ratamaq doc wrote:Ghosts Chance wrote:ratamaq doc wrote:
I wondered, but didn't realize you were the same person.
main got banned for trolling to hard :P
What is your suggestion for fixing?
lowering the rate of fire wouldnt kill it but would remove the nessesity for stacking so much armor
changing its damage profile to 110-90 may alieviate the need to stack so much armor as well without hurting its anti-shield properties
either way its dps needs to be brought down so that it doesnt have that 150 dps advantage.
all in all i dont see it being balanced out with a single change, its going to require a combo effort in both changing the weapon slightly AND making shield modules more valueble.
the problem is that its such a good counter to shields that it removes them from validity just from exsisting while at the same time theres not an equal counter to armor (not that there should be)
granted if there were an equal counter to armor in the way that the scrambler counters shields we would indeed see balance relativly quickly as it would make armor and shields equally invalid, but this of course would just bring back pure brick tanking with players aiming to maximize both shield HP and armor HP.
another option would be to buff the HP of shields to make them able to withstand scrambler more and making shield tanking an excelent counter to combat rifles.
its a tricky thing it really is, and CCP is really between a rock and a hard place ATM becuase its not easy to balance all this for competitive play.
balancing this problem out is probably the most difficult balancing act the game can have becuase a step in the wrong direction invalidates at least half of all options.
if i had this problem in a game of my own design i would probably go about making a pokemon like type chart for all the variations, identifying imbalances from that and using it to figure out what can afford to be changesd to provide more varying strengths and weaknesses to each setup and attempt to create a more rock/paper/scizors balancing style to acomidate a metagame that involves activly building counters into your playstyle during a game, then i would proceed to limit the number of available fits a person can save to provide an extra avenue of metagame where the limitation of the fits you can bring to battle also contributes to a win or a loss