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CRNWLLC
Seykal Expeditionary Group Minmatar Republic
315
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Posted - 2014.06.18 16:50:00 -
[31] - Quote
The only thing I'm still annoyed about is cloaks. Those things are crutches for hutches. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
275
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Posted - 2014.06.18 16:52:00 -
[32] - Quote
Arcturis Vanguard wrote:So then rail rifles should have a massive decrease in damage since they are one of the longest ranged rifles in game? Not trying to change the subject...
You're perceptive.
They already got a damage decrease. When 1.8 dropped.
Heavy turning speed should NOT be changed, we already get slaughtered by basic/adv scouts in our proto, dancing round us
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1009
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Posted - 2014.06.18 17:34:00 -
[33] - Quote
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.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1009
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Posted - 2014.06.18 17:35:00 -
[34] - Quote
calisk galern wrote: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.
interesting point
Tanks - Balancing Turrets
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calisk galern
BurgezzE.T.F General Tso's Alliance
2573
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Posted - 2014.06.18 17:36:00 -
[35] - 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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Eltra Ardell
Goonfeet Special Planetary Emergency Response Group
466
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Posted - 2014.06.18 17:49:00 -
[36] - Quote
Timeline of DUST:
Announcement Closed Beta Open Beta "Launch" Denial Anger Bargaining Continued Incompetence Competence
And it's only now that we've reached Competence that our lovely pubbie friend is angry. Check your Schadenfreude privilege. |
Lady MDK
Kameira Lodge Amarr Empire
95
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Posted - 2014.06.18 19:53:00 -
[37] - Quote
Arcturis Vanguard wrote: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. So then rail rifles should have a massive decrease in damage since they are one of the longest ranged rifles in game? Not trying to change the subject...
IMO yes.
a long range gun should be able to pick bits out of you until you die full of holes.... but since nothing else can touch them at that range, if a shorter range player plays it smart and can get into the range of their gun the shorter range will have an advantage IF the long range player fails to capitalise on his advantage (which is he can kill you before you can even hit him.... if he plays well).
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1010
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Posted - 2014.06.18 20:34:00 -
[38] - Quote
calisk galern wrote: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.
While true you may not think you don't NEED a repper, but a repper does play a very large part into damage mitigation. And what happens when you come into a situation where a static variable, IE plates coupled with a hardener. Either you outlast your opponent by the sheer amount of HP or you fall and crumble, gambling on speed or that you come against a lesser tanker.
Using a rep gives you valuable damage mitigation, IN BATTLE, and is far superior in my eyes when it comes to maddies. A repper maddie can use cover, terrain, ect, to rep back lost HP where any tanker that chooses not to use one is what I would call "A one hit wonder". Tough, I'll give them that, but unable to stand up to repeated engagement.
My mantra before 1.6 hit was always about this damage mitigation, a combination of your healing power, your tank (HP), and resistances. Stacking one or the other doesn't make for a very versatile, or in my opinion, strong tank.
Tanks - Balancing Turrets
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Harpyja
Molon Labe. General Tso's Alliance
1873
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Posted - 2014.06.18 20:48:00 -
[39] - Quote
Tebu Gan wrote:While true you may not think you don't NEED a repper, but a repper does play a very large part into damage mitigation. And what happens when you come into a situation where a static variable, IE plates coupled with a hardener. Either you outlast your opponent by the sheer amount of HP or you fall and crumble, gambling on speed or that you come against a lesser tanker.
Using a rep gives you valuable damage mitigation, IN BATTLE, and is far superior in my eyes when it comes to maddies. A repper maddie can use cover, terrain, ect, to rep back lost HP where any tanker that chooses not to use one is what I would call "A one hit wonder". Tough, I'll give them that, but unable to stand up to repeated engagement.
My mantra before 1.6 hit was always about this damage mitigation, a combination of your healing power, your tank (HP), and resistances. Stacking one or the other doesn't make for a very versatile, or in my opinion, strong tank. I don't think that that's the point of armor reps. The damage mitigation of armor relies on having eHP rather than regeneration. The purpose of armor reps, as I see them currently, is to provide a slow but steady trickle of armor that allows recovery between engagements. eHP takes the blunt of the damage during an engagement and when it's over, either in victory or a stalemate, then the armor rep regenerates that lost eHP.
Shield should rely on regeneration for damage mitigation, but that's for a whole different topic.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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