Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
208
|
Posted - 2015.03.24 23:35:00 -
[1] - Quote
Ok. CCP did a good job with adding vehicle tiers (havs only) but they are REALLY UNBALANCED NOW. Madrugars are OP AND OC and Gunnlogis are very weak. I personally didn't like that havs don't change in tier by adding slots. Here are my proposals to fix them.
1. Reduce slot count of all havs by 1 per level. As you guys know as of now, Madrugars are op with all these slots and stuff. By reducing the slot count, we will have weaker/ less op Madrugars. Std - 2h/3l Adv-2h/4l Proto- 3/4 (current format for madrugar/op)
Std- 4h/1l Adv- 5h/1l Proto- 5h/2l (current gunnlogi format)
2. Keep all pg/cpu as it is.
3. Madrugars can tank more but Gunnlogis can recharge more. Gunnlogis need more base shield. BUFF so that they won't be instapopped and so that they can compete.
What will this do? The current SUPER OP tanks will only be op at proto level. The other tanks will feel easier to kill. Plus, now you won't feel like tanks are crap and you can barely fit a basic tank with all basic things and you won't feel like you have so much slots for nothing, thus improving the av vs v experience of dust 514.
Ps. I just realized its "Gunnlogi" I (for some reason never retread it correctly and called them "gungolli" for over a year and a half=ƒÿª
48th Special Operations Force.
Twitter- @48SOF
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2996
|
Posted - 2015.03.24 23:39:00 -
[2] - Quote
I hope you do realize that 3 lows on a Maddy will make it useless....
click me
Blup Blub Bloop. Translation: Die -_-
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5578
|
Posted - 2015.03.24 23:41:00 -
[3] - Quote
Im not entirely sure how adding difference in slots will change the balance between armor and shields?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2996
|
Posted - 2015.03.24 23:47:00 -
[4] - Quote
Pokey Dravon wrote:Im not entirely sure how adding difference in slots will change the balance between armor and shields?
The only difference is hardeners and repairers tbh. IMO armor hardeners needs nerfing, and the reps needs to become strong but active. It just worked better, both for combat (gave actual waves of opportunity tbh due to those long ass cooldowns), and for balance (Gunnlogi would either try and force reps to scare it off, or kill them when they are down, and from a distance).
click me
Blup Blub Bloop. Translation: Die -_-
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5578
|
Posted - 2015.03.24 23:54:00 -
[5] - Quote
Godin Thekiller wrote:Pokey Dravon wrote:Im not entirely sure how adding difference in slots will change the balance between armor and shields? The only difference is hardeners and repairers tbh. IMO armor hardeners needs nerfing, and the reps needs to become strong but active. It just worked better, both for combat (gave actual waves of opportunity tbh due to those long ass cooldowns), and for balance (Gunnlogi would either try and force reps to scare it off, or kill them when they are down, and from a distance).
Well that's kinda what I was getting at. Changing the tiers won't do anything to change imbalance between shields and armor. If at proto they remain the same, then armor will remain better than shields and proto, and l likely weaker at lower tiers. This isn't good game design.
If there is a disparity in the power between armor and shields, then it's on the modules themselves, and not the slot layout, that's problematic. I've said it a million times and I'll say it again. We will never properly balance vehicles as long as passive HP regeneration remains the primary means of recovery. The only way to change the behavior of fitting multiple reppers (aside from BS limitations like 'you can only fit one') is either increasing the fitting cost, or decreasing the HP/s, which will either make fitting 2 reps neccesary to have enough regen to survive, or negatively impact fitting of single repping with higher fitting cost.
Active Modules must return or we will continue to see severe problems in how vehicle repping works, both against each other and against AV.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Godin Thekiller
Negative-Feedback. Negative-Feedback
2996
|
Posted - 2015.03.25 00:04:00 -
[6] - Quote
Pokey Dravon wrote:Godin Thekiller wrote:Pokey Dravon wrote:Im not entirely sure how adding difference in slots will change the balance between armor and shields? The only difference is hardeners and repairers tbh. IMO armor hardeners needs nerfing, and the reps needs to become strong but active. It just worked better, both for combat (gave actual waves of opportunity tbh due to those long ass cooldowns), and for balance (Gunnlogi would either try and force reps to scare it off, or kill them when they are down, and from a distance). Well that's kinda what I was getting at. Changing the tiers won't do anything to change imbalance between shields and armor. If at proto they remain the same, then armor will remain better than shields and proto, and l likely weaker at lower tiers. This isn't good game design. If there is a disparity in the power between armor and shields, then it's on the modules themselves, and not the slot layout, that's problematic. I've said it a million times and I'll say it again. We will never properly balance vehicles as long as passive HP regeneration remains the primary means of recovery. The only way to change the behavior of fitting multiple reppers (aside from BS limitations like 'you can only fit one') is either increasing the fitting cost, or decreasing the HP/s, which will either make fitting 2 reps neccesary to have enough regen to survive, or negatively impact fitting of single repping with higher fitting cost. Active Modules must return or we will continue to see severe problems in how vehicle repping works, both against each other and against AV.
Agreed
click me
Blup Blub Bloop. Translation: Die -_-
|
DarthJT5
Random Gunz Rise Of Legion.
355
|
Posted - 2015.03.25 02:17:00 -
[7] - Quote
Pokey Dravon wrote:Godin Thekiller wrote:Pokey Dravon wrote:Im not entirely sure how adding difference in slots will change the balance between armor and shields? The only difference is hardeners and repairers tbh. IMO armor hardeners needs nerfing, and the reps needs to become strong but active. It just worked better, both for combat (gave actual waves of opportunity tbh due to those long ass cooldowns), and for balance (Gunnlogi would either try and force reps to scare it off, or kill them when they are down, and from a distance). Well that's kinda what I was getting at. Changing the tiers won't do anything to change imbalance between shields and armor. If at proto they remain the same, then armor will remain better than shields and proto, and l likely weaker at lower tiers. This isn't good game design. If there is a disparity in the power between armor and shields, then it's on the modules themselves, and not the slot layout, that's problematic. I've said it a million times and I'll say it again. We will never properly balance vehicles as long as passive HP regeneration remains the primary means of recovery. The only way to change the behavior of fitting multiple reppers (aside from BS limitations like 'you can only fit one') is either increasing the fitting cost, or decreasing the HP/s, which will either make fitting 2 reps neccesary to have enough regen to survive, or negatively impact fitting of single repping with higher fitting cost. Active Modules must return or we will continue to see severe problems in how vehicle repping works, both against each other and against AV. Maybe there could be stacking penalties for reps?
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
|
|
|
Pages: 1 :: [one page] |