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Alldin Kan
Imperfects Negative-Feedback
818
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Posted - 2013.12.07 01:12:00 -
[1] - Quote
A "support" suit that's able to have more firepower and health than Assault doesn't belong in this game.
Here are examples for the impaired:
Logistics MK.0 or CK.0 with 4-5 damage mods on AV or sniper and 450+ armor. Logistics GK.0 with 3 damage mods, 700+ Armor, and multiple Triage nanohives.
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Alldin Kan
Imperfects Negative-Feedback
821
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Posted - 2013.12.07 01:52:00 -
[2] - Quote
Cosgar wrote:Or they could simply fix TTK on light weapons so that sidearms and speed differences are more relevant than they aren't right now. Nerfing the current OP thing while core mechanics are still broken will just make all the tryhards flock to the next FOTM, they'll have to nerf that and the cycle will continue. It's time you stop posting...
TheAmazing FlyingPig wrote:Slot counts are not the problem. Yes it is, that's where all the excessive HP/Damage comes from.
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Alldin Kan
Imperfects Negative-Feedback
822
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Posted - 2013.12.07 02:17:00 -
[3] - Quote
Cosgar wrote:Alldin Kan wrote:It's time you stop posting... It's time you look at the bigger picture instead of just one suit. You don't fix what exploits broken core mechanics without fixing the broken core mechanics. Nobody complains about logis with sidearms, shotguns, plasma cannons, or any other niche weapons, they complain about logis with ARs and ScRs. Other people just complain about ARs and ScRs. See a pattern? The problem with AR is high accuracy and low kick, Scrambler rifle simply has excessive dps on Ammar suit. Core mechanics aren't the problem.
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Alldin Kan
Imperfects Negative-Feedback
823
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Posted - 2013.12.07 02:40:00 -
[4] - Quote
Cosgar wrote: Core mechanics aren't the problem? They had to nerf scout speed and strafing because of inconsistent framerate, they nerfed swarm launcher range because of draw distance, and TTK took a huge nosedive once they finally fixed hit detection. There's a plethora of examples on how issues with broken core mechanics have affected game balancing to cite, but I'd probably go past the character limit doing so.
Scout "nerf" wasn't a nerf, stats were there until Min Scout came in with extra speed (6+ MS would've been crazy). Swarms deserved the nerf but as for TTK the survivalbility issue mainly lies on Dropsuit Speed (Heavy) and poorly balanced weapons.
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Alldin Kan
Imperfects Negative-Feedback
828
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Posted - 2013.12.07 02:56:00 -
[5] - Quote
Cosgar wrote:Scouts out outran framerate, making them teleport across the field. All pilots complained about invisible swarms. Broken game is broken. That's why the flaylock and grenades became stupid OP after the explosion fix in 1.2. MD was deemed as OP back then but instead of putting on a nerf bandaid, they actually let the problem sort itself out after they fixed hit detection. That's what happens when you fix a core problem to something that's being exploited. As long as hit detection was fine, I NEVER had issues hitting a scout. Some things can be fixed together core mechanics but other stuff like Logi suits will remain the same regardless of how you tweak Core Mechanics.
Before giving Assaults offensive bonuses, Heavies need a buff for HMG range/accuracy over distance and scouts need to get cloaking (too bad the poor framerate+lighting will actually make this OP).
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Alldin Kan
Imperfects Negative-Feedback
828
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Posted - 2013.12.07 02:58:00 -
[6] - Quote
GET ATMESON wrote:Mortedeamor wrote:why not buff the assault suits high low slow count to equal the logi's and buff the pg and cpu to fit modules to them Buffing the assault suit will end up making heavys life harder. Not that CCP cares or anything. It will also make scouts life way harder. They will be one hit K.O. Thats if scouts are still around. Then CCP will have to find out how to buff heavys and the hardest thing buffing scouts. Yes i do agree buffing the assault would fix the logy problem but then that would create 2 more bigger problems after that. I personally say make it so logy suits cant use damage mods. Removing the Light weapon slot isnt an option either. Thats to strong of a nerf. That would require a respec for logys. There shouldn't be to many respecs until everything is out and the core of the game is "fixed" I dont mean any of this in a smart*** comment to you Mortedeamor. I give you respect for your idea Im just explaining why it would and wouldnt be a good idea that I think. I made previous post without looking at yours, we think alike...
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Alldin Kan
Imperfects Negative-Feedback
828
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Posted - 2013.12.07 03:24:00 -
[7] - Quote
Cosgar wrote:Now I'm not saying they didn't need to work on the Flaylock, but do you think they would have brought down the nerf hammer so hard had they managed to fix hit detection in 1.3? The RoF together with high damage was easily able to rip apart my best fit in a short time so the nerf was just right with the exception on tighter blast radius (2m is fine without bonus to radius). Rest of post seemed ok, am now looking at the nightmare in Uprising 1.7 PN thread.
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