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Jason Edwards
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Posted - 2008.05.18 02:27:00 -
[1]
Before Heavy Interdictors you could have an arazu with a few republic fleet warp disruptors. This gave you enough strength to basically peg and hold down everyone. With a 60km range. Meaning you easily cover a gate. Then have your other gatecampers to have a warp disruptor to cover smaller parts. This was a balanced working system.
Then titans and motherships started sitting in low sec basically immune to ever getting killed. This was imbalanced. Thusly bring the heavy interdictor. A ship capable of warp scrambling the titans and motherships. Creating a balance to that problem.
It broke the blockade running system entirely. It makes blockade running impossible.
If you were to run into a gatecamp before and were a battleship or whatever without warpcore stabs. You got caught and were killed. If you had warpcore stabs you might get away. It was appropriately balanced.
Now however it doesn't matter how many warpcore stabs you have. You get scrambled and you are screwed. No way around it.
That is being overpowered.
Now lets say you leave it this way... do you really think people will leave high sec if this overpowered ship is capable of doing this?
I for one only lost a lame iteron 3 which I used for mission running. I dont care much for the loss... but it may just mean I refuse to go to low sec entirely. Which is in contradiction with the intentions of CCP of getting people out of high sec.
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Jason Edwards
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Posted - 2008.05.18 02:29:00 -
[2]
My suggestion is that it be adjusted correctly such that blockade runners become immune to this ship or introduce a module which can balance this. Oh right those are called warpcore stabs... the things which are absolutely worthless.
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Jason Edwards
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Posted - 2008.05.18 02:59:00 -
[3]
Quote: Heavy dictors are fine, can't lock a nano blockade runner unless remote sensor boosted in a good gatecamp which should be hard to get away from anyway
nano blockade runner is kind of counter productive plus a good gatecamp will have no problem catching people with warpcore stabs and such. The problem is the imbalance that allows heavy interdictors to make even bad gatecamps easily catch EVERYONE. That's some serious power.
Quote: Being killed by a hictor, or a smartbombing supercap.
This is a false dilemma fallacy.
It isn't either or. Some factor to balance this such that hictors are used for their purpose in low sec... That is entirely anti-supercap. Not omniwarpdisrupting.
Quote: Atleast you have a good chance to kill a hictor with a small gang.
This is where the problem comes. You now have to bring a gang to actually do solo activities. BECAUSE something is overpowered. You start bringing gangs and they become bigger pirate gangs. It's not a winnable thing because of imbalance.
Quote: Perhaps you should adjust your gameplay to not get killed in the firstplace, then it wouldnt be such a big deal.
Lets say my stealth bomber was overpowered. I could sit 110km off the gate and immune to the low sec guns. Not only that... the alpha strike instantly kills everything. There's no defense agaisnt it. EXCEPT having lots of friends to come blob the area and stop the stealth bomber....
Would the overpowered stealth bomber be some sort of thing that needs to be balanced? Or do you just need to adjust the gameplay so you dont get killed in the firstplace?
Hell we can remove the hictors completely and say just adjust your gameplay because of the supercaps.
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Jason Edwards
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Posted - 2008.05.18 03:08:00 -
[4]
Originally by: Deva Blackfire
Originally by: Jason Edwards My suggestion is that it be adjusted correctly such that blockade runners become immune to this ship or introduce a module which can balance this. Oh right those are called warpcore stabs... the things which are absolutely worthless.
Blockade runners are immune to them if you arent noob. cloak+mwd = immunity.
Blockade runners can run cloak and mwd at the same time? Or blockade runners can use cov-op cloak?
Perhaps we should introduce the new ship with a cov-op cloak but also a transport ship?
Quote: The one flaw the Heavy Interdictor design has, though, is that it should have a passive scan resolution penalty (passive = penalty applies as soon as the module is fitted, even when offline, like Expanded Cargoholds nowadays).
It doesn't conflict with their role as mobile bubbles, as those don't require locks. It doesn't conflict with their role as supercapital tacklers as these have huge signature radiuses anyway.
It does however make it a bit tricky to use the HIC as a fastlock on smallish targets, not impossible though. A decently adjusted gang still accomplish that, which is fine.
Another great option.
As I said the purpose of the hictor in low sec should be nearly worthless in low sec. With the exception of its use against supercaps. That is it's role. 0.0 is different obviously. Just like an interdictor in lowsec.
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Jason Edwards
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Posted - 2008.05.18 06:03:00 -
[5]
Quote: HIC is not overpowered. It *has* however perma-broken warp core stabs. I'd only fit WCS when transporting through hi sec now
It is overpowered because of that point alone.
Quote: I could see making certain ships immune to bubbles but NOT immune to regular 1 on 1 tackling such as regular scrams and webifiers.
Certainly not. The point of bubbles is that they are so effective. The reason they arent allowed in empire is a point. The omniwebber is nuts. The industrials and such should be immune to it. Thusly bringing WCS to being able to do something.
Again the blockade runners will still be completely stoppable by proper gangs. As I said an arazu with some sensor boosters would lock onto the ship in seconds easily. Planting many points on the target. Defeating warpcore stabs.
Quote: What solo activity are you claiming requires a gang?
I'm not. I was responding to the other person. Who says you need a gang to be allowed to transport around 7000m3 of construction blocks. The ones which arent even sellable to the market. Infact this would in a sense be called GRIEFING in a sense as they are doing something which costs them and they gain no profit from.
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