|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.09 21:14:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:Please please do something about the unkillable 3 repper madrugars.
As for the large blasters, they do not do enough DPS to be preferable to large railguns as close range AV. Large blasters need to deal more DPS then the large railguns, but large blasters need much much lower ROF than they currently have now to make them not so powerful against infantry, perhaps also give the shots travel time instead of being hit-scan as well; they still seem like anti-infantry even after hotfix Alpha. Large railguns should be like snipers (high range, low DPS), while large blasters should be more like the vehicle version of a shotgun (short range, high DPS).
Blaster doesn't need any more nerfs atm. The ttk needs to go up, not down.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.09 21:16:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Please please do something about the unkillable 3 repper madrugars.
As for the large blasters, they do not do enough DPS to be preferable to large railguns as close range AV. Large blasters need to deal more DPS then the large railguns, but large blasters need much much lower ROF than they currently have now to make them not so powerful against infantry, perhaps also give the shots travel time instead of being hit-scan as well; they still seem like anti-infantry even after hotfix Alpha. Large railguns should be like snipers (high range, low DPS), while large blasters should be more like the vehicle version of a shotgun (short range, high DPS).
Blaster doesn't need any more nerfs atm.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.10 02:52:00 -
[3] - Quote
I'd like to say this before I address your points: The fitting for vehicles has become a shell of it used to be. Before, you could make all sorts of neat fits to do an assortment of tasks on the battlefield(within the role of the vehicle of course). a Speedy Shield tanked Kubera (Gal BO HAV) comes to mind, being able to use a 4/4 slot layout, as well as 3 turret slots. Now? I get 3/2 slot layout, and have to make my fit horrible just to fit a small turret. Not both, just one. Oh, and this is without using one of my highs as well.That needs changing, as it was never as broken as it has been in the game's life as it has been in 1.7 and beyond.
Also, there's no scaling between active modules. Before, there was an actual difference in the power between tiers.There was a actual point in getting a higher tier module. Now, half the time that's not even a good choice (see the above fitting issue).
Lastly, although it seems that you guys are working on it, AV is still sub par. AV nades, FG's and RE's are decent, but swarms needs a lot of help from other AV weapons, or a lot of other swarms to help it out, and from what I hear, PLC's still takes a lot of skill to take down even one, and even then, you'll burn through all of your ammo doing so (I think that's fine, but from what I hear, it is just
now, for your statements-
1: Although I'm not sure what you mean by "cheap" (assuming you mean cheap as in cost, and in which you'd mean a Sica with mlt damage mods), but damage mods in general is too effective. So, as I see it, there's two ways to fix them:
a- make them passive modules again with the old values, adjust from there (recommended)
b- lower their effectiveness 25-50%, and cut their active time.
Also, I'd look into decreasing the alpha potential of the rail and the missile in their own right (although make the reload on the missile not sad as hell anymore, and for legion, add actual missiles, because we have rockets now).
and lastly, as Dust Fiend pointed out, ADS's strafe runs of hell don't need to happen.
2: Look at 1
3: Bring back the active reps. Problem solved.
4: That is caused by nitro's mainly (for for DS's, AB's, which you shall not touch). and it's not the speed as most have pointed out, it's the insane acceleration. nerf the acceleration on those things. HOwever, don't even think about touching the speed.
5: This is due to the fact that boosters suck now, (imo more so than before), and that the HAV's and vehicles in general seems to be set up kinda like the Amarr and Winmatar in my opinion. I say buff the base shield of Caldari HAV's by just a bit (150-300).
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.10 08:14:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:KAGEHOSHI Horned Wolf wrote:Please please do something about the unkillable 3 repper madrugars.
As for the large blasters, they do not do enough DPS to be preferable to large railguns as close range AV. Large blasters need to deal more DPS then the large railguns, but large blasters need much much lower ROF than they currently have now to make them not so powerful against infantry, perhaps also give the shots travel time instead of being hit-scan as well; they still seem like anti-infantry even after hotfix Alpha. Large railguns should be like snipers (high range, low DPS), while large blasters should be more like the vehicle version of a shotgun (short range, high DPS). Blaster doesn't need any more nerfs atm. Its like you didn't even read what I said, I want the large blasters to have MORE DPS, but at the cost of anti-infantry capabilities. If you raise DPS alone while leaving the large blasters otherwise the same, then it will be extremely overpowerful against infantry. Rattati said in the OP that he wants them to be primarily for AV, currently railguns are better for AV even at the blaster's optimal range. Alternatively, the large railguns could have a DPS nerf to make blasters more preferable for close range AV; if that is what happens, I would still prefer if damage got increased and ROF go decreased to make it less effective against infantry while still maintaining the same (or higher) DPS.
The DPS doesn't need raising, nor does it need to be nerfed even harder vs. infantry. That just makes the vehicle TTK worse ( a thing we're trying to fix), and it being even more pointless.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.10 08:35:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:KAGEHOSHI Horned Wolf wrote:Please please do something about the unkillable 3 repper madrugars.
As for the large blasters, they do not do enough DPS to be preferable to large railguns as close range AV. Large blasters need to deal more DPS then the large railguns, but large blasters need much much lower ROF than they currently have now to make them not so powerful against infantry, perhaps also give the shots travel time instead of being hit-scan as well; they still seem like anti-infantry even after hotfix Alpha. Large railguns should be like snipers (high range, low DPS), while large blasters should be more like the vehicle version of a shotgun (short range, high DPS). Blaster doesn't need any more nerfs atm. Its like you didn't even read what I said, I want the large blasters to have MORE DPS, but at the cost of anti-infantry capabilities. If you raise DPS alone while leaving the large blasters otherwise the same, then it will be extremely overpowerful against infantry. Rattati said in the OP that he wants them to be primarily for AV, currently railguns are better for AV even at the blaster's optimal range. Alternatively, the large railguns could have a DPS nerf to make blasters more preferable for close range AV; if that is what happens, I would still prefer if damage got increased and ROF go decreased to make it less effective against infantry while still maintaining the same (or higher) DPS. The DPS doesn't need raising, nor does it need to be nerfed even harder vs. infantry. That just makes the vehicle TTK worse ( a thing we're trying to fix), and it being even more pointless. Read the "Alternatively" part about railguns. Either way, large blasters have to become preferable to large railguns at close range, and large railguns should be preferable at longer ranges. If large blasters are meant to be anti-vehicle as Rattati states, then they are awful at it since large railguns have both the range and DPS advantage. Whether if its by buffing large blasters, or nerfing large railguns (while leaving large blaster DPS the same), large blasters need to have a niche as the close range AV option. Rattati stated that the large blasters are now supposed to only be a suppressor of infantry, but currently even after hotfix Alpha they still just slaughter infantry as if they are meant to be primarily slayers of infantry. Many people I talk to say its now much harder to strafe and avoid being hit by large blasters because the dispersion makes shots fly at their direction even when the driver did not have aim on them. My comments are based on Rattati's stated goals for large blasters, those goals are not met. On the subject on TTK, I would recommend looking at damage mods; perhaps lowering their efficacy and/or adding stacking penalties. As always with everything I post, I'm expecting you to try to get the last word in, I've said what I needed to say, so have fun.
Probably because I've had little/no sleep in days, but that part didn't appear in my view. That's a lot better. As for your comment about "blasters slaughtering infantry", no, they don't. you'd REALLY have to stand there like a idiot now.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2560
|
Posted - 2014.06.10 10:23:00 -
[6] - 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: Numbers
no return to the active reps? ughh. Otherwise nice.
^ My response like 2 hours ago.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2568
|
Posted - 2014.06.10 21:22:00 -
[7] - Quote
Tebu Gan wrote: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: Numbers I don't really like most of what is suggested here. I'll go into more detail later this afternoon. Damage, ROF AND heat cost. Are you crazy?
Now it's back to the balanced 1.6 rail
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2568
|
Posted - 2014.06.10 21:25:00 -
[8] - Quote
jaksol JAK darnson wrote: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. also rails on armor tanks are 2 effective maby a bonus for using all caldary turrents on shield tanks, and all gallente turrents one armor tanks?
Gallente made railguns................
no.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2568
|
Posted - 2014.06.10 21:28:00 -
[9] - Quote
Alpha 443-6732 wrote:edit: woops, didnt mean to quote that
I was also wondering if we could see a buff to large missile turret elevation to combat ADSs more efficiently. I was thinking about something like a 70-80 degree max inclination of the turret, for it to better fulfill its AA/AT role.
In regards to Kagehoshi, personally I think the large blaster should have it's rate of fire, ammo and clip size toned down significantly (and it's damage increased to compensate) so that it is remains the most efficient turret to kill infantry with, but requires much greater aim and tracking then before.
Generally, I think turret types need to drastically lose their rate of fire (or in the missile's case, it's consistency) as they advance up through the sizes. Higher overall dps and efficiency versus armoured targets should at least warrant a decrease in volume of fire. Currently, all large turrets generally follow this rule, however the large blaster sticks out like a sore thumb in comparison to its smaller variant; they are in direct competition.
With that being said, I propose that the large blaster turret be redesigned as a fairly accurate (tone down the dispersion nerf), low RoF weapon (about 150 or so rpm and a damage buff to compensate for the dps loss) with it's current efficiency towards vehicles. The small blaster should have a massive advantage in accuracy (which it does), volume of fire (which it does) and therefore effective range (it definitely needs a large buff to it's effective range) as well as considerable damage (it has this now), to make it a much more effective anti infantry weapon.
Also, fix the hit detection on the small turrets and you'd see that this would all fall neatly into place.
You want to cut the rof in half. No. It's already been nerfed against infantry. Deal with it, and stop standing there.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2570
|
Posted - 2014.06.11 02:03:00 -
[10] - Quote
Tebu Gan wrote:Godin Thekiller wrote:jaksol JAK darnson wrote: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. also rails on armor tanks are 2 effective maby a bonus for using all caldary turrents on shield tanks, and all gallente turrents one armor tanks? Gallente made railguns................ no. But caldari are long range snipers, duh.
1: this exists
2: rockets and torpedos exists.
Yea, I call bullshit.
click me
Blup Blub Bloop. Translation: Die -_-
|
|
Godin Thekiller
shadows of 514
2571
|
Posted - 2014.06.11 03:20:00 -
[11] - Quote
Tebu Gan wrote: You missed my sarcasm, clearly. I'm aware of this, but consider also that caldari have crap missiles, so **** lore, lol.
Are you saying caldari get missiles and gallente get rails AND blasters. Not fair sir, not fair.
1: That's not lore, that's a real thing..........
2: Caldari obviously uses hybrids as well, so no, not at all. I'm simply saying that the logic behind making them worse for Gallente is silly as hell. Currently there's only one T I HAV per race, and imo, there needs to be more (but more would require new things, as there's not much of anything ingame to give bonuses for tbh).
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2571
|
Posted - 2014.06.11 03:23:00 -
[12] - Quote
Glyd Path wrote: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.
you must hate actual logic, as most of this post has none in it.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2571
|
Posted - 2014.06.11 03:40:00 -
[13] - Quote
Glyd Path wrote: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.
Again, no logic
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2571
|
Posted - 2014.06.11 04:56:00 -
[14] - Quote
Sir Dukey wrote:Harpyja wrote: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: Numbers Yes, thank you! No more 0 SP Sicas two-shotting me And damage amps had no stacking penalties before, really? Well that was just dumb. No wonder those damned Gunnlogis could wipe out my extended hardened Gunnlogi shields in one shot, or insta kill my 4000 EHP Python. nerf to damage mod = nerf to missiles, no more killing shield tanks...
explosive weapon, and you expect to easily kill a shield tanked HAV........
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2572
|
Posted - 2014.06.11 07:50:00 -
[15] - Quote
MINA Longstrike wrote:I'm not really a huge fan of heavyhanded nerfs to armor repairers (I know that they are technically overpowered currently), Ideally I would like to see fitting *other modules* like armor plates / hardeners incentivized. It feels like plates don't give enough HP currently - whether that's a function of incoming damage being so high or plates being underpowered I'm not sure.
If the slot layout wasn't so ****, maybe brick tanking would be a thing. But even then, logistics would be needed again for that to be viable..........
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2574
|
Posted - 2014.06.11 08:45:00 -
[16] - Quote
MINA Longstrike wrote:Godin Thekiller wrote:MINA Longstrike wrote:I'm not really a huge fan of heavyhanded nerfs to armor repairers (I know that they are technically overpowered currently), Ideally I would like to see fitting *other modules* like armor plates / hardeners incentivized. It feels like plates don't give enough HP currently - whether that's a function of incoming damage being so high or plates being underpowered I'm not sure. If the slot layout wasn't so ****, maybe brick tanking would be a thing. But even then, logistics would be needed again for that to be viable.......... If slot layouts were good, you could brick out and slap a small armor repper on there or something, then go sit next to a supply depot for +100hp/s
9k HP vs a missile HAV.......
missile HAV wins hands down.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2576
|
Posted - 2014.06.11 17:29:00 -
[17] - Quote
DeathwindRising wrote:Lorhak Gannarsein wrote:PLEASE!
If you do nothing else, fix the damage profiles! One of the reasons shields are so marginalised is because rails deal blaster-type damage!
Missiles also deal the old damage of 70/135 rather than 80/120 as they should be. Fixing this would help with missiles vs. shields and would change nothing about TTK vs armour (where it takes two volleys anyway, especially with damage mods nerfed). thers that. but missiles have other problems: - volleys are too small - full auto fire is bugged - reloads are too long (only a problem because full auto is bugged) - need more range - need less dispersion
It shouldn't take 1 volley to kill a HAV. And they aren't getting more range until they are actual missiles. These are rockets.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2576
|
Posted - 2014.06.11 17:48:00 -
[18] - Quote
Apothecary Za'ki wrote: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.
- lower top speed but faster turning will be good.
- shield tanking is completly under powered.
- boost vehicle rep amount on the Infantry repair gun making buffer fit logi support viable as well
- make armor reppers on vehicals active, or give shield tank vehicals a passive repair modual (like the passive armor reppers so it reps hp/s under fire.. and when out of combat its hp/s plus the normal out of combat shield repair) this may make shield tanking look appealing and make people risk running a shield tank with only a light armor repper so they can carry more ammo.
- Give people Points for Repairing vehicles, and structures (spawn, supply, turret)
- raise the Hp on Turrets by 2x so there is more strategic importance on them but also makes it a little harder to rofl-stomp with vehicles till the turrets are all destroyed.
- give caldari LAV a little more hp to be a little more balanced with gallente LAV
- let reppers(infantry) also repair shield dmg (no points for shield repping except guardian bonus)
- lower the time other players have to wait till they are allowed to get into my vehicle when it is freshly dropped.
- give a "mobile clone bay" for tanks so they rock with 3 small turrets( instead of large turret+ x small) AND a clone bay (new role for more support tank?) would mean tank VS Inf is down but still effective and Tank vs vehicle is waaaay down but its an armored mobile spawn bay so it balances well :X
- more torque for vehicles on hills especially LAVs
1: As most have said before you, top speed is fine, it's acceleration.
2: obviously, but a lot of other things is up as well. brick tanking has become unviable due to the slot layout becoming horrid, and the logistics being removed.
3: Why? vehicles are constantly moving, and infantry won't catch up. I don't even know why that thing is in the game (iirc it doesn't even rep installations well). We need vehicle logistics (specifically the LLV), not infantry trying to become vehicle logistics and failing at it.
4: Obviously you'd make the repairers active. They should just change how shield recharging back to the origional way, just make it better (like everyone else said they should).
5: This should have been put back into the game when the WP limiter was put in.
6: Then take their AI away as well. There is a reason why Pilots kill them, and no, it's not because free points.
7: Fine with that. Should be for the HAV too.
8: That's not how reps work. It's either shield, or it's armor, not both. Otherwise, it'll be OP as hell. bring in shield boosters. Also, read 3. This would just make turrets unreasonably hard to kill.
9: Yes for squads, no for bluedots.
10:
a- support HAV doesn't make sense, nor will probably ever happen. Large ground vehicle that is a support vehicle? Doubt it (it would get on the MAV's turf), but possible.
b- That's not how turrets work. The slot layout can't just change by adding in a module.
c- mCRU's already exists.
11: That's not how torque works. You can't just add more when you go up a hill, it would be the same overall. And that would increase the acceleration even more so.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2577
|
Posted - 2014.06.11 18:56:00 -
[19] - Quote
Fox Gaden wrote:Himiko Kuronaga wrote: Blasters will not ever be short range anti-vehicle superiority weapons without destroying the rest of the weapons. Perhaps in concept, but never in practice. Here is why.
Railguns operate effectively from range because they can kill a target in the wink of an eye before that target can react and get to cover. The problem is that they work even better up close, which is where you want blasters to be strong. If they were to receive an RoF nerf, it would indeed make blasters viable, but it would destroy the only thing railguns were good at. Tankers would never be caught in the open again. Especially not after the range nerf you already applied to rails.
Assuming you did nerf rails, the blaster might somehow be able to muster enough prowess to kill a rail at close range -- something it cannot do consistently right now against a competent driver. However, by doing this you effectively just destroyed the missile tanks only niche.
You see, missile tanks are bad at range and are purely a trolling weapon against infantry. They can kill things, but really it's mostly as an insult. It's a bad weapon. The only way the missile tank is going to kill another tank is if it stacks multiple damage mods, gets right behind them, and unloads an entire salvo into their rear end. And then that tank is worthless until cooldowns expire, unlike every other kind of tank. So it has to have complete superiority in that niche.
And even though thats the doctrine, missile tanks are still worthless.
So, if you make blasters good against tanks, rails become bad against infantry+tanks and missiles remain worthless against everything.
Rails are currently good, missiles are worthless except for trolling and blasters were decent as infantry suppression but worthless against tanks. It's a joke but its the most use all weapon platforms have ever gotten all at once.
If you make missiles good blasters will have no role and rails will either be able to contest missiles at point blank if they dont receive a nerf, or be worthless at range if you do nerf them and even more worthless up close. Making blasters to be the anti-tank weapon and missiles the anti-infantry weapon isn't going to work either, because infantry have already expressed that being killed by a tanker is unacceptable to them (which is why you nerfed blasters in the first place, remember?). This will never change for as long as you attempt to balance the game. Scrubs will always be scrubs.
With the Damage Mod nerf, and maybe a slight Rail nerf a Rail tank should still be able to kill another tank in 3 to 5 shots depending on whether they are hitting the engin block (3 shots) or the hard spots (5 shots). This will mean they are still effective at distance. If Blaster turrets are given a bit more Direct damage they will be better than Rail Turrets at close range. Dispersion can reduce their effectiveness against infantry and against Tanks at longer range. I would think that to compensate for the Damage Mod nerf the Missile turrets should get a buff to direct damage (but not splash damage) to increase their effectiveness against tanks without making them OP against infantry.
rockets needs nerfing, not buffing. Well, the reload needs buffing............
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2581
|
Posted - 2014.06.11 21:24:00 -
[20] - Quote
Alena Ventrallis wrote:Remove all railgun nerfs proposed for bravo.
The glass cannon fits are too powerful because of how effective damage mods are. Tweak those, then test out everything else. Even then, by itself it's still way too strong. This brings it back to 1.6 levels. Deal with it.
click me
Blup Blub Bloop. Translation: Die -_-
|
|
Godin Thekiller
shadows of 514
2583
|
Posted - 2014.06.11 21:53:00 -
[21] - Quote
Alpha 443-6732 wrote:Godin Thekiller wrote:Alena Ventrallis wrote:Remove all railgun nerfs proposed for bravo.
The glass cannon fits are too powerful because of how effective damage mods are. Tweak those, then test out everything else. Even then, by itself it's still way too strong. This brings it back to 1.6 levels. Deal with it. Except it needs it range back for it to be relevant
If it's at 1.6 levels of strength, it can have it's optimal back.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2583
|
Posted - 2014.06.11 22:04:00 -
[22] - Quote
Tebu Gan wrote:Godin Thekiller wrote:Alena Ventrallis wrote:Remove all railgun nerfs proposed for bravo.
The glass cannon fits are too powerful because of how effective damage mods are. Tweak those, then test out everything else. Even then, by itself it's still way too strong. This brings it back to 1.6 levels. Deal with it. That's not entirely true. I know tankers keep asking for pre 1.6 stats, but we no longer have the stuff from 1.6. This thought process is backwards and illogical. It's a different time and place, dreaming of how things USED to be isn't productive. While I agree that damage needs to come down, ROF and Heat should be untouched in the first go around just to see how things pan out. Ever actually TRY a railgun without a damage mod against a defense oriented tanker? Just last night, as I ran my double dam modded fit, my mods were down and I was forced to engage basically in a bare gunnlogi. I won of course, but it took upwards to 5 shots (or more, good tankers are a rarity though) to drop the maddie / gunnlogis without the mods. So I really don't think that changing all of those variables are necessary. I would like a bit more proof, Godin, and less trolling from you. Would bringing the rails back to 1.6 values REALLY be the best thing for rails. And have you stopped to consider a gunnlogi vs a maddie using a rail? Taking into consideration, plates, hardeners, PG/CPU, ect.
Are HAV's have even lower eHP's than in 1.6. It makes sense to AT LEAST get them to 1.6 levels. And yes I have, it was pretty easy. And I have not been trolling, I've been saying logic. Do you not like logic? Seems to be a theme around here.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2583
|
Posted - 2014.06.11 22:05:00 -
[23] - Quote
Tebu Gan wrote:Joseph Ridgeson wrote:I find it curious how harshly Repairers were hit when stacking was seen as the biggest problem:
100 -> 80 (20%) 120 -> 90 (25%) 145 -> 110 (24.14%)
CCP has a tendency of nerfing too many things at once. "Tanks are too powerful so lets lower their PG, remove Vehicle Engineering, and increase the damage of AV weapons." "Wow, Tanks are too weak so lets remake them completely and lower the damage of AV weapons." "Wow, Tanks are repairing too much damage when they stack Armor Repairers so lets add a Stacking Penalty and nerf the amount that is repaired." This has the potential of causing them same thing as before. Why not do the Stacking Penalty and if Repairers are still too powerful then drop the amount? If it has already been proposed, is there harm in saying "we may do this but we want to see how the first rounds of balance adjustments go; if they are still too effective we will reduce the amount"?
It is kind of funny how you are going about it. "We want to see different styles of Madrugars. At the moment, Double or Triple Repairer is too powerful and to common so we are lowering the Repair rate." Which will have the opposite result to an extent on the people that ran 1 Repairer because they will want to run another to get back to what they were Repairing before.
I dunno. I don't understand their thought process sometimes. Nerf repair modules to a point of uselessness, so you are forced to either use a nearly useless hardener, or stack plates. What happend to damage mitigation, a combination of heals, HP values, and resistances??? I mean come on, we only have 3 slots to work with, what variety could possibly come of THREE slots.
I've been saying that we should go back to 1.6 fitting style. It wasn't perfect, but it was a hell of a lot better imo.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2585
|
Posted - 2014.06.12 02:55:00 -
[24] - Quote
Tebu Gan wrote:Godin Thekiller wrote:Tebu Gan wrote:Joseph Ridgeson wrote:I find it curious how harshly Repairers were hit when stacking was seen as the biggest problem:
100 -> 80 (20%) 120 -> 90 (25%) 145 -> 110 (24.14%)
CCP has a tendency of nerfing too many things at once. "Tanks are too powerful so lets lower their PG, remove Vehicle Engineering, and increase the damage of AV weapons." "Wow, Tanks are too weak so lets remake them completely and lower the damage of AV weapons." "Wow, Tanks are repairing too much damage when they stack Armor Repairers so lets add a Stacking Penalty and nerf the amount that is repaired." This has the potential of causing them same thing as before. Why not do the Stacking Penalty and if Repairers are still too powerful then drop the amount? If it has already been proposed, is there harm in saying "we may do this but we want to see how the first rounds of balance adjustments go; if they are still too effective we will reduce the amount"?
It is kind of funny how you are going about it. "We want to see different styles of Madrugars. At the moment, Double or Triple Repairer is too powerful and to common so we are lowering the Repair rate." Which will have the opposite result to an extent on the people that ran 1 Repairer because they will want to run another to get back to what they were Repairing before.
I dunno. I don't understand their thought process sometimes. Nerf repair modules to a point of uselessness, so you are forced to either use a nearly useless hardener, or stack plates. What happend to damage mitigation, a combination of heals, HP values, and resistances??? I mean come on, we only have 3 slots to work with, what variety could possibly come of THREE slots. I've been saying that we should go back to 1.6 fitting style. It wasn't perfect, but it was a hell of a lot better imo. Agreed it was more fun, but I do not see that as a possibility with CCP. I'm more about working with what we got, not what we had. Things are a LOT different now, and not just the HP values. Things work differently, and shield hardeners provide a LOT more resistances than they used to. And logic would dictate we adjust just ONE variable and observe the changes. 20% reduction to damage (proposed is 10% I think), that way with a damage mod, you have values similar to what we have now at proto level. I don't think that is all that bad. The glass cannon stacking damage would STILL be very easy to drop, and at the same time wouldn't 2 shot you from behind. Maybe adjust the PG/CPU values a bit of damage mods (seem very cheap atm) to stop the use of armor in the lows for gunnlogis, and make them MUCH harder to fit on a maddie. But with a change to damage like this, a single shield hardener will cancel out 2 damage mods. While an armor tank, with a single hardener can cancel 1 damage mod, and stack armor or reps to further mitigate the damage. My point is, the current value (on proto rails) present a decent TTK. Factor in stacking penalties with damage mods, a 20% nerf to damage greatly prolongs the TTK when coupled with the damage mod changes. Glass cannons would still be glass cannons, and defense oriented tanks would become viable again.
Obviously we would keep the improvements to things such as passive shields (quite nicer than before tbh) and ammo. I was just referring to fitting said items like before.
As for the rails staying where they are, iirc it takes give or take 5 shots to kill a HAV, and those 5 shots still comes very quick even without damage mods. and PROTO damage mods are still at 20% (so a 10% nerf, not a 20% nerf), so the TTK is still quite low. This needs to happen.
click me
Blup Blub Bloop. Translation: Die -_-
|
|
|
|