
Wraeththu
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Posted - 2005.08.14 17:53:00 -
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Originally by: j0sephine edit: on semi-related note, i'd love Istvaan's post quoted verbatim as part of in-game news regarding latest missile modifications or whatever... :s
Heh.
The invuln fields just got hit because that was people's first real attempt to use hardeners en-mass. It predated the balancing of all of them.
I don't think the missile changes are perfect, and will likely require some tweaking, but I think most of the issues come from the fact that.
1.) Missiles have no close-range or long-range versions. You don't choose to run an autocannon/pulse/blaster raven or a howitzer/laser/railgun raven. It serves both ranges. People can't check out your guns and choose to close the gap on you, or stay out of range.
2.) Missiles can run any damage type at any range. You can run a mixture of it if you want. Lasers don't get any choice, hybrids get very little choice (other than therm/kin), and projectiles' choice is range effective, and split out over differing kinds.
As a result of this, missiles are a jack of all trades, and finally not master of all too. And what's with contrasting 3 races vs one. It's basically "turret vs missile" I see "well a geddon can do this, and a tempest can do this" well guess what. Those are 2 races. You could just as easily say "a geddon can do this, and a scorp can do this" to justify being able to do anything in the game 
If there's balancing to do, it should likely be in computing the damage based on the radius size of heavily armored frigs.
Some bonus based on the current speed of the missile vs that missile's max velocity vs the current velocity of the ship in contrast to the damage delivered would be nice. This would simulate the equivelent of the turret's ability to get range on the frigates and still hit due to short tracking.
I don't see where the gripe is on the CPR. CPR is 20%, and sucks up a low slot. Ships using the CPR are using it to armor tank, which means it's taking the spot of an armor hardener, plate, repairer, etc. There are also (currently) no tech 2 CPRs in production. Cap Recharger is a mid-slot, 15%, and sucks up a medium slot. You also get shield boost amps, natural recharge, and a slightly easier fitting on shield boosters vs armor reps. A shield boosting ship can still run WCS or damage mods and not effect its tank.
So, in closing, I don't agree with the fact that caldari ships are somehow gimp. When the turret changes went into effect, a good number of turret users just switched to caldari, and just "dodge the bullet" of that change. Now it's come home and there's nowhere to dodge.
If you want to spend some time campaigning, go find all the 'mountains' of Typhoon users out there. 
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