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Harpyja
Molon Labe. General Tso's Alliance
1497
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Posted - 2014.04.04 19:15:00 -
[1] - Quote
I really like where the AV vs tanks balance is. Now tank v tank just needs balancing.
The railgun needs some nerfing to damage and RoF with an increase to heat cost.
I disagree with your points on the blaster turret. It will still be the most effective large turret at AI, so it's AV abilities should be the weakest. Currently it's AV capabilities are too powerful due to the hardener nerf, so I think an overall damage nerf on the large blaster is in order. Then it won't deal so much damage at infantry while still being the best turret at AI while sacrificing AV abilities. Large blasters should not be both effective at AI and AV as they were in 1.6. They had a good balance between the two before the hardener nerf.
I'm still of the opinion though that swarms shouldn't be able to interrupt my hardened shield regen. But perhaps once we get shield based AV; I just think it doesn't make sense that an anti-armor specialized weapon can deter a shield tanked vehicle. It's like asking for bug spray to also deter sharks when you're in the ocean.
I agree with the points made above on repping tanks. They make themselves powerful against infantry at the cost of making themselves weak to high alpha damage, such as a rail or missile tank. As long as that trade-off exists, reps are fine.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1507
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Posted - 2014.04.05 15:42:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Takahiro Kashuken wrote:KAGEHOSHI Horned Wolf wrote:Takahiro Kashuken wrote:Missile/Rail tanks do wonders against nonhardened tanks
Its a large blaster of course its going to kill infantry it is what it is there for, it actually works now because pre 1.7 all i got was shield flare alot of the time it was better for killing other tanks with it
Your also going the wrong way about it all, at this rate vehicles will barely have any fits to use without it being classed as OP The fact that there are large turrets specifically designed to specifically eradicate infantry at such levels of effectiveness is inherently insane. It basically stealing the role of infantry with 3,000+ HP, super speed, and an extreme amount of more fire power. It is just bad game design. While I'm ok with blasters killing infantry, but at this level of effectiveness its far too much. Dial down the anti-infantry capability a bit, and dial up the anti-vehicle/installation power a bit as well. Its damage profile as a blaster would definitely secure it a role as an anti-shield vehicle weapon. As for the comment about barely having fits to use, that is not the case at all. I think repair-tanking should be an acceptable tactic, but right now its far too effective. There should never be a dominant unkillable strategy that is practically immune to AV; it reduces the value of different fits, and reduces variety in gameplay. You mean because the blaster actually works now its OP? i noticed nothing was ever said about blaster pre 1.7 because they didnt work, it was like missiles back in the chrome days they worked wonders but were again OP, fact is blaster is AI turret more than an AV turret but now thanks to the hardener nerf is can also be more effective against vehicles. If vehicles didnt have an AI turret then why would we bother with vehicles? the HAV has the blaster so it can defend itself from AV and scouts and FG etc, the small turrets are genrally useless for this role unless you happen to use small missile which for some reason make the large look bad for killing infantry even tho i full auto 12 at someone and get next to no splash Passive repair mods work, but also they are against lore where shield always recharges and armor has an active repair tank unless you use remote reps which we no longer have. Bottom line is we have less choice than we ever had so the same fits which actually work are going to be more popular but that means less variety for everyone involved and half the mods wont get touched again Its hard to take you seriously when your default reaction is to defend tanks regardless of balance issues. Most vehicle users I know about clearly see the problem with nearly indestructible permanently repairing vehicles. You can never recognize that something works too well when it comes to vehicles. Before 1.7, blasters still worked, and I still experienced battles where they went 20/0 because of how easy it is to get kills with. If small turrets are that ineffective against anti-infantry, then the reasonable thing to do would be to buff them (small blasters require more dispersion, its too hard to hit infantry with them in a moving vehicle); small turrets generally match the killing power of infantry weapons, so its a far more fair scenario. What is NOT the reasonable thing to do is allow an extremely powerful to effortlessly slaughter everything in its path. I am not proposing that large blasters be nerfed, or that they should become unable to kill infantry, I am proposing a change of role by giving them much more damage, and less rate of fire. Large blasters should be the best close range AV turret, and still retain much of their infantry-killing potential, but just less of it. Blasters are meant for AI. As such they should be the worst at AV, period. Blasters, due to their automatic nature, will always kill infantry the easiest out of all of the large turrets. This is why they must be the worst at AV. Making them the best at AI AND giving them CQC AV abilities is just wrong. I want to avoid the 1.6 blaster Maddy that could kill anything.
Blasters should keep their AI as long as they are the worst at AV. But their AV got a bit too powerful with the hardener nerf, so I think a damage nerf to large blasters will limit their AV abilities once again and also reduce the woes of the infantryman.
Repping fits are fine as they are. They increase their defense against infantry AV at the cost of being highly susceptible to railguns and missiles. I think that's a fair trade-off. Let's not even forget proxies and REs.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1507
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Posted - 2014.04.05 15:43:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:While I doubt it will truly be the "only real answer to vehicles", I will give it a read. May I also suggest you to take a look at this to see my view on the large turrets.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1526
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Posted - 2014.04.06 17:52:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:@Takashiro Kashuken: I do like the idea of having capacitors in Dust, as well as more varied modules to increase the diversity of vehicle fits on the battlefield. I also very much the idea of stasis webifiers, and neutralizers at the hands of infantry. All skills should indeed have bonuses.
@Harpyja: I think we have fundamentally different views of what large blasters should be like. Also, I commented on your earlier post as well on the previous page. And indeed we do.
You mentioned that small turrets should be purposed for AI instead. I don't really see how that will work, considering that it's the turret type that determines what it's good for, not its size. Its size only determines which vehicles can use that kind of turret and to what degree of effectiveness.
The turret types are as follows: Blaster Railgun Missile Autocannon Artillery Beam Laser Pulse Laser
The turrets with high RoF are italicized. These are the turrets that will have an easier time hitting infantry than the other turrets. There's nothing that you can do about it. I'd be very interested to know how you can make their different sizes have different roles, because to me, it's the turret type that determines its role, whereas turret size determines fitting ability and effectiveness.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
Atiim didn't agree with limiting tanks!
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