
vipeer
Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.11.30 08:56:00 -
[1]
/What Jim Entres, Xendie and Matrix Aran said.
On top of that: If it's so devastating to your speed to fit armor rigs why not fit a speed rig to offset the negative effects? You will sacrifice 5% armor if you bother to train the skill up to lvl 5 and the resulting ship will actually be faster, have more resists / armor HP / rep amount or faster rep cycle.
Another approach is to play a chicken and act like you're trying to run away and the targets will come to you. No need for uber speed there m8. Of course if you're a pirate or are always seeking for pvp that might not be the best tactic. You know for yourself how you like to play.
P.s. If the armor rigs blow very hard like you say in your OP dont use them.
Oh, what penalty would you propose they had?
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vipeer
Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.11.30 16:41:00 -
[2]
Edited by: vipeer on 30/11/2006 16:42:54
Originally by: murder one
Why should armor tankers have to fit one rig just to help reduce the horrible fititng drawbacks of their armor rigs? Why should I have to forgo using armor rigs at all just beacuse their drawbacks are so bad? Shield tankers don't have to do this.
All the rigs are great for shield tankers, as their drawbacks don't actually hurt them in any real fashion. Blaster pilots get screwed the worst as they need both speed and armor and get neither.
After reading about Farjung's testing (i hope the numbers stick) i must say i agree with you. I am very dissapointed in the actual effect a signature radius has on damage dealt by turrets. Me too am a hybrid guns user and i like blasters very much. Well, with these rig drawbacks it really is a big drawback to blaster users. Cutting down their speed makes the ship more subceptible to sniping. A shield and an armor tanker one against the other the shield tanker obviously has a big advantage because the rigged armor tanker is slower on his approach thus giving more time to the shield tanker to kill it. The shield tanker's penalty has ZERO positive effect on the armor tankers damage output. Obviously a great unbalance. Bigger sig radius only means you will get hit harder by CM, torpedoes and citadel torpedos. Any other type of weapon has no effect. Considering that armor tankers do not use missiles there really is no advantage to be capitalized on. CCP needs to fix this imbalance or make the guns score better quality hits (more excellent and very good ) the bigger the sig radius is and vice versa. Now the gun's sig resolution is 400m. If a ship has 500m sig radius there should be a 20% higer chance of scoring a quality shot. This would also mean you would score a LOT of high quality hits on capital ships so their HP should get boosted even more or all guns damage reduced. I used to really think that bigger sig means better hits and thus more damage. I was unpleasantly surprized when my blasters loaded with AM ammo could not score a hit on a webbed MWDing Battleship 2000m away. BS has 2.5km sig radius at least so i should be scoring 100%. In actual cases i was scoring under 20%
To sum it up: CCP should change the drawback on either shield rigs to something a shiled tanker would actually give a **** about (shield recharge rate, amount, boost, speed, targeting range, sig resolution) or change armor rigs to something an armor tanker does not give a **** about ( like shield boosting, amount, recharge rate ) OR Make the sig radius size actually count when the quality of the hits is calculated not just for missiles.
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