Burger said:So the nerf is in place because 1AD TD beam is too little, but 2AD TD is too much.
Whats wrong with 2AD Double Damage?
careful, it's talk like that that could start a revolution!
Burger said:So the nerf is in place because 1AD TD beam is too little, but 2AD TD is too much.
Whats wrong with 2AD Double Damage?
technically, inverse bilinear *transformation*... But I'd agree with the application of the Lorentz function.Burger said:Oops sorry, what I meant to say was, change the AD to an inverse bilinear function of the distance from the target and apply a Lorentz function to the damage mutliplier, that will make it perfectly balanced!!!
Seriously - why all the complicated fixes and conditions and exceptions, when 2AD DD would achieve exactly what is required, somewhere in between 1AD TD and 2AD TD?
Ooooh it must be TD for the fluff it is a powerful beam... I say BS to that, ADs can represent that it is a powerful beam just as well as damage multiplier.
Foxmeister said:hiffano said:however in defence of the armchair general, every man and his dog could see that gaim were broken. some things can be quite obvious. Others obviously not noticed until you play
And, in the case of the WS nerf, I don't need to play it to know that it doesn't work because:
a) Most players I've seen using WhiteStars (myself included) don't put themselves in harms way so never use the pulsars except to defend against fighters
b) The proposed change just encourages those players who did get in close to use their pulsars not to do so.
The nett effect of this is just to encourage more ISA players to stand off at 18" on the side/rear arcs where they cannot be touched, so IMHO, nothing has changed.
Regards,
Dave
Absolutely correct, War Without End part 1!greenboy said:From the show should the pulsars not be longer ranged than the beam
Triggy said:Granted, space stations are one of the few things that everyone does agree on and the next iteration of rules already has progress. This is one of the areas that could be updated now with little penalty.
However, many of the ship tweaks (e.g. the White Star) and the AoL fleet, I'm not sure I've seen more than one playtest on them but have read dozens of pages of comments - most of which aren't even saying the options as presented are broken/unbalanced, just saying that it's not what they would have done.
Yeah, the firing on manual is a bad line.skavendan said:yup doesn't she say she is firing them on manual?
AdrianH said:Or just half the range of the beam.![]()
AdrianH said:Because they don't want to change the stats, which probably also means changing TD to DD, re-assigning Precise, or other tweaks to the stats aren't going to happen either.![]()
Besides, reducing the effectiveness of the beam won't solve the basic problem, which is that the White Star will prefer to sit out of range of the enemy's guns and poke at it with the beam, rather than close in, do some extra damage with the pulsars, and get damaged in return.