Posts: 811
Threads: 80
Joined: Oct 2011
Staff roles: Coding Dev
' Wrote:Please let me first add this by saying this is merely a suggestion, I'm going to assume for this I will be trolled out of these forums for the rest of my Freelancing Life.
Firstly, I'm going to briefly explain the refire rate of Cruise disruptors (for anyone unaware, Feel free to skip to the second Paragraph if you already understand this). In the current situation with Cruise disruptors the vast majority of them seem to have a refire rate of roughly 1.00 Equating to 1 shot per second (Excluding the Reinforced Cruise Disruptor which fires at a rate of 0.68 Shots per second). This allows a particularly high use from a cruise disruptor (Referring especially to the Train Cruise Disruptor)
I have two problems with the current Cruise Disruption system in that:
A: Cruise disruptors too easily stop ships even if a particularly high Countermeasure spam is applied.
B: Cruise disruptors (Especially the Train Cruise Disruptor) Have a very large Explosion radius, meaning quite often a close wasp will manage to EMP both yourself and your opponent.
C: They currently allow for a very high spam rate, Something I have a particular problem with
So lets explore points A & B, I think they can fit nicely together because they affect the main use of a Cruise Disruptor namely being, To stop someone's use of Cruising. In numerous fights I've found countermeasures to be largely useless, Escaping a fight with a cruise disruptor is almost impossible at this time as 2/3+ cruise disruptors will almost certainly stop someone cruising, No matter the countermeasure involved. Which I believe has lead to the current state of affairs of Afterburner running to the nearest lane and mining it, Dragging out fights and in some cases, Leading to INCREDIBLE frustration (But fighters running is another problem... I'm of the "Do or Die" mentality). If for example Cruise disruptors were slowed down to maybe once every 2 seconds (0.50 for all you geeks out there) I think this would make the use of Countermeasures more viable.
The problem that also hampers the use of Countermeasures is the explosion radius (I'm explicitly referring to the Train and Reinforced Forms here). Even while using a particularly high number of countermeasures, Due to the incredibly high Explosion radius of Cruise Disruptors (400m-550m) currently it makes escape almost impossible on any ship engaging cruise, Once again explaining the current afterburner running situation.
This has lead in my opinion to more people turning to cloaks (In my opinion it should be far more rare than it is, But I digress) as it is now the only viable method of escape from a fight that wields a high success rate I believe this should be toned down, to between 100-150m.
In regards to battles, I believe regarding A this would also stop this current "If someone uses mines, I'm going to spam the CD key till it ceases to exist" technique, Especially popular among those of us who like to use the reverse thrust method. The Explosion radius compounds this, essentially if you drop a mine and receive a present in the form of a cruise disruptor to the face within 3-4 seconds.... Prepare to get butthurt.
So in brief, Heres a summary of my thoughts:
1. Reduce cruise disruptor refire to 0.50 - This allows less ludicrous spam in battles as well as giving countermeasures a chance
2. Reduce the Explosion Radius - Allowing an actual use of countermeasures and ensuring that anyone using more volatile equipment stands atleast a brief chance.
3. (optional) Make Train/Reinforced cruise disruptors only available to capital ships, This would make sense in a Role play environment as they would be able to carry a more heavy payload.
Thanks for reading.
+1, except for the heavier CDs only being available to capital ships, that'd make my Hayabusa useless:(