armour of many GBs HAS increased. - that is probably true. - but it wasn t changed in terms of balance.
before, the most common armour was cap armour lvl 6 ( 3.0 ) .... lvl7 and 8 were sort of..... inappropriate when it came to the price / performance ratio.
but now - we have spread the armour mods wider - so i think its now armour 4 that has 3.0 ... ( costing the very SAME as armour 6 before ) - but many ppl can just afford the next alternative and mount it - before it was some 250 million for 3.5 - now i think an armour 5 is a lot cheaper or an armour 6 etc.
so most gunboats today probably mount a higher class armour than 3.0. - but yes, the stats stayed the same. - perception might be correct though.
' Wrote:Is it wrong that seeing you say this made me shoot coffee out my nose? :lol:
:P
Seriously though, I dont see an issue, people used to complain that fighter engagements had become to long. Sure you meet a inexperienced pilot and you can rape them fast, but it used to be you had 2 good evenly matched players in an engagement and literally a 1 on 1 fighter pvp could go on for more than 1 hour.
Missiles can shorten the engagement, but achieving hits with them against a strong player can be easier said than done, wether they mount a CD or not.
Fighter missiles have a finite amount of ammo, thats their downside if you choose to mount them. The players that are experiencing the most difficulty against them are charging head on in a jousting match. Watch the strongest fighter players in combat and you should notice they attempt drift and spin around you at angles for position to keep you constantly under fire then they and come in for a head on as a suprise tatic. Thats when you are at your weakest in the head on, as you open yourself up for a big gun strafe/ missile/razr/torpedo finishing off with a mine in the face.
Thats the most effective use of missiles too, spamming them usually wont help you, what you need to do is pick your moment for firing so as not to be predictable and suprise your opponent.
' Wrote:2 good evenly matched players in an engagement and literally a 1 on 1 fighter pvp could go on for more than 1 hour.
I find it is the longer engagements that are the most thrilling... a true test of all your acuity, wit and skill. Where as a short fight leaves you going "psh, that was easy" you might say "//gf" but that's like saying "bless you" whenever someone sneeses. People say it, but no one means it.
It's also the 4 hour lock out which makes the longer fight more attractive, particularly to those who tend to lose combat more than win. 4 hours of lock out for 5 minutes of fighting? Or less?
It's gotten to the point now that missiles are the only way to go. And there is nothing wrong with missiles. But there is no reward to players who chose a gun only load out. The 70 cargo limit on missiles is not big enough, from my experiences 70 is more than enough to last an engagement. 30-40 missiles and you'd be looking at a disadvantage.
But do we even need to nerf missiles? It's not like no one can't mount them. They're there for every player to use, and every player can use them. And once every player has that advantage, then it no longer becomes an advantage. But then... there's also the level of advantages it gives to some ships when compared with others. Such as Bombers, missiles make it far too easy for a bomber to fight a fighter. Missiles also make it far too easy for a fighter or bomber to kill a light fighter. Light fighters, to me, seem to be at a disadvantage if they mount a missile because they lose significant fire power by sibstituting a gun for a missile. They also face a disadvantage if they face a fighter with a fast tracking missile... Sidewinders or Firestalkers.
I'm all for implimenting missile slots on all ships, now. Bombers should have no missiles, as much as people use them as hybrids' the fact remains that they are an anti-capital class ship. It should not be easy for a bomber to kill a fighter. Fighters primary function is to fight other fighters, thus they should get one or two missile mounts. I believe lighter ships, such as the Eagle, should get one missile, while heavier ships like the Werewolf, should get two. Of course, missile slots should still be optional. An all gun loadout should still be possible.
Hum... I didn't mean to rant so much. I'm probably repeating myself, by now.
Why not call a CD a type of missile, rename the CD mount to "Missile" or "Missile/Torpedo"? That way all ships can mount a missile launcher, but they need to decide on type. Pirates and police would find CD's more valuable, but military sorts would prefer the missile.
' Wrote:*Nexus puts on a super duty fireproof suit*
Why not call a CD a type of missile, rename the CD mount to "Missile" or "Missile/Torpedo"? That way all ships can mount a missile launcher, but they need to decide on type. Pirates and police would find CD's more valuable, but military sorts would prefer the missile.
Just a thought...
we already have enough choice with the mini/TCD.
also. what you suggested is called a torp..
' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
I think a better option would be to lower the levels on all missiles to one of the useless levels, such as 5 or 6 that no one uses, and make it so only 1 or 2, depending on how heavy the fighter is, gun slots be capable of mounting class 5 or 6 weapons. It is possible to do.
Light VHFs like the Eagle, Chimera and stuff should get 1 missile, heavy ones like the Templar and Werewolf should get 2.
Still not an issue, please really there are players that can avoid missiles without a CM or CD. I would tell you how but frankly what's in it for me? :laugh: The choice of a missile is one gun less and almost useless in a group fight unless you can get someone to joust you or run away from you in an almost straight line.