Charlotte O'Dell
Fatal Absolution
1390
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Posted - 2014.01.03 05:34:00 -
[1] - Quote
Hey, everyone. I love this game. I would go as far to say that I'm part of the core group of players. Really, this game is amazing.
Here is my current list of beefs:
1.Scouts are not fast nor sneaky enough 2.HMG is limited by Amaar Heavy Suit and vice-versa 3. Assault suits have no purpose because logo suits do it better 4. somas/sica give more bang for the buck than anything 5. AV is useless 6. Lag 7. Meta game making certain factions like Caldari and Amarr FW hard mode 8. PC is too exclusive 10. Proto-Stomping in pubs 11. Several weapons competing
And here are my ideas on causes and solution.
1. Scouts have the least fitting capacity of all suits, but do not get anything in return. My solution would be to increase scout sprint/movement speed by 25%, add 1 more low slot to all scout suits, and increase PG/CPU by 40%, so they can fit practically any set of modules they want on it.
2. MN are fast moving, high DPS archetypes. The Amarr are High HP, relatively low DPS. Combining these 2 makes for a weapon system that CAN hit veery hard, but lacks the speed to close the distance. If we had a longer range heavy laser, the amarr suit could make use of its high HP, and if we have a MN heavy suit, it could close the distance fast enough to hit with its HMG more effectively. We need to complete the heavy tree for them to reach their full potential.
3. Assault suits cannot compete with logistics suits. Plain and simple- we all know why. To fix this, we give assaults the same slot number and PG/CPU of logistics suits. It remains balanced because assaults will have more HP and (usually) more dog mods than logistics, but will rely on logistics to keep them supplied with ammo and alive during combat, as is intended. A logistics suit COULD potentially be as powerful as an assault suit and have the same fitting, should the assault forgo its sidearm, and the logo drop any equipment, but then the logistics suit is just a slower version of the assault suit. Logistics will most likely stack movement and HP modules to stay alive, while aiding their allies, while assaults will do their killing job. Instant balanceGǪwell, closer, anyway.
4. Soma/Sicas are a huge problem. They are, for all intensive purposes, almost as effective as a 400k gunlogi or madrugar, but for 80k. The only difference worth considering, being that a complex modded tank can engage more OFTEN than their militia modded counterpart, but are not much more powerful. On one hand, it makes powerful tanks available to everyone, on the other it makes pub matches dependent on bring a lot of tanks and skewed the 3-D battle (boots, treads, thrusters) we all want to see. This is a complex issue, and will require multiple balancing efforts because any changes to AV affect dropships and LAVs, too. Changing ISK costs makes tanks something only the super wealthy can afford and falls into the pub-stomping category. a) increase cost of running MLT tanks- increase MLT tanks hulls costs to 150k, and STD hulls to 200K. b) Change how different meta levels of vehicle modules are scaled so that a complex module will not only have a longer duration and shorter cool down than a MLT module, but will also be far more effective. For a shield hardener (perhaps the most broken module in the game), the scaling could be as such: (Multiplier,Duration,Cooldown) MLT-(30%,15s,60s) STD-(40%,20s,50s) ENH-(50%,25s,40s) COM-(60%,30s,30s) By modeling all vehicle modules like that, we create a need for investing a lot of SP into vehicles to make them as effective as they are. I assure all who read this that the number of tankers who invest 10+ mil SP into vehicles is less than 50, and the number of truly "OP" tankers is closer to 25. This change would make lower level tanks EASIER to kill than higher level tanks, so if a person wants to risk a powerful tank, losing it would put him in debt for multiple matches- as it should be. c) Increase swarm launcher damage by 15% so that a group of 6 pro to swarms will do more than tickle a gunlogi with 2 hardeners running- nothing should survive that d) Reduce large blaster ROF by 15%, while increasing DMG by 15% so that infantry stand a better chance of dodging blaster fire. Large turrets should be more of an AV weapon while small turrets should be an AI weapon.
5. One thing that frustrates me about playing AV is that it is only rewarding if you kill the vehicle. I'd rather see AV weapons get WP rewards per damage inflicted on a vehicle. This way, AV players are rewarded for keeping a vehicle at bay, instead of only for killing it. One could make a career of spamming swarms at tanks, this way and it would be more of a true SP-path instead of merely something one HAS to be able to do to survive in Tank 514 (1.7)
6. Why am I lagging during half of my games- not just me, but my whole squad. This is BS. Fix it.
7. A lot of a factions' popularity has to do with what the best suits/weapons in the game are. Currently the Six Kin Assault Combat Rifle and GK.0 Logistics give the most bang for the buck. Tier 2 suits require the most SP investments, so the faction with the best suit will likely get the most/best talent. GA is likely doing well, right now, because of the GK.0 Logistics being the best AND the Duvolle being the old WOTM.
8. PC is too exclusive. There are hundreds of corps who would like to participate, but MH is too small for them to take part, without an elite few stomping them out, immediately. We need more constellations to play in so more corps can take part. We will have enough districts when no 5 top corps can feasibly control them al through guns or politics.
10. Proto stomping is a problem for newer players because they lack the SP/ISK to compete with multi-millionaire players who can spam proto all day long and get paid back by their billionaire PC-rich corps that night. The best way to do tho it to make a meta 2 and below only mode which only allows players to deploy in sui
Charlotte O'Dell is the highest level unicorn!
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