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Thaddeus Reynolds
Facepunch Security
567
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Posted - 2015.12.05 17:52:00 -
[1] - Quote
Text Grant wrote:True Adamance wrote:Ghost Steps wrote:Tanks on the beta old days were balenced but really expensive, everything went wrong after the hardener modules, back in the day, tanks were HP mountains (like beating a boss in most vg) or weak with quick regen. They should keep tanks simple, with just 1 hardener per fitting or go back to the tank of old days but with infantry prices (well not that cheap, slightly more can do the trick). Limiting fitting options is a terrible idea unless infantry like the idea of being limited to one shield hardener or armour repairer. I never liked the idea of limiting items. IMO if a module is too powerful, nerf it. Like, nerf the miofibs, and take away the limit. Also, nerf hardeners.
It is worth noting that the Myofibs where limited just because it was too powerful, but because of the reason it was too powerful, the stacking penalties where working in reverse past 3 and they couldn't figure out why (Legacy Code!)...so it was limited to an acceptable level rather than spend precious dev time figuring out why 1 module had broken stacking penalties (at least, this is my understanding from the dev posts and community investigation into the issue when the limited it).
Edit: That aside, I too am against arbitrary module limitations wherever possible, that is at least something we can agree on
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Thaddeus Reynolds
Facepunch Security
585
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Posted - 2015.12.24 21:34:00 -
[2] - Quote
True Adamance wrote:Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it. I honestly wish I had a co-axial small turret.
This...So much this...as much this as possible...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Thaddeus Reynolds
Facepunch Security
585
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Posted - 2015.12.25 04:53:00 -
[3] - Quote
Godin Thekiller wrote:Thaddeus Reynolds wrote:True Adamance wrote:Flix Keptick wrote:Why do you even want to kill tanks? It's not like they can reliably kill infantry anyways... They just sit there, trying (and failing) to kill things. Basically, unless the tank has good gunners (let's face it that never happens) it will have a harder time engaging infantry than infantry has engaging it. I honestly wish I had a co-axial small turret. This...So much this...as much this as possible... Infantry (for some reason vov) won't let that happen until the large blaster loses it's ability to fire quickly (even though it's already inaccurate against them). Arguing otherwise will end up making them saying "You just want to be all powerful monsters!" or some dribble like that, and the conversation will end there, as it always has.
Well...I'm pretty sure you know I want blaster mechanics to change, but that's because I want the turrets on the HAVs to feel like MBT turrets (also...a high RoF makes landing the individual shots less important...so there's that balance reasoning xD), but I respect that some people do like the fast firing turret as-is. So I will still campaign for something like a giant shotgun or Plasma cannon, I won't say that you are flat out wrong for liking what we have/had
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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Thaddeus Reynolds
Facepunch Security
610
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Posted - 2016.01.12 05:52:00 -
[4] - Quote
Devadander wrote:sullen maximus wrote:Medical Crash wrote:
Adamance I like your idea. Let the Tanks Main gun only be useable on other vehicles, while the only way for them to hurt infantry is with their secondary gunners. (Secondary guns may need major buffs to make up for this???)
Also, remove "Nitrous" modules from the game. Squirm tankers squirm.
AV weapons have been getting tyrannosaurus rekt-nerfed for too long now, let the tankers have a taste of their own medicine.
What they did to my Breach FG DMG and it's effective range is unbelievable. What is it's effective max range now, like 300 M? Can't remember, but that needs to be returned to what it was before the nerf. At least for the Breach FG, reward users of this weapon for all it's drawbacks.
Taste of their own medicine? Let me ask you how many times is it Proto tanks which you are having an issue destroying vs the militia, standard, and enhanced? Other than the proto the other types get rofl raped by AV weapons in the game currently. Seriously stop the "i have AV therefore I should be able to single handedly take out tanks mentality" This is the rock wall I find my forehead against ATM. Trying to write an overhaul for AV/V, except we have the x* problem. * being however many people can be arsed to pull AV. Sometimes this is 0, others >6. Add in the fact that on paper, std and adv HAV sound good, but aren't when faced with half skilled av/V. Coupled with std only DS/LAV... And topped with officer AV......... Even then, with our watered down selection of modules, viable fits echo our current meta. The only sheet I'm not thoroughly sick of is my "dream" sheet. Complete stat/module/AV variant rebuild. And dreaming up new AV variants is where I run dry... After actually trying to rebuild and crunch new numbers, I've come to realize why CCP has left vehicles in the cold so long. Without a full rebuild, its impossible. Even then..
Pretty much the conclusion I came to with my MASSIVE SPREADSHEET OF DOOM! during the HAV bring back initiative. Any sort re-balance has to be with the One Player can take on One Player system (which there is nothing inherently wrong with), while making HAVs when fit like MBTs feel like MBTs. The conclusion I came to boiled down to increasing the hell out of Buffer, Modifying Duration on Current Mitigation, and Significantly nerfing sources of Passive Regeneration (while adding options for Active Regeneration on Armor)...so I figured, while we're at it, let's look at LAVs...and DSs...and look at what the stats on MAVs might be...and try to add in old armor, while converting their old fitting stats over to the new fitting system. Because change one thing with vehicles and everything else falls out of alignment. Also...AV weapons need help, the Vanilla Forge Gun does less damage than the Assault? The Breach has way too low DPS (and/or not enough alpha to justify such low DPS)...and there is only the Plasma Cannon for Anti-Shield AV...Progression on some items made no sense...Vehicle Operators need Fitting Skill Options (as current CPU/PG are far too restrictive)...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
#PortDust514 ...Preferably to both PS4 and PC
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