
Reggie Stoneloader
Teikoku Trade Conglomerate Visions of Warfare
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Posted - 2007.11.29 23:48:00 -
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Tarron put his finger on it almost a year ago: Originally by: Tarron Sarek Pimped and un-pimped max speed shouldn't differ by 100-200% or more.
That's the trouble right there. The problem is that there's a powerful tactic that can only be accessed by people with huge skillpoint requirements and faction/officer gear. NosDomi could be put together with all T1/T2 hardware. It wouldn't be as tough as a fancy one, but it would do the same job. You cannot use conventional equipment to make a NanoPhoon, or to counter one.
Rich, high-SP player can steamroll poorer, less skilled players all day and all night because their advantages mean more in the field of nano setups than they do in any other arena. If the super-skilled, faction fitted, rigged/implanted/boosted setups were only 20% faster than the T2-fit variants, then it might be worthwhile to consider other tactics, but the "risk/reward" of nanoships right now can be reduced to "You'll die if you get shot ten times" and "You'll never get shot". So the choice is obvious.
There are only two main counters that stand half a chance of working: The first is another nano gang, which requires all the money and skillpoints that the first one requires, and no raiding nanogang would engage it anyway. The second is the minmatar recon class, which everyone knows are made of glass, and a nanogang with three braincells will annihilate within the first few seconds of the fight.
I think there should be a restriction on duplicate speed mods. The first nanofiber replaces your hull components with lighter materials. What does the second one do? The third one? How about overdrives? Your engine already has one on it, where does the second one go? Last time this was a problem, limiting ships to one afterburner was the right solution. Why is that not a good idea now? Nobody complains that they can't git two MWDs, or two damage controls. Fitting two nanofiber hull modifications is silly.
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