THUNDERGROOVE
ZionTCD
563
|
Posted - 2014.03.19 02:21:00 -
[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
Shields are perfectly viable and arguable better than armor.
Gavr1Io Pr1nc1p wrote: 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
Nearly the only valid point in the entire post
Gavr1Io Pr1nc1p wrote: 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.
Flaylocks and shotguns are fine I use both with no issues. You don't know how things will work for certain, CCP might have finally realized kick is a valid balance factor
Gavr1Io Pr1nc1p wrote: 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
You have no idea what you're talking about. I've developed systems that calculate skills bonuses on items and they take ~0.05s to calculate mulitple bonuses including skill prerequisites recursively. The majority of lag is poor design choices not anything related to skills or SP counts
Gavr1Io Pr1nc1p wrote: 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.
(Ran out of quotes ) Did the big bad heavy touch?
You have no idea how things will turn out. There are way more complicated things to think about then just the numbers. Logistics will still be a very viable role and still the most rewarding in terms of SP/WP/ISK which is the only thing that truly matters in Dust besides having fun.
That's not really true, the LR buff wasn't able to be deployed until 1.8 due to range numbers being hardcoded in the client which I imagine a large majority of type attributes are. This could change in 1.8 but don't count on it.
I admire your attempts but really, this has to be the worst QQ post I've seen all week.
Amarr Logi | Amarr Sentinel
Projects: TDBS | SDETool
|
THUNDERGROOVE
ZionTCD
565
|
Posted - 2014.03.19 03:02:00 -
[2] - Quote
Gavr1Io Pr1nc1p wrote: this is blatantly false. shields give far less hp, have far greater fitting costs, in exchange for slightly higher movement speed in a game with massive amounts of aim assist. They are only more viable than armor if you have an infinite number of slots for highs or lows and infinite fitting capacities
Except what takes any Cal/Min suit to recover 450+ shields I recover 180 armor if I'm lucky, the minassault has bad recharge rates yes but still shields are way more viable for a solo play style and even some squad play where you won't have a logi with a repair tool
Gavr1Io Pr1nc1p wrote: i believe this post nulls all of your opinions on the issues of balance in this game, however, i will continue to respond
Why? I use both weapons a lot and have no issues killing. Shotguns are amazing and flaylocks work as intended if you have any aiming ability (As a finishing weapon)
Gavr1Io Pr1nc1p wrote: i am nearly 100% certain that SP has a huge effect on lag, primarily because i believe the server makes the calculations in a very repetitive method and calls the functions for determining the values for each individual stat of the player. Im not saying its the only issue, however, i believe i would have a little bit more prerequisite knowledge than you in this case.
And again, I'm making these calculations in a similar manor on hardware that is much much worse than anything they would be using. Most math calculations are cheap in terms of CPU usage. Server latency is rarely CCPs issue and when it is it's likely due to something on the battle servers node hogging resources.
Gavr1Io Pr1nc1p wrote: Heavies are far greater than even the scout in 1.8, and logistics is the least ISK viable role on the battlefield due to ludicrous equipment costs. I was unaware that ranges were hardcoded, but still that is an off topic point, and would have been easily remedied pre-1.8
We have to see how it plays out as I've said. Heavies will be good for sure but I don't think they'll be disgustingly over powered. I could be wrong but all we have are numbers to base it on and not play time.
Amarr Logi | Amarr Sentinel
Projects: TDBS | SDETool
|