|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.27 19:44:00 -
[1]
Problem is the turret with the most flexibility in range gets to change its ammo instantly. Turn that around. Problem solved.
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.27 23:17:00 -
[2]
Originally by: Grimpak
not much tho, but mostly to counter the effects of fitting plates on your ship or the likes.
I wouldnt mind that as long as it is restricted to armor plates, and doesnt affect base stats.
Say a 7.5%%/level reduction on armor plate mass.
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.27 23:24:00 -
[3]
Edited by: Lilith Velkor on 27/12/2010 23:25:48
No, the suggestion is to have a hull bonus which reduces the mass addition from armor plates.
So at a 7.5%/level that would mean 1600 RTP would add 1,031,2150kg instead of 2,750,000kg on that platform at level 5 skill.
Basically a 1600 RTP would add less mass than a 800mm RTP.
I dont really know what you mean Liang, what you say sounds like a penalty that actually would make it worse when fitting plates. Would also not really be a penalty for pure repper setups, so that doesnt make a lot of sense.
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.28 00:02:00 -
[4]
Edited by: Lilith Velkor on 28/12/2010 00:04:23
Originally by: Liang Nuren
Oh, I see. I'm not a huge fan of trading my hull bonuses for that and I don't really see third hull bonuses as being particularly desirable.
Would not have to be a real trade or a third bonus. Brutix for example does rarely use the repper bonus, trading a bonus you dont use is not so bad.
Thorax got the MWD cap penalty bonus, not really a huge loss if you bump the base capacitor up a bit in turn.
Though running some numbers, a 10%/level decrease in plate mass addition will be more around what it should be.
Quote: The suggestion in question came in the middle of a discussion on how to best remove the penalties for active tanking armor rigs - so I was like... what an interesting way to look at it.
Thinking about it, that would in fact give more reason to active tank over plates. But that is one double edged blade, active tanks are only useful in limited size fleets, it would penalize gallente over amarr even more in buffer situations.
Though, maybe its time to rethink rig penalties in general. The current system with a general penalty for each rig group is a bit inflexible maybe, or we could have the rigging skills remove the penalty completely at level 5 skill.
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.28 19:29:00 -
[5]
Originally by: Liang Nuren
Me too. I'd really like to see a complete reworking of the way rig penalties work. For instance, I'd like to see ROF rigs penalize damage mod and armor rep rigs penalize rep duration, and CCCs penalize cap amount, and HP amount rigs penalize resists, and resist rigs shift resists around (+20 EM, -20 Explosive for example).
Hmm, is that sarcasm? Would be easier to just remove rigs if you want to have them nullify their own effects, or am I not understanding what you say?
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.28 20:01:00 -
[6]
Originally by: Jaina Sunspot
It isn't imbalenced because the people who fit them will have a clear advantage in tank compared to someone who hasn't.
It doesnt really do anything, if I am shield tanking I am off the field before I drop into armor, or dead in a split second if I'm tackled. An extra second or two to live doesnt make any difference. Nice buff though removing the signature radius penalty.
If I am armor tanking, same thing, an extra second or two I dont have before popping, and reduced time for friendly logistics to lock onto me to prevent me from getting alpha killed.
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.28 20:17:00 -
[7]
Originally by: Jaina Sunspot
Yeah but Blaster Boats would love it. Small, very small price to pay to allow them a little more hope of getting into range of shield kiters.
That would be a false hope. The very purpose of a kiting setup is to prevent you from getting into its range.
So there is no way to buff close range armor setups to a point where they reliably can do it without breaking medium range kiting as a whole in the process.
|

Lilith Velkor
Minmatar Heretic Army
|
Posted - 2010.12.28 20:37:00 -
[8]
Edited by: Lilith Velkor on 28/12/2010 20:40:27 Ah, that makes more sense now.
Still, that would raise the entry level of rigging quite a bit, as anything below a level 4 or even 5 would be rather questionable.
I dont know, the whole rigging penalty thing is really a can of worms if you take a close look, might be not the worst idea to remove it completely, or move the penalties for all rigs to somewhat completely unrelated, as difficult as that might be, though that brings us to the point where the rigging skills itself is rather questionable to train up to high levels.
Hmm, maybe a different approach, remove penalties and in turn have the rigging skill apply a small bonus to the rig effect? Similar to how resist modules are affected by skill.
|
|
|
|