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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
797
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Posted - 2014.06.02 22:18:00 -
[1] - Quote
This is a serious question, as of now, with vehicle hardeners cut in half, damage mods no longer have a place in the balance of vehicles. What is left, is people exploiting this gap of defenses being halved by dropping damage mods on everything.
Defense is not an option anymore.
This is a massive gaping flaw that was never addressed. Either that, or cut vehicle damage mods down to 5-10% because we all know that they're going to be used on ADV and PRO turrets exclusively.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Iron Wolf Saber
Den of Swords
15289
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Posted - 2014.06.02 22:19:00 -
[2] - Quote
If removed hardeners would be the order of the day against other vehicles.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
797
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Posted - 2014.06.02 22:21:00 -
[3] - Quote
Iron Wolf Saber wrote:If removed hardeners would be the order of the day against other vehicles.
ADV and PRO rails fit that role to a T. Edit: Also, Missiles. I mean seriously, then it would take a bit of investment into tanks to survive, instead of, "whoever gets the rail and damage mod first wins"...
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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GeneralButtNaked
Fatal Absolution
1147
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Posted - 2014.06.02 22:45:00 -
[4] - Quote
If you expect CCP to be able to balance vehicles without taking input from vehicle users into account, then you are mistaken.
Before the vehicle rework, the vehicle users were very vocal about what they thought needed to be done. CCP went in a completely different direction and turned tanking into easy mode for scrubs.
None of this matters, because Legion will have 800 player battles with 100 Valkyrie pilots providing airborne AV. Expect a trailer showing that off next year, game to follow shortly afterwards(2020 at the earliest, then 4 years of beta, followed by a rebranding and a move to Google Wrap[the social rage after Google Glass flops]})
Real AV doesn't stop until all the tanks are dead.
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Shinobi MumyoSakanagare ZaShigurui
Dimashq and Al-Shams Troops of Al-Fil
818
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Posted - 2014.06.02 23:20:00 -
[5] - Quote
Iron Wolf Saber wrote:If removed hardeners would be the order of the day against other vehicles. Are they really that effective now to begin with ???
Stop Tact Striking and come and get this Null Cannon with your GUNS you scrubs .
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Shinobi MumyoSakanagare ZaShigurui
Dimashq and Al-Shams Troops of Al-Fil
818
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Posted - 2014.06.02 23:28:00 -
[6] - Quote
Dovallis Martan JenusKoll wrote:
Other idea: What if damage mods reduced the range of fire by about 30%?
That's a good idea and not about the 30 percent because that's a little too much , but the fact that ... that should have been the mechanic to begin with for both infantry and vehicles .
Place a damage mod on and have the range reduced on the effected weapon in swap for the extra power .
That would have been a game changer and would have had a greater effect in a persons approach to the game then just a flat percentage of a damage increase .
That's game development knowledge from a member from the community and a great job indeed .
That's innovative thinking .. +1 Dovallis .
Stop Tact Striking and come and get this Null Cannon with your GUNS you scrubs .
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Pvt Numnutz
Watchdoge Explosives
1325
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Posted - 2014.06.02 23:57:00 -
[7] - Quote
Dovallis Martan JenusKoll wrote:Iron Wolf Saber wrote:If removed hardeners would be the order of the day against other vehicles. ADV and PRO rails fit that role to a T. Edit: Also, Missiles. I mean seriously, then it would take a bit of investment into tanks to survive, instead of, "whoever gets the rail and damage mod first wins"... Railgun ADV and PRO have a permanent damage mod inside of them.. 200 extra damage per level from about 1450 base, that's 20% boost almost to 1650 then 1880 or so.. You DON'T need 40% on top of 1650.. that's 2310 already.. tanks have about 5000 health With no damage mods, that's... just about 5 shots if they had two hardeners running 45% max. 3 hardeners makes the tank a dead duck. Also, the reppers would need diminishing returns when stacked or else that will claim the field. I can understand if one can rep through swarms, but not through railgun/ Forgegun fire. Other idea: What if damage mods reduced the range of fire by about 30%?
The problem with rail guns is they fire too fast after the first charge. Large rails should have to charge before every shot, this would make damage modding a rail tank legitimate.
What about damage mods reduce ROF by 30%? (Rate of fire) |
Death Shadow117
Capital Acquisitions LLC General Tso's Alliance
100
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Posted - 2014.06.03 00:12:00 -
[8] - Quote
Noob if someone ripped through your hardener your doing it wrong 2x dam mod 1 sheild hardener 1 particle cannon
banned for: trolling pc eliteist cocksuckers
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
800
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Posted - 2014.06.03 01:41:00 -
[9] - Quote
Death Shadow117 wrote:Noob if someone ripped through your hardener your doing it wrong 2x dam mod 1 sheild hardener 1 particle cannon
Total time to kill said tank build? 4 seconds.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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pyramidhead 420
Carbon 7 Iron Oxide.
541
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Posted - 2014.06.03 01:52:00 -
[10] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Dovallis Martan JenusKoll wrote:
Other idea: What if damage mods reduced the range of fire by about 30%?
That's a good idea and not about the 30 percent because that's a little too much , but the fact that ... that should have been the mechanic to begin with for both infantry and vehicles . Place a damage mod on and have the range reduced on the effected weapon in swap for the extra power . That would have been a game changer and would have had a greater effect in a persons approach to the game then just a flat percentage of a damage increase . That's game development knowledge from a member from the community and a great job indeed . That's innovative thinking .. +1 Dovallis . not really "inovative" or "ground breaking", as this is how it works in cod.
put on rapid fire (more dps) you get a range penalty |
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1272
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Posted - 2014.06.03 02:14:00 -
[11] - Quote
Dovallis Martan JenusKoll wrote:Iron Wolf Saber wrote:If removed hardeners would be the order of the day against other vehicles. ADV and PRO rails fit that role to a T. Edit: Also, Missiles. I mean seriously, then it would take a bit of investment into tanks to survive, instead of, "whoever gets the rail and damage mod first wins"... Railgun ADV and PRO have a permanent damage mod inside of them.. 200 extra damage per level from about 1450 base, that's 20% boost almost to 1650 then 1880 or so.. You DON'T need 40% on top of 1650.. that's 2310 already.. tanks have about 5000 health With no damage mods, that's... just about 5 shots if they had two hardeners running 45% max. 3 hardeners makes the tank a dead duck. Also, the reppers would need diminishing returns when stacked or else that will claim the field. I can understand if one can rep through swarms, but not through railgun/ Forgegun fire. Other idea: What if damage mods reduced the range of fire by about 30%? Repper tanks cannot rep through any conceivable railgun fit, and it takes a maxed out afg to down a maxed out repper tank.
That's what you get!! - DA Rick
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
800
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Posted - 2014.06.03 05:35:00 -
[12] - Quote
Alena Ventrallis wrote:Repper tanks cannot rep through any conceivable railgun fit, and it takes a maxed out afg to down a maxed out repper tank. Ever been in a mid-range fight with one? I'd have to say you haven't... I dumped about 9 rail rounds into one before (reloaded while heat cooled), or are you one of those people who exclusively rely on damage amps? As combat conditions with altered amp states are what we are talking about, if your response required amps in their current state to be valid, then the interjection is invalidated, by way of topic association.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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PARKOUR PRACTIONER
The dyst0pian Corporation Zero-Day
1625
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Posted - 2014.06.03 11:27:00 -
[13] - Quote
I use a double damage moded sica till I get enough SP for tanks. IDK why I even have the mods I never use them.
My suit gets nerfed cause of you AGAIN and you wanna ban me cause you don't know how to balance?!
Come at me CCP!
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
983
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Posted - 2014.06.03 13:06:00 -
[14] - Quote
GeneralButtNaked wrote:If you expect CCP to be able to balance vehicles without taking input from vehicle users into account, then you are mistaken.
Before the vehicle rework, the vehicle users were very vocal about what they thought needed to be done. CCP went in a completely different direction and turned tanking into easy mode for scrubs.
None of this matters, because Legion will have 800 player battles with 100 Valkyrie pilots providing airborne AV. Expect a trailer showing that off next year, game to follow shortly afterwards(2020 at the earliest, then 4 years of beta, followed by a rebranding and a move to Google Wrap[the social rage after Google Glass flops]})
I still don't understand why they did this. The decided to rebuild them from the ground up, for some stupid reason. Then they decide to nerf hardeners, and not damage mods, in an attempt to make it easier for AV and infantry. And that doesn't work.
Sometimes I do wonder, wtf was CCP thinking. I imagine saying **** dust and working on legion.
Tanks - Balancing Turrets
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SteelDark Knight
Ancient Exiles. General Tso's Alliance
469
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Posted - 2014.06.03 13:14:00 -
[15] - Quote
Tebu Gan wrote:
I imagine saying **** dust and working on legion.
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