ponapi.blogg.se

Warp stabilizer slow
Warp stabilizer slow












  1. Warp stabilizer slow full#
  2. Warp stabilizer slow mods#

Prodad Prodrenalin is a less expensive version with much less control than Mercalli.įfmpeg has a stabilizer that works quite well from what tests I have done. Mercalli V4 does have features to reduce the cmos jello effect from harsh/fast vibrations/movement. I would rather that work be done once outside the editor playback to keep playback as smooth as possible. I am fine with stabilization outside the editor. That really has nothing to do with this issue.I use stabilization since my footage is a GoPro mounted to my mountain bike.Īll of the following options stabilize outside of Hitfilm and you use that footage in Hitfilm. There are different roles that certain ships play and there is nothing wrong with that. Not all ships are meant to have everything. Its just to OP against any other frigates who want to resist against it. Especially, anything under a crusier should not be able to get +3 scram in one module.įaction scram should benefit range, and only provide +3 to cruisers or higher. It should be that you either equip for tackle against those who resist it or you equip for high damage against those who do not chose to resist it. Why do you assume that predators should get the advantage in the situation? Most pvp players dont even use more than one stab because they are actively looking for a fight.

Warp stabilizer slow mods#

Obviously I shield have low slot shield mods and mid slot armor mods. And my Maller can't really have any DPS since all his armor mods go into the lows.

Warp stabilizer slow full#

If you could run away and tank, or have dps while being able to avoid any and all fights would be broken.ĮDIT: I am upset that my shield tank Moa can't have a full tank plus tackle and web. However, happy to help with advice for specific situations, hence the previous post. If warp disruption couldn't be stronger than warp core strength, then warp stabs would be way OP.īalance in this case requires some advantage to warp disruption for it to be effective at all. That may be your view, but I disagree about there being an issue of imbalance. If its a transport or salvager, its pretty much automatic death. A frigate does not even have enough lows to nullify a maulus. 90% of frigates only have 3 lows so if I ran three stabs, my ship is now completely useless because I have no lows for damage control / nanofibers / damage enhancers or anything else that would have made my ship useful.īottom line, its a 1 to 3 module fit requirement, not even counting the situations where you run into a maulus. My issue is not with a particular gameplay activity, its that one frigate can equip a single +3 faction scram and overpower my frigate which is double stabbed. Its nothing but cheater mode for sucky pvp wannabes. I have no choice but to sit there for 2 minutes and fall asleep as some other frigate slowly destroys my ship with their weak guns. I cant warp, I cant burn away, and I cant fight back because I have salvagers and a cloak equipped.

warp stabilizer slow

Please, Please, Please fix this asap!! I am so tired of being double stabbed in a frigate and getting faction scrammed by one module. Imagine faction warfare in all plexing lowsec systems instead of just Tama to Akidagi. It will also generate more interaction between players and balance out server loads by spreading everyone out homogeneously. This encourages more group / fleet gameplay being that solo tackle can be nullified by someone who is equipped to resist it. Small gangs / fleets though will still have no problems tackling & wrecking. Newer players will have more confidence to learn pvp because they know they can be equipped to get out of a 1v1 fight.

warp stabilizer slow

It will even encourage more players to learn low / null sec pvp. Overall, a balanced warp disruption / stabilization mechanic will encourage more highsec travelers to venture into low/null sec systems for non-pvp activities. This is mainly because ships smaller than cruisers dont have the low slots to equip 3 stabs to combat one module and still be effective at whatever they want to do.

warp stabilizer slow

If a frigate equips +3 faction scram, it gets +2 but still benefits from the extra range and other benefits. Put a +2 warp disruption max rating limit on ships smaller than cruisers. Webbing really need a +1 / +2 / +3 mechanic if it can be nullified. Enhanced +1 warp core stabs that nullify a scrams effect on MWD speed. !! PLEASE BALANCE OUT THIS MECHANIC CCP !! but it is completely unbalanced and unfair to those activities outside of active pvp. This is an obvious isk burning mechanic for CCP. I find it highly irritating that their are no module options for anything stronger than +1 warp core stabilization.Īttackers on the other hand get a whole slew of warp scram and disruption options: +1 disrupt, +2 scram (and MWD burn away disabled), +3 Faction Scram, +5 Scram (MNI + faction scram), etc.














Warp stabilizer slow