CharCharOdell
1701
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Posted - 2013.11.30 05:22:00 -
[1] - Quote
Well, I read 75% of the logi/assault part and all of the scout part, and maybe50% pf module changes. From what I read, I really likeost of it. The problem is favoring one type pf module BC that favors certain races. Giving a reduction to damage mods hurts the Caldari and MN BC they like to use shields. It should be a small fitting reduction bonus to all damage, tank, and biotic mods, instead, so every race benefits. Perhaps a 5% fitting reduction to all of these, while keeping the proposed logi bonus, and equalizing logi and assault fitting power (kudos to that term).
Scouts need reductions to all modules under the "electronics" aisle AND biotics. (20% or so BC of how little FP scouts have)
As for heavies, I feel that fixing the HMG (suit is pretty tank now) would be good, as well as adding mid range heavy weapons and more suits.
Also, I like your idea on changing fje tank modulss
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1701
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Posted - 2013.11.30 05:24:00 -
[2] - Quote
shady merc wrote:Continued from 3rd post 3. Prof skill. This skill is simply to strong at the moment. So I suggest 2 different approaches. 1. 2% damage increase while within optimal range 2. % bonus to any attribute that affect DPS other then damage(rof,clip size etc.)
This does 2 things for us. 1. it lessens the gap between vet and new players. Currently a new player can't hope to catch up to the damage of vet player between this and damage mods. So they will feel the need to proto a weapon simply to unlock this skill. With so little skillpints this forces them into a very specialized role and destroy versatility.
2. It allows range to be the control factor that ccp can use for balancing. By not allowing us to increase our range from multiple sources CCP is capable of creating a more balanced environment as well as more niche weapons.
Almost forgot.
During my re-balance of modules I made a big change to reactive armor plates I forgot to mention.
Reactive Plates. During the balancing of these I decided their function needed to change and become more reactive. So now the reactive plates have 2 rate of armor repair the first one is rate of repair while you have shields. The 2nd one is rate of repair while your shields are depleted. I think this gives them a much better niche role and allows them to be usable by both armor and shield tanks. a shield tank gets a small armor repair and a little buffer but may take them longer to heal armor. For the armor tank this gives them the ability to play a strong hit and hide. By giving them a bigger buffer they can come out of cover a trade shots. Now once their shield are depleted they can go behind cover regen their armor at a quicken rate. Once their shield start to regen they will want to re-attack this allows them to use more of a regeneration tank style. pushing the battle when the enemy is ready knowing they will have the upper hand in hitpoints.
Passive skills should affect everything except DPS. Removing the weapon proficiency skill is the best short term solution to the TTK issue, IMO, as it affects lower DPS weapons much less.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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