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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 20:24:00 -
[1] - Quote
Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be: Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 20:26:00 -
[2] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
I kinda agree. I think there should only be a 5 second warning not a 10 second delay time. Callin warning 5 second then strike hits. |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.13 20:28:00 -
[3] - Quote
They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended.
Edit: after rereading your post. No if internet spaceship shoots your internet tank, internet spaceship wins their guns much much bigger than your tank.
So no they should kill your tank sorry. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 20:31:00 -
[4] - Quote
Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended.
If there is nowhere to run because you have them surrounded then you will still get the kill. Right now they are the hand of God reaching anywhere on the map for a free "I WIN". |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.02.13 20:33:00 -
[5] - Quote
what kind of warning we talking about? A vortex and lightning storm occurring in the sky above, or that annoying woman saying in her bionic voice "Warning, Orbital Strike detected"....I prefer the first. |
Knight SoIaire
Better Hide R Die
32
|
Posted - 2013.02.13 20:35:00 -
[6] - Quote
They're really the only thing that can destroy a fully fitted tank other than a fitting designed to deal with them, which I nor many other people do not own.
I like the idea of the warning, maybe a visual warning, so that tank drivers and anyone in the blast radius would have to pay attention to their surrroundings.
They are a little ridicilous, I was killed indoors with one, yet if I stand under a small little overhang on a certain map (Not sure which one) I'm completely protected! |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 20:38:00 -
[7] - Quote
Knight SoIaire wrote:They're really the only thing that can destroy a fully fitted tank other than a fitting designed to deal with them, which I nor many other people do not own.
I like the idea of the warning, maybe a visual warning, so that tank drivers and anyone in the blast radius would have to pay attention to their surrroundings.
They are a little ridicilous, I was killed indoors with one, yet if I stand under a small little overhang on a certain map (Not sure which one) I'm completely protected!
^^^ That happens because OBs always hit at 0 ground height. A few maps have spots beneath this level hence protection. On other maps that happens to fall right inside the building. At least that's how it seems to me (seems to be a random bug occurance) |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.13 20:38:00 -
[8] - Quote
Noc Tempre wrote:Val'herik Dorn wrote:They are meant to do everything you just ccomplained about...
They should be feared and scary things that come in and end the kitten out of anything in their sphere of effect.
The warbarge precision strikes are weak when you compare them to actual eve obs.
So no nerf to the OB in my opinion space death working as intended. If there is nowhere to run because you have them surrounded then you will still get the kill. Right now they are the hand of God reaching anywhere on the map for a free "I WIN".
Except they aren't free especially against you imperfects.
2500 wp to get one is hard against a really good team unless you are also really good. I am average my corpmates much better than me.
Instant I win ehhh not so much i have survived them in mlt tanks with a decent fit.
They are giant strikes from a ship firing multiple blasts designed to kill giant spaceships. Your in a tiny tank...
And right now they are only small turrets firing them... wait till they can be fired from a dread or a titan.
The damage is meant to be huge... andnonly going to get big andnonce the maps get bigger? Their damage will seem even less consequential. But if someone drops one on only your tank... they wasted an objectiv clearing weapon on you andnonly you. Feelhonored.
|
Luk Manag
of Terror
2
|
Posted - 2013.02.13 20:39:00 -
[9] - Quote
Nitro boosters! An armor tank can be fast enough. |
Pays 2 Win
Shining Flame Amarr Empire
102
|
Posted - 2013.02.13 20:43:00 -
[10] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
Actually I know a few corps that have survived a single warbarge OBS against them.
That dude Mavado has survived OBS. I have seen that dude with numbers on his name survive an OBS. Some other dude also survived OBS. Many more where that came from. |
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 20:43:00 -
[11] - Quote
I can earn an orbital by myself in about 60% of the skirmishes I play.....no they are not hard to get really. You would see them alot more if the squad leader would actually pay attention to them. I think a 5 second delay from the warning would be a good idea. I mean heck you call in a strike it takes just a bit for the button to be pressed and the strike to hit the ground. I think 5 seconds is plenty of time if you are aware of your surroundings you have a chance (slight) to get to cover. |
gbghg
L.O.T.I.S. Legacy Rising
373
|
Posted - 2013.02.13 20:44:00 -
[12] - Quote
Bojo The Mighty wrote:what kind of warning we talking about? A vortex and lightning storm occurring in the sky above, or that annoying woman saying in her bionic voice "Warning, Orbital Strike detected"....I prefer the first. While that would look awesome most people wouldn't notice it, so while I prefer the first I think the second would be more practical |
Panoscape
BurgezzE.T.F
107
|
Posted - 2013.02.13 20:48:00 -
[13] - Quote
I think OB's are fine. They are earned and should be insta kills, it's a kitten bombardment from space! I could see if it was a laser orbital, it would do accrued damage over time like laser rifles, giving you time to get the heck out if you're lucky. But if it's a hybrid then it should strike without warning and do 100% damage.
Last time I checked, military forces do not give warnings to the target that it's about to destroy, so the same should be here too.
Sorry you've lost tanks too them. But, don't field it if you don't want to loose it.
FYI, I've survived two direct orbital strikes. Luckily for both of them I was near a letter and jumped into the letter box. The warning was enough time to jump for cover. If you're out in the open, you're toast. Best thing to do then is stand still and hope for the best. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2013.02.13 20:49:00 -
[14] - Quote
Of all the broken stuff in this game... |
Val'herik Dorn
CrimeWave Syndicate
263
|
Posted - 2013.02.13 20:51:00 -
[15] - Quote
semperfi1999 wrote:I can earn an orbital by myself in about 60% of the skirmishes I play.....no they are not hard to get really. You would see them alot more if the squad leader would actually pay attention to them. I think a 5 second delay from the warning would be a good idea. I mean heck you call in a strike it takes just a bit for the button to be pressed and the strike to hit the ground. I think 5 seconds is plenty of time if you are aware of your surroundings you have a chance (slight) to get to cover.
There already is a delay or at least supposed to be giving even more warning makes them useless.
Because people especially scout suits would just start running leaving only heavies and logis to die in them. Ive seen tanks escape them. Who knew to immediately hit the boost when the noise plays ( that big bwwwwoooonnnnngggg) that happens before the strike hits. Hell I've even outrun one or two. |
Baal Roo
Subdreddit Test Alliance Please Ignore
810
|
Posted - 2013.02.13 21:26:00 -
[16] - Quote
completely disagree. To call in an OB you have to rack up the WP, and racking up WP requires gear and skill. If you've got an expensive tank on the field, and your team lets another squad OB, maybe you shouldn't have called in that tank. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 21:29:00 -
[17] - Quote
Val'herik Dorn wrote:semperfi1999 wrote:I can earn an orbital by myself in about 60% of the skirmishes I play.....no they are not hard to get really. You would see them alot more if the squad leader would actually pay attention to them. I think a 5 second delay from the warning would be a good idea. I mean heck you call in a strike it takes just a bit for the button to be pressed and the strike to hit the ground. I think 5 seconds is plenty of time if you are aware of your surroundings you have a chance (slight) to get to cover. There already is a delay or at least supposed to be giving even more warning makes them useless. Because people especially scout suits would just start running leaving only heavies and logis to die in them. Ive seen tanks escape them. Who knew to immediately hit the boost when the noise plays ( that big bwwwwoooonnnnngggg) that happens before the strike hits. Hell I've even outrun one or two.
Theres a delay? You mean the shining lights that is your death toll? The second the light shines the strike begins there is no other warning and unless you were already heading out of the area by sheer luck you will be caught in the blast. No that is not a delay for a warning. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.02.13 21:43:00 -
[18] - Quote
Not sure I agree that there should be a lengthy delay or OB's would become kind of useless.
I could see some kind of visual reference from the MCC for the precision strikes but does CCP even intend to keep them in the game???
I don't like the idea of having anymore delay built into the actual OB from EvE side. There is already a small delay in the time from Merc request to EvE weapon cycle and the strike hitting. Hindering the EvE side orbitals that are already kind of lame for the capsuleers wouldn't exactly promote pilot interest if, the bulk of the time, everyone is able to get away from the strike.
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.13 21:46:00 -
[19] - Quote
Pays 2 Win wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Actually I know a few corps that have survived a single warbarge OBS against them. That dude Mavado has survived OBS. I have seen that dude with numbers on his name survive an OBS. Some other dude also survived OBS. Many more where that came from. Starship Tactical Laser Strike is a guaranteed kill on anything it hits, even up to CRUs. No vehicle can survive it. However, when these strikes first came out in Precursor, they were a joke, and the delay wasn't even 5 seconds. We'd once again be back to the things being completely worthless. |
Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.02.13 21:50:00 -
[20] - Quote
I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill. |
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
|
Posted - 2013.02.13 21:58:00 -
[21] - Quote
I disagree with nerfing OB's, especially the EVE-driven ones.
I think there should be a decoupling from the WP system for the EVE-driven OB's, of course, but I think the general mechanic should stay the way it is.
OB's should be timer-based, one every 4-5 minutes per squad (of at least 3 players) so the EVE player can aid a losing team instead of aiding in the curb-stomping of an already WP-high team. That type of counterbalance would be worth having pilots in orbit for, or to have competing corps (NOT FACTIONS) fight for the space over the district even. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:00:00 -
[22] - Quote
The alternative is to drop tanks in price so they sit around the same expense as prototype suits. If you can lose one and still make a profit it would at least be an improvement. I still think there is a serious lack of skill involved in the entire OB system. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.13 22:00:00 -
[23] - Quote
Caeli SineDeo wrote:I agree with noc on the OB system being to strong. I made a thread about this last build too.
What has the OB system done It has forced most tankers out of skirmish because it is not fun anymore. All it takes is a random group of people to hit the total and you gain insta death to everything on the map. It is not just hard hitting on tanks I have gotten 14 kills off them before almost a full team because they have ridiculous range.
For shield tanks your ability to survive one does not happen until you are in a Sagaris and even then it is a 50/50 chance. Armor tanks are more likely to make it through because they have alot more EHP.
They either need to have a decent warning system otherwise they need to drop the damage down by alot.
I actually think space orbitals are more balanced then what we have now.
People are lying to themselves if they think OBs are hard to earn. They are very easy and simple thing 90% of the time when I am squad lead with randoms on my alt I make it to OB status. And gain basically it gives me another free 10kills or easy tank kill. All Noc needs to do is not stop moving. If you keep moving constantly its damn hard to drop one of those on you. The entire time I played both Codex and Chromosome, I never lost a tank to an OB. The few that got dropped on me I just drove away from, and Laser strike has the smallest radius of the EVE ones, even if it does the most damage, so evading it would be even easier. |
Boomer Dues Mortis
D3ath D3alers RISE of LEGION
40
|
Posted - 2013.02.13 22:00:00 -
[24] - Quote
I like Orbital Strikes how they are. They make you worry about sitting idle in your tank or being around a bunch of teammates. I also love seeing how many kills I can get from a single strike so far my record is 10. |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:01:00 -
[25] - Quote
Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum.
Sorry but just because you don't want to lose your tank doesn't mean the system is broken. I'm not saying that the system couldn't use some fine tuning, but what I am saying is that it is a great counter for HAV's that doesn't need fixing because you just don't like it. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:03:00 -
[26] - Quote
Hel Zazaku wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Sorry but just because you don't want to lose your tank doesn't mean the system is broken. I'm not saying that the system couldn't use some fine tuning, but what I am saying is that it is a great counter for HAV's that doesn't need fixing because you just don't like it.
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design. |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:04:00 -
[27] - Quote
Noc Tempre wrote:Hel Zazaku wrote:Noc Tempre wrote:Right now orbitals are free and can easily destroy everything but high level armor tanks. This is due to the combination of their high damage, huge radius, long duration, and short warning.
Something needs to give, and I think a longer delay between use and landing would help. Because right now it's pointless to use anything above a sica, and that's counter-intuitive with the SP investment I have made.
Personally I think it should be:
Call-in
5 sec
Warning
5 sec
Hits
That way they would take a lot more skill or teamwork to be used effectively, instead of free kills.
Edit: it's in general because I want to get some preliminary opinions before posting a full suggestion in the feedback subforum. Sorry but just because you don't want to lose your tank doesn't mean the system is broken. I'm not saying that the system couldn't use some fine tuning, but what I am saying is that it is a great counter for HAV's that doesn't need fixing because you just don't like it. You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
Maybe you should just quit if it's so bad. |
GeneralButtNaked
Burnwall Industries
54
|
Posted - 2013.02.13 22:10:00 -
[28] - Quote
Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward.
You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill.
Either go on foot, or stop whining.
Imperfect tears, so salty. |
Hel Zazaku
BetaMax.
16
|
Posted - 2013.02.13 22:12:00 -
[29] - Quote
GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty.
This guy knows his stuff...
and has a great name. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.13 22:13:00 -
[30] - Quote
GeneralButtNaked wrote:Noc Tempre wrote:
You sir have no concept of counterplay. There is no skill involved yet they are instant hard counters. Fail game design.
You sir, have no sense of risk/reward. You want to call in that expensive tank to run a train on the enemy, they just might make you eat the bill. Either go on foot, or stop whining. Imperfect tears, so salty.
Risk - 1M+ ISK can be eliminated by any squad with a well placed OB Reward - 200k to 300k ISK for going 30-0 and no one brings serious AV or OB's
See the imbalance yet? |
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