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Thread Statistics | Show CCP posts - 28 post(s) |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
82
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Posted - 2012.11.06 19:40:00 -
[1] - Quote
Here are some non-******** observations and questions I have. I look forward to them being ignored.
I think the abaddon still should be totally redone to make it something other than a superior armageddon. It was originally justified by the fact that it would have cap issues when 'tanking' - back then tanking didn't mean running a damage control, it meant running a load of reps. Speaking of which, any chance battleships could be less cap booster-reliant? It makes for boring setups.
Will on-grid be the only constraint for gang links, or would you consider giving them say an optimal range and/or falloff, to get people to actually get them in the fight rather than decloaking 300km away? (I think you should do this, grids are horrible.)
Also review (reduce) the actual effects of gang links? Currently you're often better off with 1 combat ship + 1 link ship than you are with 2 combat ships. I'm pretty sure they aren't supposed to be desirable at such a small scale over a combat ship - I was thinking you'd want them when you have multiple squads at least.
The skill progression on leadership is also pretty crazy. 100% effectiveness per level on those spec skills. You need the skill at 5 to use the mindlink. So at spec 4, you are about half as effective as at level 5 with mindlink. It's not diminishing returns at all. Plus mindlinks are expensive as hell. What's up with that? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
84
|
Posted - 2012.11.09 00:03:00 -
[2] - Quote
CCP Fozzie wrote:So about mindlinks..
- The fact that they are such a huge portion of the effectiveness of a booster isn't something we like
- The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn't something we like
- The fact that they make the use of multiple gang link types at once so much worse isn't something we like
- The exact way to deal with these problems isn't something we have hammered out yet, but we'll keep you updated
Maybe change the spec skills so they aren't 100% per level. Making links easier to fit would be cool maybe - keep the cap usage I guess (so there is at least some way to deal with them that doesn't involve killing a damnation/vulture), but 210 PG and 55 CPU really isn't easy to come by when you aren't flying minmatar.
I still think you should do what I say and give them a range limit or an effectiveness falloff. Encourages fleet togetherness and situational awareness, forces the link ship to be in the fight (they can still just jump out whenever I guess, maybe give them aggression). Prevents 300km cloak nonsense and grid sploits. Then all you'd need to do is cut their effectiveness and they'd be more or less fixed. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
88
|
Posted - 2012.11.14 01:01:00 -
[3] - Quote
Quote:the Talos keeps a kiting advantage
Are we really ok with the current state of tracking enhancers and T2 ammo? |
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