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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1916
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Posted - 2015.03.13 01:54:00 -
[1] - Quote
1.) Myofibs need a reduction. Instead of 15%, the might be booting jump height by 115%
2.) Large Missiles need buff- they are bad at killing vehicles. They either need their 400 RoF back or 300 RoF with 16 Clip. Or 200 RoF with 20 Clip.
3.) Armor Hardeners need a nerf. (5% would do) Armor tanks are back to 1.7 level with ridiculous rep rates and a 40% hardener on top of that.
4.) LAV's need more slots.
5.) All tanks need more CPU/ PG, with more slots comes more fitting problems. My proto Gunnlogi's low slots are full of proto fitting modules and I still cannot fit a full proto tank with proto gunner slots and proto filled high slots
6.) Is there a reason that a heavy shield booster takes up 40% of all the PG on my Shield tank?
7.)Turrets need to be looked at. All Missile turrets cost way more CPU and PG than railgun and blaster turrets.
8.) Tanks per side on map needs to be looked at. 5 HAV's per side is too much Rattati.
9.) Some of the turret modules are very hard to fit but useless at Standard level.
10.) Hardeners need to be balanced in another way. There shouldn't be a cap but there also shouldn't be a boosted fitting cost. The players that use only one hardener shouldn't be penalized like the rest The Fitting cost of a Hardener is too much, they take up a good 35% of my CPU on my Shield tank. Their CPU and PG needs to go back to the way they were.
Instead of current hardener balanced around CPU/PG, I suggest we balance it around efficiency. What if we made it so that if you activate two hardeners at one, the second hardener will only have 25% efficiency. This would make it so that if you activate two shield hardeners instead of one, your efficiency goes from 40%->50% resistance.
I really dislike being penalized especially since I only use one hardener.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1920
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Posted - 2015.03.13 22:19:00 -
[2] - Quote
CCP Rattati wrote:some good points here, we will keep evolving this now that Maddies are no longer UP Thanks <3
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1920
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Posted - 2015.03.13 22:25:00 -
[3] - Quote
Breakin Stuff wrote:Sir Dukey wrote:1.) Myofibs need a reduction. Instead of 15%, the might be booting jump height by 115%
2.) Large Missiles need buff- they are bad at killing vehicles. They either need their 400 RoF back or 300 RoF with 16 Clip. Or 200 RoF with 20 Clip.
3.) Armor Hardeners need a nerf. (5% would do) Armor tanks are back to 1.7 level with ridiculous rep rates and a 40% hardener on top of that. Armor hardeners need the same duration/cooldown as shield hardeners
4.) LAV's need more slots. Please.
5.) All tanks need more CPU/ PG, with more slots comes more fitting problems. My proto Gunnlogi's low slots are full of proto fitting modules and I still cannot fit a full proto tank with proto gunner slots and proto filled high slots
6.) Is there a reason that a heavy shield booster takes up 40% of all the PG on my Shield tank? Is thereANY possible way this question can be stressed enough? Shield boosters have the worst cost/benefit ratio of any current vehicle module.
7.)Turrets need to be looked at. All Missile turrets cost way more CPU and PG than railgun and blaster turrets.
8.) Tanks per side on map needs to be looked at. 5 HAV's per side is too much Rattati. Rarely see 5 tanks on the board even combining both sides.
9.) Some of the turret modules are very hard to fit but useless at Standard level. Long time problem
10.) Hardeners need to be balanced in another way. There shouldn't be a cap but there also shouldn't be a boosted fitting cost. The players that use only one hardener shouldn't be penalized like the rest The Fitting cost of a Hardener is too much, they take up a good 35% of my CPU on my Shield tank. Their CPU and PG needs to go back to the way they were. hardeners give more EHP than extenders or plates. They should cost about the same or slightly more since it's temporary.
Also- The AScR melts shields wayyyy too fastttttttttttttt. I lost my 640 shields on a Cal Sent (just a level1) to a standard Amarr commando with a Basic Assault ScR in like 1 sec. What can I say? I'm a masochist.
quoted text edited for editorial reasons. No I'm not mocking the OP this time. I partly agree with him.
Armor Hardeners add 300 PG while shield hardeners add 300 CPU to Shield (the main fitting cost). Now compare Shield tank CPU vs Armor tank PG. Shield tank has 900-1200 CPU, compared to armor tank which has 2600-3200 PG. The armor hardeners are diffidently less fitting extensive toward Armor.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1931
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Posted - 2015.03.16 20:17:00 -
[4] - Quote
Jason1 Black wrote:Sir Dukey wrote:1.) Myofibs need a reduction. Instead of 15%, the might be booting jump height by 115%
2.) Large Missiles need buff- they are bad at killing vehicles. They either need their 400 RoF back or 300 RoF with 16 Clip. Or 200 RoF with 20 Clip.
3.) Armor Hardeners need a nerf. (5% would do) Armor tanks are back to 1.7 level with ridiculous rep rates and a 40% hardener on top of that.
4.) LAV's need more slots.
5.) All tanks need more CPU/ PG, with more slots comes more fitting problems. My proto Gunnlogi's low slots are full of proto fitting modules and I still cannot fit a full proto tank with proto gunner slots and proto filled high slots
6.) Is there a reason that a heavy shield booster takes up 40% of all the PG on my Shield tank?
7.)Turrets need to be looked at. All Missile turrets cost way more CPU and PG than railgun and blaster turrets.
8.) Tanks per side on map needs to be looked at. 5 HAV's per side is too much Rattati.
9.) Some of the turret modules are very hard to fit but useless at Standard level.
10.) Hardeners need to be balanced in another way. There shouldn't be a cap but there also shouldn't be a boosted fitting cost. The players that use only one hardener shouldn't be penalized like the rest The Fitting cost of a Hardener is too much, they take up a good 35% of my CPU on my Shield tank. Their CPU and PG needs to go back to the way they were.
Instead of current hardener balanced around CPU/PG, I suggest we balance it around efficiency. What if we made it so that if you activate two hardeners at one, the second hardener will only have 25% efficiency. This would make it so that if you activate two shield hardeners instead of one, your efficiency goes from 40%->50% resistance.
I really dislike being penalized especially since I only use one hardener.
Also- The AScR melts shields wayyyy too fastttttttttttttt. I lost my 640 shields on a Cal Sent (just a level1) to a standard Amarr commando with a Basic Assault ScR in like 1 sec. Missiles are not bad at killing vehicles, my gunngoli gets screwed over by them with 3800 thousand shield and 900 armor. Do not bufff them.
That's equivalent to saying Flaylock is viable against A Caldari Assault. No, missiles are absolute trash against shields.
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