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Thread Statistics | Show CCP posts - 0 post(s) |

LetsDoThis
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Posted - 2008.08.10 21:42:00 -
[1]
I support the new speed limits.
What im not sold on the nerfing of the individual module's potency though.
Lets say CCP only intends for speedyShip to go maxSpeed, at most. Where baseSpeed = shipSpeed * skillBonus * gangBonus Their current strat calculates by baseSpeed * speedLow1 * speedLow2 * speedLow3 * speedLow4 * speedRig1 * speedRig2.
Well this kinda sucks, cause if you want to limit speeds assuming a full speed tank, you gotta nerf the shit out of the speed modules to the point where just 1 is suckass.
Why not instead leave the modules strong, but heavily stacknerf the ****ers? You'd still have the speedlimit, but fitting just 1 speed or agility modules wouldn't be an F'ing crazy waste of a slot/rig.
Would encourage a mix of speed+active tanking instead of just 1 or the other.
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Roemy Schneider
BINFORD Solidus Alliance
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Posted - 2008.08.10 23:52:00 -
[2]
there is only one kind of stacking penalty. introducing a new one will probably require recoding all ship attributes. basically it's (supposed to be) simple yes/no
but yeah... they could repair the chaos while they're at it - putting the gist back into logistics |

Jim Hazard
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Posted - 2008.08.11 05:40:00 -
[3]
The point is:
CCP is planning to reduce the speed/agility of ships with similiar fittings without changing any other ship attributes.
If they would follow your idea people would of course just fit less modules and replace the mods in the slots they do not use for speed mods anymore with stuff like tracking enhancers, damage mods or whatever.
The way they plan to do it you still have the option to remove those speed mods and be just a little bit slower again in return (Just like it is now). This means you will still have to sacrifice speed for a higher dps instead of automatically replacing speedmods with damage mods.
Active tanked speedboats are not really an option since you need lots of cap already to keep your speed up and would drain your cap in no time when you use an active tank (sacrilege is the only ship that can go pretty fast + run an active tank atm).
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LetsDoThis
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Posted - 2008.08.11 06:52:00 -
[4]
Windjammer posted a better idea in the assembly forum. Better idea to just leave current module potency alone, and hardcap speed stats on the ships themselves.
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