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calisk galern
BurgezzE.T.F Public Disorder.
1716
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Posted - 2014.02.04 13:53:00 -
[1] - Quote
1) duration on tank modules is not enough incentive to use enhanced or proto versions. neither is cool down at least on our current tanks, they're to cpu/pg starved.
2) rail rifles only real issue with me is the amount of ammo they have in a clip, this should be reduced by 30% making it into a skill weapon that will need to make every shot count, it's noty a good sign when you're super long range high damage weapon can be spammed full auto and out last any other rifle in close range combat.
3) combat rifle scope is too good, if you want it to be short range maybe you shouldn't give it a scope.
4) heavies are going to be the next broken thing n 1.8, they are already getting their now.
5) tank vs infantry is boring.
6) tank vs tank is boring.
7) tanks are generally boring
8) ji-had jeeps are fun.
9) damage mods need to go on low slots for both infantry and tanks, as it stands this is the main factor unbalancing the fight between armor and shields now.
10)drop ships die too easy to rail guns, but drop ships really shouldn't be the main aerial assault vehicle...things like jets ad bombers should be able to take more rail hits then a drop ship. just saying you guys are expecting far too much from what shouldn't really be a vehicles intended for main combat. |
Justice Darling
Themis Argonauts
22
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Posted - 2014.02.04 14:10:00 -
[2] - Quote
1) duration on tank modules is not enough incentive to use enhanced or proto versions. neither is cool down at least on our current tanks, they're to cpu/pg starved. 1* Tanks are OP as is if they ever bring webs to this game like they have in EVE you little army of one better get some help from ground forces.
2) rail rifles only real issue with me is the amount of ammo they have in a clip, this should be reduced by 30% making it into a skill weapon that will need to make every shot count. 2* Not hard to bet one on one just get in close and us aim assist with your assault rifle.
3) combat rifle scope is to good, if you want it to be short range maybe you shouldn't give it a scope. 3* Its not like its a sniper scope really would be nice if you could put iron sights on it.
4) heavies are going to be the next broken thing n 1.8, they are already getting their now. 4* They are a lot of fun may cost to much tho I would just bring down the price now call it a coding error.
5) tank vs infantry is boring. 5* AT with 3 5% dmg mods for swarm launcher and the right kind of AV grenades yeah bring it on.
6) tank vs tank is boring. 6* Blah if you haven't dumped a lot of SP into tanks and all you have is the starter fits its not really a fight more like a free kill for the other tank.
7) tanks are generally boring 7* can be fun just as long as you don't spend all your time in the tank.
8) ji-had jeeps are fun. 8* With you on this one
9) damage mods need to go on low slots for both infantry and armor, as it stands this is the main factor unbalancing the fight between armor and shields now. 9* hmm I'll get back to you on this one.
10)drop ships die too easy to rail guns, but drop ships really shouldn't be the main aerial assault vehicle...things like jets ad bombers should be able to take more rail hits then a drop ship. just saying you guys are expecting far too much from what shouldn't really take a lot of hits. 10* Other then the thing that can really kill them is a blaster or forge gun really hard to kill with missiles |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1512
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Posted - 2014.02.04 14:20:00 -
[3] - Quote
#9 will simply shift the balance of dominance to shields over armor rather than bringing true balance to the situation.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Galvan Nized
Deep Space Republic
579
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Posted - 2014.02.04 14:30:00 -
[4] - Quote
Alaika Arbosa wrote:#9 will simply shift the balance of dominance to shields over armor rather than bringing true balance to the situation.
Depends how you see it. Alone, god yes. But you have to think of mods that could be moved. Reppers or Kin Cats would be of high value in high slot. They're others that could be moved to aid armor tankers and alleviate mod count disparity
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calisk galern
BurgezzE.T.F Public Disorder.
1717
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Posted - 2014.02.04 14:34:00 -
[5] - Quote
Alaika Arbosa wrote:#9 will simply shift the balance of dominance to shields over armor rather than bringing true balance to the situation.
not really as it stands, shields have a lower output because they are taking it from eve where damage is on low slots.
this results in shield fits having a lower ehp, significantly lower really, but a higher damage output and mobility.
armor tanks with their higher tank should be able able to take that extra damage resulting in an even match.
i.e
if I have around 500 shields and 120 armor with 3 damage mods and 100dps It should output around 121 dps
as an armor tank with equal slot layout of 3 and 4 as opposed to 4 and 3( using caldari assault versus gallentte assault )
I would have about 280 shields and 620 armor going full tank with 100 dps
this would result in the shield tank killing in 7.4 seconds if we ignore weapons advantages for the moment.
the armor tank would kill his target in about 6.2 seconds.
now if you account for the weapon advantages it could really go either way. I mean the most commonly used weapon as of now is the rail rifle which if both users were using that weapon the shield suit would easily win.
the shield suit would still be slightly less survivable but that's where it's mobility makes up for it.
both suits would have their advantages and that's the end goal we are aiming for, as of now their no reason to use anything but an armor suit. and yes some other mods could be moved around as mentioned above, i'm not quite sure what i'd change aside from the weapon mods. |
The Attorney General
1934
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Posted - 2014.02.04 14:55:00 -
[6] - Quote
calisk galern wrote:1) duration on tank modules is not enough incentive to use enhanced or proto versions. neither is cool down at least on our current tanks, they're to cpu/pg starved.
2) rail rifles only real issue with me is the amount of ammo they have in a clip, this should be reduced by 30% making it into a skill weapon that will need to make every shot count, it's noty a good sign when you're super long range high damage weapon can be spammed full auto and out last any other rifle in close range combat.
3) combat rifle scope is too good, if you want it to be short range maybe you shouldn't give it a scope.
4) heavies are going to be the next broken thing n 1.8, they are already getting their now.
5) tank vs infantry is boring.
6) tank vs tank is boring.
7) tanks are generally boring
8) ji-had jeeps are fun.
9) damage mods need to go on low slots for both infantry and tanks, as it stands this is the main factor unbalancing the fight between armor and shields now.
10)drop ships die too easy to rail guns, but drop ships really shouldn't be the main aerial assault vehicle...things like jets ad bombers should be able to take more rail hits then a drop ship. just saying you guys are expecting far too much from what shouldn't really be a vehicles intended for main combat.
1) Basic modules are too good, proto not good enough, but enhanced mods are really nice. Too bad you just can't use them on Madrugars.
5) Yes, especially when the only AV my shield tank sees is swarms.
6) Oh god yes. No reward for going out in the field and having a drive. Massive reward for hiding in the hills like a coward.
7) Yep. Log on, get cap, see you next wednesday. With PC shut down, I almost don't even want to log on to cap.
9) You do not want shield tanks with hardeners and damage mods.
Mr. Hybrid Vayu.
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Appia Vibbia
Ancient Exiles. Renegade Alliance
933
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Posted - 2014.02.04 14:57:00 -
[7] - Quote
redo damage mods, make them affect weapon types, if they do more damage to shields put them up high, if they do more damage to shields put them down low.
Appia Vibbia for CPM1
[email protected] (checked every Monday morning)
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
150
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Posted - 2014.02.04 15:02:00 -
[8] - Quote
Appia Vibbia wrote:redo damage mods, make them affect weapon types, if they do more damage to shields put them up high, if they do more damage to shields put them down low.
I'd look at that again and maybe make a change.
P.A.I.R.- Pilot Against Invisible RDVs.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1118
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Posted - 2014.02.04 15:02:00 -
[9] - Quote
calisk galern wrote:9) damage mods need to go on low slots for both infantry and tanks, as it stands this is the main factor unbalancing the fight between armor and shields now.
As long as they move armor repairers to high slot and add some high slot damage type resistance amps.
{:)}{3GÇó>
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Korvin Lomont
United Pwnage Service RISE of LEGION
576
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Posted - 2014.02.04 15:05:00 -
[10] - Quote
Galvan Nized wrote:Alaika Arbosa wrote:#9 will simply shift the balance of dominance to shields over armor rather than bringing true balance to the situation. Depends how you see it. Alone, god yes. But you have to think of mods that could be moved. Reppers or Kin Cats would be of high value in high slot. They're others that could be moved to aid armor tankers and alleviate mod count disparity
Well whenever moving modules around you have to consider the impact with the current slot layout of our dropsuits. Moving modules will greatly influence current balance.
E.g. moving Armor repairs to high slots could hurt some armor suits due to their low h lot count but Shield suits could stack reppers (if this is smart is another story) to get very high armor reoai plus shield repair.
Moving damage to lows would create very fast, high HP and high damage suits with incredible good HP regen that would make shield suits clearly op. Armor suits have nothing to counter all these advantages.
Moving kincats to High slots would limit the ability to overcome some of the drawbacks armor has ((sprint)speed penalty) while making already fast suits even faster. That could hurt armor suits and encourage shield suits even further to tank armor... |
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calisk galern
BurgezzE.T.F Public Disorder.
1717
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Posted - 2014.02.04 15:13:00 -
[11] - Quote
Korvin Lomont wrote:Galvan Nized wrote:Alaika Arbosa wrote:#9 will simply shift the balance of dominance to shields over armor rather than bringing true balance to the situation. Depends how you see it. Alone, god yes. But you have to think of mods that could be moved. Reppers or Kin Cats would be of high value in high slot. They're others that could be moved to aid armor tankers and alleviate mod count disparity Well whenever moving modules around you have to consider the impact with the current slot layout of our dropsuits. Moving modules will greatly influence current balance. E.g. moving Armor repairs to high slots could hurt some armor suits due to their low h lot count but Shield suits could stack reppers (if this is smart is another story) to get very high armor reoai plus shield repair. Moving damage to lows would create very fast, high HP and high damage suits with incredible good HP regen that would make shield suits clearly op. Armor suits have nothing to counter all these advantages. Moving kincats to High slots would limit the ability to overcome some of the drawbacks armor has ((sprint)speed penalty) while making already fast suits even faster. That could hurt armor suits and encourage shield suits even further to tank armor...
well since most shield suits don't have a lot of low slots, if they stack damage mods you can expect them to not have much room for plates.
like wise without damage mods, armor users will mostly just stack shields which should help to over come the damage increase shield users will have. this is a better fit then the current situation since armor users have a much larger hp pool even if shield tankers stack plates they can't really match the armor fits with mods.
there are other things to consider but theirs no way to quantify the value of speed in the battle, it's either amazingly useful getting you to cover faster or quickly getting to where you are needed, or completely useless since speed tanking is no longer a thing. |
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