
Eleven
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Posted - 2005.07.20 13:50:00 -
[1]
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We shouldn't have to "adapt". This is a game, and is supposed to, as such, bring enjoyment & fun as it is. If there is character growth & developement - aka treadmilling - it should also be fun & inspire me to do so. This... is not fun, this is not "inspiring" me to work towards anything, because my "work" is now total crap, not just for the missile nerf, but a CPU nerf, a powergrid nerf, the slowest ships in-game, the smallest cargo holds in-game, the largest ammo in-game (hybrid + missiles), and some of the most restrictive & inflexible ship slot layouts in-game.
Thanks for nerfing me & thousand others. As revenge I'm nerfing you back. It's called a Subscription Nerf... heard of it? It's cancelled. No more money for you, and FU.
I highly encourage all other players that are the least bit put off by this to cancel their subscriptions. It sends a very clear message - CHANGE US BACK OR YOUR COMPANY DIES. They keep character accounts around after cancellation for at least 6 months, some people I have talked to have come back after 1 year (and more than just a few are leaving again in disgust).
CCP is working PR to try & sweep this nerf under the rug and say "oh look, shiny new skills you can get & everything will be better". NO, no it won't. 1 race of characters shouldn't be forced suddenly to spend millions of credits to be less than what they formerly were in combat ability.
How about missile using noobs vs. other races? Especially Caldari vs other noobs. As it was, all were fairly equal. As it is now, all other basic skills characters are better than a caldari missile user. Caldari already had the lowest grid but highest CPU in-game. This allowed EW/Shield item use, and missile launchers (with less grid required), but not as many turrets. Good, balanced, neat. Now, they can't use anything period. There is no balance anymore. Caldari new players suck compared to the other races now, totally! They all have the advantage & can fit more turrets/weapons doing more damage early on in the game.
Caldari can't catch up later, either, if that's what anyone is thinking. Damage over time (DoT) of missiles was already lower in Exodus than any other weapon type. Now, it's even lower yet. Pre-exodus this was balanced out by a CONSTANT amount of damage done to target, a slightly bigger initial volley of damage possible, much slower rate of fire (RoF) than all other weapons, large ammo size, expensive ammo, bonus of no cap use, minus of shorter range than most turrets, very slow speed towards target (versus turrets which are instant), missiles can be outrun, shot with defenders, or smartbombed... basically giving any wise player 100% immunity against missiles. No one can get 100% immunity against turrets, ever, not possible with EVE math. Before, in Exodus, missiles were also appropriate to ship size class, meaning you used torps/cruise on BS, and light/rockets on frigs, heavy on cruisers. You could do damage appropriate to your ship size with missiles & not gimp down, and stand relatively equally to turreted ships assuming you shield tanked right, were patient enough to wait on missiles to hit the target, and had brains enough to know your range.
But no... CCP decided to futher nerf missiles, lowering their damage even more, giving them even lower RoF, even lower DoT, making them even shorter in range, making the launchers require MUCH MORE grid totally negating and breaking the balance of caldari ship layout and the point of caldari ships having higher CPU and lower grid & missile launchers taking less grid, AND... AND have made missiles so fast that (coupled with the invariable lag) you can't even see them coming before they hit, no time to activate defenders or smartbombs.
100% totally agree .... and the only person to mention the often overlooked reason why missiles were powerfull . missiles can be outrun, shot with defenders, or smartbombed... basically giving any wise player 100% immunity against missiles. No one can get 100% immunity against turrets, ever, not possible with EVE math.
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