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The Wretch
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Posted - 2003.07.01 21:55:00 -
[1]
"They now require 50 cap every 2.5 seconds"
Ya think this may be a little bit over kill? Why not just slap a big FOR BSHIP ONLY sign on them.
Would it not of been better to just lower the bonus stats on them so they are still feasible to equip on cruisers?
Another MWD type nerf, way out of proportion to the balance needed.
CCP, you should play some real baseball with that nerf bat. I'm sure you would be homerun hitters every time.
Batter up!
The Wretch Cyberdyne Systems CEO
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1nsomnia
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Posted - 2003.07.01 22:06:00 -
[2]
The part I don't understand is this...
We have uber weapon loadouts being used with uber skills = uber weapon damage.
Against said damage, a shield hardner or shield booster extended your destruction by..oh, 1/2 a second. Making defense modules pretty worthless to use...if you had anytime to activate them at all.
Here comes the nerf bat, nerfing weapons down to reasonable amounts of damage. But instead of leaving defense type modules where they were and possibly useful, they nerf those too making them useless again.
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Hralti
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Posted - 2003.07.01 22:06:00 -
[3]
I read over in patch review that there was a reason they didn't change the percentages... course, I thought they weren't that overpowered in the first place.
In any case, I'm sure cruisers will still be able to use them, but probably not in a continual fashion.
Though, it perplexes me that they're lowering our defensive capabilities -- I thought the big problem was that combat is too short. Oh well, we'll have to see how it turns out when weapon range mods are in.
MWD was pretty overpowered; but cutting the cap was a little overboard IMHO. All it really does is make those 200 AU crossings a pain in the arse.
Edited by: Hralti on 01/07/2003 22:07:36 |

Xelios
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Posted - 2003.07.01 22:28:00 -
[4]
Combat *is* to short, but giving all cruisers 75% inveunerability to all damages is a bit overkill.
Though I think 40 energy every 2.5 seconds is a bit rediculous.
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StoreSlem
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Posted - 2003.07.01 22:29:00 -
[5]
I agree. Wrote approx the same thing over at patch review.
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Axelay
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Posted - 2003.07.01 22:52:00 -
[6]
Multis don't give 75%.
They give reduce vulnerability by 40%.
And if you stack them you get about 65% _____ m0o
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Xelios
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Posted - 2003.07.01 22:55:00 -
[7]
Well 65% is what I meant, I've never used them ;)
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Ilia Volyova
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Posted - 2003.07.01 22:58:00 -
[8]
64% if you stack 2 of them - but 78% if you stack 3 :p
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Joshua Calvert
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Posted - 2003.07.01 22:58:00 -
[9]
I'm thanking my VM15's right now - they're the only thing that saved me from big bad Stavros.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

The Wretch
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Posted - 2003.07.02 00:09:00 -
[10]
Using all 3 I had over 90% in some combinations. But you could not sustain it very long running all three. I could run 2 multis and fire 4x gauss rifles for some time before burning up power. But hell, now you will barely be able to run one.
Well I just got home from work so time to see how bad this is really going to be or if they still worth while using.
I am having trouble finding the Dev comments on why they opted to screw you over on cap usage instead of modifying the resist bonus given to be inline with that of new turret dmg's. Could someone link me pls?
Edited by: The Wretch on 02/07/2003 00:10:34
The Wretch Cyberdyne Systems CEO
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MindBender
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Posted - 2003.07.02 00:17:00 -
[11]
And again this really screws Hybrid users and beam users that rely so heavily on cap. projectile users get another free ride.
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Cachorro Louco
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Posted - 2003.07.02 04:28:00 -
[12]
Tell ya what, if it makes you feel better instead of using my projectiles I'll just place a box of rubberbands next to me on the ol computer desk. That way the next time I run into trouble I shoot at the sucker with rubberbands.
You feel better now?
Mad Dog says: Bet I'm the only true Reverend in the game. It says so on the printout I got from an Internet site. |

Riffler
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Posted - 2003.07.02 04:31:00 -
[13]
The real problem here is that all mods can be mounted on all ships (powergrid and CPU permitting).
So the multispec shield reinforcer can be fitted on a frigate, which can run it for a few seconds. On a cruiser, which can run it for maybe a minute or 2. Or a battleship, which can run 2 or 3 for 10 minutes at a time. It's useless on a frigate, balanced on a cruiser, unbalanced on a battleship. The hardener is similar, though even a battleship wouldn't need to run more than 1 :).
Guessing what I can about the game system, I suspect that the obvious solutions to this (such as varying how certain mods work on different ship sizes) would be impossible or at least very difficult to implement, so I can't see a viable solution.
Edited by: Riffler on 02/07/2003 04:33:23
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Xelios
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Posted - 2003.07.02 04:38:00 -
[14]
An Apocalypse could run with 91% resistance to everything for 80 seconds before it's cap runs out. Fit one with some good projectile guns, and 80 seconds is more than enough time to kill anyone. That has to change.
btw, 80 seconds assuming no cap recharge at all.
Edited by: Xelios on 02/07/2003 04:38:53
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Fallen Angel
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Posted - 2003.07.02 04:43:00 -
[15]
No biggie... my ship could almost handle running 1 of them (yes, my power regen is insane)
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