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Garrett Blacknova
Codex Troopers
4887
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Posted - 2014.04.04 19:20:00 -
[1] - Quote
Repair Tanking: I've agreed with this point since BEFORE THE HARDENER NERF. It was a problem then, and now that it's been indirectly sort-of-buffed by hardeners become less attractive, it's more of a problem than it was before.
Blasters: The problem with Blasters is the same problem we had before 1.8 came out. There's no clarity on their role. There are two ways CCP could fix Blasters to make them a worthwhile option without being unfair. There are two explanations provided by people trying to argue that Blasters aren't OP, and CCP need to choose one and back that proposed role up with legitimate changes to the functionality of the weapon.
1. Blasters are an anti-infantry turret: Fine, then give them the same kind of damage reduction that all other anti-infantry weapons get when shooting vehicles. Since they're large-scale weapons, it doesn't have to be as harsh as the small arms penalty given to ARs and the like, but something like 70 or 80% efficiency would help them fill the role and make them less viable for vehicle combat. If this happens, Blaster tanks will require support in combined-arms combat, either from a tank with another turret type, or from AV infantry.
2. Blasters are CQC turrets. In that case, make their range ACTUALLY SHORT. They're not all that much shorter range than Railguns right now. Keep them powerful against infantry and vehicles, but make it so they have to get REALLY CLOSE to hurt anything.
Railguns: Last, but definitely not least. Yes. SOMETHING needs to change. Railguns are meant to have high alpha/burst damage and long range. Reducing the rate of fire would make them less viable as a burst damage weapon, but at the same time, nerfing damage significantly would feel wrong for a railgun. SLIGHT damage nerf and SLIGHT RoF nerf combined should do it - but knowing CCP, they need us to emphasise the "err on the side of OP" nerfbat recommendation.
In addition to these proposed changes, I still think the missile reloading system needs to work more like shotgun reloading. When you reload a missile turret at the moment, you have to wait the full reload time (longest in the game) even if you're only reloading a single missile. With how long the reload delay is, missiles have serious issues in combat which at times aren't warranted. You don't necessarily need the Shotgun's ability to interrupt a reload and fire whatever's been loaded (although that might be nice), but at the very least, the reload time should be shorter when reloading after 2 - 3 missiles than when reloading a full volley's worth at a time. |
Garrett Blacknova
Codex Troopers
4888
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Posted - 2014.04.04 19:32:00 -
[2] - Quote
Dauth Jenkins wrote:availability suit Autocorrect is OP.
Please nerf. |
Garrett Blacknova
Codex Troopers
4915
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Posted - 2014.04.05 09:54:00 -
[3] - Quote
The-Errorist wrote:Garrett Blacknova wrote:Repair Tanking: I've agreed with this point since BEFORE THE HARDENER NERF. It was a problem then, and now that it's been indirectly sort-of-buffed by hardeners become less attractive, it's more of a problem than it was before.
...
Railguns: Last, but definitely not least. Yes. SOMETHING needs to change. Railguns are meant to have high alpha/burst damage and long range. Reducing the rate of fire would make them less viable as a burst damage weapon, but at the same time, nerfing damage significantly would feel wrong for a railgun. SLIGHT damage nerf and SLIGHT RoF nerf combined should do it - but knowing CCP, they need us to emphasise the "err on the side of OP" nerfbat recommendation. Railguns were never meant to have high burst damage, only missiles were. Railguns have high burst by virtue of their high alpha damage. Alpha and burst damage are basically the same principle applied as a contrast to sustained damage weapons which need higher DPS to compensate.
The more I think about this, the more I think the best nerf to Railguns would be to simply make them overheat faster so they only get 2 or 3 shots before overheating (depending on skills and tier of the weapon) Fire 2 shots and DON'T overheat, wait a moment, then fire, then continue pausing between shots to sustain damage over time, OR go for 3 shots in a row for maximum burst damage, but at the cost of DPS because you're overheating and having to wait out an extended cooldown period. |
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