Godin Thekiller
OSG Planetary Operations Covert Intervention
1680
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Posted - 2014.02.14 02:14:00 -
[1] - Quote
Let me say which ones needs changing first before I explain so you might understand better. Look here to see what the stats I'm talking about:
Hardeners would go back to old stats, other than the down and up times, which would stay
damage mods would go back to the old stats
armor plates and shield extenders adjusted to fit 5 slots instead of 3
scanners and small turrets returned to old fitting stats
Readjustment of all vehicle CPU/PG, and skills that helps fitting things.
Now my reasoning. Fitting vehicles and use of them is a hot mess. On one hand, fitting them, even with a maxed out pilot is still a nightmare for Gallente vehicles, and a piece of cake for Caldari vehicles. On the other hand, using them is a nightmare for everyone else (unless you can AV well, hide, or scrub out and use JLAV's or redline rails, but that's for another thread ). So, I've gone through a myriad of solutions (some of which could still be considered valid, I'll look them up later if you want to see them), but I finally got banned. SO, while I was banned, I thought of a solution.
So I was looking at the old vehicle stats compared to new ones, and noticed a lot of things, such as rails getting a massive, unneeded buff, or blasters getting nerfed, and everything getting a speed boost, among other things. Most notably, I noticed the hardeners. To balance them with the slot layout change, he 2x their strength, and upped their fitting cost. That was silly move. Why? the stacking penalty.
See, with basically less of a penalty, we can get far more resists than before. That means we can sit there like we're in siege mode only having to worry about a missile or rail HAV in a Caldari HAV, or having to worry less about AV in a Gallente HAV. So, how do you fix this? Return it back to the way it was. Put the vehicles back at a high slot count, and less module cost, and weaker hardeners, as well as other adjusted modules that I listed above, so it can be easier to fit for higher skilled players (like it is in EVE) than lower skilled players.
I'm positive that'll fix a lot of problems without bring us back to how it was before where vehicles are bloody useless. Remember, AV got nerfs too.
Peace, Godin
'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
1687
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Posted - 2014.02.14 10:50:00 -
[3] - Quote
You say no, but you just want to disagree with me. Bet you didn't even read it.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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KalOfTheRathi
Nec Tributis
965
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Posted - 2014.02.14 12:10:00 -
[4] - Quote
Godin Thekiller wrote: -- snip move back to the old solution -- You put a lot of effort into this and it was a worthy effort.
However - CCP/Shanghai didn't like our old tanks and how we used them. They gutted them so we couldn't use them the same way. Instead of a complex, interconnected solution that allowed each tanker to come up with their personal favorite way of running a tank we all got our wrists slapped.
CCP/Shanghai made it very clear in their Dev blog that it would be solved by 1.7 and it was. First they want tanks to buff up and come into battle. Then they want the buffs to run out and for the tanks to run away from battle. Specifically they want tanks to return to base to reload and to let modules cool down/reset.
I like the old method but it isn't coming back. Now I can tell if you are going to overheat your gun when you shoot at me. Five shots is all you get from a rail gun, six is overheated. This is true for each and every rail gun turret regardless of cost or level. A very simple solution and all the modules are created on similar simplistic solutions. Militia, basic, enhanced and complex is the entire range of options for any module. And weapons for that matter.
I used to use the rail gun that did 1106 damage. Normally one could deliver 5 rounds without overheating. Except if there was an active cooler the count went to 9. Add a passive cooler as well and the rounds were 12 and could seriously surprise the opponent.
Now, everything is simpler. More like a Free2Pay game.
You know, simple. AURUM faster, simpler - it just takes cash. Your cold hard cash.
And so it goes.
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