Heavy Nannite

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Weylin
Posts: 669
Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

How would it effect game balance to have a nannite geared towards heavy repair? Good at repairing capitals but not so much against smaller craft?
Basically, behavior similar to the disruptor.

Standard nannites seem incredibly useless on capital ships, especially as a mid-combat role, and are really only useful once a capital has already ripped out and has time to stick around for 2 minutes and get repaired.

Disruptor does damage like so to heavy hull:
Dis1: 51.2
Dis2: 64
Dis3: 80
And normally, you're going to have 3 of these being fired by each fighter.
so...
Dis1: 153.6
Dis2: 192
Dis3: 240
A single nannite can just barely repair that of a single disruptor.


ER Nannite 1
Damage Per Second (DM10 22.5@4s/s)
Utility: 90
Light: 90
Medium: 90
Heavy: 67.5
XHeavy: 45
LiBase: 90
MnBase: 90
MjBase: 90


ER Nannite 2
Damage Per Second (DM10 30@4s/s)
Utility: 120
Light: 120
Medium: 120
Heavy: 90
XHeavy: 60
LiBase: 120
MnBase: 120
MjBase: 120



Proposal:
Compared to Nannite2
Heavy Nannite
Damage Per Second (DM15 15@4s/s)
Utility: 60 (-60)
Light: 60 (-60)
Medium: 60 (-60)
Heavy: 150 (+60)
XHeavy: 120 (+60)
LiBase: 120 (+0)
MnBase: 90 (-30)
MjBase: 60 (-60)


Fighters can still over power the repairs, but this effect is lessened, and the scouts will be unable to cross nan as effectively with the lower repair rates.
Xeretov
Posts: 1633
Joined: Sat Nov 24, 2007 5:50 pm
Location: Canada

Post by Xeretov »

So then you would have to go sup to stop anything bigger than a corvette, because anything less than an ehn. fig with dis is going to be ineffective against a cap with even a couple of nans.

Caps have a hard time with sup right now because of the dis and nan modifiers, this is true. But against a team of hvy ints those nans are much more effective. I don't have much experience with tac/killers vs. caps, but what little I do have says tac is fine against caps right now damage wise. Given how fragile a SF is compared to a fig, I don't have much problem if they're a bit stronger than my perception of them.

I would rather tweak dis than create a nan gun that effectively shuts down exp and tac vs. SY.
TheDevil
Posts: 771
Joined: Mon Dec 22, 2008 8:04 pm
Location: London, UK

Post by TheDevil »

Instead of inventing a completely new waepon how aobut just perk the repair rate for Heavyhull?
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zombywoof
Posts: 6523
Joined: Mon Jul 14, 2008 4:59 am
Location: Over the Rainbow

Post by zombywoof »

Because of what Xeretov said.

The correct answer is to nerf disruptor. Which is also what Xeretov said.

Ah, $#@!it.

This is my post:
Xeretov wrote:QUOTE (Xeretov @ Jul 10 2009, 03:00 PM) So then you would have to go sup to stop anything bigger than a corvette, because anything less than an ehn. fig with dis is going to be ineffective against a cap with even a couple of nans.

Caps have a hard time with sup right now because of the dis and nan modifiers, this is true. But against a team of hvy ints those nans are much more effective. I don't have much experience with tac/killers vs. caps, but what little I do have says tac is fine against caps right now damage wise. Given how fragile a SF is compared to a fig, I don't have much problem if they're a bit stronger than my perception of them.

I would rather tweak dis than create a nan gun that effectively shuts down exp and tac vs. SY.
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Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

I've been singing the song about dis on capital hull being broken for a while now. I'm glad this seems to be getting fixed. Should also remove the need for any silly heavy-nan.
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<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
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