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Temias Mercurial
ANGEL FLEET
30
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Posted - 2014.03.27 16:38:00 -
[1] - Quote
DUST Fiend wrote:The range was never really the issue, particularly if they had introduced damage falloff FOREVER ago. The range was annoying, ceraintly, the problem was the DAMAGE they could put out at those ranges. AKA, DAMAGE was the problem, and still is. The redline still enables glass tanks to have invulnerability, and they can still cover a large portion of the map.
I repeat.
Range was NEVER the problem.
Damage (mods), RoF, and the Redline, are the problems. Apparently nerfing infantry damage mods from 10% to 5% was entirely called for, but god forbid they touch 30% damage mods.
#CCPlogic
Until CCP decides to redesign maps or adjust the redline, we can only create temporary solutions that may seem unrealistic. |
Temias Mercurial
ANGEL FLEET
30
|
Posted - 2014.03.27 17:16:00 -
[2] - Quote
Dauth Jenkins wrote:DUST Fiend wrote:The range was never really the issue, particularly if they had introduced damage falloff FOREVER ago. The range was annoying, ceraintly, the problem was the DAMAGE they could put out at those ranges. AKA, DAMAGE was the problem, and still is. The redline still enables glass tanks to have invulnerability, and they can still cover a large portion of the map.
I repeat.
Range was NEVER the problem.
Damage (mods), RoF, and the Redline, are the problems. Apparently nerfing infantry damage mods from 10% to 5% was entirely called for, but god forbid they touch 30% damage mods.
#CCPlogic Range was a major problem for dropships, as they could be denied the majority of the map
That's the one change I like as a pilot, but the hardener nerf for dropships... CCP could at least buff dropships by a little bit. And extra high slot for Pythons and low slot for an Incubus would work quite well, or add something else into the Python and Incubus skills. I don't want them to be OP, but those hardeners pre 1.7 did not work well for a dropship... and I hated it. |
Temias Mercurial
ANGEL FLEET
30
|
Posted - 2014.03.27 21:33:00 -
[3] - Quote
Harpyja wrote:Baal Omniscient wrote:Temias Mercurial wrote:Dauth Jenkins wrote:DUST Fiend wrote:The range was never really the issue, particularly if they had introduced damage falloff FOREVER ago. The range was annoying, ceraintly, the problem was the DAMAGE they could put out at those ranges. AKA, DAMAGE was the problem, and still is. The redline still enables glass tanks to have invulnerability, and they can still cover a large portion of the map.
I repeat.
Range was NEVER the problem.
Damage (mods), RoF, and the Redline, are the problems. Apparently nerfing infantry damage mods from 10% to 5% was entirely called for, but god forbid they touch 30% damage mods.
#CCPlogic Range was a major problem for dropships, as they could be denied the majority of the map That's the one change I like as a pilot, but the hardener nerf for dropships... CCP could at least buff dropships by a little bit. And extra high slot for Pythons and low slot for an Incubus would work quite well, or add something else into the Python and Incubus skills. I don't want them to be OP, but those hardeners pre 1.7 did not work well for a dropship... and I hated it. Not arguing, just wanted to say... dropships also got a HP buff in 1.7, not just a hardner buff. Dropships are fine as they are, it's the large rail turrets that are the issue. The hardner changes are just the first round of hotfixes though, let's see what their final product looks like before we make any decisions. For all we know Dropships may be in for another HP buff to make up for the hardner nerf. Just be cool. Railguns still need further nerfing. Their damage output is just way too high, and especially now when our best defense (resists) against them has been nerfed. I for one shouldn't be able to hold R1 until the enemy tank is dead without overheating. The railgun in its current form needs reduced damage, increased fire interval, and increased heat cost.
I do believe that they should receive further nerfing. I'm not saying they're balanced now, it's just a step in the right direction. Honestly, I think they're OP against other tanks. The number of people that use missiles to deal with armour tanks is... next to none, simply because rails are too effective and require no risk. They should charge shots individually, like the forge gun. The reason why I suggested 1 more slot for each ship is so we could put plates/extenders on, as fits with 3 slots is excessively limiting, and an appropriate increase to cpu and pg would suffice if they didn't want to increase hp or decided to do something different, as hardeners will cripple dropships with those new stats.
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