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Frater Perdurabo
The Ancient Illuminated Seers of Bavaria
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Posted - 2006.11.23 03:49:00 -
[1]
I unlike many it seems am fairly happy with the changes, but after spending a bit of time shooting/being shot at on sisi, i have come up with 2 concerns:
1. Nos is essential, and generally speaking, the more the better. This i do not see as a good thing, nos was arguably already a tad overpowered on TQ, and now it seems even more so. Im not sure why this is the case, someone else might know, something to do with the hp increases meaning longer battles possibly?
2. Due to the buff for plates/extenders, ships that have the ability to fit oversized plates/extenders whilst retaining the 'correct' size guns are better than ships of the same class that cannot. (Examples: jag + med extender; rupture + 1600 plate)
Anybody else think this? or am i completely wrong and a noob who should go back to wow? (even tho ive never played wow... just the thought of all those elves... ) ----------------------------------- Please note that my response to this thread is probably a result of boredom, and its very likely that i dont care, but am posting in an attempt to wind someone up |
Scorched Evil
The Silent Rage YouWhat
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Posted - 2006.11.23 05:51:00 -
[2]
I cant imagine you spent the last year training blaster skills...
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Xori Ruscuv
Vendetta Underground Rule of Three
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Posted - 2006.11.23 06:01:00 -
[3]
Originally by: Scorched Evil I cant imagine you spent the last year training blaster skills...
Wrong.
Blaster ships are very skill intensive. I feel, too, like I've wasted a year - because it has taken me about that long to get the skills to fit, fly, and be adequate with blaster ships.
It's great playing Caldari-online, isn't it?
This IS my main! I just did a portrait swap... |
Matrix Aran
Legio Immortalis
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Posted - 2006.11.23 07:14:00 -
[4]
last time I checked NOS are actualy a little underpowered compared to tq consider now everyone has double the cap, and double the hitpoints, with both shield and cap recharge reduced to keep them at TQ proportions, and cap charge and ammo cargo size reduced. Thus I personaly believe that they have now recived a minor nerf of sorts. ----
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Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.11.23 08:04:00 -
[5]
Edited by: Ernest Graefenberg on 23/11/2006 08:06:10
Originally by: Matrix Aran last time I checked NOS are actualy a little underpowered compared to tq consider now everyone has double the cap, and double the hitpoints, with both shield and cap recharge reduced to keep them at TQ proportions, and cap charge and ammo cargo size reduced. Thus I personaly believe that they have now recived a minor nerf of sorts.
1.5x the cap and hitpoints. That is not double.
And recharge rates remain the same. Since the effectiveness of nos against equal sized targets is mostly in breaking the 33% cap mark and subsequently keeping targets capacitor nearly dead (and in extreme cases, taking up a majority of his injector cap if he doesn't use it instantly), the increase to capacitor size does little to nothing to counteract this.
And yes, both the OPs observations are correct. I'll add an observation of my own : Passive gameplay is boring. Waiting for a hitpoint buffer to wear down isn't interactive and not fun for the aggressor or defender. There are no buttons to push, nothing to do - just numbers slowly declining. Woopie.
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Lenaria
Caldari Draconis Navitas Aeterna
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Posted - 2006.11.23 08:07:00 -
[6]
Originally by: Ernest Graefenberg
And yes, both the OPs observations are correct. I'll add an observation of my own : Passive gameplay is boring. Waiting for a hitpoint buffer to wear down isn't interactive and not fun for the aggressor or defender. There are no buttons to push, nothing to do - just numbers slowly declining. Woopie.
You know, 10-sec pvp in 200-millions ships is even more boring and passive...
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Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
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Posted - 2006.11.23 08:13:00 -
[7]
Edited by: Ernest Graefenberg on 23/11/2006 08:17:56 Stop being bad then. Asking for the same gank to take 15 seconds instead isn't helping you.
It's an issue of gun ranges, tracking and overpowered snares. It takes some serious denial to pretend a hitpoint boost is addressing this, or simply an utter lack of experience :/
Hitpoints are simply not the counter to focusfire, unless it were somehow possible to control maximum engagement size (ie if only a maximum of 8 people ever shot at you, then yes - a hitpoint boost could fix focus fire and make it less viable than other options). As it stands though, EvE is open ended and we can bring as many people as we like - and infact we already tend to fly around with more than enough people to vaporize any non-capital in 10 seconds.
The only way to turn this around is not make all that damage applicable to a majority of targets anymore, by fixing ranges, explosion velocity, propulsion mods and snares. A hitpoint boost just makes not ganking less viable, and is hence an immensely powerful proxyboost to blobbing (!).
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infraX
Caldari Finite Horizon The Red Skull
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Posted - 2006.11.23 10:18:00 -
[8]
Seems like we are going slightly off topic here. I'll just add that I agree with the OP on both counts and something needs to be done about it.
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Jim McGregor
Caldari
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Posted - 2006.11.23 10:33:00 -
[9]
Edited by: Jim McGregor on 23/11/2006 10:34:06
Have you guys tried fighting in Kali? Repairers are much better than plates, because now you have the time and the cap to use them for much longer, thus repairing far more hp than the plates have, and for a lower fitting cost. I wont share setups, but I encourage you to try it out.
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Frater Perdurabo
The Ancient Illuminated Seers of Bavaria
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Posted - 2006.11.23 13:34:00 -
[10]
Originally by: Scorched Evil I cant imagine you spent the last year training blaster skills...
Believe me my race has nothing to do with what i train... infact im an alt, i have 2 mains, both with 30-40mil sp's and can fly basically everything besides capital ships (dont appeal to me)
On topic, ive thought of a 3rd based on tux's new blog:
3. If ships HP are being increased in the graded manner suggested (i.e all different amounts) then surely having a flat across the board increase in shield recharge, cap and cap recharge, is a recipe for disaster.
As an example, i give you the t1 BC - this baby gets a massive 56% hp increase, yet shield recharge only goes up by 25% Thats a passive tanking boost right there. ----------------------------------- Please note that my response to this thread is probably a result of boredom, and its very likely that i dont care, but am posting in an attempt to wind someone up |
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