:00:00 -
[41]
Why should WCS slows down ship? It is nothing more than a module that counters warp scrambling code. There is nothing besides code going on in there when it is at work. If you really want to force the change, move warp scrambler to highslot, each give 10% chance to scramble the target warp drive with a 5 sec cycle. Then change WCS to % mod. Make it so each WCS reduce the chance for being scrambled by 10% and each ship can fit no more than 5. This way even if one fitted 5 WCS, he/she still will have chance to be scrambled by a person with 5+ warp scramblers.
It is true that people shouldn't be able to use massive number of wcs on pvp ships. At same time, none EW pvp ships shouldn't be able to scramble people without WCS 100% of the time either. Nerf WCS will need to have warp scrambler nerfed as well. If a ship is fitted for EW, then it shouldn't be able to fit weapons. Same goes for combat ships with weapons shouldn't be able to do EW at same time. How can people complain about others use WCS in pvp combat while warp scramblers as being used well?
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LUKEC
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Posted - 2005.06.25 11:17:00 -
[42]
Propulsion jamming related things are fine now, no need to change them. Only a little nerf to stabs would be welcome.
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Spuki
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Posted - 2005.06.25 11:29:00 -
[43]
Id really love to see modules that influences warp speed in either positive or negative way. But it shouldnt be the WCS, rather a new module or the inertia stabs, like someone already mentioned.
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Dukath
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Posted - 2005.06.25 13:31:00 -
[44]
just add a sig radius penalty for warp cores.
Warp core stabs somehow strengthen the warp field so i guess it outputs a lot of signature. More stabs = higher signature = getting hit a lot harder.
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Bubba Fett
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Posted - 2005.06.25 22:41:00 -
[45]
Originally by: El**** Ethenwe no way.
If anything WCS's should slow travel.
Also warp jamming should be like the rest of EW. No matter hoe many WCS's you have there shoudl be a chance.
Does that mean you also want warp scramblers to work like the rest of EW. No matter how many scramblers you use there's still a chance of the target warping away even if he doesn't have a WCS fitted?
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