Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
426
|
Posted - 2015.05.26 21:34:00 -
[2] - Quote
Adipem Nothi wrote:True Adamance wrote:Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans I'm going to ask why on several things not necessarily the ones you might expect though. MN Assault? Armour Plates? And the Large Blaster Turret? I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass. Specifically what about it do you feel needs to be nerfed? MN AssaultHigh Speed + High HP = FoTM; sustained and disproportionately high usage rates in Pubs and PC; extreme mobility is rolebleeding Scouts; first-hand observations; Rattati has mentioned reigning them in (so I think safe to assume there's a need to reign them in). Armor PlatesHigh-slot diversity was recently achieved; low-slot diversity remains in a sub-optimal state. As per daily usage rates, brick-related modules have occupied 9 of the Top 10 slots each and every day for the past 6 months. The only low-slot module which appears in the Top 10 other than Brick is the KinCat, which coincidentally offsets penalty of stacking brick. Blaster TurretsPrimarily first-hand observations. It is too effective at wiping out infantry at too great a range; it is too good in its AI capacity to simultaneously excel at AV. In my opinion, an anti-infantry blaster tank shouldn't stand a chance against an anti-vehicle missile or rail tank. I'd freely defer to reasonable pilots on this, but if pressed for suggestion I'd propose nerfing its dispersion (so mowing down infantry with impunity while hardened would take more time/effort), I'd propose nerfing its maximum range or accuracy at range (so popping infantry at longish range wouldn't happen), and I'd propose a less lenient overheat mechanic (to leave it at disadvantage against missile HAVs and to limit the amount of infantry casualties it can inflict in a given hardened cycle).
Min Assaults are relatively easy to kill at a distance, and the only thing that would need to change imo is its silly ability to dodge most bullets by simply strafing them.
The problem with plates seems to be similarly in vehicles where there's nothing really useful to put in those slots other than plates. Also, simply nerfing them because they are currently the most useful is kinda misguided.
I don't have much expirence with vehicles (yet, I'm getting there). From what I see, if a infantry is caught in the open, or not even trying to dodge the bullets, dying is common. From my infantry play, I can see that is the case; even going as far as staying in closed off areas or in inaccessible areas from the HAV (with AV for maximum effect) will get the HAV to go away.
( From your Graceful Fish Lord)
If you're dying to blasters, stay under cover being a fatty, or just quit scrubbing. Also, a LARGE turret is AV. There is no such thing as an AI large turret; that is nonsense. As for your needs, no. Any less accuracy and it will be forced in to fight at pretty much point blank. Heating has already been needed twice, it doesn't need any more in that field.
@True Shotgun turret fo' life. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
427
|
Posted - 2015.05.27 01:12:00 -
[3] - Quote
Adipem Nothi wrote:Roger Cordill wrote:Adipem Nothi wrote:True Adamance wrote:Adipem Nothi wrote:As of Hotfix 1.1.2; listed in no particular order:
Items * MN Assault * Armor Plates * Scrambler Rifle * Large Blaster Turrets * Armor Hardeners
Mechanics * Wiggle Wiggle * Team-shared Active Scans I'm going to ask why on several things not necessarily the ones you might expect though. MN Assault? Armour Plates? And the Large Blaster Turret? I mean I know that I despite the Large Blaster Turret despite using it since it barely represents a main tank gun but I have to ask why it specifically merits a nerf in the balance pass. Specifically what about it do you feel needs to be nerfed? MN AssaultHigh Speed + High HP = FoTM; sustained and disproportionately high usage rates in Pubs and PC; extreme mobility is rolebleeding Scouts; first-hand observations; Rattati has mentioned reigning them in (so I think safe to assume there's a need to reign them in). Armor PlatesHigh-slot diversity was recently achieved; low-slot diversity remains in a sub-optimal state. As per daily usage rates, brick-related modules have occupied 9 of the Top 10 slots each and every day for the past 6 months. The only low-slot module which appears in the Top 10 other than Brick is the KinCat, which coincidentally offsets penalty of stacking brick. Blaster TurretsPrimarily first-hand observations. It is too effective at wiping out infantry at too great a range; it is too good in its AI capacity to simultaneously excel at AV. In my opinion, an anti-infantry blaster tank shouldn't stand a chance against an anti-vehicle missile or rail tank. I'd freely defer to reasonable pilots on this, but if pressed for suggestion I'd propose nerfing its dispersion (so mowing down infantry with impunity while hardened would take more time/effort), I'd propose nerfing its maximum range or accuracy at range (so popping infantry at longish range wouldn't happen), and I'd propose a less lenient overheat mechanic (to leave it at disadvantage against missile HAVs and to limit the amount of infantry casualties it can inflict in a given hardened cycle). 1. Min Assaults are relatively easy to kill at a distance, and the only thing that would need to change imo is its silly ability to dodge most bullets by simply strafing them. 2. The problem with plates seems to be similarly in vehicles where there's nothing really useful to put in those slots other than plates. Also, simply nerfing them because they are currently the most useful is kinda misguided. 3. I don't have much expirence with vehicles (yet, I'm getting there). From what I see, if a infantry is caught in the open, or not even trying to dodge the bullets, dying is common. From my infantry play, I can see that is the case; even going as far as staying in closed off areas or in inaccessible areas from the HAV (with AV for maximum effect) will get the HAV to go away. If you're dying to blasters, stay under cover being a fatty, or just quit scrubbing. 4. Also, a LARGE turret is AV. There is no such thing as an AI large turret; that is nonsense. As for your needs, no. Any less accuracy and it will be forced in to fight at pretty much point blank. Heating has already been needed twice, it doesn't need any more in that field. 1. Relative to what? Agreed on wiggle wiggle. 2. Correct; brick affords users more utility than other low-slot modules; hence the brick meta. Whether or not we should reign in brick or buff all else is debatable. 3. Thanks for the tip. 4. Large Blaster turrets are killing infantry all the time. This is why you find Blaster HAVs parked near hostile CRUs. They're also pretty good at popping infantry at range. I guess I'd have to concede on whether or not Large Blaster Turrets are supposed to be anti-infantry, though they're certainly filling that role.
Relative to other tanked assaults, due to they having more tank.
It's not a either buff everything or Nerf plates. Certain fitting styles work on certain suits, and some just don't. If you expect to throw modules on your suit (or vehicle for that Matter), just like in EVE, it'll be sub optimal. Putting shield regulators and camps on a Gal assault simply don't make sense, for example. Not to say that there could be tweaks to things, and additional modules added to add a wider selection. Point is, the solution isn't always to Nerf or buff something because it seems to be OP.
Your welcome.
That is inherent to their design, as well as the idea of infantry a lot of the time (at least as far as I've seen) thinking that the HAV for some reason simply not having the ability to oil them. If missiles and rails were more appropriately designed, they would most likely be killing infantry in their respective optimals as well. Simply put, getting caught in front of a gigantic turret will probably kill you, people around you, and the wall behind you from a logical standpoint. Moral of the story is, don't get caught in front of a HAV. |