
Matthew
Caldari BloodStar Technologies
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Posted - 2007.04.13 12:05:00 -
[1]
Originally by: Sorela I guess my real reserve is along the lines of the fact that we need a limit on how far you can boost something.
A max boosting limit is obviously something needed, and there's no reason to think there won't be. There's no indicaton yet even that the "boost" options will be a continuous option, rather than simply on/off at a fixed percentage.
Originally by: Sorela Tanking resistances are already stupid even without rigs.
Well, the whole thing about heat is that it's supposed to be able to generate stupid performance boosts. The key balance to that is that you risk blowing up your modules, and the longer you try and sustain it, the greater the chance that you will.
A hardener boosted to 75% would be a powerful boost, but kinda risky if theres a 50% chance of the module having blown up by the 2nd cycle. 50% hardening for the whole fight is better than 75% for half the fight then 0% for the other half.
Originally by: Del Narveux 1. Drones are already overpowered, I think this would just make them more uber since presumably they wouldnt generate heat or anything. TBH this smells like yet another turret nerf, because apparently turrets dont suck enough compared to missles and drones already
The drones may not generate heat, but they also wouldn't have an "overdrive" option. One thing the E-ON article suggested is that a setup that works now, will still work exactly the same under heat if you run the modules in "normal" mode, with no heat problems. You'll only have to worry about heat if you overcharge the modules.
Originally by: Del Narveux 2. Twitch factor. CCP loves to say Eve isnt supposed to be a twitch based game but it sounds like the winner of a fight is gonna be whoever can shunt his modules the fastest? This seems wrong, particularly when the cluster is as laggy as its become.
There's a difference between "twitch" gaming and making tactical decisions during combat. From what I've seen, heat isn't going to be something you flip on and off in a "twitch" manner, it's something you hit once when you're in deep trouble. The skill in using heat will be in knowing when you're in deep enough to mak the risk worth it.
Originally by: Del Narveux 3. How is this gonna affect NPCers?
Well, given that non-overcharged setups should be the same as they are now, it shouldn't affect the 'steady state' tanks. The thing with high level missions is that often you can't tank the full spawn (unless you're using riduclous faction modules), so it becomes about being able to tank until you kill the damage dealers, then sustain-tank the rest of the spawn. Heat may let the mission-runner boost his tank for a cycle or two in order to reach that break-even point, or give him the extra few seconds to kill the warp scramblers.
Originally by: Donathan Slade Somebody mentioned that ships have internal parts, well. This is already handled by the cpu/powergrid they use with the "heat" they would generate. And if heat affects weapons or pops pople, combat will end faster with the lag than anything.. It would again favor more the people without lag to be able to avoid heat..
The "heat" in heat should really be viewed as "excess heat". It will only become a problem if you try and overcharge your modules. Unless you're very daring (or very silly), activating overcharge modes probably won't enter into it until near the end of a fight anyway, when it becomes clear you're going to die anyway, so risking the module loss isn't an issue. It will extend the end-game portion of the fight, and means the loser has something more to do than just sit there and wait to die. ------- There is no magic Wand of Fixing, and it is not powered by forum whines. |