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eccm nerf |
Fatal Perihelion Chief Marshal Fatal Squadron
Joined: April 15, 2010 Posts: 308
| Posted: 2011-02-28 17:12  
I missed the QQ about ECCM nerf, i wasnt here, so why did this happen?
We need it to decloack Kluth before they are in firing range.
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Azure Prower Chief Marshal
Joined: March 14, 2006 Posts: 309
| Posted: 2011-02-28 17:19  
Get an ECCM scout. Problemo solved.
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Fatal Perihelion Chief Marshal Fatal Squadron
Joined: April 15, 2010 Posts: 308
| Posted: 2011-02-28 21:00  
Old story..Becons you say? Yes ok volunteers first and in the heat of the battle who will do it? And if you do they leave, battle is over.
As long as Kluth is weak in numbers its ok, still i just wanted to know the reason why it happened.
ECCM ping against Kluth was fair and fun before, we can deal with it now too, but escape rate of Kluth is even bigger now, in theory.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-02-28 21:09  
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On 2011-02-28 21:00, Fatal Perihelion wrote:
but escape rate of Kluth is even bigger now, in theory.
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You know that even with ECCM, you will find it hard to kill a good Kluth pilot if he doesn't want to hang around to get killed.
You can ping them to detect them and deter them from attacking you. You can ping them to prevent yourselves from getting caught in a surprise attack.
But do you really want to detect and defend yourselves against Kluth or do you just want it easy to outright hunt them down everytime?
[ This Message was edited by: Kenny_Naboo[+R] on 2011-02-28 21:11 ]
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Azure Prower Chief Marshal
Joined: March 14, 2006 Posts: 309
| Posted: 2011-02-28 21:10  
K'luth can't escape from a scout pinging them unless they jump or destroy it.
/K'luth trade secert
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-02-28 21:22  
Yup. If you have equal numbers, or if there're less Kluths, having a scout or two effectively negates their cloak advantage. Put them on the defensive.
And if the Kluth have superior numbers, then it won't matter anyway. Cos they'll simply decloak and walk all over you.
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MarineKingPrime Marshal Exathra Alliance Fleet
Joined: October 04, 2010 Posts: 239 From: CSS CheezyBagels
| Posted: 2011-02-28 21:26  
actually, since eccm has far less range, it'll be harder for scouts to find kluth
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-02-28 21:59  
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On 2011-02-28 21:26, darksmaster923 (3IC) wrote:
actually, since eccm has far less range, it'll be harder for scouts to find kluth
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But you can ping far more often now, since cooldown scales with hull levels.
It's give and take.
_________________ ... in space, no one can hear you scream.....
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MarineKingPrime Marshal Exathra Alliance Fleet
Joined: October 04, 2010 Posts: 239 From: CSS CheezyBagels
| Posted: 2011-02-28 22:13  
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On 2011-02-28 21:59, Kenny_Naboo[+R] wrote:
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On 2011-02-28 21:26, darksmaster923 (3IC) wrote:
actually, since eccm has far less range, it'll be harder for scouts to find kluth
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But you can ping far more often now, since cooldown scales with hull levels.
It's give and take.
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was never really an issue with the scouts to be honest, they had 4 eccms and each cooled down in 20 seconds.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2011-02-28 22:28  
Then it helps your larger ships to ping more often.
Besides, Kluth engagement ranges are usually under 400 anyway.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2011-03-01 00:09  
Good thing the eccm range was nerfed that much. Wasn't funny being spotted 2.5kgu away by stations or radar-ed by scouts.
Lets us cloakers get the greater of the first strike advantage
_________________ Forging legends and lives outside till naught remains inside.
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Gerlach Marshal
Joined: May 07, 2010 Posts: 78
| Posted: 2011-03-01 10:56  
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On 2011-03-01 00:09, Boomshot wrote:
Good thing the eccm range was nerfed that much. Wasn't funny being spotted 2.5kgu away by stations or radar-ed by scouts.
Lets us cloakers get the greater of the first strike advantage
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Sorry to disappoint you, but original ECCM ping range was 1000 gu. I must say being able to track the enemy from greater range has it's advantage. Now ECCM ping can only be used for counter attacks when the K'luth are already retreating. You have to be a bit of a seer to guess how far they are and what is their flight vector (if you even know they are there of course). Because at 400 gu they are already at your doorstep.
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On 2011-02-28 22:28, Kenny_Naboo[+R] wrote:
Then it helps your larger ships to ping more often.
Besides, K'luth engagement ranges are usually under 400 anyway.
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Standard engagement range of Kluth ships is 200-300 gu, so you have about, uh, 10-20 seconds to look into your magical glass ball.
OT reminder: What about the two scanners on Supply Stations? [ This Message was edited by: Gerlach on 2011-03-01 11:02 ]
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Azure Prower Chief Marshal
Joined: March 14, 2006 Posts: 309
| Posted: 2011-03-01 15:34  
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On 2011-03-01 00:09, Boomshot wrote:
Lets us cloakers get the greater of the first strike advantage
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While giving the enemy the advantage of making us visible afterwards when your scouts track us.
I see no problem here.
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2011-03-01 16:20  
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On 2011-03-01 00:09, Boomshot wrote:
Good thing the eccm range was nerfed that much. Wasn't funny being spotted 2.5kgu away by stations or radar-ed by scouts.
Lets us cloakers get the greater of the first strike advantage
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now if we actully had the "first strike" ability it would be nice. as it stands now when you decloak, your have to be visable to fire. in some cases it can take 2-3 seconds, others upwards to 10 depending on eccm and beacons.
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Azure Prower Chief Marshal
Joined: March 14, 2006 Posts: 309
| Posted: 2011-03-01 17:06  
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On 2011-03-01 16:20, Borgie wrote:
Quote:
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On 2011-03-01 00:09, Boomshot wrote:
Good thing the eccm range was nerfed that much. Wasn't funny being spotted 2.5kgu away by stations or radar-ed by scouts.
Lets us cloakers get the greater of the first strike advantage
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now if we actully had the "first strike" ability it would be nice. as it stands now when you decloak, your have to be visable to fire. in some cases it can take 2-3 seconds, others upwards to 10 depending on eccm and beacons.
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Turn ECM on as you about to decloak. Instant decloak. Instant fire. Turn ECM off so you're not draining extra energy.
Problemo solved.
If there enemy has ECCM and beacons going on. It's just a tactic working in their favour. Deal with it. [ This Message was edited by: Nightmare Reaper on 2011-03-01 17:07 ]
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