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Thread Statistics | Show CCP posts - 1 post(s) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
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Posted - 2013.05.24 03:36:00 -
[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.
Let's see if I'm deemed worth at commenting.
1) No. PG buff, yes. But that kind of no-brainer as a skill to have on L5 in order to have any sensible fits, no (remember ccp HAS to balance all vehicles considering max PG/CPU)
2) Probably no need. Let's tune other things first before checking that out.
3) I wouldn't use a single occasion as a basis for such hard action. (might've been some other AV at the same time etc, you know the thing). Tank vs AV balance is now better than for ages.
4) perhaps yeah. But that's difficult to balance. Now what I would like to see is that tank mounted railgun is pinpoint accuracy, very damaging and extreme range but tracking just absolutely awful. Hand held forge gun, on the other hand, normal very long range, extreme tracking (turning around=) but the shaking aim should be more than just cosmetic shake (now shot still goes to center) so that even tho forge techically has range, it has no reliable way of hitting long range consistently. Both of these would also breath life into dropships as they are currently so easy targets to both rails and forges.
5) Very much yes, fix that.
6) yes definately, active shield hardener is a bad joke. Even with 30-30 timers it would be hard to use safely.
7) Yeah passive might be a bit too weak - but then again I haven't really tried passive tanking for a long time. For LAVs the passives seem to work okay with few PDSs. But, It is likely that passive tanking isn't feasible for tanks.
8) Green light for small missile splash buff - whether it's either splash range or splash damage using the same range.
9) Good idea. I heard btw that CCP is thinking about giving grenadier skill some other ability than just unlocking nades.
I gotta say I DON'T want Sagaris&Surya back as they were. Having simply higher tier tanks better/same on all counts and not weaker in any is just dull and boring. It makes no sense to use any other, making battlefield repetitive. I like current special role of Falchion and it's armor counterpart. Next, there could be Speed+Agility buff for Sica&Soma. Or simple size decrease making them just a bit more able to move in built up areas and also have a bit smaller hitbox. That's such a small benefit we could grant for even militia tanks. Tiericide FTW...
+Kero's point 10): Fix active module activation for mouse! Any mouse user knows how hard it is to activate modules or set a defence order. In a combat situation, trying to juggle the round selection menu to hit diagonal slot for 20 to 40 seconds just isn't acceptable. It breaks effectively use of active modules. Trust me, I tried today armor tanking and had 3-4 losses because there was no way to activate my modules. Lame. Gotta wonder, how it is even possible to break that kind of basic thing which worked ok in Chromosome? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 03:40:00 -
[2] - Quote
I gotta say for all tanking bros and sis's out there, even tho it would be fun and give feeling of power to have all the things (damage, pg, splash, marauders etc) back as such, it isn't necessarily good and right thing to have em back. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 03:46:00 -
[3] - Quote
Arkena Wyrnspire wrote:AV grenades are too effective. Every other AV weapon sacrifices significant anti-infantry capability in order to damage tanks. AV grenades don't, and they're too spammable. They should need some priming time before throwing, for example. I don't think they need significantly less damage, though I think they should have a damage reduction, but the ability to spam them absolutely needs to go.
One reason why loads of infantry are carrying them is also because it's the best counter to free LAV spam.
Currently the AV grenades are better than before. Commenting your points: - Ask any pro locus grenade user, giving up those to fit AV nades IS a sacrifice. - Lower tier nanohive nerf (perhaps all hives were nerfed?) took away lots of teeth from AV spamming alto it didn't take it out. Nor it needs to take out completely. Having hive spamming means you have to prep a trap before hand or it's very difficult to run and hive and replenish and then spam again while chasing tank. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 04:08:00 -
[4] - Quote
Flyingconejo wrote:Trying to balance proto AV and turrets against standard hulls is a waste of time. Because they are not supposed to be balanced. Give the tank drivers their toys and bring out the proto hulls, CCP. Properly priced, of course.
Price is a terrible way to try to fix the battlefield gameplay balance. Sorry. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
366
|
Posted - 2013.05.24 04:12:00 -
[5] - Quote
Sylwester Dziewiecki wrote:
- Gunners in you HAV need to be inform about modules that HAV have - If you are gunner and u see sniper fit gtfo.
- Gunner need to be aware when Pilot is activating Active Heat Sink, so he can manage his 'heatup' more cerful.
- Pilot need to be more aware where gunners is aiming, and gunners need to be aware where pilot is aiming - and I'm not telling about turret-direction on bottom icon, I'm telling about DOT on you screen in first person camera.
- Every Pilot need to be aware about overheat state of each turret on board - if he wish so, it could be optional - bound to button.
- Activating several modules need to be easier - today you can die on OB because you didn't manage to activate all modules in time - CCP need to create button that activate selected module without getting out from 'choosing module' radial window.
- Small Railguns role need to be reassigned - right now they suck against vehicle and structure because of 35% dmg modificator.
- Third Person Camera is pure magic, and it give HAV pilot advantage the he not supposed to have. I think that this camera should be replace with dron in future, dron that can be destroyed be Infantry to reduce HAV sigh of view.
- HAV should have more 'tactical' camera system - that not force HAV to move whole body just to look at corner, we should have 4 cameras at corners so we don't have to risk moving out from safe spot just to tell that we are now in danger situation for us.
+1 Awesome ideas! |
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