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DeadlyAztec11
2749
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Posted - 2013.12.13 03:02:00 -
[1] - Quote
Vehicles outside of the speed module glitch are perfectly fine. Prices are finally lower, THANK GOD! Health is good and the turrets are great.
AV needs tweaking. Breach forge gun needs a quarter of the damage they lost back. Swarms need half the range they lost back. Plasma Cannons are fine now that HAV's have lower health, so no need to change them. AV grenades need a fourth of the damage they lost back.
AV and vehicles are closer than they have ever been to being balanced. Slight pushes on the AV side would leave the balance near perfect.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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DeadlyAztec11
2752
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Posted - 2013.12.13 03:18:00 -
[2] - Quote
hackerzilla wrote:+1 I agree completely, but AV shouldn't return all the way to it's former glory... Deal is that because vehicles have lower health numbers AV weapons don't need a ton more damage. HAV's were re worked to have almost a third less damage, they also git lower prices and turret buffs.
This is all understandable and so AV needed to do less damage, some weapons like the Breach Forge were over nerfed, but only barely. AV grenades were slightly over nerfed and Swarms need some range back but not all.
The Plasma Cannon is actually balanced since its damage was left intact from 1.6. This means that a standard Plasma Cannon does almost as much damage as a proto Swarm Launcher.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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DeadlyAztec11
2752
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Posted - 2013.12.13 03:27:00 -
[3] - Quote
Vicious Minotaur wrote:With things as they are, the power to cost ratio of tanks is completely out of balance due to AV being forcibly penetrated (metaphorically speaking) by the nerf hammer.
My proficiency three Ishukone FG feels impotent. AV grenades feel impotent. Swarm launcers feel impotent. Millions of my hard earned SP is now impotent, thanks to overzealous nerfing.
Rollback the charge nerf on FGs, damage nerf is fine. AV grenades may need a *slight* boost to damage Swarm... well, I don't know what they need. Fix the stupidly absurd speeds that HAVs are capable of with that glitched module that is being exploited.
Again, the speed is a glitch. I can almost guarantee that when the speed is nerfed you will not need a faster ROF.
AV should be mostly to deter vehicles. Make them retreat and if they are either weak or you have very well tiered gear you should not be able to destroy them extremely fast. That said vehicles should have the chance to retreat, which now they do.
Vehicles should not be able to continue onwards into AV fire unless the fire they are facing is from low tier gear and they are in a high tier vehicle. With the changes I have listed vehicles would have a harder time doing this without having to flank.
So to recap AV should be able to keep HAV's from trying to fight them directly, while AV should be more of a deterrent than an insta kill class.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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DeadlyAztec11
2755
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Posted - 2013.12.13 03:46:00 -
[4] - Quote
Vicious Minotaur wrote:DeadlyAztec11 wrote:Vicious Minotaur wrote:With things as they are, the power to cost ratio of tanks is completely out of balance due to AV being forcibly penetrated (metaphorically speaking) by the nerf hammer.
My proficiency three Ishukone FG feels impotent. AV grenades feel impotent. Swarm launcers feel impotent. Millions of my hard earned SP is now impotent, thanks to overzealous nerfing.
Rollback the charge nerf on FGs, damage nerf is fine. AV grenades may need a *slight* boost to damage Swarm... well, I don't know what they need. Fix the stupidly absurd speeds that HAVs are capable of with that glitched module that is being exploited.
Again, the speed is a glitch. I can almost guarantee that when the speed is nerfed you will not need a faster ROF. AV should be mostly to deter vehicles. Make them retreat and if they are either weak or you have very well tiered gear you should not be able to destroy them extremely fast. That said vehicles should have the chance to retreat, which now they do. Vehicles should not be able to continue onwards into AV fire unless the fire they are facing is from low tier gear and they are in a high tier vehicle. With the changes I have listed vehicles would have a harder time doing this without having to flank. So to recap AV should be able to keep HAV's from trying to fight them directly, while AV should be more of a deterrent than an insta kill class. I want the slightly faster rate of fire on my FG so I can better kill infantry, because it *was* the only worthwhile heavy weapon. (And no, I don't tower snipe. I am always within spitting distance of infantry weapons.) And for AV being a deterrent... well, too bad the only way to get ANY reward is from killing. So yeah. I am able to do some deterring. And I get squat for doing my job. I guess I'll just have to switch to REs and my free LAV BPO until things stop being unbalanced. I hear a lot of people are experiencing friendly fire issues with the RE's in FW so be careful.
On the forge gun, it was never really meant to be an anti infantry based weapon. It was more suppose to be a high skill high reward deal, that would be hard to abuse because of low ROF, the assault Forge gun was becoming a bit to easy compared to what it was suppose to be.
I know the HMG needs to be reworked. Though that is an issue for another thread.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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DeadlyAztec11
2757
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Posted - 2013.12.13 04:13:00 -
[5] - Quote
AetherFall wrote:DeadlyAztec11 wrote: AV and vehicles are closer than they have ever been to being balanced. Slight pushes on the AV side would leave the balance near perfect.
Closer to balanced...??? You are on the crack. Balance will be 10x ISK cost for tanks. They should never make up a fourth of one side of the board (meaning four tanks on one side). I don't have an issue with the power, but they are way too common. This means the tanks are overpowered due to cheap cost VS power. No. Also my narcotic history is none of your concern.
Things should not be balanced solely on cost. And you never tanked seriously if you believe that they should be extremely expensive.
The reason they are common right now is because everybody wants to try out the changes as well as abuse the speed module glitch.
Tank spam will not last. Especially after the glitch is fixed.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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