Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
490
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Posted - 2013.12.11 20:41:00 -
[1] - Quote
With the multiple avenues of delivering very high levels of DPS the defensive tools available to players haven't caught up. Essentially it's making proto fittings significantly less relevant and to some degree proto weapons. This is particularly acute now that hit detection is sharp and pretty much where it needs to be.
Consider this... - 10% across the board damage to compensate for poor hit detection from several months ago is still in effect. - Proficiency level V pull you another 15% ...ps I've never seen how my rounds hit harder the more proficient I am with a weapon except in this game. - complex damage mods - between 10% to 24% on top of the other damage buffs. ...this is why a BPO Toxin AR can cut through a proto suit in about a second and a half. That and the AR has little to no recoil for a significant burst of 20-30 rounds.
I hope the new rifles will adjust this a bit as different play styles become more viable. That said, offense outperforms defense at the moment.
So the question I ask is what advantage should the SP and ISK for your proto suit, complex mods, and proto weapon get you when they can be countered so easily? What is the subjective "feel" we are looking for with Proto gear vs like gear of proto vs lower tier gear?
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
492
|
Posted - 2013.12.11 21:33:00 -
[2] - Quote
Fizzer94 wrote:A few reasons...
1) The only viable tanking methods have become, armor, brick, or damage. Shield, speed, scanner, and stealth tanking are not nearly as good because they die when somebody looks at them funny. Those tanking methods should typically lose in a 1v1, but they should have enough time to attempt an escape at least, right now they don't. Speed tanking especially is suffering it seems.
2) Alpha Damage weapons like Shotguns, Plasma Cannons, and Nova Knives are also far less viable in a low TTK environment because their main advantage (a low TTK) is nullified.
3) In a game where every death costs you in-game money, a low TTK becomes frustrating for many. Imagine if COD or Battlefield charged the player in-game currency every time they died. It would become tedious very fast...
I think you are on to it. The relatively low TTK puts serious crimps on other playstyles that depend on having the capability to evade damage or regenerate Hp. As I've said in other threads, the coolest shield regulator, energizer, and rechargers are only useful if you survive the initial contact. |