God Hates Lags
Fatal Absolution General Tso's Alliance
1033
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Posted - 2014.03.19 02:54:00 -
[1] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix.
1. TTK increase will actually do a fair amount to address this imbalance. A rapid TTK encourages brick tanking over all else, whereas a higher TTK means that a quick recovery is also an option. Not saying more isn't needed but for my money, it's best not to change anything until we know how much is needed.
2. Yeah, obviously, Gunloggis will be invincible with the proficiency changes.
3. shotgun is in no way gimped. It was in a good place, but now it just got an unnecessary nerf. Magsec will be OP, but the HMG is in a good place even post nerf. CR was better than the HMG with twice as much range. Now the HMG is dominant within it's element while still limited heavily by range.
4. There's no way of knowing this. There are supposed to be improvements overall, I don't know if the skill calculations will contribute to lag.
5. You've mentioned this before, but really the biggest problem with the heavy was TTK, which is getting addressed. Rail Rifle heavies will not be as effective as they once were, and HMG heavies will be range limited. IDK about scouts, they might find their niche.
Doubles ISK
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