Sarus Rambo
Isuuaya Tactical Caldari State
178
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Posted - 2015.04.09 20:56:00 -
[1] - Quote
Thaddeus Reynolds wrote: Normalization of AV Damage Profiles is still something I do not support...unless we're gonna normalize damage types across the board.
Id be in favor of just reducing the advantages and disadvantages of different types.
For example:
EM based weapons: +5% damage to shields, -5% damage to armor Thermal: +2.5% damage to shields, -2.5%damage to armor Kinetic: -2.5% damage to shields, +2.5%damage to armor Explosive: -5% damage to shields, +5% damage to armor
Something that still gives the game flavor, still leverages all the setup to make this work, but doesn't really have a big impact on the gun game/AV as much as it does now.
You might argue this is small enough not to be worth it, but with multiple AV on a single target, each 5% would stack up pretty quick, making it worth the extra effort in certain circumstances, but would also make skill and teamwork the primary thing necessary, not the "correct" weapon.
This sums up 75% of forum posts.
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Sarus Rambo
Isuuaya Tactical Caldari State
178
|
Posted - 2015.04.10 18:25:00 -
[2] - Quote
Breakin Stuff wrote:
I as an AV nerd prefer the "right tool for the job" approach. making it so the AV weapons only differ in firing mechanics would pretty much require a serious buff to baseline damage to be able to fight vehicles on any sane term, because breaking the strong tank, which usually has between 4 and 6 times the HP or EHP of the weak tank (madrugar with 5600 armor HP and a single hardener has a raw EHP of 7840 vs 1200 shields before you start counting heavy reps) the profiles become ridiculously important in the breaking of the tank.
it also means we can have weapons that don't perform perfectly in all situations.
If the forge gun performed the same to all things every time then the Madrugar will always be the proper tank of choice.
Why?
Because it has more EHP than a gunnlogi because it regens constantly. This fits the armor motif of higher EHP, but after the nerfe to fitting, the gunnlogi doesn't have much to speak for it if all AV is equal suddenly.
I would say this is a problem with a tank in general and you should lower the amount of EHP disparity instead of buff AV damage. A tank with 6x another tanks EHP isn't balanced. I would say at most it should be 2x-3x, 3x being full proto hp modules fit in all slots. You also need to balance modules at this point if they are making things to strong.
The disparity between proto and regular gear in general should be reigned in quite a bit across the board if you want player skill to be a determining factor and not just who has more money/sp.
This sums up 75% of forum posts.
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