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dalman
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Posted - 2005.10.11 13:32:00 -
[1]
After checking SiSi for myself today I can just say that it's a mess. And it's gonna be very hard to get it balanced right.
From the dev-blog: "Applying the resistances to the ship itself would have favored both the tank and damage setups, effectively achieving nothing. "
Now that statement is just wrong. It's correct when comparing plates/extenders. But not with reps/boosters. As the fight takes longer time, the tank will be able to run many more cycles adding new HP with that resistance. So it benefits the tank.
Nerfed damage stacking, higher base HP, new penalties to plates/extenders, size decrease on cap charges etc. - All of them promote the use of reppers/boosters.
So IMO it would be a good idea to make the skills just add to the ships resistance. That would also make balancing alot easier.
And by the way: Then we could also make these skills more advanced. Make them add 5% per level instead of 3, but make them rank 8 (or 6) instead of rank 2. Cause with rank 2 "everyone" will have them all up very soon.
(oh, and of course they would work like "all" skills. (Ie, 60% base armor EM becomes 70% at lvl 5, not 85% ) Drink up, shoot in. Let the beating begin. Distributor of pain. Your loss becomes my gain...
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Bruchpilot
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Posted - 2005.10.11 13:48:00 -
[2]
Actually not a good idea. These skills will become a "must have" and everyone would train them, except the new players who have a ****load of other things to train for.
Keep in mind that we aren't talking about ballancing the whole game for 20M + characters but for the younger ones as well. Atm, with the passive hardener you get only fitting advantages (fiting passives will become very effective after the next patch) over the active ones. It should stay as it is now.
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Resin Kadir
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Posted - 2005.10.11 13:50:00 -
[3]
Then you get a rifter with 60% resistance to every attribute and no hardeners whatsoever. Can we saw a wolf in rifters clothing? Not good.
I don't really like how the resistances are going to work either. i originally wanted a base res increase per skill as well but I knew it would really make combat harder. It's already a pain if you have two HAC vs 1 BS at 40km. Still, I think that passive hardeners should receive the full bonus and active should ONLY receive the bonus when activated. it's jsut stupid to give an active hardener a passive bonus and no only additional bonus.
Like I said on the dev post, tis is my first negative comment to a nerf. _________________________________________
Shoot Squelch first, it was his idea! |

j0sephine
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Posted - 2005.10.11 14:16:00 -
[4]
"Now that statement is just wrong."
I think the way they mean it is, if skills apply to ship itself then one can simply train them, get increased resistances and still have all slots free for the gank setup.
With skills tied to the modules, a ship needs to actually use some of their slots to take advantage of better protection, meaning the price of decreased damage output or whatever. ^^;;
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Rexy
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Posted - 2005.10.11 14:23:00 -
[5]
with the anticipated nerf of stacking damage mods, more then two anyway , old school gank setups sporting all lows with damage mods wont be viable anymore anyway, so i doubt you'll have to fear arma's with resists bonus and 8 damage mods. ------------------ All i want for cristmas is a typhoon with launcher rof bonus :) |

Sebastato
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Posted - 2005.10.11 14:38:00 -
[6]
Imo we will have longer fights. Cap will become much more important in PVP. So all producers of cap boosters, cap rechargers, nosferatus and energy neutralizers will make higher profits 
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