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Nifel
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Posted - 2005.06.19 00:01:00 -
[1]
I think I'd like the stacking penalty on the rof bonus work differently instead. I'd really hate to only have one damage module per ship restrictions :\. Half the fun with EVE combat is fitting and limiting the ways you can fit limits that.
Get some of the math geniuses work on it. I suck at it :p.
"We wield swords for the sound of laughter that used to be there long ago." |

Nifel
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Posted - 2005.06.19 10:14:00 -
[2]
Edited by: Nifel on 19/06/2005 10:14:08 So... I agree with Rod here. Seperating tracking comps, tracking enhancers, sensor boosters into seperate modules for what they do would help a lot. They're as much part of the syntomps that damage mods are. Seperating the damage module into two seperate modules might be an idea as well.
But I'd rather have the stacking penalites on all of those modules to be harsher. The quickie solution that'd work okish would be to increase the health of all ships by 50-100% across the board. Anything more than that and you're looking at ridicilous amounts of hp.
More skills for defense wouldn't hurt either. Those skills that increases your natural resistances would be nice to have :p. And when all this is fixed I'd like my EW module for worsening another peeps tank to be introduced kthx?:D
"We wield swords for the sound of laughter that used to be there long ago." |

Nifel
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Posted - 2005.06.19 11:32:00 -
[3]
Gives more time to warp out. But I agree it's not the best solution. I also don't think it'd break the game, everything would just take longer.
You should know my stance by now if you've read what I've written anyway Maya :). I'd rather have the stacking penalties reworked and I agree with Rod (or whoever that first suggested it) about breaking up the tacking enhancers, tracking computers and sensor boosters into seperate modules.
"We wield swords for the sound of laughter that used to be there long ago." |

Nifel
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Posted - 2005.06.19 20:32:00 -
[4]
Originally by: Helmut 314 Ship HP does need to be increased, maybe by 5-10 times.
FFS people, are you even checking what the percentage increases mean? Apocs and Ravens have 4800 of armor and shield respectively. With maxed skills and a 500% increase they get 30k armor/shield respectively. With a 1000% increase it's 60k. It's dangerous to play around with percentages... so easy to stare yourself blind at the numbers.
Example: WTF?! a 1% measly increase. SCREW YOU CCP! YOU SUX0RZ! All the while that 1% increase means you get 100 more dps. Too many wannabe designers around here :|.
The best posts were by Weirda and the other dude that calculated the numbers in terms of dps for each damage mod put on. Was very interesting to see the pure numbers guys :).
"We wield swords for the sound of laughter that used to be there long ago." |

Nifel
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Posted - 2005.06.20 08:12:00 -
[5]
Right... so what happens with defending your territory. With that much hp you can just tank the damage all the way to the gate and then jump through. If you're fighting at gates nothing will prevent that from happening with that much hp.
"We wield swords for the sound of laughter that used to be there long ago." |

Nifel
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Posted - 2005.06.20 11:05:00 -
[6]
Originally by: Helmut 314
Originally by: Nifel Right... so what happens with defending your territory. With that much hp you can just tank the damage all the way to the gate and then jump through. If you're fighting at gates nothing will prevent that from happening with that much hp.
Well it would make tactics and piloting skills in a fleet more important. The winner is the one left standing on the battlefield, you know.
I'm talking small scale engagements. That a massive increase in hit points will screw it over royally.
"We wield swords for the sound of laughter that used to be there long ago." |
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