(05-13-2014, 05:31 PM)Narcotic Wrote: Makes me miss the .85 Scorpion...
No, I don't miss it.
@Topic: Nomad GB needs those guns. Otherwise, it would have been necessary to start resizing the model and redoing pretty much everthing. Now it dies (as it is just too easy to hit), but before it can da damage.
(05-13-2014, 05:58 PM)Vendetta Wrote: I don't think you get it. Nomads are already overpowered, giving them a gunboat with cruiser turrets is just overkill. The gunboat is terrifying already, so why make it even more unbalanced? That's just adding insult to injury.
Nomad equipment is actually not good at all.
Their VHF is terrible and cannot stand against the Omicron opponents at all.
But at least Nommies get a shieldbuster gun this version and then the heavy-firepower, easy-to-hit fighters can at least do damage before exploding.
Fixed that for you.
But anyway, I think that the Nomad GB should keep it's cruiser turrets. 3 cruiser turrets firing forward is something that can easily be outgunned by something like a Condor or Hathor. Also, even if it is OP, I think the Nomads need some slightly OP equipment to show people that they can actually be terrors instead of squishy remain farms that you have to shoot to gain a harvest from.
(05-13-2014, 06:10 PM)Jack_Henderson Wrote: Nomad equipment is actually not good at all.
Their VHF is terrible and cannot stand against the Omicron opponents at all.
But at least Nommies get a shieldbuster gun next version and then the heavy-firepower, easy-to-hit fighters can at least do damage before exploding.
Are you kidding? Infinite cloak makes most interactions into something along the lines of decloak ambush when the odds are favorable, and generally successful cloak fleeing when the going gets tough.
I'm not saying that noms are OP, but to say that they're underpowered is silly, especially when they have the ability to 100% choose when to engage on their own terms - and the ability to avoid interaction when they want to.
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The Nomad VHF is crap. Too big, impossible to miss for anyone half decent. In a duel against a vastly inferior opponent it's possible to win by outturning them. If they ever get you in their sights, however, you explode.
This isn't exactly new information, though.
Oh, and as usual, the Nomad guns were overlooked when gun damage was buffed. They now have ~2.3k damage cl8 hull busters while the competition has 2.8k-or-so damage weapons.
Also lol @ OP jumping to conclusions about the Nomad GB. That Gunboat is roughly as easy as, if not easier to hit than, most of the light cruisers in the game thanks to its shape and size. It's more agile than those ships, but has far fewer guns and a weaker shield and hull. It's useless against snubs, unlike most other Gunboats, and acts more like a "Superheavy bomber". It's a one-of-a-kind ship, but it's nowhere near overpowered.
This is why looking at stats in flstat or on an infocard and forgetting about the ship's model is silly.
And yes, EisenSeele, infinite cloaks have proven to be pretty.. detrimental to gameplay overall. Just like every other Nomad player I had a lot of fun with them for a few days, and then all the negative aspects started showing. I'd rather they be ditched or redesigned and Nomads are simply given a functional shipline. A man can dream, right?
(05-29-2014, 03:58 PM)Haste Wrote: I'd rather they be ditched or redesigned and Nomads are simply given a functional shipline. A man can dream, right?
I would really like for there to be more thought going into making things easier for nomad players to log around Sirius without having to log in space as much.
Maybe giving the Nom GB/cruiser 2+ docking module slots might alleviate things a bit, give more purpose to bring said ships into use (other than decloak ambushing) and would give more of a reason for Khara players to actually defend their caps.
I'm not entirely sure if this is how it actually is, but going on personal experience, it seems that I've seen more mixed force Khara engagements (while they were actively losing) sacrificing their caps in exchange for letting their snubs escape.
It would be good if that happened less (or not at all), and also that there be an inRP consequence for mind nodes being destroyed.