Glyd Path
Nec Tributis
117
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Posted - 2014.06.11 03:11:00 -
[1] - Quote
CCP Rattati wrote: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. Not in order but my reply as a tank girl.
3, is not totally valid. While they might seem to be the most effective, personally, I find them to be less so. Of course, I don't want others to know this. Dust is filled with qq spewers and this is just the current favorite. The problem is we listen to qq but they don't relate their side of the story. Were they working alone? What weapon were they using? What about relative positions?
Many feel that any AV fit should kill any tank. Also my Maddy gets hit by flux grenades constantly. Wow. No doubt they come back and ***** here about my triple reps. Which I don't run, btw. I tried it a few times but a smart AV pair, not a full squad, can pop you quick. It just takes timing. Much like killing the ccp favorite the 900+ hp bunny hopping invisible scout.
The number of times I have sat still destroying whatever I targeted while getting hit by some totally ignorant red berry with a militia swarm launcher is beyond measure. I even get hate mail about it. But a militia AV care barely damage a properly fitted tank - by itself. Yet one scout with an RE can destroy the very same tank. Somebody is seriously wrong about this. And while I would prefer to say it is the RE scout it is actually the ignorant militia AV swarmer that never notices my shields have recovered by the time they reload. Fools.
1 and 2 in combination are the actual problem, but only to other tanks so why do non-tankers care?
If 1 is true then how can 5 be true as well? When running a shield tank you cannot stand toe to toe with an armored tank. You Will Die. Shield tanks have speed and maneuverability over armor tanks. Armor have higher damage resistance. Coming up behind or flanking an armor tank a shield tank can take them out. If the rail gun actually fires, if the rounds do damage or if the operator doesn't miss. Two of the three problems are the games fault, BTW.
High top speed is still consistent with tanks and the purported goal for the infamous vehicle rebalance of 1.7 if you don't recall I can clarify it for you. Waves of opportunity mean waiting for modules to recharge/cooldown/whatever while reloading ammor and waiting for shields and armor to regen. We are merely doing what ccp demanded we do to run tanks. Rush in guns blazing, use modules to enhance functions/defense, run like frightened rabbits when the modules die down or we have taken too many hits. Then rinse and repeat. Not that much different than many infantry roles.
Now, you are saying what exactly? That this is wrong as well?
Not mentioned is a guy running a Soma that can one shot any tank he comes across. Yep, two friends of mine went against him in a variety of tanks and he shot each of them once and killed them each and every time. How is that possible? I am actively searching for his name and numbers. Neither noted the damage inflicted which was unfortunate.
There is no log, nor statistics that let the players know who is killing who, what is being used to kill what and what is the most effective, common, lethal or cheapest solution. I only hope that CCP Rattiti has some information to base the upcoming changes on. Because the list as its stands is nearly laughable as it is fueled mostly by qq.
Nobody at CCP cares because we ain't Legionnaires.
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Glyd Path
Nec Tributis
117
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Posted - 2014.06.11 03:25:00 -
[2] - Quote
CCP Rattati wrote: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:
Fantastic! You are acting just like the original developers. Wow, that was a fast change. You promised to make small changes and now you are going to hammer tanks with a three way whack to just make us cringe.
Fun guy, I cannot express how happy I am that you fit in the ccp developer mind set so quickly. Cause I ain't happy at all.
I noticed that the stacking penalties are still unknown as is the tradition at ccp. Keep the information away from the users so they will waste sp and isk having to test it themselves. Why is it so difficult just to tell us the information?
And no mention of the rotation speed actually being correct thus no mention of returning sp for anything that you are now making useless. Cause decisions have consequences even though most of those are because of actions by ccp after the fact.
Well, publish when you take your shot at tanks so I can log in for an hour or so to see how bad it is. Then I can log out and play something else.
Nobody at CCP cares because we ain't Legionnaires.
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