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Player Features and Ideas Discussion

 
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Change for warp disruptor (ship)

First post
Author
Christopher Mabata
Northern Accounts and Systems
#41 - 2014-10-09 11:42:01 UTC
WILLY TROPICAL wrote:
Zoltar Nosisk wrote:


3. You tell me how I should pvp and that its fine. I played in nuli secunda and have flown Dreadnaughts! I am at the top of the line where so many of all of you replying will not get.


Ok, this is a troll thread, right?



I feel like if i put my own brain in a hot frying pan with my morning eggs it would be much less painful than reading that again.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

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Zoltar Nosisk
Hedion University
Amarr Empire
#42 - 2014-10-09 11:43:16 UTC
Christopher Mabata wrote:
WILLY TROPICAL wrote:
Zoltar Nosisk wrote:


3. You tell me how I should pvp and that its fine. I played in nuli secunda and have flown Dreadnaughts! I am at the top of the line where so many of all of you replying will not get.


Ok, this is a troll thread, right?



I feel like if i put my own brain in a hot frying pan with my morning eggs it would be much less painful than reading that again.


Another who cannot fly capitals and jealous...

Please focus on the topic, warp disruptors need to change!
Christopher Mabata
Northern Accounts and Systems
#43 - 2014-10-09 11:46:27 UTC
Zoltar Nosisk wrote:
Christopher Mabata wrote:
WILLY TROPICAL wrote:
Zoltar Nosisk wrote:


3. You tell me how I should pvp and that its fine. I played in nuli secunda and have flown Dreadnaughts! I am at the top of the line where so many of all of you replying will not get.


Ok, this is a troll thread, right?



I feel like if i put my own brain in a hot frying pan with my morning eggs it would be much less painful than reading that again.


Another who cannot fly capitals and jealous...

Please focus on the topic, warp disruptors need to change!


Can't fly capitals? What?
Mate I Fly carriers and jump freighters
And can SIT in dreads

Warp disruptors dont need a nerf, this is just a rapidly devolving and almost well executed troll thread.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

afkalt
Republic Military School
Minmatar Republic
#44 - 2014-10-09 11:46:58 UTC
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much range.

very imbalanced.
my ship has no engine
no guns.

must fix.
Samillian
Angry Mustellid
#45 - 2014-10-09 12:09:01 UTC  |  Edited by: Samillian
Zoltar Nosisk wrote:
Samillian wrote:
OP, your premise is faulty and your arguments are spacious and without foundation as is your arrogance.

Next time you buy a character I suggest you don't expect it to be a passport to instant success.


If you can not fly a capital ship, you come and bash on those who can?

What a man this is


OK I'll bite even though I shouldn't really feed the troll.

All four Dreads and Carriers here (though why I bothered with the Pheonix is something of a mystery to me, OCD or no OCD maybe when the rebalance lands it will come good) at various levels of skill from poor to reasonable as well as JF and Rorqual on my Indy character.

What can I say except that when it comes to training up a ship class, I just have to do them all.

Oh and disruptors don't need a nerf just to stay slightly on topic.

NBSI shall be the whole of the Law

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#46 - 2014-10-09 13:28:21 UTC  |  Edited by: Bronson Hughes
Zoltar Nosisk wrote:
Samillian wrote:
OP, your premise is faulty and your arguments are spacious and without foundation as is your arrogance.

Next time you buy a character I suggest you don't expect it to be a passport to instant success.


If you can not fly a capital ship, you come and bash on those who can?

What a man this is

Considering that all you've done since buying your character is lose a pod in Jita and whore on some killmails using a Malediction, your presumption to discount those who cannot fly capitals seems a bit unwise. Having said that, I can, and have, flown dreads and carriers for a number of years.

You keep saying that the counters listed repeatedly don't work, yet you ignore the tales of people who say that yes, they do. If they didn't work, my killboards would be far, far more populated than they are now (both with kills and losses).

Keep in mind that your combat experience since buying your character has been somewhat skewed: you only have kills in a Malediction, which, by design, is very fast and can warp disrupt from a very long range. Many of the counters listed earlier in the thread won't work against them, but other counters exist. Light missiles, light drones, Minnie/Gallente Recons/EAFs, and heavy neuts (especially range bonused ones) will ruin most 'ceptor's days right quick. Not to mention...other 'ceptors.


Warp Disruptors and Warp Scramblers are not overpowered, and they don't need to have their ranges shortened. Fleet 'ceptors are very, very good at tackling other ships because that's their job, but they are paper-thin, die very quickly if they get caught and, after the most recent changes, can't generally apply good DPS at range while maintaining a high speed orbit.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Khema Fera
Doomheim
#47 - 2014-10-09 13:48:57 UTC
Warp Core Stabilizers.
But it ruins targeting range and lock speed? Well, you shouldn't need to worry about that because you just want to run away, anyway! Also, before you bullshit about not wanting to run away.. Why do you need them nerfed if you don't?
Also, I would like to see you fight someone in a dread.
Next point.. Uhhhh.
Oh yeah!
Drones. If you really think that running away is pvp but only when you can't win, then use drones. Drones not strong enough, you say? If you think that being in NS means absolutely anything and drones aren't strong, go take a look at GrimmRippers kill board, a few days ago when he lost a taranis.
Ju0ZaS
The Scope
Gallente Federation
#48 - 2014-10-09 13:57:31 UTC
Not sure if OP is trolling.

Are you going to fight me or do you expect to bore me to death with your forum pvp?

Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#49 - 2014-10-09 14:15:55 UTC
If anything warp disruptors need a slight buff with the current meta. 28km base range for TII would be nice.
Christopher Mabata
Northern Accounts and Systems
#50 - 2014-10-09 14:17:00 UTC
Vadeim Rizen wrote:
If anything warp disruptors need a slight buff with the current meta. 28km base range for TII would be nice.


i would support that, though as not to devalue faction ones add 2kms to them as well.

Arazu's would be even more evil with that change muahaha

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Phaade
LowKey Ops
Snuffed Out
#51 - 2014-10-09 14:59:14 UTC
Nobody (reasonable) has a problem with 24km point range.

What they do have a problem with are linked interceptors that point out past 42km (forty-two!).

Don't get me started on Garmurs.
ShahFluffers
Ice Fire Warriors
#52 - 2014-10-09 17:20:52 UTC
OP is a bought character and clearly doesn't know how to PvP beyond "F1" fleet monkey work.

Warp disruptors and warp scramblers are fine. There are ways to counter/escape them... there are ways to avoid them... and not every situation will be in your favor or allow you to do either.
Moreover, they each have their respective strengths and weaknesses that make them better or worse depending on the situation.

Not supported.


note: for disclosure, I am a part-time capital pilot that routinely engages in small-gang warfare involving frigates, destroyers, and the occasional cruiser. I have kited, brawled, won, and lost.

And yes... not every ship can escape from a warp disruptor. That means the ship is probably...
- not fitted properly (you should have a countermeasure of some sort)
- used improperly (you should not expect to win a kiting match in a slow-ass battlecruiser)
- not good for solo work (like stealth bombers, battleships and capital ships, *hint hint*)
- all of the above
Sigras
Conglomo
#53 - 2014-10-09 18:03:43 UTC  |  Edited by: Sigras
There are these modules called Micro Jump drives... in fact they just recently added a medium micro jump drive which can be fit on battlecruisers... they tend to get you out of warp disruptor range pretty quickly

Additionally your proposed changes make kiting ships completely obsolete... at those ranges the ONLY ships possible for solo work would be blaster ships because you'd have to come into web range to ensure your target doesnt just run away...

Additionally CCP, this is the reason we need the ability to downvote threads.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#54 - 2014-10-09 18:11:01 UTC
Ill take it you are new here, have you tried warp stabs?

if your afraid of a interceptor then you will hate to see a heavy interdictor who infinite point has 28 kms or so without over heat and it doesnt let you use warp stabs.

And if this isnt an alt and you are in an NPC corp then stay out of null sec, interceptors die to gate guns in low sec because they have the IWIN buttons.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Khema Fera
Doomheim
#55 - 2014-10-10 03:53:35 UTC
Agondray wrote:
Ill take it you are new here, have you tried warp stabs?

if your afraid of a interceptor then you will hate to see a heavy interdictor who infinite point has 28 kms or so without over heat and it doesnt let you use warp stabs.

And if this isnt an alt and you are in an NPC corp then stay out of null sec, interceptors die to gate guns in low sec because they have the IWIN buttons.

Well.. You can get 36k scripted on an Onyx with all level V.
Jack Carrigan
Order of the Shadow
#56 - 2014-10-10 04:15:49 UTC
HTFU.

You want to avoid warp disruptors? Don't undock.

Give me your stuff and the biomass queue is over Arrow

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Valkin Mordirc
#57 - 2014-10-10 05:25:26 UTC
Quote:
After testing for a long time and discussing with other Eve players I have come to the conclusion that warp disruptors (the ship module) needs to reworked to be balanced

A normal warp disruptor can hold a ship down, and will guarantee a ship's destruction up to 24 (Twenty-four!) kilometers.
This is way out of hand, since fast ships can easily come within 10 kilometers. Let alone 24 kilometers


No, just because you point something doesn't mean it is already dead. If I point something, even if I'm pointing him at 40km out, It's still a point and he can still MWD away, or MJD out.




[
Quote:
list=1]
  • There are no ways to escape from warp disruptors (dont say use warp core stablisers)
  • Every ship can use them
  • Even new pilots tackle big ships
  • [/list]


    1. There plenty of ways to break point, as said a about, Damps,ECM, MJD,MWD,Slingshotting,Killing the ship that's pointed you.
    2. No, A providence can't point you, =3 But regardless of that, a lot of ships yes can. BUT if you get pointed and killed by a Sigl, that's just being bad at EVE.
    3. Yes they can. It's called Hero tackling, and it great that they can because it means a new player is usefull regardless of his SP level.

    Quote:
    When this becomes worse is when you can use overheat the warp disruptor, giving range to 28.8 (Twenty-eight) kilomters!!!
    Also for there is faction warp disruptor


    Whats wrong with this? Yeah I can overheat my point for longer range, but that also means that if I'm shield tanking my tank is actively taking damage. On top of that, YOU can overheat your MWD or AB so you can out run the ship that tackled you.


    Quote:
    My suggestion for new balance change is as follows:


    • Change the range of warp disruptor to 12 Kilometer
    • Change the range of scram for 6 kilometer (half of warp disruptor)
    • Change how overheat works and make it require nanite repair paste (10 per second)
    • Remove faction warp disruptors and scrams from the game


    1. No, It would basical make gate camps ten times hard to hold. On top of that it would force EVERYTHING in to brawling range. Making Blasters our new overloads.
    2.Again, anything that would want to tackle you would suddenly be in Blaster range, And no one in there right mind would be flying anything else.
    3. Overheating like I said before already has drawbacks. This change is unneeded
    4. If you think Faction is OP, why not suggest a nerf rather than complete removal of the mod? Talk about Nerfageddon.


    Quote:
    Please leave a comment because you agree so CCP can see and implement the changes


    I do not agree, and CCP doesn't need to change the mechanic just because you're upset about it.
    #DeleteTheWeak
    
    Saisin
    Chao3's Rogue Operatives Corp
    #58 - 2014-10-10 05:42:46 UTC
    It may be that the 24km base range could be linked to the gate spawn distance of 12km, so basically in the original design it could have been intended that if two ships would jump together, and be spread out each 12km from the gate randomly, they could still tackle each others..
    Just an assumption, as some bigger gates change that...

    In any case, I think the addition of micro warp drive and the existance of stabilizers have already diminished the potency of disruptors, and kiting in general, and this is a good thing for the game.

    I do not find them unbalanced as they are now.

    -1

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    Krops Vont
    #59 - 2014-10-10 07:52:11 UTC  |  Edited by: Krops Vont
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    much range.

    very imbalanced.
    my ship has no engine
    no guns.

    must fix.



    BUT. ShockedWHAT IF WARP DISRUPTOR NOT KILL?

    ninjaedit: INb4L #stoptrollfeedin'

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    Llawa
    Perkone
    Caldari State
    #60 - 2014-10-10 08:14:55 UTC
    Zoltar Nosisk wrote:
    Ok let me explain clearly why they need to be nerfed.

    1. You tell me use a microwarpdrive and slingshot. But you do not realise that you can also use an MWD when you have a point fitted.

    2. I hear make my ship faster, so you tell me I can only fly frigate in the whole game because of warp disruptors. That is hugely dumb, CCP cannot force frigates on players

    3. You tell me how I should pvp and that its fine. I played in nuli secunda and have flown Dreadnaughts! I am at the top of the line where so many of all of you replying will not get.

    (funny thing, did you know you can also disrupt a dreadnaught from 24 kilometers?)

    4. I hear dont fly alone but with gang. Ok so the answer is to bring a bodyguard to fight versus an overpowered module

    5. New players should never be able to tackle my veteran exp pvp dreadnaught, that is so wrong


    I find your tone unpleasant. Please take this post as a deeply insulting personal attack.

    Also, no, you're wrong. About everything I can imagine.