|  Blitz Hacker
 
 
       | Posted - 2005.10.25 06:25:00 -
          [1] 
 
  Originally by: Nomen Nescio System of high, med low slots and fitting is outdated for the balancing you need to do.
 
 Currently, I would think about redesing of the basic "slots/fitting" system, because:....
 
 
 ...You can have a tackler with a lot of high utility slots, a shield tank which can't be ew or armor tank which can't be 8 heat sinks II.
 
 Just think about it.
 
 
 Normally I'm not crazy about 'new idea's or long winded posts as they usually turn into rants; but I would have to agree with this post and credit it for some straight forward, and just plain forward thinking.
 
 At the moment I see the whole 'balance' changes as a nerf/counter nerf (buff) setup, and as soon as something is buffed; ships will be used other than as intended in which CCP is forced to cripple an otherwise decient ship; as people use it for alternative purposes, my personal opinion at the moment in reguards with tanking is that armor tanking just plain dominates shield tanks, for one of the main reasons that shields don't have a blanket +all low resist passive resist enhancer; where as armor does; invuln fields are complete junk and use more cap than keeping the boosters on 24/7 for the most part.
 
 Trying to balance this out as adding in newer ships; where as increased defencive capabilities where people have to choose one way or another based on what they either decide or 'have' to tank with (caldari, brutix, cyclone ect)
 Where as you add another medium slot on the current system chances are someone will spin it for an extra EW slot, when the given ship wasn't intended for a heavy EW role. I think the dev's should take a serious look at possible mods to the current low med high slots; as I think this could allow for specific and intended buffs; easier balancing on the devs part; and actually able to create ships with a specific role in mind, while still allowing customization and variety in layouts within reason.
 
 As with forward thinking I think that a system as mentioned above could go a long long way; and the devs wouldn't have to add and remove slots in every other patch to ships. With the current layout we currently have 'good, bad and just plain ugly ships' where as you could more refine how you could keep ships in roles as they were intended, (seeing an armageddon with tech2 miners out mining my retriever kills me :) But I think it's a pretty unbias system and in short deserves to take a serious looking at; as the current 3 slot lay outs are in the very least a bit outdated; and would allow more expansion for things such as command modules; without having to cripple the combat abilities of ships such as battlecruisers.
 
 My thoughts;
 Not yours.
 
 -Blitz-
 
  
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