
Zenst
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Posted - 2005.04.27 05:30:00 -
[1]
Well all these people who stack dmg mods are neglecting other area's that require low-slots, So its a balance/choice they make.
Now pro's/cons aside it would make logical sence that the cap usage of the gun went up in proportion to the DMG output, least as far as lasers are concerned. Of course this will hit Amarr the hardest but its there choice to stack away then and they have the cap love to handle it. Galantes's will get semi hit and Minimater will go waheyy with caldari's still scratching there heads like wanabe NPC pirates going "whats going on" in large groups.
Ok why has this issue been raised, well gankegeddons- simple as. I personaly dont touch Amarr or Minamater BS's but still dont mean there sexy in there own right. You can take any BS and stuff its lows with DMG mods (imagine the days when there was no stacking penalty - happy days) But you end up neglectinging other area's. Given these gankaships do pretty much focused dmg types with simple scouting and little planning you can setup a ship to tank em kill them in couple of voleys, remember they have no tank at all, just pure damage.
Anyhow lets play this out.
gankaships to powerfull - solution nerf dmg mods even more.
dmg mods get nerfed so all amarr's go ew what new tricks can we do, we have biggest caps lets fit load of neuits sensor boosters and end up cap whacking them instantly so even our scout in a velator can ri;p them apart let alone our drones.
Crowds gather and declare amarr ships too overpowered as they have bigger caps than anybody else and bigger powergrids to fit more cap batteries so there caps even bigger.
New posts start forming how they should nerf nosferatu's/energy neuts and amrarrians cap......
Its a balance, look at both sides and the longterm aspects. If its a good solution then adapt it; If it dont suit your style then work around it.
Take ECM , people said it was overpowered, now its well err nice but whilst in some ways better in others it is lacking. ECM damage mods would be nice, given it has a sudo `tracking` kinda factor to it in that you role zee dice.....
Personaly I'd like to see cap usage proportionatly increased be shot in relation to ANY added damage mod. So a 10% dmg bost whislt already eating more cap due to rate of fire increase would also increase in cap usage per shot. Coz still dont eliminate gank ships but would mean that there more suitable for people who have the skills beyond say a few levels in certain area's. On on that I'll end my input as you just dont want to get me started on the whole 2 month nublets flying ravens with named mods whoring agents and having more isk than most players earned the hard way over two years.
So in summary I dont care i fly scorpions and megathrons and my nerf bat credit is well up so yeah kill the dmg mods do it, i dont care at all as might actualy make some of my SP's more valuable :) but please please please, gimp up the missile first and give us some ecm damage mods now you have made it possible to have ships almost impossible to jam (yes there is a way and I know its not stacking the now totalay usless T2 backup arrays) a more cunning way and i'm not telling lalalalallalala :D
So any chance of putting the people who brought us the great ECM changes and the excellent AP fix's. Any chance you can set them onto the DMG mods. Hey maybe give the work to hammer so it can slip in thru that great QA net every ew other patch it not meant to be in.
Do it I dare you :)
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