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Jakar Umbra
Altyr Initiative
482
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Posted - 2014.01.28 03:44:00 -
[1] - Quote
Recently, while studying my time playing this game, I finally realised what CCP's problem was when it came to developing and fixing things and that problem is: They double fix their problems, and that is why things either become overpowered or become impractical to use.
Two examples to illustrate what I mean: Dropsuit Armour modules and Tanks.
With dropsuit armour modules, one of the key problems was that for the large movement penalty it gave, it did not give enough health. When CCP chose to address the problem, they let the armour modules give a health bonus more suitable to the movement penalties already in place but then they chose to make the movement penalty virtually unnoticeable. This broke a bit of the diversity that is supposed to exist between the more skirmishing nature of shield tanking vs the stand and fight nature of armour tanking since armour tankers could easily move now and therefore keep up with shield tankers while having more HP. The result of this has essentially rendered shield tanking close to obsolete. (Hint: CCP readjust the movement penalties on armour instead of giving shields more health like some people are asking.)
With tanks, one of the main issues pre-1.7 was cost vs efficiency. Tanks were simply not cost effective due to the potency of AV and their inability to hold up while also being very costly in ISK. CCP chose here to not only make tanks far more effective in all around performance but also reduce cost while making them far more effective. This has essentially turned standard tanks into what Marauders used to be, except perhaps even more unstoppable. There are a few other issues surrounding tanks and their efficiency but that is not the purpose of this post so I'll leave it at that.
CCP, stop double fixing problems that arise. When you do, you cause the issue to completely inverse and therefore just create the opposite of the problem. You either fix one end of the problem to balance with the other or as you work out the solution you bring the ends of the problem together until it's in an acceptable place.
Author of Umbra's Short Stories. Last story posted 01/21/2014.
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Jakar Umbra
Altyr Initiative
498
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Posted - 2014.01.28 11:53:00 -
[2] - Quote
BL4CKST4R wrote:Actually the armor movement penalty remains very noticable. Try equipping 3 complex armor plates and tell me you don't feel it :) They're three complex plates, they're supposed to be noticeable. The trick is how much health do you gain at this penalty. Also I use Minmatar Logistics suits, mostly, I would never equip anything that makes me run at anything less than 7m/s.
Author of Umbra's Short Stories. Last story posted 01/21/2014.
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Jakar Umbra
Altyr Initiative
498
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Posted - 2014.01.28 11:54:00 -
[3] - Quote
Sinboto Simmons wrote:Guinevere Bravo wrote:Swarms were a casulty to this...
Nerfed Range
Nerfed Damage
Only needed to nerf 1... I was happy with it, damn things were too powerful for something that locked on to it's target, AV nades too. Swarm Launchers are not as broken as people think. I've gotten several Wiyrkomi kills in the last couple weeks. A bit of the problem comes when even LAVs soak the things up like candy.
Author of Umbra's Short Stories. Last story posted 01/21/2014.
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