Ship Type Balance... Hangars.
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Join Date: Jun 2012
11-19-2012, 03:14 PM
Originally Posted by
Instead of more spam, they should finally instate that first officer slot. Where you can further define the role of your ship.
Although instead of ADDING more power it should replace something.
Maybe the commander station should always have been a universal First Officer station and the LC station the one to determine the ships flavour?
That way we could have DPS heavy cruisers and sci ships. Or tankable escorts and sci ships. Or debuffing escorts and cruisers. All with their pros and cons.
That won't change much of anything, really. Yea, it'll give some versatility. But DP-Escorts will still pretty much rule the roost. The other classes just aren't capable of that kind of firepower, regardless of BOff slots.
Originally Posted by
This post is out dated or just wrong. I fly sci sci in a wells and end up out dosing or falling right behind the escorts on my team. What you need is to get a good build and I've seen cruisers solo a tac cube no issues. But me and my fleet build for pvp so it a little easier for us. I think the balance is fine.
This post is "dated" three days ago. This is recent. I've also seen cruisers solo a Tac Cube. It's called
difficulty. With a good build in Normal, you need not lift so much as a finger.
Originally Posted by
LOL. you pugstar wannabee. you obviously have no idea what the hell you're talking about, so let me spell it out for you. in pve: it'll be incredibly gamebreaking because there are no enemies that use any combination of the skills you listed above. thus teams would steam roll through all pve content with no difficulty whatsoever. in pvp: most dedicated pvp'ers will till you that team play focuses on single target acquisiton and elimination. control, hold, debuff and focus fire for elimination.
and don't take my word for it. i hereby submit the following for review.
so, as my kar'fi is firing on you and draining your energy with my polaron weapons and plasmonic leech all the while dropping aceton assimilators and sucking your ship's power dry, opening you up to being held by either gw3 or energy siphon 3 or viral matrix 3. while currently 4 (or 8 as you propose) advanced frigates bombard your ship with tricobalt torpedos, dual antiproton cannons and other assorted goodies... tell me still how my premise is flawed?
you want real balance pass?
fix sci powers so pure sci ships aren't garbage. with inherent abilities like sensor analysis that can boost one's damage up to 30+% and target subsystems which can act like a huge nuisance if specced correctly, sci ships with their high shield modifier can be deadly. if the skills they relied on were fixed.
fix cruisers so beam arrays themselves weren't so damn useless. a tac in a cruiser, if built correctly, can hold their own. an engi or sci in a cruiser are there mainly as support. that's the bottom line. you're not going to be putting out massive dps like an escort. your job is to take the aggro, be able to tank like no tomorrow and put out continual dps over time.
tl;dr: your idea for hangers as a balance pass is asinine. please see the video for references as to how fighters/frigates/etc can easily be abused. carriers with hangers are big, slow and sluggish for a reason. i think it's time for you to go back to the drawing board to try to find another way to lazily boost your dps. i hope the next time, you'll take the hint and drop the issue before someone else completely rips your idea and drags it through the mud. but yeah, thanks for playing. it's been fun.
And so the fun begins. Let me rip apart your argument, one half-witted case after another.
First off, let's start with your nearly-insulting quip about PvE and PvP. Have you ever been on a team with 5 Escorts in an STF? You're in and out in 5 minutes. DP-Escorts are ALREADY game-breaking. In PvP, it's ALMOST the same. "Target Acquisition and Elimination" is what DP-Escorts EXCEL at. Your own argument defeats itself.
Second is your NEXT self-defeating argument: Your videos. Exhibit A might as well be a point in MY favor. The idiot has mines and a dual beam, and NO AoE. He wasn't BUILT to fight carriers. Exhibit B is a premade vs a PUG. The enemy team was half-Cruiser, there wasn't NEARLY enough AoE against the fighters, and the enemy team ran around like chickens with their heads cut off. That video proves nothing, other than the fact that premades crush PUGs, which is already an established fact.
Third up is your bit on power drain. I've got bad news for you... half those abilities don't stack. It even says in the Energy Siphon tooltip that it doesn't stack with the others. Gravity Well 3 isn't a perma-stuck, either. As holds go, it's pretty weak, actually. Only really good in PvE for mass-killing frigates (OH wait, wasn't that what I was saying?). VM can be cleared by Science Team, Tractor beams can be resisted by Polarize Hull, etc. Most/all of those counters are pretty standard for any build. Well, the SHOULD be pretty standard, at any rate.
On the topic of cruisers, you'd be surprised what those Engineer Cruisers can do with the right buffs. But, you're right about their damage (not that it helps your case any, I suggested what I did to increase their damage output in the first place). A cruiser's damage, regardless of who's flying it, has all the damage of walking out the airlock and throwing deli meat at the enemy. Giving them fighters is designed to fix that VERY issue.
I'll give you kudos only on your Science Ship bit, but you're partially wrong even there: It's hard for anything with a 2 minute cooldown to be a nuisance (innate subsystem targeting).
Onto your tl;dr, when you say "tears your idea apart and drags it through the mud", do you mean like what I just did to your case? The only reason I didn't call your post out for flaming/trolling is because I didn't want a forum mod to be forced to read that crap. I've been playing this game for a LONG time now, I'm pretty sure I'd know how it works by now.
CHARACTER GRID (@Lord-Ice):
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Lukor Son of Q'Tar