*cough* Feedback cascade rails *cough*
... which aren't any more useful than normal rails, except when target's SCBing.
*cough* Feedback cascade rails *cough*
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.
Torpedoes didn't even work too great in 1.3, they either did 0% or sometimes more.
See, more vulnerable but faster small ships sounds more appealing than the current hull tank small ships, uh?That said, I do think that HRPs should be adjusted. If the "performance enhanced drives" were actually good
Well they are revamping missiles and such?
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.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?
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.
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.
Yeah, and if you want full protection, having to sacrifice for those make sense.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...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.
ECM is near instant in effect last I checked? though yeah PDT take a bit of tracking.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):
https://www.youtube.com/watch?v=i1djzvcJlXg
Don't you need to charge it first, then release?ECM is near instant in effect last I checked? though yeah PDT take a bit of tracking.
ECM is near instant in effect last I checked? though yeah PDT take a bit of tracking.