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And also add some more variants. This FC sector hopping bullshit has gone on long enough.
+1 (even though I don't have a Trident)
+1 and create multi sector scanner as I proposed earlier so multiple players can hunt efficiently in this multiplayer game...
Light and Heavy AWAC Multi Sector Radar Exenders (sm and lg port)
http://www.vendetta-online.com/x/msgboard/3/29896
Light and Heavy AWAC Multi Sector Radar Exenders (sm and lg port)
http://www.vendetta-online.com/x/msgboard/3/29896
+1
+1 So long as I can still put trident cells on my rag! XD
+1
+1 to more variants
-1 to everything else
I don't think I've used an FC since the THC came out, but if some people want to, let them.
-1 to everything else
I don't think I've used an FC since the THC came out, but if some people want to, let them.
But why should we let them? What positive factor do you see that offsets the detriment to the game caused by people being able to rapidly hop around between sectors?
This seems like it would be really easy to do. Make the Trident engine require 25 grid power.
-1 still.
Killed plenty of tridents with FCs in them. If they want to sacrifice weapon power for the ability to increase their chance while running away, fine with me. Some people don't want to fight. I don't see skiddish trident pilots using FCs as a detriment to the game, it's just a different challenge. Three small ships can eat a trident pretty easily with a little planning.
Killed plenty of tridents with FCs in them. If they want to sacrifice weapon power for the ability to increase their chance while running away, fine with me. Some people don't want to fight. I don't see skiddish trident pilots using FCs as a detriment to the game, it's just a different challenge. Three small ships can eat a trident pretty easily with a little planning.
-1
Since the PCB has been buffed, it is even easier to stop a Trident with a Fast Charge effectively from jumping. In fact, it is much easier to destroy a Fast Charge Trident. A Trident pilot with a Trident Heavy Cell can use all the turrets that require high grid and with 4000 capacity, he has plenty time tu drop a TU beforethe cell is emptied by the PCB. A FC pilot doesn't even have that option and has to resort to using 4 grid Turrets.
It is well balanced that way. People can choose if they want to choose the risky running approach with a FC or make a stand with a Trident Heavy Cell.
Most of the time, it is lack of tactical skill or cooperation that lets the attacked Trident get away.
Since the PCB has been buffed, it is even easier to stop a Trident with a Fast Charge effectively from jumping. In fact, it is much easier to destroy a Fast Charge Trident. A Trident pilot with a Trident Heavy Cell can use all the turrets that require high grid and with 4000 capacity, he has plenty time tu drop a TU beforethe cell is emptied by the PCB. A FC pilot doesn't even have that option and has to resort to using 4 grid Turrets.
It is well balanced that way. People can choose if they want to choose the risky running approach with a FC or make a stand with a Trident Heavy Cell.
Most of the time, it is lack of tactical skill or cooperation that lets the attacked Trident get away.
The PCB argument poses a problem here, Sieger.
In theory, you could stop a sector-hopping Trident with a PCB, but the powercell starts charging before your weapons unlock after a jump. The FC battery reaches 25% for a jump in less time than it takes for your controls to unlock, aim, fire a PCB shot, and hit.
Unless the captain of the Trident does something really dumb like jump into an asteroid field, they're basically home free after the first jump. Just roll the sector dice enough and you'll get >1000m away.
Basically you're saying it should take lots of people with tactical skill and coordination to counteract some dingus with a capship holding down the Enter key.
In theory, you could stop a sector-hopping Trident with a PCB, but the powercell starts charging before your weapons unlock after a jump. The FC battery reaches 25% for a jump in less time than it takes for your controls to unlock, aim, fire a PCB shot, and hit.
Unless the captain of the Trident does something really dumb like jump into an asteroid field, they're basically home free after the first jump. Just roll the sector dice enough and you'll get >1000m away.
Basically you're saying it should take lots of people with tactical skill and coordination to counteract some dingus with a capship holding down the Enter key.
You have a point, abortretryfail. However, it is not a very major one. If the PCB pilot is any useful, he will make sure the Trident Captain doesn't get to jump. You are right: If he messes up, the Trident has a fair chance of getting away. But that is the benefit of this setup. Tne tradeoff is that you can only use low grid turrets and can't make use of a TU.
Basically you're saying it should take lots of people with tactical skill and coordination to counteract some dingus with a capship holding down the Enter key.
Define "lots"? It should of course take about 3 people to track down and destroy a Trident. It's a capital ship. It's supposed to withstand the attack of a single aggressor...
Basically you're saying it should take lots of people with tactical skill and coordination to counteract some dingus with a capship holding down the Enter key.
Define "lots"? It should of course take about 3 people to track down and destroy a Trident. It's a capital ship. It's supposed to withstand the attack of a single aggressor...
If by messes up, you mean misses 6 shots out of a continuous stream of PCB fire for however long it takes to completely kill the Trident. (Most likely several minutes) 6 shots, that's all.
Firecracker missiles are a low grid and are still one of the most effective weapons for defending a fleeing Trident. TU mines are still one of the worst. It's not hard to make someone miss 6 shots by spamming Firecrackers.
Have you ever actually tried to nail down and kill a fleeing FC-equipped Trident, Sieger? Ever successfully done it?
Firecracker missiles are a low grid and are still one of the most effective weapons for defending a fleeing Trident. TU mines are still one of the worst. It's not hard to make someone miss 6 shots by spamming Firecrackers.
Have you ever actually tried to nail down and kill a fleeing FC-equipped Trident, Sieger? Ever successfully done it?
-1
I think it's balanced the way it is. With the recent PCB buff the chances of stopping and catching a trident in sector are greatly increased. This should be sufficient. Taking away the sector-hop ability of Tridents is too detrimental to the balance, since it would allow a single person to more easily destroy a fleeing trident by slowly picking it off.
The "more variants" idea has merit, though. I'd be ok with a Trident-only cell that allows sector hopping but greatly reduces something else...like grid, or shield strength, or... something.
If you take away the sector-hopping ability without giving something back you are going to see people be more careful with their tridents... which might be counter productive.
I think it's balanced the way it is. With the recent PCB buff the chances of stopping and catching a trident in sector are greatly increased. This should be sufficient. Taking away the sector-hop ability of Tridents is too detrimental to the balance, since it would allow a single person to more easily destroy a fleeing trident by slowly picking it off.
The "more variants" idea has merit, though. I'd be ok with a Trident-only cell that allows sector hopping but greatly reduces something else...like grid, or shield strength, or... something.
If you take away the sector-hopping ability without giving something back you are going to see people be more careful with their tridents... which might be counter productive.
Rapid-hopping should not be a game mechanic in the first place. It's just stupid.
Instead of bitching about THC vs FC, which is kind of missing the point, why not directly address the real underlying issue, namely the rapid-hopping?
Set tridents with a cooldown time limit for all sector-jumping similar to what happens if you try to warp through the same wormhole twice in rapid succession. This should be a low hanging fruit since the mechanic is already in place for inter-system wormhole jumping.
Set tridents with a cooldown time limit for all sector-jumping similar to what happens if you try to warp through the same wormhole twice in rapid succession. This should be a low hanging fruit since the mechanic is already in place for inter-system wormhole jumping.
Yes, abortretryfail, I have. 3 times, if memory serves correctly. It is entirely possible.
And no, TU mines are not the worst. Do you know how many SKV I have shredded ever since the war was started? Many. If you say the TU is not a very effective tool to defend Tridents, then you just insulted many of your friends :-P
Greenwall: Excellent point. I haven't even thought of that. If we continue taking stuff away that tridents can do, we'll even more seldomly see people fly their Trident. It's a big rarity right now already. Let's not make it worse.
And no, TU mines are not the worst. Do you know how many SKV I have shredded ever since the war was started? Many. If you say the TU is not a very effective tool to defend Tridents, then you just insulted many of your friends :-P
Greenwall: Excellent point. I haven't even thought of that. If we continue taking stuff away that tridents can do, we'll even more seldomly see people fly their Trident. It's a big rarity right now already. Let's not make it worse.
I've died to a number of TUs too, and scored plenty of kills with them (Got a quad-kill of FAMY once off a single mine). The mine itself would be fine for defense. The extremely limited capacity and buggy prox fuse is what makes it the worst.
Rapid-hopping should not be a game mechanic in the first place. It's just stupid.
^ This
why not directly address the real underlying issue, namely the rapid-hopping?
That's what we're doing here. The only reasons anyone uses a FC on a Trident is for fast jumps through wormholes and for runaway sector hopping.
Since the time it takes to jump is a property of the power cell, not the ship, requiring capital ships to use capital ship power cells would solve the problem using existing game mechanics and a simple stat edit instead of making a whole new special case just for Tridents.
If you take away the sector-hopping ability without giving something back you are going to see people be more careful with their tridents... which might be counter productive.
We already got the give-back. That was capital-class weapons like capgauss and swarms and an energy recharge that allows the Trident to turbo and fire a front weapon constantly. (Great for chasing queens with a gat!)
Rapid-hopping should not be a game mechanic in the first place. It's just stupid.
^ This
why not directly address the real underlying issue, namely the rapid-hopping?
That's what we're doing here. The only reasons anyone uses a FC on a Trident is for fast jumps through wormholes and for runaway sector hopping.
Since the time it takes to jump is a property of the power cell, not the ship, requiring capital ships to use capital ship power cells would solve the problem using existing game mechanics and a simple stat edit instead of making a whole new special case just for Tridents.
If you take away the sector-hopping ability without giving something back you are going to see people be more careful with their tridents... which might be counter productive.
We already got the give-back. That was capital-class weapons like capgauss and swarms and an energy recharge that allows the Trident to turbo and fire a front weapon constantly. (Great for chasing queens with a gat!)
+1