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Thread Statistics | Show CCP posts - 16 post(s) |
Zarch AlDain
The Establishment Establishment
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Posted - 2008.01.30 17:14:00 -
[1]
Simple and effective, a much better change than the previous EANM one!
I approve of the idea of making a few changes and then evaluating them rather than rushing in all guns blazing too - and it's nice to see NPCs getting some lovin' (by reducing player resistances) as they have had a hard time with rigs and hp buffs.
Zarch AlDain
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Zarch AlDain
The Establishment Establishment
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Posted - 2008.01.30 18:08:00 -
[2]
Originally by: CCP Zulupark
Originally by: Elmicker
The problem with EM damage being useless lies not in the racial armour resists, but in the fact 90% of pvp fits are armour tankers. You SHOULD be looking at the spread of utility modules across low/med slots. You should be encouraging people towards shield tanks, not just beating the entire game with a nerf bat as you have in your last couple of pathetic attempts at "fixing" what you see as broken.
Thank you. We'll take that into consideration.
Actually leaving his ranting aside this is a very good point.
As a Caldari/Shield specialist every single one of my pvp chars has now trained armour tanking. Hell I was looking at a phoenix fitting the other day and decided it was marginal whether to armour or shield tank it, but armour tanking required a month less training.
All sorts of ideas have floated around but fundamentally a mid slot is more valuable than a low slot simply because all you can put in low slots are speed, armor tank or damage mods while all the stuff like MWDs, tackling gear, ewar, etc are mid slots.
Rather than nerfing armour EM resists (or as well as) give people a reason to take shield tanks into PvP - and then we might see things change.
High slot warp scramblers (currently only available for hactors), low slot ewar. etc. I am not suggesting removing the difference between mid and low slots as the new modules should be different in some way to the mid slot ones but there should be some dilemma over fitting an armour tank in the same way shield tanks struggle.
For example low slot sensor amps could be boosted to be closer to the mid slot version in effect, the same for ECCM. How about a high slot 'projector' module and then low slots that generate effects like warp scrambling and webbifying. For example on a pvp raven you could have warp disruption generator, 2 webification generators and then a high slot effect projector. Use the projector on someone and it warp scrambles and dual-webs. (Only one projector per ship? Or allow multiple but increase the cap drain?) There are all sorts of options and ideas that would help the situation.
Zarch AlDain
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Zarch AlDain
The Establishment Establishment
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Posted - 2008.02.01 12:00:00 -
[3]
I liked the idea at first, but I have to admit having read the thread and thought about it some more I am going off it. In particular the drop to shield explosive resistance seems very unwarranted and makes this into a Minmatar buff more than an Amarr one.
As you said yourself armor tanking is currently much more popular than shield, which surely is reason in itself to not nerf shield tanking?
The other thing missing is to drop all NPCs EM resistance by 10% across the board.
I have a (slightly connected) idea too, 4 new skills:
The idea is to remove something from each races ships and then add a skill to remove it. For Amarr this would replace the energy turret ship bonus, for other races it would have a different effect. The skill would be available (but not cheap) through each races LP store and all members of a race would get their race specialisation on level 1 for free.
Amarr Ship Specialisation: Pre-nerf: Remove the laser cap usage bonus on amarr ships Skill Bonus: 10% reduction per level in capacitor usage of energy turrets fitted to amarr ships. Consequence: Amarr ships can all get a second bonus, even Khanid ships gain a bit if their turret hardpoints are used.
Minmatar Ship Specialisation: Pre-nerf: Reduce speed of minmatar ships by 10% Skill Bonus: 4% boost to minmatar ship speed per level
Caldari Ship Specialisation: Pre-nerf: Reduce all ships max shield capacity by 10% Skill bonus: 4% boost to ship max shield capacity per level
Gallente Ship Specialisation: Pre-nerf: Reduce all ships max armour by 10% Skill bonus: 4% boost to max armour per level
Each skill enhances one of the strengths of the race, but is not essential in order to fly the ships. The main reason for the change is obvious Amarr but a similar skill is introduced to all races. This also gives an advantage to people flying their own race's ships (as they start with the specialisation skill) but the advantage can be countered by people who buy the skill for other races and train it which would be priced at the point where it is noticeable but not ground breaking (i.e. 5 million isk and 5k LP).
Zarch AlDain
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Zarch AlDain
The Establishment Establishment
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Posted - 2008.02.01 16:23:00 -
[4]
Originally by: Lyria Skydancer
Originally by: Zarch AlDain
I have a (slightly connected) idea too, 4 new skills:
The idea is to remove something from each races ships and then add a skill to remove it. For Amarr this would replace the energy turret ship bonus, for other races it would have a different effect. The skill would be available (but not cheap) through each races LP store and all members of a race would get their race specialisation on level 1 for free.
This would give amarr weapons a fix while everyone else gets a huge boost. Minmatar speeds going even more out of line, caldari passive tanks going skyhigh and gallente getting extra tanking so they can tank+gank even harder. No thanks.
Perhaps you didn't look at the figures I listed for the other ships? Or the fact that they get a pre-nerf? This is hardly a huge boost.
A 10% drop which you can then train a skill to get at most 8% more than you have now... that is not a huge boost.
They would have to train the skill to 3 just to be back to the current situation, and an 8% speed/shield/armour increase from training a skill to level 5 is nothing like as huge as the 10% per level reduction in laser cap usage.
One implant can give that much advantage!
Zarch AlDain
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