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Thread Statistics | Show CCP posts - 1 post(s) |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
166
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Posted - 2013.05.21 14:57:00 -
[1] - Quote
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.
1) Yes. Make it a 6%/lvl passive bonus, rather than a 5% because we were a little PG hungry in Chromosome, too. 2) Totes agree. Bring back the old damage system! 3) I'd say an automatic 15% resistance buff is needed, but then be able to skill up to 25% (5%/lvl) resistance to a specific kind of damage (explosive/kinetic/electronic/etc) 4) Forges, for the most part, are ok. It's really the breach varients that are all too powerful. There is no reason why a million ISK turret does less damage per shot than a 100kg weapon. 5) Don't buff the blaster, but nerf the hell out of the Duvolle TAR 6) I'd say make both armor and shield hardeners 30% resistance for 60 seconds and cooldown would be 30 seconds 7) Honestly, passive regen isn't too terribad, right now. I wouldn't be against a buff (Im a shield tanker), but there are much more pressing issues with shield tanks...SUCH AS WHY ARE THEY SLOWER THAN ARMOR TANKS. Their top speed and acceleeration should be 15% faster. 8) I'd say giving missiles a 50% splash increase for a 20% direct damage reduction would be a good idea, making it less of a super beast mega killer, and more of a support weapon that is like a giant mass driver. 9) No disagreement, here. However, AV nades need a huge nerf. THe proto varients shouldnt do more than 700 dmg, the adv should do 500, and the basic should do 350. This way, they WILL drive a tank away from infantry, but will likely not be able to kill it. However, this would make free LAVs even more deadly, so I'd say that we remove FREE LAVs and return militia LAVs to their original HP stats bc not being able to one-shot them with ishukones, particle cannons, and wirykomis is absolutely ridiculous. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
169
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Posted - 2013.05.21 15:28:00 -
[2] - Quote
The Attorney General wrote:CharCharOdell wrote:
1) Yes. Make it a 6%/lvl passive bonus, rather than a 5% because we were a little PG hungry in Chromosome, too. 2) Totes agree. Bring back the old damage system! 3) I'd say an automatic 15% resistance buff is needed, but then be able to skill up to 25% (5%/lvl) resistance to a specific kind of damage (explosive/kinetic/electronic/etc)
This is why I can't take anything you say seriously. If you think you were PG starved in Chromosome, you just don't know how to tank, or you just want a super vehicle. When you make requests like that, it is plain you don't care about balance, you just want to be able to roll through whole teams in a pub match to pad your K/D. If you want to run top turret, top tank, top rep/booster, you need to use PG mods. That you don't want to make compromises in your preferred fit shows how one sided your train of thought is. Tanks were not OP in Chromosome. They need adjustment still, but they are not as UP as some of you whiners would like to pretend. Part of the reason why the game is so out of whack right now is because of requests like this. If someone listened to you, then we would have to put up with endless amounts of tanks are OP threads until they nerfed them even harder than they did this time. Then your crying would reach a new level of self entitled insanity. If you think about long term balance instead of me! me! me! like a six year old then maybe we could get this game to a good place.
I actually am not a stat padder, like yourself, I don't play tanks to kill infantry. I play tanks to kill other vehicles. Balance will be achieved when anybody can make money off of tanks the same way anyone can make money with infantry. For this to be possible, either tanks need a huge buff to account for their huge cost, or they need a huge price reduction, to get in line with their actual capabilities, right now. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
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Posted - 2013.05.21 23:38:00 -
[3] - 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.
Not bad ideas at all, Nova Knife. In regards to passive damage skills, changing them to turret specific passive skills like ROF, overheat, range, splash, accuracy, etc would actually be better than damage because it gives a whole new level of variety and customization. For example, a merc could have a railgun accurate out to 650m, but his ability to fight in under 500m would be severely stunted against a railgun with a higher heat capacity. Other the other side, missiles could be pure suppression weapons against infantry, but would lose a lot of their OHK ability do to not investing in velocity and accuracy. This would make it possible to have ONE variety of a weapon in different grades (STD, ADV, PRO), but every merc would have vastly different capabilities with this weapon.This could be applied to infantry weapons, too (yes, that means bring back sharpshooter, but on the flip side, someone with sharpshooter loses his advantage once the minimum distance of the weapon is entered by someone with a high ROF with the same weapon). |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
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Posted - 2013.05.22 01:07:00 -
[4] - Quote
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
yup. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
189
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Posted - 2013.05.22 17:44:00 -
[5] - Quote
LOOK AT ALL THESE GREAT IDEAS, CCP! |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
192
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Posted - 2013.05.23 06:43:00 -
[6] - Quote
Nova Knife wrote:BobThe843CakeMan wrote:] 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. 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.
I'm gonna have to disagree with you on reducing range without a huge increase in damage (20% range reduction giving 20% damage increase). It is the purpose of a rail gun to provide long range support. Shield tanks have a hard time fitting blasters as it is, and rail guns are their only shot at taking on armor tanks. The 600m range is fine. Damage is fine. When the PG is given back, shield tanks will once again be able to stack date mods to counter armor tanks at range. |
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