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Soporo
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Posted - 2006.11.08 00:56:00 -
[1]
Edited by: Soporo on 08/11/2006 00:59:31 Will someone explain to me please exactly what this will change in a clear concise manner? ...and why are some races angry about it? Will this affect npc's at all?
All I could come up with is: It will make Hauling a tad safer (I hope). I imagine some fights will be longer, therefore possibly letting some quary escape. Strongy Strong will be Strongy Stronger.
Too tired to sift the chaff from the grain, my search foo is weak.Feel free to call me a lazy bastage. Cheers.
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Wolveneira
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Posted - 2006.11.08 01:01:00 -
[2]
Edited by: Wolveneira on 08/11/2006 01:03:09 oops.. wrong link
ships hp boost
right under that thread in ships and modules that says "hitpoints boost and artilleries", the thread is called "a bit more changes"
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infraX
Caldari Finite Horizon The Red Skull
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Posted - 2006.11.08 23:29:00 -
[3]
Originally by: Soporo Edited by: Soporo on 08/11/2006 00:59:31 Will someone explain to me please exactly what this will change in a clear concise manner? ...and why are some races angry about it? Will this affect npc's at all?
All I could come up with is: It will make Hauling a tad safer (I hope). I imagine some fights will be longer, therefore possibly letting some quary escape. Strongy Strong will be Strongy Stronger.
Too tired to sift the chaff from the grain, my search foo is weak.Feel free to call me a lazy bastage. Cheers.
The two races that are most angry are Gallente and Amarr specialised pilots. This is because fights last longer due to more hitpoints to get through (and they are lasting a LOT longer on the test server with this change in place) yet we have the same amount of cap to run hybrid and energy turret weapons which use a lot of cap. The result is we run out of cap WAY before the fight is over (in most situations), even using a cap injector with a hold full of booster charges.
Does that answer your question?
A seemingly simple and fair change like giving everything an extra 50% more hitpoints might seem fair and balanced at a glance, but when you consider the butterfly effect, it stirs up a lot of trouble, like the problem with the hybrid and energy turrets.
NPC's are not affected.
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Scoundrelus
Finite Horizon The Red Skull
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Posted - 2006.11.08 23:33:00 -
[4]
Personally I'm training up minmatar guns for my Amarr ships right now. Frankly, I think they should remove cap usage from guns all together. My mega pulses take about 19 cap per gun and fire every 3 seconds and I have 7 of them. 19 x 7 = 133 cap usage every 3 seconds with ammo that does EM AND THERMAL DAMAGE.
133 cap drain every 3 seconds is like having a Heavy Nos and Medium Nos on you at all times. I'm personally not going to come on the forum and beg CCP to change it though because it does nothing, instead I train minmatar. =============================================== We are Watching You. |

JForce
The Arrow Project The ARR0W Project
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Posted - 2006.11.08 23:46:00 -
[5]
training Minmatar won't help you friend, unless they fix alpha hits.
It's all about Caldari FTW 
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Soporo
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Posted - 2006.11.11 20:09:00 -
[6]
Quote: Does that answer your question?
Yes thanks. It's all much clearer now. So it's not a hp buff so much as a race nerf, eh? |

Velsharoon
Gallente Finite Horizon The Red Skull
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Posted - 2006.11.11 20:19:00 -
[7]
Originally by: Soporo
Quote: Does that answer your question?
Yes thanks. It's all much clearer now. So it's not a hp buff so much as a race nerf, eh?
They are trying to allow people in fleets a chance to survive. When you get primaried your killed instantly
But this means small gang warfare is nerfed. I always enjoyed the length of combat in gangs now its gonna be :/
Also the enemy will have more time for reinforcments forcing us to use more people to get a sure victory...mehs
All in all i just want combat to stay the same, at most a 25% increase with corresponding cap increase
But all the CCP guys obv fly in fleets :/
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Wrayeth
Tabula Rasa Systems The Star Fraction
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Posted - 2006.11.11 20:25:00 -
[8]
Edited by: Wrayeth on 11/11/2006 20:26:32
Originally by: Velsharoon
They are trying to allow people in fleets a chance to survive. When you get primaried your killed instantly
But this means small gang warfare is nerfed. I always enjoyed the length of combat in gangs now its gonna be :/
Also the enemy will have more time for reinforcments forcing us to use more people to get a sure victory...mehs
All in all i just want combat to stay the same, at most a 25% increase with corresponding cap increase
But all the CCP guys obv fly in fleets :/
I cannot agree with this statement, more. This makes solo and small gang combat pretty much impossible, while failing to achieve the objective of increasing fleet survivability. People will still die instantly in fleets - it'll just allow a few more of the opposing fleet's guns time to activate.
EDIT: Actually, there's one part of the post I don't agree with, and that's the part about "at most a 25% hitpoint increase"; frankly, I don't believe any increase at all is needed. -Wrayeth "Look, pa! I just contributed absolutely nothing to this thread!"
R.I.P. AC tempest R.I.P. Torp raven R.I.P. Solo PvP R.I.P. My account, after the next cycle.
Thanks, CCP. |

Velsharoon
Gallente Finite Horizon The Red Skull
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Posted - 2006.11.11 20:28:00 -
[9]
Originally by: Wrayeth Edited by: Wrayeth on 11/11/2006 20:26:32
Originally by: Velsharoon
They are trying to allow people in fleets a chance to survive. When you get primaried your killed instantly
But this means small gang warfare is nerfed. I always enjoyed the length of combat in gangs now its gonna be :/
Also the enemy will have more time for reinforcments forcing us to use more people to get a sure victory...mehs
All in all i just want combat to stay the same, at most a 25% increase with corresponding cap increase
But all the CCP guys obv fly in fleets :/
EDIT: Actually, there's one part of the post I don't agree with, and that's the part about "at most a 25% hitpoint increase"; frankly, I don't believe any increase at all is needed.
I will retract that now since you have pointed out (correctly) it only allows more time for enemy guns to activate
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