Charlotte O'Dell
Fatal Absolution Covert Intervention
1526
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Posted - 2014.01.09 20:06:00 -
[1] - Quote
I'm a self hating tanker, folks.
I've been trolling through the forums today and I saw things like: "tanks are not OP. Railguns need a splash radius buff. Blasters require skill to kill infantry. AV is not UP. Tanks are not too fast. Modules are fine. Tanks are expensive and require a lot of SP..." Oh my god I almost exploded when I saw the one about railguns needing a splash buff!!!
(Rail v Blater imbalance; Gunlogi v Madrugar imbalance)
Every good tanker I know can hit a scout on the run with a rail within 3 shots- good ones do it everytime. While, I'm on the topic of rails, they ARE OP- I would know- I put like all of my SP into making them perfect. I'm good, and very aware of it, but I AM NOT GOOD ENOUGH TO TAKE OUT AN ION CANNON MADRUGAR AT 5m WITH A RAILGUN! How on earth am I out-DPSing a gallente blaster with a rail weapon!? I've run the numbers, I have, and it says I am wrong about this, but I have yet to lose this battle when I know it's about to happen. Maybe it's shield hardeners, or maybe the have garbage pilots. BUT IF I CAN BEAT PSYCHOTIC SHOOTER, arguably the BEST BLASTER MADRUGAR PILOT SINCE FOREVER, something is wrong- very very wrong when I survive in my wimpy little gunlogi and he is smoking. Now, it didn't happen everytime, but if we squared off, saw eachother coming, had fresh modules up, and went at it with honor, I won- I AM NOT THAT GOOD- NOBODY IS THAT GOOD! So please, take a look at the blaster turrets and compare them to rails. A quick fix would be a ROF change from 1.3 to 2.0, while reducing the overheat, so rails can 8 rounds instead of 6, before overheating. It'd also give dropships more of a fighting chance, while still keeping them in check.
(Rails v Dropships)
Sorry, pilots, but you're gonna hate me for this: You guys are potentially the most OP thing we've seen in a long time. A python with missiles is the most terrifying thing on the game unless you're a redline rail tank. I have no problem with it, though. I take my hats off to the pilots who excel (Judge, Seriamos, Lillica Foster, Ninjapiratezombie, etc). You guys are incredible and I could never do what you do. However, I want balance for everyone, so rails cannot be nerfed. You guys claim forges kill you- BS. They're already a victim of my OP double damage modded nerd shotgun before that happens. The only thing that kills you is double dmg modded railguns from the redline, and as much as i hate them ,they are a necessary evil because there is no way in hell you can be killed otherwise.
(Gunlogi can't aim through its hull)
This glitch is as old as 1.0 and i think it never got fixed when the coding was redone- it gives madrugars an advantage when attacking gunlogis from high ground and is broken- an exploit
(Active modules don't scale in a balanced manner)
Right now, complex modules are perfect. However, nothing else is working properly. When one looks at infantry modules, they have bigger multipliers as they meta increases, but with vehicle active modules, only the timers change. This is kind of good because it makes vehicles more accessable, but it also discourages investing SP because it only changes how long and often a vehicle can engage, not how powerful it is. Imagine if infantry worked that way- it'd be stupid! My proposal- complex active modules stay as they are. Then lower tier modules scale as such: Complex 1.0(multiplier, cooldown, duration) Enhanced 0.7(multiplier, cooldown, duration) Basic 0.5(multiplier, cooldown, duration) Militia 0.3(multiplier, cooldown, duration) This means that if someone wants a tank that can permaharden for an entire game (3 complex hardened gunlogi), they have to risk 400,000 ISK to do so. It isn't SUPER expensive and can be earned back in 2 games running cheap suits, but it does discourage spamming by all but the super rich and most players don't have over 150 mil ISK...and the ones that do would spam proto of another kind anyway so it doesn't make a difference. The problem isn't so much tanks being completely OP (they are), but that they're too cheap and even a newberry can afford to deploy up to 3 per battle.
(fun bits)
I'm just gonna take a moment to say this: I'm not mad because a sica with a militia rail 2hkd's me yesterday. I'm not made because I am forced to play tanks or we lose the battle. I'm mad because I want a balanced game- not a game where things are 'balanced' in my favor. What a lot of you don't know is that I have >15mil in infantry and only 10 mil in tanks. I run infantry more than I run tanks. I play with dropship pilots. I have a scout alt. About the only weapon I've never specced is the scrambler rifle. I want a game where EVERY ROLE IS EQUALLY PROFITABLE and there are multiple ways to play that role.
(Tanks stats compared to AV DPS- hardeners are not the problem)
No, gentleman, hardeners are not the problem (except triple hardened gunlogis (which I run, often). The problem is when hardeners come down, tanks still have too much EHP for even damage modded proto AV to punch through which is so wrong. WHY IS A WIKI BREACH FORGE NOT OHKING MY SICA WITH NO HARDENERS!? Swarms need to fire with shorter intervals (0.15s), track better(bring back 90 degree turns), lock on at 300m, and have a greater velocity- this makes them special dropship and LAV killers. Forges need to become much much more effective vs HAVs even with hardeners on. To do this, I'd like a longer charge up time of 2s, but with a 1000 base damage increase at all levels for all forge guns--except breaches which get a 1300 increase. This should allow forges to bring un unhardened shield tank down to its armor, and an armor tank to just at the point where a second shot would leave them dead or close. Because hardeneers are so powerful, I don't feel that fully specced tanks would hurt too much from these changes WHEN their hardneers are on.
Charlotte O'Dell is the highest level unicorn!
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