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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
8106
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Posted - 2013.11.30 20:43:00 -
[1] - Quote
I'd rather they fix core issues like TTK, rendering, and frame rate before trying to rebalance anything else for an already broken game.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8106
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Posted - 2013.11.30 21:03:00 -
[2] - Quote
Tectonic Fusion wrote:Cosgar wrote:I'd rather they fix core issues like TTK, rendering, and frame rate before trying to rebalance anything else for an already broken game. All weapons but explosive weapons (besides the grenades) should get a 10% damage nerf. In a game that to this point has been balanced around bad hit detection, rescinding the emergency 10% buff in 1.0 doesn't look like it's going to be enough. DPS, kick, dispersion, strafe speed, EHP, damage profiles... etc need to be rebalanced now that we're not relying on incidental damage. Logistics are deemed as OP right now because that lack of a sidearm or any other difference between the different suit classes are so narrow since you don't really need a sidearm and have to rely on buffer tanking for a shred of survivability. There's way too many weapons that are too good across the tiers and many that are only good at prototype. We can't just put a band-aid on this one. This might require a full rework for what this game was meant to be from the start: a strafing, high health, FPS.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8108
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Posted - 2013.11.30 21:14:00 -
[3] - Quote
Tectonic Fusion wrote:Cosgar wrote:Tectonic Fusion wrote:Cosgar wrote:I'd rather they fix core issues like TTK, rendering, and frame rate before trying to rebalance anything else for an already broken game. All weapons but explosive weapons (besides the grenades) should get a 10% damage nerf. In a game that to this point has been balanced around bad hit detection, rescinding the emergency 10% buff in 1.0 doesn't look like it's going to be enough. DPS, kick, dispersion, strafe speed, EHP, damage profiles... etc need to be rebalanced now that we're not relying on incidental damage. Logistics are deemed as OP right now because that lack of a sidearm or any other difference between the different suit classes are so narrow since you don't really need a sidearm and have to rely on buffer tanking for a shred of survivability. There's way too many weapons that are too good across the tiers and many that are only good at prototype. We can't just put a band-aid on this one. This might require a full rework for what this game was meant to be from the start: a strafing, high health, FPS. I would really hate to drastically nerf everything, so I propose we buff/nerf things one at a time (for each class that is), and not get carried away. The result might turn out like the Tac AR and the Flaylock Pistol. Those weapons were so OP, they were nerfed so they were underpowered because they nerfed too many things all at once. Notice I haven't used the term nerf in anything I said. Re-balance as in reevaluate core gameplay, mechanics so that we don't have another TAC AR and core flaylock. Both guns were "adjusted" under broken game mechanics. While the TAC AR was still usable, the flaylock (which was only OP at prototype) got overnerfed in retrospect since hit detection/aiming mechanics were still a lingering issue. Fixing core problems so the game actually functions as intended will paint a clearer picture of what the real balancing issues are.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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