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ga'ia
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Posted - 2003.11.30 23:32:00 -
[61]
Edited by: ga'ia on 30/11/2003 23:33:22 1.) Don't introduce the big energy charges (although they would be very handy for laser users). I fear their impact on balance will be to important and they will change the game to much. They will be a must for everyone at the price of an medium slot. I think the purpose of these charges are suppose to be more favored by the Amarr since as you said they take hugh cargo. All the other races currently need to use thier cargo hulls for ammo, which Amarr have all free (unless having some missiles on the apoc) and can use these charges. They then dont 'need' to go 7 cap relays on the low but can put in maybe 3 upgrades instead and becoming more leathal. I dont think Caldari nor Minimatar users would find it rather efficient to sacrifice a medslot + HUGH amount of cargo when they need that for 'firepower'. Gallante users might use it, if they could find a balance, which is hard.
1b.) If you introduce them, please make the size of the charges very small so laser users can stay the same time in deep space if he uses them as an ammo user can be in space (NPC hunting). No for the reason above, everyone would use it...
2.) Give projectil/hybrid/missile/charges users a big ammo bay and an auto-reload option. There is really no need for this micro management penalty. It's only a fun killer and have no impact on PvP encounters. The changes in ammo which are currently on chaos are more than enought to compensate. Auto-reload could be nice, cant see why not really...anyone?
3.) Make armor defence as strong as shield defence. I would gladly pay 2 energy/sec for 50% armor platings. Well the shield moduls take abit more cpu to so might had to increase that then...or maybe just give the energized more bonus and increase the fitting requrement. However, I would LOVE to see a simular effect lite the harderner effect but on the armor, maybe a new modul? why not? .
4.) Introduce repairers which can repair hull and armor. Yea...this is why so few ppl tank armor, because they die with 40% left... . And hull repairers are awefully inefficient...
5.) Introduce repair drones. Think thats a soonTM.
6.) If all weapons (missiles/turrets) nearly do the same damage as it is now reduce the energy drain on hybrid/lasers by at least 70% (seventy percent, i am serious).
Uhm no...
--------------- 6.) 2 times HP overall for battleships, 3 times HP overall for cruisers and 4 times HP overall for fregates will at least give you the chance to say goodbye to your ship if you are the unlucky one who is attacked by several other players in a fleet battle. In 1:1 encounters it will make a combat a long lasting fight to call others for help which is fine for me. If you¦re attacked by several others there should be very much you could do about it... And 1v1 combat is the one with the most cap relays and the one with the most harderners of the kind you¦re attacker has, together with standard shieldbooster and shield amplifier (+ a warpscrambler on tq) that wins.
7.) Don't make ships disappear if a user logs out and logs in with an alt. Don't make ships disappear at all while they are in a PvP fight. For PvE the 2 minutes are fine. SoonTM
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TomB
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Posted - 2003.12.03 21:49:00 -
[62]
There will not be more changes to charges for this patch, truly sorry but there are now bigger matters that I must attend to (targeting speed, jump in points, warping, camping etc.).
I will unstick this thread and open a new one in the future, if more tuning will be needed.
"Where is my hat?" |

Sathana
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Posted - 2003.12.12 02:07:00 -
[63]
sorry to be slightly off-topic, but when someone said something about ammo sizes i remembered something- Mines- their volume didn't change with launchers. you can no longer fit mines in an M-12 where you could before. thnx :)
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dalman
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Posted - 2003.12.12 05:08:00 -
[64]
Quote: sorry to be slightly off-topic, but when someone said something about ammo sizes i remembered something- Mines- their volume didn't change with launchers. you can no longer fit mines in an M-12 where you could before. thnx :)
Since mines has no other purpose than lag, and creating lag won't be needed to catch someone after the patch, mines will have no purpose at all...
M.I.A. since 2004-07-30 |

HeadHunta II
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Posted - 2003.12.28 02:25:00 -
[65]
Hmmm, well i skilled myself for lasers mainly...short after patch i was using some Heavy Anode Particle Streams i found before. They made arround 80-94 dmg per shot with Radio M at optimal range and my skills...now after the patch they do 24-56 dmg -> totally suck . And no..they are not damaged. Sry, i dont really understand why such a decrease for lasers?! May i didnt get the point so explain it to me again..gimme only 1 good reason for this..even now where it is harder to kill the npc¦s! |

Luc Boye
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Posted - 2003.12.28 06:39:00 -
[66]
It's not about NPCs its about pvp balance --
2004.12.29 23:33:40combatMining Pollution Cloud hits you, doing 140.0 damage. |

Nimrodel
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Posted - 2004.01.28 02:51:00 -
[67]
Edited by: Nimrodel on 28/01/2004 02:54:30 Since it has gone live The Nerf of lasers and boost of projectiles and Hybrids I feel that ranged combat is a little unbalanced
Perhaps just a boost or nerf both was a bit too much possibly change the ranged damage to heat would work.. eg radio does just heat?
Altough Im glad as this means they we will see alot more players in Gallante and Minmitar ships as these are now the most powerful in terms of BS PvP
Since everyone was complaining about 'Overpowered lasers' this change is a good one that should empisise the bonus's of each gun type --------------------------------------------- Nimrodel Dark Force User Joint Espionage & Defence Industries --------------------------------------------- Your Medium YF-12a Smartbomb hits Rusty Cloud, doing 0.0 damage. |

Aranox
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Posted - 2004.02.10 13:00:00 -
[68]
I appologise if this has been discussed before, haven't time to read all posts but hopefully this is correct forum...
With the changes in optimum ranges and bonus/penalties, there are gonna be a bit of reajusting by people to get used to the new figures, I was wondering if there was the option of selecting the range optimum of your guns on a target!? I.e if your optimum is 47k you can only orbit at 50k etc.. there is no 47k option, this perhaps could be more prevelent at the lower end of the scale but i find it hard to ever get to the best range for my guns and often forget what each is anyway! perhaps there could be an option (like when loading new ammo) to orbit at the selected guns optimum range (which is why i think it should be an option from that icon since you may be carrying different guns!!! rather than having to try to muddle it and spend too much valuable time trying to achieve it!?
If this has been said before sorry and if there is already this option let me know as i have been unable to find it!!!
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