Re: Extensions that increase Sensor Strength

TerraBit wrote:
Line wrote:
TerraBit wrote:

Logs?   altho whit 6 jamers u have 6 chanses to hit making not as broken as u make it out to be...

And whit 2 Remote sensor amps / Amplifiers u are relocking in 3 seconds

Now watch the hands. 6 jammers with 50% hit chance - in most cases 3 of them will work. That makes you losing the lock each 3,33 seconds so even with 2x SA and locking time you'll be simply unable to lock and perform a shoot without any risk to smach your keyboard.

And that we didn't even took sensor supressors into the calculation.

yes and now ur soacking up all the ecm of 1 vagabond whit 6 ecm witch makes the rest of ur fleet untuched get it?
even fitting 6 on a vaga is unrealistic.

6 mods vs 1...... still dont get it?

You're telling that as if you're fitting just 1 ECM per vaga and throw just 1 jam per target at all. What's the difference - 2 vagas 3x ECM each jamming one bot, or one 6x? Or maybe you think we don't understand why 3/4 of your fleet are going ewar?

Simple answer. Easy mode.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Extensions that increase Sensor Strength

Multiboxing 6 ewar mechs vs multiboxing 6 heavy DPS

Give it a try then come back and let us know how it works out.

<GargajCNS> we maim to please

Re: Extensions that increase Sensor Strength

http://i.imgur.com/XiKgaLj.png OMG EWAR OP....FAIL SAUCE!

We are playing chess and the rest of perp is playing checkers.

29 (edited by Rage Blackout 2013-12-20 02:59:16)

Re: Extensions that increase Sensor Strength

Try competently flying a mech ewar, then get back to me.

We make it look easy, but it is very complex and if you dont think so, you are doing it wrong.





You guys want to play chess with 16 Queens. This game doesnt work that way.



Also, try using an ECCM once in a while.    lol










Line wrote:
TerraBit wrote:
Line wrote:

Now watch the hands. 6 jammers with 50% hit chance - in most cases 3 of them will work. That makes you losing the lock each 3,33 seconds so even with 2x SA and locking time you'll be simply unable to lock and perform a shoot without any risk to smach your keyboard.

And that we didn't even took sensor supressors into the calculation.

yes and now ur soacking up all the ecm of 1 vagabond whit 6 ecm witch makes the rest of ur fleet untuched get it?
even fitting 6 on a vaga is unrealistic.

6 mods vs 1...... still dont get it?

You're telling that as if you're fitting just 1 ECM per vaga and throw just 1 jam per target at all. What's the difference - 2 vagas 3x ECM each jamming one bot, or one 6x? Or maybe you think we don't understand why 3/4 of your fleet are going ewar?

Simple answer. Easy mode.

DEV Zoom - "If you mean the NPC aggro, that's been like that for months already."

Re: Extensions that increase Sensor Strength

We did. In most cases all the DoY fleet was wearing at least 1x ECCM. KB shows how that's helped.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Extensions that increase Sensor Strength

Line a forum warrior rarely seen on the field of combat. It's like the guy in finance telling the infantry soldier he's doing it wrong nothing more to see here move along.

We are playing chess and the rest of perp is playing checkers.   http://stringcan.com/wp-content/uploads … 80x305.jpg     
http://www.youtube.com/user/Alkore321/videos

32 (edited by Jibril mazit 2013-12-20 16:37:41)

Re: Extensions that increase Sensor Strength

Line wrote:
TerraBit wrote:
Line wrote:

Now watch the hands. 6 jammers with 50% hit chance - in most cases 3 of them will work. That makes you losing the lock each 3,33 seconds so even with 2x SA and locking time you'll be simply unable to lock and perform a shoot without any risk to smach your keyboard.

And that we didn't even took sensor supressors into the calculation.

yes and now ur soacking up all the ecm of 1 vagabond whit 6 ecm witch makes the rest of ur fleet untuched get it?
even fitting 6 on a vaga is unrealistic.

6 mods vs 1...... still dont get it?

You're telling that as if you're fitting just 1 ECM per vaga and throw just 1 jam per target at all. What's the difference - 2 vagas 3x ECM each jamming one bot, or one 6x? Or maybe you think we don't understand why 3/4 of your fleet are going ewar?

Simple answer. Easy mode.


If u spend 3 ewar mods on 1 target ur doing it very wrong...   and who said Heavy mech > Ewar mech?

In ur exsplenation ur saying 1 heavy mech shuld just nuke a ewar easy mode.   Its suposed to be hard Ewar make or brake fights if Ewar wasent around fighting wuld only come down to who had the most bots on the field.  They are here to disrupt the battle field and add chaos to the mix and also exsacly  preventing what u whant heavy mech online.   

Another thing is Ewar mechs do no dps yeah NO dps at all so ur sacrificing  dps  for a CHANSE to break lock for 3 seconds witch can be *** whit some ECCM and u mostly rendered all the EWAR usless for the entire fight because they do no dps no ecm no nothing.....   

If it wasent for shield Ewar mech wuld be 1shoted by Heavy mechs now thats OP