I'd like to bring the discussion back for a reason.
Gates to traders and small vessels:
As I think, pulses on jump gates were supposed to prevent pirate activity near gates, but they're actually doing more harm to traders than pirates themself. I can bring pirates hiding behind trader's ship making the gate shooting at the trader instead, or just NPCs appearing in the middle of nowhere forcing the gate to shoot at them (often ending in transport being shot as it's been in way of the projectile) What's more I'd like to bring all the small snubcraft that can get hurt because of those pulses, losing their nanobots for literally no purpose.
Gates against the piracy:
To be honest, I've seen as many pirates sitting at gates as in the middle of lanes. They just leave their ships in point-blank of the gate, leaving them enough time to intercept the trader and jump through if necessary (faster or slower, depending on used shiptype). And I'm typing that as a member of two trading factions. Gates doesn't really stop piracy around them.
tl : dr ==> Pulses on gates are harmful and should be removed. They're creating more problems for people they shouldn't
Ye, remove.
They proved to be useless at the intended function of discouraging cap-piracy at gates and yes, they are very annoying for snubs bc they insta-deshield them.
The funny thing is that they usually hit my transport anyways so if their intention was to discourage cap piracy it at least made it use one pulse less for my trader to die.
pirates can find victims to pirate against, EVERYWHERE on the mod ...
I actually disagree with this thread 100% and would like to see more defenses on the Jump gates to prevent camping
I actually stay at the lanes, or in open space and still find victims to pirate so i don't really know what's the point of removing the weapons from the gates!
Also, this topic became a fossil ... don't you get bored from discussing it over and over ... and over lol
Quote:what's the point of removing the weapons from the gates!
Because they're creating more problems to transports (because of randomly hitting them with pulses) than to actual pirates. Pulses don't really prevent piracy in JG's closest proximity. And if they were ever meant to, they failed. That's why I see no point in keeping them on gates, as they're creating more problems than benefits.
The funny thing is, when you're getting pirated near JG, your ship gets hit more often than the pirate.
The most noticeable thing they do is when I jump:
A: With a ship hostile to the gate: Rip my shield if I don't move immediately.
B: With a transport: Take my shield immediately because of hostile npcs or players
C: With a transport: Take out the lane because of hostile npcs or players
What pulses on jumpgates don't do on my pirate: Scare me at all but make me cut rp shorter because I keep getting shot at. I think they should go away since they do nothing but be a nuissance. It's like NPCs back in the day. Very annoying but they didn't add anything to any kind of interaction.
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(11-24-2016, 03:10 PM)Tachyon Wrote: Various solar loadouts are currently being reviewed, gate pulses included. As a result, any discussion about this subject is very much welcome.
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(11-24-2016, 03:10 PM)Tachyon Wrote: I deleted gate pulses a second ago lol