
Ithildin
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Posted - 2006.03.13 10:49:00 -
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These are a few comments to the sixth page of this thred.
1. The problem isn't the Raven, the Raven is part of the problem, but not the cause. Please - we have plenty enough Raven vs. threds in the past. 2. While missiles get a -90% damage penalty versus an interceptor, Grey Area, turrets do not hit at all at their optimal range or closer. Even with optimal boosted significantly, it's difficult to impossible to hit if the interceptor has a few "greys". This "problem" is because missiles do not get a precision bonus on targets with significantly slow (relative) speed, and is not a problem with the turrets. 3. Missiles have only been shot down by defenders because a) you were shotting at NPCs or b) you were shooting at a ship which couldn't fit anything in the last high and bothered with defenders. The trade off to defenders is, in fact, FOF missiles, by the way, since torpedoes require not one, but three defenders to shoot down (meaning even rocket launcher defenders won't do very much good) 4. The increased return (in number of weapon options) of training gunnery is merely a percieved bonus. It has the effect that devs spend less time tweaking and optimizing turrets because people can just take a step down to the next turret if the largest (or in some cases second largest) doesn't fit. 5. The training times for speccing turrets versus missiles are similar and comparable, the training trees are different. So what? 6. TomB's also promised to do a massive over-haul to the loot system (this is NOT read as "loot table") since it's FUBARed. This overhaul is said to contain goodies like an effort in rebalance and diversify faction modules and faction drops.
- The T2 ammo gripe. - T2 rocketry versus close range ammo goes a little like this (skipping rage since they're "fine"): Precision ammo (vs AM) - -8% damage, +25% total range Precision rocketry - -0% damage, +300% range (ignoring flight-time), -20% ship velocity, +100% tracking (exp vel), +25% general tracking (exp rad) So, in other words, the torps get no damage penalty and a massive boost to both range and "tracking" over the blasters/ACs, all for the price of slower ship speed?
- An idea for multi-launchers - Simply have all launchers have a damage modifier. This damage modifier is scaled similar to how the turret's damage modifiers are scaled. Same goes for rate of fire. Since the missiles shouldn't (for balance's sake) be altered in their range/velocity, the increased damage returns of "larger" launchers should be slightly penalized (this is due to a VERY large part of the decision to fit 425mm over 350mm is that the 425mm has such a longer reach. For example)
- An idea for defenders - Scrap them. Make a utility-slot flak cannon, which auto-targets the targeting patterns of missiles AND DRONES. Tracking should be optimized for heavy drones (~280 m/s orbit velocity, 125m sig radius) due to decreased hit points of smaller ones. Stats: 30 CPU, 50 PG. High slot, and no hard point. Uses flak ammunition (defenders are directly converted to this). Does around 300 dps (+5% per level) with a range of 3-4km and works even though jammed. Missiles need about 2.5 times as much HP - one such nullify one T1/Rage torp per volley or kills one max-skilled ogre every 10 seconds.
Originally by: KilROCK
Originally by: Arkanor Gallente missileboat might be cool.
Pod yourself till you got no skills.[
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