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Tectonic Fusion
634
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Posted - 2013.11.30 01:07:00 -
[1] - Quote
First of all, give assaults a 20% EHP buff, 3 hps build in armor reps for Amarr and Gallente, +10hps for Caldari and Minmatar shield tankers. Buff scout speed to at least 8.1-8.6, and give them a profile of 30-35dB. Heavies should get a +20m effective range of the HMG buff, as well as a 10% EHP buff, as well as a better bonus. The logistics bonus should be the Gallente Logistics bonus, and have the shield tankers get no rep.
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Tectonic Fusion
635
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Posted - 2013.11.30 01:40:00 -
[2] - Quote
Thor Odinson42 wrote:Tectonic Fusion wrote:First of all, give assaults a 20% EHP buff, 3 hps build in armor reps for Amarr and Gallente, +10hps for Caldari and Minmatar shield tankers. Buff scout speed to at least 8.1-8.6, and give them a profile of 30-35dB. Heavies should get a +20m effective range of the HMG buff, as well as a 10% EHP buff, as well as a better bonus. The logistics bonus should be the Gallente Logistics bonus, and have the shield tankers get no rep. I think there are some changes there that wouldn't turn out well. The HMG +20m range buff would be too much. They need to fix the bullet spread of the HMG before they make any range adjustments. One way to guarantee more logi support would be to removal all passive dropsuit armor repair across the board. Maybe even come out with a shield transporter for logis (that would be a good suit bonus for the calogi to bring it back into favor). I think they may need to consider messing with the movement speed/penalties to shake things up a bit as well. I think this would buff shields indirectly, bringing some much needed balance there. Armor and shields have flip flopped too excessively. Armor tankers deserve a built in armor repairer of at least 3hps. It causes no harm, and makes them happy. As for the shield transporter... lame.
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Tectonic Fusion
635
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Posted - 2013.11.30 01:42:00 -
[3] - Quote
Booby Tuesdays wrote:Tectonic Fusion wrote:First of all, give assaults a 20% EHP buff, 3 hps build in armor reps for Amarr and Gallente, +10hps for Caldari and Minmatar shield tankers. Buff scout speed to at least 8.1-8.6, and give them a profile of 30-35dB. Heavies should get a +20m effective range of the HMG buff, as well as a 10% EHP buff, as well as a better bonus. The logistics bonus should be the Gallente Logistics bonus, and have the shield tankers get no rep. Sooo... You want to make Assaults into deities, Scouts game-breakingly fast, and give HMG's 60 feet more range? All this just so the QQ nerf brigade forgets about us Logis? I'm confused... Those numbers for scouts are the only things that would make them viable as they die in .01 seconds now, and the complex kin cats were nerfed to oblivion so they wont be abused... Yeah it might be a LITTLE but too much range for the HMG, so i'll change that.
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Tectonic Fusion
636
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Posted - 2013.11.30 01:59:00 -
[4] - Quote
Booby Tuesdays wrote:Delanus Turgias wrote: You see, if everything is made ridiculously good (compared to now), but they're all on the same level of really good, then it's actually semi-balanced. I think those EHP buffs would help drastically with the TTK issues we have right now. Just my opinion.
Let's be honest. No suit last's longer than 1 second anymore. Buffing Assaults in this way will make them the only viable suit. Massive damage output, passive repair, great speed and stamina, and a health increase to boot? TTK would only go up on Assaults (by .5 seconds) and that is all anyone would run. This would truly make it AR 514, even more so than it already is... All that needs to happen in to give the Assaults their damn 2nd equipment slot back at Adv and Proto tier. Problem solved. LOLNOPE Then also buff scout EHP by 10%, and make the logistics EHP the same as how the assault EHP is now.
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Tectonic Fusion
637
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Posted - 2013.11.30 03:17:00 -
[5] - Quote
Justin Tymes wrote:Booby Tuesdays wrote:Delanus Turgias wrote: You see, if everything is made ridiculously good (compared to now), but they're all on the same level of really good, then it's actually semi-balanced. I think those EHP buffs would help drastically with the TTK issues we have right now. Just my opinion.
Let's be honest. No suit last's longer than 1 second anymore. Buffing Assaults in this way will make them the only viable suit. Massive damage output, passive repair, great speed and stamina, and a health increase to boot? TTK would only go up on Assaults (by .5 seconds) and that is all anyone would run. This would truly make it AR 514, even more so than it already is... All that needs to happen in to give the Assaults their damn 2nd equipment slot back at Adv and Proto tier. Problem solved. Assaults don't need it. Giving them a second EQ slot would just make scouts useless, even if you gave them second EQ slot as well. I'd give that second EQ slot to Scouts only. I forgot. I was also gonna add this ^^
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Tectonic Fusion
645
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Posted - 2013.11.30 20:28:00 -
[6] - Quote
Cody Sietz wrote:CCP has already said buffing scout speed will break the game.
A 2nd EQ slot will do nothing for Assaults. We won't be able to fit anything in it anyway.
Not sure why people think that's thew Assaults problem, but whatever. As long as the scouts don't run faster then the FPS it will be fine... and I didn't say anything about giving assaults a second equipment slot..
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Tectonic Fusion
645
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Posted - 2013.11.30 20:41:00 -
[7] - Quote
GET ATMESON wrote:Tectonic Fusion wrote:First of all, give assaults a 20% EHP buff, 3 hps build in armor reps for Amarr and Gallente, +10hps for Caldari and Minmatar shield tankers. Buff scout speed to at least 8.1-8.6, give the advanced and prototype tiers 2 equipment slots, and give them a profile of 30-35dB. Heavies should get a +10m effective range of the HMG buff, as well as a 10% EHP buff, and a better bonus. The logistics bonus should be the Gallente Logistics bonus, and have the shield tankers get no rep. No range for the HMG. More Damage and dont have it work like a LASER. Thats why it sucks in CQC. Everything else i can agree with But it will help stop all the QQ about the HMG being a little underpowered.
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Tectonic Fusion
645
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Posted - 2013.11.30 20:52:00 -
[8] - Quote
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.
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Tectonic Fusion
645
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Posted - 2013.11.30 21:06:00 -
[9] - Quote
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.
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Tectonic Fusion
645
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Posted - 2013.11.30 21:16:00 -
[10] - Quote
Cosgar wrote: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. Although I actually agreed to your other post, I just wanted to randomly post this.
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Tectonic Fusion
645
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Posted - 2013.11.30 22:39:00 -
[11] - Quote
Tesfa Alem wrote:Tectonic Fusion wrote:First of all, give assaults a 20% EHP buff, 3 hps build in armor reps for Amarr and Gallente, +10hps for Caldari and Minmatar shield tankers. Buff scout speed to at least 8.1-8.6, give the advanced and prototype tiers 2 equipment slots, and give them a profile of 30-35dB. Heavies should get a +10m effective range of the HMG buff, as well as a 10% EHP buff, as well as a better bonus. The logistics bonus should be the Gallente Logistics bonus, and have the shield tankers get no rep. My first reaction is Hell No. 1. +20% hp? 10 friggin hp persecond? thats double my proto minni logi. I propose to give em an extra low or high slot instead, depending on racial variant of course. 2. In my opinion Scouts dont need more speed. Duvolles and geks doing hundreds of damage per second plus auto aim makes speed redundant. I'd rather give them an extra equipment slot and a bit more base hp. 3. Heavies are not lacking for eHP, rather in the effectiveness of heavy weapons. Improve the stopping power of the HMG plus a bit more range. but it will always be difficult to balance seeing that, lets face it CCP has zero plans to design any heavy weapons any time soon. Maybe double the dmg out put? 4) The logi bonus should reflect the race, because obviously they need separate traits to to fill in the niches of certain kinds of gameplay. Besides, remove my hacking bonus and i'll have to nova knife you while you sleep. Cheers! Your weird. It also seems as if your the type of person to judge things, and not look back. I guess I can't change your misunderstandings.
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Squad status: Locked
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Tectonic Fusion
645
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Posted - 2013.12.01 18:29:00 -
[12] - Quote
Tesfa Alem wrote:Tectonic Fusion wrote:Tesfa Alem wrote:Tectonic Fusion wrote:First of all, give assaults a 20% EHP buff, 3 hps build in armor reps for Amarr and Gallente, +10hps for Caldari and Minmatar shield tankers. Buff scout speed to at least 8.1-8.6, give the advanced and prototype tiers 2 equipment slots, and give them a profile of 30-35dB. Heavies should get a +10m effective range of the HMG buff, as well as a 10% EHP buff, as well as a better bonus. The logistics bonus should be the Gallente Logistics bonus, and have the shield tankers get no rep. My first reaction is Hell No. 1. +20% hp? 10 friggin hp persecond? thats double my proto minni logi. I propose to give em an extra low or high slot instead, depending on racial variant of course. 2. In my opinion Scouts dont need more speed. Duvolles and geks doing hundreds of damage per second plus auto aim makes speed redundant. I'd rather give them an extra equipment slot and a bit more base hp. 3. Heavies are not lacking for eHP, rather in the effectiveness of heavy weapons. Improve the stopping power of the HMG plus a bit more range. but it will always be difficult to balance seeing that, lets face it CCP has zero plans to design any heavy weapons any time soon. Maybe double the dmg out put? 4) The logi bonus should reflect the race, because obviously they need separate traits to to fill in the niches of certain kinds of gameplay. Besides, remove my hacking bonus and i'll have to nova knife you while you sleep. Cheers! Your weird. It also seems as if your the type of person to judge things, and not look back. I guess I can't change your misunderstandings. ''unlike that other guy'' Good try
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Tectonic Fusion
646
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Posted - 2013.12.01 21:48:00 -
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IceStormers wrote:i Struggle to pay attention to anyone calling themselves a logi with your Sig Tectonic Fusion wrote: Solo Player Squad status: Locked
It just means I aid more people then your average medic type player. Problem?
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Tectonic Fusion
646
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Posted - 2013.12.01 21:56:00 -
[14] - Quote
Darken-Sol wrote:I am sure some genius has had this idea before but you cud just partition the cpu/pg. Some for the suit, some for the equipment. It cud probably cleared up in a hot fix then. I bet it cud.
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Tectonic Fusion
647
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Posted - 2013.12.02 04:06:00 -
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R F Gyro wrote:Not sure I can support any post that uses the term "real logi" (or "true logi"). Too dismissive of other playstyles. I only put that as the topic because this thread is a parody of a thread with almost the same title. This is more of a balancing and buffing thread.
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