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maybe deadcatz
Serris Inc
1
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Posted - 2015.11.17 21:01:00 -
[1] - Quote
So everyone knows how either how easy it is or impossible it is to kill a tank.
But the main problem here is swarm launchers: Its a amazing weapon but the problem is that its not balanced at all. We need to balance this thing.
Another core issue is tanks being able to use hardeners and rep at the same time.
Here are some random suggestions from me and feel free to add your own ideas and input.
1:swarm launcher loses drop ship lock on ability. Assult swarm launcher loses lav/hav lock on ability. Variants are then balanced around the respective vehicle HP.
2.hardeners are buffed to higher damage resistance but disable tanks regen/repair. One per fit only.
3.swarm launcher becomes laser guided(aim the reticule)
4.active hardeners are a thing.(works like a hardener,one per fit)
6.there is no five,so help us out and let's get havs and labs and drop ships a little closer to being balanced.
Ha!You can't kill me! I'm already dead!
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CLONE117
True Pros Forever
928
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Posted - 2015.11.17 21:10:00 -
[2] - Quote
if swarm launchers were laser guided... wouldn't that make them usable against other players.. if so im behind that change 100%.
at this point though. we might as well give vehicles a crap tone of health to where they can literally tank with long ttk times.
and reduce the cost..
as well as slow the havs down a bit as well.
turn them into some form of massive deadly juggernaut system.
but once its dead there will be a long timer before you can call out another one.
im kinda thinking in terms of battlefront 1 and 2 vehicles.
great potential is always there..
it just has yet to be realized
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Shamarskii Simon
The Hundred Acre Hood
522
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Posted - 2015.11.17 21:19:00 -
[3] - Quote
I wasn't here for it but... Who remembers the days of free fire swarms?
TBH vehicles should go back to chrome.. Everyone says it was far more fun and far better balanced.
Laser guided swarms YES. Yessss
Forever ADS. Best role.
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Lightning35 Delta514
The Warlords Legion
2
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Posted - 2015.11.17 21:34:00 -
[4] - Quote
maybe deadcatz wrote:So everyone knows how either how easy it is or impossible it is to kill a tank.
But the main problem here is swarm launchers: Its a amazing weapon but the problem is that its not balanced at all. We need to balance this thing.
Another core issue is tanks being able to use hardeners and rep at the same time.
Here are some random suggestions from me and feel free to add your own ideas and input.
1:swarm launcher loses drop ship lock on ability. Assult swarm launcher loses lav/hav lock on ability. Variants are then balanced around the respective vehicle HP.
2.hardeners are buffed to higher damage resistance but disable tanks regen/repair. One per fit only.
3.swarm launcher becomes laser guided(aim the reticule)
4.active hardeners are a thing.(works like a hardener,one per fit)
6.there is no five,so help us out and let's get havs and labs and drop ships a little closer to being balanced.
1. Yes why not.
2. Would make all vehicles to easy to destroy
3. Quafe
4. Instead, revert armor repairs to when they were active mods. So armor tabks would have low rep and hit rep for high rep, sorta how gunnies use booster for quick rep
5. More Quafe
6. Even more Quafe.
CEO of T-W-L
YouTube- Lightning35 Delta514
Thukker God
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Joseph Ridgeson
WarRavens Imperium Eden
4
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Posted - 2015.11.17 22:06:00 -
[5] - Quote
Rather than having different Swarm Launchers, wouldn't it just be better to add a larger inherent Swarm Launcher for Dropships?
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Quasar Storm
0uter.Heaven
690
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Posted - 2015.11.17 22:28:00 -
[6] - Quote
maybe deadcatz wrote:So everyone knows how either how easy it is or impossible it is to kill a tank.
But the main problem here is swarm launchers: Its a amazing weapon but the problem is that its not balanced at all. We need to balance this thing.
Another core issue is tanks being able to use hardeners and rep at the same time.
Here are some random suggestions from me and feel free to add your own ideas and input.
1:swarm launcher loses drop ship lock on ability. Assult swarm launcher loses lav/hav lock on ability. Variants are then balanced around the respective vehicle HP.
2.hardeners are buffed to higher damage resistance but disable tanks regen/repair. One per fit only.
3.swarm launcher becomes laser guided(aim the reticule)
4.active reps are a thing.(works like a hardener,one per fit)
6.there is no five,so help us out and let's get havs and labs and drop ships a little closer to being balanced.
The problem with tanks is a High Damage Mitigation with Low Base eHP. This causes tankers to hide more and only push when they have a hardener active. Tanks get shredded without hardeners active - Its the only way to absorb incoming fire. Now with the new tank nerf, Tankers now have even more reason to quit, because your weak spot now does even more damage to you when you're hit. You already have so little eHP. lol gg
lmao no. Hardeners do not need a buff. LMAO. gg. If anything, They need to be reduced to 20%-30% and have the hull base eHP stats boosted.
No to limiting hardeners or reps. Not until CCP switches the base stats. It should be High eHP and Low DMG Mitigation. If anything is limited, Tanks might as well be wiped out of the game.
We used to have active repair and it was great. But I suppose CCP wanted to cater to morons who couldn't learn how to flip on that module during active combat. Also, Passive reps have been nerfed to the ground. When passive reps first came out - They were OP. You could build an armor tank that had 3 cmplx reps and its was a 24/7 god mode tank.
I do like the laser guided idea though.
Don't like my posts. I like the number of likes I have.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.11.17 23:21:00 -
[7] - Quote
1. Means that there be few truly viable ways to knock dropships out of the sky at all. I can understand pilot frustrations on the premise that Swarm Launchers sometimes offer no means of escape or evasion but believe the core purpose of the Swarm Launcher to be to target lighter faster moving vehicles.
2. Disagree strongly as the core issue with Hardeners is that they confer too great a damage mitigation. At its core this is what has broken HAV and ruined the fitting process of them. In practice this leads to fittings that become wholly reliant on the mitigation offered for very short periods of time before being forced to retreat from the field due to lack of survivability and creating a behavior infantry player complain about on a regular basis. Sadly there is no happy middle ground in models like this.
NB- If infantry players cannot understand why this is done then I genuinely have to question their mental capacity as a rough 4000 HP is not a significant buffer in the face of current meta AV.
If anything the amount of mitigation a hardener conveys should be lowered and the active tanking of multiple hardeners both encouraged, yet prevented from being broken at the same time. I think actively encouraging fits with multiple hardeners is a good thing especially as an active module however in the current setting most HAV pilot simply flip their hardeners and retreat once the double activated cycle is complete. Rather than I'd like to see such modules broken into active and passives with more a focus on raw HP buffer (aka HP) than effective HP buffer (aka EHP).
Additionally there should be no limits for Vehicle pilot fittings unless the module happens to be T2. Unless Infantry feel like they should only be able to fit individual Shield Regulators or Armour Repairers.
3.) Cool in some respects but ultimately in CCP's too hard basket. Seems like a more impractical option though and more suited for say.... Matari AV.
4.) Agreed but not on limitation of 1 per fit. Current Heavy Armour Repairer HP per second values are actually fine as it however since they are constant and passive they have no upkeep or down time. Thus they are broken and boring. (What the hell happened to 5?)
6.) Your solutions I feel would create more problems than solve. ADS and DS would run rampant only targeted by dumbfire weapons while ground vehicles would suffer under the ire of all forms of AV from grenades to launcher. However it does de incentivize the Swarm Launcher as the jack of all trades AV weapon. Hardeners need reductions in effeciency to pave the way back to Damage Control Units, 180mm plates, and raw HP tanking. Additionally there should be no fitting double standard for pilots excepting the case of T2 modules like Bastion and Triage cycles.
My ideal vehicle Paradigm is to look at the fundamental classifications of vehicles both existing and not introduced to determine what their roles and general functionality should be then build appropriate modules sizes for each tier allowing for vehicles to shift up or down the spectrum to acquire greater mobility or armour as the hulls player determined role requires.
Light - Fast, Scouting, Low Durability, High Acceleration and Mobility, Short Module Cycles Medium - Line Vehicles, Moderate Durability, Moderate Acceleration and Handling, Varied Module Cycles Heavy - Infantry Support and Anti Vehicle Platforms , High Durability, Moderate to Slow Acceleration and Mobility, Long Module Cycles.
From there you look at corresponding Turret sizes and determine their logical role and progression of power instituting Large Turrets as powerful singe or double shot cannon with large AoE effects and slow reload times. Gift Medium Turrets barrage and mild AoE effects to suppress infantry and barrage areas in strafing runs. Finally offer Light turrets a happy and varied medium of Anti Infantry and Anti Tank options to allow them to maraud around the map threatening flanks and vehicles.
The above is a tiny look into the changes I would ideally like to see made but focuses on the core of fleshing out the vehicle and turret sizes and roles.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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luckyireland
Mcalpines Fusiliers
64
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Posted - 2015.11.17 23:40:00 -
[8] - Quote
Give forge guns back there range
I'm happy go lucky
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.11.18 02:16:00 -
[9] - Quote
luckyireland wrote:Give forge guns back there range
Give Tanks back their range.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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One Eyed King
Nos Nothi
13
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Posted - 2015.11.18 02:17:00 -
[10] - Quote
True Adamance wrote:luckyireland wrote:Give forge guns back there range Give Tanks back their range. Give slaves back their freedom.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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maybe deadcatz
Serris Inc
1
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Posted - 2015.11.18 02:20:00 -
[11] - Quote
One Eyed King wrote:True Adamance wrote:luckyireland wrote:Give forge guns back there range Give Tanks back their range. Give slaves back their freedom.
Give us your ductape secrets
Ha!You can't kill me! I'm already dead!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.11.18 03:44:00 -
[12] - Quote
One Eyed King wrote:True Adamance wrote:luckyireland wrote:Give forge guns back there range Give Tanks back their range. Give slaves back their freedom.
That is a true possibility with the prospect of a more liberal Empress from House Tash Murkon, my liege lords, taking the Imperial Throne. In the reign of the previous Empress the 9th generation of Matari slaves were freed, in time perhaps another generation will follow.
With such momentous change for all loyal Amarr within and without the Empire I've already taken steps to contact the Theology Council to secure the emancipation of my own Matari ward after she graduates from one of the Mandates Consular Universities.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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