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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Sgt Ocker
Kenshin. DARKNESS.
888
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Posted - 2016.04.06 13:52:11 -
[241] - Quote
Anthar Thebess wrote:Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Anthar Thebess wrote:Bricks, scale well. The more bricks you have the more things you can do, and stuff is more resistant to external force. Exactly. There's a reason T3 fleets are so popular, and the reason isn't that they have amazing DPS. But dreads with HAW fill that role better And T3 fill it even better than that Is not about will they have a use is about how many other things will out preform them if what ever use they have Fighters can project fighters to frew thousand kilometers, dreads cannot shoot so far. More EHP, better resist profile give you more time when something go wrong. Dreads must be close to each other to project your damage to enemy, carriers can be spread on the grid 200km away from each other. Your not serious are you? Projecting damage a few thousand K away LOL.
These things can't warp and can only use their MWD for 20 seconds at a time with a 90 second cooldown - Just how long do you think it will take to move them, even a few thousand K ? I would imagine whatever you sent them that far to engage would either be gone or ready to kill them as they came into their range - Which likely is a lot more than the 8K range of your anti subcap fighters.
Sorry more ehp and better resists? Where did you see this - All carriers have had their EHP almost halved and as for resists, if you want any buffer at all your not getting any. Except on Devs favorite, the Archon. It seems to be the only carrier you can fit a half decent buffer tank with resists.
Carriers sitting spread out across a grid will have no logi and will need to prey they don't get called primary by anything bigger than a T1 cruiser. Please get on SISI and play with the changes before assuming all is good and carriers aren't more than over sized ishtars with severe fitting issues and limited damage application.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Rowells
ANZAC ALLIANCE Fidelas Constans
3008
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Posted - 2016.04.06 13:55:44 -
[242] - Quote
Morrigan LeSante wrote:Anthar Thebess wrote:Lugh Crow-Slave wrote:Miss 'Assassination' Cayman wrote:Anthar Thebess wrote:Bricks, scale well. The more bricks you have the more things you can do, and stuff is more resistant to external force. Exactly. There's a reason T3 fleets are so popular, and the reason isn't that they have amazing DPS. But dreads with HAW fill that role better And T3 fill it even better than that Is not about will they have a use is about how many other things will out preform them if what ever use they have Fighters can project fighters to frew thousand kilometers, dreads cannot shoot so far. More EHP, better resist profile give you more time when something go wrong. Dreads must be close to each other to project your damage to enemy, carriers can be spread on the grid 200km away from each other. No one and I mean no one is going to use carriers at extreme range. The fighters speed prevents it being remotely viable as well as the fact on grid probing is STILL not nerfed. Drop them point blank is all that will happen. You can pre-position fighters where you want them and burn away at the same time. Sure, probably won't see peopl 1000km away, but 100+ is neither impossible not unrealistic. It merely requires you have someone hold the target in place. Even at ~100 it's not too problematic if your target is stuck in siege or triage.
Also, with citadels as big as they are having someone land on the wrong side and get stuck from the citadel points is possible. |
Sekeris
Blueprint Haus Blades of Grass
11
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Posted - 2016.04.06 14:01:30 -
[243] - Quote
Sgt Ocker wrote:Your not serious are you? Projecting damage a few thousand K away LOL.
These things can't warp and can only use their MWD for 20 seconds at a time with a 90 second cooldown - Just how long do you think it will take to move them, even a few thousand K ? I would imagine whatever you sent them that far to engage would either be gone or ready to kill them as they came into their range - Which likely is a lot more than the 8K range of your anti subcap fighters.
Sorry more ehp and better resists? Where did you see this - All carriers have had their EHP almost halved and as for resists, if you want any buffer at all your not getting any. Except on Devs favorite, the Archon. It seems to be the only carrier you can fit a half decent buffer tank with resists.
Carriers sitting spread out across a grid will have no logi and will need to prey they don't get called primary by anything bigger than a T1 cruiser. Please get on SISI and play with the changes before assuming all is good and carriers aren't more than over sized ishtars with severe fitting issues and limited damage application.
This pretty much is true. You will have to lob these point blank, also to optimize your dps. Keep in mind that some abilities have limited charges and for heavy fighter to trundle 1000 km at 500m/s both way for a reload is just not going to happen. If you add Tidi to that you will be sat there waiting for a very very long time. |
Marranar Amatin
Center for Advanced Studies Gallente Federation
58
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Posted - 2016.04.06 17:34:19 -
[244] - Quote
The general problems with carriers is, that there are features that sound good on paper, but just do not work at all due to the implementation.
For example being able to command fighters from thousands of kilometers away sounds nice. But ist just does not work because the fighters would take forever to get to the target, the fighters would do bad damage because they cant reload, and also the carrier is probably unsafer then if he were on grid, since he is easy to scan down with 10km signature and cant be helped from his own logis, while not having any serious defence for himself anymore.
I also like the idea of having several abilities to use. The "burst" attack with low ammunition is a good idea in principal. But it does not work at all because carrier damage is crap unless this ability is spammed, and because it can be spammed. So this just makes the following playstyle mandatory: stay relatively close to your drones, spam the rocket salvo, use mwd to reload whenever its empty. Thats not really an intersting way to use this, more an annoyance. But its the only useful way, because its the most effective. And without it the damage is just too bad. That you just increased the time for refueling is only a nerf to carrier dps and changes nothing about this. Seriously, stop nerfing carrier damage, it already is too low.
If you want to make this used as a "burst on demand" instead of "simple dps addition that has to be spammed", then greatly increase the dps of the main ability so that the dps of that ability is already useful, and then strongly decrease the dps and fire rate from the third ability.
Also I noticed that fighters have now resistances... thats nice, but I think the profiles got mixed up. Templar has kin and expl, while einherji has em and therm for example. Shouldnt it be the other way?
Also just as a reminder: The balance between the fighters is still bad. x% more speed does NOT equal x% more damage. If you compare einherji with firbolgs, its like the firbolgs get a free drone damage amplifier II, while the einherji get 2/3 of a drone navigation computer. thats niot balanced. |
Lugh Crow-Slave
1791
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Posted - 2016.04.06 18:50:39 -
[245] - Quote
Rowells wrote: You can pre-position fighters where you want them and burn away at the same time. Sure, probably won't see peopl 1000km away, but 100+ is neither impossible not unrealistic. It merely requires you have someone hold the target in place. Even at ~100 it's not too problematic if your target is stuck in siege or triage.
except carriers are not built to deal damage to capitals so your target is not going to be in siege or triage
fighters are also very easy to kill so they are not going to last long if you "pre-position" and then fly away and once they are dead your going to have to send more out
it also leaves you vulnerable as the fighters now need to fly back to you or fly 100km to the other side of you should more targets show up
Citadel worm hole tax
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Lugh Crow-Slave
1791
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Posted - 2016.04.06 18:56:37 -
[246] - Quote
Marranar Amatin wrote:
Also I noticed that fighters have now resistances... thats nice, but I think the profiles got mixed up. Templar has kin and expl, while einherji has em and therm for example. Shouldnt it be the other way?
no its just like with T2 ships
amarr fight the minmatar so they have resistances to counter them (kin expl) while the minmatar fight the amarr so have resistances set to counter them {em them) you have resist that match your enemies weapons not your allies
Citadel worm hole tax
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Morrigan LeSante
Black Omega Security The OSS
1374
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Posted - 2016.04.06 19:35:03 -
[247] - Quote
Too many quotes, had to snip
Rowells wrote:Morrigan LeSante wrote: No one and I mean no one is going to use carriers at extreme range. The fighters speed prevents it being remotely viable as well as the fact on grid probing is STILL not nerfed.
Drop them point blank is all that will happen.
You can pre-position fighters where you want them and burn away at the same time. Sure, probably won't see peopl 1000km away, but 100+ is neither impossible not unrealistic. It merely requires you have someone hold the target in place. Even at ~100 it's not too problematic if your target is stuck in siege or triage. Also, with citadels as big as they are having someone land on the wrong side and get stuck from the citadel points is possible.
Reload says hello.
The problem is the flight time of the fighters, it is hilariously slow. You're talking minutes, MINUTES to traverse a few hundred km (before tidi too hah). You'll be lucky if the dread is still in siege the time they arrive and it sure as hell won't be when you pull for reload and travel BACK. |
Zenafar
4
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Posted - 2016.04.06 19:49:07 -
[248] - Quote
Btw is there any list of fixes for sisi?? like patch notes for TQ. So we can see what we can test. |
Miss 'Assassination' Cayman
CK-0FF Violence of Action.
65
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Posted - 2016.04.06 22:09:29 -
[249] - Quote
Morrigan LeSante wrote:Too many quotes, had to snip Rowells wrote:Morrigan LeSante wrote: No one and I mean no one is going to use carriers at extreme range. The fighters speed prevents it being remotely viable as well as the fact on grid probing is STILL not nerfed.
Drop them point blank is all that will happen.
You can pre-position fighters where you want them and burn away at the same time. Sure, probably won't see peopl 1000km away, but 100+ is neither impossible not unrealistic. It merely requires you have someone hold the target in place. Even at ~100 it's not too problematic if your target is stuck in siege or triage. Also, with citadels as big as they are having someone land on the wrong side and get stuck from the citadel points is possible. Reload says hello. The problem is the flight time of the fighters, it is hilariously slow. You're talking minutes, MINUTES to traverse a few hundred km (before tidi too hah). You'll be lucky if the dread is still in siege the time they arrive and it sure as hell won't be when you pull for reload and travel BACK. There's also the issue that fighters collide with citadels. So if you send them to something on the opposite side, you need to make sure they go around properly and don't get stuck. |
Zekias
Ouroboros Limited
0
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Posted - 2016.04.06 22:31:50 -
[250] - Quote
If carriers no longer have drones will they be able to engage an online POS with fighters? |
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
65
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Posted - 2016.04.06 22:35:47 -
[251] - Quote
I think the carrier balance issues are because of two things: 1. Balancing both light and heavy fighters based on supers. 2. Unwillingness to give carriers equal or greater bonuses compared to supers.
The fact that supers can use 2 heavies at the same time as their 3 lights complicates matters. That's a huge advantage that significantly affects balance concerns, but normal carriers don't have that ability. They're stuck with their 3 lights, and without damage and possibly speed bonuses rivaling or surpassing supers, they can't do their job. |
Lugh Crow-Slave
1792
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Posted - 2016.04.06 23:06:39 -
[252] - Quote
Miss 'Assassination' Cayman wrote:I think the carrier balance issues are because of three things: 1. Balancing both light and heavy fighters based on supers. 2. Unwillingness to give carriers equal or greater bonuses compared to supers. 3. A desire to keep carriers at similar damage potential to what they have now.
The fact that supers can use 2 heavies at the same time as their 3 lights complicates matters. That's a huge advantage that significantly affects balance concerns, but normal carriers don't have that ability. They're stuck with their 3 lights, and without damage and possibly speed bonuses rivaling or surpassing supers, they can't do their job.
It seems like someone wants to keep carriers around their current fighter damage potential, but how often are fighters actually used? Not often in PvP because they're not viable, and only a portion of the time for PvE. A lot of that is because of how fighters work and their cost, but the changes don't seem to be addressing that enough to make them attractive. It seems like dreads, supers, and titans are receiving quite a bit of versatility and potential utility roles while carriers are losing theirs and being left with a narrow focus on something they're not even good at. Unless they get more general damage output, they're not going to be a viable option in most situations due to the drawbacks of fighter speed and the ability to kill them.
and again if CCP does not want to give them more damage then give them more seed so they really can use their range or let them use a second support fighter with bonus to their effectiveness and give them 4 total tubes.
this will mean dreads can still do more DPS so can supers but carriers will either have a support or range advantage
Citadel worm hole tax
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Gary Webb
The Walking Deads Limited Expectations
8
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Posted - 2016.04.07 06:28:49 -
[253] - Quote
@CCPLarrakin can we get a list of regular drone modules that will no longer affect fighters (if any?) |
Gary Webb
The Walking Deads Limited Expectations
8
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Posted - 2016.04.07 06:44:57 -
[254] - Quote
Lugh Crow-Slave wrote:so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights
and you have 3 flights of T2 at 189 mill
so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull
How has ccp still not given us a statement on this yet? Carriers will be so prohibitively expensive they will never be used. So all these carriers/fighters will flood the market and sit at stupid high prices. I'm probably wrong, but hey. I'm feeling a bit pissed off that i stand to wind up in possession of like 10 bil worth of hulls and fighters that will be ultimately useless |
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CCP Larrikin
C C P C C P Alliance
437
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Posted - 2016.04.07 07:06:32 -
[255] - Quote
Sgt Ocker wrote:Submitting bug reports or tickets - It takes them 3 to 4 WEEKS to acknowledge a ticket - Why bother.
Hi there. I want to clarify this point :) Support Tickets and Bug Reports are two very different things. Please don't confuse the two. Please lodge bug reports (especially on Sisi)!
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
437
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Posted - 2016.04.07 07:24:40 -
[256] - Quote
Gary Webb wrote:@CCPLarrakin can we get a list of regular drone modules that will no longer affect fighters (if any?) The only drone module that doesn't effect Fighters is the Drone Link Augmentor. I think the description of all the modules has been changed to indicate that they also effect fighters. If you see one we've missed please bug report it!
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Sekeris
Blueprint Haus Blades of Grass
12
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Posted - 2016.04.07 08:24:41 -
[257] - Quote
CCP Larrikin wrote:Gary Webb wrote:@CCPLarrakin can we get a list of regular drone modules that will no longer affect fighters (if any?) The only drone module that doesn't effect Fighters is the Drone Link Augmentor. I think the description of all the modules has been changed to indicate that they also effect fighters. If you see one we've missed please bug report it!
Hi Larrikin,
Any word on why the Nid has less CPU then the thanny? The list of CPU output both between the carriers and the difference from carrier to super ready a bit off. Archon to Aeon is +100 tf Thanny to nyx is +75 tf Chim to Wyvern is +150 tf but the Nid to Hel is +250 tf.
~Seke |
Sgt Ocker
Kenshin. DARKNESS.
890
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Posted - 2016.04.07 09:29:06 -
[258] - Quote
CCP Larrikin wrote:Sgt Ocker wrote:Submitting bug reports or tickets - It takes them 3 to 4 WEEKS to acknowledge a ticket - Why bother. Hi there. I want to clarify this point :) Support Tickets and Bug Reports are two very different things. Please don't confuse the two. Please lodge bug reports (especially on Sisi)! Problem is with the mess that is currently SISI - What exactly is a bug.
My opinions are mine.
If you don't like them or disagree with me that's OK.- - - - - -
Just don't bother Hating - I don't care
It really is getting harder and harder to justify $23 a month for each sub.
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Miss 'Assassination' Cayman
CK-0FF Violence of Action.
67
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Posted - 2016.04.07 10:43:47 -
[259] - Quote
Sgt Ocker wrote:CCP Larrikin wrote:Sgt Ocker wrote:Submitting bug reports or tickets - It takes them 3 to 4 WEEKS to acknowledge a ticket - Why bother. Hi there. I want to clarify this point :) Support Tickets and Bug Reports are two very different things. Please don't confuse the two. Please lodge bug reports (especially on Sisi)! Problem is with the mess that is currently SISI - What exactly is a bug. That is an excellent question, but if in doubt send a bug report. It's much better for someone to spend a minute reading a report and determine it's not a bug than to let actual bugs slip through. |
Marranar Amatin
Center for Advanced Studies Gallente Federation
60
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Posted - 2016.04.07 11:19:27 -
[260] - Quote
CCP Larrikin wrote:Gary Webb wrote:@CCPLarrakin can we get a list of regular drone modules that will no longer affect fighters (if any?) The only drone module that doesn't effect Fighters is the Drone Link Augmentor. I think the description of all the modules has been changed to indicate that they also effect fighters. If you see one we've missed please bug report it!
Could we have the same information for stacking penalties please? Which modules are supposed to have stacking penalties? The ones that have are not identical with the ones that have them in the description. So how is it supposed to be? |
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Morrigan LeSante
Black Omega Security The OSS
1376
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Posted - 2016.04.07 13:27:41 -
[261] - Quote
Gary Webb wrote:Lugh Crow-Slave wrote:so i just did the math 3 mill for one t1 light fighter ? thats 89 3 flights
and you have 3 flights of T2 at 189 mill
so a thanny needs to hold 609mill (if it goes all light fighters) thats over half the cost of the hull How has ccp still not given us a statement on this yet? Carriers will be so prohibitively expensive they will never be used. So all these carriers/fighters will flood the market and sit at stupid high prices. I'm probably wrong, but hey. I'm feeling a bit pissed off that i stand to wind up in possession of like 10 bil worth of hulls and fighters that will be ultimately useless
Fighter cost, volume etc are all wrong on sisi atm.
Generic PSA: Slack is a really good place for quick questions btw, the guys hanging out there are typically right up to date. |
Anthar Thebess
1488
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Posted - 2016.04.07 13:29:06 -
[262] - Quote
I hope that current fighters will be split.
Stop discrimination, help in a fight against terrorists
Show your support to The Cause!
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CCP Larrikin
C C P C C P Alliance
437
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Posted - 2016.04.07 13:42:09 -
[263] - Quote
Marranar Amatin wrote:CCP Larrikin wrote:Gary Webb wrote:@CCPLarrakin can we get a list of regular drone modules that will no longer affect fighters (if any?) The only drone module that doesn't effect Fighters is the Drone Link Augmentor. I think the description of all the modules has been changed to indicate that they also effect fighters. If you see one we've missed please bug report it! Could we have the same information for stacking penalties please? Which modules are supposed to have stacking penalties? The ones that have are not identical with the ones that have them in the description. So how is it supposed to be? Good call. We'll add the stacking penalty warning to the description of fighter support units.
Morrigan LeSante wrote:Generic PSA: Slack is a really good place for quick questions btw, the guys hanging out there are typically right up to date. +1 for this. There has been some fantastic discussions regarding capitals, fighters and carriers in the #capitals channel on tweetfleet. I often answer questions there :)
Anthar Thebess wrote:I hope that current fighters will be split. Current fighters will be split by 6 (and become light fighters). Current fighter-bombers will be split by 4 (and become heavy fighters).
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Marranar Amatin
Center for Advanced Studies Gallente Federation
62
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Posted - 2016.04.07 15:57:16 -
[264] - Quote
CCP Larrikin wrote:Marranar Amatin wrote:CCP Larrikin wrote:Gary Webb wrote:@CCPLarrakin can we get a list of regular drone modules that will no longer affect fighters (if any?) The only drone module that doesn't effect Fighters is the Drone Link Augmentor. I think the description of all the modules has been changed to indicate that they also effect fighters. If you see one we've missed please bug report it! Could we have the same information for stacking penalties please? Which modules are supposed to have stacking penalties? The ones that have are not identical with the ones that have them in the description. So how is it supposed to be? Good call. We'll add the stacking penalty warning to the description of fighter support units.
Thanks, but I am not just talking about the FSU.
We also have: DDA: tooltip: stacking penalty testserver: no stacking penalty supposed to be: ???
Tracking Link: tooltip: stacking penalty testserver: no stacking penalty (as of ~week ago, didnt test today) supposed to be: ???
Tracking enhancer: tooltip: stacking penalty testserver: no stacking penalty (as of ~week ago, didnt test today) supposed to be: ???
Drone navigation Comp tooltip: no stacking penalty testserver: stacking penalty supposed to be: ???
Also I just noticed you finally increased ability 1 damage, and ability 3 burst, while also incraesing ability 3 cd. Great, thats a step in the right direction!
But the fighters are still very unbalanced among the races. Could you please comment on that? Are the Gallente fighters simply supposed to be better than the rest, while minmatar are the worst, with caldarin second best and amarr third? Or do you really think that a speed bonus equals a damage bonus of the same percentage? Because it really does not. Thats why nav comps have a much higher bonus than damage amplifiers, and damage amplifiers are still fitted much more frequently than nav comps. |
Lugh Crow-Slave
1794
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Posted - 2016.04.07 18:44:54 -
[265] - Quote
Marranar Amatin wrote:
But the fighters are still very unbalanced among the races. Could you please comment on that? Are the Gallente fighters simply supposed to be better than the rest, while minmatar are the worst, with caldarin second best and amarr third? Or do you really think that a speed bonus equals a damage bonus of the same percentage? Because it really does not. Thats why nav comps have a much higher bonus than damage amplifiers, and damage amplifiers are still fitted much more frequently than nav comps.
to be honest the speed i have found is much better than the DPS when my guys get test fleets together
also for the ability 3 it feels really close to what it should be but needs just a bit more damage
also if DDA are still not stacking then the damage these do in general is still to low if stacking is working i think you all are very close as far as the class balance goes but interclass still needs work
Citadel worm hole tax
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DharkenGray
Silversides Limited
0
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Posted - 2016.04.07 18:57:07 -
[266] - Quote
Participated in mass test in a Thanatos.
Constantly having to click on the special attack buttons of each squadron is not much fun. |
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CCP Larrikin
C C P C C P Alliance
437
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Posted - 2016.04.07 19:08:57 -
[267] - Quote
Marranar Amatin wrote: Thanks, but I am not just talking about the FSU.
We also have: DDA: tooltip: stacking penalty testserver: no stacking penalty supposed to be: ???
Tracking Link: tooltip: stacking penalty testserver: no stacking penalty (as of ~week ago, didnt test today) supposed to be: ???
Tracking enhancer: tooltip: stacking penalty testserver: no stacking penalty (as of ~week ago, didnt test today) supposed to be: ???
Drone navigation Comp tooltip: no stacking penalty testserver: stacking penalty supposed to be: ???
Ah ok. This is a bug. If the Description of the item mentions a stacking penalty then it should have one. Please lodge a bug report :)
Marranar Amatin wrote:But the fighters are still very unbalanced among the races. Could you please comment on that? Fighters maintain drone differences. Amarr/Minmatar are faster but do less damage, while Gallente/Caldari are slower and do more damage. Mobility of fighters (like drones) is such a huge part of their gameplay (and getting into range to apply that damage) that we do think the speed bonus equals the damage bonus.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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Lugh Crow-Slave
1794
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Posted - 2016.04.07 19:13:12 -
[268] - Quote
CCP Larrikin wrote:Marranar Amatin wrote:But the fighters are still very unbalanced among the races. Could you please comment on that? Fighters maintain drone differences. Amarr/Minmatar are faster but do less damage, while Gallente/Caldari are slower and do more damage. Mobility of fighters (like drones) is such a huge part of their gameplay (and getting into range to apply that damage) that we do think the speed bonus equals the damage bonus.
but they do not maintain their range or tracking
also can we please hear something on why the sensor power of fighters is so low?
i mean is it intended that a griffin can jam down a carrier and a half 100% of the time using multies?
Citadel worm hole tax
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Lugh Crow-Slave
1794
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Posted - 2016.04.07 19:14:37 -
[269] - Quote
DharkenGray wrote:Participated in mass test in a Thanatos.
Constantly having to click on the special attack buttons of each squadron is not much fun.
the ability needs to be stronger with an even higher cool down i think the idea is you dont want to be firing volly after volly
Citadel worm hole tax
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Marranar Amatin
Center for Advanced Studies Gallente Federation
63
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Posted - 2016.04.07 19:40:07 -
[270] - Quote
CCP Larrikin wrote:Marranar Amatin wrote:But the fighters are still very unbalanced among the races. Could you please comment on that? Fighters maintain drone differences. Amarr/Minmatar are faster but do less damage, while Gallente/Caldari are slower and do more damage. Mobility of fighters (like drones) is such a huge part of their gameplay (and getting into range to apply that damage) that we do think the speed bonus equals the damage bonus.
Ok thanks for the answer.
But I really dont think speed and damage is equal for drones, and this is reflected basically everywhere in existing modules. I dont see why fighter should be such a huge exception.
Quick check in Jita: Drone Nav comps are sold roughly 200.000 per day. Drone Damage amplifiers are about 800.000. Most Drone fittings use damage amplifiers, but hardly ever navcomps. Even though the nav comps give a 50% bigger increase. Damage is clearly more valued as a stat.
Or maybe look at Hobgoblin and Warrior for another comparison. Hobgoblin is ~23% more damage (similar to firbolg vs einherji), but Warrior is 50% faster and also has 50% better tracking.
My prediction for the future if the stats stay this way: In pve players will use the drone with the best damage types, so players that have to use einherji/templar are simply out of luck. In pvp it will be mostly Firbolgs, and sometimes Einherji, but not much in between. Just like in old times where no one used Amarr or Caldari Drones. I really dont mind the fighters being different, I also think they should maintain their differences, but it should not be that one type is simply better. Maybe lower the difference in damage a bit, and/or increase the speed difference, or also give the faster drones a smaller explosion radius. |
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