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Thread Statistics | Show CCP posts - 1 post(s) |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
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Posted - 2013.05.22 00:20:00 -
[1] - Quote
Nova Knife wrote:1) PG skill should be re-implemented.
- 100% Agree. Been pushing for this since day 1 of uprising.
2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.)
- Disagree. I feel that the benefit vehicles bring to the battlefield should be in the modules unique to vehicles, and in overall survivability. Things shouldn't do amazing amounts of damage just because. I'd rather see the bonus reworked into more useful bonuses, like RoF, Overheat, Etc.
3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked.
- Survivability of vehicles compared to the power of AV is definitely an issue.
4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.)
- I don't think a huge damage nerf is required, but they do a bit too much, IMO. My main gripe with forges is the range. (And to a lesser degree, the accuracy)
5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret.
- Same as the Answer to point 2. I don't feel MORE POWAH is the appropriate answer. I don't have a problem with things being on par (or close to) infantry damage. Like I said earlier, I'd rather see the benefit be unique modules and overall survivability. OHK **** is simply not fun to play against or use (It's boring. Though, some people enjoy decimating with no challenge, I guess.)
6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers)
- Agreed. Shield hardeners have been terrible compared to armor hardeners, and the armor one doesn't need the nerf IMO.
7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers)
- I'm not sure if this is a problem with shield regen being bad or it passivetanking is just bad because of the delay. I'm also curious to read tankerthoughts about this.
8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x
- Agreed. When they nerfed missiles ages ago, they changed the splash to basically make them direct-only weapons but left the hilarious damage intact. I'm torn between suggesting missiles be entirely AV (maybe lock-on) options to encourage variety, but that suggestion in itself would be stupid for as long as small railguns are useless and impractical. Alternatively, reducing splash damage to 100~ish and increasing the splash range to like 5-6m wouldn't be amiss.
9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation.
- Not a bad idea.
P.S. We want Surya and Sagaris back.
- It'd be nice to have them back just for the sheer HP/fitting bonus, even if they're going to get 'changed' later. Don't deprive us of content because you don't have time to fix something in the meantime, IMO.
+ I find it funny how AV grenade of same level deal more damage to armor than swarm launchers.
- I feel that the main issue with AV nades is how fast they restock with nanohives. I don't mind them being a close range powerhouse, but the amount of DPS they kick out when someone has high ground and is sitting on a hive, is absolutely too high.
Man you know what ur talking about and you don't tank. Nice.
But for passive shield regen. the problem to me is how can a scout regen more shield faster than a tank. I wouldn't mind if it were a 60 point passive shield regen but it kept the crappier shield boosters. This would make passive tanking an option.
Rails need some sort of buff. Make a skill like the enforcer for railguns. They just don't do enough damage to armor tanks to kill them. i mean 3 hardeners plus a super fast armor repair rate is pretty hard to get through while a damage modded shield tank has slow regen and terrible hardners.
+1. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:43:00 -
[2] - Quote
TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:46:00 -
[3] - Quote
TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. Can a tank not be called on top of the redline mountain and rain railshots across the field? can a forge not do the same. but only he has the advantage because he can look you know look DOWN |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 00:54:00 -
[4] - Quote
TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:BobThe843CakeMan wrote:TheAmazing FlyingPig wrote:I think we need to stop comparing size to efficiency.
Yes, forge guns do about the same damage as rails. Rails, however, are mounted on a multiple thousand HP chassis, has unlimited ammo, and the user can laugh off small arms fire while his two copilots rain blasterdeath on anyone that pops their head around a corner. The forge gunner has at least a 2 second charge between shots, moves slow as hell, can maybe get to 1k EHP (if he sacrifices damage / speed), gets mowed down by anyone not using an AV weapon at the time, and must sacrifice his main armament slot to dedicate to AV.
Stop using raw numbers to say something is OP / UP, and consider the benefits / drawbacks that the entire setup has.
I should also mention the forge gunner must also be wary of murder taxi's. forge guns can sit on top of towers where nothing can touch them. your argument is invalid. a dropship trys to kill them. o he can just shoot it down. Can a tank not be called on top of the redline mountain and rain railshots across the field? can a forge not do the same. but only he has the advantage because he can look you know look DOWN I'm not going to forum 1v1 you on every little aspect these two classes do not share. There are also plenty of slopes to angle your vehicle on, and if that forge gunner is dumb enough to wait for you to come out from behind that hill, odds are a sniper is going to find him. a forge can see a tank easier and also most of the time when a tank is on one of these slopes he is forced to go down and can retreat back behind the hill. In most cases. A tank is also easier to spot for an OB. but on the flip side a tank is better in some cases and a forge in others. just depends on the terrain. but on some tops of bulding and most of the best spots only a forge works. but i'm done with this argument. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 09:56:00 -
[5] - Quote
Nova Knife wrote: I feel sad that you think I don't tank :(
(It's true, in uprising I don't have HAVs trained because the LOLSP investments doubled for like everything, but before that I always had tank, dropship, and LAV skills pretty much maxed)
How would you make passive tanking Viable though, Bob? Is it the delay in recharge, or the low rate of recharge that is a problem? Would having vehicle versions of shield regulators help? Should vehicles have a delay at all? (No delay could excuse a low rate of recharge if that recharge is constant, and the modules to improve recharge became more attractive than a raw booster on a 'passive' setup) Though, there's a fine line between passive actually being decent and being better than active. Where would shield tankers put that line? (I usually tank armor)
As far as railguns go... I'd honestly want to see their range reduced. Not a lot, though. Maybe drop to like 300m since most other turrets seem to die off at 200m or so last I looked? They should still have the furthest range of any vehicle turret, but it shouldn't span pretty much the entire map IMO. Maybe have variants that are 'super ranged' but do less damage? (Thoughts on that?) But really, railguns struggle because you either hit or miss. To be honest, if the range issue is mitigated and 'hill sniping from across the map' becomes less of a thing, I'd like to see the massive splash radius come back for large turrets (4-5m for rails, matching their 'explosive' VFX and like 5-7m for missiles) The reason that was a problem in the past was because of the obnoxious damage that splash had with it. IF you buff the splash radius of both railguns and missiles (Since they both need it) but keep the damage relatively low (40-65 for rails, 90-115 for missiles, or around there) both will instantly gain back their 'usability' against infantry at close range without making them as hilariously broken as they were in the past. Splash damage should be used to 'whittle down', not to completely own everything.
Those numbers are something I'd rather see CCP play with a bit though tbh. Missile splash (For large turrets) might stand to be lower since the spread would likely all 'hit' with higher splash radius (Thus still owning everything even without directly hitting them)... railgun might need to be a bit higher because of the prohibitive nature and slow refire rate. It's possible the only rail that has 'problem' damage is the compressed variant (IIRC it has double, at like 225 splash at standard level) I'd honestly rather them spend like two weeks making a pass, where they have the lower numbers first and then the higher numbers, then after the second week decide which to keep. (A lot of stuff needs this done, tbh)
But those are the basic ideas of how I'd consider adjusting those turrets.
If the delay is recharge was a bit shorter prehaps. But the regen really needs to be higher. assaults have more cause of their 25% bonus and all we get is a 5% increase. Skill maxed. right now shield tanks stack every resist they can find just to be able to survive from an armor tank and it's somewhat broken repair system it seems and hardeners tht last 60 seconds.
As far as missiles go. Nerfing the directs damage by 100 and increasing the splash is probably the best or else you wll have a tank buster and infantry slayer. This allows it to focus on infantry.
The rail if you shorten the range by so much will likely make it useless unless it gets a damage buff. a serious one at tht. right now with 2 damage mods and a proto compressed rail my max damage is 2700. an armor tank with lets say 60 % 3 hareners and skills applied gave or take a few would only allow the rail do 1080 damageish along with its insane repair rate. making an armor tank win.
A solution to the rial would to make an enforcer varient tht increased the damage and range to your 300. This would make it where shield tanks get a bonus and have a chance to beat an armor tank alnog with a hardener icrease to 30 seconds even if it has a 30 sec cooldown.
these r my opinons as a shield tanker.
BTW u armor tank. I thought u used nova knives. hence the name. |
BobThe843CakeMan
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
323
|
Posted - 2013.05.22 17:28:00 -
[6] - Quote
Mavado V Noriega wrote:BOZ MR wrote:Here we are making a list. This list will collect the opinion of tankers, and a few reasonable AV friends. No CCP fanboys, no AR players no nothing. 1) PG skill should be re-implemented. 2) Turret damage bonus of all types of turrets should be re-implemented. (3% instead of 1.) 3) Resistance of tank hulls should be increased against AV by 20%. last night 2 swarm volleys dealt 10520 damage to my tank. Yes only 2 volleys, god knows how many damage mod that player stacked. 4) Railguns should deal more damage than a hanheld forge gun. (Forge nerf requested here.) 5) Scattered Ion Cannon's DPS should be more than a handheld D. Tac AR. One of them is a handheld gun, other is a tank mounted turret. 6) Active Shield Resistance module should be 30 second active and 30 second CD (Require opinions of serious shield tankers) 7) Passive regen of shields are joke, it should be 1.5x of what it is right now. (Require opinions of serious shield tankers) 8) Splash radius of missiles are joke, I have only been able to kill a few people with splash, it generally requires a missile to directly hit enemy to kill. All sorts of missile splash radius should be increased 1.5x 9) AV and Flux should branch off from grenadier to AV grenadier and Flux grenade Operation. P.S. We want Surya and Sagaris back. + I find it funny how AV grenade of same level deal more damage to armor than swarm launchers. agree with most but dont buff any Rail dmg tank fights are actually GOOD now like they used to be, none of that previous 2 shot stuff having to hit someone multiple times and possibly working with another tanker to go on a flank while u keep the other busy promotes fun tactics and not just the dull 2 shot stuff that was in the last few builds cuz of the broken passive dmg bonuses. AV nades need to have to cook them to activate the homing funtion imo Breach FG needs a nerf.....WAYY too much dmg and rails should be bumped back to the original lvl , ie proto rails 2K a shot agree with shield hardeners been pushing for that for a while, also agree with passive shield regen we need rails to do more damage as of now it takes way to long to hurt you and you can rep and have a **** ton of resistance on. while a shield tank has low health can't rep and does almost no damage to armor tanks. make an enforcer tank tht gives extra damage to rails. for shield tanks and u will have balanced the rail. |
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