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calisk galern
BurgezzE.T.F General Tso's Alliance
2570
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Posted - 2014.06.18 14:19:00 -
[1] - Quote
it sounds like he's talking about tanks, and the goal of slowing down tank vs tank combat.
I'd love for tanks to be useless, then I could stop being required to use them to remove tanks from the field.
if I try to be biased towards the change I think the rail nerf was a little in poor tastes mostly because a change designed to improve tank versus tank combat at it's core did not in any way improve the fun involved in fighting tank vs tank, nor did it open up any new builds for tanks, if anything it made more mods less viable
in essence all it should result in is drop ships becoming better, since rails won't very easily be able to remove them. it will also buff red line rails since prior to this change the only viable way to remove them was to two shot them before they could retreat into cover, that should now be impossible so they will likely always get into cover. |
calisk galern
BurgezzE.T.F General Tso's Alliance
2570
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Posted - 2014.06.18 14:25:00 -
[2] - Quote
Lorhak Gannarsein wrote:Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable.
hardeners have been worthless for quite a long time now, especially when fighting rail tanks |
calisk galern
BurgezzE.T.F General Tso's Alliance
2571
|
Posted - 2014.06.18 14:54:00 -
[3] - Quote
ResistanceGTA wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. While I've never been a big fan of the "nerf it all at once" mentality CCP has (See Swarm Launcher Range and Damage nerf in the same go) I think this was called for. What tanks do you see normally? Because all I see are Railgun tanks. What do you see when you look at them? I always see a warning that they have a damage amp activated (okay, maybe not always). In PC (from my limited experiece), the only viable tank is the Railgun tank (maybe a Missile if you're very good with them, but, that's a conversation for another day (Shotgun-reload for Missiles)). They could do too much, especially with the blanket damage amps. As to the boo-hoo 4 shots to kill a rail gun turret, thank (whatever you believe in, be it the Devil, God, Vishnu or a chip that looks like a smiley face). Turrets were a non-factor, and will continue to be. You have to take one extra shot to get that 100WP now, tough sh*t.
the turrets would suffer from the same nerf they will be doing less damage as well.
they will be more useless now then they were before.
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calisk galern
BurgezzE.T.F General Tso's Alliance
2571
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Posted - 2014.06.18 15:04:00 -
[4] - Quote
ResistanceGTA wrote:calisk galern wrote:ResistanceGTA wrote:Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. While I've never been a big fan of the "nerf it all at once" mentality CCP has (See Swarm Launcher Range and Damage nerf in the same go) I think this was called for. What tanks do you see normally? Because all I see are Railgun tanks. What do you see when you look at them? I always see a warning that they have a damage amp activated (okay, maybe not always). In PC (from my limited experiece), the only viable tank is the Railgun tank (maybe a Missile if you're very good with them, but, that's a conversation for another day (Shotgun-reload for Missiles)). They could do too much, especially with the blanket damage amps. As to the boo-hoo 4 shots to kill a rail gun turret, thank (whatever you believe in, be it the Devil, God, Vishnu or a chip that looks like a smiley face). Turrets were a non-factor, and will continue to be. You have to take one extra shot to get that 100WP now, tough sh*t. the turrets would suffer from the same nerf they will be doing less damage as well. they will be more useless now then they were before. But stationary turrets aren't useless, they can be beyond helpful if used correctly, in particular hacking one at the opportune time.
indeed they can and thus tanks will still blow them up exactly as before, since it takes tanks 4 shots to kill one you can expect the turret to take 5 or 6 to kill a tank. |
calisk galern
BurgezzE.T.F General Tso's Alliance
2571
|
Posted - 2014.06.18 16:11:00 -
[5] - Quote
Scheneighnay McBob wrote:Highest range should have the lowest damage.
physics disagree. |
calisk galern
BurgezzE.T.F General Tso's Alliance
2572
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Posted - 2014.06.18 16:41:00 -
[6] - Quote
Lady MDK wrote:calisk galern wrote:Scheneighnay McBob wrote:Highest range should have the lowest damage. physics disagree. This is a game not real life..... Balance and gameplay should come before realism.
games disagree as well.
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calisk galern
BurgezzE.T.F General Tso's Alliance
2572
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Posted - 2014.06.18 16:42:00 -
[7] - Quote
Lorhak Gannarsein wrote:calisk galern wrote:Lorhak Gannarsein wrote:Oh dear. You can't kill a turret anymore with your cheapass turret? And complaining because the blatantly overpowered damage mods were nerfed?
Much scrub. Wow.
Also, the best fit was 2x damage mods, 1x hardener and some plates.
Which is now rather less viable. hardeners have been worthless for quite a long time now, especially when fighting rail tanks I'll be using two now. i.e. I strongly disagree.
not sure f they will be useless now that rails were nerfed, one of the reasons they were useless before was that hardeners did not increase survivability against other rail tanks in any significant way, not worth running them over other mods anyway. |
calisk galern
BurgezzE.T.F General Tso's Alliance
2573
|
Posted - 2014.06.18 17:36:00 -
[8] - Quote
Tebu Gan wrote:Dj grammer wrote:If you knew that tanks were due for a neft why not prepare for it? Because over doing it doesn't "FIX" anything. The railgun was OP yes, but only when used in conjunction with damage mods. Other wise, while it could have used a change to the damage to bring it more inline with the other turret types, it doesn't need to be changed in such the big way that it was. Then there is the issue that damage mods don't have a stacking penalty, really clouding the reality of what was wrong. Meaning there was no draw back to "stacking" multiple damage mods to amplify your damage to levels of the 2 shot. Then we have reps becoming VERY weak. Basically a complex will provide the same healing as a a basic now. This means stacking multiple reps is far less beneficial in lou of the other options. Which would be, a plate OR a hardener. But let's just consider for a moment the hardener. At 25% the damn thing is nearly useless as far as providing enough resistances to cut damage from most sources. Or you could stack plates for a large boost of HP, but then you run into issues of PG/CPU, typically limiting you to to caving in and popping a PG upgrade or dropping your utility mods from the tank. And unlike a shield tank, a armor tank NEEDS those reps to maintain their tank, as armor doesn't magically recharge on it's own. Meaning there would be one option, a rep, that CAN'T be left off if you want a fit that will survive more than one engagement. So you either stack plates (if possible) or hardeners and opt for just a single rep. Or you double rep, and drop a plate on to help mitigate damage. It's already rough actually fitting a maddie, even WITH PROF SKILLS. In my opinion, triple reps WERE NOT OP, except to forms of infantry AV. And that I though could be fixed with a change to how often they provide healing rather than a straight nerf to healing amount across the board. And what about putting on turrets for a maddie, imagine how ****** the tank would be just to add a few gunners on a maddie that drops in just a few shots as it WILL be lacking in any defenses to accomplish that feat. You know, it just doesn't make a whole world of sense. People want things to be FIXED so badly, they neglect to even address the real problems associated with them. Tanks are OP, but not all tanks are the same, and addressing them like they are isn't going to fix anything. The gunnlogi is king atm and WILL REMAIN SO with the proposed changes. As it has the easiest time fitting anything it wants, and armor tanking at the same time.
you don't need reps on an armor tank, it involves a lot of hit and fades to supply depots, or carrying around a repper on your infantry suit, but you don't need reps for armor tanks.
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