Re: Seer Thesis by Bastamental
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Comment/Answer Post *Edit* *Adding to the topic, will update frequently*
Index:
Q= Question/Opinion Stated
A= My answer to such said statement.
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Q1:
paxiprime wrote:
Imo the only thing that needs to be changed about seer is their ability to go back to low vis faster.
A1:Very Very OP. It couldn't possible be balanced.
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Q2:
biggee531 wrote:
Regardless, seers shouldn't be invincible just by being invisible. I think a 50% chance to dodge is a lot more appropriate. Having a near invincible stealth class poses a lot of issues for PvB/BvB balance.
A2:
paxiprime wrote:
Seer shoots a base, base insta owns seer for that split second he was visible.. Lol
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Q3:
VatFF wrote:
If the base has any form of bullet weapons its easy to dodge as seer though
the only problem is pure beam bases
A3: With an average speed of 130-165, dodging/reaction time is impossible, even with pulse weapons. Only takes an average of 2-4 shots to kill a seer. 2 shots being an eclipse, 4 being a bsheath. Also might I add that a good % of kits are beam only.
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Q4:
Mail wrote:
Drone vision suggestion: Then we'll have engineers bitching their drones won't be able to see anything. There is no flaw. Seers just can't fight/kill engineers/shield monkeys that are awake. Those two should be the classes they have no chance against. The rest should be lessering degrees of difficulty from near-always-win to a medium challenge.
Spotty Beam: No. SS is a 'sandbox' came. While game mechanics nudge at classes using some ship/damage/aug, etc... Types over others doesn't mean that such a MONSTROUS advantage should be given. What of HF, Freighter and Capital ship seers? Sure, they might not be super low vis, but they sure as shit won't be if they're still subject to the same effects.
It should be a PvAi weapon only. That is what is what it was introduced for and therefore what it should be used for.
Collision Code: No class should be immune to such a crucial game mechanic. Changes should not be added to seer class.
-Perhaps a skill similar to Transference Mastery; Dimensional Flux Harnessing? Or something fancy like that ... Maxed at 30, gives 30% Chance of being passed 'through' by a projectile (Excluding physical weapons damage type) when unseen by shooter.
-Ethereal weapons should not hit you if you're not targeted.
-Beams, even if non-ethereal should not hit you if you're unseen (targeted or untargetted) by the shooter.
Timmeh--------------------------------------------------------------------------------------------------
A4 Part 1:
Mail wrote:
Drone vision suggestion: Then we'll have engineers bitching their drones won't be able to see anything.
No class should be able to see a class that isn't intending to be visible. [Shooting for example, or tractoring]
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A4 Part 2:
Mail wrote:
Seers just can't fight/kill engineers/shield monkeys that are awake. Those two should be the classes they have no chance against.
Your absolutely right. Seers will never beat a prepared an Engineer under any reasonable situation. The suggestion is only intended for the freedom of movement/recon such as pinging or using an engine to the full extent needed. Also, for reasons stated above.
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A4 Part 3:
Mail wrote:
Spotty Beam: No. SS is a 'sandbox' came. While game mechanics nudge at classes using some ship/damage/aug, etc... Types over others doesn't mean that such a MONSTEROUS advantage should be given. What of HF, Freighter and Capital ship seers? Sure, they might not be super low vis, but they sure as shit won't be if they're still subject to the same effects.
It sould be a PvAi weapon only. That is what is what it was introduced for and therefore what it should be used for.
As stated in the thesis, the nature of damage from 1 class to another is the complete opposite [In common cases]. DPS and DPH and seer is what comes on top. Furthermore, this weapon prevents that and defeats the purpose of balance. In conclusion, Snipers should always have a disadvantage.
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A4 Part 4:
Mail wrote:
Spotty Beam:
It sould be a PvAi weapon only. That is what is what it was introduced for and therefore what it should be used for.
Agreed. But lets face it, it wont happen. But, then again, its all up the admins isn't it? If we have a healthy discussion, whatever they see fit should be in alignment with reason.
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A4: Part 5:
Mail wrote:
Collision Code: No class should be immune to such a crucial game mechanic. Changes should not be added to seer class.
-Perhaps a skill similar to Transference Mastery; Dimensional Flux Harnessing? Or something fancy like that ... Maxed at 30, gives 30% Chance of being passed 'through' by a projectile (Excluding physical weapons damage type) when unseen by shooter.
-Ethereal weapons should not hit you if you're not targeted.
-Beams, even if non-ethereal should not hit you if you're unseen (targeted or untargetted) by the shooter.
Timmeh A4: This is by far the best reason I wrote this paper. If any code like this is added, it should be in the 80-90% range. Given that there are countless RoF setups out there. Also, SDs have the tendency to use this cc the most.
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A5 Part 6:
Mail wrote:
Collision Code:
-Ethereal weapons should not hit you if you're not targeted.
-Beams, even if non-ethereal should not hit you if you're unseen (targeted or untargetted) by the shooter.
Timmeh
Couldn't agree more. In fact, this is most likely going to be the kicker! Since 90% of any weapon shot at a seer for cc use is a beam! You've done it my good sir! I will work on tweaking the topic.
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