
Bibbleibble
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Posted - 2010.11.28 22:30:00 -
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The problem with Blasters as it stands is that the web nerf has moved the definition of short range, and scorch and autocannons have shown that short range as it used to be defined is now no longer a viable sphere of engagement.
In solo PVP, there are generally two ranges now where DPS matters in the current game style outside of frigate on frigate fights, where blasters do relatively well; web and disruptor range. Blasters are very rarely the best at either of these ranges as their tracking, damage and range are all badly configured for these ranges.
Therefore, rather than trying to shoehorn the game back into a style that has long since died, why not just tweak blasters to work at more useful ranges. They should trade the ability to work at longer ranges for the ability to hit competently at most ranges below that.
Cruiser sized blasters should be undoubtably the best within web range, or at least with Null. That means that they should be able to hit out to 10km with reasonable damage, unlike at the moment, whilst keeping Antimatter and such like for hitting at 5km.
Battleships blasters should be the same, but for disruptor range. That would mean hitting at 20km with null, and 10km with antimatter. That would mean that they were almost practical at battleship level combat, as they wouldn't have to spend nearly as long getting into range as now, and would mitigate the whole angular velocity issue.
I think the best way to do this would be to adjust the balance of optimal and falloff that blasters currently have; falloff only works when you have more than enough for the range you're working at, which blasters just don't have. I also think that there is also space to boost blasters through tracking and damage numbers; I think about 10% more tracking and damage would be enough, though I haven't checked the numbers in detail.
I would throw some numbers out, by I worked all this out a while ago and I've lost the file I kept all my ideas in. 
An alternative idea is to give a script to webs that swaps all their optimal for falloff and boosts their strength to 90%. That would give short ranged webs more strength whilst not making them the instanteous death they used to be for small ships; you just need to avoid getting too close.
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