Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-13-2010, 11:50 AM
Quote:
Originally Posted by Naevius
There would be much wailing and gnashing of teeth, and rending of garments, and the tears of cruiser captains would verily flow as the waters of the Nile.
This and it would lead to more cries of " tactical is too OP" as the loss of survival would result in quicker kills for competant tacticals in Escorts,Raptors and BoPs and continue to fuel the "KDF/BoP is too OP" delusion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-13-2010, 11:51 AM
Quote:
Originally Posted by Naevius
There would be much wailing and gnashing of teeth, and rending of garments, and the tears of cruiser captains would verily flow as the waters of the Nile.
The joe schmoe cruisernoob weekend warriors complain anyway. They'll get over it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-13-2010, 02:26 PM
I like/agree with most of these points. Off of the top of my head, the one I would like to see added is an ability to do something equivalent to Tab Targeting but that ignores NPCs and objects.

That's my input, now for the rambling:

1 & 3) I feel should go a long way towards making people feel a little less overwhelmed by the swarms. Then again, most of the crying is less about scramble or cloak not working (which is arguably the only "broken" thing about them right now) and more about issues with targeting. I'm concerned that carriers are mostly just the boogeyman anyway so no amount of tweaking or tactics is going to satisfy this whiny lot. Will Scramble Sensors and Science Team become a new requirement? How will target reacquisition work? What do the fighters do if their original target isn't destroyed but is cloaked/out of range?

5) I hope is addressed with whatever Devs are planning to do about the yoyo hulls and healing. It would be nice to see something worked out along the lines of Mustrum's idea about Shield Power itself being more responsible for shield resistance. He has a very nice thread getting no attention in the general gameplay section.

6) I'm a complete moron when it comes to dealing with mines. Apart from the two you mentioned I plow right through and don't have a problem. Right now if all you are looking to do is catch a cloaked ship or frustrate targeting then it doesn't really matter what you pick, but clearly if you are looking for something to have an effect you want Tricobalts or Chroniton.

7) This actually makes some sense. Aside from a few people who are incredibly set on some of these energy types being impossible to gauge a few really could use some kind of boost to their proc rate. Although I thought I read sometime ago a suggestion where all upgrades for each weapon type would cost the same. I wouldn't mind something as simple as that.

8) This probably could be done but would need to be done very carefully. I'm not really sure if it would be better to buff the effects of their higher tiers or keep them where they are and reduce the effects of the lower tiers. Would it be a range effect? A duration effect? Severity?

9) I'm totally on board with a notification sound. It only makes sense!

10) I'd never really thought about that, but it would be nice to get some use out of all of those banked BO skill points while saving up my merits so I can keep trying different builds and respecs.

13) I kind of like the idea of trainable tier 1 Target System abilities but only because Tac's really need something more useful or interesting to use in their ensign slot.

14) This would be nice!!! But I digress (die less?)...

15) This is a good "fix" to extend shields. I particularly like the idea that the activation range would be the same but would give it a bit more flexibility since a fast moving ship (which would need this most) could use a little more room to move around.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-13-2010, 02:36 PM
Quote:
Originally Posted by SteveHale View Post
6)Apart from the two you mentioned I plow right through and don't have a problem. Right now if all you are looking to do is catch a cloaked ship or frustrate targeting then it doesn't really matter what you pick, but clearly if you are looking for something to have an effect you want Tricobalts or Chroniton.

9) I'm totally on board with a notification sound. It only makes sense!
6) Even when I'm cloaked, I still ignore quantum mines, etc because they'll only do about 5-10% damage on me even with no shields.

9) Oh that would have a toggle too in case it gets annoying for people heh.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-13-2010, 02:44 PM
Another skill on watch list is aceton field need to be tweaked its not used on anyones ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-13-2010, 02:50 PM
Quote:
Originally Posted by Zorena
Another skill on watch list is aceton field need to be tweaked its not used on anyones ship.
I have it used on me sometimes. It's easily cleared with hazard emitters though. Maybe make it a 360 degree arc since it's mostly just used on cruisers anyway? Not that I'm in favor of buffing cruisers...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-13-2010, 03:29 PM
i think the pull radius of both t-rift and GW could be extnded now that many skills have had the range increased to 10k.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-13-2010, 04:01 PM
Quote:
Originally Posted by Ardept View Post
i think the pull radius of both t-rift and GW could be extnded now that many skills have had the range increased to 10k.
Tyken's, maybe, but gravity well keeps people within the pull radius anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-13-2010, 04:03 PM
Quote:
Originally Posted by SteveHale View Post
It would be nice to see something worked out along the lines of Mustrum's idea about Shield Power itself being more responsible for shield resistance. He has a very nice thread getting no attention in the general gameplay section.
I was going to post a separate thread about changing shield resist to work like hull resist, but it seems Mustrum summed it up perfectly
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-13-2010, 05:37 PM
I agree on nearly everything you have said apart from scrambgle sensors effecting pets. A SS3 can last 30 seconds and as a carrier pilot there would be no way of me removing it from the pets (realistically) It is curious to see what the pets would do once scambled probably just all shoot random targets i guess. but if it worked like it does against NPCs (they all fire each friendlies only) this would be too much of a swing.
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