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Thread Statistics | Show CCP posts - 5 post(s) |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
564
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Posted - 2014.02.07 09:51:00 -
[1] - Quote
Judge Rhadamanthus wrote:The redline is a real problem. Rail tanks in them are a plague on the game. Have a look and see exactly how bad it is and what can be done in my latest video. Where did that 400 extra damage from the basic railgun suddenly come from? You can't claim "base" stats if you're not using "base" stats..... :/
Frankly I do drive tanks, and I think that as it is now.. ADV and PRO rails have no real place on the field, because they allow one to effectively place the equivalent of an extra damage amp onto the railgun without consuming a module slot. Tanks should have to choose between high defense or high offense, but with a PRO rail, they can get the high defense and this substitute damage amp at the same time.
On tank vs tank the basic rail seems to be just fine, but yes, the dropships do seem to need more Health in order to survive. But if not more health then a natural Resistance to the damage type used by the railgun... which would permit a scaling of dropships vs tank without having to mess around with infantry attack values, separation of tank railgun type damage from forge gun type damage would also be needed.
Also, making the redline immune to any fire penetrating it enforces the idea of redline camping. The enemy cannot shoot out of their base, so you can take your time to stand in the open and track them as they approach the barrier. Effectively meaning that the first squad to reach the enemy base and camp the barrier would be the winners of the match...
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
564
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Posted - 2014.02.07 23:02:00 -
[2] - Quote
Judge Rhadamanthus wrote:My point was that you can get out of the redline when pushed back. Also how is fighting out any more useful or effective? **Edit: I seem to have quoted the wrong thing.. oh well** Oh, another thing, apparently when you demonstrated the dropship getting one-hit-killed, there were two impact sounds, meaning you got hit by a small lag spike and it was actually 2 rounds that hit your stationary vehicle. The kill screen would have been the only confirmation, and I notice it was rather abruptly cut away.
Also, if you don't like the redline theory you could possibly look at the Orange Line theory I made earlier.
Dovallis Martan JenusKoll wrote:Or... one could simply retune the redline instead of removing it in entirety... First by extending the area of all prior redline areas back a ways, and then designating it with an orange border to differentiate the regions.
However, if you travel into the enemy orange line the further you go the LESS your maximum armor and shield become, and if you exit the orange, they restore to normal.
If you've ever played Runescape and tried the "Wilderness" before you'd know how these advancing regions work, but instead of going up a wilderness level, the affected party looses max HP relative to the tier they enter... so.. Outside of orange 100% all stats, Area 1 --90% shield and armor (largest region mainly for deployment) Area 2 (within handheld range of spawn) -50% shield and armor and -10% weapon damage Area 3 (inside spawn proximity regions) -80% shield and armor and - 30% weapon damage
Defenses would be indestructible very-short-range manual turret systems that can target things within the orange region only, but loose power if the target is in a lower ranked region.
This way the complainers could run into the orange line to deal with troops/tanks they feel to be problematic. Would probably promote heavily dampened scouts.
Example, If I had 100 shield and 100 armor, and ran into area 3, I would be left with 20 shield and 20 armor, and would not be able to heal over that until I left into area 2, then I would be able to heal back up to 50/50... and upon leaving all zones would be back to 100/100 maximum possible healing. Zone auras are unable to kill players.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
564
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Posted - 2014.02.07 23:18:00 -
[3] - Quote
Judge Rhadamanthus wrote:Dovallis Martan JenusKoll wrote:....when you demonstrated the dropship getting one-hit-killed, there were two impact sounds, meaning you got hit by a small lag spike and it was actually 2 rounds that hit your stationary vehicle. . I never said it was a OHK. IT was in-fact 2 rail shots. I watched it frame by frame and counted the frame timer (on the edit software as YT vids are not good for this) and I took 2 shots in 0.25 seconds. This is the evidence I use use to back up the ROF claims I made later about 0.25 second deaths. Also I am goint to collect the forums redline solutions and, with credit to the authors, out them in a new video. I will think yours through and consider using it. I think I may have to draw it as it has some serious TTK and DPS implications. Ah I see. I guess I just made an assumption when watching last night because of being tired, and didn't consciously update that. My only question now, is how in the heck did they git the ROF so high?
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
565
|
Posted - 2014.02.08 10:37:00 -
[4] - Quote
CCP Saberwing wrote:Totally valid points - we would look to be careful and not nerf them in to oblivion as they're very much intended to be a long range weapon! Either way, as I mentioned previously I don't believe it's a "simple" fix unfortunately.
That's the whole reasoning behind the "Orange Line" I suggested prior. It opens up the entirety of the back area to counterattacks, while still giving the defenders an advantage. This would permit enemy players to flank up through the region and potentially destroy the enemy units designed with no resistances for sniping only. Such as placing a pile of remotes into a tank's favorite sniping position, or rolling a tank of your own up to give it a scare. ETC. but in going in you open yourself to being countered by the base-only defenses and the reduced performance within the enemy territory.
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