SCBs are internal defense and would have to go. Boosters could use even more stacking limitations, but that’s details.
I get you. I took internal defence as HRP / MRP and external as shields.
SCBs are internal defense and would have to go. Boosters could use even more stacking limitations, but that’s details.
I'd love to see resistances scaled to pips so you only get your 60%-vs-all when you're running with all power to defences. Armour resistances are less of an issue since they're generally lower (I've never had better than 45% to all, which is still pretty hefty but that's a fully tanked up, heavy build) and you can still damage modules through it.It's all about needing diminishing returns on armor and mj, and a bit stronger ones on resistance. This would kill all birds with a single stone, EXCEPT, it would make explorers and traders more vulnerable again (which was the original reason for the 1000% defense inflation compared to 200% dps inflation). The main benefit to this though (stronger DR on resistance and 'some' DR on mj and armor), is that at least you could carry some mission/utility equipment around and still be competitive (because adding that 5th HRP does almost nothing).
So Frontier have listened to it and taken action.
Something needs to shift since right now we just steamroller the NPCs. You can't just say the answer is to give all NPCs a buff to bring them up to the same engineering level as players since then you've got the same issue as PvP with battles taking far too long as you try to beat down 7k shields and 10k hull.
That leaves reducing the engineered defence values.
Don't forget, FD already tried once to buff up the NPCs. The result - so much salt was produced by this forum that FD were declared the world leading producer of all forms of salt. The problem is trying to find that balance, where an NPC is a legitimate threat to an experienced Elite Commander in his murderhobo Cutter or FdL and is also an achievable threat (i.e. one that the player can beat with some effort) to the beginner Commander, the trader flying a cargo equipped ship, that explorer returning from 6 months in the black. I just can't see a happy medium for FD unfortunately.
The problem is trying to find that balance, where an NPC is a legitimate threat to an experienced Elite Commander in his murderhobo Cutter or FdL and is also an achievable threat (i.e. one that the player can beat with some effort) to the beginner Commander, the trader flying a cargo equipped ship, that explorer returning from 6 months in the black. I just can't see a happy medium for FD unfortunately.
"4. COMBAT BALANCE IS FINE THE WAY IT IS - THERE ARE NO VOICES CALLING FOR MAJOR CHANGES FROM THE PVP COMMUNTIY. "
Why not ask them? The last time experienced combat players suggested balancing shields and hull it was squealed into the void when FD contemplated it.
Hopefully with this pause it will give an opportunity to balance engineering in regards material requirements (i.e. some blueprints require more common things while some ask for orphan items), actually look at effects properly, balance hull / shield / SCBs etc and introduce actually imaginative blueprints rather than 'lightweight / sturdy'.
The kind of mindset you describe, in my opinion, is the jackass one
So, in my opinion at least, my point remains.
I am dumbfounded at the discrepancy between the quality of the discussion that followed, and that of the opening post.So many great suggestions and insight in the comments I really hope FDev will read them.
It's rare that i directly agree with a posting of Rubbernuke.
Generally a good starting-point to begin with, but every serious PvPer's already switching PiPs either via muscle-memory or hotas-script. So it'll balance almost nothing.I'd love to see resistances scaled to pips so you only get your 60%-vs-all when you're running with all power to defences. Armour resistances are less of an issue since they're generally lower (I've never had better than 45% to all, which is still pretty hefty but that's a fully tanked up, heavy build) and you can still damage modules through it.
Traders and explorers would still be running with 4 pips to shields so they wouldn't lose out, attackers would have to sacrifice being invincible in order to attack. Sure the flat damage reduction from running extra pips to shields is good, but if it affected resists as well it'd be even more prominent on engineered builds.
I'm not sure what an "explorer" build actually is, honestly...I don't understand this. Why an explorer or trader build should have any chance against an Elite NPC ? I can excape NPC interdiction in a T9.