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Author |
Thread Statistics | Show CCP posts - 20 post(s) |

Warde Guildencrantz
TunDraGon
929
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Posted - 2013.11.08 11:36:00 -
[1] - Quote
....O_o this will be an asskicking and a half if you get 20 ships fit with these together |

Warde Guildencrantz
TunDraGon
929
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Posted - 2013.11.08 11:42:00 -
[2] - Quote
Bob FromMarketing wrote:
Then the FC will call for the fleet to load Mjolnir instead.
with that in mind, i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i dunno, that could be another bonus of using them) |

Warde Guildencrantz
TunDraGon
929
|
Posted - 2013.11.08 12:05:00 -
[3] - Quote
Kagura Nikon wrote:
You simply destroyed my best ship (cerberus with rapid launchers). With that long reload time I cannot kill anythign meaningful (and i need rapid launchers because hamds do not fit with an useful fit). Mehh 1 billion isp spent on a ship that will be thrown in garbage can now.
Also that cahnge makes ROF bonus on launchrs a VERY SAD feature :/
Think about those numbers.. make a few more charges. So that you can kill acruiser with it.
OThewrwise you jus tmade the weapon useles for SOLO and small gang work. Surprise.. as if this was not a trend in game.
I fail to see how 800dps in a cerberus for 40 seconds that applies on like any ship it shoots at is a reason to "throw it in the garbage can".
Its the same DPS as before. If your opponent can burst tank 40 seconds of 800 dps he can tank a consistent 400 dps too. |

Warde Guildencrantz
TunDraGon
929
|
Posted - 2013.11.08 12:13:00 -
[4] - Quote
Janeway84 wrote: flying a hauler through lowsec with a ecm mod on it to roll the dice and hopefully jam someone so they cant point you 
You don't have to roll a dice because you would simply die before even locking the opponent |

Warde Guildencrantz
TunDraGon
936
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Posted - 2013.11.12 11:57:00 -
[5] - Quote
Edwin McAlister wrote:is it just me, or am I seeing a never ending balance cycle taking place...
Teiricide the ships and balance them out... then balance modules then turn around and have to rebalance the ships because of changes in modules then have to turn around and rebalance modules........ rinse and repeat.....
why not just look at the entire missile combat as a whole and start there... balance modules and ships that use that weapon system as primary....
just stop with all these changes to missile combat and start from the beginning again...
determine the base line... what you ,.. the game designers want... and do it...
I think the players for the most part would rather wait a few more months and have a fully useful system instead of this mish mash we got now....
balance is a journey, not a destination
/lameline |

Warde Guildencrantz
TunDraGon
944
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Posted - 2013.12.09 12:02:00 -
[6] - Quote
Altrue wrote:In terms of game design, this rebalance is crap due to the reload time being too long. Creating inactivity and uselesness in the middle of a fight. This is counpounded by the fact that you cannot see the time remaining for the reload, and that you cannot switch ammo fast enough to use missiles how they were designed to be used.
If not firing missiles for a bit means you are sitting there doing absolutely nothing in a fight, then I think you aren't fighting correctly. If you don't kill the enemy by the time your rounds run out, chances are you should be doing some evasive maneuvers.
In terms of ammo types, they already said they would look into being able to switch ammo easily without a 40 second reload back at the start of the topic. It didn't make it into rubicon.
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