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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
272
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Posted - 2013.12.17 02:40:00 -
[1] - Quote
Message from Godin: (note: There will be lots of trolling in the intro. If you want the ideas, skip to the list. Otherwise, enjoy )
So, I've been watching you complaining bitches cry your eyes out about vehicles and AV for the past week. QQ this and QQ that about using old and obsolete tactics and expecting them to work to kill them, it only scares them off, and you all feels the need to ***** about it. And I've been seeing aselect few, including myself still killing with AV a lot.
The tears are great by the way, so keep it up. I bet you're making the hamsters at the Shanghai office very happy.
That being said, I see this going two ways:
1: CCP ignores you, and most of the community leaves, and the game dies
2: CCP nerfing the **** out of vehicles, making them even worse than 1.6
Neither is good. So I've been thinking as usual, and thought up some ideas that will help fix the balance. These are only small, so don't expect a nerf hammer. Nerf hammer are bad and only break things. Also, seriously, start adapting, and do something other ***** about it or make the problem worse for the rest (and sadly better for me). Man/Woman the **** up, and use that damn head whoever you think gave you it!
Now, the list:
1: speed/acceleration nerf- Simple, nerf the speed by 15-25% or acceleration 25-30% across the board for all HAV's (can be different case by case according to how you're feeling and/or popular opinion). nerf the acceleration of DS's across the board by 10%. LAV's get no changes
2: module nerf- From observations, cooldown times are far too short. Make them longer. Some of which eeds to have an even harsher nerf, such as shield hardeners, as they can be perma ran. armor hardeners can too, and probably should get a nerf, but due to not being able to put 2 complex ones on anything without gimping the rest of said fit (yes, Madrugar's can't. Shocking, I know).
3: vehicle fitting abilities adjustments- Well, simplely put, MLT HAV's and Caldari HAV's (so Sica get's a double hate stare -_- -_-). Can fit things way too easy. At worst, a Gunnlogi can fit a PROTO turret, and all complex modules. Yet, try to do that with a Madrugar, even with max skills and a blaster, it's prime weapon tpe, and you can't do jack. module/turret fitting cost needs looking into
4: large missile and rail turrets- Good god these things are monsters. Missiles... they do way too much alpha. It's like rewinding back to 1.6 and getting hit with a full mag of porf. 5 3 complex dam. mods wiki swarm. That thing needs toning down. As for the rails, balance between them and FG's are gone. Fix that.
5: AV buffs- Bet you didn't see this one coming out my mouth. Well, it's not that much. Simple projectile speed increase for swarms, and charge time reduction for Forges.
That's all I wanted to say. You can resume the QQ.
(Note: To all the ******* out there, this is a idea that I wanted to share, not a request. I'm not requesting jack **** until we agree on something.)
Peace, Godin |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
273
|
Posted - 2013.12.17 02:49:00 -
[2] - Quote
Cosgar wrote:6. Everyone just shuts the **** up and let CCP collect their data.
message from Godin: I called the last fixes they would do, and I called some of the future ideas they plan on doing (vehicle damage WP's, how fitting cloaks will work,). I'm a goddamn prophet, and I bet I nailed this one too.
Anyways, I'm fine with it as is, I just wanted to rally the people under something reasonable instead of something idioic of game breaking. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
274
|
Posted - 2013.12.17 03:02:00 -
[3] - Quote
Killar-12 wrote:Cosgar wrote:6. Everyone just shuts the **** up and let CCP collect their data. Better to give the AVers a little most will accept compromise,and the AV radicals will then lose backing
message from Godin: My point. This is forum polotics 101, and all of these ideas are although small, when put together are big really. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
275
|
Posted - 2013.12.17 03:38:00 -
[4] - Quote
gbghg wrote:2 things 1) leave the DS freaking acceleration alone, as helpful as the new modules are a dropships best defense remains its mobility, acceleration is a vital part of that, it effects how quickly we reduce our inertia, how quickly we can take evasive maneuvers, how quickly we can recover from near crippling knockback. you can mess about with our speed, you can mess about with our module slots and CPU/PG, but don't you ever, i repeat ever, try to nerf our acceleration, it is our lifeline, its what gives the ADS the best survivability out of all the dropship, touch it and i guarantee that the pilot community will create the biggest fuss in its history.
2)forges are fine, they are still very dangerous and deserve to be treated with respect, they're really good in regards to dropships right now, don't screw that up trying to compensate for tanks, if tanks are the issue, change something with the tanks. 1 forge gunner remains a potent threat, 2 forge gunners will burst right through a pythons hardener and booster, anymore then that and the sky becomes seriously unhealthy.
message from Godin: You're probably right, as you've gotten more time into it than me. I've only gotten about 3-5 hours into DS's so far for 1.7. as for the Forges, still think they should. I was going off of the DS expirence, as it seemed far easier to fly far enough to where I couldn't really be abused y the FG, and in and out of the area.
It's all debatable, and we're trying to come to an agreement over this, so at least you said something. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
275
|
Posted - 2013.12.17 04:43:00 -
[5] - Quote
gbghg wrote:Roger Cordill wrote:gbghg wrote:2 things 1) leave the DS freaking acceleration alone, as helpful as the new modules are a dropships best defense remains its mobility, acceleration is a vital part of that, it effects how quickly we reduce our inertia, how quickly we can take evasive maneuvers, how quickly we can recover from near crippling knockback. you can mess about with our speed, you can mess about with our module slots and CPU/PG, but don't you ever, i repeat ever, try to nerf our acceleration, it is our lifeline, its what gives the ADS the best survivability out of all the dropship, touch it and i guarantee that the pilot community will create the biggest fuss in its history.
2)forges are fine, they are still very dangerous and deserve to be treated with respect, they're really good in regards to dropships right now, don't screw that up trying to compensate for tanks, if tanks are the issue, change something with the tanks. 1 forge gunner remains a potent threat, 2 forge gunners will burst right through a pythons hardener and booster, anymore then that and the sky becomes seriously unhealthy. message from Godin: You're probably right, as you've gotten more time into it than me. I've only gotten about 3-5 hours into DS's so far for 1.7. as for the Forges, still think they should. I was going off of the DS expirence, as it seemed far easier to fly far enough to where I couldn't really be abused y the FG, and in and out of the area. It's all debatable, and we're trying to come to an agreement over this, so at least you said something. swarms definitely need a buff, as a shield dropship i actually laugh at proto swarms now, the only danger is the knockback, they need a buff. but forge still put me down very fast if im not carfulm hell a couple of times i've had 2 forges alpha me so quickly im dead before i'm registering the first hit.while the standard might need a small very small) buff the assault certainly doesn't, i still maintain that that weapon is a balance abomination and should be removed, its got high damage and the highest RoF among forge guns.
message from Godin: They've always been like that, and they always will be lol. Anyways, Forge buff is removed then
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
276
|
Posted - 2013.12.18 00:02:00 -
[6] - Quote
Cosgar wrote:Roger Cordill wrote:Killar-12 wrote:Cosgar wrote:6. Everyone just shuts the **** up and let CCP collect their data. Better to give the AVers a little most will accept compromise,and the AV radicals will then lose backing message from Godin: My point. This is forum polotics 101, and all of these ideas are although small, when put together are big really. Forum politics is just that, politics. We sit around in our chairs at our computers, pretending that we have some background in game design or even dare to think we have some control on what does or doesn't get done about this game. We have our little debates that go 3, 5, even 15 pages long trying to voice our opinions. At the end of the day, nothing gets done and CCP does what they want while the 1% club that's supposed to represent us picks and chooses what they think should be brought to CCP's attention. We're worse than congress.
message from Godin: Didn't know you had to go to school to think of a good idea |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
276
|
Posted - 2013.12.18 00:03:00 -
[7] - Quote
ALT2 acc wrote:Roger Cordill wrote:Message from Godin: (note: There will be lots of trolling in the intro. If you want the ideas, skip to the list. Otherwise, enjoy ) So, I've been watching you complaining bitches cry your eyes out about vehicles and AV for the past week. QQ this and QQ that about using old and obsolete tactics and expecting them to work to kill them, it only scares them off, and you all feels the need to ***** about it. And I've been seeing aselect few, including myself still killing with AV a lot. The tears are great by the way, so keep it up. I bet you're making the "nerf the acceleration of DS's across the board by 10%" no, just no, shield dropships need MORE acceleration, not less "cooldown times are far too short" even with skills armor hardeners are fine, i think that if anything, shield hardeners CD are too long, not short, i like hit & run(main acc)not hit & hide, if CD's get longer vehicles will be **** again.
message from Godin: Stop using MLT ****. Get out. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
277
|
Posted - 2013.12.18 01:08:00 -
[8] - Quote
message from Godin: This is changes that needs to be made anyways. EWAR obviously needs to come. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
277
|
Posted - 2013.12.18 01:11:00 -
[9] - Quote
ratamaq doc wrote:Here's how you fix modules, either create a massive stacking penalty to cool down, or pause the module cool down if another of the same type (not class/level) is active. That way vehicles can still extend their active time but can never perma run, or leave only 12 second attack windows.
They could also play sneaky and bait themselves after the first hardener where's off, but I think that would take more intelligence than the typical tanker can muster.
message from Godin: Neither of these ideas makes sense to me. Can you explain your reasoning? |
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