Joseph Ridgeson
WarRavens League of Infamy
799
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Posted - 2014.03.27 05:53:00 -
[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.
I am going to try to be objective and reasonable as possible. Yes, I am a full time tanker. Yes, I don't want them to be in bad as a place as they were in 1.6. No, I don't want a win machine.
Tank v. Tank feels right about now. You have the glass cannons that can kill the brick but only if they get the drop. It seems balanced to me.
Buffing AV means that LAV's and Dropships get hurt pretty bad. Going full nerd: If the DM makes the monsters to-hit high enough to hit the Sword and Board fighter, the monsters are going to absolutely crush the bard in a single hit. I don't think that AV as a whole is too weak. Forge Guns are quite deadly to my Madrugar. Swarms are a joke. I have seen them not even be able to break my Shield Regeneration before, and they cannot with my Gunnlogi.
First thing is to ensure that any AV / vehicle weapon can stop Shield regeneration. So if the limit is 100 damage, make it count before damage reduction. So if a Swarm was going to do 120 damage before reduction but is hit down to 95, it still stops regeneration while doing 95 per hit. Made this a while back.
Railgun range is annoying. Seeing Mr. Sica in the redline taking pot shots at everything is annoying. I hit him, he rolls back. Range won't fix that though, just reduce the area by which he can deny other vehicles so that is another problem. The range probably should be reduced but not overly. It still needs to be a viable mid-long range weapon out in the field but not total area denial from the redline.
Make hardeners share the same CD. Let them still be fit and used but make them ALL activate when a single one is used. This would mean that a tank that is meant to kill another tank in a single engagement, say damage mod 2-hardener gunnlogi, still works. They activate their hardener and both turn on. They have their 80% resistance for that ONE fight. Afterwards, they are vulnerable. That is a "wave of opportunity." This change, rather than just saying "1 hardener per customer" doesn't limit the builds significantly. Double Hardener Madrugar still works but it is now EXTREMELY difficult to kill for a portion of time rather than being very hard to kill ALL the time and being able to choose to be EXTREMELY difficult to kill for a portion of time. Possibly increase the CD of hardeners if multiple ones are used at the same time. Say an extra 20% CD for each additional one. It still keeps it a choice without making it the obvious choice. Right now, two complex hardeners on a Madrugar means the hardeners are active all the time. Three on a shield vehicle means it has 60% reduction all the time. No "wave of opportunity."
Undo the nerf to weapon proficiency for Forge Guns and Swarm Launchers. Make it like the Nova Knife one. *Possibly*, and I mean be really careful with this, introduce "AV Weapon Damage Modifications" that increase the damage of AV weaponry by more than 3/4/5%. Might be a problem for the Forge and Plasma Cannon though as they might get to "splash kills infantry" points.
Militia tanks need to lose a high or low slot. Sica and Soma both being 2:2 does not show the advantages of either. It just means that people dual tank with a Sica because it has more PG/CPU. Reduce the Sica to 2:1 and the Soma to 1:2. This lets people test if they want to be an armor tank or a shield tank while lowering the power of a militia tank spam.
Damage mods on vehicles are too powerful. 30% is kind of insane. It turns a Militia turret into a Prototype Turret. They stack too easily. Either make it 1 per customer, reduce the amount it adds, or severely hit the stacking penalty. A tank with a Prototype Railgun and two or three damage can two shot just about anything. If it is running hardeners, three shots...
The Militia tank thing is the most obvious "do this" in my book.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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