
Rod Blaine
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Posted - 2006.06.06 08:10:00 -
[1]
Well well. Another epistle (sp?) by Dear Digi.
Anyways, I agree, mostly.
Splitting all those mods ? Yes please. We've asked for that to be looked at as a possibility for ages. Now I see Tux mention that he's not uninterested in lowering general combat range in his blog yet I've yet to see any CCP reaction to this far better proposition that is alot older. Bringing range down hard would work, but it would also remove some diversity and present issues in pve.
Going to the same place but taking the "split-module" train there instead will have nearly the same practical effect on the pvp it is aimed at, and not too much of an effect on the rest. It als leaves diversity intact.
As to tech2 ammo and it's role. I do agree with Maya on that point somewhat. Tech2 long range ammo is simply too damn good. More range and more damage in one package without practical penalty ? Nuts. Same goes for some of the other t2 ammo types and some missile types. It's a different discussion however, and imo both things need working on.
Remote reps and rep drones. Yeah, UI issues with these as well as a lack of repping power on the repairers, fully agreed.
Surgical strike. Well, it's more or less one of those full-timesink skills isn't it ? Everyne that wants combat abilities puts this one high on the priority list, and everyone ends up with it at 5 sooner or later. It adds very little to the game except shorter combat duration and bigger gaps between the trained and untrained. Some kind of change would imo be nice yes.
Tracking, yes but with a big IF/BUT. The way Digi describes it is a bit overdone imo, unless you put some serious overpowered tracking on all short range weapons so as to make them able to hit smaller ships then theior own class quite well. I agree that a tachyon shouldn't have much chance of hitting an executioner, even at 100km. I do however think that the dual heavy pulse should be able to hit an auguror at 15km, maybe with some painting help or only with low transversal but it should at least have the possibility of hitting.
I like cruiser sized ships, hell, they make up most of my hangar. But I'd say they're good enough at already. Screwing over large turrets to the extent that their platforms are useless in total to even cruiser-sized ships if not set up specifically (with the 'smallest' turret of it's size) is going too far imo. People will shy away from using them outside of pve and fleets in total, and that's not right. Leave short range turrets able to hit more, creating a win/win situation where you have to be more vulnerable with your BS in order to participate in smaller gang warfare.
Ceptors, yes too much powah, give em actual roles. the only interceptor I would consider nicely done is the stiletto. Many mids for scramblers, nothing special offensively.
Bombers, need torps instead of cruises and built in painting so they can use Rage torps on BS with a rof penalty.
Command ships need to command yes, agreed.
Well, here's hoping these great ideas get taken aboard now that they've been mentioned for the twentyseventhandahalfth time eh 
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