Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
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Posted - 2013.02.23 21:23:00 -
[1] - Quote
I personally don't think OHK's should exist in this game, except in cases of people with very light shields/armor.
Being OHK'd by a tank/large turret is one thing... but bringing 150, 200, sometimes even 300k worth of gear onto the battlefield, just to be taken out instantly by a damage modded militia shotgun, or a sniper rifle, or even, if you're caught unprepared, an LAV, or melted in 1-2 seconds by a laser rifle...
I mean, honestly, it just seems cheap. I'm not even talking specifically about pub matches, this math just shouldn't ever add up. I guess maybe I'm off base, but if so, how do you justify it? I suppose you could argue physics, but whats the point of even upgrading shields/armor if you're still being offed by militia/cheaper gear before you even have a chance to react?
we could argue the cons of these weapons, shotgun you have to be at least 15 meters away to do any damage, etc. but the reality is, all the current skirmish maps are full of bottlenecks, those being the objectives. You have to take objectives to win the game. The moment you start hacking, the whole map knows where you are.
All it takes is one suicidal shotgunner to run past your backup and flatten you. free for him, ???k for you.
Now, hypotheticals aside, I say the higher tiers of dropsuits/modules should have a damage buffer to prevent OHK's. Two shots is ... acceptable, at least then you have some semblance of a chance to survive. perhaps give the prototype suits an emergency buffer? if you would be alpha'd, some kind of regulator kicks in to overload the shields? hell if I know. sounds OP as hell, I'm sure you fine lady's and gent's can think of something a little more balanced?
unless you're cool with being OHK'd, in which case, I guess I'll just go on raging alone over what I percieve to be a broken mechanic in a currency-based shooter. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.02.23 22:45:00 -
[2] - Quote
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 :)
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