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KING CHECKMATE
TEAM SATISFACTION
1238
|
Posted - 2013.09.24 22:14:00 -
[1] - Quote
Now 1st off i must say we are doing this wrong. The community, me included, is fighting almost daily ,Tankers vs AV and now our posts are unproductive. Now OBVIOUSLY everyone has a different point of VIEW. ...
This post is NOT TO DISCUSS anything, but to share what WE THINK would help balance the game towards an enjoyable experience.Tankers and AVers are both invited now PLEASE take into consideration CCP might read this so keep it balanced and as less biased as possible. Now before you start with your; you are not a tanker crap i'll say.Im an AVer.But i have 2 tanker accounts now one over 8 mill armor tank and a new one 3 mil shield tanker (God those things are awful)
Im going to start:
-Armor tank HP buff (AT LEAST +50% more HP) + Slight speed reduction (So that when equipped with Torque increasing modules or/and Nitro they will be fast but not as fast as shield tanks) -Shield HP buff (At least +40% more HP,they would still have la lot less HP than Armored tanks) + Regenerator buff -Shield tanks are supposed to,same as shield dropsuits, to be hit and run abusers.They need at least a 100%-200% increase in shield regen per second (Say from 22 to 44 or 66 per second).This would make the hit and run strategy viable. -AV STAYS THE SAME -Both type of tanks have increased damage reduction vs non AV weapory. -Prox mines Have a big buff, making them the ULTIMATE AV weapon,but the most annoying to use This helps the balance since tanks would be a lot harder to kill with at least 8000-14000 HP (armor tanks) and AV in general will only be able to push them back, BUT if they eat some prox mines they would be highly damaged.This is balance: TAnks die less to AV in general, tanks die easily to Prox Mines, making ZONING and positioning the new AV vs Tank WAR. -AVers Get WP for Conecting hits to tanks, say 15-20WP per hit. THIS WAY Av specialists have an incentive to keep Tanks at bay. -Dropships need a Buff in general.HP,SPeed and WP gain -LAVs are good as they are.People who heavily invested in LAVs still have powerful vehicles, yet BPO and MLT are crap. I wouldnt touch it.LAV are balanced.
Again this is MY opinion and the idea of this thread is NOT to discuss them,but to provide YOUR opinion on what should be done. THIS IS NOT A DISCUSSION POST, just post your ideas on what needs to be balanced and PLEASE, TROLLS are not welcome , TY. |
Asirius Medaius
Planetary Response Organization Test Friends Please Ignore
475
|
Posted - 2013.09.24 22:28:00 -
[2] - Quote
KING CHECKMATE wrote:...PLEASE, TROLLS are not welcome...
First mistake. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3445
|
Posted - 2013.09.24 22:30:00 -
[3] - Quote
KING CHECKMATE wrote: -AVers Get WP for Conecting hits to tanks, say 15-20WP per hit. THIS WAY Av specialists have an incentive to keep Tanks at bay.
So per volley of a Wiyrkomi swarm, you're looking at 90-120 WP? The sky will rain with orbitals and tears. |
KING CHECKMATE
TEAM SATISFACTION
1240
|
Posted - 2013.09.24 22:34:00 -
[4] - Quote
Arkena Wyrnspire wrote:KING CHECKMATE wrote: -AVers Get WP for Conecting hits to tanks, say 15-20WP per hit. THIS WAY Av specialists have an incentive to keep Tanks at bay.
So per volley of a Wiyrkomi swarm, you're looking at 90-120 WP? The sky will rain with orbitals and tears.
NONO , I'll fix it so you get it.
|
sixteensixty4
CAUSE 4 C0NCERN
126
|
Posted - 2013.09.24 22:35:00 -
[5] - Quote
I cant really comment on amour tanks as i've only +3 in skills for them and never use them, so for shields... and maybe both
a pg increase so i can play with my fits a little more, it seems even after going the full hog on a useless skill tree (gunlogi skill tree is full of cpu reducers that seem worthless) im still stuck with the same boring fits
possibly, a little hp buff, 500-1500
again, i dont like the skill tree, madrugers got a + to reps and a - to pg used, where all we got is useless cpu, i never run out of cpu, so am left thinking wtf is up with our skill tree...
speed, i dont know the lore and whats meant to be faster, but g'logi is slow as hell, and to fit a booster, i need to sacrifice a passive hardener, same for the scanner and heatsink, this goes back to wack fitting options for a gunlogi
shield hardener only lasts for 10 seconds (if my mind is correct)78, which is kinda useless ( the hardener not my mind)
I think like dropsuits, the skill tree should buff tanks the more you put in, and while they do to a extent, i dont think they do enough
and active modules , which is where i think the balance should be, should be a bit beefier from what they are now
all in all, actives need buffing and something needs be done when it comes to maddy vs g'logi to even them out a little
"post written while drunk **** my spellings"
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KING CHECKMATE
TEAM SATISFACTION
1240
|
Posted - 2013.09.24 22:37:00 -
[6] - Quote
thanks for sharing. +1 |
sixteensixty4
CAUSE 4 C0NCERN
126
|
Posted - 2013.09.24 22:49:00 -
[7] - Quote
KING CHECKMATE wrote:thanks for sharing. +1
well, it would be nice to get everyones "ideas" in one thread, with no quotes (arguments), the others end up in a b!tch fest, (which ive also been part of) but does nothing for productivity
+ one, for idea
would be nice if everyone could state how they feel, not for each other to discuss and question said "ideas", but maybe for CCP to look through |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
12
|
Posted - 2013.09.24 22:49:00 -
[8] - Quote
i think shield tanks need a big speed buff, 500 hp buff, then a forge gun nerf a little, passive resistance modules, go like this MLT 11% STD 13% or 14% ADV 16% pro 18%. then buff boosters, by 100 hp MINIMUM, passive shield regen rate of 300 p/s MINIMUM, so they can recover shields without 2 boosters, then 10% resistance to blasters. then a pg buff so stuff can be fit. lastly, 20-25 sec. hardener time, maybe hardener resistance buff, but need more time.
ps. default 4 second delay before recharging or less, for hit and run tactics, 7 second max delay if shields depleted, max as in max delay can get up to with shield extenders.
anyones thoughts? |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2273
|
Posted - 2013.09.24 23:01:00 -
[9] - Quote
I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
13
|
Posted - 2013.09.24 23:12:00 -
[10] - Quote
True Adamance wrote:I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. well atm shield tanks gdt destroyed by one guy running forge gun on a tower, make it so i you're on a tower for 5 seconds you get pushed off. |
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Monkey MAC
killer taxi company General Tso's Alliance
699
|
Posted - 2013.09.24 23:26:00 -
[11] - Quote
Ok here we go, I think Im gonna **** off a lot of tankers here but oh well.
First off a few important points or assumptions I am making.
Ammo Cache will take low slot Damage Amplfiers in high slots, ALL armour active modules are low slots ALL Sheild active modules are high slots All weapon based improvements (except damage amplifiers) are low slots engine modules are low slots Ewar modules are high slots countermeasures are high slots WP awarded for vehicle damage
* Passive and active health is extreme of each case assuming full health modules of that type. Armour Tanks
Passive Health: Collasal (25 -30 k) Equivalent Active Health: Low (3-4k) Main Turret Power: Medium Speed: Snail Ammo reserves: Moderate ** Railgun: 40 **Blaster: 300 ** Missile 30 salvos
The armour tank is all about passive aggresive module use. An armour tank can reach as much as 20K and still maintain a decent rep speed. Active modules provide better bonuses than passive but only for a 2-3mins at a time and still require a decent passive health to be of use!
The fact that ammo cache modules are in low slots mean an armour tank must sacrifice a lot of health for a few extra salvos. The low speed of a tank means that it is incredibly reliant on infantry to suppress av attempts if the tank needs to escape. But scanners allows an armour tank to easily point out enemy infantry, in addition to the active countermeasures.
The use of the damage amplifiers allows an armour tank to become an impressive artillery platform for a short period, but the lack of heat cooling modules means an armour tank can't keep up a dedicated stream of rounds.
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Monkey MAC
killer taxi company General Tso's Alliance
699
|
Posted - 2013.09.24 23:27:00 -
[12] - Quote
Reserved |
KING CHECKMATE
TEAM SATISFACTION
1243
|
Posted - 2013.09.24 23:35:00 -
[13] - Quote
Thanks everyone. Your input is appreciated.
Keep 'em coming. |
Vrain Matari
ZionTCD
958
|
Posted - 2013.09.24 23:50:00 -
[14] - Quote
Here's something i'd like to see. We all like to work in terms of hitpoints, hitpoints of tank, hitpoints of alpha damage, hitpoints dps.
I've been thinking that this is a big PITA when damage gets recalibrated for a particular weapon or vehicle, and in terms of game design it's a LOT of accounting.
In thinking about vehicle/AV balance lately if find myself thinking in terms of time or maybe active module cycles.
So i ask myself questions like this:
If a tanks role is to support infantry taking a point, how much time does that need? Two minutes maybe four minutes with a roll-in and bug-out buffer? Ok then, how long should it take for a forge to break that tank's tank? Or a swarm? Or AV grenades?
Do i want a forge to be able to break a tank's tank in 10 seconds? 30 seconds? 2 minutes? If active hardeners can hold off a forge gun, how long should they be able to do that for? 30 seconds or 3 minutes?
This might sound goofy, but i believe the value is that it kind of forces us to lay our cards on the table and talk about what kind of game we want to play, and it avoids all of that picky, annoying arithmetic. Let CCP do that - that's what we're paying them for, and they do work for us, after all. |
Blaze Ashra
Bragian Order Amarr Empire
13
|
Posted - 2013.09.25 00:01:00 -
[15] - Quote
Vehicle specific Let shield transporters and Remote Armor repairers work on infantry. Give war points for repairing vehicles/infantry. Give 25 wp per spawn on a MCRU. Give 5 WP every 15(Dropships and Lavs) or 30(tanks) consecutive seconds per passenger. Add a lock vehicle icon on the module that would function like a full vehicle. Let passengers see what you can with active scanners. Show the vehicles modules to passengers. 1/2 price of large turret cost, drop enforcers and ADS to 300k price range. Buff dropship HP.
Vehicle vs Vehicle Triple the shield boost so they have the same survivability as armor. Increase missiles splash radius 4.5meters. Give dropships the ability to cycle through the 3 views with R3. Try to get the rendering issue fixed, at minimum render installations and tanks at all ranges. Add prototype modules by taking the delta from standard to advanced, adding it from advanced to make prototype. Make basic afterburner faster than militia, advanced and prototype should last 5 seconds longer each tier. Make small rail guns emulate large rail guns (i.e. no dropping, long range weapons that hit their targets), increase direct damage by 20%. Make advanced and prototype shield hardeners that have 5 seconds delta per tier. If limiting our ammo buff weapons damage. Give the enforcer tanks at least the same CPU/PG as militia... Make engineering skill give a 5% PG boost per level.
AV & Vehicles. Adding prototype modules will go along way for this. Make proximity mines deal 1500 and give no warning. AV grenades should work on installations as well. Possibly make them 40% flux contact grenades and 60% explosive only when near vehicles. Forge guns need something done if we are not getting cloaking modules or some counter. This isn't my preferred route though. Possibly let swarm users fire a single rocket at infantry at a time just for the lulz and fairness sakes.
Add Countermeasures: Cloaking Disable visual rendering for 3 seconds per tier, 30 second cooldown, locks all turrets while cloaked. Flares Swarms will target flairs for 3 seconds per tier 30 second cooldown Radar Enhancer Make an AV indicator that last 1 second per tier after a hit similar to objective locations, same with vehicles and installations..I also really like Judge Rhadamanthus proposal
Vehicles & Infantry. For the most part vehicles do pretty well against infantry. Would like vehicle cargo that functions like infantry equipment slots but that will be a later request.
Not trying to make them over powered, just more survivable, useful and worthwhile. And yes I realize all that would be alot to ask for but I think that would address most issues except advanced/protoype vehicles, new vehicles and racial variants.
Anything I should elaborate on? |
Harpyja
DUST University Ivy League
586
|
Posted - 2013.09.25 00:03:00 -
[16] - Quote
KING CHECKMATE wrote:Now 1st off i must say we are doing this wrong. The community, me included, is fighting almost daily ,Tankers vs AV and now our posts are unproductive. Now OBVIOUSLY everyone has a different point of VIEW. ...
This post is NOT TO DISCUSS anything, but to share what WE THINK would help balance the game towards an enjoyable experience.Tankers and AVers are both invited now PLEASE take into consideration CCP might read this so keep it balanced and as less biased as possible. Now before you start with your; you are not a tanker crap i'll say.Im an AVer.But i have 2 tanker accounts now one over 8 mill armor tank and a new one 3 mil shield tanker (God those things are awful)
Im going to start:
-Armor tank HP buff (AT LEAST +50% more HP) + Slight speed reduction (So that when equipped with Torque increasing modules or/and Nitro they will be fast but not as fast as shield tanks) -Shield HP buff (At least +40% more HP,they would still have la lot less HP than Armored tanks) + Regenerator buff -Shield tanks are supposed to,same as shield dropsuits, to be hit and run abusers.They need at least a 100%-200% increase in shield regen per second (Say from 22 to 44 or 66 per second).This would make the hit and run strategy viable. -AV STAYS THE SAME -Both type of tanks have increased damage reduction vs non AV weapory. -Prox mines Have a big buff, making them the ULTIMATE AV weapon,but the most annoying to use This helps the balance since tanks would be a lot harder to kill with at least 8000-14000 HP (armor tanks) and AV in general will only be able to push them back, BUT if they eat some prox mines they would be highly damaged.This is balance: TAnks die less to AV in general, tanks die easily to Prox Mines, making ZONING and positioning the new AV vs Tank WAR. -AVers Get WP for Conecting hits to tanks, say 30WP per hit (in case o plasma cannons and FGs),10 WP per grenade and 5 per swarm. THIS WAY Av specialists have an incentive to keep Tanks at bay.This WP were assigned to have some relation between them but it might be a smaller amount per hit/ Just used as examples. -Dropships need a Buff in general.HP,SPeed and WP gain -LAVs are good as they are.People who heavily invested in LAVs still have powerful vehicles, yet BPO and MLT are crap. I wouldnt touch it.LAV are balanced.
Again this is MY opinion and the idea of this thread is NOT to discuss them,but to provide YOUR opinion on what should be done. THIS IS NOT A DISCUSSION POST, just post your ideas on what needs to be balanced and PLEASE, TROLLS are not welcome , TY. I agree with all of your ideas.
Here are my own few thoughts. I like CCP's change on what armor and shield tanking should be like. Armor should have high buffer with low repair rates, while shield should have small buffer with high recharge rates.
Now, going with CCP's plan, I think armor plates need to have a much higher armor increase than what they currently have. I might even go as far as to say 5000-6000 armor on a 180mm plate. Perhaps increase movement penalty to make armor tanks more of a brick. The repair modules would need to be changed to passive (again, what CCP is planning) and have a low repair rate, maybe 100 armor/s on the heavy reppers. These changes will make armor tanks slow moving behemoths that can withstand a lot of damage, but will take some time to get back up to full strength.
As for shields, shield extenders should stay as they are. I agree with Checkmate's 100-200% boost to passive recharge. I also want to add that shield boosters should have a boosting ability of something like 5000 shield within 5 seconds on the heavy boosters, with a relatively long cooldown. These changes would make shield tanks hit and run, as prolonged exposure to AV will bring them down once their burst tank is gone. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2275
|
Posted - 2013.09.25 00:13:00 -
[17] - Quote
jerrmy12 kahoalii wrote:True Adamance wrote:I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. well atm shield tanks gdt destroyed by one guy running forge gun on a tower, make it so i you're on a tower for 5 seconds you get pushed off. That's not good at all.
What they need to do is make all towers infantry accessible, so that you don't have to suicide a dropship up there to take them down, but at the same time give them less of a reason to be up there, verticality is cool yes, but why have access to a building top without solid rails, or fall guards.
Put those up there, the occasional place for a FGer to shoot from, but make it so that infantry can climb up there to take them down, and that the firing points and few and far betweem. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2275
|
Posted - 2013.09.25 00:15:00 -
[18] - Quote
Monkey MAC wrote:Ok here we go, I think Im gonna **** off a lot of tankers here but oh well.
First off a few important points or assumptions I am making.
Ammo Cache will take low slot Damage Amplfiers in high slots, ALL armour active modules are low slots ALL Sheild active modules are high slots All weapon based improvements (except damage amplifiers) are low slots engine modules are low slots Ewar modules are high slots countermeasures are high slots WP awarded for vehicle damage
* Passive and active health is extreme of each case assuming full health modules of that type.
Armour Tanks
Passive Health: Collasal (25 -30 k) Equivalent Active Health: Low (3-4k) Main Turret Power: Medium Speed: Snail Ammo reserves: Moderate ** Railgun: 40 **Blaster: 300 ** Missile 30 salvos
The armour tank is all about passive aggresive module use. An armour tank can reach as much as 20K and still maintain a decent rep speed. Active modules provide better bonuses than passive but only for a 2-3mins at a time and still require a decent passive health to be of use!
The fact that ammo cache modules are in low slots mean an armour tank must sacrifice a lot of health for a few extra salvos. The low speed of a tank means that it is incredibly reliant on infantry to suppress av attempts if the tank needs to escape. But scanners allows an armour tank to easily point out enemy infantry, in addition to the active countermeasures.
The use of the damage amplifiers allows an armour tank to become an impressive artillery platform for a short period, but the lack of heat cooling modules means an armour tank can't keep up a dedicated stream of rounds.
Why are weapon modules low slots, that diverges from this games normal archetype, Armour needs to be slow moving brawlers, shields fast moving light skirmishers. |
Monkey MAC
killer taxi company General Tso's Alliance
705
|
Posted - 2013.09.25 00:16:00 -
[19] - Quote
True Adamance wrote:jerrmy12 kahoalii wrote:True Adamance wrote:I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. well atm shield tanks gdt destroyed by one guy running forge gun on a tower, make it so i you're on a tower for 5 seconds you get pushed off. That's not good at all. What they need to do is make all towers infantry accessible, so that you don't have to suicide a dropship up there to take them down, but at the same time give them less of a reason to be up there, verticality is cool yes, but why have access to a building top without solid rails, or fall guards. Put those up there, the occasional place for a FGer to shoot from, but make it so that infantry can climb up there to take them down, and that the firing points and few and far betweem.
I feel obliged to point out, towers are being nerfed, you can't stand on 1 and fire over the edgs. Thats the plan for the old maps till they are fazed out. |
Monkey MAC
killer taxi company General Tso's Alliance
706
|
Posted - 2013.09.25 00:30:00 -
[20] - Quote
True Adamance wrote:Monkey MAC wrote:Ok here we go, I think Im gonna **** off a lot of tankers here but oh well.
First off a few important points or assumptions I am making.
Ammo Cache will take low slot Damage Amplfiers in high slots, ALL armour active modules are low slots ALL Sheild active modules are high slots All weapon based improvements (except damage amplifiers) are low slots engine modules are low slots Ewar modules are high slots countermeasures are high slots WP awarded for vehicle damage
* Passive and active health is extreme of each case assuming full health modules of that type.
Armour Tanks
Passive Health: Collasal (25 -30 k) Equivalent Active Health: Low (3-4k) Main Turret Power: Medium Speed: Snail Ammo reserves: Moderate ** Railgun: 40 **Blaster: 300 ** Missile 30 salvos
The armour tank is all about passive aggresive module use. An armour tank can reach as much as 20K and still maintain a decent rep speed. Active modules provide better bonuses than passive but only for a 2-3mins at a time and still require a decent passive health to be of use!
The fact that ammo cache modules are in low slots mean an armour tank must sacrifice a lot of health for a few extra salvos. The low speed of a tank means that it is incredibly reliant on infantry to suppress av attempts if the tank needs to escape. But scanners allows an armour tank to easily point out enemy infantry, in addition to the active countermeasures.
The use of the damage amplifiers allows an armour tank to become an impressive artillery platform for a short period, but the lack of heat cooling modules means an armour tank can't keep up a dedicated stream of rounds. Why are weapon modules low slots, that diverges from this games normal archetype, Armour needs to be slow moving brawlers, shields fast moving light skirmishers.
Damage modifiers are still in the high slot, like on the suits. What is in the low slots are things that reduce heat build up, increase turning speed etc.
So an armour tank will still be a heavy hitting brawler. But a sheild tank becomes capable of a sustained flurry so long as his actives don't give out.
It just seemed unfairbto allow say a rail armour tank the ability to keep up a constant barrage of heavy hitting shots. After all a good brawler knkws when to back off and defend, and when to throw the powerful haymaker! |
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jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
16
|
Posted - 2013.09.25 00:47:00 -
[21] - Quote
Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modus allow a sheild tan shield tanks would be destroyed in 1 shot by that low hp. the point of a shield tank is alot of shields, high speed but low armor, 4k passives or 3.6 would be right. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
16
|
Posted - 2013.09.25 00:50:00 -
[22] - Quote
Monkey MAC wrote:Sheild tanks
Passive Health: Pitiful (500- 1.5K) Equivalent Active Health: Collasal (20-30 K) Main turret power: Low Speed: Hypersonic Ammo reserves: Moderate ** Rail: 40 ** Blaster: 300 **Missile: 30 salvos
The sheild tank is all about hit and run, it can sponge enough damage via active modules to leave that pitiful base hp untouched. 2 Shots with a forge will be enough to fell a sheild tanker without his active modules. This makes sheild tanks perfect for a punching a hole in enemy defences.
The large active health means a sheild tanker doesn't need to be concerned about av while his modules are on. But when he is vunerable his lack of scanning means he is entirely dependent on infantry support. Passive modules help a little but only serve purpose to empower the active modules. Active modules last 1.30 tops but require 3-4min cooldowns.
Meanwhile the available ammo ps 3-4 min cooldown is just stupid and the opposite of hit and run. more like hit run and hide for 1/5 of game. |
KING CHECKMATE
TEAM SATISFACTION
1248
|
Posted - 2013.09.25 00:55:00 -
[23] - Quote
Please Please.
Try not to critisize other people. We are here JUST to share personal opinion on what could help to achieve vehicle - AV balance. Not to discuss these opinions.We have 20000+ posts about that , Thank you and keep posting. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
16
|
Posted - 2013.09.25 00:56:00 -
[24] - Quote
True Adamance wrote:jerrmy12 kahoalii wrote:True Adamance wrote:I wouldn't mind, having slightly better active module that would be fantastic, nor to mention a slightly better turning speed. but yeah some slight EHP buff, an AMARR HAV release and pilot suit and I'm a happy man. well atm shield tanks gdt destroyed by one guy running forge gun on a tower, make it so i you're on a tower for 5 seconds you get pushed off. That's not good at all. What they need to do is make all towers infantry accessible, so that you don't have to suicide a dropship up there to take them down, but at the same time give them less of a reason to be up there, verticality is cool yes, but why have access to a building top without solid rails, or fall guards. Put those up there, the occasional place for a FGer to shoot from, but make it so that infantry can climb up there to take them down, and that the firing points and few and far betweem. camp/ladder trapping towers are too big on issue |
Godin Thekiller
Hellstorm Inc League of Infamy
880
|
Posted - 2013.09.25 01:56:00 -
[25] - Quote
Since you asked nicely, I will post on exactly what I think needs changing:
(note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP)
AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that).
Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo.
Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already!
AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits.
General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click |
KING CHECKMATE
TEAM SATISFACTION
1257
|
Posted - 2013.09.25 01:58:00 -
[26] - Quote
Godin Thekiller wrote:Since you asked nicely, I will post on exactly what I think needs changing: (note:I'm not covering the overall changes for vehicle hulls, as you guys probably know my opinion, and we really don't know how much they will change in the vehicle update in terms of max eHP) AV vs. Vehicles: I don't think that soloing should be a viable option for taking them down. They should only be good for suppressing them,. If you're pretty good, has perfect position and timing, and with a bit of luck, yea, you deserve that kill, but otherwise, no. HOWEVER, If there's 2 or 3 of those AV'ers, generally speaking, that vehicle should be a lot easier to take out (unless it's a special type such as Marauder), which should tank damage like a boss), or it's gone, unless the pilot finds a distraction and get the **** out of there. But that's if the AV'ers have somewhat good of a position; not like on the same plain right out in front of it, or around a corner. Also, not really for Forge Guns, but for swarms, they need countermeasures, or the swarms need a changed tracking, as it's pretty hard to avoid a swarm (unless you're a LAV that's already around a corner, or a DS that's already far away, in which not all of those vehicles are fitted to be able to run like that). Swarms: The rendering needs fixed so you can see them better when they are launched. Also, like I said, they need a better tracking. Make it more flat, but make it a little bit faster. Lastly, make the lock on longer by another .2-.5 seconds, and increase the box size 4, and it's max ammo 8. 3/6 is too low imo. Forges: Same as Swarms, make the rendering better so you can see them at range. Also, make the glow a different color, as it blends in to the environment a lot, as well as make it a little bit bigger (not by much, just slightly). Next, either make it less accurate at range (kinda bad idea), or or reduce it's optimal range, and raise it's damage drop off to the absolute range. Damage and charge up time is fine. Oh wait, before I forget, reduce that damn splash damage already! AV nades: massive reduction for damage (I'm talking 60-80%). But, they get a slight range buff, and they get a EWAR effect that effects tracking on the turrets, speed, or active modules for a short period of time(like 10-15 seconds). They shouldn't be a killing factor, just something to scare the pilots and thinking that they're getting trapped. Also a helper for EWAR fits. General Vehicles: The Tech 2 vehicles needs to be adjusted (and brung back), and adjusted, just like they are, or similar to in this: Click
FAir enough. Thank you for your feedback. Again this is not to discuss your ideas but to put them all in a single Thread, so that with some luck CCP can read and grab some ideas from us.... Strangly enough.I agreed....
+1 |
ladwar
Dead Six Initiative Lokun Listamenn
1699
|
Posted - 2013.09.25 02:00:00 -
[27] - Quote
its a trap...
i might post later or what not |
Spkr4theDead
International-Fleet
895
|
Posted - 2013.09.25 02:01:00 -
[28] - Quote
How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. |
KING CHECKMATE
TEAM SATISFACTION
1257
|
Posted - 2013.09.25 02:07:00 -
[29] - Quote
Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread.
You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. |
ladwar
Dead Six Initiative Lokun Listamenn
1700
|
Posted - 2013.09.25 02:13:00 -
[30] - Quote
KING CHECKMATE wrote:Spkr4theDead wrote:How many times did you reply to my thread, yet here you are, yet again, a non-pilot making another tank thread. You are a non AV making AV weapon threads.(and no, having level 3 swarms does not make you an AVer)
If you are not here to post opinions on how to balance.Please leave.Thank you. <-----level 5 swarms <----- level 5 FG(alt) <----- level 5 enforcer(shield) <----- assault DS pilot <----- logi DS pilot <----- old school LAV driver, since right before closed beta. <----- level 3 plasma cannon <----- level 3 nades
does that make me both a pilot and AVer? btw yes i have over 19million SP. |
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