|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
wripple
warravens League of Infamy
106
|
Posted - 2013.12.13 08:08:00 -
[1] - Quote
-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. |
wripple
warravens League of Infamy
108
|
Posted - 2013.12.13 08:20:00 -
[2] - Quote
Destructo Tots wrote:Watched a Sica 4 shot my buddy with a militia rail in CQC. Buddy has 20 million SP in tanks, red dot went to the militia store... balance, I think not Sad to say it but militia tanks have become FoTM right now because of how easy they have become to operate. I at least want a bit of diversity between serious tankers and noobs. |
wripple
warravens League of Infamy
110
|
Posted - 2013.12.13 11:17:00 -
[3] - Quote
Agent Monroe wrote:If your dying to a single Militia HAV your doing it wrong. Don't simply beat around the bush and try to counter a single example. Flying tanks and teams of HAV spammers that make Flight of the Valkeries play in my head every time I look at it is comical and a joke. Look at it this way, I'm capable of doing significantly more damage to vehicles with a pre-fitted Sica than my proto AV suit, and for 50,000 less ISK at that. |
wripple
warravens League of Infamy
110
|
Posted - 2013.12.13 11:35:00 -
[4] - Quote
The Attorney General wrote:wripple wrote:-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. I'd like to at least get a Dev's opinion on this, as it's only reasonable to put my two cents in on how these beasts should be balanced. Why would you do that? All that does is handicap newer players and make them fodder for higher SP tankers. People stopped speccing tanks in Uprising because it was an 8 mill minimum to stay alive. Also, putting the HAV speed behind a 12x skill won't slow people down. I already have all my core skills maxed, and most of my turrets done as well. I would be able to drop two more levels in right now, but by 1.8 I would have enough SP to get to at least level 4. Doing as you suggest would make starting a tanker toon extremely difficult, especially given the current costs of hulls, where you can bet on their being a tank in every match. Most of them are probably scrubs, but if any ofthem out SP in the critical skills, you are toast. However there needs to be some sort of factor that puts space between a real tanker and a FoTM vet. It doesn't have to be over the top, but right now militia HAVs are dirt cheap to spec into in order to do substantial damage with. Currently HAVs are like the old Flaylock. You could have gone all the way and dropped 3 mill into all your gun skills, but 600,000 to get the core was all that was needed to completely annihilate everyone around you. |
wripple
warravens League of Infamy
111
|
Posted - 2013.12.13 11:43:00 -
[5] - Quote
Skihids wrote:CCP seems to want new pilots to be as defensively strong as experienced pilots, just for shorter periods of time.
What you get for your investment is more playtime per match and higher DPS with better turrets. While it may give new pilots time to bloom, there is still the pressing matter that the shear amount of HAV spam that occurs is absurd and almost comical to a degree. If there was decent matchmaking then my suggestion may be able to take full effect, however, unfortunately, noobs will always have the discomfort of playing against of 20+'ers |
wripple
warravens League of Infamy
111
|
Posted - 2013.12.13 11:51:00 -
[6] - Quote
Spkr4theDead wrote:wripple wrote:-Reduce all turret damage, rotation speed and RoF by 25% and make the turret operation skill bonus +5% per level -Reduce all HAV speed and torque by 50% and make the HAV operation skill bonus +10% per level
We can still keep our damage and maneuverability, we've just got to put down the SP first. This would balance out the gap between noob and proto tankers.
Also, may we get a 2 standard + 2 militia HAV per team limit? It's sad to say but I'm seeing a shocking amount of people spam the heck out of tanks right now. I'd like to at least get a Dev's opinion on this, as it's only reasonable to put my two cents in on how these beasts should be balanced. They've already given us a massive amount of SP sinks, and you want to add more? Go away Dropped 5 million SP into the Python myself after 1.7, I know exactly how expensive the new skill tree is. Tugs at the heartstrings a little though when I'm now an easy kill for redline noobs. I see this as a future result of the way tanks are balanced; A new player is going to go into the academy and see their first tank. AVs have been so heavily hammered that they stand almost no chance to kill the driver, as they only have access to their starter fits. Tanks are going to look like the godmode of the game and almost every new player is going to flock towards it as their go-to fit. |
|
|
|