Gabriella Grey
The Neutral Zone
105
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Posted - 2013.12.12 17:29:00 -
[1] - Quote
Uprising 1.7 I think honestly is a solid update, but the main problem with it is, that the things that are not balanced are now sticking out much more easily because of it. Some of it the community has already expressed to CCP and some of it brought more into the light of the games re-work. This feedback thread I hope to gear the community to give feedback on relation to helping to balance. If there is anything I have left out please feel free to post and add it.
The Good:
Since 1.7 the game really feels a direction of balance and purpose to play. CCP's work on Factional Warfare has really been a great move into the right direction. I have notice that many are now playing on certain characters even after hitting the level cap for the week, just to increase their standings with their desired faction(s). The new weapons finally brings the game to a well diverse range with now assault rifles for all of the Eve Universe races, really giving players a taste of the diversity to come. Last their is now a base standard balance with vehicles -vs- infantry.
The Bad:
With new ranges and percentages to shields/armor, some weapons are now lost within the mix, having no niche to call their own. The ranges and percentage bonuses need serious looking into. Weapons like the rail rifle, intended to be a long range weapon, is more so often seen killing at a closer range than intended and weapons like the assault rifle, still seems to operate outside of its short range. This also seems to be true for the Minmitar Combat rifle. Out of all of this, the Scrambler rifle and scrambler pistol seem to be lost in translation, while the laser rifle staying within its same parameters, seems to be doing better than the other laser variants. The percentages of each weapon bonuses seem not to matter with most weapons and damage mods stacked are the only way to do successful damage. The problem with this is not allowing much diversity to suites that require high slots as their focus, such as Caldari. Using the opposite type racial variant of your intended current fitted suit needs to give penalties or players will exploit this broken mechanic. Amarr weapons seem to have a good balance with this for starters, but they do not have a serious enough penalty for non Amarr suit users, with heat build up etc. The Forge guns need more attention, especially in their range. The assault forge gun variants need something to balance them out. Their fast rate of fire with still rather hefty damage output, still places them at an much bigger advantage to dropships and LAV's. Installation turrets range currently can hit arial vehicles from redline to redline. Before 1.6 these turrets could not shoot in each others direction, but I don't think this was something intended. The problem with them is their range, position on maps, and unlimited amount of ammo need looking into.
The Ugly:
HAV's! They move far too fast for something designed to give heavy ground support. They are impervious to small turret fire, from Dropships, LAV's, or installations, and AV. They are making too big of an imprint on the tide of the battle. Currently the side with more HAV's has the better odds of winning the match.
Hope my information as a player and the community helps.
Always Grey Skies
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