The Black Jackal
The Southern Legion Final Resolution.
1226
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Posted - 2014.06.09 23:36:00 -
[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.
1) This statement is indeed true. Both ISK and SP wise. You can fit a full Militia Sica with Double Damage Mods on a rail and be a dangerous foe, while in contrast, you can fit double militia reps in your lows and have survivability rivalling that of a Gunloggi. A quick suggestion would be anoverall lowering of their PG / CPU, as well as reducing theiur 'off-slot' by 1, so Somas have 1 / 2, and Gunloggi have 2 /1.
2) Damage modifers having been moved from lows to highs, and made active with a 30% increase in damage really did a number on TTK when it was introduced. It allows things such as heavily tanked armor HAVs with simultaneous high Damage Output on the same hull. Whereas, under the older system, Shield HAVs were more apt to have higher natural DPS output, making up for their lack of eHP. In general, I believe this is the way it should go. Shield Tanks capable of more Gank Vs. Tank, and Vice Versa on Armor HAVs, making them more of a point guard, accommodating larger tanking figures and lower acceleration.
3) Triple reps are very bad. I recently ran an experiment where I side by side n the same match put down a Madrugar with 3 Militia Reps in the lows. It was capable of taking sustained AV fire from both a Blaster Installation, and several AV before going down. I put a Gunloggi, with Hardener, an Extender, and a Booster into the exact same situation and it was torn apart in less than half the time. A fix to this would be to apply diminishing returns to the passive repair modules. Similarly how most other modules are penalised (100%, 80%, 50%) so while it may still be somewhat viable fit (for Infantry Suppression), it would make fitting an armor plate for buffer, or a hardener much more appealing. and Increase the HAV's 'Down Time'
4) I would argue that 'very high top speeds' applies to Dropships more than HAVs, but with the assumption that it applies to both, the overall intention with the Wave of Opportunity design was to give HAVs a short span in which to engage, do their damage, then have to disengage. If you remove the ability to disengage, that hypothetical window of opportunity is diminised greatly. And thus it should be increased in other ways if things such as Vehicle SLow Down effects are added to AV weapons. Noteably in hp / regen of the Vehicles to give them much more staying power.
5) Shield Tanking is broken due to 2 things, imho. Firstly, it has a Cooldown Time. Since the Module reduction, we have no way of increasing our recharge rates as Infantry do, so our 'Down Time' cannot be dramatically decreased like a Triple Rep Madrugar. They can achieve 400+ hp/s without delay, while Gunloggi's areset with sub-200 hp/s with a shield recharge delay to prevent them 'out tanking' incoming DPS... Yet that is what Armor Tanks now have.
Coupled with the proposal above to shift Damage Mods back to Passive Lows, this would bring back an equilibrium of Gank Vs Tank for the shield tank. Making it much better suited to 'short' hit and fade engagements comparatively to the Armor Tanks. (Fixing the Booster would also help.) So in essence you'd have a clear delineation of Armor is steady, able to absorb more damage, but the Shield would be able to hit faster, and harder, but have the reduced tank as we have now.
The Black Jackal for CPM1
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