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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
284
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Posted - 2013.05.14 23:08:00 -
[1] - Quote
Plenty of threads about how AV is OP with the rest of the thread adding +1. This thread is meant to offer solutions / flame bait.
What I would do is split AV / Flux / Locus into three different types of grenade skills, all with Grenadier as a prerequisite. Locus requires Grenadier 1, Flux level 2, AV level 3. This would then follow the original tech path (standard Locus at Locus Grenades Level 1, Advanced at 3, Proto at 5). This way, people that use AV will be specced into it, giving AV another skill instead of having Grenades to 3 and being able to use every advanced grenade.
I mean, if this isn't a solution, then why don't we pile all weapon skills into Weaponry? |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
284
|
Posted - 2013.05.14 23:16:00 -
[2] - Quote
Polish Hammer wrote:So....wait.....the real issues people keep creating are just about the AV nades?
Not entirely, no. This is one thing I noticed about the AV profession as a whole that might help quell the derp that's flooding the forum. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
287
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Posted - 2013.05.14 23:21:00 -
[3] - Quote
Polish Hammer wrote:TheAmazing FlyingPig wrote:Polish Hammer wrote:So....wait.....the real issues people keep creating are just about the AV nades? Not entirely, no. This is one thing I noticed about the AV profession as a whole that might help quell the derp that's flooding the forum. Believe me, i've been trying. Since they buffed tanks, it would be ridiculous to nerf forge guns. I don't fully understand why all of a sudden forge guns are under the QQ scope.....
I can kinda see why, but I don't think it needs a nerf as badly as people say it does. It can pluck dropships out of the sky with little effort, and if you run militia, almost free.
The guys that use proto guns I don't mind losing a tank to. These guys specced into my counter, and I respect that. The problem people are bringing up is that as soon as someone sees a dropship, people run to supply depots to switch to their militia forge fits, two-three shot the DS, then go about their business. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.05.14 23:30:00 -
[4] - Quote
CharCharOdell wrote:Polish Hammer wrote:TheAmazing FlyingPig wrote:Polish Hammer wrote:So....wait.....the real issues people keep creating are just about the AV nades? Not entirely, no. This is one thing I noticed about the AV profession as a whole that might help quell the derp that's flooding the forum. Believe me, i've been trying. Since they buffed tanks, it would be ridiculous to nerf forge guns. I don't fully understand why all of a sudden forge guns are under the QQ scope..... The buff we got was miniscule. We cannot fit our tanks like u fit our dropsuits. Y'all can run proto everything all day but we get ONE proto module or turret and everything else is the std variant. It ain't balanced.
To be fair, we only have access to standard and enforcer tanks. Marauders are out of commission atm, and who knows what we have in store for the future? |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.05.14 23:33:00 -
[5] - Quote
As for militia forge guns, I wouldn't do away with them completely. I see militia gear as a way to try out another playstyle without devoting SP into it. Lets you get your feet wet.
That said, the militia forge is pretty beefy for the SP required to use it and could do with a bit of nerfing. Let the AV specialists keep their high-damage AV stuff since they've shown an interest in it, but still give newbies something to play with. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.05.14 23:47:00 -
[6] - Quote
Patoman Radiant wrote:with planned buffs to vehicle HP, I think that will more then compensate, though....... could realy make fitting standard tanks with standard mods easyer.
I think the buffs have already been applied, and they were only for vehicle HP (I haven't logged on to check on the module HP amounts).
And while I see standard tank drivers on here complaining about AV, I would like to remind them that Marauders were pulled from the game and are being worked on. I'm hoping the standard tanks stay the way they are (mixed bag of DPS/Defence), Marauders sacrifice damage for sustainability, and Enforcers keep their glass-cannon style. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
291
|
Posted - 2013.05.15 00:15:00 -
[7] - Quote
BobThe843CakeMan wrote:easy fix to assault dropships and logistics dropships.
Make assault dropship have a 5% damage resist per level instead of 2%
Give Logistics dropships 50% resist but with the cost of 50% reduction of turret damage.
While I can't speak with personal experience in Logi Dropships, I do believe logistic vehicles in general should sacrifice damage for survivability / utility. 50% resist is pretty high for any vehicle in game though. The 5% per level is a good idea though. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
293
|
Posted - 2013.05.15 00:27:00 -
[8] - Quote
BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:easy fix to assault dropships and logistics dropships.
Make assault dropship have a 5% damage resist per level instead of 2%
Give Logistics dropships 50% resist but with the cost of 50% reduction of turret damage.
While I can't speak with personal experience in Logi Dropships, I do believe logistic vehicles in general should sacrifice damage for survivability / utility. 50% resist is pretty high for any vehicle in game though. The 5% per level is a good idea though. maybe 50% resist with 75% turret reduction damage. i mean these things r not meant to kill. only heal and drop off troops. maybe add an inboard auto repair proximity for infantry of 20 armor/second of a range of like 20 meters. This way it could support infantry take a beating and retreat with little guns for fireworks and motivation of the troops.
I think you get a built-in CRU in the Logi dropship, effectively making you a spawn point. That said, it would make you a pretty important target to aim for, so while I still like the resist bonus, I still think 50% is a bit much, since you can still throw resist modules on top of it and make a tank with wings. |
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