
Soldarius
Peek-A-Boo Bombers
9
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Posted - 2011.10.10 02:01:00 -
[1] - Quote
OP seems to have put a lot of effort into this, which is good. So I will endeavor not to troll. However, I don't understand why these changes are being suggested other than the rather nonspecific goal of "upgrade and modernize". Could you provide a point-by-point analysis of the problems and proposed solutions? Example: why increase drone bays/bandwidth? What will this accomplish?
My viewpoint: Blasters: Have short optimal and falloff, thus requiring the ship to get in close. Best tracking in the game because close range turrets must have great tracking or they'll never hit. Autocannons can hit farther out due to long falloff, and have good tracking as well. Pulse lasers have long optimal and short falloff, and not such great tracking.
So if you want to increase the effectiveness of blasters, they need a boost that will result in more damage being applied at longer range. This can be accomplished by increasing just about any stat. Increase tracking and they will hit more frequently at closer ranges, which is not quite what we want. Increase optimal or falloff and they will hit more frequently at longer ranges, which is better. Increase RoF and they will hit more frequently at all ranges but use more ammo and cap. Increase damage multipliers and they will hit harder when they hit. Nice for longer range, but runs the risk of being OP at close range.
I kind of like the idea of an all-or-nothing weapon system that either misses or r4pes face. There really isn't anything else in game like that. I think it also fits the Gallente mindset.
Another change that can be made is to buff the ships that are meant to carry blasters so that they can be more effective. Perhaps these blaster boats should be more mobile than their drone-carrying bretheren.
Rails: Longest range in game. Crappy damage and tracking. Sniping means nothing if you don't do damage. Either increase RoF or damage.
Buffing RoF, as above, means more ammo and cap consumed, but also better dps. Its a decent tradeoff. I thing this would fit into the overall sceme of weapons just fine. We don't want to duplicate artillery with high alpha and low RoF.
OP suggested global changes to probing, warp distances, and maximum locking range to mitigate the problem of combat probing snipers and warping on top of them. Changes that have such far-reaching impact should not be used to correct game balance or tactical disadvantages.
The only one of these I would support is a change to the minimum distance to warp. This would give all long-range ships that distance buffer they really need while still being within effective range.
The tactic of probing snipers is a valid one and should not be mitigated by global probing changes. BS have large drone bays for a reason. Use them. Rolling safes/firing points. Split your groups. Adjust tactics.
Snipers are also typically glass cannons. Perhaps dedicated sniping ships should also be more mobile. Purpose driven design, CCP. Not this looks cool lets try it.
I would support not losing control of drones when warping on grid. That would be nice. "How do you kill that which has no life?" |