There isn’t anything like “perfect implantation”, there is only “WHAT FITS YOU BEST”. But it doesn’t means you want same implantation for every ship.
Let people have different implantation for different ships could only make game more intresting…
There isn’t anything like “perfect implantation”, there is only “WHAT FITS YOU BEST”. But it doesn’t means you want same implantation for every ship.
Let people have different implantation for different ships could only make game more intresting…
I am not limited at all to fly my ships, I just have to fit them differently, and use them in their correct playstyle.
I would not have the perfect Empire Frigate, because I do not want to fly an Empire Frigate, except my Harpy. All the upsides of my implants still apply to every ship, so the implants in your brain are your character choice, your specific skillset.
If I one day decide to play Empire ships, I would simply change my skillset and re-arrange my deck. I would still fill multiple roles, because I fly multiple roles and enjoy that. I might even just use them as they are, since my fit is mostly general.
I ain’t afraid of anything, I just tell you, if you could have a set of implants for every ship, this would only mean, everybody would fly each ship with the same implants. No variety needed in fitting, if the cookie cutter fit is possible in any way.
You can still fly any role, any race, very well if you stick to a more general implant set. It’s not like you cannot fly a ship without a specific implant set successfully.
I would not have the perfect Empire Frigate, because I do not want to fly an Empire Frigate, except my Harpy. All the upsides of my implants still apply to every ship, so the implants in your brain are your character choice, your specific skillset.
Let’s be honest, here… 1-shotting T2 ships is immensely fun.
Implants are for the pilot, not the ship. Are we forgetting that part?
lack of imagination ;p
swappable implants in a modular form factor.
you could swap them on the fly before each battle like runepages in lol… if you want more control over the process.
but it’s probably simpler to just add an implant slot to each ship. not a physical slot, just a dropdown menu, which would associate a particular implant set with that ship whenever you fly it.
instead of swapping individual implants, you’re swapping a whole set. (imagine the red chips on that pill package are the individual implants). you swap all 15 at once. pop one can out of your head and replace it with another. like a set of swappable sub-processing units.
but if you think about it… technically… why would implants be on the pilot? they all affect ship stats, not pilot stats ;p so the original idea is flawed ;p
The pilot flies the ship, so it isn’t that flawed. Some don’t make sense if you look at it that way, but others do.
And implant sets for individual ships should never be allowed, since it would just break the game even more.
It doesn’t break anything dude… it just just make it more intrestng considering you could run multiple ship kinds rather than change implatation everytime you wanna switch from your inties to your fighters.
If you use your implants properly you will NEVER have to change them until implant stats gets changed.
And implant sets for individual ships should never be allowed, since it would just break the game even more.
how does it break the game more? you’re alrady free to do this as long as you pigeonhole yourself into certain classes of ships which fit your implants…
the only thing broken here is logic…
and out of 45 implants, i’m pretty sure only 2 or 3 can be classified as ‘pilot skill’… but that’s semantics… not really at issue.
quite frankly, i’m sick of people trying to push their ‘squad and corp-friendly’ agendas so they can pub stomp people… sorry excuse for skills; a fake sense of accomplishment.
probably the worst part is using game balance as an excuse to push that flawed agenda.
If you use your implants properly you will NEVER have to change them until implant stats gets changed.
I only yesterday noticed 2 of my implants had changed and was forced to move to greener pastures.
how does it break the game more? you’re alrady free to do this as long as you pigeonhole yourself into certain classes of ships which fit your implants…
the only thing broken here is logic…
and out of 45 implants, i’m pretty sure only 2 or 3 can be classified as ‘pilot skill’… but that’s semantics… not really at issue.
quite frankly, i’m sick of people trying to push their ‘squad and corp-friendly’ agendas so they can pub stomp people… sorry excuse for skills; a fake sense of accomplishment.
probably the worst part is using game balance as an excuse to push that flawed agenda.
lol you should talk with EvilTactician, I practicly oppose any squad agenda.
Funky… you are wrong! period…
Anyway they don’t care bout what me or you or anyone else thinks… so we are basically losing our time.
Next patch will be just another interceptor nerfing,frigates buffing, modules changing (so u have to rebuild ur ships and maybe u ll buy some GS) thing.
DURA LEX SED LEX.
Until we see patch notes we won’t know what is in the next patch, don’t try to sound all-knowing of the future…For all we know they might introduce 10 man squads and dreadnoughts next patch…(Very unlikely, but who knows with these devs)
Anyway they don’t care bout what me or you or anyone else thinks… so we are basically losing our time.
Next patch will be just another interceptor nerfing,frigates buffing, modules changing (so u have to rebuild ur ships and maybe u ll buy some GS) thing.
DURA LEX SED LEX.
http://www.terminally-incoherent.com/blog/wp-content/uploads/2012/08/areyouawizard.png
Just because you say it, doesn’t mean it’ll happen. Ceptors are VERY down below the waterline, atm so, if anything, they’ll be buffed. I’ve no doubt Frigates will likely get buffed because I KNOW someone in the dev department LOVES Frigballs and modules always need some tweaking here and there…
Phase shield does take too much energy to me, since you often need to press it twice.
Actually i’m still doing good thinks with ceptors…bur u know…me is me.
Interceprors are being nerfed patch after patch drom months… so why should i aspect something different in the furure?
Next patch will be like : shrapnel cannon +200% spread ans speed reduced while afterburn usage will be hardly increased.
But course Guards will gain 60% more hp and shields…couse poor newbies, thy are still killable if attacker is better in skill…and we all know how SKILL is evil and disgusting… what shiuld matter is scoring 500k survivability and use a coil mortar.
Ales, my friend, you are taking it to seriously :)) Take a deep breath and have a snickers :))
But course Guards will gain 60% more hp and shields…couse poor newbies, thy are still killable if attacker is better in skill…and we all know how SKILL is evil and disgusting… what shiuld matter is scoring 500k survivability and use a coil mortar.
I’d be happy with a 2% increase in shields, tbh. Then again, I know my Crus-S is op’d as all hell, so what do I know…
But I’ll tell you what does matter in this game. Dumbing it down to a point where the rookies think it’s op. Why? Because that actually attracts new customers.
THEY CAN’T NERF SKILL!