
Wat0721
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Posted - 2006.06.08 23:33:00 -
[1]
Quote: why do you want the damage reduction??
It's simple: ROLE SPECIALIZATION.
As-is, interceptors can efficiently tackle, tank, and deal enough damage fast enough to kill or simply opt out of a confrontation. I think that by definition this makes them "solowtfpwnmobiles", but I'm not up on all the terminology just yet.
A tackler needs to be fast enough to get close and be able to fit to hold a ship down. Interceptors are the fastest ships in the game.
A tanker needs survivability. Getting away from PvP...ever done an L4 mission where the interceptor was tanking the damage for you because it's impossible to hit? That's tanking battleships, if you don't understand.
A damage dealer needs to hit hard. +50% DAMAGE BONUS. Interceptors single-handedly eliminate frigates, cruisers, covert ops, bombers, DESTROYERS (outdamaged & outrun, aka. unskilled & unaware.), etc., and would outdamage AFs if fitting constraints didn't force AFs to use small guns anyway.
Other ships can't manage this sort of versatility, and that's where the imbalance lies.
My T1 frig will eventually get popped or be forced to try a warp out because it won't, and doesn't need, bonuses for role specialization -- it's meant to be a "combat" ship and it's not built to specialize, but to be versatile enough to be mediocre at any task.
A more personal example, my shieldcara can't passive tank [everything] forever because the damage will eventually whittle me down to the point that I need to leave -- I've sacrificed maneuverability, damage output, and have made myself a larger target in order to be extremely effective against small, fast targets.
My <some damage ship I can't fly, probably Minmatar> can't fit to destroy every target equally well because sacrifices had to be made in order to be very effective at destroying a class of ship (or range of classes, e.g. "large ships"), otherwise I have to become less effective at the role I'm in, dealing damage; in turn, I become a less valuable asset.
Unlike the ships that specialize in dealing damage, though, interceptors can also dictate the terms of engagement, which is an extremely powerful ability in combat -- because interceptors can "just leave". Their abilities set them in the perfect position as awesome tacklers, SUPPORT SHIPS. Unfortunately they're at-present amazing SOLOWTFOMGUKILLEDMYM8SANDTHENMYFEROX ships because, like I mentioned in the other thread, they can "hold a ship down and punch". Unlike interceptors, other ships have to cripple their setups to be the most effective as well as hold down other ships, which they'll also remain ineffective at.
Those of us "crying" for an interceptor nerf don't feel like the game is too balanced if there's a solopwnmobile flying around. It's upsetting that "DPS this" and "DPS that" is what's getting thrown around, because it's not the core of the game.
Think about other MMOs with clearly-defined "class" systems -- the classes have a role and it's very-well defined. When someone finds a way to step beyond that role and become the same "solowtfpwnmobiles", the problem obvious to everyone is balance.
What's different here? There's a solopwnmobile out there, and someone needs to bust out the nerf bat. Seems clear-cut to me.
Done reading? But wait, there's more in THE OTHER THREAD!!
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