Foundation Seldon
Gespenster Kompanie Villore Accords
244
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Posted - 2013.12.04 19:37:00 -
[1] - Quote
The Shield nerf was thrown in specifically to discourage dual tanking setups, now there are pros and cons to using each time of tank. Where as before there was no reason not to Dual Tank your Cal and Min. setups
Shield Tanking w/Regulators : +High Regen, High Speed -Lower total HP
Armor Tanking w/Damage Mods : +High Damage, High Total HP -Lower Regen, Slow Speed
Dual Tanking +High Total HP, Benefit of Shield Buffer -Neither Armor nor Shields are optimized, don't have the higher damage, and you have slower Shield Regen
The benefit of Armor Tanking comes from the damage mods more so than the plating itself. It's a separate issue that's deeply tied to the current issues with TTK and the effectiveness of automatic weapons like the Assault Scrambler Rifle and Assault Rifle. What you should be asking for is a nerf to the overall effectiveness of those weapons or the damage mods that make them so much more effective. The tanking itself is fine.
I'd also argue that there's a significant issue with how Shield Extenders scale to higher levels. People seriously need to be asking for the ADV Extenders to get a buff relative to the module tier they represent.
STD : 22 Shields ADV : 44 Shields Proto : 66 Shields
Something simple like that would go a long way with improving the effectiveness of Shield Tanking at lower SP levels.
Great stuff on the patch notes! I absolutely love all the other tidbits you threw in there with the change to Repair Tools.
On AV : If a distinction is being made between Light and Heavy AV then I think Swarms have to be made effective against Light/Medium Vehicles as a result. I'm all for the changes to the Swarm lock range as its something that allowed them to cover FAR too much range with very little effort and I do believe the damage nerf puts them in line with the new vehicle health values but I worry that we may find ourselves in a situation where Swarms are effectively useless against the vehicle classes they're meant to respond to.
Whether that worry has credibility we'll see in the next few weeks but it's certain that tactics will have to change in the wake of the significant changes to Swarms. They'll need to effectively lure enemy vehicles deep into their effective range in order to make the best use of their weapon in an AV v. Vehicle scenario. I'm okay with this.
Now they'll have to think, "do I attack now or feed them more rope to hang themselves?"
I'm still worried about Forge Guns being unchanged in the wake of various changes to the base health values of Dropships. At the very least I still argue that the Assault and Normal variations of the gun need to have their damage values switched. Assault should have more damage over time, the Normal variants should have more damage off of a single shot. I disagree that Assaults should both have higher rate of fire AND higher damage off of the very first shot and the 'downside' of not being able to keep your charge doesn't mean much when your targets are vehicles with huge hitboxes.
More than that though I'm worried what the lack of Forge Gun changes means with respect to Dropships. We'll see how effectively the changes to their base speed mean in actual combat.
On Maps :
No Cal. Production Facility? :(
It's unfortunate but I guess we can wait until 1.8
On Faction : Definitely the biggest surprise of 1.7, as a member of a corporation that has a focus on faction warfare these changes are HUGE and the added incentive for EVE support will do a lot in engaging further interaction between the two communities.
I wish we could have seen the stats for the Faction Vehicle hulls, Modules, and Turrets that are apparently in the game but I guess we can wait a few days without too much trouble.
Can't wait!
1.7 LAVs - Thoughts and Discussion
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