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Serimos Haeraven
Deep Space Republic Top Men.
422
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Posted - 2013.08.20 19:20:00 -
[1] - Quote
Here's the entire issue with this, and it's a big one. I am a proto dropship pilot and have been flying since chromosome. Dropships have had a lack of balance since the beginning, with many aspects of Logi dropships either completely left out or half-assed and practically useless. By this, i mean the fact that pilots get no war points for mobile CRU spawns, and the speed of the logi ship is un-reasonably low. Prices are also another issue that CCP should have looked back at, but after hardly reducing the real cost for a proto-ds, they decided to turn the other cheek and focus on "AV issues". Well, lets talk about that.
CCP Blam insisted that forge guns would be effected by this range reduction with "optimal & effective" ranges, so that if they are very far away and they shoot us, dropships don't take as much damage. Well, when that was released, i thought for a second that they made the game a better place for DS pilots. But that was quicky thrown to the ground when i figured out they never even made the range reduction count for forge guns. They said "all infantry weapons" would get this distance fix, but CCP lied, again. They still haven't fixed the WP issue, and have a long way to go on HP balancing for the dropship, being that it's so underpowered for the cost of SP and ISK for each assault dropship. So my point is that before CCP even thinks that AV balancing = vehicle balancing, they need to look back at their history and finally admit where they screwed up most from the start, dropships (and tanks). And by doing that, start to actually fix the issues DROPSHIPS are having themselves. Not by "fixing" AV in some weird assumption that that will fix dropships, or any other vehicle as a whole. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
404
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Posted - 2013.08.20 19:31:00 -
[2] - Quote
Serimos Haeraven wrote:Here's the entire issue with this, and it's a big one. I am a proto dropship pilot and have been flying since chromosome. Dropships have had a lack of balance since the beginning, with many aspects of Logi dropships either completely left out or half-assed and practically useless. By this, i mean the fact that pilots get no war points for mobile CRU spawns, and the speed of the logi ship is un-reasonably low. Prices are also another issue that CCP should have looked back at, but after hardly reducing the real cost for a proto-ds, they decided to turn the other cheek and focus on "AV issues". Well, lets talk about that.
CCP Blam insisted that forge guns would be effected by this range reduction with "optimal & effective" ranges, so that if they are very far away and they shoot us, dropships don't take as much damage. Well, when that was released, i thought for a second that they made the game a better place for DS pilots. But that was quicky thrown to the ground when i figured out they never even made the range reduction count for forge guns. They said "all infantry weapons" would get this distance fix, but CCP lied, again. They still haven't fixed the WP issue, and have a long way to go on HP balancing for the dropship, being that it's so underpowered for the cost of SP and ISK for each assault dropship. So my point is that before CCP even thinks that AV balancing = vehicle balancing, they need to look back at their history and finally admit where they screwed up most from the start, dropships (and tanks). And by doing that, start to actually fix the issues DROPSHIPS are having themselves. Not by "fixing" AV in some weird assumption that that will fix dropships, or any other vehicle as a whole. Forge gun isn't a AV weapon sir. |
Nguruthos IX
Hellstorm Inc League of Infamy
1101
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Posted - 2013.08.20 19:33:00 -
[3] - Quote
Serimos Haeraven wrote:Here's the entire issue with this, and it's a big one. I am a proto dropship pilot and have been flying since chromosome. Dropships have had a lack of balance since the beginning, with many aspects of Logi dropships either completely left out or half-assed and practically useless. By this, i mean the fact that pilots get no war points for mobile CRU spawns, and the speed of the logi ship is un-reasonably low. Prices are also another issue that CCP should have looked back at, but after hardly reducing the real cost for a proto-ds, they decided to turn the other cheek and focus on "AV issues". Well, lets talk about that.
CCP Blam insisted that forge guns would be effected by this range reduction with "optimal & effective" ranges, so that if they are very far away and they shoot us, dropships don't take as much damage. Well, when that was released, i thought for a second that they made the game a better place for DS pilots. But that was quicky thrown to the ground when i figured out they never even made the range reduction count for forge guns. They said "all infantry weapons" would get this distance fix, but CCP lied, again. They still haven't fixed the WP issue, and have a long way to go on HP balancing for the dropship, being that it's so underpowered for the cost of SP and ISK for each assault dropship. So my point is that before CCP even thinks that AV balancing = vehicle balancing, they need to look back at their history and finally admit where they screwed up most from the start, dropships (and tanks). And by doing that, start to actually fix the issues DROPSHIPS are having themselves. Not by "fixing" AV in some weird assumption that that will fix dropships, or any other vehicle as a whole.
Spot on. But will this ever change? (Before the last ds pilots say f this and leave) |
Cosgar
ParagonX
4431
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Posted - 2013.08.20 19:33:00 -
[4] - Quote
#40 Posted: 2013.05.08 09:42 |
CCP Blam! wrote:Hi all. I've been reading through and we appreciate your feedback.
You're right about the vehicle engineering skill. For the other posters, I'm assuming you mean the vehicle core upgrades skill?
The reason for lowering the overall bonus was to allow us to create a more varied difference in between our different vehicle roles within the same class. This will become more apparent in the future when we release even more roles with different slot layouts. We also want to make sure that new players have a fighting chance against more skill point rich players who can enjoy the benefit of compounding premium module bonuses in the same fitting. We'll be keeping a close eye on how this nets out in vehicle combat, and ensure that we still afford you the ability to create interesting and unique fits to compliment your combat experience.
Best regards, - CCP Blam!
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Serimos Haeraven
Deep Space Republic Top Men.
423
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Posted - 2013.08.20 19:40:00 -
[5] - Quote
FLAYLOCK Steve wrote: Forge gun isn't a AV weapon sir.
Oh Steve, please stop with your conjectures about how the Forge Gun somehow isn't "Anti Vehicle" because it's useful for more than one role. Guess what, proto versions deal 2000+ dmg the first shot to vehicles, making them one of, if not the most, powerful weapon against vehicles. I'm only going to make this clear to you once Steve, it's Anti-vehicle.
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
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Serimos Haeraven
Deep Space Republic Top Men.
423
|
Posted - 2013.08.20 19:43:00 -
[6] - Quote
Cosgar wrote:#40 Posted: 2013.05.08 09:42 | CCP Blam! wrote:Hi all. I've been reading through and we appreciate your feedback.
You're right about the vehicle engineering skill. For the other posters, I'm assuming you mean the vehicle core upgrades skill?
The reason for lowering the overall bonus was to allow us to create a more varied difference in between our different vehicle roles within the same class. This will become more apparent in the future when we release even more roles with different slot layouts. We also want to make sure that new players have a fighting chance against more skill point rich players who can enjoy the benefit of compounding premium module bonuses in the same fitting. We'll be keeping a close eye on how this nets out in vehicle combat, and ensure that we still afford you the ability to create interesting and unique fits to compliment your combat experience.
Best regards, - CCP Blam! https://forums.dust514.com/default.aspx?g=postmessage&t=75841&f=728&q=795026
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
Oh yeah and hey Flaylock Steve, look what CCP Blam categorizes the FG as |
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