Combats are most of the times very fast paced, because of the high damage dealt, so you melt even bAttleships away within 2 minutes, and even Capitals dont take much time to kill. Afaik they want to add some stuff to configure your weapons better, like overlaoding and so on, but not with Revelations 1.
I believe in Revalations 1 we're getting like a 25% to 50% boost in hp with tech 1 ships. This has caused some problems in relation with how long cap lasts and stuff.
Originally posted by Saekora The combat is already ridiculously monotonous. How could they ever think that by extending it, people would be overjoyed?
Are we playing the same game?
I am looking forward to the changes which will come with increased dmg output and higher armor hitpoints on tech 1 ships. The capacitor problems have the possiiliity of becoming an issue with me although I suspect CCP's developers will do a decent job in balancing this viable concern.
Oh, and why is everyone overlooking the new features of Riggings? My god, I wonder if half of the players in EVE are actualy idiots. Too few comment about the rigs while gripping about everythign else. Rigs brings so much more to allowable dynamics that it breaks down most concerns expressed on teh EVE-O forums.
Originally posted by Teklin I believe in Revalations 1 we're getting like a 25% to 50% boost in hp with tech 1 ships. This has caused some problems in relation with how long cap lasts and stuff.
I believe that this is actually along the lines of CCP's ultimate goal with combat. Make it so you have to manage your capacitor energy and ammo, and with fleets coordinating reaming and repairs during a fight. Though, we will need to wait until projects like Heat and Subsystem Targeting make an appearance to see how the new combat model really plays out.
Originally posted by Nu11u5 Originally posted by Teklin I believe in Revalations 1 we're getting like a 25% to 50% boost in hp with tech 1 ships. This has caused some problems in relation with how long cap lasts and stuff.
I believe that this is actually along the lines of CCP's ultimate goal with combat. Make it so you have to manage your capacitor energy and ammo, and with fleets coordinating reaming and repairs during a fight. Though, we will need to wait until projects like Heat and Subsystem Targeting make an appearance to see how the new combat model really plays out.
I agree, as it stands now, it seems the fights could stand to last longer so that the ships that are geared toward only support like transferring cap and armor repaireres, hull repairers, etc. will be a heck of a lot more useful than they are now.
I always imagined large 100+ ship battles lasting so long that people would have to fly back into range with the support ship, then go back and engage, then fly back and get repaired, then engage, etc. so that it's actually a tactical battle as opposed to a firepower battle.
--------------------------------------------- I live to fight, and fight to live.
I find it really depends on what type of combat your in. Fleet combat currently is a snipefest where range counts but it's basically low dps, so most people can get away.
Now small encounters of 10 or less are still great fun as they generally are much closer and tactics play a more vital role. Making these encounters longer means that both sides have the chance to call for reenforcements and actually have them arrive in time to lend a hand. Might make things a bit more interesting.
Balance will become an issiu with the new HP boost.. But its not nessesary a bad thing. There is a lot of things thats allready unbalanced so adding a new will only meen we as players will have to develup new strategies, cant say i find that a bad thing.
Right now many tactics evole around fast hit and run tactics with ships made of eggshells and icecream for armor, these ships will have a harder time in kali to kill things before they start shooting back. I know a lot of people ar bitching but i would like to try it out and use time to develup new tactics, if it still shows to be a problem i think ccp will either take new initatives to improve the combat ( hit location, etc ) or nerf the HP a bit.
The main thing it changes is the time. It shouldn't make wolfpacks of interceptors and AFs untenable, really, because they will also have more HPs. What it *does* do is make it easier for someone to hold out while waiting for help to arrive, and of course that changes tactics significantly in a number of situations, and opens up new opportunities.
In general I think this change is a good idea because it's another move away from a game based on the players' finger reflexes and speed and towards having at least a few more seconds to think and execute an action before being blown to bits. Under the current system, you have to act instantly otherwise you've generally lost. Under the new system I would hope that you would have a few more seconds to think and react, so that PvP isn't principally a test of who has the fastest reflexes.
Comments
Afaik they want to add some stuff to configure your weapons better, like overlaoding and so on, but not with Revelations 1.
Are we playing the same game?
I am looking forward to the changes which will come with increased dmg output and higher armor hitpoints on tech 1 ships. The capacitor problems have the possiiliity of becoming an issue with me although I suspect CCP's developers will do a decent job in balancing this viable concern.
Oh, and why is everyone overlooking the new features of Riggings? My god, I wonder if half of the players in EVE are actualy idiots. Too few comment about the rigs while gripping about everythign else. Rigs brings so much more to allowable dynamics that it breaks down most concerns expressed on teh EVE-O forums.
I believe that this is actually along the lines of CCP's ultimate goal with combat. Make it so you have to manage your capacitor energy and ammo, and with fleets coordinating reaming and repairs during a fight. Though, we will need to wait until projects like Heat and Subsystem Targeting make an appearance to see how the new combat model really plays out.
I believe that this is actually along the lines of CCP's ultimate goal with combat. Make it so you have to manage your capacitor energy and ammo, and with fleets coordinating reaming and repairs during a fight. Though, we will need to wait until projects like Heat and Subsystem Targeting make an appearance to see how the new combat model really plays out.
I agree, as it stands now, it seems the fights could stand to last longer so that the ships that are geared toward only support like transferring cap and armor repaireres, hull repairers, etc. will be a heck of a lot more useful than they are now.
I always imagined large 100+ ship battles lasting so long that people would have to fly back into range with the support ship, then go back and engage, then fly back and get repaired, then engage, etc. so that it's actually a tactical battle as opposed to a firepower battle.
---------------------------------------------
I live to fight, and fight to live.
The problem with battles laasting hours is the lack of loss.
Eve needs more loss in fights already, more hp's is not helping the economy and the viability of warfare by attrition.
Now small encounters of 10 or less are still great fun as they generally are much closer and tactics play a more vital role. Making these encounters longer means that both sides have the chance to call for reenforcements and actually have them arrive in time to lend a hand. Might make things a bit more interesting.
The alliance fights I've been in, (and I've been through a few) there definitely is attrition. Personally I support this measure.
Right now many tactics evole around fast hit and run tactics with ships made of eggshells and icecream for armor, these ships will have a harder time in kali to kill things before they start shooting back. I know a lot of people ar bitching but i would like to try it out and use time to develup new tactics, if it still shows to be a problem i think ccp will either take new initatives to improve the combat ( hit location, etc ) or nerf the HP a bit.
Z
In general I think this change is a good idea because it's another move away from a game based on the players' finger reflexes and speed and towards having at least a few more seconds to think and execute an action before being blown to bits. Under the current system, you have to act instantly otherwise you've generally lost. Under the new system I would hope that you would have a few more seconds to think and react, so that PvP isn't principally a test of who has the fastest reflexes.