If you could just nip over to Bootae’s and quickly scan through the latest changes scheduled soon for the PTS, then maybe pop back for my take on things, cheers. I’ll just be looking at the major ones related to the BOs/resource carriers.
1. The resource carrier now has an automated release process, so he will start moving off under his own volition, which I like. The ability to defend the BO further up the pitch will be useful. Of course if you take your eye off the BO for too long, then the proverbial rug will be pulled from under you.
2. The second one, gives the BO a 5 minute immunity after capture. This one I’m not so sure about. Now this isn’t to say I don’t follow the reasoning, but the whole lock out mechanism harks back to the system we’re trying to get away from. I hate to say it, but if you can’t defend the BO you’ve just taken, then there is every probability that if this is happening all over the zone, then you’re not going to lock it and we’re just dragging out the inevitable. A bit brutal I know. I’ll probably go with a no on that one. I’d rather leave that one-off the table until we’ve had more testing, especially in the bigger zones and even then I’d probably wait until everything else has gone live.
If Mythic feel strongly about it, then code it in and switch it on if necessary.
3. Now one of the things I was going to blog about today has been partially addressed in the latest changes, which I nearly missed, since I’d been focused on other things.
Resource Carriers are now affected by their own version of Against All Odds. All damage received is reduced by a scaling percentage based upon the population ratios.
One of the things that had been bothering me for a few days, had been the resource carrier and its hit points. You’ll probably not be aware, but this value has been yo yoing a bit since this latest round of PTS testing started. My humble opinion was that the resource carrier needed to be more flexible. It needed to scale in both HP and size to the number of your opponents in the Zone.
Now Mythic have gone and modified the damage taken ratio on the resource carrier, to reflect the balance of power in the zone. Which is very nice, but it doesn’t take into account the number of people in the zone. So it’s good that the damage absorbed is increased if you are out numbered, but I’m not sure that’s going to be enough. If you have 150 people in a zone, they’ll be able to interdict the warcamp with great ease. So what if you have the BO’s I’ll just stop your carriers from registering. Which was my point previously on multiple drop off destinations for the resource carriers, especially if they can be taken down relatively easily.
A simple example would be, 20 destro in the zone, it takes a group to kill between 30 – 60 secs. If there are 150 destro, then it takes 30 – 60 seconds of the DPS of a full warband. Your carriers HP is based on the number of your opponents.
Now if you’re in the situation that you’re being AAO’d by 200%, you have 100 people in the field, your opponent 200. Obviously busy times, but what that means in practical terms, is your carrier would require a 2 warbands to DPS down in the same 30 – 60 seconds, where as you’d requires just 1 warband, which is not how it would stand at the moment. Now I’m using groups and warbands as frames of reference, since we are all familiar with them. I am sure it will be based upon how long they want the carrier to last , something like HP/max DPS per second = seconds to annihilate.
It would also be nice, if the resource carrier could scale in size, so you could quickly eyeball him and know how tough a mother he’s going to be. Remember there was a reason the flight master was made to float above the ground.
Things are moving fast and missing the developer forums for even half a day, can leave you some what behind the curve on what’s happening. I’m learning very quickly that I need to read the dev posts before writing anything substantial atm. It would definitely save me some wasted effort.