@Wesker
The longer I read your replies, the bigger is impression you misread (on purpose or not) what is written to you. Further discussion with you is like talking to a wall. I'm not sure if you are seriously incapable to comprehend what I'm pointing out or you are simply troll-baiting - so if you excuse me, I see no further point in any discussion with you.
(01-07-2016, 06:05 PM)FallenKnight Wrote: My opinion can be summed with this:
- Solaris should have little range, little damage but very high refire rate (dps) - to slap away snubs going close. Useless vs GB unless going close (similar to cerberus are now with BB combat) So no matter their DPS, they wont be efficient vs GB. Also to use some good ammout of energy.
- Primaries to remain anti gb guns, have longer range, good efficiency but to be few.
- Heavies to be "supportive" gear - just like the BB setups are now. Player to choose either pulse/razor or missle - all of which are situational weapons and cant determine the outcome nor have such a heavy impact. Overall to be "weapon of choice" for the pilot.
Solaris are fine, I get what you mean by refire rate. If you chainfire them tho it's like a minigun.
I don't mind the rest of your opinions Ofc, your opinions are your own just saying I agree to say it.
Solution: Restrict gboats only to mount solaris and 2 pulse slots to make them unable to kill anything bigger than gb & gib every gboat big enough core to chainfire with their solaris turrets. Maybe increase gboat pulse damage a bit - it should consume the energy, but its bar should reduce more or less slowly. Now they would be able only to kill snubs & other gbots and work only as support vs bigger stuff. Problem solved in very simple way.
That's the easiest way, I think. No missiles, no instakill weps and so on. (blah blah)
(01-07-2016, 06:08 PM)FluffReborn Wrote: @Wesker
The longer I read your replies, the bigger is impression you misread (on purpose or not) what is written to you. Further discussion with you is like talking to a wall. I'm not sure if you are seriously incapable to comprehend what I'm pointing out or you are simply troll-baiting - so if you excuse me, I see no further point in any discussion with you.
I'm not trolling you I'm telling you why your wrong, you aren't replying with any reason to support your claims other than "it should", which tells me either a. You ran out of arguements b. I've won the debate or c. Your not willing to reply with detailed rebuttal that proves me wrong.
I've accepted that I've been wrong on a lot of things. But balancing pvp for everyone based off of what an average player can do isn't good. Hence why people want a cap dev that's skilled.
Think about it, when Somone like Yber (a very skilled pvper) says what should be changed in snubs more people are willing to listen to Somone like him because he knows what the ship is totally capable of.
Solution: Restrict gboats only to mount solaris and 2 pulse slots to make them unable to kill anything bigger than gb & gib every gboat big enough core to chainfire with their solaris turrets. Maybe increase gboat pulse damage a bit. Now they would be able only to kill snubs & other gbots and work only as support vs bigger stuff. Problem solved in very simple way.
That's the easiest way, I think. No missiles, no instakill weps and so on. (blah blah)
If you do that,and you have been stoped by a cruiser/destroyer what could you to then?Just lose the PVP with your funny solaris and pair of cannons?
(01-07-2016, 06:14 PM)Wesker Wrote: But balancing pvp for everyone based off of what an average player can do isn't good.
As well as balancing everything for usage in Conn in 1vs1. Conn, dear Wesker, isn't main purpose of the Disco - it's a side feature. Not all ships should be able to solo same class. And not all players spend their days in Conn.
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PvP balance is generally based around "optimal" usage (or an approximation thereof). Otherwise, more difficult to use equipment naturally becomes too powerful in the hands of more experienced players.
Of course, the opposite is true as well; more 'advanced' stuff is used ineffectively by inexperienced players and feels too weak to them.
This thread has really ventured off topic. I can understand the distaste for instakills, however I feel that they worked in fleet battles as they were an appropriate tactical counter to a difficult situation. And when posed with a Razor threat, you simply destroy it with a counter yourself. R/P/S balance is good, and adds an extra dimension to combat. I'm not saying that the recent changes have removed that dimension, but I don't really see the need to nerf Razors.
(01-07-2016, 06:14 PM)Wesker Wrote: But balancing pvp for everyone based off of what an average player can do isn't good.
As well as balancing everything for usage in Conn in 1vs1. Conn, dear Wesker, isn't main purpose of the Disco - it's a side feature. Not all ships should be able to solo same class. And not all players spend their days in Conn.
Your implying I spend my time on conn.
I spend what time I play on disco getting activity/doing stuff for the 9 factions I'm in.