|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Knight SoIaire
Better Hide R Die
348
|
Posted - 2013.05.13 16:31:00 -
[1] - Quote
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
So, we can expect this to be added in 2015, right? |
Knight SoIaire
Rent-A-Murder Taxi
1165
|
Posted - 2013.07.11 19:43:00 -
[2] - Quote
CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
2. We are also want to get countermeasures in soon, as well as a lock-on warning system for players piloting vehicles that have been locked on to. The lock-on indication will be a graduated indicator so that you will have a decent idea of how imminent your time to impact is and can choose to act accordingly. Furthermore, we're also working on porting lock-on to a certain subset of turrets. This will come in helpful for dropship pilots who are engaged in dogfights, or supporting assaults against ground units.
3. As one of our immediate tasks, we want to look at how we can provide dropship pilots with more chances to earn WP. We have lots of ideas in mind, however we need to tread carefully on this one so that we're not opening up too many opportunities for exploit. Some of the ideas that are bouncing around are providing WP for players spawned into your craft, WP for use of active scanners (possibly more specialized ones), and finding a way to re-introduce WP for remote repairs without exploit.
4. We will be reducing the ISK cost of dropships so that players can get into them more easily, while also looking at the overall skill cost of this class of vehicle.
5. Lastly, we're aware of turret issues that have come up. Many of the improvements needed will require code support to fix lingering bugs as well as further flesh out existing systems. We are currently working on this as our next set of code fixes.
R.I.P Blam!'s promises, 13/5/2013 - 11/07/2013
o7 |
Knight SoIaire
Rent-A-Murder Taxi
1166
|
Posted - 2013.07.11 20:57:00 -
[3] - Quote
TheWee BabySeamus wrote:CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
PLEASE DO NOT TOUCH THE FORGE GUN! If anything I say give dropship pilots an HP BUFF and maybe some resistances to DMG, along with a number of other survivability features (i.e. lock-on warning for all weapons not just swarms). BUT PLEASE FOR THE LOVE OF GOD DO NOT TURN THE DROPSHIP INTO THE NEXT LOGI LAV, next thing you know people will just be crushing players with dropships and we will have nothing to counter it because AV has been NERFED across the board. If you're going to "re-balance" the dropship then do so according to the current AV, do not buff one thing and nerf everything else. Please CCP, from a Veteran Forge Gunner.....................don't touch my baby Its all we heavies have left since you show us no love anywhere else in this game. - Wee Baby
No one, in their right mind, would use Dropships for roadkilling anymore (Looks back to free Closed Beta DSes)
Dropships still have huge collision damage.
What the hell are you talking about? Heavies get no love?
I swear you Heavies are only complaining for the laugh. |
|
|
|