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Thread: Minimum Warp range to 250km?

  1. #1
    Ophichius's Avatar
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    Minimum Warp range to 250km?

    This isn't so much a 'fix this problem' suggestion as collecting opinions/ideas. Right now ubiquitous, fast probes make fighting over 150km entirely irrelevant, and even fighting near 150km is largely pointless. Pushing the minimum warp range out to 250-350km would open up more options for extreme range fits, but I don't really have enough experience with the old days of 200km+ sniper fleets to judge if making extreme range viable again would be good or bad for the game.

    What do you folks think?

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Failing the Voight-Kampff test, one tortoise at a time.

  2. #2
    Redclaws's Avatar
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    Yup, go even larger to 1000km (no more on grid warping), enlarge grids and remove the 250km target limit as well while you're at it.

  3. #3
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by Redclaws View Post
    Yup, go even larger to 1000km (no more on grid warping), enlarge grids and remove the 250km target limit as well while you're at it.
    That would be a great expansion-binding change

  4. #4
    Ophichius's Avatar
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    Just to add some fodder, apparently BL found a way around the issue with Slippery Pete fleets.



    Clever, though incredibly vulnerable to a real sniper fleet (Which, in turn, is incredibly vulnerable to brawler fleets.)

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Failing the Voight-Kampff test, one tortoise at a time.

  5. #5
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by Ophichius View Post
    Just to add some fodder, apparently BL found a way around the issue with Slippery Pete fleets.


    Clever, though incredibly vulnerable to a real sniper fleet (Which, in turn, is incredibly vulnerable to brawler fleets.)

    -O
    I cant be the only one who finds it incredibly annoying when people use "comedy" fleet names rather than something actually descriptive. I cant watch the video, what kind of fleet is this?

  6. #6
    Ophichius's Avatar
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    Quote Originally Posted by Lallante View Post
    Quote Originally Posted by Ophichius View Post
    Just to add some fodder, apparently BL found a way around the issue with Slippery Pete fleets.


    Clever, though incredibly vulnerable to a real sniper fleet (Which, in turn, is incredibly vulnerable to brawler fleets.)

    -O
    I cant be the only one who finds it incredibly annoying when people use "comedy" fleet names rather than something actually descriptive. I cant watch the video, what kind of fleet is this?
    "Unprobeable interdiction nullifier rail sniper Tengu fleet" is a bit of a mouthful.

    They look like this:
      Spoiler:

    [Tengu, Slippery Pete]
    Magnetic Field Stabilizer II
    Magnetic Field Stabilizer II
    Magnetic Field Stabilizer II

    Conjunctive Gravimetric ECCM Scanning Array I
    Conjunctive Gravimetric ECCM Scanning Array I
    Conjunctive Gravimetric ECCM Scanning Array I
    Sensor Booster II, Targeting Range Script
    Tracking Computer II, Optimal Range Script
    Tracking Computer II, Optimal Range Script

    250mm Railgun II, Spike M
    250mm Railgun II, Spike M
    250mm Railgun II, Spike M
    250mm Railgun II, Spike M
    250mm Railgun II, Spike M
    250mm Railgun II, Spike M

    Medium Hybrid Locus Coordinator II
    Medium Hybrid Locus Coordinator II
    Medium Hybrid Metastasis Adjuster I

    Tengu Defensive - Supplemental Screening
    Tengu Electronics - Dissolution Sequencer
    Tengu Engineering - Power Core Multiplier
    Tengu Offensive - Magnetic Infusion Basin
    Tengu Propulsion - Interdiction Nullifier


    336 DPS/1k Alpha @ 207+25, lock to 206 with fleet bonuses. Can't be bubbled, require perfect probing (covops, rigs, max skills, virtue set, hardwire, strength booster, faction launcher + probes) to probe down.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Failing the Voight-Kampff test, one tortoise at a time.

  7. #7

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    edit: GRRR CROSSPOSTED
    edit2: finally, a purpose for range bonused target painters LOL

    [Tengu, Kenndo's Tengu]
    Magnetic Field Stabilizer II
    Magnetic Field Stabilizer II
    Magnetic Field Stabilizer II

    Conjunctive Gravimetric ECCM Scanning Array I
    Conjunctive Gravimetric ECCM Scanning Array I
    Conjunctive Gravimetric ECCM Scanning Array I
    Sensor Booster II,Scan Resolution Script
    Tracking Computer II,Tracking Speed Script
    Tracking Computer II,Tracking Speed Script

    250mm Railgun II,Spike M
    250mm Railgun II,Spike M
    250mm Railgun II,Spike M
    250mm Railgun II,Spike M
    250mm Railgun II,Spike M
    250mm Railgun II,Spike M

    Medium Hybrid Locus Coordinator II
    Medium Hybrid Locus Coordinator II
    Medium Hybrid Metastasis Adjuster I

    Tengu Defensive - Supplemental Screening
    Tengu Electronics - Dissolution Sequencer
    Tengu Engineering - Power Core Multiplier
    Tengu Offensive - Magnetic Infusion Basin
    Tengu Propulsion - Interdiction Nullifier
    Last edited by Shin_getter; November 20 2013 at 11:29:21 AM.

  8. #8
    Marlona Sky's Avatar
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    BL never uses those Tengus if there is actually a fleet that can hit them from that far. Sure there is ways to 'deal with them', but if those ways are present, the Slippery Petes are not even undocked.

  9. #9

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    Quote Originally Posted by Marlona Sky View Post
    BL never uses those Tengus if there is actually a fleet that can hit them from that far. Sure there is ways to 'deal with them', but if those ways are present, the Slippery Petes are not even undocked.
    Wait, you mean BL is taking advantage of the rock-paper-scissors meta???

  10. #10

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    If MJDs allow a 100km straight "warp" every 3 minutes, i would say 300km as the minimum warp distance should be a balanced option, but keep the cap targeting limit at 250km.

    That would allow some level of "tactical" positioning using MJDs, warp in points and MWD to maintain superiority.

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