
Cpt Branko
Surge.
|
Posted - 2008.10.07 11:33:00 -
[1]
Originally by: Merin Ryskin The fundamental question that must be asked:
WHY are you making such broad changes to a relatively balanced game, when the only problem ships are the high-end nano HACs/recons? Why not use a more precisely focused nerf, bringing nano ships back within the range of "damage reduction, but not invulnerability"? Such as:
1) Nerfing polycarbons back in line with all other rigs relative to their T2 module equivalents.
2) Nerfing speed implants to fix the problem of the huge gap between the top-end speed setups and the plain T2 speed setups, a gap that is FAR larger than the gap between T2/top-end for any other class.
3) Fixing precision heavy missile explosion velocity to allow them to be a useful counter to modern speed setups.
Since a more precise nerf like that would deal with the problem ships without all of the collateral damage, why not try something like this and then wait and see how it goes before adding other nerfs?
I have to say Merin does have a point in the end.
Originally by: Merin Ryskin
Originally by: Shadowsword Your proposal do little to fix interceptors going at 12km/sec. If they end up going 11km/sec, they're still nearly invulnerables. And just making missiles usefull isn't enough, guns need to hit them more than they actualy do. You need to change more things that you suggest, or, for practical purposes, you won't have fixed the issue.
Interceptors are not a problem. Notice that nobody ever complained about invulnerable interceptors, speed setups only became an issue once it was HACs and recons becoming invulnerable. Interceptors pay a heavy price for their speed, they have pathetic dps and tissue-paper "tanks" if they ever slow down. They can keep a point on you, but that's about all. And outside of people flying interceptor gangs just for the fun factor, interceptors have always been support ships, not a one-strategy-for-everything ship like a modern nano gang.
And guns can hit interceptors just fine. Properly fitted AFs, interceptors and destroyers have no problem killing even the fastest snake/poly interceptors.
Interceptors must be able to go over at the very least 7-8km/s to avoid them from being suicide mobiles.
6km/s interceptors die to a freaking battlecruiser using guns with enough range (say, FMPs / 220s) to hit, and unlike nano HACs/recons, they don't have the EHP to disengage well if something actually can hit them.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |