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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2011.03.22 02:42:00 -
[31]
Originally by: Karash Amerius The only true way to make anything work well in the long term is to make sure anything that has powerful advantages also has powerful disadvantages. Obviously, that dynamic is not at play here in regards to supercaps.
Looks to me they're popping like flies. So it seems the disadvantage is "everybody else wants to kill you" (and being a "really damn big target" so almost anything deals full damage to you while you can barely maneouver).
If anything, dreads need a buff. Start with either removing the "can't move" limitation on siege mode, or at least allowing early siege mode deactivation (with a cloaking device-like cooldown for next reactivation). Alternatively, you can make siege mode radically increase weapons range too, not just damage. _
Make ISK||Build||React||1k papercuts _
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Zhim'Fufu
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Posted - 2011.03.22 05:56:00 -
[32]
Originally by: Akita T
Originally by: Karash Amerius The only true way to make anything work well in the long term is to make sure anything that has powerful advantages also has powerful disadvantages. Obviously, that dynamic is not at play here in regards to supercaps.
Looks to me they're popping like flies.
And reproducing like flies too. Thats the problem. Supercaps are far too easy to spam with the current mechanics which is why we have all the general hate for them.
Originally by: Akita T If anything, dreads need a buff.
I agree. As soon as fighterbomber spam came into play dreads have taken the backseat for offensive ops.
Originally by: Akita T Start with either removing the "can't move" limitation on siege mode, or at least allowing early siege mode deactivation (with a cloaking device-like cooldown for next reactivation). Alternatively, you can make siege mode radically increase weapons range too, not just damage.
I disagree. Dreads need a buff but they need a survivability buff not a damage buff. Though I suppose the early seige deactivation is a step in the right direction.
But overall caps need a massive nerf to mobility which is totally overpowered atm. Seriously. With a few strategically placed cyno alts you can literally spam caps at a moments notice to pretty much any system in the eve universe.
This has to stop.
Originally by: Response to bitter carebear tears in local [19:44:46] CCP Incognito > sorry i can't talk about game mechanics. you need to use your brains and figure it out.
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Karash Amerius
Sutoka
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Posted - 2011.03.22 16:12:00 -
[33]
I agree that Dreads need to be reworked OR that supercaps need to be reworked. I think Dreads are fine if supercaps were not so overpowering right now. I could also go with a Dread re-purposing...but I hate POS mechanics in general, so any sort of ideas down that hole will just be flamed.
Really, none of the capital ships in Eve really feel like they were designed well, except for maybe the JFs and Orca. Compared to the sub-capital fare, its a real shame. ========================= Karash Amerius - Operative - Sutoka Fighting Broke - A Eve Online Blog ========================= |
Thats no Moon
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Posted - 2011.03.23 20:14:00 -
[34]
Originally by: Michael J Fox thats no moon...
Yo. |
guthin aspheirocy
Gallente Northstar Cabal R.A.G.E
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Posted - 2011.04.26 17:20:00 -
[35]
Originally by: Thats no Moon
Originally by: Michael J Fox thats no moon...
Yo.
haha brilliant :).
Earlier on the thread someone said: 'price should never be used to dictate effectiveness', or something along those lines. Well im sorry, buts thats impossible to prevent. This game is based on a player based market, and i had hoped, that this game is thought by all players, to be a sand-box. With that said, we can look at the real world to identify trends that should be found in the game. The most basic of which is that: 'Something Better, costs more'. This is almost always the case and should not be disregarded. I do agree that there should be disadvantages to large vessels, and i do agree that the super carrier is not disadvantaged enough to counter-balance its strength, this can be seen by taking the titan as an example, a ship which has a serious disadvantage when against sub-caps. However, the price should very much dictate its effectiveness to an extent. What good would it do if all ships were the same price? In fact that answer is easy to come by in practice. Hop on sisi and capitals are a common site. Price of ships limits their use, but also suggests that they are better in some way. If a super carrier remained at current price, but had half of its combat effectiveness taken away. The main body of the fleet would change ship. This is simple logic folks, there will always be a certain ship that is suited to a role slightly better than the others. In combat, the BS class fleet of any 'good alliance' is currently Armour and Abaddons. The DRF and the NC use this, with maybe slight variations. This is because it is currently the best ship in large numbers for combat, and armor is the best tank for large engagements. Just like super carriers is the best ship to have large numbers of. This imbalance can never, ever, be solved. It is only natural to complain about stuff like this, but nerfing everything solves nothing. Look at auto-cannons and blasters.. i mean, wtf bro? auto cannons have the same damage as blasters but have twice the range, perhaps more? yeh thats sounds balanced. So naturally for CQ, you use pulse and auto-cannons at the moment. If your using blasters in an alliance fleet its because thats the only thing you can use or its your preference but as a pilot, your not as effective as the guy next to you. People will always look for ways to ensure victory. You cant help that, and you cant force people out of that habit. It is quite literally impossible. Another example of this is Pandemic Legion, they have a tengu fleet, it is very very hard to kill without picking some kind of hole in the ship fits, or using a very specific anti-fleet. Should it be nerfed because of that, and my ignorance on the fact that i cant win? NO! You find ways to kill them, and you solve the problem yourself! Thats what this game is about! An intellectual challenge at every step, and i love that about Eve. Do people seriously want this to become another mindless WOW game? Where you cant really go wrong anywhere...
Oh btw.. yeh super caps need to be put down a little
XDDDDD
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Sino Sarn
Sick Tight Controlled Chaos
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Posted - 2011.04.26 17:31:00 -
[36]
necrooooooooooooooo.
:derp:
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FeralShadow
RipStar. United Front Alliance
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Posted - 2011.04.26 17:58:00 -
[37]
CCP should have a montly alliance bill that scales exponentially with membership. Think of all the problems this would fix. _______________________________________________ "If you want to taste the ground, feel free to attack." - Kenshin Himura
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Feligast
Minmatar GoonWaffe Goonswarm Federation
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Posted - 2011.04.26 20:38:00 -
[38]
Originally by: FeralShadow CCP should have a montly alliance bill that scales exponentially with membership. Think of all the problems this would fix.
Uhm... none? Instead of 1 5000-man alliance, you would have 100 50-man alliances all working together.
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The Old Chap
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Posted - 2011.04.26 21:13:00 -
[39]
Originally by: Brooks Puuntai Good and more need to die there. All supers need to die, then removed from game.
You mean just like hi-sec?
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Caius LiviusCerso
Caldari StarFleet Enterprises -Mostly Harmless-
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Posted - 2011.04.26 21:32:00 -
[40]
we simply need a way to make cynoing SCs and all caps more insecure. A system wide, or constelation wide array of hyperspace distorsion network that can Catch some of the caps that are flying through...in nearby space.
for example, if its a big SC ship, higher chances to drop it out of hyperspace somewhere near the net to catch it.
I bet it would effectively slow down things. esp if the pulled down cap would be vulnerable and without cap.
They could also be dropped to a WH system and attacked by sleepers.....
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Dorian Wylde
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Posted - 2011.04.26 22:21:00 -
[41]
Originally by: Valari Nala Zena
What this game needs is a major isk sink imo, if even losing dozens of titans means nothing, it's just going to grow worse over time.
Easy to do. Scale the sov fee based on how many systems the alliance has. So an alliance holding 10 systems pays 20/30/40 times more than an alliance holding one. Then weight it based on the number of control towers they have online anywhere, so they still get hit if they're moon farming, but not putting TCU's up.
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HeIIfire11
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Posted - 2011.04.27 00:33:00 -
[42]
Edited by: HeIIfire11 on 27/04/2011 00:36:03
Originally by: Valari Nala Zena
The isk that is circulating in this game is just ridiculous, meaning that losing hundreds of regular caps every day would mean nothing at all for big alliances.
What this game needs is a major isk sink imo, if even losing dozens of titans means nothing, it's just going to grow worse over time.
Haven't you heard? It's the lvl 4 mission runners who make the real isk
Lets just keep nerfing them until it's sorted out while the people out there fly titans like shuttles.
Edit: I need to go to iceland and get some of that **** they are smoking over there.
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