I don't think they should be insta-killed by Nukes or Cannonball Missiles. Yes, if they have damaged hull a bit, they should definatly die, but not with full hull.
So, how can a ship be made more resistent to explosion damage without increase the hull it ha...wait a minute! Wasn't there that bug with the OC snub line not getting full damage from explosions?
INDEED!
There's a nice factor that can be set to make things more explosion resistent: explosion_resistance
That'd make the ship less susceptible to damage from mines or missiles or any other kind of sudden unwanted extreme increase of volume, heat and release of energy anywhere around them, while keeping them just as fragile to all other stuff at the same time, a single mini razor for example can easily kill them.
I am an avid user of light fighters and can only contest this idea.
At present, LFs are over-powered and increasing their resistance to ordinance will cause a further imbalance. Given the amazing agility and power regeneration of this class, as well as the guns it can fit, they are enough to give even the most hardy of pilots a lasting headache. Taking away their ability to kill a LF outright with a single nuke or missile will serve only to annoy a lot of people. The obvious vulnerability of the LF is the only thing that will allow it to keep the ~12,000 dps which it can currently inflict. Bear in mind that a decent LF pilot could do enough damage in one pass to a VHF with full shield and hull, so as to drop a nuke in its face and kill it outright. It works both ways.
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Bad idea. The better Light Fighters are ridiculously hard to hit, and taking away their only weakness is not a good way to balance them.
Honestly, I don't see why these new guns were given to Light Fighters, rather than Heavy (not Very Heavy, mind you) ones. The latter are as much if not more in need of an edge / ability in PvP than Light Fighters.
Light Fighters are interceptors. Once in PvP, give them a utility role or something. Mini-flaks to knock Novas and other ammo-based projectiles off-course, and perhaps even knock around other players, but very limited damage-dealing ability. A way to drain thrusters to zero. Stuff like that.
Making Light Fighters invincible yet capable of inflicting more pain than VHFs.. I don't get it.
Instakill nukes are... okay, things have been like this before and it's been a significant but managable disadvantage.
A trade-off for the agility.
(Shouldn't that be firepower?)
However, the whole new missile system is pretty awful, for all snub classes. Having to dodge more insanely well-tracking missiles than you even have CM ammo sure sounds fun. That's assuming you're the target of only one missile user.
Then add to that the fact that the missile ammo limitation is easily circumvented by having an ally carry extra ammo for you.
And finally, imagine every missile has the potential to one-hit kill you, too.
FUN.
Also, I've always found it amusing to hear those claim LFs are overpowered who never decide to fly them instead of a VHF. Granted, LF gun balance in the new beta is absolutely silly and needs to be fixed, but what do you expect from 10 minutes of effort?
whoever raped the balance for light fighters needs a punch in the face and a kick in the balls.
Light fighters were perfectly fine the way they were before all these mad changes were put in, and now the scimitar (LOL) has even less health than it had before has absolutely no hope of dodging anything travelling that fast with an accuracy like that.
light fighters are easy to hit, i can shoot down even dodging light fighters with Thors Hammers, you just need to not suck, pretty hard for some yea? but who needs to aim these days? aiming is for losers clearly, fire and forget is clearly the way forwards.
It's good to see people can come into serious balance threads ready to provide constructive posts which outline the outstanding issues with LFs and suggest ways in which they could be fixed.
(10-27-2013, 12:18 AM)Omicega Wrote: It's good to see people can come into serious balance threads ready to provide constructive posts which outline the outstanding issues with LFs and suggest ways in which they could be fixed.
Oh, wait.
good to see that i can go away and come back here and find the same level of excelent, well thought out balance changes being made.
Oh, wait.
(10-27-2013, 12:35 AM)Daron Wrote: Hidamari that imbalance was reported already in 4.85 - along with the bugs of other ships.
Beside the fact that this (server) is intended to be a roleplay server, where is (now) you're (technical) problem to stop a smuggler in pair of LFs?
*shrugs*
l2english. because i have no idea what you were trying to say with that post. and 4.85 was a very long time ago but at least light fighters were balanced then.