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Thread Statistics | Show CCP posts - 0 post(s) |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.28 19:18:00 -
[1] - Quote
Large missiles 1 shot installations. Small missiles 1 shot heavies. CCP are rubbish at balancing. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.28 19:40:00 -
[2] - Quote
Let me spell this out... Basic Large Missile -(x4) 390 direct damage 120 splash Basic Small missile - 350 direct 200 splash
Turret operations 10% damage Missile turret operations 15% damage Missile proficiency 10% 2*20% damage amplifiers. So that's 75% more damage. Dropships, LAVs and cheap tanks. Oh and if it's hitting armour it gets a 30% bonus.
Then there's the 20% marauder skill.
They made NO change to the basic damage from the last build. They didn't make anything tougher. Codex is a load of ****, and I'm just sick of obviously imbalance things being added. You'll notice no-one runs armour tanks. Because a decent missile shield tank can pop them in 2-3 shots. While they're repping. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.28 19:56:00 -
[3] - Quote
YoUnGcUz wrote:Do not forget the damage mod with 20% damage for the turrets 2*20%damage amplifiers were included. Because you can fit all this to a Sica. Except the marauder skill.
I cba to post in feedback. They removed the 50% base marauder damage mod for precursor. No-one said my tank doesn't kill enough. CCP don't listen, they don't remember, and they don't care. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.28 21:50:00 -
[4] - Quote
Xeto rak, you're a ******* ******. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 02:57:00 -
[5] - Quote
You could have 12000 armour and get killed in 3 shots. Just to make a point about the damage (yeah, explosives do 30% more vs armour). That's like 6 seconds or so. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 15:15:00 -
[6] - Quote
It's only 1 sided because of A.) breach forge wil take atleast 3 shots to drop a good tank. That's about 12 seconds with everything maxed. B.) damage amplifiers are low slots. Shield tanks only sacrifice nanofibre/PG/CPU upgrades. It's gank & tank for shield tanks. C.) yeah it's a heck of a lot of SP to get ALL of it. No-one has that much SP yet. But missiles are already dominating everything else. D.) it'll all fit on a Sica. That's a cheap, no SP required chassis. Except the very expensive marauder skill.
I know there are stacking penalties, and I agree it won't be exactly 40%. But it's close enough.
If there is any argument except "I cost lots and need more SP than my counter" I'd like to hear them. Because a Proto heavy drops very easily to a militia/standard sniper. It's the same deal. That's the whole point in a counter.
It's a 1 sided argument because IMHO, there is no counter argument to this insane damage. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 18:20:00 -
[7] - Quote
IMHO reduce the base damage by 25-35%. That way, they don't need to re balance the skills. CCP have decided SP should be the deciding factor in this game. 20% damage mod is fine... IF IT COST PG & CPU. Currently it costs NO power. And only around 30 CPU. An enhanced damage module (5%) for a Dropsuit costs 45 CPU & 5 PG.
I don't understand how CCP could get things so wrong. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 21:46:00 -
[8] - Quote
Quote: So now we have paper tanks with stupidly OP turrets on them, invincible dropships with OP turrets and AV totally broken to compound the issue.
This is a good summary of the whole thread. Only thing I would add is the disparity between shield (paper) and armour (rizla+). They should both be cardboard, super tanks being corrugated card. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.29 22:33:00 -
[9] - Quote
I don't think they're ridiculously OP. they're working as intended IMHO. However, HAVs could do with about 1000 / 800 more base Armour / Shield. Or 500 / 400 depending on what the most insane resist you can build. I haven't looked into that.
No joke. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 00:09:00 -
[10] - Quote
Any decent forge gunner has an SMG/Pistol. Usually, a high level one. |
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Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 01:14:00 -
[11] - Quote
I'm actually advocating giving tanks more base HP. And that splash damage from the large railgun is too low (maybe it would be better if people have them skilled up, but that's a lot of SP needed to make them effective vs weak infantry).
Just look at Dropships lurch. They can be forge gunned down pretty fast. 1 shotting installaions is not cool from my perspective. Or what you can do to a 800k pure tank no gank armour tank. What happens when Surya's get 2 shot from Sagaris? That's not balanced IMHO. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.30 02:51:00 -
[12] - Quote
If you say armour tanks aren't terrible this build you don't have a clue on how to fit a shield tank |
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