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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
998
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Posted - 2014.06.11 22:02:00 -
[121] - 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.
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.
Tanks - Balancing Turrets
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Godin Thekiller
shadows of 514
2583
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Posted - 2014.06.11 22:04:00 -
[122] - 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 -_-
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Godin Thekiller
shadows of 514
2583
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Posted - 2014.06.11 22:05:00 -
[123] - 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 -_-
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
999
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Posted - 2014.06.12 00:25:00 -
[124] - Quote
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.
Tanks - Balancing Turrets
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Godin Thekiller
shadows of 514
2585
|
Posted - 2014.06.12 02:55:00 -
[125] - 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 -_-
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