Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.05 15:25:00 -
[31] - Quote
fahrenheitM wrote:EnglishSnake wrote:Tzaar Bomba wrote:. Then the tanks will no longer be able to fire from safety they will actually have to you know, go out and do what they were designed for, battle. . And what is that? Tanks are weak, AV is super strong - You cant bomb around the battlefield and soak up damage tbh since the community cried for nerfs You complain that tanks are up in ther redline but lets not forget the community put them up ther with all the crying for nerfs Deal with it Tanks were hiding in the redline before the nerf, even.
And why was that?
Yes because all passive mods such as shield/armor resists/DCU/PG/PDU/CPU all got nerfed so it was easier to pop a tank because it had less resistances
Also swarms still played a part because tracking was broken and in general AV got a mighty buff against tanks
Missiles were also then used more because railgun got nerfed and blaster required to be up close but without the resistances or the tank to be able to absorb a few shots you rarely saw them so missiles and shield tanks became the popular choice because of circumstance and nerfs
|
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.12.05 15:40:00 -
[32] - Quote
AV didnt got super strong forgeguns are the same since the E3 build. They had beeing nerfed only temporary to test tank vs tank fights and then went back to normal. Well except swarms they have reduced damage cause i still remember that they did 350 HP damage compared to 300 HP per missile that we have now. The balance was perfect on the E3 where you had good AV weapon damage and strong tanks. The main problem that we have now is that resistance modules have beeing toned down while AV weapons allmost remained the exact same which in my eyes is very problematic. Give tanks their resistance modules back and you will see more tanks going out to actually attack. |
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 15:51:00 -
[33] - Quote
The dark cloud wrote:AV didnt got super strong forgeguns are the same since the E3 build. They had beeing nerfed only temporary to test tank vs tank fights and then went back to normal. Well except swarms they have reduced damage cause i still remember that they did 350 HP damage compared to 300 HP per missile that we have now. The balance was perfect on the E3 where you had good AV weapon damage and strong tanks. The main problem that we have now is that resistance modules have beeing toned down while AV weapons allmost remained the exact same which in my eyes is very problematic. Give tanks their resistance modules back and you will see more tanks going out to actually attack.
Why exactly did they lower the passive resist? Was it because the stacking penalty was not taking effect? If so that's a poor choice for a fix. If I remember right, the highest resist was 25%, now 15%? 25% is to much considering the active hardeners are only a few% more, however 20% sounds doable. I would'nt mind if tanks had a little more resist.. but I don't want to see all shield resist mods on a sagaris with base 5k shield that we can't even scratch because it has 90% resist constantly and it mowing down everything in sight with rails and blasters |
J0hlss0n
Doomheim
30
|
Posted - 2012.12.05 17:21:00 -
[34] - Quote
Garrett Blacknova wrote:Simpler solution: No WPs earned, and no kills counted, while you're in the red zone.
You can still kill enemies, but you don't get credit for doing so. K/D doesn't go up, and no WP so no credit towards an Orbital Strike.
|
Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 18:05:00 -
[35] - Quote
You do not deserve points for sitting in a spot where you cannot be touched but you are able to touch others. It is one thing to be safe because youre out of range of the enemy, or because you have high armor/shields. Its another thing entirely to be in a zone where you cant be touched because the game stops you. You deserve to be punished if you cannot support your team mates.
Your precious investment should be used for the good of the overall team. If you pull it out use it, if youre going to be a coward dont bother.
|
Knightshade Belladonna
Villore Sec Ops Gallente Federation
288
|
Posted - 2012.12.05 18:20:00 -
[36] - Quote
Tzaar Bomba wrote:You do not deserve points for sitting in a spot where you cannot be touched but you are able to touch others. It is one thing to be safe because youre out of range of the enemy, or because you have high armor/shields. Its another thing entirely to be in a zone where you cant be touched because the game stops you. You deserve to be punished if you cannot support your team mates.
Your precious investment should be used for the good of the overall team. If you pull it out use it, if youre going to be a coward dont bother.
wtf you talking about dude, can't touch them? When I am in a team that has redlined people.. we are usually ripping them to shreds as they hit the ground o.0. and how are they able to spot you but you can't spot them? If thats the case, shall we remove high ground and ledges from the game too? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.05 18:25:00 -
[37] - Quote
Knightshade Belladonna wrote:shall we remove high ground and ledges from the game too? Yes.
All battles in the future must be fought on perfectly flat, featureless plains, with no terrain or buildings to get in the way.
This is a good plan.
+1 |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 18:28:00 -
[38] - Quote
Why do people in forumland suffer from reading comprehension issues? It's difficult to hear anything over your own ego huh? Read, then post, thems the rules. |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
261
|
Posted - 2012.12.05 18:31:00 -
[39] - Quote
Tzaar Bomba wrote:Revision due to everyones ideas.
Ok so here we go.
Behind the red line after a 25 second timer your weapons are locked. There is an impassable shield, bullet proof and vehicle proof by he enemy team. Your weapon is locked until you leave the zone and does not reset when you re enter, instead it will lock your gun while in the red zone until you respawn and the timer will reset.
Now as for when you are forced back to your redline. The yellow zone someone suggested (cant remember) i think should reduce movement speed, damage output and range of enemy weaponry and vehicles alike. However this yellow zone should only exist in a state of enemy domination i.e all objectives in enemy hands. This way there is a chance for a push back. The weaponry timer would not be active during "push back mode"
Thats the revision, a subtle punishment for cowardice and a boost for breakout. Combination of the collective thoughts of the people. Hope you like the new plan.
Iamokwiththis |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.05 18:42:00 -
[40] - Quote
I'm very much against the idea of adding in impenetrable shields anywhere in the game.
The original idea was interesting because it was a relatively original suggestion for dealing with the problem, and would encourage sensible play, rather than enforcing it with arbitrary game mechanics that feel out of place for the game universe. |
|
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.12.05 18:46:00 -
[41] - Quote
I was too lazy to read the entire thread, so let me know when I'm just restating something.
What about a receding red zone that begins to fall back slowly over time and can only be reversed when capturing and holding at least more than half of the objectives available in the map? If the minimum number of objectives are not restored in time, the redline will recede to the point where your default spawn area is no longer safe.
This way, the players will be more than motivated to push forward rather than camp so that their default spawn areas can remain safe as we all know that no one likes to be redlined let alone spawn camped by the enemy.
As for the receding rate or rate of deterioration of the safe redline, I would start out with about 50 meters every minute but only start to deteriorate after the first 3 minutes of the match. Rate of restoration to original state would be 100 meters for every minute the team has more than half of the objectives captured. |
Tzaar Bomba
Doomheim
174
|
Posted - 2012.12.05 18:47:00 -
[42] - Quote
CCP can choose their approach and im sure if this is brought up seriously somewhere there would be suggestions, ideas and votes takin. This was merely me dream scaping. I doubt this idea would come to fruition, merely a suggestion to see if people thought it was a good idea is all. |
Pent'noir
Algintal Core Gallente Federation
61
|
Posted - 2012.12.05 18:55:00 -
[43] - Quote
The revision with the yellow zone would promote yellow zone camping. They do half dmg and i do full... id just sit up there for the rest of the game. And if the dmg was equal, then there is no point in a yellow zone.
The current system is working fine and there are counters to all redzone camping. If a tank is doing it, then great! They aren't in the battle pushing objectives and the av ppl know exactly where to find them. Just one av guy is enough of an annoyance to them that they will try to focus their fire on him instead of the objectives. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |