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BL4CKST4R
La Muerte Eterna Dark Taboo
3171
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Posted - 2014.09.30 10:35:00 -
[1] - Quote
I personally would like to see a change to the weapon proficiency skill to provide an even damage bonus. The reason being is that as they currently stand they discourage the use of a pure tank style, and they make shield killing weapons waste that bonus in the current meta.
As it stands using a pure tank style is punished by weapons doing an insane amount of damage to your tank, for example a pure shield suit will see 135% or 125% against their shields so unless you run armor plates you will die a miserable death. Meaning they way weapons work now incourage dual taking which leads to the next problem.
Most people use armor plates, a lot of armor plates, so on a shield killing weapon this bonus is mostly wasted as damage is severely reduced when hitting armor. For example an ion pistol, which is meant to be a finisher the proficiency bonus is mostly wasted as by the time you are using it you are not attacking shields but armor. Unless a shield weapon has extremely high alpha like the scrambler pistol/rifle it will suffer severely as its damage is basically halted when on armor, this is my reason why the AR and aSCR see low usage, inversely why the Breach AR sees high usage due to its high alpha.
My suggestion is changing the bonus to:
1% weapon damage per level, this will increase TTK slightly as it is an overall damage reduction.
1.5% weapon damage per level, this will leave TTK exactly how it is now.
3% weapon damage to the opposite tank, this will destroy the world.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3306
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Posted - 2014.09.30 11:58:00 -
[2] - Quote
The killing pure tanks is the point. That's why it was adjusted, that way if the enemy team is running all combat rifles on armor suits you can swap to a shield suit and use an armor cracking weapon to farm them while they cry. When they swap to scrams you swap to armor and continue driving them insane.
Further, dual tanking is a lazy method that really only works on sentinels (and badly even there). Three damage mods in the highs will always serve an amarr assault better than three extenders. A regulator or two and/or rep will serve a calassault better than a plate ever will. If you get close enough that you need the plate you're in a brawl and you have screwed up. |
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
275
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Posted - 2014.09.30 14:01:00 -
[3] - Quote
Minmatar dual tanks. Quite effectively at advanced and especially at proto.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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BL4CKST4R
La Muerte Eterna Dark Taboo
3172
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Posted - 2014.09.30 14:14:00 -
[4] - Quote
Breakin Stuff wrote:The killing pure tanks is the point. That's why it was adjusted, that way if the enemy team is running all combat rifles on armor suits you can swap to a shield suit and use an armor cracking weapon to farm them while they cry. When they swap to scrams you swap to armor and continue driving them insane.
Further, dual tanking is a lazy method that really only works on sentinels (and badly even there). Three damage mods in the highs will always serve an amarr assault better than three extenders. A regulator or two and/or rep will serve a calassault better than a plate ever will. If you get close enough that you need the plate you're in a brawl and you have screwed up.
I figured that which I believe that pure tanking does deserve a slight buff. Now I am aware that using a regulator is more beneficial than a plate but that only applies for maybe the first two due to the stacking penalty and the nature of what they are reducing.
Equally a damage modifier is only equal in effectiveness to a shield extender for the first one stacked, the second one is trivial and a third one is useless, and that is only if you have a high amount of armor to back it up the damage modifiers.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3321
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Posted - 2014.09.30 15:12:00 -
[5] - Quote
BL4CKST4R wrote:Breakin Stuff wrote:The killing pure tanks is the point. That's why it was adjusted, that way if the enemy team is running all combat rifles on armor suits you can swap to a shield suit and use an armor cracking weapon to farm them while they cry. When they swap to scrams you swap to armor and continue driving them insane.
Further, dual tanking is a lazy method that really only works on sentinels (and badly even there). Three damage mods in the highs will always serve an amarr assault better than three extenders. A regulator or two and/or rep will serve a calassault better than a plate ever will. If you get close enough that you need the plate you're in a brawl and you have screwed up. I figured that which I believe that pure tanking does deserve a slight buff. Now I am aware that using a regulator is more beneficial than a plate but that only applies for maybe the first two due to the stacking penalty and the nature of what they are reducing. Equally a damage modifier is only equal in effectiveness to a shield extender for the first one stacked, the second one is trivial and a third one is useless, and that is only if you have a high amount of armor to back it up the damage modifiers. third slot should be a rep, not a plate. |
Echo 1991
WarRavens Capital Punishment.
469
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Posted - 2014.10.06 09:12:00 -
[6] - Quote
it should be a base damage increase of 2% per level. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3412
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Posted - 2014.10.06 09:47:00 -
[7] - Quote
TTK is fine right now and does not need tweaking.
The proficiency skill as it is promotes specialization and lessens generic omni attack fitting. There is little or no benefit to altering it except to mitigaye the recent alterations to projectile damage profiles, which were brought in line with other racial profiles, and would only serve to render choices more generic.
Further reducing proficiency to 2% per level only contributes to eHP creep by slightly increasing TTK.
Currently people complain that TTK is too long vs. Select opponents, such as scouts and sentinels.
Increasing this trend only serves to widen that gap given sentinel raw HP and scout capacity to easily evade hit detection. |
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