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Another awful proposal by Fluttershy |
Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-05 23:08  
(wanted to hear feedback before i make a suggestion for the idea)
-Make lasers suck in damage and only mainly good for PD
-Add a refit for lasers that is a short range cannon with a high projectile speed, and having the same damage output as current lasers.
Will not be able to PD.
Laser cannon refits will lose damage over distance.
Disruptor cannon refits will keep a steady damage over their range.
Basically, if you want to go for full damage output, you're going to be defenseless against fighters and missiles unless you have an escort, or you devote a few cannons to PD lasers.
If you make yourself immune to missiles, you're going to be unable to cope well with small combat vessels and close-up fights.
Also, before someone tells me "If you're using lasers to fight with, then you'll be vulnerable to missiles"
Consider the fact that if your enemy is in range to have their lasers occupied with other tasks, you're most likely gonna hurt your ally just as much as them.
A lot of fights involve dreads right on top of each other, so missiles are very unwise to use.
[ This Message was edited by: Fluttershy on 2012-04-05 23:13 ]
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[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2012-04-05 23:13  
No... Just no... Please go crawl in a hole somewhere and stay there...
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-05 23:23  
That's a really nice counter-argument you got there, it really points out the glaring flaws in my logic.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-05 23:29  
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On 2012-04-05 23:08, Fluttershy wrote:
(wanted to hear feedback before i make a suggestion for the idea)
-Make lasers suck in damage and only mainly good for PD
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We have that. It's called the Pulse Laser and ICC can use it.
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-Add a refit for lasers that is a short range cannon with a high projectile speed, and having the same damage output as current lasers.
Will not be able to PD.
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That would not work with our current system and would essentially be the same as lasers, except the projectile hits you a few milliseconds later instead of the beam hitting you. If these were "longer ranged" then beams, It would also create problems with assault dreads and other beam based ships.
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Valhalla 1st Rear Admiral Galactic Navy
Joined: March 21, 2012 Posts: 9
| Posted: 2012-04-05 23:34  
This would be horrible as if Missiles boats arent already a pain to use because of PD Now so it would make them go completley gone just becuase you could never hit anything
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-05 23:41  
The main point here is:
All factions can choose lasers to PD, or Cannons for damage.
If you decide to set yourself up for high damage, you'll be vulnerable from long range missile bombardment.
And yes, they'll be just like pulse lasers.
[ This Message was edited by: Fluttershy on 2012-04-05 23:43 ]
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-05 23:47  
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On 2012-04-05 23:41, Fluttershy wrote:
The main point here is:
All factions can choose lasers to PD, or Cannons for damage.
If you decide to set yourself up for high damage, you'll be vulnerable from long range missile bombardment.
And yes, they'll be just like pulse lasers.
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And my point is: pick a different ship if you want that. You have your close range assault ships for high damage in your face action, you have your middle range cannon ships for sustained damage and fancy footwork, you have your missile dreads for long range bombardment and sieging.
Lasers are never going to be interchangeable with cannons. At that point you mine as well throw ship designs out the window.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-04-05 23:56  
yeah...so...
why does one need this?
its not like ships have a lot of beams for PD.
scouts and frigates get oneshotted by 2-3 heavy missiles, 5ish medium missiles and 10 or so light missiles. but theyre immune to missilespam (evasion).
then look at the destroyer and cruiser category. most have only 2 and 4 beams respectively, and cruisers are vulnerable to missiles from their aft arc (less beams on aft). these guys are less evasive, and a string of missilefire can land a few good hits on them.
the ones which have many beams (interdictor, carrier cruiser, parasite) ... they dont have space for guns, so you can get a gunship on them and get them torn apart.
then comes the dread category. dissective analysis needed here...
the dreads with many beams (BD, CarrD, commD, commC, CD, MD, ganglia, brood[?]) have enough beams to nullify upto 8 missiles at once. but put a second missile ship, and their PD falls.
also note, the beams spend a lot of energy recharging and these ships are not good with keeping energy for beams. so if they spend energy on PDing things they lose both some potential damage which could be delivered on an enemy near them, as well as energy for more important things (jump drive, core weapons, cloak). fair trade.
then come heavily lasered ships (agincourt, ead, siphon, mandible, AD) (will add later)
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-05 23:57  
Why are Assault ships extremely effective at missile screening then?
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Ravendark Marshal Sanity Assassins
Joined: July 01, 2010 Posts: 443
| Posted: 2012-04-05 23:58  
well what if you can hit something, even kill? and there are no changes involved? lately i prefer to play with missile ships...kills are sweeter
you cant just come out of somewhere and start puking missiles all over the place and expect to kill anyone...but ai maybe.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-06 00:02  
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On 2012-04-05 23:57, Fluttershy wrote:
Why are Assault ships extremely effective at missile screening then?
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They're not? Beams are very energy heavy. Sustained missile fire will eventually wear out those batterys and/or firing missiles from multiple directions. But theirs not enough players for that to really happen.
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-06 00:11  
that's funny, because I PD'd for 2 dreads and a station with an assault cruiser.
PD'd vs two support stations.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2012-04-06 00:20  
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On 2012-04-06 00:11, Fluttershy wrote:
that's funny, because I PD'd for 2 dreads and a station with an assault cruiser.
PD'd vs two support stations.
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because support stations are dedicated missile ships. (8 Harpex missiles a piece! That's like the same number of missiles on UGTO Missile Cruisers. And it's like UGTO Focus on fighters instead of missiles or something! )
because this game is designed for 3 v 2 encounters and that is totally a valid scenario to justify rebalancing the game entirely.
Because this all has something to do with being able to swap beams with cannons
oh wait.
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Fluttershy Fleet Admiral
Joined: September 24, 2011 Posts: 778 From: Fluttershy
| Posted: 2012-04-06 00:30  
Maybe just get rid of missiles entirely, or replace them with something that isn't either total suck, or extremely overpowered and lame.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2012-04-06 00:33  
think his point is that assault ships have good energy
or maybe that assault ships have lots of beams
all other ships are balanced in their PD aspect [ This Message was edited by: Toby D Syded on 2012-04-06 00:52 ]
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