Karbowiak
Caldari coracao ardente Triumvirate.
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Posted - 2008.07.29 12:50:00 -
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Originally by: Viper ****zIe After quite a few hours testing on SISI, there are a few obvious problems with some quite possibly overlooked factors in the patch.
Caldari missile ships are vastly overpowered, able to hit pretty much anything at close to full damage due to explosion velocity and generally low speed. As a result of this, fewer players will be able to find smaller ships viable, furthering the shift upward in ship classes. It's looking like BC/BS sized ships will become the norm, especially against anything with missiles, as those are currently the only ships with a decent chance of tanking multiple hostiles.
Amarr is looking great too, due to their amazing tracking an apoc, correctly fit, is able to hit most ships at great range. Tracking becomes a bit of an issue with inties and dictors, but being able to hit anything larger with battleship sized weapons causes a bit of an imbalance, not to mention the fact that missile boats can clean up whatever they miss, currently.
Gallente is looking stronger overall, which is good considering how badly they've been hit in the last couple years. Arazu is looking like one of the strongest ships in the game atm, mostly because it can shut MWDs down at 37.5k with the proper gang/fitting, which is a bit ludicrous.
Minmatar have been completely shafted to be honest. The Tempest and Typhoon have both been hit with mass additions, which, considering how bad these ships already are is quite insane. I currently see no reason to train Matari over any other race. The vagabond is unable to tank properly, and the speed has been reduced by such a factor that it's impossible to avoid damage while surviving long enough to do anything effective. Minmatar ships have effectively been reduced to fodder that can be thrown on the front lines of fights to stop hostiles from shooting ships actually worth caring about.
Overall, nanoships needed to be nerfed a bit, but this is overdoing it quite majorly. Moving polycarbs to be in line with other rigs, perhaps nerfing snakes and lowering the effectiveness of Skirmish modules are all fine changes, and would bring nanoships in line with other forms of tanking quite well, generally lowering LUDICROUS SPEEDS to something more manageable.
The 2pt scram change, while interesting and generally well accepted by the community has inherent flaws, mostly the fact that with current game mechanics it's stupidly overpowered, being able to stop a ship from warping and practically stop it from moving at the same time, you're combining webs and disruptors into a single module that is amazingly more effective then either of them alone.
In conclusion, as it's 05:00 and I'd actually like to get some sleep tonight, the changes that are currently on SISI are excessive, there's no need to kill a type of gameplay because it's somehow thought of as status quo. A small nerf to generate diversity is a great idea, and one I'm sure most of the EVE community would be fully behind, but killing an entire area of gameplay for whatever reason is something that I'd have thought CCP would never have thought of, especially if EVE is to be a true "sandbox".
You gave us the toys we've used, you've provided the sandbox, you've allowed the mold to set. Don't stomp on our castle because it's the easy way out.
If i had the skills to type like this, i would have. Hence -> /signed
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