kayn TARON
KILL-EM-QUICK RISE of LEGION
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Posted - 2014.03.27 12:25:00 -
[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.
Two well thought out suggestions by a Dedicated Tanker, and Programmer.
Things Covered in this post are potential solutions to the following:
- Tank Spam, and a cost change
Rail Tanks and balance Making AV viable again
To Reduce Tank Spam:
1) Increase cost of hull of tanks by a factor of X where X = (anywhere from 1.5-3X based on numbers I see) This would still allow them to bring them out while at the same time reduce the spam. Tankers don't fear -- At the same time HAV has no purpose to take beyond 1, so add in an additional skill that requires say HAV 5 that will reduce the cost of tanks and dropships by a factor of Y, where Y = X. This way it wouldn't hurt the dedicated tankers while being a slight nerf to the 0 sp non tankers without stopping their effectiveness.
Continued Balance of Milita VS Proto Tank Effectiveness
2) Just a few points before the balance suggestion: Blasters close combat against Infantry. Missiles High Alpha and king of CQC, while Rail sits back and fires from a distance. 2a) Reduce firing time between shots for rail tanks 2b) Reduce Shots in clip of a rail tank, and possibly a "small" increase to reload time to keep them from being the king of ranged and CQC. 2c) Recalculate Damage Mods on Tanks. This would solve if done properly the issue with 2X dmg mod Sica's 2 or 3 shotting proto tanks while still keeping them effective. It also would solve some of the rail tank CQC vs other tanks issues as without damage mods on I believe Rail tanks to be perfectly balanced currently. (Or just remove them but that would hurt missile tankers when attacking a shield tank. If this option is done be very cautious as to how it will affect the blaster and missile tankers.
Let me reiterate the importance of 2c again as that is the most likely long term fix when combined with 2a and 2b that could be included from a server side fix.
Making AV Viable Against Tanks
1) Increase AV nades back to 3, and increase damage by 1/2 of the nerf that hit them in I believe it was 1.6. You nearly halfed the damage so try a 20% increase to damage and go from there. (based on effectiveness of AV nades prior to 1.7 1a) On a side note for the most part unless they are on a hive just chucking AV nades at me I usually just ignore people who have AV nades unless it's 3 or more people. This screams that a fix is needed. 2) Put swarms back to old 1.6 damage levels while leaving the lock range where it is currently. 3) FG's well they are already very effective against tanks and needed a small nerf as a decked out FG could domolish a tanker without much effort. (Think proto with Prof 5) They still do by the way. With the decrease to damage mods it helped in this area making them about where they should be given current balance vs vehicles.
Dust is marketed as an FPS/MMO. Can you name me one MMO that does not have a functional online friends list or PVE? lol
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