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Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
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Posted - 2009.04.08 00:02:00 -
[1]
Edited by: Tarron Sarek on 08/04/2009 00:03:14
Imho this boils down to a buffer tank issue. If pilots would fit more active tanks, the Deimos would perform better.
So reducing buffer tank effectiveness (active tanks are ok and need no boost) seems like one possible solution. Some other options that come to my mind are a boost to Electron and Ion blasters or a reduction in fitting requirements. Right now only Neutrons provide sufficient DPS and 'range' for close quarters kamikaze combat.
Apart from that I hope the Deimos stays in essence the way it is right now. Personally I don't have any issue with 'niche ships'. Eagle and Muninn are similar cases.
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Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
|
Posted - 2009.04.08 19:48:00 -
[2]
Originally by: Letifer Deus Reducing buffer tank effectiveness (across the board) is not a popular complaint (nor do I agree it is a "problem") and I highly doubt CCP will be making any changes there any time soon. Also, this would force the Deimos to go active tank, which it currently sucks at (and then WOULD need changes similar to those proposed a year ago), so nerfing buffer tanking and otherwise leaving Deimos as is (as you suggest) would be a net loss for the Deimos.
You're wrong. But due to your arrogance and blindly promoting your own idea I won't bother you with going into details as to why.
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |

Tarron Sarek
Gallente Biotronics Inc. Alternative Realities
|
Posted - 2009.04.11 16:43:00 -
[3]
The proposed AB bonus, although maybe adressing the issue, would be a horrible fake solution that would very likely bite die devs in their behind, as soon as they change some other game mechanics.
The Deimos' problems are symptoms which originate from some suboptimal mix of combat game mechanics. Namely speed, range, damage and tank. Speed has just been altered. Damage in general is sufficient and should always be toyed with as a last resort. That leaves range and tank, which still provides plenty of tweaking options, without the need to implement a new unprecedented ship bonus, which would basically blur the boundaries of two fundamentally different propulsion modules.
I don't like fake solutions, because they are like patches that come off after a while. Imho it's a lot better to move inside the given rules and game mechanics and keep the game design straightforward. Exceptions tend to make future balancing more complicated.
___________________________________
Balance is power, guard hide it well
"Ceterum censeo Polycarbonem esse delendam" |
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