GVGMODE
WorstPlayersEver
152
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Posted - 2014.03.27 06:43:00 -
[1] - Quote
CCP Saberwing wrote:[quote=I-Shayz-I][quote=KenKaniff69] 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? - would you go about fixing Railguns, if not range reduction? I believe damage fall-off is not an option for a server-side hotfix.
Listening non vehicle players is a key for disaster.
- How would you suggest going improving the tank situation? Increasing the viability of AV?
It has been said so many times un-tiercide the modules. You cannot have MLT-STD-ADV modules with the same duration/cooldown/ damage resistance as PROTOTYPE level and expect to have a good situation in regards to tanks.
There is no reason for a player with 0 SP into vehicles to invest in them at the moment, because MLT modules+tanks are so disposable (price) and effective that they will spam them and don't mind if it blows because it only costs 68k to spam the next MLt tank
Go drive a tank and try to sustain damage from 2 to 3 forge gunners at the same time and you will wipe, watch a +20M SP pilot die to a bomb jeep driver that has only 1/100 of your total SP invested in remote explosives and costs 20 times less, watch a player solo a tank by using sticky REs on your weak spot.
- 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 gap between MLT-STD-ADV-PRO turrets (not just rails), since the damage gap is so little a MLT turret can kill a fully hardened Tank that is using PRO modules easily.
In a ADS vs Tanks scenario without involving the redline, additional AV/tank hitting each other... the ADS should win because they can hover over the tank without any risk due to turret motion/angle, the tank cannot fight back and the ADS can also reach a tremendous height in seconds if needed.
As for rails well it is good at killing vehicles, which is its main role since the splash radius it has is a joke and calculating the projectile travel time vs a moving target such as infantry does require some experience with them.
Overall changes to vehicles:
- Un-tiercide the modules and increase the gap between them
- Reduce the CPU and PG of MLT and STD tanks, assuming we get ADV level vehicle per se marauder class.
- Increase the damage gap between current turrets.
- Increase the damage profile of swarms vs ADS from 55% to 75% at least
- Reduce the turbulence of ADS when being hit.
- Bomb jeeps with Remote Explosives need to go, they discourage tankers to play in the field and stay in the redline ( it costs 0 ISK and less than a couple skill points to make one with BPOs or 25k ISK without BPOs)
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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