Texs Red
DUST University Ivy League
306
|
Posted - 2014.03.20 20:32:00 -
[1] - Quote
Dauth Jenkins wrote: People complain because most of them get killed before they can duck into cover. Hopefully that fixes itself with the increase TTK
As long as we don't go back to where long TTK and people strafing was giving some shield users the ability to begin shield regen in the middle of combat. It happened to me around 1.2 or 1.3 with a minmatar scout, it was stupid.
I am actually very nervous for 1.8, I know CCP said they want to slightly increase TTK but I think between the nerf of all the rifles/damage mods, the buff to sentinel suits, and the changing of the proficiency skill there will be a far bigger impact than "slight". EX: The scrambler rifle on an Amarr assault suit. Previously you would stack damage mods in highs with plates in lows, but now that damage mods are nerfed it is better to use extenders. Result: no prof bonus or damage mods (was +35%), a roughly 10% nerf, and a -20% vs armor (native weakness). Result: A difference of 45% damage vs armor from 1.7 to 1.8. You call that *slight*!
I know some people are upset with short TTK but there are trade offs.
Short TTK favors armor tanking as shield tankers have a hard time bringing their regen to bear so a slight increase would help. But so too would buffing STD and ADV extenders then reducing shield extender PG draw.
However short TTK also helps newer players, by using good tactical ability they can kill someone if they get the drop of them. Regardless if the player is using proto or a heavy suit. With a long TTK how is a new player with a MLT suit and MLT AR supposed to match up to a player with a 1.8 heavy suit plus HMG? Even with a surprise attack it won't be even close to fair.
In my opinion what we need isn't longer TTK, it's more options. Anti-armor weapons will do well vs armor but struggle vs shields, in 1.8 the answer is to dual tank with the most eHP possible. Instead we need to have meaningful options in high and low slots so that dual tanking gives you a raw eHP advantage but hurts other tactical choices. It will be impossible to balance this game when the only two fitting options in tank or gank, and CCP just crippled the gank option.
What is the point of equipping yourself so you can easily surprise your foe when their eHP is so high and your DPS vs a dual tank is so low that it doesn't matter. How is a new player supposed to fit into that? |