upcomming penalty when using WCS

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On evetv, LeMonde (dev) said that CCP is working on changes to WCS, currently on SISI is the following penalty when using WCS:

-20% lock time
+20% sig radius


WOOT, me likes.
 
Considering WCS add whole number increments, I don't think a stacking penalty would work that well. Having a warp strength of 4.56 instead of 4 or 5 only complicates things further. These new penalties will solve the problem nicely anyway.
 
i heavily rely on these, but sounds fair. i use them for traveling and defensive purposes.

if i understand the jsutification for a nerf bat is that pirates were using them to such extremes that it got silly.
 
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! They should change WCS to give damage and speed bonsues along with -scram strength. Perhaps even boost powergrid or shield/armor resists.
 
I can understand taking a sensor resolution hit with one of these things, but the sig radius thing is going to be painful. A stabbed up ship is going to be just as bad off as an unstabbed ship in some cases, because it'll have such a high sig radius that it'll basically be insta-lockable and can be hit with larger guns. You'll never make it to warp, you'll already be dead.
 
If you're transporting cargo, you should A) have instas and B) shouldn't be running into anything larger than intys. If you happen to run into a warp bubble, you're dead anyway. Nothing has changed here.

What has changed are Ravens + Geddons + Vagabonds + other ships where stabs are considered a "standard setup", which is what the problem was in the first place. With these changes, you now can't fit them unless you want to seriously gimp your PvP setup.
 
Stabs standard on a geddon? I can't say I've seen many useful geddon setups involving stabs. The other two I have heard of though, especially the vaga.

I have to agree with Virge here, the sig radius penalty is unnecessary, and fucks with the current balance of scrams vs. travelling setups IMO. That said, the lock time penalty isn't enough on its own... maybe a max CPU/PG penalty also?
 
this will be more of a perceptual nerf than anything. just having a mod that reduces combat ability will remove it from combat for the most part. Sadly neither of these nerfs will discourage stabs in fleet combat. The ultimate nerf for stabs should be to rate of fire or damage modifier.
 
Evasi0n said:
If you're transporting cargo, you should A) have instas and B) shouldn't be running into anything larger than intys. If you happen to run into a warp bubble, you're dead anyway. Nothing has changed here.
Think Empire here, sniping and the likes. Now a stabbed up Badger II is going to have the sig radius of a BS and will never make it off the gate, it'll be popped in no time.
 
I want the other way they were talking about. If you fit a stab, there's a chance your ship blows up every time you warp.
 
ViRGE said:
Think Empire here, sniping and the likes. Now a stabbed up Badger II is going to have the sig radius of a BS and will never make it off the gate, it'll be popped in no time.

Unless you're talking about suicide poppers, you should have an alt that transports all your shit around empire. Takes a day or two tops to be able to use a Bestower/Badger II. Simply bring your stuff in from 0.0 to the first station in safe-space, escrow to your alt, and then safely bring it to wherever you plan on going (of course, be careful of suicide attacks near major highway systems).
 
Evasi0n said:
Unless you're talking about suicide poppers, you should have an alt that transports all your shit around empire. Takes a day or two tops to be able to use a Bestower/Badger II. Simply bring your stuff in from 0.0 to the first station in safe-space, escrow to your alt, and then safely bring it to wherever you plan on going (of course, be careful of suicide attacks near major highway systems).
You still don't get it. Apoc at 200km out from a gate in low-sec sniping; bang pow you're dead if he can get 2 strikes off. Increasing the sig radius makes his job that much easier.
 
ViRGE said:
You still don't get it. Apoc at 200km out from a gate in low-sec sniping; bang pow you're dead if he can get 2 strikes off. Increasing the sig radius makes his job that much easier.

I do get it. Why would you be warping 15km to the gate if you're in low-sec in the first place? Regardless of what type of ship you plan on encountering in your hauler, that's a pretty idiotic move. If you're flying through low-sec in a non-combat ship, you should have instas, eliminating any possible danger from gate sniping. If you run into a warp bubble, it's your fault and you should've used your scanner.

The proposed changes change NOTHING with haulers. Fitting WCS will still provide a safeguard against intys and frigs that chase after you, while not increasing the DPS you sustain from them. You SHOULDN'T be warping 15km from the gate where BS sniping can occur UNLESS you had a good reason to/used your scanner to make sure the gate was clear.
 
Uhhh most gatesnipers can lock a hauler and get one or two shots in within the time it takes the hauler to align/accelerate for warp. Increased sig = faster locking = the gatesniper gets more shots in, making him more likely to kill it.

It doesn't matter if the hauler pilot has instas, he's still vulnerable during that period of time.
 
Lockout said:
Uhhh most gatesnipers can lock a hauler and get one or two shots in within the time it takes the hauler to align/accelerate for warp. Increased sig = faster locking = the gatesniper gets more shots in, making him more likely to kill it.

It doesn't matter if the hauler pilot has instas, he's still vulnerable during that period of time.
Just what I was going to say, thank you.:)
 
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