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Godin Thekiller
OSG Planetary Operations Covert Intervention
1712
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Posted - 2014.02.16 21:23:00 -
[31] - Quote
LEHON Xeon wrote:Making proximity mines relevant might actually be helpful.
They are quite a shock if you run over them, and are good for starters in ambushes. If we ever get a map with a tight canyon, it'll be riddled with PE's.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Chesyre Armundsen
Thanes Of Dust
426
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Posted - 2014.02.16 21:54:00 -
[32] - Quote
Sgt Buttscratch wrote:The AV fix should have been soo simple. (this is what they should have done for 1.7)
AV Remove proto AV stats Add 1.6 ADV AV as the proto Create new ADV AV stats (midground between MLT/STD and PRO) Swarmer range to 250m
Vehicles Fix terrain damage on shield tanks Revamp shield regen and resist to stand up to armor tanks Armor tanks remain untouched. Remove chardbris/limbus/abron for full make over Create a higher base resist for dropships,making them resist reliant as apposed to skycoffins
Prices Reduce the price of MLT chassis by 50% Reduce the price of STD chassis by 50% (madrugar and gunny would cost 100k base) Reduce ENFORCER tanks to 300k per chassis
Turrets Large at proto 300k small at proto 150k
Overview:
Armor tanks were fine, their price wasn't Shield tanks suffered, worse reps/ shorter resist periods, worse manuevering, no bonus to using rail/missile. Suffer bad on terrain damage also. AV all proto was very powerful, that being said proto should be a lot more effective now. In 1.6 ADV AV was actually balanced well to tanks, a **** to medium tank would have issues, A well made tank could eat some swarms but would be pushed back. The distance of swarmers was a joke and needed shortening.
Price was always an issue, but maybe if we only had to deal with ADV stat AV, the price might not have been bad (other than ADS/LDS and ENFORCERS).
Either way, tanking used to be legitimate, good tankers were good, bad tankers killed fast, great variations in build, IT REQUIRED A GREAT SQUAD TO WORK WITH THE TANK TO SURVIVE!! That doesn't mean taking people out of the gungame, that means infantry who help call threats out and helped elimate threats. CCP has successfully turned 95% of their playerbase into fail ass tankers who actually think they are the ones doing good, even tho its just that big lump of metal, that probably despises them more than I do.
I like it ^_^
Mihi gravato Deus - "Let God lay the burden on me!"
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1712
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Posted - 2014.02.16 22:53:00 -
[33] - Quote
Chesyre Armundsen wrote:Sgt Buttscratch wrote:The AV fix should have been soo simple. (this is what they should have done for 1.7)
AV Remove proto AV stats Add 1.6 ADV AV as the proto Create new ADV AV stats (midground between MLT/STD and PRO) Swarmer range to 250m
Vehicles Fix terrain damage on shield tanks Revamp shield regen and resist to stand up to armor tanks Armor tanks remain untouched. Remove chardbris/limbus/abron for full make over Create a higher base resist for dropships,making them resist reliant as apposed to skycoffins
Prices Reduce the price of MLT chassis by 50% Reduce the price of STD chassis by 50% (madrugar and gunny would cost 100k base) Reduce ENFORCER tanks to 300k per chassis
Turrets Large at proto 300k small at proto 150k
Overview:
Armor tanks were fine, their price wasn't Shield tanks suffered, worse reps/ shorter resist periods, worse manuevering, no bonus to using rail/missile. Suffer bad on terrain damage also. AV all proto was very powerful, that being said proto should be a lot more effective now. In 1.6 ADV AV was actually balanced well to tanks, a **** to medium tank would have issues, A well made tank could eat some swarms but would be pushed back. The distance of swarmers was a joke and needed shortening.
Price was always an issue, but maybe if we only had to deal with ADV stat AV, the price might not have been bad (other than ADS/LDS and ENFORCERS).
Either way, tanking used to be legitimate, good tankers were good, bad tankers killed fast, great variations in build, IT REQUIRED A GREAT SQUAD TO WORK WITH THE TANK TO SURVIVE!! That doesn't mean taking people out of the gungame, that means infantry who help call threats out and helped elimate threats. CCP has successfully turned 95% of their playerbase into fail ass tankers who actually think they are the ones doing good, even tho its just that big lump of metal, that probably despises them more than I do. I like it ^_^
Even with all of this, there was still a lot of broken stuff about some parts of it (for example, the repairers being too good, and turrets being half useless, half too good). Therefore, if you went with this, you would still have to go in and fix stuff. So therefore, you might as well go with this route, as it would be faster, as you would eventually end up at the same point.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
1987
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Posted - 2014.02.16 23:28:00 -
[34] - Quote
Agreed vehicle slots and anything else about them was just dumb down to: Equip rail turret Equip damage mods Equip repair mods Spam tanks in tell enemy gives up
"But we have been blessed"
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Beld Errmon
0uter.Heaven
1348
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Posted - 2014.02.16 23:58:00 -
[35] - Quote
Limit hardeners to 1 per vehicle, and nerf hardeners, half the OP gone right there.
make blasters 50% less effective vs infantry and 50% more effective vs vehicles, there goes the rest of the problem. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1713
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Posted - 2014.02.17 00:32:00 -
[36] - Quote
Beld Errmon wrote:Limit hardeners to 1 per vehicle, and nerf hardeners, half the OP gone right there.
make blasters 50% less effective vs infantry and 50% more effective vs vehicles, there goes the rest of the problem.
lolno.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Cody Sietz
Bullet Cluster Legacy Rising
2320
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Posted - 2014.02.17 00:56:00 -
[37] - Quote
Takahiro Kashuken wrote:So you want the old hardeners back which were 25% armor resistance and 30% shield resistance except with the new timers but old fitting stats
Tanks have slots back upto old so 5/2 at least
Damage mods to go back to 10% with old fitting stats
Shield/armor extenders and plates i assume to be buffed to old stats
Skills that help fitting things? does that mean we get 5% per level to CPU/PG for the electronics and engineering skill
So then what was the point of the vehicle rebalance then? i mean i didnt ask for it but infantry did and now they dont like it
Show me one infantryman who wanted a rebalance.
I only heard tankers ask for a rebalance.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Hynox Xitio
Molon Labe. General Tso's Alliance
48
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Posted - 2014.02.17 01:19:00 -
[38] - Quote
I liked it better when the graphics sucked back in chromosome. You liberals ruin everything.
Unleash the Fogwoggler
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1713
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Posted - 2014.02.17 04:04:00 -
[39] - Quote
Hynox Xitio wrote:I liked it better when the graphics sucked back in chromosome. You liberals ruin everything.
I did too. Many things in chromo was good. MAny things in it was bad too sadly :(
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1863
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Posted - 2014.03.13 00:08:00 -
[40] - Quote
NK Scout wrote:abarkrishna wrote:Not necessarily. By becoming an active module it would have a higher pg and cpu cost. That might limit how many you could put on. I still made it work in 1.6 Besides if we got the 22 per second regen for shueld tanks id demand a respec because how crap that was
All regens would stay as is
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1873
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Posted - 2014.03.13 00:11:00 -
[41] - Quote
Cody Sietz wrote:Takahiro Kashuken wrote:So you want the old hardeners back which were 25% armor resistance and 30% shield resistance except with the new timers but old fitting stats
Tanks have slots back upto old so 5/2 at least
Damage mods to go back to 10% with old fitting stats
Shield/armor extenders and plates i assume to be buffed to old stats
Skills that help fitting things? does that mean we get 5% per level to CPU/PG for the electronics and engineering skill
So then what was the point of the vehicle rebalance then? i mean i didnt ask for it but infantry did and now they dont like it
Show me one infantryman who wanted a rebalance. I only heard tankers ask for a rebalance.
infantry wasn't complaining because AV was OP and everyone knew it.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1873
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Posted - 2014.03.17 04:10:00 -
[42] - Quote
bump
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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