wripple
WarRavens League of Infamy
113
|
Posted - 2014.01.16 16:48:00 -
[1] - Quote
Cody Sietz wrote:The problem with vehicle recall is that it works too well.
Especially shield tanks, since most of the time they can recall cause the shields are just about up.
I think not letting you recall while your modules are still in cool down or active. That really is the easiest fix.
Edit: also, I'm fine with range we have not. But the dmg is just crap. If a Dropship get close enough I can hit him and make him run, but I shouldn't be able to him once he goes far enough away. Same goes for tanks, I should be able to sit on a tower and blow them up. As a derpship tryhard myself, I can tell you firsthand that swarms don't deal nearly enough damage. Wyirkomys that used to make me cry just tickle my shields now, forge and rail tanks are the only thing to take me down these days. (Unless I get blindsided by a blaster turret, since shield boosters are broken and instantly deactivate under fire)
I second the recall idea too, I can't tell you how many somas have gotten away because the punk wussed out and recalled at half armor. And if tanks are to be slower then I think they should get a sentry mode, where they cannot move but have a longer range, zoom and can aim straight up. If you've ever chased a sica with a python you know it's a very one sided battle.
Also, I've come to the conclusion that about 10-12% of this game's player base now consists of redline sica drivers, after 4 weeks with at least one-two on each side every game it's clear what the new FOTM is. |
wripple
WarRavens League of Infamy
113
|
Posted - 2014.01.16 17:04:00 -
[2] - Quote
CCP Saberwing wrote:Really digging Hans' post further above. I refrained from commenting previously because I wanted to discuss things through with CPM members. I'll make sure the relevant Design guys see this thread.
General consensus between ourselves and the CPM appears to be that - Vehicles have taken a step in the right direction but we will be looking to make some additional adjustments to bring them in line with where we think they should finally sit. I love you guys and the great work you've put into this game, but murder wagons that have the survivability and damage rate that militia tanks currently have for half the cost of a decent AV suit that can't kill it is just off. Two main things need to be addressed in my oppinion: -Cost of tank frames are half of what they should be, people are no longer deterred by the "play smart or loos profit" aspect of this game because you can still loos three sicas and score higher profit than a logi with 25 million SP.
-there needs to be more margin between people who spend SP and those who don't, that is after all the key factor of this game after all. For example, our corp's tank specialist put 20 million SP into madrugers during 1.7, but still gets destroyed by both turret AI and full militia drivers who skipped the skill tree. Militia modules and frames are just too similar to their prototype varrients and months of SP are just not worth something trivial like "10 seconds less cool down time" |