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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Yoma Carrim
Last VenDetta. Dark Taboo
568
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Posted - 2014.06.10 10:32:00 -
[61] - 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 And we're back to 1.6 damage model for railguns...*sigh* (as a rail tanker I know this was needed but still doesn't cut back on the disappointment)
Nice to see this progression stage to active damage mods
and of course anything to cut back on unkillable madies is a good thing.
Oh Heck
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The dark cloud
The Rainbow Effect
3234
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Posted - 2014.06.10 10:38:00 -
[62] - 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 Dont touch the damage itself on large rails you should instead nerf damage mods. Most people complain that they are getting 2 shotted by a rail tank that just flipped 2-3 damage mods on. Rate of fire and heat build up can be discussed. But if you nerf the damage itself and damage mods in combination then its problematic. |
Beren Hurin
Onslaught Inc RISE of LEGION
2405
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Posted - 2014.06.10 11:51:00 -
[63] - Quote
The new heavy damage tank is the one that combines large and small turrets. I think the nerf to both damage mods and turrets is to make the point that you shouldn't be able to make the cheap AV glass cannons that you have been making. Effective and survivable vehicles will be going up in price, because to increase in DPS, you need to have the STD vehicles, ADV/PRO large turrets, and have small turrets. |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
990
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Posted - 2014.06.10 13:46:00 -
[64] - Quote
Adipem Nothi wrote:manboar thunder fist wrote: Does billybob bobbybill's 41 million SP in dropsuits make him unkillable to infantry? HELL NAW
That is not a productive statement, but it is awesome. +1
Umm, more often then not, a MLT dropsuit doesn't hardly stand a chance against a proto suit one vs one. So you are saying that MLT tanks need to stand up one vs one to a proto tank?
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
990
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Posted - 2014.06.10 13:49:00 -
[65] - 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
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?
Tanks - Balancing Turrets
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Harpyja
Molon Labe. General Tso's Alliance
1850
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Posted - 2014.06.10 13:50:00 -
[66] - 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 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.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1850
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Posted - 2014.06.10 13:52:00 -
[67] - 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? It's all needed to bring them back to 1.6 levels. No railgun in 1.6 had everything like it does now. Railguns just can't have negligible heat costs, high RoF, AND high damage.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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calisk galern
BurgezzE.T.F General Tso's Alliance
2552
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Posted - 2014.06.10 15:11:00 -
[68] - Quote
hmmm with the proposed numbers I suspect drop ships to gain a large amount of survivability, and since most top class drop ship pilots are near indestructible already this should create a new fotm.
i'm unsure of how effective or ineffective the stacking penalty will be for triple rep maddies, but since their main counter the rail gun is being nerfed, i suspect them to mostly cancel each other out with a decent bit more survivability in maddies versus rails( their main counter ), but a reduced survivability versus other forms of AV.
I suppose although not a big deal the glass cannon fits will become a bit more glass cannon esq as they will need to fit proto damage mods on, while the cheap sica fits will become significantly cheaper |
Doc DDD
TeamPlayers Dirt Nap Squad.
187
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Posted - 2014.06.10 15:23:00 -
[69] - Quote
Large rail turrets require more range to be viable with proposed damage nerfs. Builds will see 10% to 40% reductions depending on number of damage mods. Not to mention heat build up.
A range increase from 300m (old) to 400m (proposed) would allow the rails to perform their function without being outclassed in every way by a forge gun. Going to be ridiculous if it is more viable to jump out of a tank with a forge and fire at every target as ithe forge has more range (just over 300m), faster tracking, ability to aim straight up. |
Kallas Hallytyr
Skullbreakers
458
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Posted - 2014.06.10 15:35:00 -
[70] - Quote
CCP Rattati wrote:1) Stacking penalties on Armor Repairers
Excellent. This should help make Repairer Fits less dominant but still viable. I'm expecting to see two repairers/one hardener become the go-to for rep tankers (which is not unreasonable.)
CCP Rattati wrote:2) Reduction and progression to Damage Amplifiers
Sweet zombie baby Jesus, they used to not have stacking penalties?!? Egads man! This proposal MUST follow through.
CCP Rattati wrote:3) Reduction of Large rail damage and ROF, increase of Heat Cost
I think these changes are fine for the most part. However, I feel that with these changes a small increase to Large Railgun range should also be implemented: returning to something like 400 would not be unreasonable, and the ROF and heat build-up changes will be most welcome.
calisk galern wrote:hmmm with the proposed numbers I suspect drop ships to gain a large amount of survivability, and since most top class drop ship pilots are near indestructible already this should create a new fotm.
This is a pretty flawed concept: the top ADS pilots (and all ADS pilots who've actually taken their lumps learning to fly properly) will not be easy to replicate, and that is what FOTM is all about - ease of replication. Flying a standard dropship is not immensely difficult; flying one well is mildly difficult; flying an ADS well is difficult; and flying an ADS well while shooting decently is one of the hardest professions in the game, while also carrying the highest price tag, not only for continued flying but for entry into the skill set.
The good ADS pilots out there will get an advantage: Large Railguns have been popping the only-90%-cautious pilots for ages because of their ridiculous ROF and, apparently, the regarded fact that Damage Mods did not have stacking penalties. The changes in Bravo will mean that Large Railguns are not immediately an automatically dead dropship, instead the ADS pilot will have more than half a second to react, meaning the good ones will survive more, but still be forced to disengage their original ground targets.
Personally, I think the armour repairers will need a further small tweak, as the true issue with the ADS is the heavy rep Incubus being able to shrug off large amounts of infantry AV: Pythons already rely on mobility and disengaging in the face of one Forge Gunner, one high skilled Swarmer or multiple of any AV. |
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jaksol JAK darnson
Kameira Lodge Amarr Empire
14
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Posted - 2014.06.10 16:10:00 -
[71] - 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 -
[72] - 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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Alpha 443-6732
BurgezzE.T.F
499
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Posted - 2014.06.10 18:32:00 -
[73] - 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
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? |
Alpha 443-6732
BurgezzE.T.F
499
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Posted - 2014.06.10 18:34:00 -
[74] - Quote
Harpyja wrote: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? It's all needed to bring them back to 1.6 levels. No railgun in 1.6 had everything like it does now. Railguns just can't have negligible heat costs, high RoF, AND high damage.
I can tell you right now that the railgun would needs its range back to normal levels to perform adequately as a low DPS, high range weapon |
Alpha 443-6732
BurgezzE.T.F
499
|
Posted - 2014.06.10 18:36:00 -
[75] - Quote
Iron Wolf Saber wrote:Alpha 443-6732 wrote:Bring back the railgun's old range, but nerf it's ROF (halve it at the very least)
An average ttk of 5 seconds may be good for infantry, but tanks cannot dart in and out of cover like them either.
Make the railgun the longest range, highest alpha (but the lowest dps in exchange) ambush and kiting weapon it should - no, it DESERVES to be
Right now the railgun does the job of the other turret, but far more efficiently
missiles only reach their max burst potential at close range, medium to max range is controlled firing (thus the railgun wins except for extremely scenarios at close range). Missiles are only useful in comparison to rails if you go proto dmod missiles (seriously, the missiles burst is great, but its damage potential is severely lacking in comparison to the railgun)
Blasters were mediocre AV at best, but now are almost worthless in comparison to the railgun
Also, who thought 6 railgun shots before overheating was a great idea? The standard rail got triple buffed (at 1.7) when it shouldn't have been buffed at all. Railguns win at all ranges. There is really no rail weak spot when most railgun fitted tanks can just drive faster than the turret can turn. Overheating and reload are the only two currently and unlike missiles you're likely to destroy most targets before overheating or reloading and this is without damage mods. Where as most missiles turrets have to reload and improper management of blasters can lead to a tank surviving your onslaught.
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LudiKure ninda
SLAYERS UNITE.
89
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Posted - 2014.06.10 18:54:00 -
[76] - Quote
2 mill ISK for fully PRO tank ,and low pg/cpu on militia tanks,old slot layout ond tanks and dmg mods on 10%.
And yeah bring back sagaris and surya <3
Solo player..
SCAN ATTEMPT PREVENTED!
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
993
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Posted - 2014.06.10 19:16:00 -
[77] - Quote
Harpyja wrote: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? It's all needed to bring them back to 1.6 levels. No railgun in 1.6 had everything like it does now. Railguns just can't have negligible heat costs, high RoF, AND high damage.
So all THREE variables need tweaked? I didn't have time to look at the numbers this morning, but now that I have seen them, it might not be all bad. But do all three really need to be changed?
Look, the biggest problem with rails that I have seen stem from the damage mods (and the fact there was no stacking penalty) and not the rail damage itself so much. I have run a double hardened / triple hardened fit against other fits similar to my own.
Without a damage mod, battles with other tanks (defense oriented tanks) take enough shots to reach overheat, or close to it, depending on driver skill. Which is why I think that changing all three variables is overkill. Let's just think about this for a moment.
When we change just one variable, the damage, you inadvertently affect the other two variables. Lower damage means more shots required to kill. Which means more shots to come closer to reaching the overheat. That's what we are talking about right, how a rail tanker must juggle his overheat to overcome it's adversary. (Keep in mind, pre 1.6 we had heatsinks to help us manage overheat)
So while changing all three variables might outright seem small, I believe they are far larger than they appear, given one affects the other 2. Rail damage seems rather large atm, but damage mods cloud the reality of the situation. That rails really are not as powerful as many make them out to be. Agreed that damage needs to come down, but changing so much outright seems overkill.
And there are other factors that need to be considered, namely how these changes would affect the tanks they are attached to. I feel that that an armor tank with a rail would greatly benefit from these changes while a gunnlogi would go back to being an underdog in comparison. Outright, a armor tank would beat the shield tank hands down as it is MUCH better at taking the damage, better turret depression for shooting behind cover, ect.
Then there comes the blaster, which already shreds unhardened shield tanks, and has a noticeable impact against hardeners. I see them being very effective against shield tanks, when an armor tank uses them. Even if said shield tank is using the rail.
I'm just worried that it is too much, and doesn't take enough consideration to the tank types. While maddies may not be as effective at triple reping, I've never had much problem with a rail on my gunnlogi against them in the first place. It's the maddies that use plates that stack high defenses in the form of HP that give me the most trouble, when I don't use damage mods.
I feel a lot of this would very much favor the maddie over the gunnlogi, even with a stacking penalty on reps.
Tanks - Balancing Turrets
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Godin Thekiller
shadows of 514
2568
|
Posted - 2014.06.10 21:22:00 -
[78] - 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 -_-
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Godin Thekiller
shadows of 514
2568
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Posted - 2014.06.10 21:25:00 -
[79] - 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 -_-
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Godin Thekiller
shadows of 514
2568
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Posted - 2014.06.10 21:28:00 -
[80] - 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 -_-
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Sir Dukey
SAM-MIK General Tso's Alliance
1003
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Posted - 2014.06.10 22:07:00 -
[81] - Quote
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... |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
993
|
Posted - 2014.06.10 22:21:00 -
[82] - 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...
Oo, this is also something that needs consideration. Missiles are going to need a change to compensate, like faster reload. And why oh WHY do these things take the MOST skill points to use. They are a novelty and hardly one you want to show to your mother.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
993
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Posted - 2014.06.10 22:22:00 -
[83] - Quote
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.
Tanks - Balancing Turrets
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Godin Thekiller
shadows of 514
2570
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Posted - 2014.06.11 02:03:00 -
[84] - 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 -_-
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
993
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Posted - 2014.06.11 02:21:00 -
[85] - Quote
Godin Thekiller wrote: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 exists2: rockets and torpedos exists. Yea, I call bullshit.
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.
Tanks - Balancing Turrets
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Dunce Masterson
Savage Bullet
116
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Posted - 2014.06.11 02:45:00 -
[86] - 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
@ # 1) what the hell man leave that alone for now wait and see how your DPS nerf to rails turns out befor touching the reps.
@ # 2&3 +1
I don't even know why I bother.
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Glyd Path
Nec Tributis
117
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Posted - 2014.06.11 03:11:00 -
[87] - 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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Godin Thekiller
shadows of 514
2571
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Posted - 2014.06.11 03:20:00 -
[88] - 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 -_-
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Godin Thekiller
shadows of 514
2571
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Posted - 2014.06.11 03:23:00 -
[89] - 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 -_-
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Glyd Path
Nec Tributis
117
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Posted - 2014.06.11 03:25:00 -
[90] - 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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