Bro-metheus
Storm Wind Strikeforce Caldari State
70
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Posted - 2014.03.27 05:39:00 -
[1] - Quote
CCP Saberwing wrote:I-Shayz-I wrote:KenKaniff69 wrote:Why not buff AV and leave hardeners alone?
Hardeners are the only way to survive against mod'd rails
If you take away their effectiveness, vehicle combat will consist of two shot engagements that require no tactility or skill. Yeah nerfing tanks just messes up with the tank v tank balance...it's actually at a good place right now. Okay, thanks for the feedback guys. A couple questions then (and I'll relay this to the team): - How would you suggest going improving the tank situation? Increasing the viability of AV? - How would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix.
Increase the cooldown between shots for the railgun, lower the ammo count. increase the charge up time for railgun shots. decrease overall railgun dmg. remove splash from the railguns. remove tanks seeing infanry at long range IE they can only see other vech and stuff long range. Make tanks only first person view. Make tank recall only for the red line. Do not reward war points for tank shots from the redline. Reduce tank warpoints for kills on infantry. lots of options, cant tell you which one of those to use.
For the AV side you need to fix the swarms Pri #1 for the forge gun you need to up its range by 25% and its dmg needs a good buff.
here is the main thing though. If you look at the Differential between specing inf suits. Lets say you take a heavy suit. now you can brick tank it and you can speed tank it but the dif is not massive compared to the weapons it faces. the Spread of EHP and other factors on tanks is insanely large. This makes balancing far far more unwieldy. you will notice this more when you try to install the other racial tanks. to get noticeable dif between them your going to have to go to even more extremes to make them noticeable. You need to close that gap. No matter the tank, asking for more then 2 forge gun AV to be required to fight it/counter it effectively (right now that number is somewhere in the 5-6 AV needed for a good kill mark and that is insane) is a recipe for disaster. you need to close ranks on the tank spead. So to do that, you up the base stats of the tanks, you drop down the % increase from moduals to relative how the spread for Dropsuits is. And you take the AV damage and buff it to the DPS necessary. It should never take more then 2 proto swarms to take out a proto tank if they both empty their magazines into him and no more the 1 proto av to take out a proto tank if he gets all of his forge gun hits before reload. Now i know by now tankers are freaking out. but here is the thing DROP the tank prices to reflect this. OR up the rewards AV gets for the tank kill and the Reward tanks get for kills. This is a good way to adjust AV.
Now with regards to a hotfix. Right Now the tank EHP and hardener spread is TOO LARGE. you buff AV enough to be effective against dual hardeners, all other tanks get crushed and Dual harder is the only way to go/survive. that is a fact. You need to bring hardeners down to a rate where they are still useful but the spread is not more then lets say 15%-25% and the cool downs reflect a sensible game play style. Then adjust AV to match it.
You need to think hard about how much spread you want in tank moduals. too much and its literally unbalanceable vs av because hardeners will create to much spread. same goes for all tank moduals. |