TYCHUS MAXWELL
Ghosts of Dawn General Tso's Alliance
41
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Posted - 2014.02.15 21:39:00 -
[1] - Quote
Ryme Intrinseca wrote:Altina McAlterson wrote:Remove vehicles from ambush.
It's hard enough trying to balance the game as it stands now because pub matches are where most players (obviously especially new players) will spend their time. Unfortunately what's good for pubs might be bad at higher levels. So just get rid of vehicles in ambush matches before making anymore sweeping changes to either vehicles or AV (except for those outlined below). Skirm/Dom/PC will give a more complete perspective for balancing. Ambush is completely unique and very few parallels exist between it and the other match types. CCP will never be able to balance vehicles for both ambush pub matches and Skirm/Dom/PC. If they balance it for one it will probably unbalance the other. Since PC is skirmish that should be match style that requires good balance. Ambush is irrelevant. Also without a point to defend tanks and dropships have no real purpose in ambush. Even LAV's aren't necessary since the maps are small and no need to travel that quickly to any location. I'm serious CCP, do this or else you be trying to balance vehicles forever and you will **** the entire playerbase off in the process.
Reinstate Tiered Efficacy for all Modules
Pretty self explanatory actually. Militia tanks and modules with 0 SP should not be as effective as standard tanks and skill. There are no skills to increase armor, shields, passive resistances, damage or anything else to separate militia from complex. Simply having a longer cooldown is idiotic. By having militia modules give less of a bonus than those requiring SP you will make spamming militia tanks much less effective than it currently is without affecting those players that put millions of SP in to vehicles. Care should be taken with dropships however. Perhaps having different modules for aerial vehicles. The same skills, just different modules with different stats.
Increase the price for vehicles
Nothing too excessive here as I believe the first two will solve most of the issues. But a reasonable increase in price is warrented.
The issue so far is that CCP is trying to balance everything for everyone. Which is probably impossible. Everything has a place in the game and attention should be focused on that area when making changes for the sake of balancing. If there requires the removal of certain elements from particular parts of the game for the sake of improving the overall experience for everyone then so be it. Funny how these 'objective' ideas would have the net effect of making a high SP tank even more OP than they are already, by nerfing the only significant battlefield threat.
Yeah that's what I was thinking, if CCP implemented these ideas without buffing AV, (Assuming you want the modules to scale up and not down. Which please explain which, because making higher modules better than they already are will make even 2 mil sp tankers unstoppable.)
I'm still a fan of keeping tanks as they are except nerfing large turrets' efficiency at killing infantry by:
Buffing damage on blaster turrets while decreasing it's accuracy. Rails are fine. Reducing the blast radius on large missles to be in line with other missle devices basically making them dumbfire swarms. That way, it's a team effort for a tank to be well rounded while also taking teamwork for av to kill, because the tank will need small turret operators to take out infantry.
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TYCHUS MAXWELL
Ghosts of Dawn General Tso's Alliance
41
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Posted - 2014.02.15 22:14:00 -
[2] - Quote
Altina McAlterson wrote:Alternate Insano wrote:DISCLAIMER: I DO NOT USE TANKS BECAUSE I SUCK AT IT
That said, tanks are as -balanced- as anything can be. Stop looking for an easy button. This is not the game you were looking for. There are other titles with no vehicle you might like. Ok. TYCHUS MAXWELL wrote:
Yeah that's what I was thinking, if CCP implemented these ideas without buffing AV, (Assuming you want the modules to scale up and not down. Which please explain which, because making higher modules better than they already are will make even 2 mil sp tankers unstoppable.)
I'm still a fan of keeping tanks as they are except nerfing large turrets' efficiency at killing infantry by:
Buffing damage on blaster turrets while decreasing it's accuracy. Rails are fine. Reducing the blast radius on large missles to be in line with other missle devices basically making them dumbfire swarms. That way, it's a team effort for a tank to be well rounded while also taking teamwork for av to kill, because the tank will need small turret operators to take out infantry.
Militia mods would be less effective than they are currently. Complex mods are probably fine where they are now. This would add new restrictions on fits that might not be ideal so it's possible even the complex mods could need tweaking but that would be a problem that could be addressed later. Although with the overall reduction in vehicle skills it has become much easier to get proto everything so most likely they will be fine where they are.
I still feel niche gamestyles are the way to go for combined arms games. In my opinion tanks should be rolling death machines that take multiple players to be said rolling death machines, hence nerfing the large turrets efficiency against infantry. Dropships would be in a good place if not for the rail turrets which I think you can fix that by restricting their elevation potential and make missle turrets the anti aircraft instead of rail turrets which should be more in line with anti vehicle so their turrets just shouldn't raise so high.
It's what we generally see as an issue when it comes to FOTM. If something is effective at something it should be ineffective at other things. Swarm Launchers can't fight infantry, forge guns take a lot of skill to hit small moving targets, shotguns require close range, nova knives the same, mass drivers denial AOE weapons, etc. The biggest balance issues occur in rifles, because they are too effective at multiple situations.
Scrambler Rifles should be shield busters with poor armor damage (more than just slight %80 reduction, the alpha is too high to make that significant vs. an armor tanker.) Rail rifles should likewise be poor at shield damage and have awful hipfire accuracy like the TAC AR. Combat Rifles need either a ROF nerf or a damage nerf, they should be longer range smgs and nothing more. Assault Rifles should have a higher ROF but a lower efficiency range climb for the adv and proto rifles, as they should beat smgs and other rifles in close range engagements with a less exponential range climb at higher tiers. Like a 20 optimal on std Plasma AR, 30 optimal on adv, and 40 optimal on proto while likewise having a blistering ROF to mow down enemies within their closer ranges. |