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quiet violet
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1. increase uptime
if only that is applied it could work indeed, or engineers would have to run alternating cycles .. smth like failsafe - spanner or even failsafe - wrench or it makes failsafe+buff more prominent.
It could also lead to more guntime for engies, if that proofs to be more efficient.
Verdict: worth a try I guess?

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2. more reliable repair power balance
not sure what exactly you mean by it, but if you buff it, FSK is gonna be the non-plus-ultra tool and if you nerf it, you may just go back to mallet-cycles
Verdict: Needs refinement

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3. repair cooldown decrease/elim
if run properly and if dmg input aint too high, then you dont have a cooldown on FSK already. This seems to be the same turnout as #1, which may or may not lead to more gun uptime.

simple flume
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I once suggested an increase in FSK duration (from 15s to 25s), maybe with a compensation nerf of a bit less repairs per second (I think I suggested 2 repairs less per second). Many didn't like it, either with the argument that it makes it less "skill" or bad. I think it had grounds for enabling the FSK + Pipe combo, instead of the tool outright replacing the Mallet, but that may also be wishful thinking.

Another suggestion that more were ok with was for the tool to increase the amount of fire damage it takes. Then tools damage FSK'd components more, but they would also take non-negligible damage from fire and fire stacks. This could also be an applicable nerf to justify an increased duration, without directly touching its repair power. Just need some good numbers

simple flume
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I said "less skillfull" but I think who I was thinking of actually said "requires less decision making". In a way that is true, FSK-ing multiple components becomes trivial, but I would argue it already is, it is just more stress inducing currently when you think "oh no, FSK is about to run out and I am still mid-cycle, the engines are gonna break and we will all die". However, if FSK is on "permanently" the engi (or gunner) has more time to do other things and "gain" more decisions that they can take. Well, that was my argument in the past, I think, but the other counter argument was still "it might be too weak" which is fair but we don't actually know which value is "too weak" for FSK which makes it extra weird trying to balance it

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Maybe that argument was done in the past, but what I was talking about was after it already was an established pvp tool

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I think some decision making comes in from certain ships. Pyra and Fish FSK-ing doesn't have a lot going on, but I mentioned a case with the Mob where the FSK engineer can potentially use 2-3 different guns and while that ship is niche, the same situation is almost standard on a Crusader: Do you keep shooting the gun, and which gun, or do you need to FSK because you think your ship needs to Moonshine away or into somewhere?

Usually the pilot makes most of those decisions though. Even the person that talked about the decision making usually makes those decisions for the FSK engi