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Thread Statistics | Show CCP posts - 1 post(s) |
Nova Knife
Seituoda Taskforce Command Caldari State
997
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Posted - 2013.05.21 18:13:00 -
[1] - Quote
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
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.
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Nova Knife
Seituoda Taskforce Command Caldari State
1013
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Posted - 2013.05.22 07:33:00 -
[2] - Quote
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. |
Nova Knife
Seituoda Taskforce Command Caldari State
1017
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Posted - 2013.05.22 21:32:00 -
[3] - Quote
I love almost all of sylwester's bullet points except for the last two.
I agree that the third person camera does give too much intelligence. It makes it super hard to get snuck up on by people trying to bomb you with RE's, and anyone who gets in that range in general is easily seen.
Dust is a first person game, and I honestly think that the camera should stay in first person for all vehicles (Including dropships, but dropships need some serious love before they can be viable like that) LAV and HAV first person cameras are both functional, and allow the driver to look around freely (Yet don't give an almost omnidirectional sense of sight for free)
That creates a specific weakness in vehicles (Line of sight) and it is absolutely necessary IMO, as it then requires you to communicate with passengers and gunners to know where you are being shot from, as well as communication from your teammates elsewhere.
I should not be able to avoid an ambush because 3rd person camera let me see someone that first person would've made me miss. Or at least, I think so. That does give AV yet ANOTHER advantage over vehicles, and I'll admit they don't really need more advantages atm... but in a perfect world where there's actually a balance between the two... Third person camera should die.
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Nova Knife
Seituoda Taskforce Command Caldari State
1018
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Posted - 2013.05.22 22:38:00 -
[4] - Quote
Draxus Prime wrote:hey nova whens the next cast514?
Whenever Grideris is not busy doing whatever it is australians do when they aren't on the internet.
Just waiting on him to be available to record it, we have one planned. |
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