Vulpes Dolosus
SVER True Blood General Tso's Alliance
1132
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Posted - 2014.03.27 03:49:00 -
[1] - Quote
Just what we need. More redline rail cowards.
Now that their precious bathtubs can actually be dented, they won't leave and just snipe their now weakened prey.
CCP, please address the redline issue. I suggest removing it all together, replacing it with bunkers/bubble shields that you can't shoot into or out of, but still allows safe spawns, regrouping and vehicles drops.
Me in my ADS: 1,2
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1133
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Posted - 2014.03.27 04:22:00 -
[2] - Quote
Christiphoros von Poe wrote:Vulpes Dolosus wrote:Just what we need. More redline rail cowards.
Now that their precious bathtubs can actually be dented, they won't leave and just snipe their now weakened prey.
CCP, please address the redline issue. I suggest removing it all together, replacing it with bunkers/bubble shields that you can't shoot into or out of, but still allows safe spawns, regrouping and vehicles drops. They are. Something about nerfing range on railguns and stuff Oh, well that would have been nice to know before opening my big mouth, lol.
Here are the acutal tweets so far.
Me in my ADS: 1,2
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1136
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Posted - 2014.03.27 06:43:00 -
[3] - 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. - Biggest thing to remember is to not over look how these changes "balance" with other vehicles. ADSs and LAVs are in a good spot, defensively (though the Saga could use more CPU), if you ask me. I do think that, with the new changes to Prof skills and damage mods, the damage for AV could get a buff across the board, especially swarms (though not back to pre1.7 levels).
Other than that, I think we just need some new content. More infantry AV weapons, especially heavy, will make the battlefield more dynamic and bring more threats, especial to shield based vehicles. E-War, such as webifiers, could also help turn the tides of AV vs V due to cleverness instead of raw firepower. New vehicle turrets will add some variety to the mix of AV vehicles, perhaps. In addition to some nerfs, logi vehicles could make a stunning return and actually fulfill a vital role. (I've made threads about most/ all if you're interested in some of my ideas).
- The biggest problem with rails, imho, is the redline. Pure in simple, they can reach far, over the whole map in most cases, with impunity, and the only way to get them back is to take your rail tank to midfield/the enemy redline and attempt to kill them (which more than not doesn't happen because after the first or second shot, they duck behind a hill).
Imo, the easiest way to end this (and other redline abuses) is to just get rid of it. Add bubble shields/ bunkers (whatever the map will allow) that can't be shot into or out of and let the rest of the playable map be open.
The only other things I'd suggest is a nerf to damage mods (to about 15-20% I guess), increase to rail fitting costs (to remove their tanking ability for ganking), RoF a little,
Me in my ADS: 1,2
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