BL4CKST4R
WarRavens League of Infamy
2138
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Posted - 2014.03.24 10:46:00 -
[1] - Quote
Dual tanking breaks everything enough said.
The damage mod nerf, like any other nerf, has made them useless to all but maybe snipers. Even before 1.8 damage mods had to be carefully balanced with HP so you get the maximum ratio between the two, usually just Armor and damage. But with the nerf it makes them so that shields give a bigger benefit no matter the situation. Once thing this causes is an extreme extention of the TTK post 1.8 people were dying fast yes but most were using 1 type of tank, now most will be dual tanking this combined with all the damage nerf will massively extend the TTK.
For example a Gallente Assault with 3x CSE and 4xEAP has a 2.3 second TTK, against a Duvolle this is 28 shots to kill. This leads to another problem strafing fights, even though you want to make this a slow tactical shooter strafing and bunny hopping is way to fast with the slow time to kill anybody in a scout suit and a keyboard will be able to matrix across the field.
This is also going to have a huge shift in weapon preference, anything with a slow rof and high alpha damage will be the only useful weapon in 1.8. High rof weapons tend to have low damage therefore the amount of shots to kill will be way higher and with more room to dance around these will probably need an entire clip to kill.
Some solutions if these problems do happen, I am very sure they will since during beta TTK was much longer and many of the things above held true.
*Reverse one of the damage nerfs, each of the nerfs increases TTK by around 15%, damage mod nerf forces dual tanking and weapon damage nerfs add to it. *Reduce the rof of weapons and increase damage, this doesn't increase TTK but some weapons won't work with slow TTK; weapons like the SMG. In slow TTK games damage > dps, fast TTK dps > damage. *Reduce strafing speeds, and ads speeds *Change the armor and shield penalties accordingly so using both increases the damage you take. > Shields increase your hit box 2/3/5 > Armor slows you down 2/3/5 *increase base suit HP and scale modules like in EVE were the difference between meta 1-4 is around 5%. This makes it so what makes or breaks your suit is how you build around its purpose not piling a truckload of HP. This reduces TTK slightly but increase game play flavors tremendously.
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
2140
|
Posted - 2014.03.24 11:08:00 -
[2] - Quote
I-Shayz-I wrote:I really hope that if anything comes from this patch, it will be actual teamwork.
The main problem I see right now are players (even me) being able to mow down 4-5 other guys in a few seconds if they're close together. Just today I was able to take on 3-4 guys who kept spawning in the same objective because I could kill them without even trying. In 1.8 facing those same players I would probably be overpowered because I won't be able to kill them faster than they can spawn in.
While I am worried that the increase in ttk will cause unexpected problems, I'm thinking it will solve more than it brings.
Yes you won't be able to take multiple guys anymore (good thing) but in order to take you down quickly would require two guys, sort of speak. The TTK is fine but certain factors within the game that were not looked at, these over extend the TTK past what CCP might have intended. This being HP modules, dual tanking, clip size damage etc.
For the Federation!
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