Last edited by W0lf Crendraven; July 9 2012 at 03:46:27 PM. Reason: double post
To the people talking about jita camping etc etc - with the (already deployed?) changes to logi (iirc logi's get aggression for repping now?) this would shut down most of the faggot privateer/lolorphanage campers in jita tbh. They can't use pimp ships, and they can't have their neutral logi(or if they do, they'll die and can't deaggro no matter what due to u aggroing them) so they'd generally failscade tbh. Only option to them would be mass falcons (which might be another issue, but that's at least theoretically counterable, whereas it gets mathematically impossible to counter slaved officer fit loltanked ships w/logi before deaggro time.)
Now we just need to get this to the CSM (we don't have any station game faggots on CSM do we? It might get thru \o/, and we don't have mittens on there to derail somehow-altho goons would arguably benefit from this due to :lolblob.
Not yet anyway, which in CCP terms means 2013+
Back to the original topics:
links just reduce the number of insta-locking tacklers the camp needs. Without link and thus reduced range, I expect they can cover the same area with ~3 people. Perhaps it takes only 2, perhaps 6, maybe it depends on the exact gate & alignable celestials. But they can still insta-lock, tackle, blap.
Stacking the RSB and SBs seems a no-brainer. Also having T3s with interceptor scan res is them going beyong the jack-of-all-trades, master-of-none boundaries, so probably slightly turn that down too.
Pre-heating/cycling modules while jump-cloaked would be great. In fact, I'm sure there was a bug where it was possible, and I don't see any reasonable downside. The UI+network is far too slow to wait for feedback that a module's set to heat before you have to activate it half the time, you just trust it'll be heated and sometimes fail, pilot skill is outdone by non-perfect implementation.
As for making smaller ships have a smaller sig, and/or more agile, this also factors into applying damage to them, especially via the tracking formula. The problem is, while these changes are tempting, it's because the tracking formula is still shit, arties will too easily blap a frig starting to mwd from 0km/s.
With certain heated prop mods, less-easily-achieved scan res, and the titan tracking hack brought into all turret calculations, do you think we'd find the problem solved?
Or how about that idea that the locking mechanic has optimal + falloff? Would optimal be sufficiently relatively short that burning back to gate with a camper on it vs burning away made any effective difference (which would probably start breaking large nullsec fleet fights) or would it really just mean the lockers & blappers could get unlucky w.r.t. catching you if you get a lucky spawn around the gate? Again that's still not something you can learn to improve, random spawn is random (...or is it, or does it try to put people in the largest space left unoccupied?)?
Heh, the good old days when Dual Rep Megas ruled because all pvp had to happen at 20km and under
Actually an '06.
MWO: Northern Nomad
Nanocane doesnt have webs! And it really isnt hard to avoid gatecamps, the map usually shows them pretty well! And if you jump into a roaming gang thanits unlikely that they have a instalocking ship! And really who could possibly thank that long point ranges are a problem!
Solo pvp is alive and better than in a long time, thanks to fw!
What you mean with solo pvp is pvpppp while roaming far out and expecting not to get blobbed/falconed or kited while not flying a ktiing ship yourself, and if thats dead no one really cares! Normal solo pvp (with scouting alts and/or links) or even true solo pvp (at least in lowsec) is well and good!
Prom is bitter.
Solo is fine.
Instalocking does bug me, my pod was locked by a gate camp the other day.... That should be impossible. Made especially annoying as it was my +5 clone
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Contracts to 'Admiral Rufus' please