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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Doshneil Antaro
Dem Durrty Boyz
112
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Posted - 2013.08.27 17:28:00 -
[1] - Quote
What I got from this is vehicles are only viable for a short time, and must get to supply depots to restock. So now the enemy will know exactly were a tanker will be going to at some point in the game. Expect RE/proximity mines (easily to switch out multiple fits with different types) in massive clumps around supply depots, as well as forge/swarms above it waiting for these new paper tanks to drive up. This will be every dom /skirmish.
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Doshneil Antaro
Dem Durrty Boyz
112
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Posted - 2013.08.27 17:44:00 -
[2] - Quote
@Dust Fiend: It is the job of the aver to hunt vehicles out. If your using swarm/forge on top of a building waiting for the tank to pull up, you hit him, he runs away, he effectively countered your high ground. Now get off your ass and go follow him and take him down. If you expect him just to sit there letting you destroy him, and that is "fair", than you don't really understand balance. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
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Posted - 2013.08.30 19:37:00 -
[3] - Quote
What makes me worry for this game the most is that their fixes usually envolves reworking something from the ground up. This could be a route to go at times, but usually the most broken or unbalanced things are rarely fixed in the process. I hardly play my main logi anymore don't to these types of fixed issues, and am enjoying my tank although more. With these up coming changes to vehicles, I will probably go Idol until decent community input is put out and points to some real feal of balance. CCP never even tried smaller changes to vehicles to address, instead just rewrites how they work yet again. This game has great potential, but its biggest downfall is ccp's lack of logic in how they approach balance issues. CCP alone, is killing this game. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
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Posted - 2013.08.31 17:46:00 -
[4] - Quote
Maybe I missed it in this thread, but what about rendering? This has to be the #1 killer for tanks. Also, tanks are expensive pieces of equipment, that should have sophisticated computers to help it survive. They should scan 360 degrees, and should have bigger scan radius than infantry. All but a scout, or player using dampener should be detected even from behind. As is, I can run my logi (no dampeners) straight at the sides of a tank, set up a nanohive right next to him and spam avs. I also want to talk more about ammo regeneration. It will take months for ccp to code and release a module for this. In the mean time, they should just patch ammo regeneration in. 30 seconds of nonfiring until it kicks in, and half ammo replenished in 1 min. This would prevent tanks from sustained combat, but also gives them a viable way to rearm. This would just a temporary but needed fix until ccp could code a real fix. If these items alone are addressed, tanks will still be usable, as well as fun. If they are not fixed, the will continue to be painful to use, and we will see the further decline as players quit playing, or respec out of them. |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
117
|
Posted - 2013.08.31 17:54:00 -
[5] - Quote
Doshneil Antaro wrote:Maybe I missed it in this thread, but what about rendering? This has to be the #1 killer for tanks. Also, tanks are expensive pieces of equipment, that should have sophisticated computers to help it survive. They should scan 360 degrees, and should have bigger scan radius than infantry. All but a scout, or player using dampener should be detected even from behind. As is, I can run my logi (no dampeners) straight at the sides of a tank, set up a nanohive right next to him and spam avs. I also want to talk more about ammo regeneration. It will take months for ccp to code and release a module for this. In the mean time, they should just patch ammo regeneration in. 30 seconds of nonfiring until it kicks in, and half ammo replenished in 1 min. This would prevent tanks from sustained combat, but also gives them a viable way to rearm. This would just a temporary but needed fix until ccp could code a real fix. If these items alone are addressed, tanks will still be usable, as well as fun. If they are not fixed, the will continue to be painful to use, and we will see the further decline as players quit playing, or respec out of them. I forget to touch on rendering. All rendering needs to be fixed. Infantry rendering needs to all be equal. The only time it's should be different is with scoped weapons while down the sites. Tank rendering should easily be greater than I infantry, but only slightly. To much would be op, but All av users should render, and we should never have invisible swarms/forge/turrets. This would be because of once again, the Super computers that would be in these expensive vehicles. These changes would actually justify the expense cost of tanks. |
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