Gremrod wrote:

Ammo can put +/- affects on range.

Please show me the slugs, that increase optimal range smile I wanna buy some of those.

Siddy wrote:
devast wrote:
Siddy wrote:

Ok, then slope capability below mech please.

If assaults become considerably faster than mechs, its pointless to use mechs.
As long as assaults and mechs have same speed, both will have uses.

What uses? Mechs have 2-3x range then assaults. Assaults pose threat to nothing atm, they're just moving free targets.

Assaults have better slope capacity, hit all targets properly and have 10% damage bonus against 2x sized targets (mechs and so on).

Average assault, when fitted with LWF is faster than mech by 1-2 kph.


The fact that people use hammers as screwdrivers and play drums with they own *** is none of my concern. 
The current "balance problems" in this game is "Learn to Play" issues, instead of any of actual game items being blatantly overpowered.

Better slope capacity, damage bonus, and better hit dispersion doesnt mean anything, if assaults cant catch up. And they can't. Only a bapho can be fitted to be barely faster then an average mech. Still, if they have 1-2kph speed advantage, it would take several minutes to catch up, meanwhile they are basically free targets.

Siddy wrote:
Exomorph wrote:

For now just assault robots needs balance. They are too slow to catch even a mech. Imo they need a bit speed buff (5-8 km/h) and they will be used again not just in PVE.

Ok, then slope capability below mech please.

If assaults become considerably faster than mechs, its pointless to use mechs.
As long as assaults and mechs have same speed, both will have uses.

What uses? Mechs have 2-3x range then assaults. Assaults pose threat to nothing atm, they're just moving free targets.

Voldemort wrote:

Give it some time. There are level 5 missions that pay quite nice (e.g. 500k NIC for a mining mission or 300k for combat mission). Also the missions i checked so far were not that far away from the station, less traveltime than most of level 2 or 3 missions. This should get some people there, im looking for a corp on the pelistal beta island myself to do them.

Guess you haven't done any lvl5 missions then. Just an example: kill 28 bots, at the other end of the beta island, for 225k. These are lvl5 ew/light/assault bots, so bring at least 4 friends with you if you don't wanna die instantly. To make it more funny, they are near an incoming teleport. Risk vs reward is seriously fked up.

5

(3 replies, posted in Balancing)

HereticZero wrote:

From what I've read and seen Ewar is very strong and as long as you are not out numbered you can take out even bigger targets. 

Ewar is faster, longer range, and with the ability to prevent, slow down, and break enemy lock at will.  Also on top of being faster they can slow down their targets.  With the ability to reduce your range and because they are faster, they can easily ensure you not only never fire your weapon but also never even achieve a lock.

With the current abilities of Ewar, I will say they are desired over any other type of bot.

As people get into mechs that might change, only time will tell.

Thats not totally true. ewar bots are very fast, if you equip ewar modules/weapons then not so much. If you need to run, speed is the only thing that will save you, not ewar. You need to find a middle ground between speed and damage/ewar. A fully fitted ewar bot will be painfully slow compared to an ewar bot with for example an lwf and a demob. Trojar is very hard to get an optimal fitting, chameleon is hard, and intakt is pretty easy. You want T2 modules for the weight reduction, and a t3(can't get t4 atm couse the kernels are bugged afaik) lwf to maintain the highest speed possible with your current setup.
Summed up ew bots are very good for different purposes, but not all at once.

Now add in the following. Standard small rep uses 65ap and repairs 60hp. Standard medium rep uses 330ap and repairs 180hp. The ap/hp ratio is inconsistent across the sizes. I might add, shield stays the same default 1 ap/hp...