I think I'm missing something...Can someone, please, explain what the problem with heat is?
Read the whole thread, dude. It's already been discussed.
I think I'm missing something...Can someone, please, explain what the problem with heat is?
I think I'm missing something...Can someone, please, explain what the problem with heat is? I don't use SCB or Heat Sinks and I've never had a problem with heat. Is it a problem with Open Mode? I've heard a few people talking about it but don't really understand what they're all talking about. Thanks.
It's not designed with any pvp in mind. The pvp is inherently extremely broken on so many levels right now ranging from 12v12 to 1v1 and open play barely even functions on a technical level even if we throw balance discussion out the window. The thermal weaponry is just the tip of the iceberg (...)
This and the fact that only a minority even cares about pvp
Trying to balance the game for pvp has never had any major implications on the pve aspects on the game and the most serious one I can think of was the highly controversial heatsink nerf and even that barely did anything. If anything the pve community is the one that is the most harmful to the pve with the trivializing of npc's with the nerfs to the ai and the engineer mods with the only major difference to 2.0 being that the npc's no longer spin to win. The only way to actually find any sort of challenge in pve combat is to intentionally use weak ships or to go against like a wing of six anacondas or something (even that barely works with the big ships with mods).This and the fact that only a minority even cares about pvp (less than 30% as several surveys on forum/reddit show);
Pvp will always be "unfair" in one way or the other, and the attempt to balance it tends to destroy the pve game. ...
This and the fact that only a minority even cares about pvp (less than 30% as several surveys on forum/reddit show);
Pvp will always be "unfair" in one way or the other, and the attempt to balance it tends to destroy the pve game. ...
The thermal weaponry is just the tip of the iceberg and even if it gets fixed there's still stuff like the fact that ttk is absurdly high with conventional firepower and the expansion power creep means that the game is essentially pay to win and grind to win at the same time and someone who doesn't have horizons is at such a massive disadvantage that a significantly worse player could beat a better player in a more expensive ship if he ground hard enough.
Not only did engineers break pvp but it also trivialized pve combat because being able to tank a high sec +++ base and three elite anacondas without breaking a sweat shouldn't happen and not even caring about stations shooting at you in a big ship for the next two or three minutes is just bad design. It's essentially impossible to die in a medium or large ship that is highly modified in pve even if you were the worst player in the universe when your ehp has been bloated to the extent that if you even know the basic game controls you have a couple of minutes tíme to react before you even have to be somwhere else.
And if we gave you a fully modded anaconda that was min maxed you would never have to worry about dying ever again in 2.1 completely regardless of your skill as a pilot. The resistance stacking boosters and hrp's multiplied the survivability of all ships by such a vast margin that it's pretty amazing.Not everyone is an elite pilot (despite the title which only requires time and ships blown up). Most still struggle against the npcs. Heck I myself in my A rated anaconda will often flee if more than one ship starts attacking me. Not everyone has high level engineer upgrades. Again I don't even have. A single one. The npcs in pve cheat like crazy! Unlimited ammo, triple rail gun Eagles that can seemingly fire them forever and not melt. Unlimited chaff, shield cell boosters and a turn rate on some ships that makes you scratch your head. Or the aimbot like capability to nail you with plasma accelerators or rail guns and dumb fires from miles away. The npcs are quite a challenge to most. It's only the small minority that is able to out class them.
How about instead of simply dumping heat into the target's hull applying a debuff that simply makes all normal sources of heat generate MORE heat?
Ultra-resistant shields are skill free, input free, completely passive and effectively wipe away all of the attempts to balance SCB's that took months. They're so overwhelmingly better than 1.5 hull tanking that it's laughable.
Truetickler
I understand what you are saying but right now there isn't really a way around building ultra shield tanks since if you go with a hull tank your ship can get disabled incredibly fast by some combination of high yield cannons, super pen rails or just plain missiles and doubly so if you get hit by a corrosive debuff.wouldn't this
go very well with
?
shields, SCBs, boosters - all sources of heat.
Engineers is devastating for this game. It's a boring grind that isn't reliable added, and adds seemingly stupid mechanics to combat - sorely bias's the game towards people who've bought it and done the really dull grind - and makes things stupidly complex whilst leaving a load of mechanics around the game that don't seem to do anything any more.
I have seen very little in favour of engineers apart from getting a leg up over other people - but that's not really fun. No developer is going to pull a feature set though. Sitll, it's convincing me further not to get the next season pass and just play this game until it gets too difficult not to have bought the update and then go play something else.
Ships like the vulture and the courier have significant disadvantages not because of an oversight or anything but because that is a part of the balancing process. The vulture has significant power issues because that was the only thing balancing it due to the fact that the vulture is actually a pretty fast ship with A thrusters and it has very good firepower and good shield values and a good amount of utilities and so on. The couriers bad heat efficiency is because it is an insanely good shield tank with a small profile that has excellent flight characteristics.Actually, I think that Engineers adds a fair bit to the game in and of itself - it takes ships with serious design flaws and makes them far more useful (eg the Vulture and Courier), as long as you're sensible with your choices. It also gives a significant boost to explorers with the FSD boosts (thus reducing the need to rely on jumponium all the time), so it's not just combat folk that get a happy time from it.
The problem is with the special effects, and that's all. Everything else can be worked around, but they unbalance the whole thing so badly that it's made the whole thing a nightmare. It wasn't so bad when they were rare, but since FD caved and gave everyone the ability to just grind for effects (especially now that it's easy to get hundreds of materials for very little effort, and you only need one of them for level 1 mods to grind your rank with an Engineer) it just became the ultimate I Win button.
Ships like the vulture and the courier have significant disadvantages not because of an oversight or anything but because that is a part of the balancing process. The vulture has significant power issues because that was the only thing balancing it due to the fact that the vulture is actually a pretty fast ship with A thrusters and it has very good firepower and good shield values and a good amount of utilities and so on. The couriers bad heat efficiency is because it is an insanely good shield tank with a small profile that has excellent flight characteristics.
The fact that the engineer mods are upgrades instead of sidegrades homogenizes ships by making them all more like each other and makes them have less of an identity while also making everything harder to balance alongside the fact that the mods are dictated by rng.