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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
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Posted - 2015.11.10 21:07:00 -
[1] - Quote
Tebu Gan wrote:korrah silain wrote:
1. Not convinced it's needed 2. Why should the sniper weapon be given dispersion? No. 3. Yes agreed. Has been needed for a long time. 4. In my experiences gardeners are now at a good place considering the immortal Maddy is gone so...maaaaybe? I think if would do more harm than good honestly. Why not talk about a latteral move now? I mean the numbers for this stuff has been fiddled with to no end, and its just been a back and forth flame war that's taken up the devs time. A balancing solution that relys less on straight math with the mechanics as they are and more on changing up the meta might be just what's needed. So you can stay out of the conversation, but that doesn't mean it shouldn't be had.
I've screamed it for a long time now, hardeners last far too long, especially where the maddie is concerned. The strength of hardeners is fine, but 45 seconds is like forever in the maddies case.
I've never felt that the hardener time was the issue, because it was decently long way back when, but it also had to deal with rep times, so it wouldn't be a big issue if they had a decent timer on them, as they would have to run anyways. And this is why I like that setup: It actually followed the mainline Gallente combat philosophy for once in Dust (rush in, melt it all, GTFO), and it allowed you to keep your speed up instead of just tank it via actual plates.
I will say that it would be nice to see active reps come back, instead of this pop and go (or in armor's case, just go) reps. That might fix more problems than tweaking numbers, which is from what we can tell so far, not working. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 21:36:00 -
[2] - Quote
Echo 1991 wrote:Swarms do need their range back, but at the same time vehicles need a buff. Dropships and LAVs especially.
LAVs need more HP and dropships need more fitting room.
Nerf hardener up time and resistance amount and add a skill that makes hardeners slightly better per level.
Make armour reps active on heavy modules if possible.
Lower tank speed and give slightly more HP proportional to speed lost
Give vehicle related skills actual bonuses, like more PG and Cpu and spawn reduction time on mCRUs.
Reduce fitting cost on Light HP related modules.
More ideas may follow, phone almost dead.
nerfing the speed is unnecessary, although actual acceleration would be neat to have.
Hardener resistance amount doesn't need adjusting, and tbh, the hardener skill would only be worth actually changing if it in the long run gave out more time (so essentially a buff), since we have to get it back via a cost. A better idea is a look at reps, which you pointed out.
Not sure on the skills, and I'm too tired to do proper mathz correctly.
Otherwise, okay. |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
480
|
Posted - 2015.11.10 22:25:00 -
[3] - Quote
Echo 1991 wrote:If they get more health, the hardener should lose efficiency. 40% resistance on something with over 5k armour is dumb.
That would be unnecessary, especially if the rep change is done as well.
As a side note, people should really not focus on hardeners so much. They are not the only module that mitigates damage. |
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