Conclusive undeniable proof that HRP are not over powered. Return of the Torpedo Boat pt3

But don't you think that a big ship should at least get a chance to win against a wing of smaller ships?

If you answer "no", let's agree to disagree :)


Before buff, an armored FAS could have approx 5 times the hull points of an armored Viper.

I would find more balanced to have this:

HRPs (what i would suggest*):
--------------------------------
Class 1 = 40
Class 2 = 80
Class 3 = 160
Class 4 = 320
Class 5 = 640
=> Viper mk3 max hull = 685
=> FAS max hull = 2970


...instead of the current HRPs:

Current HRPs:
-------------
Class 1 = 110
Class 2 = 190
Class 3 = 260
Class 4 = 330
Class 5 = 390
=> Viper mk3 max hull = 1065
=> FAS max hull = 2800


...while we initially had this, before buff:

Before buff, HRPs:
------------------
Class 1 = 20
Class 2 = 40
Class 3 = 80
Class 4 = 160
Class 5 = 320
=> Viper mk3 max hull = 465
=> FAS max hull = 2010


edit: * I did not spend enough time on these numbers to ensure they would balance all ships of course. It is just a quick example of HRPs favoring ships with large internal slots.

No, assuming equal skill. An unsupported large ship should be hard countered by a wing of small ships, that would be an extremely unequal engagement.

It should be able to flee however
 
That said, I do think that HRPs should be adjusted. If the "performance enhanced drives" were actually good (and preferably also available in class 4 thrusters) then I can see small ships having a role without being uber tanky: maybe up close delivery of dumbfire missiles?
 
That said, I do think that HRPs should be adjusted. If the "performance enhanced drives" were actually good
See, more vulnerable but faster small ships sounds more appealing than the current hull tank small ships, uh?

Recalling how FD is used to nerf and buff things, I doubt they will rebalance HRPs if this would somehow nerf back small ships anyway.
So unfortunately, these new drives may end up not as good as we hope since too much buffing of the small ships is not the initial idea.
 
Well they are revamping missiles and such?

That said a point of balance is needed, I mean if someone doesn't have hull reinforcements, how much does it do then? because we could end up with a point where a single torpedo might take out someone without reinforcements (granted with small ships, this might be expected behaviour from devs?), but with medium/large? which could be an issue with builds that don't contain that?
 
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Well they are revamping missiles and such?

That said a point of balance is needed, I mean if someone doesn't have hull reinforcements, how much does it do then?
Well...I'd say that at the moment, if someone does not have HRPs, he is as good as dead as soon as his shield drops.
And yep, though i enjoy using a full HRPs build, I find this highly unbalanced and ruins the fun of any non "PvP" loadout encountering a pure "PvP" loadout, for both sides.

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Also to answer your question, I used to take down Python commanders with 4 torpedos (no HRPs or armor obviously)...so it will be even "worse" I assume.
Now, I once took 6 torpedos and my armored + HRPs FAS still had 66% hull left...

I strongly believe increasing the ammo of torpedos (or/and class 3 and 4 available for instance) would be wiser than increasing their damage.
 
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Well...I'd say that at the moment, if someone does not have HRPs, he is as good as dead as soon as his shield drops.
And yep, though i enjoy using a full HRPs build, I find this highly unbalanced and ruins the fun of any non "PvP" loadout encountering a pure "PvP" loadout, for both sides.
Yeah, so someone can sacrifice spots for torpedoes, but I do believe now that I have thought about it that electronic countermeasures counter missile/torpedoes specifically? that and there is always point defence, so people 'can' have defence, but small ships would sacrifice shield strength.
 
Well...I'd say that at the moment, if someone does not have HRPs, he is as good as dead as soon as his shield drops.
And yep, though i enjoy using a full HRPs build, I find this highly unbalanced and ruins the fun of any non "PvP" loadout encountering a pure "PvP" loadout, for both sides.

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Also to answer your question, I used to take down Python commanders with 4 torpedos (no HRPs or armor obviously)...so it will be even "worse" I assume.
Now, I once took 6 torpedos and my armored + HRPs FAS still had 66% hull left...

I strongly believe increasing the ammo of torpedos (or/and class 3 and 4 available for instance) would be wiser than increasing their damage.

It's not like missiles/torpedo don't have counters, ECM and PD are available to all, and it's about time that they become relevant.
 
It's not like missiles/torpedo don't have counters, ECM and PD are available to all, and it's about time that they become relevant.
Yeah, and if you want full protection, having to sacrifice for those make sense.

But I still think damage might be a difficult thing to tweak, maybe instead tweak armour penetration? as shown on the pictures for 2.1 to be a stat that weapons do have?
 
It's not like missiles/torpedo don't have counters, ECM and PD are available to all, and it's about time that they become relevant.
On the other hand, due to slow speed of torpedos, the wise way to use them is mostly when you joust your opponent, where ECM / PDT is of no use...

Example (go to 1m55s):
[video=youtube;i1djzvcJlXg]https://www.youtube.com/watch?v=i1djzvcJlXg[/video]
 
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ECM is near instant in effect last I checked? though yeah PDT take a bit of tracking.

The PDT used to be able to attack and target ships aswell,
since PB i really miss this feature, it does add a lot of value to
the module even when you face opponents without guided weaponry.

The damage wasn't great, but the PDT was intimidating to smaller ships
and a beauty to watch blasting away.
 
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