Pages: 1 2 3 4 [5] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Prius Vecht
Red and Silver Hand Amarr Empire
43
|
Posted - 2013.04.13 17:59:00 -
[121] - Quote
Sloth9230 wrote:Prius Vecht wrote:Jack McReady wrote: if all the other type II suits would work the same by getting more HP, more speed and more fittings, then it wouldnt be a problem. the question is, is it easier to buff all the other suits or add a downside to the type 2? thats easy, you modify one rather than change all the others. less time too. Yes, it's easier to just nerf 1 thing than it is to buff everything else, but then a week later there's something else that is "too good", and then the next week, and the next week. Oh wait, that is what's been happening. How about instead of trying to turn everything in the game to ****, you people instead work on bringing everything else up to par? Would it take longer? Yes. Would it lead towards better gameplay? Hell ****'n yes! Scouts and heavies also need to be looked at, not just type-Is. Currently Type-II's and Logis are perfect, everything else sucks ass.
Nerf the most overused term in msg board history. its worse than hater........stop using it. the original swarms were a ohk to basically any infantry class. ccp changed them and made them lock on vs vehicles only. were they nerfed too? no, they were balanced properly. learn the difference.
Wrong. the only type 2 suit that is too good is the assault. the logi, heavy and scout all give up something. if u cant see how unbalanced that is you dont belong in this conversation.
Turn to ****? not sure i really even understand your point. better gamepay? I disagree. Its all relative as long as its balanced correctly. You could make bullets do 1pt of damage and make health for an assault 15 for all I care. as long as classes are separated correctly the values mean **** stop being so attached to them. |
Jack McReady
DUST University Ivy League
101
|
Posted - 2013.04.13 17:59:00 -
[122] - Quote
Grezkev wrote:ReGnUM Public Relations wrote:DustMercsBlog wrote:Kalante Schiffer wrote:how in the mother of f*ck can you fit over 500 shields into a type II suit? if so i want to know. its not hard, a guy from PSU.com has one. I was in his squad recently and was shocked to see it. shield control level 5, 3 complex extenders.................................the sad part? he still has room for a complex damage mod. GNN you obviously do not know what you're talking about. Do the math and you will realize how stupid that example was. Dusters*, not GNN. Dusters yet again shows their complete disillusionment with the game. Type II OP? wtf? Seriously???? The type II doesn't even have 3 friggin slots. Stupid title, stupid thread. I was talking about type to and the advanced and proto variants
|
Sloth9230
Reaper Galactic
852
|
Posted - 2013.04.13 18:43:00 -
[123] - Quote
Prius Vecht wrote: Nerf the most overused term in msg board history. its worse than hater........stop using it. the original swarms were a ohk to basically any infantry class. ccp changed them and made them lock on vs vehicles only. were they nerfed too? no, they were balanced properly. learn the difference.
Turn to ****? not sure i really even understand your point. better gamepay? I disagree. Its all relative as long as its balanced correctly. You could make bullets do 1pt of damage and make health for an assault 15 for all I care. as long as classes are separated correctly the values mean **** stop being so attached to them.
In video gaming a nerf is a change to a game that reduces the desirability or effectiveness of a particular game element. - Wikipedia.
So you want to nerf type-II assault suits, but you don't want to call it a nerf? Okay, whatever you say, lets call it kittening.
Yes we could make everything do 1 point of damage, and we could have 1 point of health too, That would be "balanced" but If I wanted to play a game like that I'd be on CoD right now.
Quote:Wrong. the only type 2 suit that is too good is the assault. the logi, heavy and scout all give up something. if u cant see how unbalanced that is you dont belong in this conversation. Obviously I can see that it's unbalanced, I'm saying I'd rather see everything else brought up to it's level instead of the other way around, are you stupid or something? When did I say it wasn't unbalanced? |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
440
|
Posted - 2013.04.13 18:49:00 -
[124] - Quote
I find this thread kind of strange.
Do people who shield tank have too much shields? Well no, because that is their specialty. They obviously are using all Complex Shield Extenders. Shields not slowing you down like Armor.
Armor Plates give you a bigger HP boost than Shield Extenders, and can tank even higher. This leaves them room for DMG mods instead.
It is actually an interesting balance. |
Sloth9230
Reaper Galactic
852
|
Posted - 2013.04.13 18:51:00 -
[125] - Quote
Anyway, I'm over this topic, it's stupid and a waste of time. I'd rather wait and see what happens come uprising. |
Johnny Guilt
Algintal Core Gallente Federation
64
|
Posted - 2013.04.13 19:27:00 -
[126] - Quote
SILENTSAM 69 wrote:I find this thread kind of strange.
Do people who shield tank have too much shields? Well no, because that is their specialty. They obviously are using all Complex Shield Extenders. Shields not slowing you down like Armor.
Armor Plates give you a bigger HP boost than Shield Extenders, and can tank even higher. This leaves them room for DMG mods instead.
It is actually an interesting balance. You can tank more hp with amror but most of the weapons do bonus on armor(except laser rifles and scrambler pistols). In the damage mods/armor combo,armor seems just a filler to make up for the lose of Hp. |
Sloth9230
Reaper Galactic
852
|
Posted - 2013.04.13 19:33:00 -
[127] - Quote
Johnny Guilt wrote: You can tank more hp with amror but most of the weapons do bonus on armor(except laser rifles and scrambler pistols). In the damage mods/armor combo,armor seems just a filler to make up for the lose of Hp.
Pretty sure that's not the case, ARs and Shoutguns both do more shield damage I believe. Right now I think only SMGs, HMGs, MDs, and Locus Grenades do bonus armor damage. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
508
|
Posted - 2013.04.13 21:07:00 -
[128] - Quote
I believe someone mentioned that one of the reasons armor tanking isn't good is because most weapons do more armor damage with the exception of lasers. Someone else mentioned how "ARs and shotguns" do more shield damage. While some guns do more armor damage (smg, hmg, md) and others do more shield damage (laser) some weapons are hybrid guns that do EQUAL to both.(AR, shogun, and I BELIEVE pistols)
I keep seeing how ppl think that the assault type2,b-series,vk1 suits are SOOOO OP. How? They are VERY similar to their type1,a-series,vk0 variants. I believe that there are differences, but the "shield variants" aren't that much BETTER. You get more weight towards shields, but total HP is only 30 more. That's negligible. The do run SLIGHTLY faster, but again, not a huge difference. They also get a little more CPU, but I believe that the CPU numbers even out at the proto level (cant remember for sure)
Someone mentioned how flux can't be used as an argument for how the assault "shield variant" suits can be countered, because the same can be said for the other classes (heavy/logi/scout)
Not true. It's MUCH MORE of a weakness for the assault suit. It gets upwards of 80% of its HP from shields, so when it gets hit with a flux, it's in real trouble. The heavy "shield variant" only gets around 40-45% of it's HP from shields. It can get hit with a flux and still have a reasonable chance of surviving. Same goes for the other suits.
I'll say it AGAIN. Suits are all fairly well balanced. (except for higher end Heavy) The issue has more to do with the current gimp that armor has, which is why most run around tanking as much shield as possible, regardless as to what class they are running. (unless you are going for a dmg mod fit) |
Sloth9230
Reaper Galactic
852
|
Posted - 2013.04.13 21:12:00 -
[129] - Quote
mikegunnz wrote:I believe someone mentioned that one of the reasons armor tanking isn't good is because most weapons do more armor damage with the exception of lasers. Someone else mentioned how "ARs and shotguns" do more shield damage. While some guns do more armor damage (smg, hmg, md) and others do more shield damage (laser) some weapons are hybrid guns that do EQUAL to both.(AR, SR, shotgun, and I believe pistols)
AR effectiveness: 110% shields, 90% Armor, it's no more "hybrid" than a SMG.
Edit: not actually sure about shoutguns, but I figured they also do more shield damage because they are also plasma based. |
Jathniel
G I A N T EoN.
164
|
Posted - 2013.04.14 00:16:00 -
[130] - Quote
This is a topic that's easy to get passionate about.
It's not wise to propose a nerf or a rebalance, without a caveat.
The problem is the shield capacity with the Assault suit. Everyone with game balance in mind, knows that once you enter Proto, you become king of the battlefield, in particular when you are complimented with a full-auto AR.
We already know what needs to happen with the AR. Someone proposed reducing the Assault's shield capacity to max out at 300 HP. I'm sorry, but that is just TOO LOW. That would bring the Assault down into Scout A-Series - Scout vk0 range... that is not acceptable. If you bring their shields down too low, they will be insta-killed by every sniper sporting a Charge.
400 shield HP is a good cap, but as a caveat, I would like to add an Adapting Shield Feature. To compliment their versatility role. Allow Assaults to adapt their shields to whatever ammo is coming their way, and/or allow the suit to adjust itself after a certain damage threshold has been reached, cutting incoming damage to shields by 50%.
Good Assault players will still able to "tank" in a given situation, provided they exercise due foresight.
I think this is fair. |
|
semperfi1999
Internal Error. Negative-Feedback
406
|
Posted - 2013.04.15 19:48:00 -
[131] - Quote
Jathniel wrote:This is a topic that's easy to get passionate about.
It's not wise to propose a nerf or a rebalance, without a caveat.
The problem is the shield capacity with the Assault suit. Everyone with game balance in mind, knows that once you enter Proto, you become king of the battlefield, in particular when you are complimented with a full-auto AR.
We already know what needs to happen with the AR. Someone proposed reducing the Assault's shield capacity to max out at 300 HP. I'm sorry, but that is just TOO LOW. That would bring the Assault down into Scout A-Series - Scout vk0 range... that is not acceptable. If you bring their shields down too low, they will be insta-killed by every sniper sporting a Charge.
400 shield HP is a good cap, but as a caveat, I would like to add an Adapting Shield Feature. To compliment their versatility role. Allow Assaults to adapt their shields to whatever ammo is coming their way, and/or allow the suit to adjust itself after a certain damage threshold has been reached, cutting incoming damage to shields by 50%.
Good Assault players will still able to "tank" in a given situation, provided they exercise due foresight.
I think this is fair.
I have to admit this is an interesting idea. However my thoughts on this are..........you all are arguing over things that are not going to be changed in the time between now and when we have a massive change. IE There may not be any type 1 caldari suit anymore when you can choose other armor type suits from the other races. In other words CCP may have put in a type 1 suit for those who would prefer to armor up their assault and a type 2 for those who would want to shield tank their assault then they let the gamers play and test the different fittings. Now with mutiple racial varients becoming available there will probably be only 1 assault type for every race (IE 4 assault varients). So this thread is either really late.....or premature depending on how you look at it.
That being said there is no problem with an proto assault getting 550ish shields (Max tank). If you max tank the heavies you get ALOT more HP than that. So you are comparing a max tanked out assault suit with a heavy suit that has only a few HP mods on it. An average heavy not tanking their HP can get 950-1000 HP which is still a good amount more HP than a max tanked assault. Logies can actually get ALOT more HP than the assaults can and assaults are supposed to be the middle ground between scout and heavies. Right now they are pretty much right in the middle and you guys continue to complain.
Heavy Tank - ~1200-1300 EHP Assault Tank - ~700-800 EHP Scout Tank - 400-500 EHP
As you can see the assaults numbers even if you give them the highest rough numbers and compare it to the lowest rough numbers is literally in the middle......however I know heavies can get 1300 or more EHP which means that it is possible to push the heavy tank out to where the assault is less than half way between the scout and the heavy in terms of total EHP. Logis numbers are crazy if you go full tank cause they have a ton of slots and a ton of CPU/PG to fit it. Logies get alot closer to heavies in terms of tanking abilities. |
Alldin Kan
Imperfects Negative-Feedback
179
|
Posted - 2013.04.15 21:41:00 -
[132] - Quote
Let's say we're in Uprising:
-Caldari Assault vk.1 still gets 500+ shields, decent movement speed and now gets a minimum of 25% extra shield recharge -Minmatar Logistics vk.1 (my fit) still has a bigger hitbox, but gets 250 shields, 370 armor (or 430 with no rep module), 2 Complex damage mods, is carrying Triage Nanohives, and now has +5 armor rep from skills. Movement speed is 4.89 (or 4.85 with 4 basic plates) but the plates still give hidden initial movement speed penalties (acceleration for dropsuits).
Now tell me which one you think has better survivalbility. |
Geth Massredux
ZionTCD Legacy Rising
141
|
Posted - 2013.04.15 22:12:00 -
[133] - Quote
I hate when people give huge legit reasons to nerf something that doesn't need nerfing. The type II, B-series and VK dont need nerfing just because the player spent so much sp and time getting to a better suit. GTFO nerf blog!!! |
Jack McReady
DUST University Ivy League
103
|
Posted - 2013.04.15 22:23:00 -
[134] - Quote
Geth Massredux wrote:I hate when people give huge legit reasons to nerf something that doesn't need nerfing. The type II, B-series and VK dont need nerfing just because the player spent so much sp and time getting to a better suit. GTFO nerf blog!!! if the reason is legit then the nerf is too
I see no problem in the type II assault (and the advanced + proto varations) getting huge shields but the assault suit gets improved speed and fittings on top without sacrificing anything.
this leaves a huge gap to the scout and heavy suit (and pre advanced level to the logi suit). the heavy and the scout also do not scale that well into proto levels as the assault suit does if you place the SP into those suits. the logi suit atleast scales very well into proto levels.
Alldin Kan wrote:Let's say we're in Uprising: -Caldari Assault vk.1 still gets 500+ shields, decent movement speed and now gets a minimum of 25% extra shield recharge -Minmatar Logistics vk.1 (my fit) still has a bigger hitbox, but gets 250 shields, 370 armor (or 430 with no rep module), 2 Complex damage mods, is carrying Triage Nanohives, and now has +5 armor rep from skills. Movement speed is 4.89 (or 4.85 with 4 basic plates) but the plates still give hidden initial movement speed penalties (acceleration for dropsuits). Now tell me which one you think has better survivalbility. low strafe and movement speed makes you easy to hit by forge guns and mass driver direct hits and the logi strafe speed is nothing to brag about. not to mention that those self reps to not really help against shotguns and the dps AR can dish out. the plates makes you even easier to hit. |
|
|
|
Pages: 1 2 3 4 [5] :: one page |
First page | Previous page | Next page | Last page |