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Grimpak
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Posted - 2006.03.30 00:03:00 -
[31]
Originally by: Netto I just want the stupid things to flag you so you can't immediately jump or dock after deploying one. It's cheap and unbalanced. I've been petitioning it and writing bug reports on it. Hopefully someone will wake up and realize how retarded that is.
Netto
that would royaly screw interdictor pilots. Life's hard to us already. We are always primary and we must scream every time in TS "OMG SPHERE LAUNCHED!" or "OMG GET THEM BEFORE THEY ARE OUT OF RANGE!"
and Vmir Gallahasen, about that thing of the sphere + bubble, Spheres don't last forever, bubbles do. ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Vmir Gallahasen
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Posted - 2006.03.30 00:29:00 -
[32]
Quote: about that thing of the sphere + bubble, Spheres don't last forever, bubbles do.
I concede that point In fact, to be brutally honest I hadn't even thought of it. However, interdictors have a relatively large cargo hold and can carry 2-3 hours' worth of continuous spheres. And let's face it, who wants to camp a gate for 3 hours straight? If you go that long, then your camp probably isn't catching anybody anymore -- it just gets avoided. On the other hand, if the system is a critical checkpoint then it would probably make sense to have a storage of spheres there, enough to last a day.
Signature filesize exceeds max limit of 24000 bytes. Mail us if you have questions -Eldo Davip New sig coming soonÖ
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Deja Thoris
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Posted - 2006.03.30 00:38:00 -
[33]
Originally by: Netto I just want the stupid things to flag you so you can't immediately jump or dock after deploying one. It's cheap and unbalanced. I've been petitioning it and writing bug reports on it. Hopefully someone will wake up and realize how retarded that is.
Netto
I'm sure CCP thought long and hard before making that decision.
The way it is currently makes it a tactical game. If your concept of how it should work was implemented it would be a "suicide the ship and pod mission" almost every time.
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Semkhet
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Posted - 2006.03.30 09:07:00 -
[34]
Originally by: Deja Thoris I'm sure CCP thought long and hard before making that decision.
The way it is currently makes it a tactical game. If your concept of how it should work was implemented it would be a "suicide the ship and pod mission" almost every time.
Correct. If you void the sphere release ability AFTER initiating a warp, the only remaining optimal way to make Interdictors exit the sphere area is to use a Gistii-A MWD, the best named overdrives, and shield extenders to attempt to absorb a bit more damage. Mine does almost 5 Km/sec, so it can warp out after MWD'ing 4 secs, but presents a 684 meters sig.
Basically, the only thing that prevents an Interdictor to get blowed up each time it shows its nose is stealth & and warp-in/warp-out speed. There's probably no other ship ingame who is so exclusively limited to "hit & run" tactics.
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Netto
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Posted - 2006.03.30 16:56:00 -
[35]
Originally by: Grimpak
Originally by: Netto I just want the stupid things to flag you so you can't immediately jump or dock after deploying one. It's cheap and unbalanced. I've been petitioning it and writing bug reports on it. Hopefully someone will wake up and realize how retarded that is.
Netto
that would royaly screw interdictor pilots. Life's hard to us already. We are always primary and we must scream every time in TS "OMG SPHERE LAUNCHED!" or "OMG GET THEM BEFORE THEY ARE OUT OF RANGE!"
and Vmir Gallahasen, about that thing of the sphere + bubble, Spheres don't last forever, bubbles do.
It's too abusable in it's current state. If the only thing you use your dictor for is raping gate camps, you have practically NO chance of dying, at all.
Let us put it another way. Do you think an Inty should be able to warp up to a gate, tackle a target and immediately jump out? Now imagine that target is a fleet and it lasts for minutes instead of seconds.
You shouldn't get a get out of harms way free card just because you guys get picked on. If that were the case, I want ECM on Blackbirds and scorpions to not be considered aggressive so I can jump/dock after shutting people down.
See what I mean?
Netto Celestial Fleet - We care. |
Grimpak
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Posted - 2006.03.30 17:35:00 -
[36]
Originally by: Netto
Originally by: Grimpak
Originally by: Netto I just want the stupid things to flag you so you can't immediately jump or dock after deploying one. It's cheap and unbalanced. I've been petitioning it and writing bug reports on it. Hopefully someone will wake up and realize how retarded that is.
Netto
that would royaly screw interdictor pilots. Life's hard to us already. We are always primary and we must scream every time in TS "OMG SPHERE LAUNCHED!" or "OMG GET THEM BEFORE THEY ARE OUT OF RANGE!"
and Vmir Gallahasen, about that thing of the sphere + bubble, Spheres don't last forever, bubbles do.
It's too abusable in it's current state. If the only thing you use your dictor for is raping gate camps, you have practically NO chance of dying, at all.
Let us put it another way. Do you think an Inty should be able to warp up to a gate, tackle a target and immediately jump out? Now imagine that target is a fleet and it lasts for minutes instead of seconds.
You shouldn't get a get out of harms way free card just because you guys get picked on. If that were the case, I want ECM on Blackbirds and scorpions to not be considered aggressive so I can jump/dock after shutting people down.
See what I mean?
Netto
I know what you mean, but making them flagged after deploying a sphere would make them useless. They are already tin-foiled. an Afrig eats them for breakfast and still has space for more.
A well flown inty *CAN* solo kill an interdictor, and I won't even talk about cruisers. ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Netto
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Posted - 2006.03.30 17:43:00 -
[37]
Honestly, if the only way they are useful is to use a really lame loophole then the overall balance of the ship needs some serious tweaking.
This thing should concievably be able to hold it's own against any inty solo, and put up a nasty fight to any AF. I'm not saying they should be "I WIN" buttons vs. them but more closer matched then they currently are.
Netto Celestial Fleet - We care. |
Grimpak
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Posted - 2006.03.30 17:50:00 -
[38]
Originally by: Netto Honestly, if the only way they are useful is to use a really lame loophole then the overall balance of the ship needs some serious tweaking.
This thing should concievably be able to hold it's own against any inty solo, and put up a nasty fight to any AF. I'm not saying they should be "I WIN" buttons vs. them but more closer matched then they currently are.
Netto
then give it more armour/resists and say goodbye to intis cuz interdictors become a better tackler
honeslty netto, I think that the no-flagging thing is intended. Other than that and you would need to seriously re-think the interdictor, and that would open a new can of worms. ----------------
Originally by: Abdalion Shoot him ingame if you don't like this person. If you do like him, go mine veldspar with him.
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Netto
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Posted - 2006.03.30 22:51:00 -
[39]
I just refuse to believe that a ships balance is hinged around preforming hostile actions that are counted as hostile.
But regardless, the bug you stated also needs to be fixed. I'm going to try and email the devs again and see if I can get an actual response about this issue. If it's intended then I'll just forever hate that ship.
Netto Celestial Fleet - We care. |
Grenbac
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Posted - 2006.04.06 07:22:00 -
[40]
Originally by: Netto
You shouldn't get a get out of harms way free card just because you guys get picked on. If that were the case, I want ECM on Blackbirds and scorpions to not be considered aggressive so I can jump/dock after shutting people down.
See what I mean?
Netto
Strange to hear this kind of words from pilot, who can jam 6 intys in his scorp... You think this is fair enough??
Yes, ****tors are very fragle, so 2 intys can easyly kill it. Im not talking about assault frigs...
And back to topic, all bugs you discribed, + one that sphere often not work if you place it in the middle if the gate. Taking that ship declack approx 12-13 km from gate, and gates size, lots of time it was like appeared 17-18km from me (dropped probe) and just warp away, as there is no shere at all. Ships and pods...
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Tobber Harley
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Posted - 2006.04.24 20:42:00 -
[41]
Originally by: Deja Thoris
Originally by: Netto I just want the stupid things to flag you so you can't immediately jump or dock after deploying one. It's cheap and unbalanced. I've been petitioning it and writing bug reports on it. Hopefully someone will wake up and realize how retarded that is.
Netto
I'm sure CCP thought long and hard before making that decision.
The way it is currently makes it a tactical game. If your concept of how it should work was implemented it would be a "suicide the ship and pod mission" almost every time.
Yes, CCP did make a decision. Just read the official RMR Features:
CCP: "Interdictors are elite destroyers with the ability to launch small anti-warp bubbles. These bubbles are not as effective as mobile structures that can be anchored; they have a limited life span and reduced range. Because the bubble is projected spherically from the point of origin, the Interdictor pilot will be effectively warp-jamming himself along with any other targets in the suppression area. To compensate, the turret RoF penalty is removed, and these ships will inflict considerable pain as a result. They require knowledge of interceptors, have similar defensive bonuses, and are nearly as fast. Each type will have one or more launcher slots."
Interdictors are NOT supposed to be able to warp out when it launches a sphere, so if they can it's obviously a bug...
Regards, Tobber...
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Kaylana Syi
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Posted - 2006.04.24 21:46:00 -
[42]
Edited by: Kaylana Syi on 24/04/2006 21:51:52
Originally by: Grimpak Edited by: Grimpak on 29/03/2006 13:08:15
Originally by: Shaemell Buttleson Edited by: Shaemell Buttleson on 29/03/2006 12:25:54 The fact you can launch a new one before the old one has disapeared (ie better ROF) suggests to me maybe they should be used to bubble up more than 1 gate in a system!
yes but that's not the point. the point is 2 shperes at the same gate = nullify both spheres, and sphere + warp bubble at the same gate = sphere doesn't work.
PS: one day we'll master the spheres and manage to get you guys
What exactly is wrong with this? Should it be overly easy to gank people more so than it is now?
Originally by: "Oveur" I don't react to threats any better than you do
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MOS DEF
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Posted - 2006.04.24 21:57:00 -
[43]
The only problem i see with dictors right now is that overlapping bubbles stop to warp making the enmy warp out. Actually i saw the enemy exploiting this by droppign a bubble into my bubble to get away allready.
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Ciara Daag
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Posted - 2006.12.12 01:24:00 -
[44]
Originally by: Nyphur
Originally by: Grimpak ...and yes you can launch 1 right at the middle of the gate, making everyone that jumps in unable to warp away imediatly without crossing those final 5km.
oh and they also suck you in. deployed a sphere at a gate and the targets were sucked by them.
So they work just like normal bubbles anyway. Sounds OK to be, why would you really need more than one out at a time? I'm probably missing something obvious here ^^;
Because thats the whole point of hte ships bonus. It gets less cycle time on its launcher. With interdictor V you can launch twoat a time,but then they dont work,so all the interdictor gets is a few percent kinetic missile damage and a broken launcher.
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Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.12.12 01:30:00 -
[45]
Originally by: Ciara Daag
Originally by: Nyphur
Originally by: Grimpak ...and yes you can launch 1 right at the middle of the gate, making everyone that jumps in unable to warp away imediatly without crossing those final 5km.
oh and they also suck you in. deployed a sphere at a gate and the targets were sucked by them.
So they work just like normal bubbles anyway. Sounds OK to be, why would you really need more than one out at a time? I'm probably missing something obvious here ^^;
Because thats the whole point of hte ships bonus. It gets less cycle time on its launcher. With interdictor V you can launch twoat a time,but then they dont work,so all the interdictor gets is a few percent kinetic missile damage and a broken launcher.
necro tbh -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons
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Ciara Daag
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Posted - 2006.12.12 01:37:00 -
[46]
Originally by: Grimpak
Originally by: Ciara Daag
Originally by: Nyphur
Originally by: Grimpak ...and yes you can launch 1 right at the middle of the gate, making everyone that jumps in unable to warp away imediatly without crossing those final 5km.
oh and they also suck you in. deployed a sphere at a gate and the targets were sucked by them.
So they work just like normal bubbles anyway. Sounds OK to be, why would you really need more than one out at a time? I'm probably missing something obvious here ^^;
Because thats the whole point of hte ships bonus. It gets less cycle time on its launcher. With interdictor V you can launch twoat a time,but then they dont work,so all the interdictor gets is a few percent kinetic missile damage and a broken launcher.
necro tbh
This is still relevant ,interdictor spehers are still bugged,or at least were last time I could check,of course now they are even more bugged if it was unintentional,or totally nerfed if not,since our ships bonus has been stripped from it completely.
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Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.12.12 01:50:00 -
[47]
Originally by: Ciara Daag
Originally by: Grimpak
Originally by: Ciara Daag
Originally by: Nyphur
Originally by: Grimpak ...and yes you can launch 1 right at the middle of the gate, making everyone that jumps in unable to warp away imediatly without crossing those final 5km.
oh and they also suck you in. deployed a sphere at a gate and the targets were sucked by them.
So they work just like normal bubbles anyway. Sounds OK to be, why would you really need more than one out at a time? I'm probably missing something obvious here ^^;
Because thats the whole point of hte ships bonus. It gets less cycle time on its launcher. With interdictor V you can launch twoat a time,but then they dont work,so all the interdictor gets is a few percent kinetic missile damage and a broken launcher.
necro tbh
This is still relevant ,interdictor spehers are still bugged,or at least were last time I could check,of course now they are even more bugged if it was unintentional,or totally nerfed if not,since our ships bonus has been stripped from it completely.
yeah, it's still true that the damn spheres stop functioning near a deployable bubble -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons
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Bardi MecAuldnis
Amarr Pirates of Destruction Union
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Posted - 2006.12.12 02:58:00 -
[48]
So, what you're telling me is not to drop the 32 mil on the Graviton Physics skillbook?
Did I get that right?
Ah, what the hell, I might as well. I'm used to flying suicide ships... --- Hey hey let's go kenka suru! Taisetsuna mono protect my balls! Boku ga warui so lets fighting! LET'S FIGHTING LOVE!!! |
Waldo McBiggs
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Posted - 2006.12.12 03:46:00 -
[49]
time and expense for this ship is ridiculous, that is my one and only point. 36 mill for the skillbook, I petitioned it cause I thought it was a bug lol.
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Felix Dzerzhinsky
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Posted - 2006.12.12 03:52:00 -
[50]
The issue with Interdictor Sphere Bubbles was brought up in the EON magazine article on Interdictors - I think the Devs are quite aware of the issues, but like many things in EvE, it will be fixed 'soon<m>'.
basically, they know, don't hold your breath waiting for the fix. . .
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Marine Raider
Minmatar Black Lance Dusk and Dawn
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Posted - 2006.12.12 05:30:00 -
[51]
Interdiction Sphere Launchers need a fix in a bad way after Revelations came out. When I was in 0.0 today I deployed a bubble and my launcher was on manual so as to not make me waste precious bubbles (50k a pop is not cheap). The problem is that once i switch off the bubble launcher, i have to wait 120 seconds to be able to fire another bubble and there always seems to be a 50-60 second delay where I can't deploy a bubble. Anyone got a fix for this? _______________________________________________
Raiders Company - WE SET THE PACE USMC
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deadok
Amarr Free Space Pilots aka Banderlogs Red Alliance
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Posted - 2006.12.12 17:36:00 -
[52]
Edited by: deadok on 12/12/2006 17:36:28 So, you have Interdictors at III or less, aren't you? Probe lifetime halved, probe launcher activation time halved, but there is new counter(added in kali) which denies deployment of probe after warp/jump. And looks like it wasn't halved. So we got 72sec delay by shiptimer, and 144sec timer (2m24sec) by world timer BUG???
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