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BL4CKST4R
WarRavens League of Infamy
1988
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Posted - 2014.03.07 13:02:00 -
[1] - Quote
The overall damage nerfs are fine it effectively reduces TTK by a maximum of just around 40% for people who boosted their damage with every available means.
But at the same time you broke many aspects of the game.
1) Fitting damage mods is useless now the only viable high slot is again shield mods, consequently the damage nerf makes dual tanking the best again. 2) AV is broken even more, Prof changes nerf damage to shields and buff damage to armor and currently a hardened shield tank is way better than a armor tank. Killing a shield tank will be even harder. 3) Single tanked infantry builds are just screwed vs weapons of the opposite style. But fighting a single tanked person with a weapon like the SCR will mean you either destroy them or you hit a brick wall.
Change the proficiency bonus to do something that does not increase damage, moving the assault class bonuses (except Caldari and Gallente because they suck) to the proficiency bonus and adding some more "intuitive" class bonuses would be a great start.
Remove damage modules and apply their bonus to the skill, so 1% per level for now until T2 weapons are released where the skill can alter the weapon itself not the suit.
Keep the damage nerf but for gods sake please fix short range weapon balance. Seriously CCP a AR is like a water gun compared to a RR. There is no advantage to using a short ranged weapons. They are outmatched from 0-100 meters. This means that YES you will have to buff the damage of short range weapons. So TTK at close range will drop. And it can't be something like 10% because even at 10 meters past optimal a short range weapon loses more than 30% of its damage
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
1988
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Posted - 2014.03.07 13:48:00 -
[2] - Quote
Arx Ardashir wrote:The following post is purely informational and contains no opinions.
With the new proficiencies, we have the following results:
Blaster: +25% shield, -10% armor Laser: +35% shield, -20% armor Projectile: -5% shield, +25% armor Rail: -10% shield, + 25% armor Explosive: -20% shield, +35% armor
So shield has 2 modifiers against it, and armor as 3. This would make shield the safest tank of choice. With an inherent and rapid regen, having only 2 of 5 weapon profiles working against you is an advantage.
Though some possible counter points are: Charge functions are exclusively on shield-bonused weapons (ScR and the incoming Ion Pistol) Shield modules provide ~50% less hp
Safest single tank choice, but a well placed charged SCR will wipe shields. Idk about the ion pistol it's range is to short or the charge time is to long to place a good shot.
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
1990
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Posted - 2014.03.07 14:07:00 -
[3] - Quote
DEZKA DIABLO wrote:Move profile damps an biotic mods to high slots?!!! You mad? Scouts are built around mods in the lows, you telling me a minmatar scout has to decide between 3 h at proto level to use either shield , damps , biotics, an do what with the lows; stack armor?
NO!
Well the only module that works in the highs are shields are you telling me a Gallente assault has to decide to use either shields or ummmm shields? Btw dampener are Gallente tech and in the highs in EVE. And the idea is to have more module choices in both slots.
For the Federation!
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