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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.
Solo Player
Squad status: Locked
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Thor Odinson42
Molon Labe. RISE of LEGION
2086
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Posted - 2013.11.30 01:36:00 -
[2] - Quote
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.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Tectonic Fusion
635
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Posted - 2013.11.30 01:40:00 -
[3] - 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.
Solo Player
Squad status: Locked
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Booby Tuesdays
Ahrendee Mercenaries EoN.
374
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Posted - 2013.11.30 01:40:00 -
[4] - Quote
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...
If you win the rat race, you're still a rat.
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Tectonic Fusion
635
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Posted - 2013.11.30 01:42:00 -
[5] - 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.
Solo Player
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Delanus Turgias
Subdreddit Test Alliance Please Ignore
164
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Posted - 2013.11.30 01:44:00 -
[6] - 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... 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.
Closed Beta Vet since July, 2012
TEST Alliance Best Alliance
Proud owner of essentially every BPO in Dust
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
92
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Posted - 2013.11.30 01:47:00 -
[7] - Quote
lolno. |
Booby Tuesdays
Ahrendee Mercenaries EoN.
374
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Posted - 2013.11.30 01:47:00 -
[8] - Quote
Tectonic Fusion wrote: 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.
I can get behind the 10m buff to HMG's. Much needed.
If you win the rat race, you're still a rat.
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Booby Tuesdays
Ahrendee Mercenaries EoN.
375
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Posted - 2013.11.30 01:51:00 -
[9] - Quote
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.
If you win the rat race, you're still a rat.
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Tectonic Fusion
636
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Posted - 2013.11.30 01:59:00 -
[10] - 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.
Solo Player
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
523
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Posted - 2013.11.30 02:03:00 -
[11] - 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.
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. |
Tectonic Fusion
637
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Posted - 2013.11.30 03:17:00 -
[12] - 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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Squad status: Locked
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1642
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Posted - 2013.11.30 03:36:00 -
[13] - Quote
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.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Tectonic Fusion
645
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Posted - 2013.11.30 20:28:00 -
[14] - 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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GET ATMESON
Dem Durrty Boyz Renegade Alliance
182
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Posted - 2013.11.30 20:31:00 -
[15] - Quote
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.
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
Heavys only have 2 heavy guns. Please dont turn the NERF bat on them. Give heavys more suits or guns please :D
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Tectonic Fusion
645
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Posted - 2013.11.30 20:41:00 -
[16] - 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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Cosgar
ParagonX
8106
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Posted - 2013.11.30 20:43:00 -
[17] - 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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Tectonic Fusion
645
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Posted - 2013.11.30 20:52:00 -
[18] - 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.
Solo Player
Squad status: Locked
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Cosgar
ParagonX
8106
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Posted - 2013.11.30 21:03:00 -
[19] - 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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Tectonic Fusion
645
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Posted - 2013.11.30 21:06:00 -
[20] - 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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Squad status: Locked
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Cosgar
ParagonX
8108
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Posted - 2013.11.30 21:14:00 -
[21] - 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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RKKR
The Southern Legion The Umbra Combine
491
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Posted - 2013.11.30 21:15:00 -
[22] - Quote
People should stop making solutions based on crappy foundations.
Rethink the foundations, at this point we are never going to get the DUST that was promised. |
Tectonic Fusion
645
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Posted - 2013.11.30 21:16:00 -
[23] - 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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Squad status: Locked
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Tesfa Alem
Death by Disassociation Zero-Day
33
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Posted - 2013.11.30 21:50:00 -
[24] - Quote
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!
*I fly I shoot I rep I tank/
Heavy, Scout, Assault and Logi at range/
I'm the Jack of all trades/
Master of Some
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Tectonic Fusion
645
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Posted - 2013.11.30 22:39:00 -
[25] - 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.
Solo Player
Squad status: Locked
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Tesfa Alem
Death by Disassociation Zero-Day
33
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Posted - 2013.11.30 22:47:00 -
[26] - Quote
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''
*I fly I shoot I rep I tank/
Heavy, Scout, Assault and Logi at range/
I'm the Jack of all trades/
Master of Some
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Tectonic Fusion
645
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Posted - 2013.12.01 18:29:00 -
[27] - 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
Solo Player
Squad status: Locked
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Ghosts Chance
Inf4m0us
294
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Posted - 2013.12.01 19:27:00 -
[28] - Quote
lol anyone in a logi suit is a "real" logi
ignored for ignorance of alturnative playstyles.
logi /= medic |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
579
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Posted - 2013.12.01 19:44:00 -
[29] - Quote
Booby Tuesdays wrote: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... Well, when you put it like that, i'm in.
My logi-code.
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MINA Longstrike
2Shitz 1Giggle
80
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Posted - 2013.12.01 20:02:00 -
[30] - 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.
No, the problem wouldn't be solved. People are killed faster than they can respond to it now largely because the game was balanced around absolutely shoddy hit detection and there's also the fact that rapid fire weapons (from the AR to the SMG to the HMG) have absolutely *NO* dispersion when aiming down sights (and in the case of the hmg no meaningful dispersion at all even when not ADS) which allows them to be used well beyond their 'intended' ranges because they're essentially semi-automatic sniper weapons with no recoil either.
The fixes? Roll back (most) weapons damage by about 10% (which they were previously buffed because of the poor hit detection), then actually add dispersion to weapons (especially while aiming down sights) this takes away their ability to fight well beyond their intended ranges, then add more recoil to the automatic weaponry as currently most rapid fire weaponry doesn't start to kick until the 30th shot. |
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IceStormers
Forsaken Immortals Top Men.
90
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Posted - 2013.12.01 20:25:00 -
[31] - Quote
i Struggle to pay attention to anyone calling themselves a logi with your Sig
Tectonic Fusion wrote: Solo Player Squad status: Locked
I Support SP Rollover
Why is KB/M being ignored
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Saoa Scum
Judge Mercenaries
27
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Posted - 2013.12.01 20:39:00 -
[32] - Quote
My thoughts..
I think its a bad idea to try balance stuff until kick/dispersion is added/fixed (except for the base 10%dmg that was added a year ago, HMG excluded) Add that and the scout speed might be enough to dodge bullets, shield tankers might be able to survive those seconds he needs, AR wont kill as effective as it does at 80m range and so on...
After that we can start to balance..
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Tectonic Fusion
646
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Posted - 2013.12.01 21:48:00 -
[33] - Quote
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?
Solo Player
Squad status: Locked
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Darken-Sol
BIG BAD W0LVES
668
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Posted - 2013.12.01 21:53:00 -
[34] - Quote
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. |
Tectonic Fusion
646
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Posted - 2013.12.01 21:56:00 -
[35] - 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.
Solo Player
Squad status: Locked
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Darken-Sol
BIG BAD W0LVES
670
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Posted - 2013.12.01 22:13:00 -
[36] - Quote
A fair solution is the best way to kill a thread. |
R F Gyro
Clones 4u
712
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Posted - 2013.12.01 22:18:00 -
[37] - Quote
Not sure I can support any post that uses the term "real logi" (or "true logi"). Too dismissive of other playstyles.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Tectonic Fusion
647
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Posted - 2013.12.02 04:06:00 -
[38] - Quote
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.
Solo Player
Squad status: Locked
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Ghosts Chance
Inf4m0us
297
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Posted - 2013.12.02 04:56:00 -
[39] - Quote
Tectonic Fusion wrote: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?
i find it funny that he seems to think that logi means something other then "guy who equiped a logistics suit" |
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