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dalman
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Posted - 2005.08.19 21:54:00 -
[121]
I shared your opinions when I returned to the game Loka. Which made me a bit sad, cause that's not my style of play. Thankfully though, there are ways to counter everything in this game. So I've found a setup that suits my style and will kick *** with all the lamers.
How did it come to this? The answer is VERY simple. 1. Modules. T2 guns etc were released way earlier than T2 defensive modules. 2. Even more important: SKILLS. There are like 2M total points in defensive skills in the game. They've been there since release. Meanwhile, a gazillion of offensive skills have been released. There's gotta be like 30M or something in gunnery. Needless to say, when players had 1M in defensive and 1M in offensive skills, the balance was a bit different than when players now have 2M in defence and 20M in offense.
The 'problem' will get fixed as soon as CCP release the proper skills. FFS, the skills that add to armor/shield resistance has been in the database since forever, yet they are somehow not available in the game yet. WHY??? 'Shield Compensation' skill... GOOD! Now give us more! Armor rep cap need. Armor rep ammount. Shield boost ammount. Shield boost duration. Advanced shield HP. Advanced armor HP. etc.
And ECCM modules needs fixing. And guess what? There should be ECCM skill bonus too.
I could go on and on forever I think...
Drink up, shoot in. Let the beating begin. Distributor of pain. Your loss becomes my gain...
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danneh
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Posted - 2005.08.20 02:26:00 -
[122]
Originally by: dalman I shared your opinions when I returned to the game Loka. Which made me a bit sad, cause that's not my style of play. Thankfully though, there are ways to counter everything in this game. So I've found a setup that suits my style and will kick *** with all the lamers.
How did it come to this? The answer is VERY simple. 1. Modules. T2 guns etc were released way earlier than T2 defensive modules. 2. Even more important: SKILLS. There are like 2M total points in defensive skills in the game. They've been there since release. Meanwhile, a gazillion of offensive skills have been released. There's gotta be like 30M or something in gunnery. Needless to say, when players had 1M in defensive and 1M in offensive skills, the balance was a bit different than when players now have 2M in defence and 20M in offense.
The 'problem' will get fixed as soon as CCP release the proper skills. FFS, the skills that add to armor/shield resistance has been in the database since forever, yet they are somehow not available in the game yet. WHY??? 'Shield Compensation' skill... GOOD! Now give us more! Armor rep cap need. Armor rep ammount. Shield boost ammount. Shield boost duration. Advanced shield HP. Advanced armor HP. etc.
And ECCM modules needs fixing. And guess what? There should be ECCM skill bonus too.
I could go on and on forever I think...
If Defense Modules become to strong it will only increase blobbing.
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Therin Dracul
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Posted - 2005.08.20 04:06:00 -
[123]
Look at pvp in any game. ANY multiplayer game.
Pure DPS, and focus fire rule the day.
Pure dps isnt king because of people being able to run away.
Pure dps is king because in a gang on gang fight, nobody will ever be able to tank 30 people focus firing on them. Gang on Gang, its all about establishing an advantage early.
Or IOTW: "Firstest with the Mostest"
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Dukath
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Posted - 2005.08.20 07:12:00 -
[124]
A slight increase in defense will be nice, as long as CCP takes into account that longer battles mean cap problems for some while others are not affected. Any increase in battle-length should affect all ships equally.
In stead of an all out defense increase i'd rather have a slight hp/tanking boost and a major strategic boost for fleets. The strategic boost for fleets would change little to small engagements while finally make fleet combat interesting. Reducing effectiveness of ships under fire and effectiveness of focus firing is one of the measures that will have minimal effect on small scale combat but that could make fleet combat much better.
Having ships warp out only at 150% of max speed will be a boost for both small scale as fleet battles since instant warping will be gone, although it might be seen as a nerf to people who do not want to fight, then again they already have the advantage of warp cores.
Splitting the modules... this is mostly a change for longer range combat, small scale combat however is mostly shorter range so even there it will not be affected as much.
I don't really agree with the calls to simply bring combat back to the < 100km range just to bring back ECM. If you want to use ECM on the enemy you can always move your ECM ships closer to the enemy, maybe use ships that are a bit faster like cruisers and frigates in stead of always the scorpions :)
And finally, making falloff count in both ways will again have little influence on short range engagements, while the long range battles will ave the added extra that an enemy could warp in a small short range squad if you don't have defense for it. To be honest I don't see many nerfs here, only boosts in gameplay for everyone
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DarK
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Posted - 2005.08.20 08:35:00 -
[125]
Come to think of it, the tanking system stinks.
In this game you have generally low hitpoints to begin with, and rely mainly on repairing damage with armour rep or shield booster.
You can either break a tank or you can't generally.
With low HP ships it is pretty easy to die to a gank setup as you most likely can't repair fast enough and when a ship can do 1000dps your 15k hp ship isnt going to last that long.
I think it would be better to change the tanking system to one with less focus on repairing ability and more focus on how much HP you have. One which would rely on shield/armour resistances.
For example you could have a cruiser with 50k shield HP, a bs with 200k, a dread with over 1 million. These numbers I just pulled out of my ass so don't focus on them too much.
You could still have repairers but there wouldn't be so much emphasis on how much you can repair, it would be more of a post-battle type thing where you repair your shields and go at it again. Shield recharge may be come interesting here, I don't know.
This way even if you do low damage you can still possibly kill your ponent, even though it will take a little while longer, heh.
Come to think of it, it would be interesting to target specific areas on ships. For example shoot engines or weapon guidance system. Maybe I'm Playing the wrong game:)
Before I get whined at about various things by the usuals, just keep in mind that I haven't spent 3 days thinking about all the possible side effects, drawbacks and blablabla. Find a way to make it work rather than ways it won't work:|
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Jim Raynor
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Posted - 2005.08.20 08:40:00 -
[126]
sometimes it seems like pvp has pretty much gone back to the way it was at release.
lots of guns lots of dmg mods stuff that makes you lock crap faster
f1 f2 f3.. gg
gank gank gank.
gank > tank
gank 4tw tank 4tl
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ROBBLE ROBBLE |

Jim Raynor
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Posted - 2005.08.20 08:44:00 -
[127]
sometimes it seems like pvp has pretty much gone back to the way it was at release.
lots of guns lots of dmg mods stuff that makes you lock crap faster
f1 f2 f3.. gg
gank gank gank.
gank > tank
gank 4tw tank 4tl

What happend to that ship HP increase? It was a good idea, the stupid 'racial' increases which gave the amarr 1000% more armor and the gallante 10% more armor and 1000% more structure were stupid, but why not just double HP across the board?
Obviously we can't nerf dmg module stacking as 1,000 armageddon/tempest gank kiddies will cancel their accounts in unison if they took away their uber dmg mod and rof. ------
ROBBLE ROBBLE |

Loka
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Posted - 2005.08.20 08:56:00 -
[128]
Anyway good discussion here and a lot of posts which made me think about other solutions. But tbh, the size of this thread and the views alone shows me, that iam not alone with my opinion.
Dalman long time not seen. Ok guys i am now on holidays for 2 weeks. Gran Canaria is screaming for me. So i hope you can survive without my forum whoring skills.
cya in space. _________________________ Dead or Alive
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Nyxus
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Posted - 2005.08.20 16:43:00 -
[129]
Quote: I think it would be better to change the tanking system to one with less focus on repairing ability and more focus on how much HP you have. One which would rely on shield/armour resistances.
I agree wholeheartedly with Dark. Give the ships HUGE amounts of HP/Shields. Make repairing/boosting work at 10% efficiency while under fire. Make battles last longer becuase it takes longer to chew through defenses. It wont effect NPCing becuase of the downtime of repairing between fights.
I want my Battleship to last longer than 30 seconds to 5 frigates 1/1000th my size. Whem my Behomoth of DoomÖ only lasts 20 seconds in a fight.......well it doesn't seem like a space behemoth at all......
Nyxus
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