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About This Page About This Page: This is a discussion on The newbie perspective: suggestions for JGE within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by dahalb No offence, but should the entire game be designed for a single pilot that can't get something to work? ..... It was not the uber 1v1
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Old 10-08-2007, 05:25 AM   #16 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

Quote:
Originally Posted by dahalb View Post
No offence, but should the entire game be designed for a single pilot that can't get something to work?

.....



It was not the uber 1v1 fighter.
No offense taken dude, I knew there would be responses to what I said, as it is a very touchy subject that was mulled over again and again when balancing the original ships.

The game should not be designed so that a pilot can magically use all the ships. I agree there. What I disagree with however is that you are telling me the tense was not the uber fighter. It had the ability to engage and disengage at will, which in itself made it uber. Sure the phoon could eventually catch up, but it was unable to do so and cause damage due to the nerfed power supply.

I just feel that at the fighter level only, the speeds should be practically the same. There can be other changes, for example nix with more armor and slightly lower acceleration. Phoon with a larger shield and smaller powerplant.

I'm not saying make the fighters cookie cutter, I'm just saying we need to bring the speeds closer together to avoid everyone joining one faction because the figher is "uber"

I have to say though, the Quant Bomber was by far my favorite ship, the extra modx slots made up for its extremely (IMHO) speed when in heavy fights.
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Old 10-08-2007, 07:51 AM   #17 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

The only thing that actually gave the tensy the ability to do that was the extra MODx slot. When you think about it, the ability to disengage is not something the tensy could have done without the extra FF. But i take your point. The ability to flee and "recharge" was the advantage of the tensy over both other fighters, but it sucked in the damage dealing. Plus add in the extra missiles the others had and with the advent of drop tanks the phoon could just wear down a tensy over a longer engagement. The nix still had problems but hey, who likes the baby-eaters anyway

IF all the fighters had the same speed where would the differences lie? You only have so many to choose from and some are interdependent...

Total damage capacity
- Shields
- Armour
Total damage dealing
Speed
Acceleration
T/M
MODx slots

I think i am forgetting a cpl but its getting late here
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Old 10-08-2007, 08:06 AM   #18 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

Whats T/M?

That was another weak spot IMO of the tense, it just turned too damn slow to go up against a nix...

But then again, you could pounce the nix to death if you took your time.

Which makes me wonder why people said the fights were too slow.

Now in a pack fight, nothing beat the tense, all you needed were to great tense pilots and you could take down entire fleets of other ships, I know me and DrK did it all the time.
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Old 10-08-2007, 08:12 AM   #19 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

Well, OEC Scout packs disposed well of the Tensys

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Old 10-08-2007, 09:16 AM   #20 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

Scout packs were fun, but required a lot more numbers to equal a small group of tensys
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Old 10-08-2007, 09:20 AM   #21 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

T/M = thrust/mass ratio
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Old 10-08-2007, 10:24 AM   #22 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

Ahh yes.

See thats another point of balance. For example, the nix, if it must be slower, at least give it more horsepower to maneuver around the faster ships.
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Old 10-08-2007, 11:30 AM   #23 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

No offense(maybe a little piss taking) intended but I hope that if any of the ND guys are reading this that they ignore the suggestions made in this thread.
Assuming new ships with new stats etc. are going to be introduced the debate over balancing is pointless until we see what we get. Especially as most posting in this thread do so with the lack of understanding that the current ships are balanced better now than at any stage over the last 8+ years.
The idea of giving a fighter more armour "to make fights last longer" is just plain silly. The idea of having fighters all with the same top speed is just silly, on so many levels.

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Old 10-08-2007, 11:56 AM   #24 (permalink)
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Re: The newbie perspective: suggestions for Jumpgate Evolution

I never said exactly the same, I said closer in speed.

And yes, I agree, increasing defense or weakening the weapons to "increase fight time" is absurd.

I'm sure there will be a great ton of testing and balancing done when beta hits, and I sure hope I get to be there for it
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