Pages: 1 2 [3] 4 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 8 post(s) |
shaman oga
Dead Man's Game
4097
|
Posted - 2015.03.05 13:16:00 -
[61] - Quote
Not like it a lot. Despite being easier to understand, there would be no advantage in running shield or armor vehicles. I would prefer to have more AV weapons.
Question: how would you change proficiency?
Milk my barge > Acquire Key > Open mistery box > quit Dust514
|
Doc DDD
TeamPlayers Negative-Feedback
376
|
Posted - 2015.03.05 13:18:00 -
[62] - Quote
I like the removal of damage profiles for simplicity of programming.... fine for forges and plc...
It would be a 20% damage buff to swarms vs shield vehicles, which seems pretty insane... Gives ALL suits the maxed minmando damage buff to swarms vs SHIELDS, plus an additional 10%.
Pythons will be in pretty bad shape, armor tanks and incubus will have their tiny sheilds stripped very fast. Swarms doing less damage to armor is very welcome as they rendered armor useless.
Would recommend a damage balance pass on swarms first due to simplicity of locking target.
Breach mass driver i could see at 50%... it's quite a bit of damage for a spam weapon, don't really want a return of Flaylock/massdriver spam with all these indoor maps.
Flaylock at 25% or less.. same reason... why use anything other than flaylock if you can blow up tanks and dropships with it... pre-emptive spam avoidance vote. The worry with this is that 90% of a team spamming flaylocks at a tank will get old fast. Funny for a day or two though.
Nova Knives are fine.. you have to get close and chances are tank will drive away from you |
Stormblade Green
KnightKiller's inc.
35
|
Posted - 2015.03.05 13:20:00 -
[63] - Quote
Doc DDD wrote:I like the removal of damage profiles for simplicity of programming.... fine for forges and plc...
It would be a 20% damage buff to swarms vs shield vehicles, which seems pretty insane... Gives ALL suits the maxed minmando damage buff to swarms vs SHIELDS, plus an additional 10%.
Pythons will be in pretty bad shape, armor tanks and incubus will have their tiny sheilds stripped very fast. Swarms doing less damage to armor is very welcome as they rendered armor useless.
Would recommend a damage balance pass on swarms first due to simplicity of locking target.
Breach mass driver i could see at 50%... it's quite a bit of damage for a spam weapon, don't really want a return of Flaylock/massdriver spam with all these indoor maps.
Flaylock at 25% or less.. same reason... why use anything other than flaylock if you can blow up tanks and dropships with it... pre-emptive spam avoidance vote. The worry with this is that 90% of a team spamming flaylocks at a tank will get old fast. Funny for a day or two though.
Nova Knives are fine.. you have to get close and chances are tank will drive away from you
Case in point.
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
|
Fox Gaden
Immortal Guides Learning Alliance
6069
|
Posted - 2015.03.05 13:45:00 -
[64] - Quote
There is good complexity and there is bad complexity.
Good Complexity adds a depth of interest to the game where you feel like you can gain an advantage by knowing the mechanics better than the next guy. Good complexity makes a sub mechanic of the game into a mini game of its own, and is fun.
Bad Complexity just makes mechanics hard to understand, annoying, or aggravatingly inefficient, and leads to more work than fun.
In the case of Damage Profiles on AV weapons I believe that we would have to have the full variety of vehicles and AV weapons to make Damage Profiles a fun mechanic. With only part of the complement of AV and Vehicles existing in the game, Damage Profiles are just bad complexity causing more trouble than they are worth.
I say, ditch the Damage Profiles for AV for now. In the future, on DUST's next game platform, when we have a complete line of AV and Vehicles, then you can reintroduce Damage Profiles.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7525
|
Posted - 2015.03.05 14:48:00 -
[65] - Quote
Fox I'd rather recycle art assets and force feed racial parity. It's far more fun as an option.
AV
|
Bright Cloud
Namtar Elite Gallente Federation
835
|
Posted - 2015.03.05 15:40:00 -
[66] - Quote
What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC.
Bright is the opposite of dark! Who would have thought of that?!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
|
Posted - 2015.03.05 15:47:00 -
[67] - Quote
Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus.
AV
|
Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE
1285
|
Posted - 2015.03.05 16:49:00 -
[68] - Quote
If / until more av variety is added this is simply the best solution +1
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Superior technology will privale.
|
Bright Cloud
Namtar Elite Gallente Federation
835
|
Posted - 2015.03.05 16:59:00 -
[69] - Quote
Breakin Stuff wrote:Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus. You do realise that the proposed swarm launcher in question will only be a variant. So every 1 with a half working brain will have two fits.
1. that melts shields 2. that melts armor
Or you go ultimate scrub warrior, sit on a rooftop with a commando and have 2 swarm launchers. So he can shot at any vehicle that comes in range with the matching weapon.
Bright is the opposite of dark! Who would have thought of that?!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:21:00 -
[70] - Quote
Bright Cloud wrote:Breakin Stuff wrote:Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus. You do realise that the proposed swarm launcher in question will only be a variant. So every 1 with a half working brain will have two fits. 1. that melts shields 2. that melts armor Or you go ultimate scrub warrior, sit on a rooftop with a commando and have 2 swarm launchers. So he can shot at any vehicle that comes in range with the matching weapon. How are you going to react if Rattati introduces a heavy AV laser weapon? That will incinerate python shields. Same thing. Shield vehicles need weapons that will crack them open as much as armor vehicles do.
AV
|
|
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5192
|
Posted - 2015.03.05 17:31:00 -
[71] - Quote
Personal opinion is to allow all weapons to do 100% damage to vehicles. AV weapons simply do more.
Then allow vehicles to actively tank more.
But thats just kind of my Halo mentality. I like everyone being able to focus fire on a vehicle whether they are AV or not to do damage and help bring it down. That helps the new user experience greatly, and doesn't **** off the tankers if you give them some appropriate module love.
Usually banned for being too awesome.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:37:00 -
[72] - Quote
Himiko Kuronaga wrote:Personal opinion is to allow all weapons to do 100% damage to vehicles. AV weapons simply do more.
Then allow vehicles to actively tank more.
But thats just kind of my Halo mentality. I like everyone being able to focus fire on a vehicle whether they are AV or not to do damage and help bring it down. That helps the new user experience greatly, and doesn't **** off the tankers if you give them some appropriate module love.
that would make tanks entirely too easy to kill, for an ISK cost that is exorbitant in a game with REALLY poor match rewards.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:45:00 -
[73] - Quote
Another argument for pushing heavy weapon parity would be the ability to trade the splash resistance for a heavy weapon bonus (that applies to all of them), and a racial weapon bonus (which applies to the matching racial heavy weapon)
Honestly the HP is high enough that fatties don't need resists to rifles.
and unless fragmented weapons are UNGODLY powerful or the anti infantry module is game-breaking the splash resistance isn't going to be needed to fend off the vehicle turrets.
Let me be blunt, the resists don't help enough on the calsent and the minsent to be worth it, and they are TOO effective on the amsent and galsent.
AV
|
Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
|
Posted - 2015.03.05 18:01:00 -
[74] - Quote
Breakin Stuff wrote:Another argument for pushing heavy weapon parity would be the ability to trade the splash resistance for a heavy weapon bonus (that applies to all of them), and a racial weapon bonus (which applies to the matching racial heavy weapon)
Honestly the HP is high enough that fatties don't need resists to rifles.
and unless fragmented weapons are UNGODLY powerful or the anti infantry module is game-breaking the splash resistance isn't going to be needed to fend off the vehicle turrets.
Let me be blunt, the resists don't help enough on the calsent and the minsent to be worth it, and they are TOO effective on the amsent and galsent.
What's your problem? The hitbox is to high! The amarr havy needs 20% and the gallente needs 35% risistence at all weppons! (Knives and explosives risistence should be 90-99%!!!!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dps!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 18:08:00 -
[75] - Quote
Raffael-Puma Austria wrote:Breakin Stuff wrote:Another argument for pushing heavy weapon parity would be the ability to trade the splash resistance for a heavy weapon bonus (that applies to all of them), and a racial weapon bonus (which applies to the matching racial heavy weapon)
Honestly the HP is high enough that fatties don't need resists to rifles.
and unless fragmented weapons are UNGODLY powerful or the anti infantry module is game-breaking the splash resistance isn't going to be needed to fend off the vehicle turrets.
Let me be blunt, the resists don't help enough on the calsent and the minsent to be worth it, and they are TOO effective on the amsent and galsent. What's your problem? The hitbox is to high! The amarr havy needs 20% and the gallente needs 35% risistence at all weppons! (Knives and explosives risistence should be 90-99%!!!! Thanks for the laugh. That cheered up my day.
AV
|
lee corwood
Knights Of Ender RISE of LEGION
1189
|
Posted - 2015.03.05 18:29:00 -
[76] - Quote
David Spd wrote:If this is gonna be a thing, there needs to be clear and concise explanation SOMEWHERE in the game. I am somewhat neutral to the idea in general, but I do think that the game simply does not educate players at all, and this is a real problem. Every six months or so CCP needs to go over what features are staying (and viewed "core" to the gameplay experience) and introduce them through the "new player experience".
Either that or make an in-game guide that explains the game in detail. Something. ANYTHING.
It used to be like this. When I started in beta and there was no academy, there was a giant (and I mean GIANT) email that explained everything with notification windows that you could choose to never see again or re-show the next time you logged in. It explained a lot but is a horrible way to interact with your user base. We all know that as soon as we see a wall of text, our eyes glaze over.
Now, academy is way dumped down and a lot of things in my opinion never explained.
I find there are a lot of general content missing inside of the game itself for skills. This is a problem because it makes it easy for speculation and hard to accurately test. (for instance the charged damage of a nova knife modifier is no where to be found. Neither is headshot).
Sorry to derail. Just wanted to say you might want to get a content marketing team in to redo all the content in game to be up to date with all these floating around spreadsheets that are hard to find.
For this thread, I'm a yay.
Knights of Ender Director
Logi 4 Life | Youtube Vids
|
HOLY PERFECTION
UNIVERSAL C.A.R.N.A.G.E
55
|
Posted - 2015.03.05 18:37:00 -
[77] - Quote
Ha, i thing swarms are OP in general and imagine a commando with shield and armor swarms. GOOD GOD KILL US ALL WHY DONT YOU.
I WILL WIN... DESTINY
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7534
|
Posted - 2015.03.05 18:40:00 -
[78] - Quote
HOLY PERFECTION wrote:Ha, i thing swarms are OP in general and imagine a commando with shield and armor swarms. GOOD GOD KILL US ALL WHY DONT YOU. easy to imagine.
the armor swarms are the ones we have today.
plus to be anti-shield they'd have to be gallente or amarr, which do about 6% less DPS than the minmando anyway. 1% less than any assault
AV
|
Derpty Derp
Dead Man's Game
875
|
Posted - 2015.03.05 19:27:00 -
[79] - Quote
In all fairness, the forge gun is already pretty beefy against shields... Giving it more damage against them would be horrible. The only option would be to make the damage meet in the middle, which would likely make armour vehicles the go to vehicles thanks to constant regen and higher hp.
I'm no expert, but I feel the slight convenience for swarm users is not worth throwing what little balance we already have, out the window. |
Sgt Kirk
Fatal Absolution Negative-Feedback
9736
|
Posted - 2015.03.05 19:41:00 -
[80] - Quote
CCP Rattati wrote:
So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
Yes, because that's what this game is all about. For every action you do there are positive and negative consequences.
If I choose to pull out a weapon that's good against shields then I'm making the choice to not do as much damage to armor.
It makes the game, diverse, unique and above all it gets rid of the "one man army feel" all these generic FPS games are suffering from now.
I'm not understanding the issue of having to switch between an Anti armor AV and Anti shield AV? Do we not already have to do this when we make the choice between laser rifle and combat rifle? Large Missiles and Large Blasters?
If the issue is players not understanding damage profile's its because they never squad up with other players so thus they stay in their bubble of DUST ignorance which is sadly amplified by the fact that this game does not describe a lot to new players. This game needs to do better with in game descriptions and statistics before we assume that DUST players can't grasp the simple concept of opportunity cost.
Example: A corp mate of mine, who is very good and very intelligent in this game didn't know that the weakspot of the dropship is the thrusters on the side until very recently. A lot of Casual DUST players don't even know that vehicles have a weakspot.
If the issue is lack of anti shield AV weapons then I really don't see why you'd cause yourself and even bigger headache down the line of neutralizing damage profiles when we could add a variant of laser that does damage to vehicles (but you have to keep the laser on the target for X amount of time) or just add in Variants of Swarm launchers that deal different types of damage which is not "un-lorey" in anyway.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
|
|
Ghost Kaisar
Negative-Feedback
10334
|
Posted - 2015.03.05 19:53:00 -
[81] - Quote
Sgt Kirk wrote:CCP Rattati wrote:
So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
Example: A corp mate of mine, who is very good and very intelligent in this game didn't know that the weakspot of the dropship is the thrusters on the side until very recently. A lot of Casual DUST players don't even know that vehicles have a weakspot.
For those wondering, that was me
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
|
Posted - 2015.03.05 20:12:00 -
[82] - Quote
Ghost Kaisar wrote:Sgt Kirk wrote:CCP Rattati wrote:
So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
Example: A corp mate of mine, who is very good and very intelligent in this game didn't know that the weakspot of the dropship is the thrusters on the side until very recently. A lot of Casual DUST players don't even know that vehicles have a weakspot. For those wondering, that was me I couldn't figure out where the tank weakspot was till about three months ago. I don't really ever see the BACK of a tank running in a fatsuit
AV
|
Sgt Kirk
Fatal Absolution Negative-Feedback
9737
|
Posted - 2015.03.05 20:14:00 -
[83] - Quote
Breakin Stuff wrote:Bright Cloud wrote:Breakin Stuff wrote:Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus. You do realise that the proposed swarm launcher in question will only be a variant. So every 1 with a half working brain will have two fits. 1. that melts shields 2. that melts armor Or you go ultimate scrub warrior, sit on a rooftop with a commando and have 2 swarm launchers. So he can shot at any vehicle that comes in range with the matching weapon. How are you going to react if Rattati introduces a heavy AV laser weapon? That will incinerate python shields. Same thing. Shield vehicles need weapons that will crack them open as much as armor vehicles do. Large Missiles, Small Missiles, Large Rails, Remote Explosives not to mention the other AV options.
So having a swarm Missile that can do shield damage at either +10/-10 or +20/-20 while having a Heavy laser AV weapon with the already existing Plasma cannon and Large Blaster (total of 4 weapons not counting flux) is going to throw vehicles weapons off? Maybe I'm missing something but I'm not following.
This just gives armor a slice of the pie that shields been eating by themselves since last build.
In regards to swarms I'd like to reference what someone said earlier, that sounds more like an issue with the swarms mechanics itself and not the suit.
There are plenty of AV that crack open armor right now and now we are even getting an HMG that does damage to vehicles now. The only AV I shrug off are mid- low tier plasma cannons (in low volume of course). Everything else is a threat to my Madrugar.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
|
Posted - 2015.03.05 20:30:00 -
[84] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Avallo Kantor wrote: Agreed with Pokey, players learning this game already will have to become familiar with damage profiles and having exceptions to the rule will hurt overall learning as the players will have to learn the rules (for infantry) and exceptions (vs vehicles)
My main concern there is that the overall complexity will increase, not decrease, due to players already having to learn the rules, and then having to learn additional exception rules. Ex: Current Learning Load: Weapon Profiles vs Shields and Armor Proposed Learning Load: Weapon Profiles vs Shields and Armor, Except for Weapons X, Y, Z.
That said, without the weapon line up to justify it, the imbalance of Shield vs Armor tanks will always be unbalanced while there exist a large disparity between means to fight 'vs shields' against 'vs armor'. So for the current meta game balance, I think this approach would be more beneficial, but long term (assuming new weapons to balance numbers out long term) the damage profiles should remain.
Indeed. I mean if the concern is player understanding, I don't think dumbing it down is the right way to go. I mean we saw this with CCP Z's plan for character progression in Legion where he basically stripped out much of the freedom we have in the skill system for a dumber more linear system like every other game has, simply because "Its too hard to understand". That was met with massive backlash because it stripped away a lot of what made the New Eden experience interesting. I think this falls under a similar context in that if the issue is that damage profiles are difficult for new players to understand, I don't feel the best choice is to simply get rid of them, but rather make them easier to understand through proper documentation and explanation. I understand this takes additional resources to do, but at the same time a change that gets the desired effect, is not always the best choice if a better choice also accomplishes the same goal. And like Avallo pointed out, adding exceptions to rules actually increases the learning curve, rather than decreasing it. Additionally as for the benefit of faster balance iterations, I believe that in most cases you should assume neutral damage when it comes to calculating overall DPS. Damage profile (obviously with some minor adjustments) works itself out in the end. Some weapons will simply work better against certain targets than others....that's how all weapons in this game work, infantry and AV alike. I don't think that it's unreasonable to ask someone to bring the right tool to get the job done either. I mean if I have a Laser Rifle and come up against a heavily armored unit...I'm going to get my ass kicked because I didn't have the right tool for the job. I don't see why AV needs to be different. I understand what you're trying to accomplish and I think it's a noble cause...but I think you're going about it the wrong way. So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
That's what I have to do when I'm Infantry. Why I see a 600 HP Cal Assault, I switch my RR for a ScP. I don't see why it shouldn't be the same for vehicles.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
|
Posted - 2015.03.05 20:32:00 -
[85] - Quote
CCP Rattati wrote:Dear players, after a lot of thought on this issue, I want to get your feedback. Those I have asked, have unanimously supported the idea. I started thinking about the complexity of adding shield swarm missiles, plus the negative effect on new player understanding of the damage profile mechanics leading me to the concept of: The total normalization of AV profiles. I.E. Weapons just apply an X% damage against vehicles. This was done for the first time for Nova Knives with no real issues. I.E. Assault Rifles = zero % Forgegun = 100% Possibly in near future Breach Mass Driver = 75% Flaylock Pistol = 50% Nova Knifes = 50% (this is the current case) ProsVeteran Experience improved, no need to swap between shield AV and Armor AV Theoretical balancing of AV becomes much easier Authoring on CCP side becomes easier, allowing more rapid iteration on AV-V balance New Player Experience massively improved Eliminates the current imbalance due to faction AV parity ConsLore Complexity I believe that an FPS in New Eden should not import overly burdensome game design philosophies, at the cost of enjoyable gameplay, and I think this is one of those cases. Keep it constructive and civil, just say yeah/nay and why
Also, this will throw off shield tank vs AV balance heavily. Nobody uses Armor tanks because they get 3 shotted by swarms, It would be sad to see the same happen to shield vehicles. Balance Armor tanks.
Acquire Currency, Disregard Female Canis lupus familiaris
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17485
|
Posted - 2015.03.05 20:33:00 -
[86] - Quote
I'm relatively ambivalent to the whole affair...... but it is concerning to think that the game is getting less challenging from a technical stand point because players simply do not want to bother understanding the core mechanics of the game and new content has all but confirmed to be off the table.
Good luck though, we'll see how it works out for us all.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1854
|
Posted - 2015.03.05 20:39:00 -
[87] - Quote
Sgt Kirk wrote:Breakin Stuff wrote:Bright Cloud wrote:Breakin Stuff wrote:Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus. You do realise that the proposed swarm launcher in question will only be a variant. So every 1 with a half working brain will have two fits. 1. that melts shields 2. that melts armor Or you go ultimate scrub warrior, sit on a rooftop with a commando and have 2 swarm launchers. So he can shot at any vehicle that comes in range with the matching weapon. How are you going to react if Rattati introduces a heavy AV laser weapon? That will incinerate python shields. Same thing. Shield vehicles need weapons that will crack them open as much as armor vehicles do. Large Missiles, Small Missiles, Large Rails, Remote Explosives not to mention the other AV options. So having a swarm Missile that can do shield damage at either +10/-10 or +20/-20 while having a Heavy laser AV weapon with the already existing Plasma cannon and Large Blaster (total of 4 weapons not counting flux) is going to throw vehicles weapons off? Maybe I'm missing something but I'm not following. This just gives armor a slice of the pie that shields been eating by themselves since last build. In regards to swarms I'd like to reference what someone said earlier, that sounds more like an issue with the swarms mechanics itself and not the suit. There are plenty of AV that crack open armor right now and now we are even getting an HMG that does damage to vehicles now. The only AV I shrug off are mid- low tier plasma cannons (in low volume of course). Everything else is a threat to my Madrugar. P.S. We can also give each warhead swarm it's own flight characteristics. EM (laser) warheads fire at longer ranges and faster but have poor accuracy and guidance Thermal (Hybrid Plasma) is a shorter ranged, decent speed but high guidance weapon. Projectile and explosives, I lost track whether they just made vehicles missiles projectile or all missiles... Kinetic (Hybrid Rail) long range, highly accurate high guidance but somewhat low damage but you're sure to hit your target the majority of the time. Of course we only need one Anti shield variant for now if this happens but that's an idea.
Listen dude, weapons that have to 20+/20- bonus towards shield absolutely destroy them to bits. This is already a thing in infantry. My 640 shield Cal Assaults shields get vaporized by a standard ScR in under a second. Not to mention, weapons like that have a 138% bonus with proficiency level 5.
Forget swarms, thinking about Heavy weapons, a Laser Forgegun with proficiency 5 will have 138% efficiency vs a Normal FG that will have 126.5% efficiency. Definitely not fair for shield infantry or Tanks.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
|
Posted - 2015.03.05 20:43:00 -
[88] - Quote
Sir Dukey wrote:
Listen dude, weapons that have to 20+/20- bonus towards shield absolutely destroy them to bits. This is already a thing in infantry. My 640 shield Cal Assaults shields get vaporized by a standard ScR in under a second. Not to mention, weapons like that have a 138% bonus with proficiency level 5.
Forget swarms, thinking about Heavy weapons, a Laser Forgegun with proficiency 5 will have 138% efficiency vs a Normal FG that will have 126.5% efficiency. Definitely not fair for shield infantry or Tanks.
That's actually why on my proposed scrambler lance weapon, holding the trigger through the overheat will do about 720 damage to a calsent's shields. And it'd still require a reload to finish the job.
It's intended for the amsent, which would only have one damage mod capability
AV
|
Spkr4theDead
Red Star.
3041
|
Posted - 2015.03.05 20:48:00 -
[89] - Quote
Breakin Stuff wrote:Ghost Kaisar wrote:Sgt Kirk wrote:CCP Rattati wrote:
So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
Example: A corp mate of mine, who is very good and very intelligent in this game didn't know that the weakspot of the dropship is the thrusters on the side until very recently. A lot of Casual DUST players don't even know that vehicles have a weakspot. For those wondering, that was me I couldn't figure out where the tank weakspot was till about three months ago. I don't really ever see the BACK of a tank running in a fatsuit And you think you know what's best for vehicles and the game, but you obviously don't know anything about either.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
|
Sgt Kirk
Fatal Absolution Negative-Feedback
9738
|
Posted - 2015.03.05 20:53:00 -
[90] - Quote
Are you guys under the assumption that the shield variants would have the same base damage as the normal variant?
No that's obviously terrible. The correct thing to do which I thought was obvious is to adjust damage accordingly to the damage profile.
No one wants a laser breach forgegun doing base 2000+ damage then shield bonuses on top of that.
That's like making the a laser plasma cannon variant with the same base damage but with laser profile, clearly a terrible idea for a light AV weapon that fires like a laser.
Essentially what's happening is a new weapon with the same shell.
New base damage, mechanics (hopefully), new profiles.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 :: one page |
First page | Previous page | Next page | Last page |