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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Rattati
C C P C C P Alliance
2231
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Posted - 2014.06.09 06:28:00 -
[1] - Quote
We will be trying to make simple tweaks to make this game more fun and fair for everyone. Let me just kick of the discussion by paraphrasing a few common complaints.
1) Cheap glass cannons are too effective 2) Dmg modifiers need to be brought into the fold after hardener nerf 3) Madrugal triple reppers are too effective 4) Very high top speed allows many vehicles to blast into cover and rep to full health at very little risk 5) Shield tanking is less viable than armor right now
Let me also clarify, our stated design goals are for Large Blasters to be for a short range Anti-Vehicle role with Infantry suppression while Small Blasters are intended to be for an Anti-Infantry role.
The floor is open.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2390
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Posted - 2014.06.10 08:33:00 -
[2] - Quote
We propose the following:
1) Stacking penalties on Armor Repairers 2) Reduction and progression to Damage Amplifiers 3) Reduction of Large rail damage and ROF, increase of Heat Cost
We won't change shield modules for tanks this time around, but with these changes Shield tanked vehicles should be more viable and Armor tanked a little less, such as the Madrugar and ADS.
Here are the numbers:
Numbers
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2464
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Posted - 2014.06.11 07:36:00 -
[3] - Quote
Added numbers on Heavy Armo Repairers, stacking 3 complex reps would be the same rate as 2 complex reps currently.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2487
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Posted - 2014.06.11 12:42:00 -
[4] - Quote
The-Errorist wrote:I also want to reemphasize what I and mostly others have said:
Don't nerf tank speed.
Fix skill stacking so that it only takes the skills of the highest level into account.
Fix the problem of militia modules being is just as good as proto. Currently the only difference is the cool down and PG/CPU. Vehicle mods need to increase in effectiveness as you go through the tiers (like you're doing with damage mods), and cool down times should be standardized. I think only afterburners should be exempt; they should be changed to have high cooldowns (45s) at std and low cooldown times (25s) at proto.
Large Missile turret reload speed need to be lower and it needs lower dispersion to be effective at mid range like its supposed to be.
The Vehicle Shield Regeneration skill that gives give 5% reduction to only depleted shield recharge delay per level, should give that bonus to both the regular recharge delay and the depleted recharge delay.
Shield tanks need to have around 400 HP/s repairs which is 20% HP/s like Caldari heavies have.
All things except speed go into evaluation, acceleration is probably more something to look at rather than top speed.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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