phoenix1 wrote:QUOTE (phoenix1 @ May 10 2009, 06:39 AM) Just because that's how microsoft made it doesn't mean that's how it still is or even that it's how it should be.
What you should be thinking is "Just because Noir changed it doesn't make it better".
The current system with disruptors getting insane perks vs. heavy & super heavy hull is beyond stupid. Dis should be good at taking down shields, and only moderately useful vs. hull (think util weapons vs. non util hull). Dis shouldn't get a perk vs. heavier shield types either, just a given dps vs. shield. Galv needs to have a good bite vs. capital ship hull, but again, I don't see why it should do more vs. heavier caps.
Dis to take down the shield, galv & DFs to kill the thing. If this makes caps too hard to kill, I suggest we take a look at skycap RoF, which I seem to recall was significantly perked up, again by Noir. I'd also like the anti-capital-ship torpedo and defensive shipkiller caps to have a role in the game. I still think my idea of heavy "anti cap" cannon turrets and point defence SC turrets would be interesting. Cannons that shoot with longtom like delay (without area effect) that do serious damage per hit, and SCs to take on small ships. The anti cap torp could be worked into something that can be deployed by figbees, SBs and bombers, with bomber / heavy bomber possibly being able to mount several per rack.
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No math or tests yet, but as the summer rolls by I'll be less busy and can put together more concrete numbers, and maybe a test core.