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[proposal fix excessive use of npc jamming apply duration and frequency limitation.

Author
Corian Teranos
Deep Core Mining Inc.
Caldari State
#1 - 2012-12-13 03:05:48 UTC  |  Edited by: Corian Teranos
The title speaks for it's self especially with minor spawns in low level missions and in asteroid belts. the use of npc jamming is normally ineffectual especially if your ship has a perma tank that can survive anything the current spawn has to dish out. the issue is that it wastes valuable time and is annoying. small trash spawns should not be able to keep a ship perminintly jammed for more than a few seconds at a time with a decent gap between jamming attempts anything else results in a stalemate situation where neither the npc nor the player in question can win. especially if the npc's have warp scrambled you ship you can be stuck in a room for hours before you manage to take out just one of the frigates. and lets face it most pirates if they realized they could not kill you would either run away or call in reinforcements not just sit there like retards and keep shooting and locking a invulnerable ship. and while there are modules that mitigate jamming they cost slots and consume power which can literally destroy your intended fit's functionality.

npc ships need to have some kind of link between them that prevent 3 + ships from perm-jamming under any circumstances there need to be gaps at regular and fairly frequent intervals to mitigate the issues. this was never an issue prior to retribution.