Pokey Dravon
OSG Planetary Operations Covert Intervention
5390
|
Posted - 2015.03.13 19:35:00 -
[1] - Quote
Spkr4theDead wrote: Large blaster is still kinda meh - you could've kept the previous ammo, damage and fire rate rather than touching it at all, making it slower with more damage. That's like the compressed blaster of old, minus its excellent damage, no dispersion, but surprisingly lower heat cost. Small blaster is bugged all to hell - dispersion circle is as wide as a country mile, and the circle doesn't change at all while firing. This needs to be fixed ASAP for it to be the AI turret you intend it to be.
I think it's actually a pretty decent improvement overall. The heat building feels managable, you just have to keep an eye on it but it's also restrictive enough that I can see where a heat sink would be useful. The lower magazine doesn't feel too restrictive but it really makes me glad to have that reload speed trained, which before wasn't very useful.
Have not played with the small blasters yet.
Spkr4theDead wrote: Large Railgun is absolute garbage, overheating in 3 shots while holding down the trigger. Change it back to 4 rounds, preferably 5, and decrease the damage slightly to compensate. Also decrease the spool time by .1 or whatever, I don't remember what the values are. The rail glitch is still around for both large and small turrets, which again doesn't make it a viable AV turret as you can and will easily die when you can't defend yourself. This has been around for years; talked about once, never acted upon to fix it.
I actually felt the 4 shots to overheat was pretty good before, I'm not sure why they felt the need to reduce it to 3, perhaps to make the heat sink more neccesary? Even so 3 shots feels too few. If the intention is to lower total damage until overheat, I think moving to 4 shots with slightly lower damage is probably the way to go.
Spkr4theDead wrote: Large Missile is also garbage now - it fires far too slow to be a viable AV turret. Increase its rate of fire by .2 or whatever, I don't remember what the values are. I also wish you threw in the small fragmented missile; I was expecting it to be included in the first vehicle patch.
I only had a chance to try 1 match with the Large Missiles so I need to play with them more before I can really comment. I've said this before but I think we need to get away from the "Need to kill the target in one salvo or I die during the reload" Dropping the burst DPS by reducing the damage per magazine but drastically increasing the reload speed. Will test further to really decide on exactly what should happen.
Spkr4theDead wrote: @ Rattati - you yourself have said you want tanks to combat tanks, so I don't know why AV is still so incredibly powerful. I also don't know who decided increasing the damage for the AHMG against vehicles to be 100%. Packed Lai Dai still do far too much damage, being able to alpha an unaware shield tank in 3 to 4. That's not balance, that's heavily skewed in AV's favor.
I've been having mixed experiences, in one round I was getting wrecked by AV, and in the next I was taking constant AV damage and laughed my way to a 25/0 win. AV grenades hit hard but it's also not difficult to stay far enough away from infantry that it's not overly problematic, even with a Blaster. I mean sure if you get caught with your pants down you're going to get wrecked, but that goes for any role.
Spkr4theDead wrote: Pros - armor tanks are strong once again, being able to fit reps, a hardener and plate again.
Cons - shield is too weak - pilots have said many times to buff armor to the level shield is at, not buff armor while simultaneously nerfing shield. Still can't fit complex mods on a PRO hull with the usual fitting skills to 5; can't fit a viable tank without resource mods, which means no ammo expansion mods. Shield regulator is a high slot mod - hopefully that's a bug and will be fixed; it's a low slot mod for infantry, no reason that should change for vehicles.
Armor might be arguably too strong with the 40% hardener reduction, I'll need to test it more but the majority of my battles I was pretty much shrugging off most AV with even an Enhanced Hardener and a Complex Rep. Not to mention it has vsuperior cooldown/duration to shield hardeners. I would either drop the Armor Hardener to 30% and keep the existing duration/cooldown, or bright the Shield Hardener up to match the Armor Hardener's Duration/Cooldown.
I think properly working Shield Regulators will be a huge asset to Shield HAVs due to the ability to drop the recharge delay to be faster than the refire rate on most AV weapons. I'd like to see where Shield is performing after those are fixed and then go from there, because yeah I agree that shield feels inferior to armor atm.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|