Baal Omniscient
Krusual Covert Operators Minmatar Republic
1828
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Posted - 2014.06.25 19:49:00 -
[3] - Quote
CHANCEtheChAn wrote:{Snips for space} 1. The blaster Nerf was warranted, as the blasters were so accurate that 5 day old scrubs were walking around in somas killing everything, all though I do not support not seeing a new skill that reduces the insane amount of dispersion for those that have put 10-20 million sp into vehicles and are forced to have the same ability to hit infantry as someone that has put 0 SP into vehicles.
2.Damage mods needed a Nerf, but not at the proto level, Damage mods at Proto needed to start at 30%, and then downgrade per tier down to 20% for Adv and 10% for basic. Starting at 20% at complex, I cannot justify it over a 40% shield hardener on a Gunloggi, or over a booster to run and outstrafe opponents. The 30% of damage mods were the only thing keeping it competitive vs Shield plates or shield hardness, just with a quicker cool down. Although a stacking penalty should be applied, allowing for the effective use of 1 Damage mod instead of double or triple for increased nerf
3. Heavy repper nerf was unjustified. The main portion of the heavy repper QQ, was because of triple rep tanks. This caused a concern for AV because much of AV is burst damage and not super high alpha damage . This allowed triple rep Madrugar's to rep through this damage. So I of course thought the natural oder of things would be to apply a stacking penalty to reppers so that people may still stack them, but by time the third complex is applied, it would only rep maybe 30-50hp/s (Compared to the 145). Instead all heavy reps have been nerfed by roughly 20%-25%, hurting shield tanks more than hurting armor tanks. Armor tankers are still stacking triple reps (With slightly less success) while shield tankers who used to rely on heavy reps to replenish health in between firefights, are now having to wait more Time in between fights to be able to get back into the action, and into what little action there is left because of what happened to Rails.
4. Rail damage was fine where it was, because now, at proto level, i can no longer 1 shot proto sentinels with a 280,000 ISK rail cannon, without a damage mod, with a well placed and accurate shot. But the ROF of a rail and the overheat nerfs at the same time are horrendous. For tankers, its like "Here use a Boundless HMG for 4 months and do good", and now all of a sudden its "Here use a burst hmg now, no boundless for you". Rail tanking is an art, and messing with the ROF has hurt that art. But allowing a tanker to fire one less shot before overheat at the same time is wrong.
This may look good on paper, but in actual game hurts the actual usage. Rail tank battles before Bravo used to be epic skill and tactic battles, where cycling mods and tearing down the enemy when theres were off was effective. Now, I literally sat on Home point by myself the other day in a PC and watched as my rail tanker and an enemy rail tanker went in circles and played 'ring around the rosy' around a water tower for 5 whole minutes before either tank died, the whole time listening to my compadre laugh maniacally about how bad rail tanks have become and how useless they are. I'm sorry to have to say this, but I'm going to have to disagree with you on a few things. I'll try to go in order.
1. I agree with the basis of this, but a SP sink for accuracy is not a good thing. It would be like HMG's starting off with 3x the spread and getting a tighter spread as you level up the skill (obviously doesn't translate in SP terms, but the comparison is solid due to the recticule). In this state, a basic tier HMG user might kill a heavy but the spread would be too great to kill anything with a smaller hitbox unless you are right on top of them, whereas a proto tier heavy can have the current spread and kill all suits. Basically you're saying new players get to fight other tanks, but PRO tankers get to kill infantry too. I won't quote Ratatti again about his stance on large turrets (it's all over the place now), but large blasters are NOT meant to go slaughtering infantry with.
2. Agreed.
3. Anything less than a 50% stacking penalty wouldn't have reduced the effectiveness enough to allow swarms and PLC's to beat the rep rate, but I do agree that a stacking penalty was a better way to go.
4. There should have been a large RoF drop, but the damage per shot should have stayed the same. The RoF basically let you 2 shot fully fitted and skilled dropships and ADS's out of the sky before they even had time to pull up the wheel, which is wrong.
To everything else, I cannot speak as I am not a tanker. This is what I observe as an AV player and dropship pilot who wants a challenge killing a tank but not to feel completely useless when they roll in, and also as a player who has been posting in these forums regularly and playing Dust for 2 years now.
Oh, one last thing. LAV's hunting tanks is a GOOD thing. They have turrets that are a threat to you now, so they are a distraction tactic for infantry to use against you. And it's also likely to cut down on jihad jeeps since people will likely get a lot more satisfaction feeling as though they are fighting a tank head to head in this way. Tanks can easily kill LAV's still (or run away or run over their car), and a tanker who sticks around long enough to get dropped by a LAV probably deserved to loose his tank. Who knows, maybe instead of proto hreavies popping out of their tanks with HMG's to kill infantry, we'll see swarms or forges hopping out to deal with LAV's lol
And those laughs are not laughs at tankers, but laughs of joy about finally being able to kill tanks again. It's just a lot of chest thumping since we swarmers have been out done by C4 and forge guns for over 6 months now. All of the crowing should die down before long, just ride it out. The same thing happened with tankers in 1.7.
PSN ID: AlbelNox2569
Cross Atu for CPM1
Winmatar Assault & Proficiency 5 Swarms Since Uprising 1.0
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