Cat Merc
Negative-Feedback. Negative-Feedback
15190
|
Posted - 2015.02.17 17:31:00 -
[2] - Quote
CCP Rattati wrote:There is no point, except that I don't want players that don't fit turrets to get free PG/CPU. I would completely skip it, but I am nice guy like that so pilots can drive solo, but they aren't getting the capacity on top. I see, thanks for the clarification.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
|
Cat Merc
Negative-Feedback. Negative-Feedback
15190
|
Posted - 2015.02.17 17:33:00 -
[3] - Quote
Spkr4theDead wrote:CCP Rattati wrote:A) fixing the fitting of Gallente HAVs making them competitive
Can be done with the Chrome - Uprising 1.6 slot layout and restoring the CPU and PG skills to 5% per level.
B) introducing HAV progression
You could just give back the old Marauders, and much improved Enforcers, because the Enforcers of old were completely useless and were a huge SP and ISK sink.
C) tweaking fitting styles that are not intended
Could say the same for far too many infantry fits. HP tanks scouts, speed Min assault with shotguns, using REs as the primary weapon, other things I can't think of at the moment because work in a bit, but it's sandbox, so it's not like it's unfair.
D) making blasters competitive AV weapons
They're not that bad if you know how to use them.
E) adding slots to HAV's to make them more fun and versatile to fit.
They were fun and versatile to fit when we had the slots and variety. They were also far stronger than they are now.
Gallente Marduk and the Caldari Gladius.
This isn't directly related to the hulls so whatever.
2) Please note that with this new progression, Hardeners will be limited to one per fitting, one of each. Triple hardening is not going to be an option any more. I would prefer that if hardeners are activated, the enemy tank has a way to bypass those, by using dmg mods to counter. More on that later.
Why not limit suits to one recharger/energizer each? This is supposed to be sandbox, where we can fit things the way we want, not be restricted because infantry can't wait for the right time to strike. The only limits infantry has are PG and CPU. Now we're getting a hard limit on more than one module. Nice
3) We are also adding native repair rates, again so shield tanks aren't forced to fit repairers to have some form of rep rate, thereby reducing the chance of cookie cutter fits. This was also done for dropsuits a little while back.
I'll say it again, and I know you're going to get real angry: you're giving us literal cookie cutter fits. I don't care about native reps. Cal tanks fit plates, not armor. We need the armor as a last resort, because shield can't stand up to one lone PRO AV.
4) Blasters will be increasing in damage, so they can break through the shield regen of a hardened shield tank.
They already can.
5) Furthermore, we will be adding a PG cost to CPU upgrades, and CPU cost to PG upgrades. The utility of using CPU mods to massively boost fitting capabilities of shield tanks will be severely reduced.
I don't think there's any CPU cost to PG upgrades for infantry. Dunno why now that's being raised for vehicles, as well as the CPU upgrade now getting a PG fitting cost. You're essentially nerfing our ability to fit vehicles the way we want, despite it being sandbox.
Nothing needs to be changed from Chrome numbers. And yes, it really does come down to blaming infantry, because pilots have always been ignored and marginalized all to make infantry happy, while we wrack our brains to come up with the best compromise, actually achieve it, have fun for a bit, and then that gets nerfed, despite having figured out a workaround for the latest vehicle nerf. Not being able to nuke the entire map is a compromise for you Spkr?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
|