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Killar-12
The Corporate Raiders Top Men.
1862
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Posted - 2013.12.12 05:19:00 -
[1] - Quote
Role AV, Slayer, Tanker, Pilot, LAV Driver Select all that apply Feel free to suggest additional options and questions
1 Which Statement Summarizes your general opinion on the current balance of Vehicles and AV (choose one) A Perfectly Balanced B There are some minor issues with Balance but mainly due to bugs C There are some minor issues with Balance D Vehicles are Blatantly OP E AV is Blatantly OP
2 HAV's (Tanks) main balance issues are (select all that apply) A Too High/low of a top speed (Not including complaints due to nitrous bug) B Too much/little Base HP C Fitting Related (please elaborate) D Weapons Related (please elaborate) E Spammability/Cost (Too Cheap/Expensive) F SP Costs (Too High/Low) G None
3 DS's (Dropships) main balance issues are (select all that apply) A Too much/little Base HP B Fitting Related (please elaborate) C Weapons Related (please elaborate) D Spammability/Cost (Too Cheap/Expensive) E SP Costs (Too High/Low) F None
4 LAV's (Cars,Jeeps,Light Attack Vehicles) main balance issues are (select all that apply) A Too much/little Base HP B Fitting Related (please elaborate) C Weapons Related (please elaborate) D Spammability/Cost (Too Cheap/Expensive) E SP Costs (Too High/Low) F None
5 SLs (Swarm Launchers) main balance issues are (select all that apply) A Too little/much Damage B Too short/long of lock on range C Fitting Related (please elaborate) D SP Related (please elaborate) E None
6 FGs (Forge Guns) main balance issues are (select all that apply) A Too little/much Damage B Too short/long of charge time C Fitting Related (please elaborate) D SP Related (please elaborate) E None
7 AV Grenades main balance issues are (select all that apply) A Too little/much Damage B Fitting Related (please elaborate) C SP Related (please elaborate) D None
8 PM/REs (Proximity Mines/Remote Explosives) main balance issues are (select all that apply) A Too little/much Damage B Fitting Related (please elaborate) C SP Related (please elaborate) D None
9 In a few sentences could you sum up how you would fix the current issues with out making one side completely OP?
10 Please state any questions or options that you believe should be added to the questions.
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1862
|
Posted - 2013.12.12 05:19:00 -
[2] - Quote
Reserved for data collection & analysis
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1862
|
Posted - 2013.12.12 05:36:00 -
[3] - Quote
Killar-12 wrote:Role AV, Slayer, Tanker, Pilot, LAV Driver Select all that apply Feel free to suggest additional options and questions
1 Which Statement Summarizes your general opinion on the current balance of Vehicles and AV (choose one) A Perfectly Balanced B There are some minor issues with Balance but mainly due to bugs C There are some minor issues with Balance D Vehicles are Blatantly OP E AV is Blatantly OP
2 HAV's (Tanks) main balance issues are (select all that apply) A Too High/low of a top speed (Not including complaints due to nitrous bug) B Too much/little Base HP C Fitting Related (please elaborate) D Weapons Related (please elaborate) E Spammability/Cost (Too Cheap/Expensive) F SP Costs (Too High/Low) G None
3 DS's (Dropships) main balance issues are (select all that apply) A Too much/little Base HP B Fitting Related (please elaborate) C Weapons Related (please elaborate) D Spammability/Cost (Too Cheap/Expensive) E SP Costs (Too High/Low) F None
4 LAV's (Cars,Jeeps,Light Attack Vehicles) main balance issues are (select all that apply) A Too much/little Base HP B Fitting Related (please elaborate) C Weapons Related (please elaborate) D Spammability/Cost (Too Cheap/Expensive) E SP Costs (Too High/Low) F None
5 SLs (Swarm Launchers) main balance issues are (select all that apply) A Too little/much Damage B Too short/long of lock on range C Fitting Related (please elaborate) D SP Related (please elaborate) E None
6 FGs (Forge Guns) main balance issues are (select all that apply) A Too little/much Damage B Too short/long of charge time C Fitting Related (please elaborate) D SP Related (please elaborate) E None
7 AV Grenades main balance issues are (select all that apply) A Too little/much Damage B Fitting Related (please elaborate) C SP Related (please elaborate) D None
8 PM/REs (Proximity Mines/Remote Explosives) main balance issues are (select all that apply) A Too little/much Damage B Fitting Related (please elaborate) C SP Related (please elaborate) D None
9 In a few sentences could you sum up how you would fix the current issues with out making one side completely OP?
10 Please state any questions or options that you believe should be added to the questions.
I'll go first 1 C 2 F too cheap 3 F 4 A too much 5 B too short 6 mix of A(too little)+B(too long) 7 A (too little) B (a little too high at the current damage) and C (separate types of grenade skills) 8 A (too little)
9 Tanks them selves are fine they're a bit too cheap and the FW tanks make skilling into tanks unnecessary (raise LP and/or ISK cost). DSes seem pretty fine at the moment. MLT LAVs have the ability to easily out tank 3 STD Packed AV nades or 2 STD FG shots (reduce Base HP to). Swarms need a little longer lock on range, they're Caldari weapons (buff the range to 250m). FGs need some more oomph (increase FG damage to their original values, reduce Assault FG charge time to the original 2.5 s, and return Breach FG damages to their original values). AV nades reduce Fitting or increase damage and seperate them from Fluxes and Locus grenades.(I don't have numbers I can think of right now). PMs and RE's wouldn't hurt to get a 33% buff to their damages.
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1862
|
Posted - 2013.12.12 05:47:00 -
[4] - Quote
Seeth Mensch wrote:Killar-12 wrote:Role AV, Pilot, Select all that apply Feel free to suggest additional options and questions
1 Which Statement Summarizes your general opinion on the current balance of Vehicles and AV (choose one) C There are some MAJOR issues with Balance
2 HAV's (Tanks) main balance issues are (select all that apply) D Weapons Related (please elaborate): My experience was every tank had a blaster, and every blaster could hit what it could see. I have not had a chance to pilot my tank yet.
3 DS's (Dropships) main balance issues are (select all that apply) B Fitting Related (please elaborate): Why do the best ADS's only have FOUR module slots?!
4 LAV's (Cars,Jeeps,Light Attack Vehicles) main balance issues are (select all that apply) F None
5 SLs (Swarm Launchers) main balance issues are (select all that apply) A Too little/much Damage B Too short/long of lock on range A combination of the two. The nerf bat hit both damage and range very, very hard.
7 AV Grenades main balance issues are (select all that apply) Never had a chance to use one, as I was getting gunned down by the tanks as soon as they saw me.
8 PM/REs (Proximity Mines/Remote Explosives) main balance issues are (select all that apply) Don't know yet, but am going to find out
9 In a few sentences could you sum up how you would fix the current issues with out making one side completely OP? They hit so many things so hard that I find it tricky to answer in a reasonable manner. I was excited about the patch originally, now I contemplate not playing until the next one. It may be a reaction to a very bad series of games, but will it continue this way?
10 Please state any questions or options that you believe should be added to the questions. Only idea I have is for dropships to have more module slots again. the lack of options makes them very expensive flying coffins. Thank you for your response
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1864
|
Posted - 2013.12.12 05:48:00 -
[5] - Quote
Flix Keptick wrote:1:B
That's mostly it at least tell your role, I'm going to need a little more to go on...
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1864
|
Posted - 2013.12.12 05:55:00 -
[6] - Quote
Flix Keptick wrote:Killar-12 wrote:Flix Keptick wrote:1:B
That's mostly it at least tell your role, I'm going to need a little more to go on... Sorry, tanker shield I must admit that av is slightly underwhelmimg atm. I think somewhere between current damage and 1.6 damage would be appropriate Thank you
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1864
|
Posted - 2013.12.12 05:58:00 -
[7] - Quote
Garrett Blacknova wrote:Role AV, Slayer, Tanker, Logistics NOTE: Logistics as in actually repairing and resupplying friendlies, not "Logistics" as in using a Logi suit as a Slayer.
1 Which Statement Summarizes your general opinion on the current balance of Vehicles and AV (choose one) B There are some minor issues with Balance but mainly due to bugs NOTE: Emphasis on "mainly" - there is still some balance work needed, imo. Bugs are the main problem, but probably not the only one.
2 HAV's (Tanks) main balance issues are (select all that apply) A Too High of a top speed (Not including complaints due to nitrous bug) H Too high resistance for the damage threshold on shield regen NOTE: Added an answer not provided in the poll.
3 DS's (Dropships) main balance issues are (select all that apply) B Fitting Related (please elaborate) - Too easy to fit powerful modules. We need a larger range of Dropships, with the current Militia/Standard models being less easily able to fit high-tier equipment. Tanks can still struggle to load a full proto fit, but it seems easier to achieve on a Dropship. G Same again on shield hardeners.
4 LAV's (Cars,Jeeps,Light Attack Vehicles) main balance issues are (select all that apply) N/A - I haven't had enough contact to make a judgement on LAVs yet. Which is kind of weird, considering how many other vehicles I've been seeing around... I know they've been around, I've seen them show up on the map almost every battle, I just haven't had enough personal contact to know what they're like yet.
5 SLs (Swarm Launchers) main balance issues are (select all that apply) A Too little Damage F Still with the shield hardener issue - it's partly a problem with the vehicles, and partly with the Swarm Launcher. Not sure if it would be better to get a slight buff here OR a change to how the threshold is calculated. NOTE: In addition to the added comment, I'd like to emphasise that I don't want a huge buff to Swarm Launchers
6 FGs (Forge Guns) main balance issues are (select all that apply) E None NOTE: I'm borderline on this one. I'm leaning towards thinking they're fine as-is, but I have managed to avoid significant exposure to them so far, so I may need to revise this opinion soon.
7 AV Grenades main balance issues are (select all that apply) N/A - once again, no practical experience so far in 1.7 so I won't judge yet.
8 PM/REs (Proximity Mines/Remote Explosives) main balance issues are (select all that apply) E Damage stacking issue when using suicide taxis/tanks covered with them. Not sure how to solve this, but I'd love to
9 In a few sentences could you sum up how you would fix the current issues with out making one side completely OP? First step needs to be fixing the obvious problems. The nitro bug, and the issue with Swarms not hitting hard enough to hold back shield regen. Once those two things have been addressed, I think we need at least a few days to see how the balance of power shifts before proper balance can be looked at.
10 Please state any questions or options that you believe should be added to the questions. Several of the questions are lacking an "Other (please specify)" option which they quite strongly need. Also, you're apparently ignoring the fact that, while it's acknowledged as a bug, the nitro problem IS still a part of the current balance issues. Thank you for your detailed responses, I'll Ctrl+C that Other (please specify) in, I refrained from including the Nitro bug due to if it is addressed via hotfix during downtime that it wouldn't be included.
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1865
|
Posted - 2013.12.12 06:01:00 -
[8] - Quote
Flix Keptick wrote:Just like garret said, I think a fair judgement will only be good after the nitrous glitch and shields still regening while getting hit by swarms get fixed. This is mostly to see where the community lies but also to see any particularly good solutions to issues and to highlight them.
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1865
|
Posted - 2013.12.12 06:06:00 -
[9] - Quote
THUNDERGROOVE wrote:I am both a tanker and AV. I also have been known to "Go hard" and whip out a 30/4 game if I'm doing well.
B C: Maddy needs more CPU / Gunlogi needs less PG D: Assault dropships are too expensive F F A: Either too much damage or too much range D A: REs do too much damage and proxies kill out of LAVs
Honestly 1.7 is the most balanced tanks and AV has ever been and has made every aspect of the game more fun with me. F for 5 is other please specify Otherwise thank you for your response
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1865
|
Posted - 2013.12.12 06:16:00 -
[10] - Quote
THUNDERGROOVE wrote:Killar-12 wrote: F for 5 is other please specify Otherwise thank you for your response
Currently, the people who have anything into swarms (At least advanced and have damage mods/prof) do plenty of damage. If they get three good volleys I'm either on fire or dead. People who come out with anti-armor are really a non-thread as long as I either kill him or don't stick around very long. Now lets take this into how vehicles + AV interact with other tanks. When two tanks have a fight AV can seriously sway who wins so a decent swarmer can be invaluable to a tanker. Along with that, on their own, swarms do an excellent job at denying an area to vehicles. If people setup uplinks and hives on a roof of a nearby objective I can easily clear it out with my Incubus [i][unless they have swarms/i]. I may be lucky and be able to fire a shot or two while he reloads but while he keeps firing I can't even keep my aim steady as I'm constantly knocked around. Hmm, Interesting, Thank you for your response.
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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Killar-12
The Corporate Raiders Top Men.
1866
|
Posted - 2013.12.12 06:52:00 -
[11] - Quote
ADAM-OF-EVE wrote:1- d, f (av is blatantly up on the basis of range especially)
2 -a (high), c (nitrous making them too fast,resistance modules making all damage sustained almost pointless), e (there is more tank spam now than there was lav spam back when they were free), f (no sp cost to roll mlt tanks and with all the above makes them op for anyone in them)
3- a (with stacked hardeners there ehp is insane and makes them indestructible),b(same as a), c (because they can now sit still out of range of most av they can now nuke even the hardest suit with just 2 shots. with splash they barely miss), g (can work out of range of most if not all av)
4-pretty much no change there
5- a/b (damage at old range would have been deemed ok. at new range damage is too low. you get 1 volley and in that second everyone with a rifle is shooting at you and you cant do nothing about it but run for your life with your 50k swarm launcher on your back. even if you do get off your full clip you stand zero chance of killing anything but lav's. ccp should have taken it 2 ways - half dps but increase range or half range but increase damage. instead they more than halfed the range and decreased damage by a 3rd rendering them almost useless)
6- a/b ( you get 1 shot off and the vehicle just moves breaking you aim and by the time your recharged for the next shot and back on target they are already healing shield. you will be lucky to get to arm)
7-don't use so cant comment
8-don't use so cant comment
9 - 2 changes
modules - fix that damn speed mod, lower the amount of damage reduction of hardeners or limit them to 1.
av weapons - swarms - return the range to previous if not increase it but give them half of the original damage. this would allow for a group of mercs to effectively lock down the skies. at the same time the reduced damage along with the damage mitigation of the active modules would allow dropships and tanks to pierce through occasionally without risk but be forced back once on cooldown. as it stands they just sit there with hordes of av raining down on them and they dont even flinch.
forge - lower damage but increase refire rate. this or lower their range to medium range and increase splash radius. this would allow them to work in the front line where tanks currently are. lock on range has no place in close quaters where as direct line of fire does.
10 its my opinion ccp did the tweaks to swarms and forge the wrong way round rendering both prety much useless where as the opposite would have been more balanced for everyone Thank you for your response
Level 1 Forum Warrior
I'm a normal person, if I seem like a douche it's because I hate 90% of people on these forums
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