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Bad Cheetah
Capital Acquisitions LLC General Tso's Alliance
15
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Posted - 2014.05.16 15:22:00 -
[1] - Quote
I don't post on the forums much, so feel free to get your trolls in while you can.
I read all the complaints about this gun and that suit, etc, and generally the complaints come from those who can't counter what the other guy does. For that, I simply say get good. However, as someone specc'ed into several suits and weapons, I can give a fair base on what does need tweaking, at least in my humble opinion.
Gal Heavy - This may be accurate for all heavy suits, but why can I fit proto EVERYTHING onto a single suit? 2 complex reps, 2 complex plates, complex damage mod, boundless, and proto side arm w/proto grenade. Thr base HP for these suits is not the problem, the amount of pg/cpu is.
Scouts - Drop an equipment slot. Easy fix to RE spam.
Remote Explosives - Split up the damage. "Damage to vehicles 1500, damage to dropsuits 500" you already do this for repairing. its not new.
Assault Suits - Do something to make them viable. I do a fair amount of PC battles and the most I see is MAYBE one or two in them. Why? Because scouts do the job. Make the bonuses to the light weapons better. Give more passives. Do something. Otherwise you have a dead class.
Weapon classes - Its time to give each class their own weapons. Heavies should only use heavy weapons. Scouts should have a class of weapons, including nova knives and shotguns. Assaults should be the only ones using RRs, CRs, and ARs. Maybe that right there could fix your assault scout problems. Perhaps allow other classes to use only the basic variant of a weapon.
Scrambler Rifle/Laser Rifle - aren't these supposed to be weaker against armor? Yeah, being 3 shot by a viziam scr running a 500+ armor gal assault suit makes little sense.
Uplinks - either fix the timers or add more CRUs. Hard to make a CRU valuable when theres only one in a good spot. A proto uplink should not have a +5% spawn timer.
Light Weapon damage balancing - want an easy fix? Take your light weapons. assign an optimal range. Make the damage 100% in that range. Reduce outside of it, close or far. Then make the DPS the EXACT same for all light weapons within those ranges. Bam, problem solved. No more nerfing needed. I'll give a quick breakdown -
Basic AR - range 25-45 meters, 200 dps Adv AR - 25-50, 225 dps Proto AR - 25-55, 250 dps
Basic RR - 40-60 meters, 200 dps Adv RR - 40 - 65, 225 dps Proto RR - 40 - 70, 250 dps
Just examples. Too much to list on a phone, but you get the idea. Maybe have a 2% damage reduction for every meter outside of the optimal range. RR at 30m would have a 20% damage reduction in that scenario.
Game modes - Customizing battles to bet on needs to be a thing. Allow squad v squad games for an isk wager. Allow these modes to be set for 6 v 6, dom or ambush variant, and set open or passwords. You can cap the wager amount if you wish to 1 mil per person or something. But this allows more competition between corps and individuals. This needs to happen.
Maps - Can we please get a multi-tiered city map (inside buildings) or a forest/jungle map? Something different than the dirt, volcanoes, and rocks? Would be awesome.
Plasma Cannons / Swarms - Need massive improvement. Swarm range should be improved to counter ADS. Plasma cannons need to fire faster.
Cloaks / Passive scanning - Scouts need to either be the best at hiding or the best at scouting and scanning. Not both. Reduce cloak dampening or time. Or reduce the base passive scans. Make the modules more important if they want to be scanners.
Active scanners - congrats, they have bern nerfed into the dirt. Want to fix the animation at least and make the people show up? I can scan 100m out with a 60 degree scanner and people 60m out dont light up half the time. Also the animation shows maybe a 20 degree scan. Just do a snapshot. Quit the crappy animation that doesnt work.
So thats a few thoughts from yours truly. Back to lurking now. Hopefully CCP can actually devote resources to this game and keep it going, I've actually enjoyed it. |
Bax Zanith
145
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Posted - 2014.05.16 15:36:00 -
[2] - Quote
As far as I know, CCP will only provide balance fixes for dust. Things like trees and new game modes will appear in project legion, or so they say.
They didn't die from the cold without
They died from the cold within.
- James Patrick Kinney
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TranquilBiscuit ofVaLoR
Fatal Absolution General Tso's Alliance
2118
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Posted - 2014.05.16 15:36:00 -
[3] - Quote
I agree with a lot of these, but a few of them just don't make any sense.
Bad Cheetah wrote:Scouts - Drop an equipment slot. Easy fix to RE spam.
RE spam isn't a reason to drop scout EQ slots. as a matter of fact, there IS NO reason to drop scout EQ slots. the only problem I have with scouts is that they can fir so much health, that with with 600 melee, I have to hit them twice. they shouldn't be able to build as much ehp as my assault suit.
Bad Cheetah wrote:Remote Explosives - Split up the damage. "Damage to vehicles 1500, damage to dropsuits 500" you already do this for repairing. its not new
then how will we kill heavies? but seriously, I disagree with this. when there is literally an ENTIRE team of heavies, there is no counter to it other than REs.
Bad Cheetah wrote:Weapon classes - Its time to give each class their own weapons. Heavies should only use heavy weapons. Scouts should have a class of weapons, including nova knives and shotguns. Assaults should be the only ones using RRs, CRs, and ARs. Maybe that right there could fix your assault scout problems. Perhaps allow other classes to use only the basic variant of a weapon.
I agree with restricting heavies to heavy weapons, but other than that, this is just a terrible idea. the easiest way to fix assault scouts is reducing their ability to brick tank. one of the few things this game has going for it is diversity. let's not take that away.
Bad Cheetah wrote: Light Weapon damage balancing - want an easy fix? Take your light weapons. assign an optimal range. Make the damage 100% in that range. Reduce outside of it, close or far. Then make the DPS the EXACT same for all light weapons within those ranges. Bam, problem solved. No more nerfing needed. I'll give a quick breakdown -
I'm not even going to talk about this, but it's obviously a terrible idea.
other than these, I'd say this list is pretty reasonable, though realistically speaking, I wouldn't expect to see many of these changes actually put into effect.
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Bad Cheetah
Capital Acquisitions LLC General Tso's Alliance
19
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Posted - 2014.05.16 18:49:00 -
[4] - Quote
Just curious, but why is the last one a terrible idea? Why shouldn't the AR, CR, RR, and ScR do the same damage as one another at optimal ranges? Should one have an advantage over the other at all ranges?
I'm not just saying make the damage per bullet the same, but make the actual dps when you consider range more equal. Obviously certain guns are better at different ranges. I shouldn't be hip firing a RR at someone 10m away using a CR and do more damage. It's not the design of each weapon. Make the weapons balanced by making people adjust to the range they play. Personally I don't like running in guns blazing ( most of the time) so when I use a RR I'm a 40m+ guy. And it works. Adjust your games to the scenario and the weapon you're using. |
Eruditus 920
Prodigy Ops
101
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Posted - 2014.05.16 22:43:00 -
[5] - Quote
I do not want any limits on the flexibility to customize my battle clone.
The ability to interchange suits and modules to counter what is trying to kill you is one of the few aspects that make the game fun.
Every human walking the earth wants fewer laws limiting personal freedom and that is also true in our much maligned DUST 514.
"It is well that war is so terrible, lest we should grow too fond of it."
-Robert E. Lee
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