Patch Notes Update April Update - Patch Notes

i also want to add that from the ganked person's perspective, which i have been a couple of times, it really makes no difference if you can boost or not. you will get destroyed in a matter of seconds regardless.
 
i also want to add that from the ganked person's perspective, which i have been a couple of times, it really makes no difference if you can boost or not. you will get destroyed in a matter of seconds regardless.

If your ship can be destroyed in a matter of seconds then it's not built and piloted to escape from ganking anyway. The update is largely irrelevant in such cases because easy pickings are easy pickings with or without drag munitions.

This will have a huge impact on folks who could normally escape a wing gank, but now they may not be able to due to being slowed to a crawl (making grom trivial to land and forcing to soak much more damage due to lack of evasion). I definitely have medium builds that I currently fly without any real fear of being ganked, but will now have to reconsider if they are viable vs. a wing gank.

And I'm a PvP pilot. The problem will be much worse for those Open players who are not PvP centric (and thus their builds will be much less able to soak up punishment).
 
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Impact on game: Semi Major
Gamertag: PJ990

Drag munitions seem to be completly useless as even though a player has no pips to their ENG as the drag munitions do they somehow still regen their engine capacitor so the only thing drag munitions really do is slow their max speed which does not matter as one can still boost. Surely this is a bug?
Let's get the witchhunt started! Though that's from 3 years ago - takes 'em a while to get around to some bugs ;)
 
oh i dont mind getting destroyed from time to time. its way easier to make money than engineer a ship just so i can withstand an unwarranted attack from a toxic player
 
oh i dont mind getting destroyed from time to time. its way easier to make money than engineer a ship just so i can withstand an unwarranted attack from a toxic player

So you purposely build weak ships because your own cost/benefit analyse tells you that it’s more time efficient to have weak ships and eat an occasional rebuy, YET then your contribution is to complain about being killed quickly, which was part of your original game plan?

Way to contribute to the thread.
 
Thanks, Will and team. I like what I read. Will dust up my fully packed-hound cutter. It's very entertaining to read many posts from "forum PvPers". :LOL:
 
So you purposely build weak ships because your own cost/benefit analyse tells you that it’s more time efficient to have weak ships and eat an occasional rebuy, YET then your contribution is to complain about being killed quickly, which was part of your original game plan?

Way to contribute to the thread.

never complained about being killed quickly. all i said if you don't build your ship to withstand an attack, not being able to boost will make no difference
 
never complained about being killed quickly. all i said if you don't build your ship to withstand an attack, not being able to boost will make no difference
Actually, that's not true. You can boost towards the ship that has interdicted you (they don't expect that !) and hi-wake out before they can focus on your modules.
 
never complained about being killed quickly. all i said if you don't build your ship to withstand an attack, not being able to boost will make no difference

You literally said "from the ganked person's perspective, which i have been a couple of times, it really makes no difference if you can boost or not".

Omitting that "if you don't build your ship to withstand an attack" completely changes the context. Of course if someone is flying a poor build they're going to go boom from even the weakest gank regardless of engineering experimentals thrown at them.

However, from the perspective of a wing-ganked competent pilot in a decent medium ship, boost can be the difference between rebuy and "see ya later, gankabois!"


its way easier to make money than engineer a ship just so i can withstand an unwarranted attack from a toxic player

Lol "unwarranted attack", "toxic player". Somehow I don't think you're well qualified to comment on the ramifications of subtle PvP oriented engineering changes. It takes a bit more nuanced view and different sort of experience for this.
 
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And it will also trivialize PVE. All you need to do is lumber into a conflict zone with a couple Turreted G1 Turreted Frag Cannons and nothing would be able to run away or maneuver outside your firing arcs. It would completely trivialize even the most difficult PVE encounter.

You are assuming that NPCs will be affected by it. They simply ignore many effects, and of course any NPCs above competant will have them (infinite ammo version of course)
 
never complained about being killed quickly. all i said if you don't build your ship to withstand an attack, not being able to boost will make no difference

Sort of... you said “i also want to add that from the ganked person's perspective, which i have been a couple of times, it really makes no difference if you can boost or not. you will get destroyed in a matter of seconds regardless.”, which us quite different. It made it sound like you were offering the gankee’s perspective, but your correction in your most recent message just is clarifying soft ships die easy. Which is pretty obvious.

I fly in open and always have. I’ve been on both sides and still am. You can get away from a gank in a stock ship or lightly engineered ship with the right use boost, evasive flying, sinks, etc. The Drag update takes away the first two... boost and evasiveness.
 
Some interesting arguments re the drag drive changes on all sides.

One thing ive not heard people talk about yet is the effect on the usefullness of ship launched fighters.

The Gunship has already had a place in some pvpers arsenals but i dont recall them using fighters, probably due to the ease they are dispatched by skilled pvpers.
However a gunship equipped with drag munitions could reduce the speed and manouverability of an opponent significantly, allowing for SLF to survive longer and inflict more damage on an opponent.

The gunship may therefore become a more formidable opponent.
 
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