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Thread Statistics | Show CCP posts - 4 post(s) |
jaksol JAK darnson
Kameira Lodge Amarr Empire
14
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Posted - 2014.06.10 16:10:00 -
[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.
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?
"Sacrifice is a choice you make. Loss is a choice made for you."
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jaksol JAK darnson
Kameira Lodge Amarr Empire
14
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Posted - 2014.06.10 16:13:00 -
[2] - Quote
allso i have to say i cant fly a standerd dropship very whell but i can do barral rolls and am generaly have a much easiers time flying the assault, so i use it as a transport not to shoot exept for uplink removale
"Sacrifice is a choice you make. Loss is a choice made for you."
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jaksol JAK darnson
Kameira Lodge Amarr Empire
17
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Posted - 2014.06.11 18:40:00 -
[3] - Quote
Alpha 443-6732 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 You are a godsend my friend. This is taking community interaction to a whole new level. I reckon this is because Dust has now become the practical beta for legion?
lowering rail rate of fire and damage will not help shields becouse then the armor tank with 7k or 8k shields will just plain have an advantage becouse they can just take the damage while using there rail to dish out more then a shield can unless we just run health only tanks
"Sacrifice is a choice you make. Loss is a choice made for you."
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jaksol JAK darnson
Kameira Lodge Amarr Empire
17
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Posted - 2014.06.11 18:44:00 -
[4] - Quote
SponkSponkSponk wrote:CCP Rattati wrote:Added numbers on Heavy Armor Repairers, stacking 3 complex reps would be the same rate as 2 complex reps currently. Why not just make their fitting requirements a lot higher instead? A 20% boost to power grid should work.
cpp has allready removed aaround a 1000 pg from armor and around 800 cpu for shield
"Sacrifice is a choice you make. Loss is a choice made for you."
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jaksol JAK darnson
Kameira Lodge Amarr Empire
17
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Posted - 2014.06.11 18:59:00 -
[5] - Quote
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.
true if they want more variaty they need to give us our moduales back i know before these were the only ones i never used any of them i fan 180mm polycystiline plates (gave about 3k health) ionized armor plates (a weak passive armor hardener) crisis control units (a weak shield and armor hardener) milita overdrive module (a passive traction increaser that allowed me to climb steeper walls) and a particle accelerator (it use to be a basic turrent that hit harder but fired slower) a scatter blaster (a very powerful anti infantry weapon that was not the most acurite) and even the polycrysteline chassis (made you tank faster but cut its armor by about 10%) i did not run these all on one tank as the 180 mm plates cost more cpu and pg then tanks even have these days if you fit a turret. tanking was a serious job and milita tank were nothing to the gunlogi and mati witch makes since. and as such propose that you bring back turrent types modules types our pg and cpu but give av a buff also (to you ADS pilot you should recive a slight pg and cpu increase)
"Sacrifice is a choice you make. Loss is a choice made for you."
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