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What the Delta fight showed: Capital & Group Fights being ruined by...

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Pages (15): « Previous 1 … 7 8 9 10 11 … 15 Next »
What the Delta fight showed: Capital & Group Fights being ruined by...
Offline Jack_Henderson
11-09-2017, 04:49 PM,
#81
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

(11-09-2017, 04:42 PM)Sombra Hookier Wrote: You're butthurt, you said it yourself. Calm down, take a sandwich and think about how you might not end up NEMPed next time.

How often do I have to say it: I did not die in the fight and I was not nemped. Big Grin
But see: even you are suggesting that the NEMPs should be changed somewhat. That's exactly the discussion I was trying to have and that imo should be had after such a fight in which it became clear that there is a necessity for discussion.
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Offline Durandal
11-09-2017, 04:49 PM,
#82
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

(11-09-2017, 04:34 PM)Thyrzul Wrote: Until now I was under the impression that NEMPs - as well as SciData and anything related - are supposed to be rare. When did that change?

When Spazzy made them purchasable for 200 mil per warhead/400 per shot during events and people stockpiled them en masse. Terrible idea.
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Offline Sombs
11-09-2017, 04:49 PM,
#83
Naughty Catto
Posts: 6,790
Threads: 501
Joined: Feb 2014

(11-09-2017, 04:45 PM)Jack_Henderson Wrote:
(11-09-2017, 04:38 PM)Foxglove Wrote: That doesn't remove the fact that the JDs are intended to work offensively. How about you offer something constructive instead of screaming 'remove'? How would you make them work, Jack if you don't believe they are fine currently.

A good start would be to remove the capability to use JD and cloak at the same time.
When you see a ship approaching, you can at least act somehow.
Right now, if you do it correctly, it looks like:

> Invis ship uses the chaos to fly in
> jump 2-5 ships out to a max painful position (chosen purely by gameplay mechanisms)
> jumper stays cloaked (never any chance to actually do anything)
> jumper keeps watching the jumped out players while cloaked so that they cannot suicide or selfkill (screening for blue message + pvp death against group)
> jumper then suicides himself
> respawns and does it all again.

If cloaks did not work with JD, the jumpship would find itself in a fight to the death in a place it jumped the people to, or would at least have to cruise away - killing off the cancerous "guarding for blue message" part that aims almost directly at sanctionlancing. It would also reduce the troll-aspect because the jumper would actually be in danger and there would actually be a chance to die in it.

You had 500 Cloak Disruptors spammed during the entire fight and complain that one didn't get hit by it. Implo had luck, nothing more. Stop acting as if they were totally broken, even Order made use of the new tactics.




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Offline Shinju
11-09-2017, 04:49 PM,
#84
Federal Humanitarian
Posts: 2,030
Threads: 234
Joined: Jun 2014

(11-09-2017, 04:45 PM)Jack_Henderson Wrote: A good start would be to remove the capability to use JD and cloak at the same time.
When you see a ship approaching, you can at least act somehow.
Right now, if you do it correctly, it looks like:

> Invis ship uses the chaos to fly in
> jump 2-5 ships out to a max painful position (chosen purely by gameplay mechanisms)
> jumper stays cloaked (never any chance to actually do anything)
> jumper keeps watching the jumped out players while cloaked so that they cannot suicide or selfkill (screening for blue message + pvp death against group)
> jumper then suicides himself
> respawns and does it all again.

If cloaks did not work with JD, the jumpship would find itself in a fight to the death in a place it jumped the people to, or would at least have to cruise away - killing off the cancerous "guarding for blue message" part that aims almost directly at sanctionlancing. It would also reduce the troll-aspect because the jumper would actually be in danger and there would actually be a chance to die in it.

Cloak Disruptor and almost all of your points are void. Cruise Disruptor and the rest is gone as well. So easy.

"No step on Snek..."
Nome Wrote:my english is my english!
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Offline Sombs
11-09-2017, 04:51 PM,
#85
Naughty Catto
Posts: 6,790
Threads: 501
Joined: Feb 2014

(11-09-2017, 04:49 PM)Jack_Henderson Wrote:
(11-09-2017, 04:42 PM)Sombra Hookier Wrote: You're butthurt, you said it yourself. Calm down, take a sandwich and think about how you might not end up NEMPed next time.

How often do I have to say it: I did not die in the fight and I was not nemped. Big Grin
But see: even you are suggesting that the NEMPs should be changed somewhat. That's exactly the discussion I was trying to have and that imo should be had after such a fight in which it became clear that there is a necessity for discussion.

The only problem I have with NEMPs is the fact that I am the only person having done construction RP about it. Don't pretend I agree with you on the gameplay aspect. They are the best way to even out number-based ganks.




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Offline nOmnomnOm
11-09-2017, 04:51 PM,
#86
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

(11-09-2017, 04:49 PM)Durandal Wrote:
(11-09-2017, 04:34 PM)Thyrzul Wrote: Until now I was under the impression that NEMPs - as well as SciData and anything related - are supposed to be rare. When did that change?

When Spazzy made them purchasable for 200 mil per shot during events and people stockpiled them en masse. Terrible idea.

it was the players that sold them for 200 mills . not spazzy
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Offline Foxglove
11-09-2017, 04:53 PM,
#87
Actually Sombra
Posts: 2,461
Threads: 169
Joined: Dec 2015

But Jack. What about Cloak Disruptors? What prevents you from utilizing those?
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Offline sindroms
11-09-2017, 04:54 PM,
#88
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

There was a time when, right after the implementation of the launcher and when the 2 ammo limit, I allowed the server to stock up on warheads by purchasing them off special POBs for a limited amount of time. So 400mil per shot.

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Offline Freeroamer
11-09-2017, 05:14 PM,
#89
Member
Posts: 1,126
Threads: 90
Joined: Jul 2013

In my opinion, I feel that the jump thing needs to be fixed... As it has been the case where Civilian carriers have jumped outcasts or other vessels while they were in combat with lawful forces

[Image: freeroamer.gif]
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Offline ronillon
11-09-2017, 06:02 PM,
#90
Copper Storage Depot
Posts: 563
Threads: 19
Joined: Oct 2012

(11-09-2017, 04:45 PM)Jack_Henderson Wrote: A good start would be to remove the capability to use JD and cloak at the same time.
When you see a ship approaching, you can at least act somehow.
Right now, if you do it correctly, it looks like:

> Invis ship uses the chaos to fly in
> jump 2-5 ships out to a max painful position (chosen purely by gameplay mechanisms)
> jumper stays cloaked (never any chance to actually do anything)
> jumper keeps watching the jumped out players while cloaked so that they cannot suicide or selfkill (screening for blue message + pvp death against group)
> jumper then suicides himself
> respawns and does it all again.
Why blind jump? set the coordinates and chose the destination yourself.
Immediately after the jump, people will fire up cloak disruptors. Even the fighter ones do have 3k range, when multijumping, you will appear 1k away max.
If you manage to run away from your victims, you can jump back to fight, or to your home base to restock. (Hmm, jumping allied ships to safety for ammo and repairs? After 3 minutes back in action? Just an idea.)





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