Kierkegaard Soren
Eridani Light Horse Battalion
895
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Posted - 2015.08.05 16:37:00 -
[1] - Quote
Scrambler threads are endemic, and I get it. I use them, and I get it. So I'm just going to post these ideas every time I see a new thread pop up.
1) The scrambler is balanced when given to any suit that isn't the Amarr Assault with 4+ ranks in its skill bar, with the EXPLICIT EXCEPTION of the charged shot, which is the main source of scram QQ.
2) Amarr Assault bonus is too good at dealing with heat buildup. Scrambler Operation skill (cooldown time) is largely irrelevant in-game.
3) Change both skills to: -Scrambler Operation: 3% reduction to heat build up per level. -Amarr Assault: 15% reduction to laser weapon overheat sieze duration per level. 10% reduction to overheat feedback damage per level.
4) Charged shot overheats the weapon irrespective of how high your Operation skill is.
Now you have a scrambler that becomes more accessable to all suits the more points you put in its Operation, but at 3% instead of 5% the heat reduction no longer becomes an irrelevant factor in fire fights; even at rank 5 Operation, all players (even Amarr) must manage heat. The charged shot becomes a powerful gamble instead of an "I win" button; if you want to one-shot scouts and lightly tanked assaults from 70m + away, you'll need skill, timing and some HP left.
The Amarr Assault now becomes a "Zealot", who will gladly take the burn of feedback now that it hurts them less. The sizeable drop in sieze duration means they can plow through opposition so long as they have enough HP left to do so. It's a much more interesting bonus that gives the scram user potency without becoming OP.
Discuss.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Kierkegaard Soren
Eridani Light Horse Battalion
898
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Posted - 2015.08.05 19:22:00 -
[2] - Quote
Boot Booter wrote:Kierkegaard Soren wrote:Scrambler threads are endemic, and I get it. I use them, and I get it. So I'm just going to post these ideas every time I see a new thread pop up.
1) The scrambler is balanced when given to any suit that isn't the Amarr Assault with 4+ ranks in its skill bar, with the EXPLICIT EXCEPTION of the charged shot, which is the main source of scram QQ.
2) Amarr Assault bonus is too good at dealing with heat buildup. Scrambler Operation skill (cooldown time) is largely irrelevant in-game.
3) Change both skills to: -Scrambler Operation: 3% reduction to heat build up per level. -Amarr Assault: 15% reduction to laser weapon overheat sieze duration per level. 10% reduction to overheat feedback damage per level.
4) Charged shot overheats the weapon irrespective of how high your Operation skill is.
Now you have a scrambler that becomes more accessable to all suits the more points you put in its Operation, but at 3% instead of 5% the heat reduction no longer becomes an irrelevant factor in fire fights; even at rank 5 Operation, all players (even Amarr) must manage heat. The charged shot becomes a powerful gamble instead of an "I win" button; if you want to one-shot scouts and lightly tanked assaults from 70m + away, you'll need skill, timing and some HP left.
The Amarr Assault now becomes a "Zealot", who will gladly take the burn of feedback now that it hurts them less. The sizeable drop in sieze duration means they can plow through opposition so long as they have enough HP left to do so. It's a much more interesting bonus that gives the scram user potency without becoming OP.
Discuss. Although this is perhaps a step in the right direction. It's alpha versus shields may still be too high. It' would still be able to, for example, remove 600 shield hp in about a half second. Perhaps the disadvantage of the weapon would be more apparent and therefore balance it. Tough to say. But anyway thanks for a useful contribution.
True, the charged shot still eradicates shields, but it can no longer follow up a hit with immediate shots, and it will damage your suit in the process. If these changes were to be implemented then the next step to bring true balance would be to look at shield tanking as a whole (specifically its high resource cost in terms of PG/CPU and suit slots compaired to actual EHP/regen gains) and, perhaps, damage profiles. I still think +20/-20 is too high. I'd rather see it become +15/-15 for both laser and explosive damage types.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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