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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 16:23:00 -
[1] - Quote
Would just like to make sure this is up here if it isn't already.
CCP, the warbarge dmg bonus doesn't help noobs as much as it helps vets?! I don't think you considered certain weapons and armor/shield profiles.
Since the slot tiercide changes the warbarge dmg bonus really takes away from the tactical aspect of gameplay you were gunning for. Now you just need to max that out, add as many dmg mods as you can, and alpha dmg weapons+proficiency 5 with weapons like the MD, ARR, etc.
I was chiming in on jett it's post when it hit me! The Cal assault has five high slots! The min assault 4! I have a Cal assault alt where I just ran bush in a basic Cal assault with basic mods and weapons, and got the 30 wins in a day! I ran...
'Dragonfly' caldari assault bpo
Assault Rail Rifle Bolt Pistol
3x Basic Dmg Mods 2x Basic shield Extenders 3x Basic Reactive plates Locus Grenade 50% needle
I was wrecking guys with this, and on this character my warbarge is at 1%
The idea of this extra dmg is now very unnecessary! With respecs, slot tiercide, and alpha dmg weapons, you hardly need the extra % dmg. The weapons kill just fine without it. The scout with SG comes to mind when I see heavies going down in 2 shots from min assaults?! Also, the jumpy MD fits?!
While you're considering what to put in those other warbarge slots, please consider removing that extra dmg. A more useful skill for noobs would be dropsuit production, weapon production (regular weapons), and vehicle production. This would help soften the blow on their wallets, and their *sses?!
The extra dmg benefits guys with max skills like me, not the new guys. They don't have proficiency 5 yet, are still learning how to set up fits, and probably don't have the warbarge to lvl 3 yet. They're getting eaten! They don't know how to counter jumpy MD fits (hell I can barely counter it), so the kd padders are really taking advantage of them. This is why we see so many post of teams being redlined, and mercs quitting.
They are simply dying too fast, and not making isk at all?! The changes I propose would be more beneficial in both instances.
Please consider these changes! Really help the new players out!
"Anybody order chaos?"
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maybe deadcatz
Horizons' Edge No Context
837
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Posted - 2015.09.21 16:29:00 -
[2] - Quote
Shotguns don't benefit from dmg mods.at least not a lot. It's called shoot him in upper chest at close range. It really hurts. Min suits with shotguns are filthy. And all those extra damage mods aren't helping the already poor shielding on cal assaults.
Dust 514:Plasma is magic.
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 16:37:00 -
[3] - Quote
maybe deadcatz wrote:Shotguns don't benefit from dmg mods.at least not a lot. It's called shoot him in upper chest at close range. It really hurts. Min suits with shotguns are filthy. And all those extra damage mods aren't helping the already poor shielding on cal assaults.
Shield and speed is a nasty combo against hit detection already. Add weapon with alpha dmg to this combo, and players take heavies on without being hit by hmg's not 5 feet away. The Cal scout comes to mind in this as well.
I'm not ragging shield suit's, but it's no secret that they cause the biggest hit detection problems. While alot of shield players say their shields need a buff in some way or another, I would remind them that they're mainly asking for a buff against the scrambler primarily. Armor based weapons, and even less damaging shield based weapons would suffer tremendously.
They would then just continue to stack dmg mods as their shields are stronger. Making shield/speed/regen the new fotm.... I think we're there already...
"Anybody order chaos?"
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maybe deadcatz
Horizons' Edge No Context
837
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Posted - 2015.09.21 16:43:00 -
[4] - Quote
Bradric Banewolf wrote:maybe deadcatz wrote:Shotguns don't benefit from dmg mods.at least not a lot. It's called shoot him in upper chest at close range. It really hurts. Min suits with shotguns are filthy. And all those extra damage mods aren't helping the already poor shielding on cal assaults. Shield and speed is a nasty combo against hit detection already. Add weapon with alpha dmg to this combo, and players take heavies on without being hit by hmg's not 5 feet away. The Cal scout comes to mind in this as well. I'm not ragging shield suit's, but it's no secret that they cause the biggest hit detection problems. While alot of shield players say their shields need a buff in some way or another, I would remind them that they're mainly asking for a buff against the scrambler primarily. Armor based weapons, and even less damaging shield based weapons would suffer tremendously. They would then just continue to stack dmg mods as their shields are stronger. Making shield/speed/regen the new fotm.... I think we're there already...
I know about sheilds. The scrambler just needs a damage drop. Or at least lock it into the TAC ars firing speed. It's crazy how quick I can destroy sheilds. And armour. Heck ive been running the gal scout with no amout mods and sheild extenders. I'm relying on sheild to keep me alive.
Dust 514:Plasma is magic.
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el OPERATOR
Sinq Laison Gendarmes Gallente Federation
1
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Posted - 2015.09.21 16:57:00 -
[5] - Quote
The Dragonfly is OP, DUST has come full circle. +1gajillion. fml.
Open-Beta Vet.
CAPCRO Nomad.
DUST514 is WARFARE, not WAR-FAIR
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 17:20:00 -
[6] - Quote
maybe deadcatz wrote:Bradric Banewolf wrote:maybe deadcatz wrote:Shotguns don't benefit from dmg mods.at least not a lot. It's called shoot him in upper chest at close range. It really hurts. Min suits with shotguns are filthy. And all those extra damage mods aren't helping the already poor shielding on cal assaults. Shield and speed is a nasty combo against hit detection already. Add weapon with alpha dmg to this combo, and players take heavies on without being hit by hmg's not 5 feet away. The Cal scout comes to mind in this as well. I'm not ragging shield suit's, but it's no secret that they cause the biggest hit detection problems. While alot of shield players say their shields need a buff in some way or another, I would remind them that they're mainly asking for a buff against the scrambler primarily. Armor based weapons, and even less damaging shield based weapons would suffer tremendously. They would then just continue to stack dmg mods as their shields are stronger. Making shield/speed/regen the new fotm.... I think we're there already... I know about sheilds. The scrambler just needs a damage drop. Or at least lock it into the TAC ars firing speed. It's crazy how quick I can destroy sheilds. And armour. Heck ive been running the gal scout with no amout mods and sheild extenders. I'm relying on sheild to keep me alive.
Yep lol! Gal scout without shields=dead scout smh
"Anybody order chaos?"
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
140
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Posted - 2015.09.21 17:51:00 -
[7] - Quote
I'd agree with most of the general feeling in this thread. Although shields need a little something it'll take very little to make them noticeably op/fotm. The augment that shield suits can't tank as much ehp as armour suits goes out the window when considering mobility/ regen/ etc when compared to armour.
The number of ck.0's running around at the moment is testament to the fact that they're not that bad.... I wouldn't go quite as far as to say Cal Assaults are Fotm but they're certainly contenders. Combined with, as others have said damage mods and Arr..... Again it's hearsay and conjecture but an ARR on a ck.0 kills far more effectively than an AR on a gk.0
Maybe they can't get in and cap/hold a point like an armour tank but that isn't what shields are supposed to do.
Rather than a straight ehp buff to shields I'd probably rather see slight adjustments to regen and armour repair from hives and logis..... Could hives be repurposed to recharge shields for example? ScR/AScR are a problem but they're a problem across the board.
Again I've not done any maths and I'm still relatively inexperienced but I feel that shields should be compared/balanced more to reactives/ferros than plates and it's more rechargers/Regulators that need a look.... I am more than happy to be proved totally wrong though!!!!
Ummmm although that doesn't have much to do with the warbarge, or therefore the original post............ |
axis alpha
ScReWeD uP InC
1
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Posted - 2015.09.21 18:13:00 -
[8] - Quote
Jesus a fit that people have been running for years even AFTER they overhauled dmg mods and people still complain till this day. A fit like that will remain. They overhauled dmg because they were too powerful, they redid assaults because they didn't stack up. Now that they can actually do what they were meant to do you complain? As far as the warbarge goes that as far as I am concerned something you pay for and if you pay for it than it ain't going anywhere. Its a pay to win game haven't you heard?
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 19:23:00 -
[9] - Quote
axis alpha wrote:Jesus a fit that people have been running for years even AFTER they overhauled dmg mods and people still complain till this day. A fit like that will remain. They overhauled dmg because they were too powerful, they redid assaults because they didn't stack up. Now that they can actually do what they were meant to do you complain? As far as the warbarge goes that as far as I am concerned something you pay for and if you pay for it than it ain't going anywhere. Its a pay to win game haven't you heard?
This mentality hurts the game.
You can pay for the warbarge, and CCP can make money all they want! That's not the issue here. This is a tactical shooter, and so everything in the game is meant to have a "viable" counter!
When you add in broken mechanics like a straight damage buff available primarily to veteran players, you basically destroy your player base. The only guys that will buy their way to victory are already dedicated veteran players. New players will just leave you fools!
They must expect to get beat by vets, but not forever lol! What would be the point in playing??
Hence the player base is small!!!!
"Anybody order chaos?"
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 19:29:00 -
[10] - Quote
Edgar Reinhart wrote:I'd agree with most of the general feeling in this thread. Although shields need a little something it'll take very little to make them noticeably op/fotm. The augment that shield suits can't tank as much ehp as armour suits goes out the window when considering mobility/ regen/ etc when compared to armour.
The number of ck.0's running around at the moment is testament to the fact that they're not that bad.... I wouldn't go quite as far as to say Cal Assaults are Fotm but they're certainly contenders. Combined with, as others have said damage mods and Arr..... Again it's hearsay and conjecture but an ARR on a ck.0 kills far more effectively than an AR on a gk.0
Maybe they can't get in and cap/hold a point like an armour tank but that isn't what shields are supposed to do.
Rather than a straight ehp buff to shields I'd probably rather see slight adjustments to regen and armour repair from hives and logis..... Could hives be repurposed to recharge shields for example? ScR/AScR are a problem but they're a problem across the board.
Again I've not done any maths and I'm still relatively inexperienced but I feel that shields should be compared/balanced more to reactives/ferros than plates and it's more rechargers/Regulators that need a look.... I am more than happy to be proved totally wrong though!!!!
Ummmm although that doesn't have much to do with the warbarge, or therefore the original post............
You're correct!
As far as the warbarge goes, there is no need for a dmg buff when you already have proficiency and dmg mods?! Total redundancy, and a cash grab if we're honest. The warbarge is great, if not in animation, in attributes. Giving out isk production, weapon production, skill points(not a ton, but enough to help the new players), is great! The dmg buff simply turns the game from tactics like cover and teamwork, to just rip everything in half?!
"Anybody order chaos?"
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Asad Thahab-Jabal
Incorruptibles
97
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Posted - 2015.09.21 20:12:00 -
[11] - Quote
Bradric Banewolf wrote:CCP, the warbarge dmg bonus doesn't help noobs as much as it helps vets?! Oh Bradric. The augment ammo subsystem wasn't added to improve new player quality of life. It wasn't put in to help veterans either.
It was added so drive aurum sales.
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Kierkegaard Soren
Eridani Light Horse Battalion
928
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Posted - 2015.09.21 20:14:00 -
[12] - Quote
It is utterly strange that the consistently cautious Rattati will only touch damage numbers of *any* specific weapon as a last resort when he and the team are making balancing passes, but a straight-up 5%+ to all weapons of any flavour is just bolted on without any qualms or queries, because....warbarge? I really don't know.
Keep on banging on about this but the warbarge needs to be rebuilt from the ground up so that the modules focus less on passive farming and more on enhancing active playing.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 20:18:00 -
[13] - Quote
Kierkegaard Soren wrote:It is utterly strange that the consitently cautious Rattati will only touch damage numbers of *any* specific weapon as a last resort when he and the team are making balancing passes, but a straight-up 5%+ to all weapons of any flavour is just bolted on without any qualms or queries, because....warbarge? I really don't know.
Keep on banging on about this but the warbarge needs to be rebuilt from the ground up so that the modules focus less on passive farming and more on enhancing active playing.
This
Thank you
"Anybody order chaos?"
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Asad Thahab-Jabal
Incorruptibles
97
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Posted - 2015.09.21 20:27:00 -
[14] - Quote
Kierkegaard Soren wrote:Keep on banging on about this but the warbarge needs to be rebuilt from the ground up so that the modules focus less on passive farming and more on enhancing active playing. If we had a fully staffed dev team I would want the Mobile Factory subsystem to generate warbarge components with every completed match. The higher the factory is ranked the more components per match. The player's activity level determines how rewarding the factory is, not how often they are willing to login and click X.
Right now it's very Farmville-esque and I don't like it.
The passive X% more damage from the augmented ammo facility is just silly. I would have rather it give us something that doesn't directly relate to more DPS like greater ammo carry capacity. Of course then it wouldn't drive aurum sales as hard... which is something CCP is currently focused on.
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Kierkegaard Soren
Eridani Light Horse Battalion
928
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Posted - 2015.09.21 21:37:00 -
[15] - Quote
I made a post ages ago outlining how I would want the warbarge to work and, looking back on it, it was far too complicated and rightly sank without trace. I really want to come back to it though, try it again, see if I can get some support behind it. It could be awesome and game-defining, it really could.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Bradric Banewolf
Titans of Phoenix
1
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Posted - 2015.09.21 22:07:00 -
[16] - Quote
Kierkegaard Soren wrote:I made a post ages ago outlining how I would want the warbarge to work and, looking back on it, it was far too complicated and rightly sank without trace. I really want to come back to it though, try it again, see if I can get some support behind it. It could be awesome and game-defining, it really could.
I'd be willing to support it as long as it benefited new players over vets. Not that vets shouldn't benefit, but the new players need it more.
"Anybody order chaos?"
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