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Thread Statistics | Show CCP posts - 5 post(s) |
CHICAGOCUBS4EVER
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3005
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Posted - 2014.03.05 17:01:00 -
[1] - Quote
Here we go again, catering to the nubs that are clueless how this game is played.
I am in full agreement with the overall weapon damage nerf, which increases TTK in and of itself, marginally, where it would be close to 'balanced'
then comes the nerf bat.. no mention of anything with vehicles, or the poor swarm launcher.
ALL CHANGES NEED TO BE MADE IN REGARD TO BOTH VEHICLES AND INFANTRY!!!!
I just don't get it.
Nerf nade count.. across the board. AV nades were already nerfed into 'joke' status in 1.7.
yes core locus reduced by 1.. all for it
flux reduction? ok I can buy that, but AV nades which throwing 3 does little to nothing already, now down to 2?
damage mod nerf... with AV this just makes the current tankspam issue EVEN WORSE
right now, you cant 1 shot a militia LAV with a full dmg forge fit. now u probably wont be able to 2-shot it
RIGHT NOW, forges vs vehicles (aside from the MLT LAV crap) is damn near spot on.
that is WITH full damage. good tankers provide difficult kills, crap tankers still get eradicated easily. Good dropship pilots are also a challenge.
It just makes little sense when over and over we see these 'adjustments' go off the deep end every single time.
making all these changes without making changes to vehicles will once again cause greater imbalance
and while I am also for giving the MD a buff (cause it was nerfed into the ground before) the proposed changes are once again going to revert us back to 1.2-1.3 roof camping MD spam.
I just wish CCP would actually think of the big picture when making changes. THIS IS NOT EVE. THIS IS NOT SPREADSHEET HEAVEN.
play the damn game, observe competitive matches, don't look solely at spreadsheets and change numbers based on 'data' that is undoubtedly pulled from pubs and maybe(if we're lucky) FW and PC, but everything is lumped together, and does not paint an accurate picture of the changes that need to be made.
nerfing damage mods just multiplies TTK.
nerfing proficiency, especially in regard to AV, will cause even greater imbalance between infantry and vehicles.
No mention of buffing the completely broken swarms? just remove them from the game and refund all the players that skilled into it then. seriously
new weapons? cool. We'll revisit those after they get some exposure and have the same discussion for the next patch. never know til they are on the field.
the changes in proficiency and whatnot, you should really make shield dmg mods and armor dmg mods. shield high slots armor low slots. force ppl to choose.
OR... remove damage mods altogether and make this game into a huge nerf gun game (nerf as in the sponge padded weapons you buy your kids, so no one ever gets hurt)
every single time.. 1 step forward, 3 steps back.
at this rate we should be back in chromosome in no time and maybe things will magically be decent again
You should never underestimate the
predictability of stupidity - Nietzche
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CHICAGOCUBS4EVER
TeamPlayers
3008
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Posted - 2014.03.05 17:13:00 -
[2] - Quote
Kaius Coriolanus wrote:Good to see a Dev blog, thanks CCP 0/
while its nice to see a dev blog I agree, I just wish the blog would be representative of POSITIVE changes needed in this game.
random player #4450006 thinks this is great, because now their frontline fit will last a little longer than it did, until of course they experience even more tankspam.
infantry-only ambush to alleviate that?
prices increased on tanks to decrease the spam?
overall if this were a pure ground game, as in infantry only, I think all the changes would be pretty decent, except the MD likely getting too much of a buff (time will tell)
but the very, VERY basic FACT is this is an infantry AND vehicle game, at the same time, and most these changes create a much greater IMbalance where it matters most..
vehicles are the strongest weapons and highest HP in the game, TTK is multiplicatively higher in vehicles than infantry, and damn near all these changes slide that bar ever more off-balance than currently, which are pretty close to center
You should never underestimate the
predictability of stupidity - Nietzche
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CHICAGOCUBS4EVER
TeamPlayers
3012
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Posted - 2014.03.05 17:19:00 -
[3] - Quote
Zeylon Rho wrote:CHICAGOCUBS4EVER wrote:stuff This was hard to read, but has some good points. It's still possible that they're going to adjust vehicles/AV too in 1.8, and they haven't posted about it though... They'd have to be blind not to have noticed those issues in 1.7.
yes I get long winded sometimes (ok often) but its to paint a picture that apparently isn't clear when I make a concise statement.
and yes, if there is another 'dev blog' that addresses the other part of this, I could very well have wasted a lot of keyboard life.
but we all know not to ever 'expect' any such Logic now do we?
I really hate being pessimistic, but every build gets harder not to be...
You should never underestimate the
predictability of stupidity - Nietzche
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CHICAGOCUBS4EVER
TeamPlayers
3015
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Posted - 2014.03.05 17:50:00 -
[4] - Quote
Aero Yassavi wrote:I'm extremely disappointed you guys went ahead with the proposed weapon proficiency changes. For a set of weapons say like the laser weapons (scrambler rifle, scrambler pistol, and laser rifle) they already do 120% against shields and shields are never stacked very highly. It just seems like a waste. All this really seems to do is give weapons geared towards armor an even greater advantage since armor is what is tanked highly.
CCP what you should of done if you wanted to lower TTK is instead make weapon proficiency something completely unique for each weapon like their operations bonus.
they already nerfed shield extenders making everyone make the move to armor..
why?
fitting requirements. 10 CPU 1 PG I get 85 armor (more with innate) with a basic plate
shield? 54 CPU 11PG for 66 shield with stacking penalty.
door #1? or door #2?
I like the idea of a 'efficiency' skill for each weapon.. but that's what proficiency for each weapon CURRENTLY is..
You should never underestimate the
predictability of stupidity - Nietzche
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CHICAGOCUBS4EVER
TeamPlayers
3032
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Posted - 2014.03.06 14:30:00 -
[5] - Quote
Cross Atu wrote:Virgil Walker wrote:I like long kill times, but I sense a huge increase in mass driver spamming. Don't know what will be worse, mass driver or tank spamming? I agree on the TTK, and I'm not overly worried by the MD. The values may or may not need a further tweak ( tweak not overhaul for any devs watching this thread) but with the further nerfing of the nano hives and the long awaited fix to damage mods the MD will be getting scaled back in other secondary areas even as this buff comes through. Regarding the direct buff both the MD and the LR need some love they clearly cannot remotely keep pace with the current iteration of the AR, ScR or even Shotty, to say nothing of the RR or CR, just watch any kill feed (you know, in between the listings for vehicle based kills). Look at it this way, when was the last time you played a day with a MD or LR in every match? Okay, now when was the last time you played a day without a CR or RR in every match? I bet everyone can see where this point is going... Cheers, Cross PS ~ While I am fully in support of the fix to damage mods, and in fact adamently believe it is long overdue, it is still worth noting that a side effect of it will be a further nerf to the effective power of infantry based AV weapons. The Forge, Swarm, and Plasma were already in a rough spot under 1.7. Or to be more blunt the AV value of the Plasma was essentially nil, the swarms were of minimal value (even at proto level against MLT fit HAVs) and the Forge could do some work but leaned heavily on the use of damage mods. With this change even those effects are going to be undercut and CCP would do well to consider some polish on the AV weapons to make them more effective in light of the damage mod fix. After all right now you can run certain HAV fits which are less expensive (in both ISK and SP) than an AV Forge fit.
by far my biggest concern here.
Im not arguing damage mods needing addressing in regard to infantry vs infantry, but with the AV nerf we have ALREADY experienced, the use of the damage mods have been the only real counter to vehicle spam.
yes tanks vs tanks is undoubtedly what CCP has in mind and why they feel they can justify all this, but this just points out once again that they don't play (ok I'll be nice.. they don't PAY attention) to what really goes on when deployed.
I have played a LOT of EACH game mode, and I rarely play ambush anymore because of #tankspam. If im in the mood the just blow $hiT up.. then sure ill hop in one, but that's because im a rather experienced forger and pretty good at what I do.
I'll warrant most people on this game who forge don't have the experience I have with the weapon, nor the SP into it that I have.
I've been thru a lot, being around since the codex days, being around when forges were OP and we had proto tanks (the only real balance Ive ever seen between infantry AV and vehicles)
forge splash was nerfed, balancing the OP forge vs infantry (actually a GOOD change)
forge charge time nerfed (not a fan, but convincingly removed the 'OP' label if there were any doubts)
forge damage nerfed, only real issue is not being able to 1 shot an onikuma with no mods it (totally fine if MLT LAV was buffed in some way)
also proto tanks and lol enforcers removed.. ok forge grants infantry AV v vehicles a pretty decent balance (with the exception of swarms, plasma cannon and AV nades now being on the clearance rack at Toy R' Us)
forge has been the ONLY viable infantry AV weapon since swarms got thrown in the dumpter, and AV nades became 4th of July gimmicks
now with removing effectiveness of damage mods, with further nerfs everywhere else, this 'happy medium' (not gonna say true 'balance' cause we all know that's probably never gonna happen) goes way to the other side, in a time when it already takes a solid player to even argue the CURRENT setup is somewhat in check.
the only thing this does is makes somas and madrugars obsolete, and the triumphant return of the shield tank (although the good tankers now already made the switch largely as shields became viable in 1.7)
I just hope some employee reads this and sits back and at least TRIES to think outside the box and what the current numbers WOULD likely translate to on the battlefield.
'hope' lulz sometimes I have to laugh at myself
You should never underestimate the
predictability of stupidity - Nietzche
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