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KenKaniff69
Subdreddit Test Alliance Please Ignore
762
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Posted - 2013.10.26 02:55:00 -
[1] - Quote
CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
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medomai grey
WarRavens League of Infamy
287
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Posted - 2013.10.26 03:28:00 -
[2] - Quote
Why was this deserving of a new thread when you could have simply posted in the original thread? -_- |
KenKaniff69
Subdreddit Test Alliance Please Ignore
763
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Posted - 2013.10.26 03:32:00 -
[3] - Quote
medomai grey wrote:Why was this deserving of a new thread when you could have simply posted in the original thread? -_- Because this is not general feedback. It is about moving on with the process of balancing vehicles. CCP has stopped replying to feedback on part 2 long ago, so I would expect them to have part 3 out any day if they are following on the same path they started down. |
Iron Wolf Saber
Den of Swords
9695
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Posted - 2013.10.26 04:10:00 -
[4] - Quote
Because part 3 with newer numbers is not up yet, CCP Wolfman is very busy person I am pleasantly surprised he got the new gun numbers out. |
Spkr4theDead
Red Star. EoN.
1115
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Posted - 2013.10.26 04:23:00 -
[5] - Quote
KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Active damage amps are going to add a very interesting dynamic to tank v tank battles. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
763
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Posted - 2013.10.26 04:35:00 -
[6] - Quote
Spkr4theDead wrote:KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Active damage amps are going to add a very interesting dynamic to tank v tank battles. True, but any tank driver worth his own knows you are doing it wrong without an active heat sync during tank fights. What is the point of doing more damage if you can't finish your enemy. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
763
|
Posted - 2013.10.26 04:38:00 -
[7] - Quote
Iron Wolf Saber wrote:Because part 3 with newer numbers is not up yet, CCP Wolfman is very busy person I am pleasantly surprised he got the new gun numbers out. Logi Bro posted part 2. If the numbers are mostly complete or even some of the basic questions/issues I listed in the OP have/are being looked at, then why haven't we seen a blue tag on this stuff recently? |
Harpyja
Royal Uhlans Amarr Empire
641
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Posted - 2013.10.26 04:44:00 -
[8] - Quote
KenKaniff69 wrote:Spkr4theDead wrote:KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Active damage amps are going to add a very interesting dynamic to tank v tank battles. True, but any tank driver worth his own knows you are doing it wrong without an active heat sync during tank fights. What is the point of doing more damage if you can't finish your enemy. I just don't understand why they made damage mods high power now. In EVE, shield ships generally have the benefit of damage mods while armor ships have the benefit of utility.
Now, Gallente can fit MCRUs, active scanners, and active damage amps, to name a few, while Caldari only has ammo caches and engineering upgrades. High slots should generally be for utility (broad area) and shield while low slots should be for weapon upgrades, fitting enhancement, and armor/hull modification. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
763
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Posted - 2013.10.26 05:00:00 -
[9] - Quote
Harpyja wrote:KenKaniff69 wrote:Spkr4theDead wrote:KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Active damage amps are going to add a very interesting dynamic to tank v tank battles. True, but any tank driver worth his own knows you are doing it wrong without an active heat sync during tank fights. What is the point of doing more damage if you can't finish your enemy. I just don't understand why they made damage mods high power now. In EVE, shield ships generally have the benefit of damage mods while armor ships have the benefit of utility. Now, Gallente can fit MCRUs, active scanners, and active damage amps, to name a few, while Caldari only has ammo caches and engineering upgrades. High slots should generally be for utility (broad area) and shield while low slots should be for weapon upgrades, fitting enhancement, and armor/hull modification. On that note, they mentioned how removing the turrets would help create more diverse fittings, yet there is only one fit you will see since we have been confined to only 3 usable slots compared to 5. Damage mods in the highs make very little sense if at all. LOL why don't they make all AV weapons have damage mods that are active modules on the dropsuit while we are at it. |
Spkr4theDead
Red Star. EoN.
1115
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Posted - 2013.10.26 05:27:00 -
[10] - Quote
KenKaniff69 wrote:Spkr4theDead wrote:KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Active damage amps are going to add a very interesting dynamic to tank v tank battles. True, but any tank driver worth his own knows you are doing it wrong without an active heat sync during tank fights. What is the point of doing more damage if you can't finish your enemy. We have to wait for final information from CCP on what modules are going to be kept in with the first vehicle pass. I personally prefer high alpha damage over damage over time, so I'd rather have an active damage amp than a heat sink. Heat sinks are useless with missiles anyway. I've been using mostly missile for a while now. |
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KenKaniff69
Subdreddit Test Alliance Please Ignore
766
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Posted - 2013.10.27 02:19:00 -
[11] - Quote
Additionally,
What are your plans for reverting efficiency ratings to pre 1.3 levels? they are very imbalanced and have explosive and nonexplosives yielding a bonus to armor. Why not change it back to give AV weapons a proper role as in swarms specialize in armor and forges specialize in shields?
After further calculations one proto swarm launcher with damage mods and proficiency can still solo a tank. Your idea of reduced repping on the side of armor and shield regen delays are going to make vehicles defenseless. The math is pretty self explanatory, so I feel there is no need to show it.
Finally, what will be the cost of these fully fitted vehicles? At the start of uprising you claimed that you reduced the price of dropships by one half, yet with the prices of turrets doubling despite reduced effectiveness, the prices stayed the same or went up. |
Godin Thekiller
Hellstorm Inc League of Infamy
1284
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Posted - 2013.10.27 02:59:00 -
[12] - Quote
KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Stop calling them shield and armor; that's misleading. That could mean Winmatar and Amarr, and that's not how they should be balanced. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
766
|
Posted - 2013.10.27 03:15:00 -
[13] - Quote
Godin Thekiller wrote:KenKaniff69 wrote:CCP there are numerous questions you need to answer now that we have given you 30+ pages of feedback. The ball is in your court and you need to provide some answers to questions/ solutions to problems like:
Large Blaster Turret Damage Shield and Armor tanks sharing the same speed Absence of passive and active heat syncs Issues of the supply depots being destroyed or inaccessible to vehicles vehicle locks how you plan on balancing minmitar and amarr content absence of nanofibres why resist stays constant from militia to complex and only cool down changes
Please list more as you have seen them because i have to be missing more
Stop calling them shield and armor; that's misleading. That could mean Winmatar and Amarr, and that's not how they should be balanced. Until CCP adds the rest of the content, we have have shield and armor. We cannot balance what we don't have. We cannot compare things to content we don't have. |
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