Tebu Gan
Dem Durrty Boyz Renegade Alliance
641
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Posted - 2014.03.06 13:00:00 -
[1] - Quote
Ryme Intrinseca wrote:jaksol returns wrote:Dustbunny Durrr wrote:https://dust514.com/news/blog/2014/03/expanding-the-arsenal-with-uprising-1.8/
CCP is reducing enhanced/complex damage mod multipliers (from 5% and 10% to 4% and 5%, respectively) to extend TTK. While the goal is noble, the unintended consequences are AV is also getting nerfed by this.
With the goal of extending TTK, the proficiency skill will now only affect damage on either shield or amour.
Forge guns with 1 complex damage mod now do 5% less damage to armor, and up to 20% less (at level 5 proficiency) to shield.
Forge guns with 2 complex damage mods (excluding the stacking penalty, which is somewhere in the 10-20% range, but never fully confirmed by CCP) will now do 10% less damage to armor, and up to 25% less (at level 5 proficiency) to shield.
As if this wasn't enough, you get 1 less grenade per suit (ie: if you got 3 before, you now get 2), once again, with the intention of extending suit TTK. Of course, this will just gimp the already pathetic AV nades even more. I'm fairly certain you cannot kill most untanked LAVs that are standing still (Quite honestly, the easiest target an AV nade will ever hit) with 2 enhanced PACKED AV nades, yet along a tank. Even in 1.7 AV nades need a nanohive to be of any real use, in 1.8, they will become a requirement to kill the lowliest of the low.
While I do applaud the extended TTK for troops, the already paltry AV options in 1.7, are becoming, well, more ridiculous. GOOD! look at the stats a proto forge guner with 3 complex damage mod EQUALS dead tank before if knows what happens. im not a tanker anymore and I think this is needed its not the avs that needs fixing its just the milita tanks and milita tank mods that need to be fix. If you look at the stats you'll see that a high SP tanker can run constant hardeners, or alternatively have more than one on standby to activate when things get hot, reducing damage to almost zero. So no, a proto forge gunner does not mean a dead tank, not even close. Even two proto FGers struggle to take out a well built and well piloted tank. Swarms and AV grenades are even worse - much, much worse. But bring in one rail tank and that tanker is dead in a minute. The impotence of AV is obvious to everyone, yet CCP nerf it even more..
Sorry, got to call you out on this one.
A proto forge gunner, with 3 complex damage mods, will take a huge chunk of a gunnlogi shield, and certainly get the notice of a madrudger. With hardeners, hardener, respectively.
A gunnlogi, using just ONE hardener against a forge gun is going to have a bad time. With 2 up, you can at least mitigate some of the damage, and eat maybe 5 shots before needing to recharge shields.
And really, I don't think that SP makes as much a difference as you think. A milita tank reminded me of that last evening. No hardeners up, and 2 shots. With skills, the only advantage I hold over one is that extra slot and 6 extra seconds on my hardener. I guess a pro turret makes a difference, but I don't notice when facing sica's with stacked damage mods.
2 shots and I'm dead, how pathetic.
Tanks - Balancing Turrets
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