Vell0cet
SVER True Blood General Tso's Alliance
1118
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Posted - 2014.03.19 01:16:00 -
[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 With higher TTK, shields will naturally be much more valuable. I expect fights to be more about popping in-and-out of cover. In that tactical environment, shields do very well--they recharge quickly and don't slow you down like plates will. Furthermore, the nerfs to damage mods make shields much more attractive in comparison for many fits. Quote: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 I agree that AV vs. vehicles needed to be addressed and I'm disappointed we didn't see at least SOME adjustments made for 1.8.Quote: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. SMG needed a nerf. It was originally balanced around poor hit detection and was balanced with other sidearms in 1.4, 1.5, but got a massive buff with the HD fix in 1.6. This is just balancing it back like the other hitscan weapons. Magsec looks like it certainly could be OP, we have to wait and see how accurate the thing is though. If it kicks like a mule, I would probably go a different direction personally.Quote: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 I'm not 100% on this, but I would assume that the stats are only calculated once and cached. As such, this is using very little CPU and likely not a major source of lag. Do you know something I don't?Quote: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. I'm thinking scouts will keep heavies in check in 1.8. If that's not happening, the first change I would make is nerfing the heavy turn speed to it's original levels. Heavies should be big, slow, and powerful. They should be very vulnerable to flanking, and ranged attacks.
Best PvE idea ever!
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