If we're listing all Bios nerfs, don't forget they are the only faction with 90% base hull and shield. Comparatively, it may not be a huge deal, but it's there.
Jimen wrote:QUOTE (Jimen @ Jun 22 2010, 03:58 PM) Ah, yes, so ripping pods are easy to deal with, because all you have to do is trap them in their home and then execute the "bomb the home-rip of a sup team that has proxing figs and is turtling in one sector" plan. Are you insane?
I had assumed the "trap them in their home" is a given, since the context of the ripping pods discussion was "they make it easy to turtle." So we assume they are down to one sector already, and are using the rippy pods to attack your miners or what-have-you and then get back to defend their one sector quickly. To kill a TP you have to get in AB range and shoot 2 ABs. Your bomber only has to live long enough to do that. If you're galving, your team will also have an easier time than with another faction because Bios base shield and hull is nerfed. It doesn't seem impossible to me. Difficult? Sure. Why should it be easy, exactly? But it's hardly impossible, especially if you out-tech them.
I think if someone suggests a huge change like cutting away a faction's unique attribute -- even if it has many others left -- then the burden of proof is on them that it's necessary. Suppose we are comparing nerfing Bios paydays (which seems to be the other popular option) to taking away their ripping pods. The former doesn't remove anything unique from the faction, the latter does. The former seems to me like a less fundamental change than the latter. If you want the more extreme change to be made, isn't the burden of proof on you to show that it's necessary? I say, start with a smaller change, and if it's enough, then great -- if not,
then you can say "see, we need to take more extreme steps."
If you must nerf the pods, then increasing their rip time or making them slower seem like fair measures. I don't see why it's necessary to cut off their ability to teleport altogether. Yes, they make it easy to get home and defend for a PUG team, while a different faction would need someone to remember to drop an RP, or to hang around and not die and pick up pods, or its pilots would need to be able to quickly pod-kill themselves. Yes, it makes things that much easier for Bios. But it's not like it's impossible for other factions to get back quickly from an attack where much of their team is podded -- it's just more challenging. Does that really add up to an advantage so overpowering for Bios that it has to be totally removed before the faction is balanced? I just don't see it.