
ShahFluffers
Ice Fire Warriors Escalating Entropy
11202
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Posted - 2016.12.21 00:55:09 -
[1] - Quote
Trasch Taranogas wrote:Ok, I exaggerated a bit.
Hmm, I mean more like a strong passive shield not dependent on some power or something else that can fail.
Weapons should do straightforward high damage, no drones and other stuff that can be rendered useless. Combat distance and speed doesnt matter but being outsniped is not so cool (sitting duck). A few things should be noted here:
There is no such thing as a "fit that cannot fail." This especially applies to tanks.
For example: - a "buffer" tank (see: lots of HP, high resistances) cannot regenerate any HP... which will mean that it is only a matter or when, not if, it will fail.
- an active tank (see: high resistances, high repair rate) tends to have limited total HP (relative to a buffer tank) and relies on capacitor power to operate. Moreover, if you encounter a situation where there is more damage than your repair rate can cope with (overall or between repair cycles) then the tank will fail.
- a passive tank (see: high resistances, high regen rate) is a style unique only to shields. Unlike an active tank, it does not typically rely on capacitor power to work... but like an active tank it will fail if there is too much incoming damage. The biggest negative for passive tanks is that they require a lot more modules (relative to buffer or active tanks) to get a high regeneration rate... which takes away from other aspects of the ship (ex: gank, speed, and utility).
Another thing to note is that "straightforward" damage is rarely "straightforward."
Missiles have issues dealing with targets smaller than their class (see: a Torpedo will deal minimal damage against a frigate)
Turrets have to take tracking into account. This is a particular problem for larger turrets which have slower tracking... meaning they will not apply much, if any, damage against a smaller ships that knows what it is doing.
And this is before Electronic Warfare is taken into account (see: debuffs). But then again... there are some ways to mitigate some of the issues above.
What else?
Long range and short range weapons also have clearcut differences too. Long range deals less damage but has range, short range deals more damage but lacks projection abilities.
Higher damage dealing abilities take away from tank and/or speed. Higher tanking abilities take away from gank and/or speed. Speed takes away from tank, gank, and utility. Utility takes away from speed and tank.
This game is pretty much an exercise in "tradeoffs."
How did you Veterans start?
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