Berserker007
Imperfects Negative-Feedback
206
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Posted - 2013.02.23 23:09:00 -
[1] - Quote
Orin the Freak wrote:I wasn't trying to take this conversation to vehicles. I think it's more important to balance infantry combat first, or at least alongside. That said, I feel the current dropships should be reworked to drop the gun turrets in favor of vastly more "tank" and be purely troop transport. I think that would serve the purpose more appropriately.
Anyway, My point is, if this game is truly about affording the battlefield, and prices are a means of "balance", then why is it someone with a 5k or less dropsuit can one-shot a suit that costs over 200k? how is that balanced on ISK?
I understand all the arguments here, and I'm not crying for a nerf really. However, I do like the sound of lowering ALL damages in this game, OR, raising all EHP (Effective Hit Points) of dropsuits.
This should be a game more involved in tactics and teamwork than a game based around 1v1. That is also why I don't think the Heavy needs much work (if any).
If you're talking proto vs. proto, I can see OHK's being a factor, or even Officer weapons. But when militia gear, like sniper rifles, shotguns, forge guns*, and grenades can do 4-500+ points of damage in one shot, that is extremely too much.
I guess what I'm asking is for weapons and armor to be balanced vs. their own tier. Militia vs. militia, etc.
I understand all dropsuits have the same base EHP (with shield/armor variants ATM) but each higher tier includes more slots and better cpu/pg to ideally allow for more EHP. I also get that damage mods are currently broken, and until they are fixed, balancing will be difficult.
Vehicles are a different story. One I would prefer to leave for a different thread, if you fine people do not mind :)
i happen to agree w/ you Orin in some regards to OHK weapons. Only one i dont is the FG, mainly since it is AV, and if you do get OHK, it means it was a direct hit; or u have a scout suit.
If you look at weapons like the SG, militia does ~30 per pellet, we 12 pellets fired i believe (not on so can't confirm on damage). That is 360 damage per shot assuming all hit; plus the damage multiplier if headshot, etc ....
The problem becomes when people say, just dont let a SG get close. Well, essentially you are saying, " i shoudl be scared of a free suit w/o any SP invested, so im going to run w/ my 4mil SP invested suit". How is that balanced? Even if the SG is in its desired range, SP investment should mean something. I'd say, best thing is give the dropsuits the EHP bonuses back from E3; as that will definitely make leveling up suits even more desirable, and allow for different customizations
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