
Haleuth
Blue Republic RvB - BLUE Republic
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Posted - 2011.10.26 17:16:00 -
[1] - Quote
Magosian wrote:I don't mean to stir the hornet's nest, but seriously, is this a joke?
Blasters get a tracking buff, but a web is pretty much necessary to make them effective in the first place, thus the tracking bonus is moot. The range stats on blasters remain untouched, so CCP completely ignores THE LARGEST CONTRIBUTING FACTOR which makes blasters ineffective: range. Speed and agility bonuses to blaster ships is a step in the right direction, but from what I can tell, Minmatar ships will still be able to outrun them, and considering autocannons still provide more than triple the effective range of blasters (as does Scorch, but I'll get to that), I don't see how anything really changes. In addition, changes to ship stats does nothing in terms of getting the most out of tracking enhancers and tracking computers. At present, hybrids get the least out of these fittings because THE BASE STATS OF HYBRIDS IS FUNDAMENTALLY BROKEN!
Railguns get their damage increased from "crap" to "slightly above crap," which I guess is a good thing, but the problems by railguns wasn't only damage. First and foremost, railguns do not bring anything unique to the table. Artillery dons the alpha crown and lasers don the ammo-free, instant-reload crown. Railguns have nothing like this. In addition, railguns [and blasters for that matter] receive a fairly even split in their optimal and falloff stats, whereas projectiles are primarily falloff and lasers are primarily optimal. This may not seem like a big deal at a glance, but what this means to a seasoned pilot is a hybrid user must boost TWO stats to match the effective range of projectile counterparts (who only need falloff) and laser counterparts (who only need optimal). This is illustrated best when looking at T2 ammo for short-range turrets. Null does not hold a candle to the effective ranges of Barrage and Scorch, and it is primarly because the bonuses applied don't have to be split between optimal and falloff. Splitting the bonuses from other range-increasing fitting mods and having to chase down twice as many rigs and implants to match effective range simply MAGNIFIES the problem.
Ultimately, with the proposed changes, hybrids still hold the most negatives in terms of fundamentals:
-requires cap: let's face it, a cap-usage reduction is really just sugar-coating on a rotten egg. Cap use is cap use. -requires ammo/reload -fixed damage type
Honestly, I really do appreciate the effort, but I find myself wondering if devs/testers who implemented these changes actually PLAY Eve. My money would be on "not really."
These changes are well thought out, when you consider that most gallente ships have a superior slot layout that gives the pilot many fitting options+drone damage or larger bays. Anything more and they'd be overpowered hence the overhaul of the deimos.
And to answer your question about devs playing this game, most of them do pve, the reason is because if they do pvp/join an alliance etc someone finds out and starts calling "hacks" or "unfair advantage" everytime they get shot at. |