Hatch
Minmatar Cloak and Daggers Knights Of Syndicate
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Posted - 2007.11.21 18:44:00 -
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Edited by: Hatch on 21/11/2007 18:47:21 Edited by: Hatch on 21/11/2007 18:45:36 Ok, so, for the last 5 years of the game, all of these mods have been fine and dandy, and now they are all of a sudden over powerfull?!?!?! Where is the logic in fixing what isn't broke... So the modules have dual purpose, every single gun in the game has multiple purpose of range and damage modifiers. Are they going to be split nerfed as well? This does not make anything more flexible when you cut something in half and give it the ability to make up for it with a "script". what now takes 3 modules to achieve a certain effect will take 6, all in the name of not being able to pop a tech 1 frigate as easily with a battleship. I fail to see how this is a problem. Should the people who have trained battleships to a level where this can be acomplished be held to the complaints of newb pilots that want everything handed to them on a silver platter?
I'm not against the idea of scripts. I'm against the manner in which it is implemented. We already have a stacking nerf on them and as it stands now, i have a 2.5 second lock time on a frigate, with 3 t2 sensor boosters. This is way more than enough time for an intelegent pilot to get up transversal speed and evade my fire. Cutting the attibutes in half, only to have to double the modules on the ship to make a default level is a slap in the face to the old guard, who have long trained for a sniping capable ships. Script can be implemented with out cutting the current attributes in half first. keep the 60% effectiveness and allow it to be built on, but with a price, the drop in effectiveness of the other attribute. But don't drop it to 0. take it down 50% and give the bonus of an additional 20-30% effectiveness to the gaining attribute. IE
sensor booster 60%-60% ---> 30%-75%
This could be fit into a story line by advancements in technology modification allowing power to be shifted from one attribute to another of the same module, but at a steap energy cost. You could even take it down by 75% instead of 50 and only give a 10% increase. It give an edge to current technology, but doesn't kill it all together. Also, this doesn't nerf the mods in question, it gives them the flexibility to choose where they want their attributes increased a small amount with out sacrificing the other attribute all together.
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