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Captain
Join Date: Jul 2012
Posts: 2,898
# 212
10-06-2012, 09:11 AM
Quote:
Originally Posted by skyranger1414 View Post
TBH neither an escort nor cruiser should get one shot UNLESS they're in the wrong place. Much like a WoW raid, part of STFs is not "standing in the fire" as it were.. ie, being in a bad position (unless its a gate.. those cheeky gates can get you anywhere below a certain range it seems! but gates are not moving cubes of doom, so its nowhere as bad.)
Well thee is this but the number of times I've been hit for 60k+ is ridiculous, there isn't a player ship in the game that can take that, the other thing they really need to lose is those invisible torps the bog are so fond of I swear those gates will just sit there until they get bored of you and of "I'm bored of you now..." and poof you're dead, hey, even the cubes do it from time to time

Quote:
Originally Posted by skyranger1414 View Post
This is how it works right now, the only difference is that effective weapons range is quite a bit closer. The challenge lies more in positioning and the cruiser's dismal turning. My cruiser has 2 RCS consoles... I still say a slight turn buff to cruisers would make them far more effective and fun to fly. Mainly because they could be "in position" more often. If spreadsheet balance must be maintained some tankyness would not be missed.
I'm interested to know what cruiser you use, I don't have the turn problem with my Excelsior, in fact I think if it were to turn much faster I'd have issues with my broadside. I personally would set the cruisers most effective range at 4-6km as this gives them a nice overview of the battle and keeps them out of everyone elses way and perhaps as an alternative to giving them more damage, lower NPC resists

I agree with the devs in that the optimised builds were getting a little out of hand, but to raise NPC stats such that the only viable way of killing them was to play an escort and that the only viable way of surviving them was to play a cruiser was the wrong way to go about it. I personally think that NPC stats should have been raised a little and tac buff power reduced a little just to keep them in check, this would have helped keep a player damage balance that made the vast majority happy while still giving the optimised builds merit in that they had 1 up on the normal builds.