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Bad Harlequin
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Posted - 2003.09.05 17:42:00 -
[181]
Quote:
Quote: Why not change the shield hardeners to three different classes like the shield boosters ie. Small, medium and large. Make them so they require different power levels and Cpu to run
This would indeed seem to be a very logical choice! It seems reasonable enough that a battleship shield hardener affecting a massive amount of shield would require more cpu/power grid/energy than one boosting a small frigate shield.
Good suggestion Cleric!
Forehead-smacker, that. Should have been obvious, eh?
While i appreciate the concern over discovering that a pilot can make himself immune to everything - how is it different than a clever pilot making his opponent unable to target him? Or stop him from running away? Okay, 98% resistance is out of hand, fair enough.
But normalizing everything to the most extreme example will only skew the low and mid ranges. As mention, turrets are getting better. Now defenses are lower. Fights will be short indeed, and you can't even turn the suckers on coming out of warp. We're going to have people loading a pod unexpectedly, again .
Hey.
Ok, the problem is not "i have 98% damage to thermal ha ha ha!" - unload all your kinetic missiles on him is the answer :D - but "i am damn near invulnerable to everything!"
There are 4 basic damtypes. Why not make a booster of one make you SLIGHTLY more vulnerable to another? EM in opposition to Explosive, and Thermal in opposition to Kinetic.
Rather than an ubernerf, why not leave the base at or near 70% instead of 40% (echhh), but keep the proposed stacking multiplier change.
And add, say, 10-15% vulnerability to the opposed damtype. And have the vulberablity stack in *precisely* the same way the bonus does. Go ahead, stack 2 EM and 2 Thermal harderners - if you're preparing to attack a laser-user. But stacking all 4 will no longer result in "immmune to all" if you cap the max POSSIBLE stacked resistance to any one damtype for any reason at 99.9%, THEN apply the penalties for opposition.
/me dons asbestos undies
You are in a maze of twisty little asteroids, all alike. |

Serge
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Posted - 2003.09.05 17:56:00 -
[182]
Stacking - jep, its one topic!
But the other still is the size! Modules that are supposed to be cruiser-sized (like the shield hardeners atm are) should not be able to be fitted on a BS without serious penalty! this is only another step towards BS the one and only choice!
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... "we suddenly have a good 2 dozen Chicken Littles running about proclaiming tha |

Erick Thakrar
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Posted - 2003.09.05 18:48:00 -
[183]
I personally agree with Heff on this. Just stop shield hardeners of the same kind from stacking at all. Then you could mount 4 EM hardeners and STILL have a 70% resist to EM damage. Takes away the whole problem. No need to nerf the resist percentage or anything. Although a reduction to say 60% resist wouldn't hurt. That would be the only change required though. No need to change cap use either. On an entirely different note, the idea of implementing different sizes of shield hardeners like there is now with shield boosters is very appealing. Just make sure they're available in the market and in NPC drops. Same thing goes for Large Shield Boosters. Atleast let some of the NPC rats drop those, like they used to. Ya Hya Chouhada!!! |

Dawn
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Posted - 2003.09.06 06:49:00 -
[184]
As far as Shield Hardeners are concererned, I think there should be 2 classes for shield hardners. The first class would be at 70% resistence and only frigates and cruisers could use them. The second class would be 40% resistence and only Battleships and titans could use those.
IMO this would probably be the easiest way to balance the shield hardners for everyone and not nerf the shield hardners across the board. If the shield hardners are nerfed, I totally agree that combat times will be even shorter.
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Kardis Ta'Destroyer
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Posted - 2003.09.06 22:51:00 -
[185]
Med Nano Armor Repair II seems to have old stats still 80 energy activation 24 sec time 71 armor repaired req skill of repair systmes 4
where as the normal medium armor repairer I 160 energy 15 sec 240 armor repair req skill Repair system 1
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Rising Sin
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Posted - 2003.09.07 04:46:00 -
[186]
When you have a maximum number of slots (ie, 8 of each in EVE), stacking actually isn't a big deal if the effectiveness of shield hardners is brought down. With 50%, cruisers will still be able to use hardeners with ease and scorpions won't be able to build a heavy resistence to every damage type.
Even if a ship like that does build a high resistence to your weapon, why not use a cap drainer on him? Cap drainers are one of the most under-used but effective combat modules in the game and basically make a ship (even one that uses projectiles) a sitting duck.
-- "If they're shooting at you, you know you must be doing something right." |

Quinty Isabella
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Posted - 2003.09.08 10:44:00 -
[187]
Because Cap drainers and Energy neutralizers causes CTD... yes another possible combat exploit......
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Kardis Ta'Destroyer
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Posted - 2003.09.09 01:06:00 -
[188]
Quote: Because Cap drainers and Energy neutralizers causes CTD... yes another possible combat exploit......
only if both partys are useing them at the same time does it cause CTD |

Dakkon
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Posted - 2003.09.09 03:01:00 -
[189]
Edited by: Dakkon on 09/09/2003 03:01:50 TomB, could u look into the hull repairers also? I was messing around on chaos and they need an improvement because it doesnt matter how good the armor repairers are. Once your structure is gone so is your ship. This is a problem cause once ppl start hitting armor they deal damage to structure also.
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Quinty Isabella
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Posted - 2003.09.09 05:38:00 -
[190]
I will explain why this can be an exploit. Cause not only the two who use neutralizers on eachother will CTD but also some people at the same location I have experienced.
Example tactics: * warp in with two cruisers/or with those alts with frigates where the enemy is * let them use energy neutralizers on eachother * they CTD but also a couple of the enemies will CTD * Warp in with reinforcements to kill the enemies and those who CTD'ed
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Acuna Traos
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Posted - 2003.09.09 17:54:00 -
[191]
To Dakkon:
Then mount a hull repairer as well. There isn't anything wrong with the armour repairer as it is. If I were relying on armour I would. Infact I may just train up Amarr ships, or maybe Min, they are both going to own for the setups I have in mind. But then also my setups for Cal should be pritty good (got a bit more thinking to go into those though)
Shh nobody say I didn't mention Gall ships. (there just not right for my setups thats all)
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Salama
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Posted - 2003.09.09 19:40:00 -
[192]
I've just hopped in from Shadowbane 3 days ago and have no idea WTH yer talkin about.
However: KUDOS KUDOS KUDOS for the way you are talking to your player base!!
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Dakkon
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Posted - 2003.09.09 21:40:00 -
[193]
Acuna
I have put hull repairers on also, they r way to weak. Meds r 60 hp, 25 duration.
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Acuna Traos
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Posted - 2003.09.10 17:59:00 -
[194]
Ahh sorry, to my shame I didn't check there stats. I asumed they would be simmilar. In which case they need boosting.
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shakaZ XIV
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Posted - 2003.09.11 20:39:00 -
[195]
not entirely on the same topic :P but:
Energy vampires need some love aswell :P By energy vampires i mean modules like Nosferatu.
They suck 10 energy from an enemy and add it to your cap, every 45 seconds, and from 1200 m away.
they take 50 cpu (!!) and 8 powergrid to equip.
As it is, they are useless...the energy sucked and added per second just isnt worth bothering, but the idea makes for an interesting module! If only they could be improved a bit.
Lets say, 50 energy every 20 seconds from 10 km or so sounds more reasonable and at least not completely useless...or more energy/s from very close by perhaps to make them a bit more unique in their use? :P
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Kardis Ta'Destroyer
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Posted - 2003.09.12 01:43:00 -
[196]
I posted this in its own topic but thought it might get a better chance of being seen here -----------------------------------------------
I know i have seen lots of people mention maybe a hotkey to relaod weapons but i had a thought that should be rather simple
the same way u can toggle on autorepete couldn't the dev's incorprate a auto-reload after the weapon runs dry?
my 2 isk |

Devana
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Posted - 2003.09.12 22:50:00 -
[197]
wtf is chaos?!
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OPTIQUEST
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Posted - 2003.09.13 02:12:00 -
[198]
Does anyone know whats going to happen to the the vm15 multi shield booster that gives 40% to all dam types now? If normal boosters are getting nerfed to 40% what will this module give you after nerf. BTW if theres no nerf on it prices of these things will shoot 10mil + range and everyone will want one. buy them while u can :)
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Ana Khouri
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Posted - 2003.09.15 18:02:00 -
[199]
It will be reduced to 25% like the commone version. SIngle damage type hardeners will be 50%, not 40%.
free speech not allowed here |

Paul Dubois
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Posted - 2003.09.15 21:05:00 -
[200]
If theyre dropping the benefits of the VM15 multispectral types, are they reducing the cost in cap? 50 every 2 seconds is a ridiculous amount of cap to waste if it is only providing 25% benefit.
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