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Thread Statistics | Show CCP posts - 7 post(s) |
Jadd Hatchen
The Phoenix Federation
566
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Posted - 2014.06.09 14:24:00 -
[1] - Quote
CCP Rattati wrote:The major themes we have identified, internally and with the CPM are:
1) Additional Militia weapons and increased exposure to new players 2) Rifle Variant balance, range and dps 3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles 4) Swarms and Dropships 5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles. Sincerely, CCP Rattati
Ok, I'm gonna stick to these things first as there are many more things that need more fixing than this...
1 - YES!!! I've been asking for this since you guys finished the racial equivalents of the assault rifles. Each starting player needs to have a free (unlimited) weapon that matches the suit and race they started off as, instead of everyone having the free assault rifle. What's better is if there was some way to retro-actively give players the choice to switch their assault rifle for one of the new ones too. How exactly do you guys play to implement this stuff? Will it only be for new players and thus screw over your existing player base yet again?
2 - I will say it again. Trying to balance before finishing the core set of stuff (racial parity in all suits, weapons, vehicles turrets, etc.) is stupidly insane and self-defeating and will only result in players becoming more and more confused as you go one way one month and reverse it the next. Every time you add in a new weapon, equipment, suit, vehicle, or other feature, this causes gameplay to shift and as a result all pre-existing weapon balance will need to be revisited each time. You are creating more work for yourselves by doing it in this order.
3 - Honestly I won't input here because I don't use them. You want to know why? BECAUSE THERE ARE NO MINMATAR ONES YET! Parity and verisimilitude first, balance second!
4 - Ok there is a very easy fix for this. Unfortunately the way you guys have coded damage vs. target type may have stuck you in a corner and thus made this unavailable, so I'll propose the optimal solution first and the sub-optimal one second. - Optimal solution - All swarm launchers become inherently "smart" enough to recognize when they are locking onto an HAV versus a dropship etc. So when locking onto an HAV, the missiles re-designate a portion of the propellant fuel to be used to augment the explosive damage instead. This means slower missiles with a larger "bang." In the case of locking onto a dropship, the swarm launchers would re-designate a portion of the explosive warhead to be used as fuel instead and thus result in a much faster missile, but with less bang. However I kinda doubt your coding will allow for such "on the fly" changes in behavior for one weapon in the game... So now for the sub-optimal solution. - Sub-optimal solution - You create two new variants of the Swarm Launcher for each tier of the weapon. I'll call one a "stinger" swarm and the other the "hellfire" swarm. The Hellfire variant swarms would be designed specifically to hunt after HAVs and other ground targets (HAV, LAV, Turrets, CRU's, and supply depots, etc.). It would have a very high damage potential when it hits, but it would also have a shorter range and the missiles would fly much slower. The Stinger variant swarms would be designed specifically to go after dropships and other fast moving air vehicles. They would fly very fast to hit the targets, but do much less damage and have a longer range. In both of these concepts, there would be nothing to stop someone from using a Hellfire against a dropship or a Stinger against an HAV, they would just be less effective in those roles is all.
5 - Unfortunately without using the same, much more complex 4 damage type system that EVE uses, I have no easy solution for this one. Honestly, unless you build in a specific drawback that says if you combine armor with shields, then they interfere with each other, then you won't stop people from hybrid tanking.
6 - Your game modes suck because they are all the same. Bring back the original Skirmish from beta where there were objectives that meant something and the maps were more dynamic. You are already doing that by making Ambush a smaller part of the Skirmish maps... Now go the next step, make an Ambush map with one objective like in Domination... Now when the attacking team holds that one point for 3 minutes, it opens the next two sections of the skirmish map by rolling back the defender's redline and adds in two more objectives (one in each new section). Now the attackers have to hold two of the three objectives for 5 minutes to reveal the final objective which they have to hold for 5 minutes to win the scenario. The whole while, the defenders don't have an MCC, but the attackers do and the attacker's MCC is taking damage from the defender's set of null cannons that are only controlled by the final objective.
I agree rewards need to be increased by like 10% overall or by creating monetary objectives in the matches such as bounties on specific players or bounties on equipment destruction etc.
Removing vehicles from Ambush is fine.
7 - RE's!!!! You guys ****** these up so bad! Ok, one simple and easy fix that will make them sane again. Make them so that they cannot be THROWN!!!! What freaking insane person throw explosives packs around like frisbees!!!! You PLACE charges, you do NOT throw them! I'm ok with the damage they do, hell they could do more for all I care. I like how they can stick to anything including vehicles and that should be maintained. But throwing them is what is making them so God Damned overpowered right now.
continued on next post... |
Jadd Hatchen
The Phoenix Federation
566
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Posted - 2014.06.09 14:25:00 -
[2] - Quote
Continued from previous.
8 - You need to remove one of the equipment slots from all the Scout suits. Why do scouts get TWO? They should have to choose between being able to cloak and being able to do other things. Right now they are better than Assault suits AND they can still do all the LOGI stuff too!!! This blurs the roles between scout and logi and makes them more powerful than assaults. You need to remove the second equipment slot!
9 - On logi's... When using a repair tool there is a 1 to 2 second delay (I don't know the exact time) between when you stop repairing someone and when you can do ANYTHING else. This means if I'm reping someone and I get shot from behind (because you made us logi-s this ******* bright ass yellow color that cries out to everyone to shoot me), then I cannot respond and I'm immediately dead because waiting 2 seconds for the repair tool to stop repairing and then equiping a weapon is too long. I cannot even run away, because you made it so that logi's cannot repair while running, so again I have to wait 2 seconds before I can even run around a corner for cover or anything like that. This time needs to be cut in half! It gimps the logi-suits more than stun-locking. |
Jadd Hatchen
The Phoenix Federation
567
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Posted - 2014.06.09 17:56:00 -
[3] - Quote
Theresa Rohk wrote:Hybrid tanking will never stop until you introduce low slot modules that are worth taking the risk away from Armor plates. Shield regulators simply aren't going to do it. With armor tanking you have a decent number of true options to weigh, for Hybrid or Shield tanking, there are really no good options for low slot modules for many/most play styles. Sure there are the occasional odd ball fits that use hackers, but it is rare that it out-benefits the extra 100+ HP that an armor plate gives you for so very little costs.
Actually, you hit on something there. In EVE online the increased damage mods are all in the LOW slots not the HIGH slots of the ships. This means you have to balance armor tanking with doing more damage... glass cannon or brick tank as it were.
But for some stupid reason, they lost their minds and decided to make weapon damage mods a high slot item? WTF? The whole hybrid tanking issue would never be an issue if you just make damage items fit in the low slots. Done.
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Jadd Hatchen
The Phoenix Federation
567
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Posted - 2014.06.09 17:57:00 -
[4] - Quote
Doyle Reese wrote:the problem with REs isn't the fact that they can be thrown, it's that they can be armed so quickly after you throw them
Good point, so they need two changes then. 3 seconds before they can be armed, AND stop throwing the damned things!
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Jadd Hatchen
The Phoenix Federation
567
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Posted - 2014.06.09 18:50:00 -
[5] - Quote
Doyle Reese wrote:Jadd Hatchen wrote:Doyle Reese wrote:the problem with REs isn't the fact that they can be thrown, it's that they can be armed so quickly after you throw them Good point, so they need two changes then. 3 seconds before they can be armed, AND stop throwing the damned things! After all if you want to "throw explosives" we have grenades, mass drivers, plasma cannons, and swarm launchers each with a different way to propel explosives over a distance. Demolition charges have the advantage of a delay and thus should not have a way to be projected or else you rob the mass driver and grenade people of a lot of their thunder. but I love them being able to be thrown, it allows REs to be placed in inventive places
I makes them TOO powerful! Right now someone with an RE can throw them into a "bunker" and then detonate it before anyone has a chance to react to them without every exposing themselves to ANY risk and still do enough damage to kill anything including the most heavily tanked heavy dropsuits many times over (as in if two or more are in the area they all die, not just one of them). Honestly this is the role of the grenade or mass driver. The RE or "demo charge" is supposed to be used to control access, not assault a position. It's supposed to be able to defend a position, not break into one. This is why you see people using RE's like they are super 'nades instead of using grenades. They are just more powerful and thus better at the job than any grenade will ever be. Similarly for the Mass Driver. So why skill up for grenades or mass drivers when you can just toss around RE's and do ten times better with them?
I'm all for creative and inventive ways to use stuff. I've been playing EVE online for over 10 years now. But tossed and bouncing RE's that take out an entire squad or tank is just stupid. Now if someone puts down an RE and waits for a squad or tank to stand over it, then hell yeah it should kill them. But the craziness of how they work now is retardedly stupid and only ruins gameplay for the grenade and mass driver users.
As stated before, there needs to be two changes to the RE's. First make them so that they are set, not thrown. Second have a 3 second arming duration where they cannot blow up (as in not just by the remote control, but also by flux grenades, or shooting at them etc.) Because if you just increase the time needed for the remote control to set off an RE, but a flux nade still set them off early, then you can believe that RE users will just carry both RE's and flux nades and throw in the RE followed by throwing in a flux nade to get it to set off immediately again.
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Jadd Hatchen
The Phoenix Federation
570
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Posted - 2014.06.11 18:52:00 -
[6] - Quote
Lucifalic wrote:Hello my name is Lucifalic and I'm an re user.
With regards to re's being throw, something that is much exaggerated by re haters, it is absolutely essential for anti tank purposes. As it stands it generally takes 3 re's plus a flux to kill a tank at full hp. Sometimes they even survive this. To do this it take time and luck. The tanker has 3 chances to hear the beep and when they do they zoom off at warp speed ( IMHO the biggest problem with tanks is Their ridiculous speed). If I had to place the re, as suggested, it will be impossible as the tank will most certainly see me with their magical 3rd person omni view. This has to be strongly considered in this thread. Re will then only be useful vs tank in a jihad jeep situation.
If the ability to throw the re the minuscule 2 meters it has now is reduced then tanks should have their 3 rd person view removed. And how about a bit less speed. Perhaps their current speed is the speed when using pro fuel injectors and have their base speed reduced by... 30%??
NO and HELL NO!
Look your inability to PREDICT that a multi-ton tank HAS to go through a pass to reach a target is YOUR problem. Use that brain of yours to predict where the tank driver will have to drive their tank and then setup a TRAP of RE's etc there. That is how they are meant to be used. You lay the RE's then you have to wait. It's like a sniper that sets up in a sniping roost. They get set and have to wait for the targets to come by their spot. You don't see snipers saying that they should be able to shoot around corners do you?
You need to learn how to use the RE's properly and the fact that you don't see this is why they are so broken at the moment. And it if was only 2 meters, I wouldn't be decrying this so harshly, but as the saying goes, give them an inch and they will take a mile. In this case a 2 meter toss means I can use the terrain, other toons, vehicles, walls, stairs, etc to bounce the damned things off of and have them slide and additional 20 meters.
Oh and as for needing so many RE's to kill a tank, I agree that they don't have enough "bang" and could use a boost in damage, but not until they stop being throwable. |
Jadd Hatchen
The Phoenix Federation
570
|
Posted - 2014.06.11 18:58:00 -
[7] - Quote
Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that.
How about an easier fix... All vehicles (save for LAVs) show up on tacnet! DONE and fixed. After all if I'm on the map and I zoom in enough I can visually see them all moving around on the map ANYWAYS! So why can't a future tech computer do the same? WTF stupid mechanic. Hell I can spot running troops on the map when I zoom in enough, so a freaking tanks should not be "cloaked" on the tacnet ever!
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Jadd Hatchen
The Phoenix Federation
573
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Posted - 2014.06.11 22:09:00 -
[8] - Quote
Adipem Nothi wrote:Fox Gaden wrote: I thought the whole GÇ£Frisbee RemotesGÇ¥ was an exaggeration as I had never seen a remote thrown more than a few metres unless thrown from an elevated position. But then I saw a scout throw a remote close to 20 to 25m. I think he sprinted and jumped, releasing the remote at the top of his jump to give it maximum height and velocity. This seems to be a very skill based manoeuver though, so I donGÇÖt really have a problem with it.
20-25m? Did he leap from a rooftop to toss that? I've seen some impressive 5m tosses on the same plane, but seldom anything much longer. I'd remember seeing anything over 10m; that's 2x the shotgun's optimal range. 25m is silly.
Skill based or not and height or not... It's the exact OPPOSITE behavior that a remote charge should have. If you are being chased and want to blow up the people chasing you, you wouldn't want the RE's to go flying in front of you! You would want them to drop right were you are and then stay put so that later when the guys chasing you cross the same spot you click the remote and boom!
Instead we now have the RE's flying out in front of you and then you run over them again and blow yourself up? WTF?
This is as bad as the drones in EVE killing your gang members first instead of the people shooting at you issue that was in EVE.
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