Nowhere to be seen, because rarely anyone hires them. Circle of doom
People can't complain then. If they were smart, they'd ask a house lawful or something to jump with them into the next system so they can dispatch the 'camping cruiser' by the jumpgate.
(10-31-2013, 09:03 AM)AeternusDoleo Wrote: Not if said hostile heavies can actually use the jump gate (something I personally still want to get sorted - jumpgates respecting IFF in terms of docking allowances would be good).
That's.. a pretty big change... I'm not sure how to feel about it.
On one hand, it massively favors traders. If the trader is anywhere near a jump gate, or can make it to the jump gate, he's basically home free.
On the other hand this may force pirates to operate in groups, which might be a good thing, as that may make hiring escorts more of a necessity.
That's what happens when development is done by players who play lawful side and lawful traders exclusively. Transport buffs, NPC buffs and stationed object buffs will see no end because of this.
(10-31-2013, 09:44 AM)Curios Wrote: That's what happens when development is done by players who play lawful side and lawful traders exclusively. Transport buffs, NPC buffs and stationed object buffs will see no end because of this.
IoI
Did You noticed this too?
Ahh it is't just my imagination.
Thank you.
For your info Curios, I've played a Liberty Rogue, a Corsair, a Hessian and an unscrupulous freelancer. I'm sure the rest of the devs have some unlawful connections too. The need for heavier defenses at the jumpgates is caused by the allowance of caps to do piracy. Capital ships are area denial - they can't effectively chase, but something coming into range, especially a sluggish transport, can expect heavy punishment. Plopping one on the far side of a jump gate (and sending it through said gate to escape if a lawful counter comes into range) was a cheesy tactic I observed not long after the change. Denying capital ships and hostile transports the ability to linger near jumpgates was the only way to solve this.
Personally, I hated, and still hate the rule change that allows caps to take on transports.
Now quit whining about the NPCs. They'll be toned down further, not for the next update (which is today, not enough time to do it). I'll take another look at the gate weaponry too - but that weaponry WILL deny enemy caps the ability to stay in the area.
[Edit] Odd, upon investigating I found that the pulse guns were assigned a 1000m/s projectile speed. They shouldn't be anywhere near that fast... that's a bug, and does make these guns overpowered. Making the following changes:
Pulse guns: Projectile damage x1.5, refire rate x0.5 (effective damage potential reduced by 25%). Projectile speed x0.5, projectile lifetime x2 (same range, just travels a lot slower). Hull damage from pulse guns reduced by 95% (was 1000, now 50).
Hullbusters: Damage reduced by 75%.
This will also affect stations and some weapon platforms.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
(10-31-2013, 10:01 AM)AeternusDoleo Wrote: For your info Curios, I've played a Liberty Rogue, a Corsair, a Hessian and an unscrupulous freelancer. I'm sure the rest of the devs have some unlawful connections too. The need for heavier defenses at the jumpgates is caused by the allowance of caps to do piracy. Capital ships are area denial - they can't effectively chase, but something coming into range, especially a sluggish transport, can expect heavy punishment. Plopping one on the far side of a jump gate (and sending it through said gate to escape if a lawful counter comes into range) was a cheesy tactic I observed not long after the change. Denying capital ships and hostile transports the ability to linger near jumpgates was the only way to solve this.
Personally, I hated, and still hate the rule change that allows caps to take on transports.
Now quit whining about the NPCs. They'll be toned down further, not for the next update (which is today, not enough time to do it). I'll take another look at the gate weaponry too - but that weaponry WILL deny enemy caps the ability to stay in the area.
Oh wow, maybe, ehh, well, return the rule about pirating caps denial? Why the unwanted and unneeded change for rules about allowing caps to pirate, which was stupid idea from the start and many reasonable people were and are against that since then must be a destructive element we must live with? This cap allowance pretty much reduced any successful opportunity for piracy to caps exclusively. Defenses, NPCs, Transports were buffed to be on par with caps and what's remains for the others? "Play in group"? Lol, Just remove stupid changes all along and it'll be fine. right?
(10-31-2013, 10:01 AM)AeternusDoleo Wrote: Personally, I hated, and still hate the rule change that allows caps to take on transports.
Now quit whining about the NPCs. They'll be toned down further, not for the next update (which is today, not enough time to do it). I'll take another look at the gate weaponry too - but that weaponry WILL deny enemy caps the ability to stay in the area.
I hate Caps can pirat rule too.
So I support you if you will change this rule.
Did you ever ask yourself why do pirats use the Caps now?
Don't change the NPCs. It will be boring whitout them.
Also they are not OP.
We just hate them becouse they make diference when we are interacting.
If possible make them appear when players are not interacting.
Make JG whitout weapons.
Let traders at least feel unsecure in ther OP transports.
For house securety you have house police house military and house border stations.
1 Take all cap guns
2 Assign them to one group
3 Give transp shields 80% reflection to the said group.
4 Profit without the need of any OP guns at the gates.
Note that I does not care if the guns make 200 or 200000 damage, the problem is that they are not possible to be dodged if you jump into system with hostile gate they hit you before you can take control of your ship, it does not hurt GB and bigger since they have enough shield to compensate but it rapes all snubs that are hostile to the gate, mainly unlawful ones.
I got instantkilled in armourless LF in the setting up process.
So each jump costs 5-8 nanobots because after the instantpulse there are also instant guns that hit you as well before taking control of your vessel. I take is as a "unlawful tax".
Also there is noting wrong for the pirates to camp the gates with caps, the lawfuls can camp their own gates with caps and blast unlawful transports and smugglers in the same fashion- why none is whining about it?
What would be the next unlawful nerf?
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
(10-30-2013, 05:50 PM)aakopa Wrote: Reverting turrets would be good, at least get pulses removed.
Those need to stay to prevent people from camping the far side of a jump gate with a cruiser or BS, then cheesily using a double mortar to snipe transports. This was happening prior to that change, there's no way a transport can defend against that - you can't drop out of a lane, turn around and thrust away (which is the transport's defense against cruisers). Right now such a blockade is impossible since caps either need to stay a good distance, or will have their power core and shield drained fast when near a hostile jumpgate.
Pulse speed I believe is 600 m/s, basically the same speed as Battleship mortars. I'll see about tweaking the weapon to make it more artillery/anticap like. Lower refire, higher damage (for snubs this means fewer pulse blasts, so fewer hits. For caps it should mean no change).
If station or gate hullbusting capacity is too heavy, those guns can be toned down, but I do not think it's a good idea to do that to the pulse guns. Not if said hostile heavies can actually use the jump gate (something I personally still want to get sorted - jumpgates respecting IFF in terms of docking allowances would be good).
The solution this this whole cap camping problem should be players not static objects... Let the navy actually do their job. With the way it is now, I don't even have to log my lawful caps The NPCs and bases do the job for me!