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Imperfects Negative-Feedback
2561
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Posted - 2013.10.02 19:33:00 -
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They said they were rebalancing vehicles to make gameplay more fun. Vehicle drivers first and then AV specialists after complained vehicle battles were too short. There wasn't enough time for variety in engagements, dynamics to shift, skill to present itself. Then nerf after nerf arrived and the vehicles kept losing their hp and it got worse. Madruger tanks had a brief heyday with some strong armor specific modules arrived but were quickly nerfed again with a further vulnerability to explosive damage.
For over half a year, we were told vehicles were going to get rebuilt from the ground up and just wait and be amazed. It's safe to say that was wasted time. Not only is the proposed refresh horribly unbalanced, the skill tree shallow yet expensive, and devoid of innovation - it also doesn't fix the original problems.
Vehicles are losing a lot of health and flexibility. Ammo is being added on top of heat for more worries but at no benefit such as ammo selection. Shields, traditionally the anti infantry option, is now completely losing the one unique holdover from EVE - passive shield regen. Fights are getting less interesting and faster. The only successful module is the new shield injector (not really a booster with only one pulse): it is a single use situationally powerful tool that can be used once per fight. The rest are long timers on long cooldowns. While they are laudable for rewarding proactive use, they are cancerous because they are effectively forced retreats. The gameplay is to sit in timeout as your reward for winning. Win enough and you have to retreat all the way to the MCC (the only place to find a live supply depot). Is the recall mechanic going away? Because otherwise the ammo and cooldowns are pointless.
Everyone would have been happy with double the health and half or even less the damage vs infantry. Instead vehicles are now disposable equipment. Hopefully the ISK price will at least match this new status. I will say, personally, while eve-lite has gone disastrously for infantry combat it would have been excitingly unique for a console shooter. Only in the community created masterpiece of Living Legends have I seen vehicle combat so interesting and deep as the potential DUST presented with heat and energy management. But like MWO, it is getting dumber and dumber with each iteration (need I say coolant flush?) instead of playing up it's strengths.
I notoriously have an axe to grind over the misdevelopment of this game, especially with the shady marketing BS, but for old times sake I will offer feedback on vehicle changes. Big suits with wheels isn't interesting. Long cooldowns on necessary to be competitive modules isn't fun. Deep SP sinks with low variety isn't hardcore. The maps and gamemodes don't even support mixed arms combat and nothing has been addressed on that front. |
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Imperfects Negative-Feedback
2565
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Posted - 2013.10.02 20:31:00 -
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N1ck Comeau wrote:Did you see all those passive skills there adding in for tanks though? Gonna be awesome
Please explain how 10% more ammo capacity or 3% less fitting space is "awesome". |
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Imperfects Negative-Feedback
2565
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Posted - 2013.10.02 20:33:00 -
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Dexter307 wrote:I thought they said vehicles as just a hull would be weak and it would need good fittings to be powerful. Are the modules better than then current ones?
No they are worse for the most part in every conceivable way (fitting, effect, variety, SP required). |
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Imperfects Negative-Feedback
2588
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Posted - 2013.10.05 18:32:00 -
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To Logibro,
If shields aren't going to be delayed from recharging based on infantry fire, what's the point of the mechanic at all? It won't make a lick of difference in a vehicle vs vehicle fight. This proposed fix takes vehicle shield delay from massively nerfing to absolutely pointless.
Again, what is the point of vehicles after these changes? It seems like the only goal is "balance" not "purpose". |
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Imperfects Negative-Feedback
2594
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Posted - 2013.10.05 22:19:00 -
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Breakin Stuff wrote:J Lav wrote:I am astonished at some of the changes - ie. the elimination of passive shield regen - That's just mental.
The one thing I do get is the reduction of slots. But with that decrease, there needs to be potent modules to go there. It shouldn't be as simple as "Stack resistance, and own". You should have to decide what you will setup for. this is surprisingly good for variety IF the modules are twice as good.
Between the low HP, reliance on active modules and the elimination of the only survivable LAV's means I'm about ready to just give up on Vehicles and CCP. They will do what they want regardless of common sense.
To really balance vehicles, they need to eliminate the astronomical steps between AV and Vehicular levels. Light arms in this game accelerate at ~10% / level. Yet AV goes up 25-30%, and is exasperated by the percentage increase of damage modifiers, due to the large initial numbers. The Vehicles move in increments of 200-300% more attacks required to destroy - all while being essentially powerless to respond to invisible AV.
So alterations to the existing framework is to ignore the framework as being the problem. passive shield regen remains, it's on a 4 second delay for the gunnlogi and the passive amount has increased.
Assholes with assault rifles will not be able to stop the shield regen.Assholes firing tank turrets, swarms, plasma cannon and Forge guns WILL stop the regen for the time delay. Gunnlogi EHP will go up-ish or you can pick hardeners for the funzies. This will make marauders and enforcers have a bigger niche when re-released. What I want to know is if the inherent resists will remain or if they will be removed. If they're removed, then that throws my guesstimates about AV out the window and I have to start from scratch.
IF this is true... what's the point of the mechanic in the first place? |
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Imperfects Negative-Feedback
2597
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Posted - 2013.10.06 04:43:00 -
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CharCharOdell wrote:Ii swear to god I'm the only need here....y'all need to spend 14 hours on excel comparing tank fits, turrets, modules, etc. I factored in EVERYTHING and tanks will be like this: 90% of tankers will find them even weaker but the top 10%- the Honey Badgers, will be nearly unkillable.
Also, glass cannon gunlogis will be able to take on front line madrugars and win in a head on battle if the hardeners are off.
Missiles have an obscene DPS and will kill everything ever. Also take into account that the front line tanks (madrugars), may be almost invincible while their hardeners are on, they'll run out of ammo extremely quickly and since ammo slots are VL, they can't use them.
Gunlogis can also omni-tank very efficiently, now, and sorry to say it grunts, but 2 shield hardeners on a gunlogi will drop explosive damage to 5%, so good luck dealing with that ;) (40%+35%+30[20?]%)
Yes. Tanks have low HP, but the hardeners will make them tanky.
Stop talking bad about Wolfman until u do math.
Also remember that a madrugar with hardeners on will be able to tank 7 hits from a rail that just will around 2800 damage and this is just a standard tank. Add one slot on each side per level and proto tanks will be well worth it. (Maddy with 1 heavy rep, 2 heavy plates, and 2 hardeners, anyone? Yeah, then maybe a couple CPU upgrades or ammo cache in the low and a blaster turret- the ultimate infantry killer. BECAUSE hardeners are key, a tank HAS to be a tanky grunt killer, or a squishy tank killer. It is not possible do both BC of CPU limit
Blasters will be nerfed, honestly, but their PG and CPU cost is extremely low compared to missiles and rails that itll allow gunlogis to run them efficiently and maddies will be able to stack lots of armor mods BC of it.
I spent literally 14 hours figuring this out BC I was initially pissed, but now I realize Wolfman is a genius- damage mods being VH is good BC CPU upgrades are VH and dmods take more CPU to fit than everything except heavy boosters which will be a game changer.
Your math is wrong. Like really wrong. |
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Imperfects Negative-Feedback
2599
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Posted - 2013.10.06 07:23:00 -
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Mobius Wyvern wrote:In the worst case, we're not getting these before 1.7, and they've been reiterating that they're showing these to us this early to get as much feedback on them as possible.
One way or another, this demonstrates a movement in the direction you, I, and really all of us have been pushing for since we all got into the Closed Beta as far as presenting changes to the community early so we can offer feedback and suggestions.
I still think you could benefit from being a bit less adversarial, but this thread is emblematic of what we should all be doing as far as providing our feedback on proposals like this.
Communication is meaningless if it changes nothing.
In other words, it's a show. A song and dance we've seen before. The feedback is going to be ignored again because CCP knows best. Nothing in the world can be extrapolated from looking at numbers, especially from people with more playtime than all the devs combined... |
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Imperfects Negative-Feedback
2600
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Posted - 2013.10.06 09:57:00 -
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CharCharOdell wrote:These are simply standard tanks. Look at the way they're being set up - just like drop suits. I seriously doubt Wolfman would go out of his way to make tiered modules and turrets the same as infantry and leave the hulls with a 3/2 layout.
Yes, and that is disappointing. The dropsuits are currently a mess and the progression is neither balanced or fun. And most importantly, they are utterly generic. The logistics suit remains the best combat suit after all. |
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