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Weapons Timer?

Author
Myrissa Kistel
Planetary Logistics
#21 - 2013-01-18 18:49:17 UTC
So you come here saying something is an exploit, explain how to do it, and then say you have been doing it yourself. You won't have to worry about that much longer.

Then again it sounds like your typical hi sec "PVPer" tactic.
James Amril-Kesh
Viziam
Amarr Empire
#22 - 2013-01-18 19:10:21 UTC
Myrissa Kistel wrote:
So you come here saying something is an exploit, explain how to do it, and then say you have been doing it yourself. You won't have to worry about that much longer.

Then again it sounds like your typical hi sec "PVPer" tactic.

I guess it's a good thing it's not an exploit.

Enjoying the rain today? ;)

Kryss Darkdust
The Skulls
#23 - 2013-01-21 07:24:17 UTC  |  Edited by: Kryss Darkdust
Unsuccessful At Everything wrote:
Kryss Darkdust wrote:

I'm seeing this happening in almost every major hub and station and its extremely easy to pull off, in particular with passive tanks where you don't have to worry about cap. It takes considerable firepower for example to take out a 150EHP cruiser like a Prophecy in under 60 seconds (which noteably me and my boys tried to do the other day and failed).


Number 1, if you got ganked by a Prophecy...then you have bigger issues and should probably revist tanking 101 as super tanked Prophecy has miserable DPS.

Number 2, Sounds like you got ganked in a hub by a Prophecy. Please see number 1.


Actually I did not get ganked in or by a prophecy. What I did get was heavy over the pants petting without a conclusion, just a boner for a fight that never went anywhere. Anytime a mechanic doesn't let you fight in a game all about fighting, something ain't working right.

The reality of Eve is that, if you don't love it like it is today, you should probobly go ahead and unsub. 

March rabbit
Aliastra
Gallente Federation
#24 - 2013-01-21 08:07:19 UTC
Cannibal Kane wrote:

I know what your talking about but I never see that Prophecy engage. So they don't have a 60s timer. they sit there for a while making sure they are engaged properly, giving you reason to engage again once he undock again. They are making use of the limited engagement timer. You undock as a suspect in heavily tanked ship before your suspect timer goes. Get people to shoot at you turning you light blue with a limited engagement.

Their suspect timer ends and they undock in something bigger. Now for the next 5 minutes they can engage people that shot at them. Since they appear blue the people that shot at them think he is still a suspect since they see him a blue. The fools that engaged dies and people come on the forums and Cry.

i have seen many people die like this. Realizing that nobody else can help them.

what about finishing LE once one of the parties docked/reshipped? I think it would make this baiting more harder.

The Mittani: "the inappropriate drunked joke"

Alavaria Fera
GoonWaffe
#25 - 2013-01-21 08:10:31 UTC
Kryss Darkdust wrote:
Unsuccessful At Everything wrote:
Kryss Darkdust wrote:

I'm seeing this happening in almost every major hub and station and its extremely easy to pull off, in particular with passive tanks where you don't have to worry about cap. It takes considerable firepower for example to take out a 150EHP cruiser like a Prophecy in under 60 seconds (which noteably me and my boys tried to do the other day and failed).


Number 1, if you got ganked by a Prophecy...then you have bigger issues and should probably revist tanking 101 as super tanked Prophecy has miserable DPS.

Number 2, Sounds like you got ganked in a hub by a Prophecy. Please see number 1.


Actually I did not get ganked in or by a prophecy. What I did get was heavy over the pants petting without a conclusion, just a boner for a fight that never went anywhere. Anytime a mechanic doesn't let you fight in a game all about fighting, something ain't working right.

Was this in highsec.... if so, working as intended Cool

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Tippia
Sunshine and Lollipops
#26 - 2013-01-21 08:16:00 UTC  |  Edited by: Tippia
Kahega Amielden wrote:
Ship tiers were part of standard gameplay for years and I don't see anyone bitching at those being removed.
That's because ship tiers weren't a part of gamplay — standard or otherwise. They were a very early and very naïve self-imposed design constraint for ships of the same class. With time, it became more and more obvious that this constraint did not have the intended effect of creating a progression between ships, because SP and ISK became cheap (unsurprisingly, hence the naïveté of it all), and instead turned out to be a block to proper ship balancing built into the design process. Removing it freed up design and balancing to produce more worth-while ships.

The weapon timer and the whole deaggressing concept does not cause any such core design issues that prevents the game from evolving. In fact, it's hard to see that it creates any issues at all.
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