This was brought up by a dev at somepoint as a good thing. It means that because there's a meta and in PvP everyone uses similar builds as a result, it is only pilot skill that makes the victor victorious.
Could you point me towards that post? I'd like to read it in full.
Just a quick though while hurtling towards a station... Force diversity. Switch direct HP increase to damage resistance model based on type of incoming attack with "balanced model" being decent but not exactly 'desirable' variant. Kinetic variant oughta make you one sturdy turtle (with added weight)... but woe if somebody isn't pelting you with kinetics. Thermal... well, good/excellent vs beams and such, but squishy if somebody rams you dead ahead... Diversity in that no choice would or could become a dominant and "the must have" one.
There is a drawback to using HRPs as the canopy can still be breached by opponents quite easily, this in my opinion more than compensates for the relative low mass of HRPs.
This was brought up by a dev at somepoint as a good thing. It means that because there's a meta and in PvP everyone uses similar builds as a result, it is only pilot skill that makes the victor victorious.
Before SCBs gimballed weapons as example were used less and less for combat roles against other players,
now they are impacted even more, by the stealth mechanic, making them pratically a very bad choice for engagements,
while they still retain a very good performance engaging modules.
Having a clear separation of PvP and PvE useful stuff is quite frankly reducing the amount of viable and different ships and fittings
drastically. That is a very bad thing to continue.
No matter what you suggest, someone is going to come along and make "the best thing". You can only influence what that thing is, but you CANNOT stop gamers from optimizing.
All of that said, I think there are a couple of... not flaws, but unconsidered elements in your argument.
First, Hull reinforment is, almost by definition, an internal compartment function. Elite doesn't do proper ship construction, but think of it as adding additional bulkheads, airtight spaces to contain the damage, buffering and materials, etc. Placing into Utility slots removes one of the few limitations already inherent in the design while reducing the believability of the concept.
Second, your initial analysis leaves out all of the other uses for the module, such as traders that add it in for interdiction survivability or people that just have a free slot and nothing else they want to add. These functions must play into your overall analysis, or you invite reduction of use in those other venues.
I'm in fundamental disagreement with the OP. The ONLY reason to stealth build with HRPs is to:
Player Bounty Hunt
Player Murder
I have NO problem with either but in one of those two involves intentionally blowing up Cmdr's piloting ships optimized for purposes other than combat. So, why would a stealth build need any more advantage.
Stealth builds don't gain advantage in PVE as bots aren't limited to the handicaps us humans must endure.
Optimization isn't the problem raised, it's a matter of the degree of optimization permitted, and how much that effects everything else.
Personally, I think HRP's are in a good place overall. There are some problems around them, but the problem isn't the HRP, they just illustrate the issue very well. The problem has to do with ship mass and how thrusters work. Thrusters on a given ship offer a maximum speed and agility when you ship mass is at or under 50% of the "optimal" mass of a given A-rated thruster. On most small ships, it's impossible to get down to or under this number, so every single loadout choice has a small impact on overall speed and agility. This is a really good and interesting design.
The problem comes in when you have large ships, with large engines. In their basic loadouts, they are often well under the 50% mass mark with an A-rated thruster, so many of the loadout choices you make have literally zero impact on agility or speed. This results in being being able to heavily stack HRP's and mil-spec hulls and only see negligible performance decrease: they are able to already kit up quite a bit before seeing any change at all.
If this were changed, basically by going through all ships (and possibly thrusters) and rebalancing masses, you could help alleviate the issue. You could still stack HRPs, but you would see more of a performance penalty. You could go with a less specialized and less mass-intensive loadout, and still see the same performance as you see today. And as a perk, it would also open the opportunity for large ships to have ultra-light stripped down loadouts, giving you increased speed and agility (like you can currently do on small ships).
HRPs as well as SCBs make it unfair against any builds not optimized for fighting (traders, miners, and even real pirates!).
Because of that, the latter has simply no chance / interest in even trying to fight back.
Remove the SCBs / HRPs and all you need to fight on equal terms is a big shield and weapons.
To me, the implementation of SCBs and HRPs have broken the balance of the game.
Anyway, it is what it is and I doubt FD will remove them.
HRPs as well as SCBs make it unfair against any builds not optimized for fighting (traders, miners, and even real pirates!).
Because of that, the latter has simply no chance / interest in even trying to fight back.
Remove the SCBs / HRPs and all you need to fight on equal terms is a big shield and weapons.
To me, the implementation of SCBs and HRPs have broken the balance of the game.
Anyway, it is what it is and I doubt FD will remove them.
I mean, with HRP's you're always taking damage if you rely on it instead of shields. I think that's a fair trade off.I think what'd be really great would be if people could stop suggesting things to make stuff worse.
Could the issue we have with combat in general occur due to increased hp?
Before SCBs we had some options to affect the survivability of a ship "hitpoint" wise:
- shield gen class/rating
- bulkhead choice
When SCBs got introduced, they added a means to multiply your hitpoints by having energy stored in a "pool",
boosters and HRPs add directly hitpoints.
So what comes out of this, is that a weapon that before was well rounded now simply does not deal enough damage to be considered,
because you have to break the "tank" combat wise.
Before the introduction of the SCBs and the rest, the weapons performed differently,
but due to less hitpoints you had to eliminate in order to destroy a ship,
the damage output of a weapon was not a primary factor of choice.
Do you agree?
I think that's an aspect that could become problematic, but I've not PvPed enough to have a worthwhile opinion on if it is currently an issue in-game. It definitely could be an issue, if the numbers are allowed to grow beyond a certain point, but from my own PvE perspective, even when I do dumb things like take on an Elite Python in my all-cannon Eagle, damage seems to be in a good place. I don't think I've personally experienced what you have, where I feel I'm not doing enough damage to be considered (again probably because I don't generally PvP).
What advantages? Is becoming slower and less agile an advantage as i originally suggested?
I think you misread the post.
Feeling sarcastic today, uh?Uhm. Yeah. Agreed. Specialising a ship for combat does make it better at combat, now I think about it...
Next I suppose there's going to be complaints that mining lasers make you too good at mining and bounty hunter FDLs have a problem with that, so the best fix is to remove mining lasers and ships now have to ram asteroids for fragments![]()
Feeling sarcastic today, uh?
This is a game, you know? Gameplay should be more important than trying to mirror real life. We are playing to have fun, no? And in the current state of the game, it is no fun at all to encounter an opponent outfitted for pure combat, which is what people mostly complain about.
Me, in the meantime, i just deal with it and seek/find my own fun.
PS: I am outfited for pure combat, full time.