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garash
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Posted - 2011.08.09 02:05:00 -
[1]
Anyone who actively looks at NPC ships know's that the weapons which are on their ship and how they act are completely out of whack.
For starters: Looks at NPC Torps, they have 70km+ Range. A T2 Rigged Golem can't even reach that w/ Javelins. This isn't a game-greaking issue but it's still very messed up. I would like to see Torps have the range that their actual ship counterpart has. Ravens have a max range of 30km on normal torps (no rigs), NPC "Raven"s should reflect that. Non-bonused Missile range ships can only reach 20km on torps, NPC Machs, etc should reflect this.
It's not just missiles, turrets also need a lot more realism. NPC Machs orbiting 40km should be using Arty's, not AC's. If they are using AC's they should orbit nice and close to get the most damage out of them. It's just common sense.
I'd like to see ships using the correct ammo type also. If a Blood Raider BS orbits you at 15km, it should be using Multi and havea White laser beam. If it orbits at 40-50km it should be using Scorch or Radio (Higher bounty ships should use T2 turrets and then Scorch)
Then there is RoF and Tracking. A Arty Mach orbiting you at 40km should have a little less tracking then a AC Mach and should have a lower RoF and effectively a higher volley and vice-versa for a AC Mach. If orbit a Mach 5km at 500m/s a AC's should be able to track much better than Arty's
This brings me to actually amount of turrets on NPC ships. So much wrong here. The EoM Cruisers (Arbitrators) in L2 Gone Berserk have 6-7 Turrets! In-Game they have 2! They should have 2 or switch to a Maller or Omen hull. Angel BS's (Mach) have 8 turrets when their in-game counterpart has 7, then after that they have 1-2 missile slots! There is no ship that has 9 High slots nor total weapon hardpoints
I know this isn't a game-breaking matter but it's very unreal and should be addressed at some point. There were many more problems I didn't address but those were a few of them.
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Ager Agemo
Caldari Care Factor
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Posted - 2011.08.09 02:20:00 -
[2]
allthough not a priority at all, i do agree it would be nice if NPCs reflected more how actual player ships are flown, probably sort of just fit them the same way normal player ships, but with stats from a character having no skills at all. so you could have lets say angel arty machariels fitted with 1400 (impossible without skills but who cares they are npcs) that would have high alpha, but since the stats are those of not having any skill, their damage, tracking and rof would be much much lower, just as their HP and resistance in general, that would make them much more interesting to fight and slowly also introduce players to how actually weapons behave when used by a human, my first loses were because i assumed npc weapons acted like player weapons... so i used a destroyer to engage some frigate and got owned really bad...
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garash
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Posted - 2011.08.09 02:27:00 -
[3]
Also the farther out a NPC is orbiting, you would then assume it's using A) Lower Damage Ammo or B) A Long-Range Low-Damage gun and then effectively that ship should be doing less damage then a NPC that orbits nice and close with a high-damage gun.
With Serpentis Many of their ships orbiting really tight (Less than 10km) or Really Far (50km or so) and from that anything that orbits close should be using blasters and not these railguns w/ magic tracking and should have much high dps than a 50km orbiting NPC w/ Railguns.
Also I don't think they should change a ships orbit to reflect it's current guns, I think they should change the guns to reflect the orbit. I know some Guristas BS's orbit at 50km and shoot Torps, instead of making them orbit close, they should change them to Cruises
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Ager Agemo
Caldari Care Factor
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Posted - 2011.08.09 02:44:00 -
[4]
agree, as long as the weapons and ewar reflects a more comparable behavior to what the actual weapons do, players won't learn really anything from npcs untill they get popped by someone who already tried the actual guns.
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Sin Meng
Gallente Creative Assembly
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Posted - 2011.08.09 06:01:00 -
[5]
I think we can all agree this is true, but it is something that should be fixed with the inevitable (hopefully) massive redesign (double hopefully) of traditional PvE content. There are hundreds of little things like this that need to be addressed alongside the major concerns. --------------------------------------------------
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Kogh Ayon
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Posted - 2011.08.09 06:08:00 -
[6]
Then 5 arty Machs would instant pop the noob's tengu lol.
just joke. It sounds to be a good idea
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Renan Ruivo
Hipernova Vera Cruz Alliance
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Posted - 2011.08.09 16:11:00 -
[7]
Should be looked into, sure. But no T2 equipment on NPC's.
Cosmetic or dropable.
T2 equipment is capsuleer-only. You don't see non-capsuleer groups, factions or corporations doing much moon-mining on 0.0. ____________
Originally by: CCP Guard Nobody gets to ruin EVE but us!
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Gorki Andropov
Kerensky Initiatives
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Posted - 2011.08.09 16:13:00 -
[8]
You want baddies that fly Machariels and fit artillery? You go fight someone in a Mach. -----------------------------------------------
"I have not problem with prostitute, but the kiddy dools is to much for me" - Orcan |
Tom Gerard
Caldari Blue Republic RvB - BLUE Republic
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Posted - 2011.08.09 16:30:00 -
[9]
NPCS should use drones as well.
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Dinta Zembo
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Posted - 2011.08.09 16:31:00 -
[10]
Oh, and don't forget about the Angel BS with 8 guns, a torp launcher and 2-3 defender launchers. Or the Ravens with 9 guns, cruise launcher and defender.
Kthx.
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Sentient Blade
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Posted - 2011.08.09 18:15:00 -
[11]
Let's not forget the NPC ravens perma-jamming from 120km away too. |
Morganta
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Posted - 2011.08.09 18:23:00 -
[12]
Originally by: Sentient Blade Let's not forget the NPC ravens perma-jamming from 120km away too.
or getting perma damped/painted/neuted from 100k |
BoBoZoBo
MGroup9
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Posted - 2011.08.09 18:32:00 -
[13]
+1
Same for loot drops and salvage as well, It should all be consistent, with variables within skill / faction bonus parameters.
Surly other things need to be fixed first, but I actually think from a mmoRPG standpoint, this is actually pretty damn important. For me it completely breaks immersion that none of the above add up. =========================
Minister of Propaganda - Operator 9 |
Mupdadoodidda Bix Nood
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Posted - 2011.08.09 18:45:00 -
[14]
Originally by: Renan Ruivo Should be looked into, sure. But no T2 equipment on NPC's.
Cosmetic or dropable.
T2 equipment is capsuleer-only. You don't see non-capsuleer groups, factions or corporations doing much moon-mining on 0.0.
Navy BSes on cosmos missions have T2 guns...
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Ager Agemo
Caldari Care Factor
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Posted - 2011.08.09 18:58:00 -
[15]
might as well add NPCs that try to warp away, as to encourage players to fit webs or scrams, maybe add some slightly more expensive ship on some missions that warps out when under certain HP alike some rats from nullsec.
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Xercodo
Amarr Xovoni Directorate
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Posted - 2011.08.09 19:16:00 -
[16]
Edited by: Xercodo on 09/08/2011 19:17:24 They all have T2 guns
the pulses use Scorch and the beam use Aurora
The ACs use Barrage and for the most part im fairly certain their ranges are realistic (falloff on my vargur is over 60km with T1 ammo and 99km with barrage)
as for torps and 9 guns on a ship that ALSO fires missiles....well NPC's just cheat lol
as for missions in null, ppl run those for implant sets and booster BPCs :P
-------------------------------------------------- The drake is a lie |
Vertisce Soritenshi
SHADOW WARD Tragedy.
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Posted - 2011.08.09 19:19:00 -
[17]
If you really think thats bad...try the rats in WH space. NO BOOBIES LEFT BEHIND! |
Texty
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Posted - 2011.08.13 19:24:00 -
[18]
So we want NPCs to fire missiles in groups? |
Titus Phook
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Posted - 2011.08.13 21:31:00 -
[19]
There are already NPC's that will remove drones quite happily, get aggro from a sleeper and then unleash some drones onto it, see how long they last. --------------------------------------------- CCP just shat in the sandbox, so they could try and sell us a gold plated shovel to remove said turd. :( |
Nova Fox
Gallente Novafox Shipyards
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Posted - 2011.08.13 21:51:00 -
[20]
Ship crews on non capsuleer ships can push more performance out of several systems over the Capsuleer ships but suffer in other ares. IE More weapon systems than the standard capsuller ships but less accurate hits from them that are not finely tuned to do the most damage possible per hit. Pre-order your Sisters of ≡v≡ Exploration ship today, Updated 3APR11
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Ishtanchuk Fazmarai
Amarr
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Posted - 2011.08.13 22:14:00 -
[21]
Originally by: Nova Fox Ship crews on non capsuleer ships can push more performance out of several systems over the Capsuleer ships but suffer in other ares. IE More weapon systems than the standard capsuller ships but less accurate hits from them that are not finely tuned to do the most damage possible per hit.
Errr... no. The combo Crew + Capsuleer is vastly superior to Only Crew as per game lore and gameplay.
OTOH, intelligent NPC would make missions impossible... they would see you kick the ass of a few, then would flee and then you couldn't finish the mission.
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