BL4CKST4R
WarRavens League of Infamy
2230
|
Posted - 2014.03.28 03:08:00 -
[1] - Quote
DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes.
The damage and flux I like, the glitches needs to be fixed but this is just common sense.
As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules.
For the Federation!
|
BL4CKST4R
WarRavens League of Infamy
2232
|
Posted - 2014.03.28 03:19:00 -
[2] - Quote
Iron Wolf Saber wrote:BL4CKST4R wrote:DUST Fiend wrote:Glitches obviously need to be fixed, but glitches are glitches.
Moving while cloaked is easy to see.
Flux grenades should fully drain a cloaks recharge meter thing. I haven't used them personally, so I can't really comment on the rest. You shouldn't be decloaked from damage.
Brick tanking is a problem that CCP has been creating for a while, and they only further encouraged it with the 1.8 TTK changes. The damage and flux I like, the glitches needs to be fixed but this is just common sense. As for brick tanking that is not a scout problem, this is a general problem due to bad module distribution and nothing better than HP modules. True but HP is a hard weight, while sensors are a soft weight in a shooter, you cannot fully measure how useful a sensor module is vs HP. Does seeing through walls equal 100 hp? 50 damage? 0.5 seconds off shield recharge? that value of sensors vary from player to player. Then of course there is the other module and stats alterations. Simply bringing it to compete with HP from majority view may make some players play styles excessively out of reach due to the enabling caused by the module changes. This ain't eve. Where I can plug in a bunch of numbers and get the outcome of most scenarios.
I don't mean it in such a general way, but for example in EVE what generally goes in your lows as an armor tanker? Tackle, and EWAR you close quickly to lay down tons of damage. This outweighs the value of the higher HP from shields (discounting the large sig radius). As a shield tanker what do you use? You boost your repair or you boost your damage you try to kill the enemy to keep that distance.
In Dust there is a backwards balance, from EVE. There are opportunities and rewards going to the wrong side, to a side that just doesn't need them. For example look at kinetic catalyzers, why would a shield tanked suit want to rush into battle? Look at damage modifiers, why would you give the highest HP suit the best damage also?
The value of a module does vary from player to player, but the mindset of that player (assuming he knows the role of his suit) is counter acted by the modules being on the wrong side.
For the Federation!
|