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Nova Knife
Seituoda Taskforce Command Caldari State
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Posted - 2013.05.18 18:51:00 -
[1] - Quote
From what I hear, the bonus was always 1% in uprising, the skill description was just wrong (Where have we heard that before, right?)
But honestly? I don't think turrets need to be affected by passives at all. They're strong enough as-is.
Aside from small blasters, pretty much all of the turrets can OHK most (Some can OHK all) suits in the game without any skill bonuses or damage mods. OHK weapons are icky, in my mind.
But then, turrets have been something that have been in a terrible place since day 1, and CCP has been fumbling in the dark with how to make them 'better' all the while making them worse. (Nerfs in the proper areas would have made them better, but every nerf/buff was in the wrong place)
Edit : My personal view 'optimal vehicle experience' has very little to do with the turrets. Personally, I'd make all the turrets weaker, Nerf AV slightly, and then revert to old HP. (This would make tank V tank battles take longer, and I think that's a good thing. Losing your tank in like 5s or less is not exciting)
In doing so, make their cost significantly cheaper. Vehicles shouldn't be something that massively change the scope of the battlefield, IMO. They should just be something people use, like a bigger dropsuit with more HP. (If people use them smart, they can dominate the battlefield still like with anything else) They should die fairly often but they shouldn't massively strain your wallet when they do. The 'benefit' of vehicles should come from their modules and things they use that infantry can't. (Mobile spawns, other Ewar when we get them, and so forth) Not being situationally 'unstoppable' killing machines which can go from 'unstoppable' to hilariously useless with just 1-2 determined dudes using the right gear. This would be a hard balance to achieve, but I personally despise the current vehicle dynamic and how obscenely expensive they can get for such a varied gain. |
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Nova Knife
Seituoda Taskforce Command Caldari State
1026
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Posted - 2013.05.20 01:00:00 -
[2] - Quote
@ Charchar :
I actually like the idea of large turrets being on par (or close) with infantry damage. A blaster might be on par DPS-wise, but that doesn't mean they need to have such huge damage per shot. They could reduce damage and increase ROF to keep the DPS but reduce the OHK factor.
Tiel Syysch made a proposal a few months back which was honestly the best fix to the vehicle/infantry dynamic anyone has put out. I asked him to revise and revamp it based on uprising numbers (That man is a spreadsheet hero and deserves so much love) I've asked him to post it on the forums for prominent vehicle users to critique when he's done, because I'm very interested to see what other people think of it.
Basically it goes along with what I said in my first post in this thread. Vehicles should really only be something people use, not something that dominates the battlefield just because of what it is. If the focus of the vehicles is not on hilariously powerful turrets (Ease of use is a separate issue entirely imo) because all of the turrets in the game except blasters will OHK infantry which is simply not really fun. It's way more fun to provide a "OH GOD RUN AWAY" factor than just "DAMNIT INSTANTLY DEAD AGAIN"
As far as AV nades go : I think the damage is honestly fine. The problem with AV nades is they restock waaaaay to quickly from nanohives and supply depots, and the throw distance is a bit too far. Change that and they instantly revert to the 'push back' role you suggested. (Unless you're lobbing them in a group, in which case the vehicle should be dying anyways IMO)
Edit : I do agree that the PG/CPU shafting is something that needs to change soonish. It's hard to fit anything on a tank when half of your fitting is taken up by your turret and you've still got 6 slots to fill :( |