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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? |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
282
|
Posted - 2013.05.14 23:10:00 -
[2] - Quote
I want to troll this, but it's not terrible. Anything to stop all the QQ. |
Polish Hammer
Conspiratus Immortalis League of Infamy
404
|
Posted - 2013.05.14 23:12:00 -
[3] - Quote
So....wait.....the real issues people keep creating are just about the AV nades? |
The Attorney General
ZionTCD Unclaimed.
4
|
Posted - 2013.05.14 23:16:00 -
[4] - Quote
Polish Hammer wrote:So....wait.....the real issues people keep creating are just about the AV nades?
Mostly, but also the need to buff dropships.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
284
|
Posted - 2013.05.14 23:16:00 -
[5] - 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. |
Polish Hammer
Conspiratus Immortalis League of Infamy
404
|
Posted - 2013.05.14 23:17:00 -
[6] - Quote
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..... |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
287
|
Posted - 2013.05.14 23:21:00 -
[7] - 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. |
Polish Hammer
Conspiratus Immortalis League of Infamy
404
|
Posted - 2013.05.14 23:26:00 -
[8] - Quote
TheAmazing FlyingPig 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..... 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. As someone who, like you said, is planning on dedicating a lot of SP/ISK into proper AV fits, I'm fully in support of doing away with the Militia Forge Guns. They're the crappiest, most annoying forge guns to use and I can't stand to use them, so I don't.
See, THIS is what I was hoping to find, a reasonable thread regarding a compromise between AV/Vehicles, not another cry baby QQ thread. |
CharCharOdell
Ametat Security Amarr Empire
62
|
Posted - 2013.05.14 23:28:00 -
[9] - 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.....
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. |
Polish Hammer
Conspiratus Immortalis League of Infamy
404
|
Posted - 2013.05.14 23:29:00 -
[10] - 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. What would you say then is a reasonable, but still beneficial buff to your tanks then?
Numbers would be nice |
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.05.14 23:30:00 -
[11] - 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 -
[12] - 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. |
Polish Hammer
Conspiratus Immortalis League of Infamy
404
|
Posted - 2013.05.14 23:36:00 -
[13] - Quote
TheAmazing FlyingPig wrote: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. I suppose you're right. I'd back this. Although if you fit everything as a militia level (dropsuits, modules, forge gun, etc etc) then it wouldn't require any SP (not to my knowledge at least). |
Patoman Radiant
ZionTCD Unclaimed.
105
|
Posted - 2013.05.14 23:41:00 -
[14] - Quote
with planned buffs to vehicle HP, I think that will more then compensate, though....... could realy make fitting standard tanks with standard mods easyer. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.05.14 23:47:00 -
[15] - 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. |
Xender17
Oblivion S.G.X
68
|
Posted - 2013.05.15 00:03:00 -
[16] - Quote
I would propose any of these options- 1. Make more AV nades into AUR items. 2. Halve damage of AV nades. 3. Make AV nades not restock from militia nanohives. 4. AV nades specialize in vehicles... Give vehicles modules and skills that have different effects on AV nades, and separate AV nades into AV armor and AV shields, 120% and 80% differentness in damage. - Skill - Better understanding of vehicle cooling and heating mechanics. Reduces heat signature by 10% per level.(10% is 10% of distance the AV nades can lock onto vehicles. Slightly impacts swarm launchers.) - Skill - More quickly and efficiently rotate the frequency of shields to better match incoming fire. Reduces damage of incoming fire my 5% per level. Must have 1 sec warning of incoming fire to be effective. - Skill - More quickly and efficiently polarize hull plating to better match in coming fire. - Skill - Increases AV weaponry scanner sensitivity to more quickly polarize the hull or rotate shield frequency. -.1 sec to polarization and frequency rotation per level. - Module - (Specialization Hardener) Decreases damage of all secondary explosives (grenades, RE, PE, etc) by 40%. Requires activation. >Skill< +1% Hardener per level. - Module - (Specialization Hardener) Decreases damage of all first degree explosives (rockets, swarms, etc.) by 30%. Requires activation. >Skill< +1% Hardener per level.(same as next up skill) - Module - Repulse Dish. Reflects or scrambles weapons from a certain direction. 15sec pulse. Railguns shatter through pulse wave. >Skill< +.5 secs to repulse wave duration. - Module - Shield Imbibe Dish. neutralizes all energy damage and converts 35% of weapon energy to shield storage. For 10secs. 150% damage from armored weaponry. (missiles.) >Skill< +5% of energy absorbed from shield imbibe dish per level.
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Xender17
Oblivion S.G.X
68
|
Posted - 2013.05.15 00:05:00 -
[17] - Quote
Just to add... Those skills would cost a lot. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
313
|
Posted - 2013.05.15 00:09:00 -
[18] - Quote
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.
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ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
134
|
Posted - 2013.05.15 00:14:00 -
[19] - Quote
Great idea, also make Grenadier do nothing, and update skills to follow:
.......................... r (5) - Anti Vehicle Grenades(x8) Grenadier(x4) - (1) - Locus Grenades(x3) .......................... L(3) - Flux Grenades(x5) |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
291
|
Posted - 2013.05.15 00:15:00 -
[20] - 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. |
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BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
313
|
Posted - 2013.05.15 00:23:00 -
[21] - Quote
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. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
293
|
Posted - 2013.05.15 00:27:00 -
[22] - 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. |
Polish Hammer
Conspiratus Immortalis League of Infamy
404
|
Posted - 2013.05.15 00:28:00 -
[23] - Quote
^I do enjoy a good dropship hunt. >:D |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
313
|
Posted - 2013.05.15 00:36:00 -
[24] - Quote
TheAmazing FlyingPig wrote: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. true prehaps 30% passive of logistics DS resist along with the 2% passive resist per level making 40% and tht other skill tht allows 10% sounds fine no? this would require a whole ton of sp and would make it effective. prehaps 10+ sp just to be a great logi DS. seems fair to me. make 20% passive on the logistics DS making a max of 40 % passive resist. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
69
|
Posted - 2013.05.15 02:24:00 -
[25] - Quote
Give me these things and I will be happy:
Cut the AV grenades damage in half
revert the PG skill back to a PG bonus
Give me a skill to lower the PG cost of turrets. CPU as well.
explosive resist modules, and give them a lower resist for Hybrid, then even lower for laser weapons.
Laser resist modules; make them opposite of ^.
Skill to lower heat buildup for heating weapons
Give missiles a bigger splash radius.
Make Missiles semi-auto, then give them a reload time if empty of missiles. Make the Cycled like regular Missiles with SLIGHTLY lower stats, but acts like regular Missiles do now.
Make small Missiles do less direct damage, and has a bigger splash radius. Give them a faster rate of fire, and a somewhat high "ammo" before having to reload. Cycled has a smaller size missile bay, but fires in a much quicker succession.
Buff firect damage of Missiles
Make a guided Missile varient, hardly and splash, moves as fast as Swarms. Small Missile bay size (3-4).
I would like to see someone plug numbers into this. Whoever helps with this gets their name on a vehicle balance thread I plan on making SOONtm.
Peace, Godin |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
70
|
Posted - 2013.05.15 03:23:00 -
[26] - Quote
bump |
jaksol darnson
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.05.15 03:38:00 -
[27] - 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.
i so agree ccp i want pg expander skill back
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Garrett Blacknova
Codex Troopers
2969
|
Posted - 2013.05.15 04:09:00 -
[28] - Quote
Rework a bunch of vehicle skills to offer PG reductions instead of CPU reductions.
Reduce damage on AV Grenades slightly (like maybe 5 - 10%).
Reduce the Hacked AV Grenade to being no better than a Standard AV Grenade. Or rename it "Militia AV Grenade" and bring it in line with the Militia Locus Grenade. Then give it out for free on the AV Starter Fit.
Small HP buff to Dropships - MAYBE. I've still got to run the numbers, but I think it's possible to tank your Dropships BETTER now than before they got "nerfed". I know my Sica gained about 700 EHP and higher-tier tanks are doing even better. |
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