
LukaG
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Posted - 2006.11.15 11:28:00 -
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Originally by: Mikelio Raijan
Originally by: Tuxford The only real problem I see with hitpoint change is the cap issue. Easy fix is really, boost the total capacity of all ships and the recharge time maintaining the same peak cap/sec but giving you more total capacitor
We're also looking into volume of cap charges. Normally I would say ****it its fine that people could potentially run out of charges
Sorry to take snippets from your post but I need to talk from the perspective of someone who almost exclusivly uses blaster boats..
The cap problem niggling at myself and other cap *****s I know would not be fixed by a general cap ammount increase, (without an increase in cap/s in close range ships) ill put it to you this way, fit a duel repper electron setup... activate both reppers and the MWD for a couple of cycles, then turn off the mwd and activate all the guns (+ a nos on your target). It utterly rapes your cap, infact the only thing keeping the ship going is the sheer cap/s from the injects, so once you run out of injects its not just a disadvantge, its a matter of seconds before your guns force you to totally cap out, so adding +50% hp and the possibility of more jam cycles against you (which can effectivly reset the fight from the enemies perspective) is a huge blow! I know you didn't factor the rather essential injector into the megas cpu tweak and your statement on the devchat about being happy about ships running out of cap charges during a fight does worry me that you havn't played with ACpests and B-trhons much, please do, they are amazingly fun solo fighting machines... enjoy them.. dont kill them! 
Please, please at minimum decrease the size of cap charges and then work from there, the logisics of having to 'refuel' after every decent fight is brutal enough, let alone loosing a fight in your suicide boat under ideal conditions. 
(I'm not even going to go into the rather odd changes to gallente close range ammo and the fears that people will still be using the chance based ecm on many, many ships here)
I'm sorry if it sounds rather aggressive but your doing so many changes at once, there is so little time to test them and so little communication on the forums about them. (still no word on the warp to 0km??!!!!)
..that was alot of text from me.. I think I need to lie down now.
/signed about twelvty million times. Tux I know there is a huge amount of work to do but please just take a second to read this. Increasing HP favours weapon systems that aren't cap intensive. If you introduce an across the board cap increase that means that ships/systems that don't suffer from this problem simply get more cap for their tanking and we are back to square one with cap intensive weapons/ships being shafted. Please tux just get into a blaster boat for a little while and look at the practicalities of what your proposing.
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