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Battleships with large cargo and a jumpdrive mk3 have 0 counterplay.
The basic principle is to get in a fight, wreck things and when close to dying jump to a safe location and come back into the same fight in around 10 minutes. Rinse and repeat, it's a win win situation. Something has to be done and here are a few ideas:
1. Increase the mk3 charge time by 2 or 3 times. This will give us a bigger window in which they can be taken out.
2. Make the mk3 easily destructible by a few novas, something like thrusters. Bombers with novas and capships with missiles would be proper counterplay to this.
3. Increase the cargo it requires or hfuel needed to jump. That way they won't have a cap 8 aswell, but something like a cap 4.
P.S. I don't consider 10 cloaking battleships ambushing the BS with mk3 and killing him in less than 30 seconds "counterplay".
Discuss.
(06-06-2014, 06:50 PM)Exterminator Wrote: Jumpdrives are a cool feature. Before 4.86 I never dreamed something like that could be implemented, same with PoBs.
You could say that jumping out of battle is a tactic, fine. But rejoining the fight with a fully restocked ship, jumping out again near death and repeating the process again and again just gets annoying for the other side and it doesn't make any sense. If there are multiple jump ships, it really becomes frustrating.
The only way to kill a jumping BS is by heavy ganking, there is no other way to do it in 30 seconds.
Jumpdrives are also usable only on some battleships, those with largest cargo space. Battleships with smallest cargo space can't even use the jumpdrive without sacrificing armor, few turrets and even downgrading the shield or you must have someone to carry the fuel for you... while those with largest cargo space, such as Rheinland BS and few Carriers can combine it even with a CAU5-CAU6 and still jump without anyone's help.
Jumpdrives really need some tweaking, as now, on some caps they're OP and on most others they're useless.
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I think someone is alittle annoyed about not getting his blue. But that is not the point. Theres and easy way round this. At the moment, when you type /jump and you start to jump, you lose 400k of core. Why not increase the core usage to about 5/6 Million? Otherwise whats the point of seriously nerfing stuff weve given? This will allow people to preform "rescue missions" and theyd only be able to jump out with most of their core (ie at the start of the fight).
Edit: Or, make a new "Gravity Well Generator" that produces a jump drive inhibbiting field
(06-02-2014, 03:20 PM)Snoopyman Wrote: I think someone is alittle annoyed about not getting his blue.
It's not about bluemsgwhoring.
It's just that if the other side has one or more jump capable caps there is almost zero chance for your side to ever win a fight. There's nothing to stop them from jumping out at the first sight of danger, suiciding and coming back in 5-10 minutes. Repeat that a few times and your side won't even bother logging.
Taking out a battleship in 30 seconds is almost impossible without ganking it horribly. As mentioned in the OP, capspamming shouldn't be the solution.
Draining the power core, even to zero, won't do anything.
Adding a proper counter to a JD, that needs some effort to use, would be great.