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Thread Statistics | Show CCP posts - 28 post(s) |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
414
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Posted - 2012.11.06 16:28:00 -
[1] - Quote
CCP Fozzie wrote:As for the gang link nerf discussion. It's extremely clear that the addition of the 5% bonused T3s combined with the T2 gang link modules created a perfect storm with gang boosts. These have become far too powerful and it has become almost impossible to compete without a booster alt. We're not switching command ship and T3 bonuses straight up because 5% links are overpowered, so everyone should probably start getting used to that idea.
Hopefully that balancing will involve a thorough look at the gang links themselves, some of which are absurdly overpowered - Interdiction Manouevres and Evasive Manoeuvres for a start, while the Info Warfare links are relatively useless - although still arguably overpowered, as we'll see when people start flying about with 90% tracking disruptors. Basically, the magnitudes of the bonuses from all warfare links are far too high, even from the unused ones! |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
414
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Posted - 2012.11.06 16:32:00 -
[2] - Quote
CCP Fozzie wrote: The Ferox and sniper/brawler role Our ideal goal for the Ferox is a ship that can be used as either a sniper or brawler (as long as it takes advantage of the optimal bonus with blasters), but that leans a bit towards sniper. We recognize that this is going to be a very difficult like to walk considering how much competition the Attack BCs (formerly known as Tier 3) give in the sniping department. Giving it a niche may mean giving it optimal/tracking bonuses and an extra turret, it may mean a damage bonus, or it may prove impossible. Consider "Big Moa" to be a fallback if the design doesn't shape up once we start playtesting. Getting this ship to work will likely also require a closer look at medium railguns as a weapon system. [/LIST]
It'll be tricky to design a "big Moa" without one of the "big Moa" or Moa being obsoleted by the other. OTOH, you'll meet the same problem with the snipey Ferox and the Naga. So, er, good luck! |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
417
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Posted - 2012.11.06 16:41:00 -
[3] - Quote
CCP Fozzie wrote:However, let's throw a brainstorming concept out here just for fun: What if gang links worked a lot like warp disruption spheres?
You mentioned technical difficulties, is this really so hard to program? It would seem to be the obvious way of doing it. The only question would be the size of the sphere. A small sphere would force people to choose between bonuses and options of tactical positioning, but forcing choices can be a good thing. There'd be scope for a warfare link that increased the range of other links too. |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
426
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Posted - 2012.11.08 02:03:00 -
[4] - Quote
I can't imagine that CCP would ignore warfare links themselves when redoing the ships that use them. Or mindlinks, for that matter. I'd expect mindlinks to be severely nerfed, so they're no longer the single most important factor controlling your link strengths, at which point the problem of having the wrong mindlink disappears.
I'd expect the skirmish links to be, ah, "rebalanced" too. |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
427
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Posted - 2012.11.08 09:15:00 -
[5] - Quote
Georgiy Giggle wrote:And what about skills? I have bc lvl 5 and destroyers lvl 5. Does it mean that you will give me all racial destroyer and battlecruisers skills lvl5?
No, you're special, you'll lose those SP and receive all racial BC and destroyers to I. |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
427
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Posted - 2012.11.09 12:49:00 -
[6] - Quote
Takeshi Yamato wrote:+1 for allowing pilots to switch implants (perhaps only hardwirings) without having to use a jump clone.
Bad idea I think, it'll increase the perception that implants are a "required" item without which you are seriously disadvantaged in combat.
Similarly, jump clone timers should not be decreased, as easy switching to a clone tailored for a specific combat doctrine would have the same effect.
The multi-bonused mindlink is a viable idea, IF the bonus is cut down to about 10%, instead of the absurd 50% it currently is. |
Gypsio III
Chemikals Ministry of Inappropriate Footwork
427
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Posted - 2012.11.09 13:29:00 -
[7] - Quote
Lord Eremet wrote:
*Rohk - Does people really use it in PVP, seriously?
Nah |
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