The-Errorist
SVER True Blood
734
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Posted - 2014.06.09 10:28:00 -
[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.
[Vehicle TTK] TTK is way to short and makes using vehicles feel like being in a twitch shooter; here's what I think would help fixing that: Turret damage progression The damage gap between turrets is a flat 30% while for infantry its 10%; the gap needs to be 10%.
Damage mods Damage mods give a 30% damage increase and infantry dmg mods give 5% at proto; since its an active module and not a passive module, it should give something like a 10% increase in damage.
[Turret Balance] Like how KAGEHOSHI pointed out, turret balance isn't where it needs to be. Here's what I think the large turrets should be like: Blaster: Close range, lowest alpha dmg, High sustained DPS Missile: Mid range, 2nd highest alpha dmg, highest burst DPS with medium sustained DPS. Railgun: Long range, highest alpha dmg, 2nd highest burst DPS, and lowest sustained DPS.
Here are the current damage per second numbers (all skills lv5) of the turrets when heat buildup/cooldown, charge time, and reload speed are factored in: STD Large Blaster: 271 HP/s STD Large Railgun: 365 HP/s STD Large Missile: 244 HP/s
Large railguns have currently both the 2nd highest burst DPS, and the highest sustained DPS w/ reload, which makes them very overpowered. The main thing that allows it to accomplish that is due to large and small blasters and railguns having the same reload speed. Railgun turrets should have a longer reload speed to balance out their higher burst dps, so that blasters can be the ones that have the best sustained DPS.
[Vehicle Speed] I agree with The dark cloud that the slow-down-on-hit effect should be added to AV weapons; this would help with fighting LAVs, tanks, and dropships.
[Vehicle reps] Armor Here's an example of very effective rep tanking fit: Madrugar Adv neutron blaster 2 PRO heavy armor repair 1 Adv heavy repairers Armor HP: 4000 Repair rate: 512.5 HP/s
Since armor reps are passive and lack the "waves of opportunity" that active modules have, they shouldn't be that crazy strong. Armor reps need less effective and or have a stacking penalty; rep stacking on a gallente tank should be still viable, but they shouldn't be that much more powerful than shield tank's.
Shield reps Shield reps on a Caldari heavy repair around 20% of its shields, so why shouldn't that be the same with a shield tank? Shield tanks need to have at least 400 HP/s repairs or even more since they have a long shield recharge delay and don't even have regulators.
[Skills] 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.
[Fitting] I also agree with DAMIOS82, shield modules are too hard to fit on shield vehicles.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
747
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Posted - 2014.06.11 12:09:00 -
[2] - Quote
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.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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