
chatgris
Quantum Cats Syndicate
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Posted - 2011.11.01 15:08:00 -
[1] - Quote
Daedalus Arcova wrote:All these one-line posters going 'Woo!! Thanks CCP! This is awesome!' are going to feel pretty let down when they realise these tweaks basically change nothing.
CCP, this is really disappointing. When the Chaos stats were leaked, you told us that they were WIP and may change. Now, it turns out that they were exactly what you were going to implement (apart from correcting your agility nerf to a buff).
Blaster boats will still be outclassed by every other short-range weapon system. They will still be kited by every other type of ship, with their superior versatility of range. If, by some miracle, a blaster platform gets its target into optimal range, its damage output will still not be enough to make up for all the damage being applied by the opponent while it was getting into range.
Right now, blasters are an all-or-nothing weapon, but their 'all' is really quite pitiful compared to the downsides. So the way to fix them is either to a: give them a truly massive increase in damage output at short range, as a trade-off for all the times they'll be outranged, or b: broaden the envelope where they can be partially effective, while still maintaining their slight advantage up-close.
If you're determined that blasters should remain a very short range weapon, then they really have to do a truckload of damage at that range to make up for all the time getting into range, taking damage while doing none. In other words, blasters should do something like twice the damage of ACs if they get in range. Letting a blaster platform get into optimal range before it's at least half-dead already, should mean almost certain death.
If you don't want to give blasters that kind of insane damage, then you have to give them better range. They shouldn't be iwin buttons at longer ranges, but they desperately need more versatility. No other weapon system has such a small envelope in which to operate, and such a steep decline in effectiveness outside of that sweet spot. So fix it with a rebalancing of ammo types to give blasters viable options at ranges beyond Null.
As for rails, you've designed a weapon system that only gains superiority in ranges where the new scanning mechanics make fighting completely impossible. Just give them another 10% damage boost on top of the one you've given them already, and they might become useful.
It would be nice if CCP posted at all in this thread to reassure all those concerned about this supposed 'rebalancing' that the feedback is actually being taken on board, and being acted on.
What this guy said. I've been waiting with baited breath for blaster boats to become useful again (outside of frigates/the pirate boats) but this doesn't cut it at all. They're still relatively slow, (10m/s is nothing), and unless they can do enough "wow damage" to make up for all the time they took damage on the approach, they're still pretty much useless for open combat.
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