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Axle skye
Caldari Ruby Sunrise
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Posted - 2006.10.23 22:35:00 -
[1]
Anyone thought about how the proposed Hp boost will impact mission running? I see a couple of possibilites. 1. No change to npc hp, missions now laughable to tank. same ammo consumption. Missions now easier and in most cases faster.
2. npc hp boosted 50%, missions stay about the same, just take longer and more ammo. Mission no more difficult, but consume more ammo(thus cost more)
3. npc hp no boost but damage doubled. Missions still take about as long, take as much ammo to finish, but are about the same if a little bit more difficult to tank. Missions now a little bit more challenging, but generate same amount of income.
I was just curious if anyone had any thoughts on the matter.
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Leandro Salazar
Aeon Industries
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Posted - 2006.10.23 23:12:00 -
[2]
Quote: 1. No change to npc hp, missions now laughable to tank. same ammo consumption. Missions now easier and in most cases faster.
2. npc hp boosted 50%, missions stay about the same, just take longer and more ammo. Mission no more difficult, but consume more ammo(thus cost more)
Both these points are fundamentally wrong.
1) We get more hitpoints, NOT more tank. The easy missions become even easier, but for the hard ones there is very little change as we only get a buffer that will buy a few seconds in harder lvl4 missions. Tank-wise everything will stay more or less the same. And where do you get the notion of faster missioning due to having more HP?
2) We get more hitpoints, not more tank. If NPCs would gain 50% more HP, we would have to tank them 50% longer, with the same tank we had before the change. This will make some of the hard missions pretty much impossible even with Gist tanks. And of course it will totally fk up the isk/time and risk/reward ratios.
The way I see it, CCP will have to either leave the NPCs alone (preferable) or give them a slight HP boost of 10% or so to make up for our new little buffer. If they boost the NPCs by the same 50% the players get, they will have to rework all the missions. --------- ZOMG my sig was concordokkened! Link removed due to bad language on remote site. -wystler
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Lord WarATron
Amarr Out Siders Ascendant Frontier
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Posted - 2006.10.24 12:58:00 -
[3]
Makes little difference, other than easier to warp out. Lvl4's without warpouts and done solo all all about maintaining a tank while ganking. The shield recharge rate is increased so no passive tanking bonus so its like having a built in plate in your lvl4 setup - something that people dont really care about. --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |
Karille
Lordless Unbrella Alliance
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Posted - 2006.10.25 03:13:00 -
[4]
I dont understand how people say there is no bonus to passive tanking, i thought they were also doubling the hp on shield extenders and plates?
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Ashira Twilight
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Posted - 2006.10.25 03:36:00 -
[5]
We'll have 50% more, but shield recharge time is going to double, so the recharge rate will be the same.
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Karille
Lordless Unbrella Alliance
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Posted - 2006.10.25 03:50:00 -
[6]
i meant the modules, a 50% larger shield extender means 50% more passive recharge
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Dilandil Ma'al
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Posted - 2006.10.25 04:39:00 -
[7]
Originally by: Karille i meant the modules, a 50% larger shield extender means 50% more passive recharge
not really. recharge = (original + bonus)/time, so with each extender you get a bonus recharge of bonus/time. both bonus and time are multiplied by 1.5 here so recharge remains unchanged.
like others said, the added HP provides negligible advantage to mission tanking. added HP buffer is pointless for a sustainable tank which is what you want in a mission. and for harder missions if the tank breaks, the extremely high DPS would chew through that buffer very quickly. it does offer some advantage if you have a borderline unsustainable tank but I think that's pretty rare.
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