Xultanis
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Posted - 2010.05.15 05:48:00 -
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I read a few posts so I apologize ahead of time if I'm repeating anything anyone has said. I've noticed people saying that if the damage is increased then Gallente would be too powerful upclose. However, we all do agree that something has to be done with the damage. I mean even with Void which only does the -25% range instead of the Antimatter(also faction) -60%, the maximum range even with falloff is between 12km and 16km.
I would much love for them to increase the damage output outright but then we run into everyone just switching to close gank gallente. If they lower everyones resists to meet the damage output then that doesn't only help gallente out it helps everyone which in turn gets us back to square one. I would suggest of a complete system overhall, which would take way too long and too many resources, but it would be nice to have a completely different combat system. Where you have points to put in whichever resists you want and whatnot but thats for another post of maybe even for EvE II. Who knows.
My suggestion to have Gallente ships naturally resisted to the speed reduction of webs and scrams. While increasing their tracking, agility, and normal speed values.
This would fix both problems and be pretty simple but I have a feeling everyone is going to say its overpowered. With the mobility amarr lasers and minmater guns would be at a disadvantage because of the movement causing their already low tracking to hurt them in the long run, which would in the end require more pilot capability to even out the transversal when attacking. The other condition would be the webs and scrams, it doesn't help if we can't get in range. If Gallente ships were resisted to webs and scrams speed reductions to a degree then it would help with the range problems. Gallente speed value can only be reduced to 80% of their total speed value. So if the top speed with an AB is 500 then speed doesn't drop below 400 regardless of the amounts of webs on the ship. Same thing with scrams'. Speed can not be lower then 80% of total speed value. If the tracking, speed values, and agility were to increase to meet these needs then I think the whole issue is solved.
I know this all sounds a little crazy, more then welcome to omit or change things, but I think it leads to a good direction. This all plays more into pilot capabilities while giving us the tools we need to make up for the horrible damage output. We stay out of low transversal lowering the damage output on us while keeping our damage output pretty much the same. This way everyone damage overall is the same only thing that changes is the mechanic.
Well thats it for now. I hope I made some sense. I post when I'm dead tired and I always pray it sounds the way I planned it too.
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