I agree that a speed nerf is needed and glad its finally here. My only concern is how this will effect ships that are designed to make use of the MWD/speed as per its role, like Blaster ships. I have 50M+ sp completely designed around Blasters/close range combat and I dont want to see it become ineffective.
I agree that a speed nerf is needed and glad its finally here. My only concern is how this will effect ships that are designed to make use of the MWD/speed as per its role, like Blaster ships. I have 50M+ sp completely designed around Blasters/close range combat and I dont want to see it become ineffective.
Blaster and other short range setup ships won't become ineffective but more role specialized rather than the "i'll just use my nanoship for everything" role they have now.
The speed nerf is a good change, not because nanos were overpowered and unstoppable because they did have their counters but because it will make other ships and module useful again.
Originally posted by BigDave7481 I agree that a speed nerf is needed and glad its finally here. My only concern is how this will effect ships that are designed to make use of the MWD/speed as per its role, like Blaster ships. I have 50M+ sp completely designed around Blasters/close range combat and I dont want to see it become ineffective.
It will actually make your life easier. Get close, activate a 2p scram (deactivates enemy mwd), activate web. As long as your opponent doesn't have a 2p scram too (which is unlikely, disruptors are fitted for additional range, a 9km scram is of no benefit for most ships), you will have the ability to mwd, but your opponent will not. You could even have a chance to disengage if it goes wrong, but that heavily depends on your ship.
It's all a bit fuzzy, i'll wait until i have time for sisi.
The nano problem didn't start last week or last month.
I blame revelation for nano problem ,Speed rigs and ODII and nanofiber II invention caused this problem since than and iirc ODs were adding 30-35 m/s before than changed to % increase.There were speedy ships back at old days machs mainly but you had to have expensive faction fits (no tech2 OD or nanofibers than) and steel balls to use them .
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
There really is not a nano problem. Though there is an issue with the snakes and polycarbon rigs giving such huge bonuses. I agree partly with a nerf to nano but the way they have done it really weakens non nano ships such as blasters.
Its good to see that ccp sees the benifit of the NGE that sony used hopefully more change will come to make the game more fair to new players. Good move.
Comments
Stop whining here to about nerf, official site isnt enough for whining !?!?
Adept to new rules or go play WOW ffs !!!!
I agree that a speed nerf is needed and glad its finally here. My only concern is how this will effect ships that are designed to make use of the MWD/speed as per its role, like Blaster ships. I have 50M+ sp completely designed around Blasters/close range combat and I dont want to see it become ineffective.
Blaster and other short range setup ships won't become ineffective but more role specialized rather than the "i'll just use my nanoship for everything" role they have now.
The speed nerf is a good change, not because nanos were overpowered and unstoppable because they did have their counters but because it will make other ships and module useful again.
It will actually make your life easier. Get close, activate a 2p scram (deactivates enemy mwd), activate web. As long as your opponent doesn't have a 2p scram too (which is unlikely, disruptors are fitted for additional range, a 9km scram is of no benefit for most ships), you will have the ability to mwd, but your opponent will not.
You could even have a chance to disengage if it goes wrong, but that heavily depends on your ship.
It's all a bit fuzzy, i'll wait until i have time for sisi.
I blame revelation for nano problem ,Speed rigs and ODII and nanofiber II invention caused this problem since than and iirc ODs were adding 30-35 m/s before than changed to % increase.There were speedy ships back at old days machs mainly but you had to have expensive faction fits (no tech2 OD or nanofibers than) and steel balls to use them .
Naw, we don't want to play the game you're playing.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
There really is not a nano problem. Though there is an issue with the snakes and polycarbon rigs giving such huge bonuses. I agree partly with a nerf to nano but the way they have done it really weakens non nano ships such as blasters.
I'd like to introduce you to Tarminic's Rule:
http://eve-search.com/thread/734396/page/all
I like when people compare fixing a broken game mechanic (unpenalized nano fits) to completely redesigning a game.