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Cosgar
ParagonX
4200
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Posted - 2013.08.14 20:42:00 -
[1] - Quote
BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? |
Cosgar
ParagonX
4202
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Posted - 2013.08.14 20:56:00 -
[2] - Quote
Arkena Wyrnspire wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Everything is OP, nothing is okay. Pretty much. Let's consider this a preview to the butthurt that will ensue when the Gallente and Amarr assault get armor related bonuses. |
Cosgar
ParagonX
4205
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Posted - 2013.08.14 21:36:00 -
[3] - Quote
Cross Atu wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? ......... That was a rhetorical question lol. But as always you hit the nail on the head. |
Cosgar
ParagonX
4222
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Posted - 2013.08.15 04:06:00 -
[4] - Quote
TheGoebel wrote:So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen. The only thing I would change about the reactive plates is increase the HP regen to 1/2/3 HP/s at standard/advanced/prototype. It'd make them worth the fitting cost. |
Cosgar
ParagonX
4501
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Posted - 2013.08.21 21:18:00 -
[5] - Quote
BL4CKST4R wrote:I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults. Once they work out the tagging system, armor tanking can be more personalized for armor tanking suits. Even if Amarr get a plate efficacy bonus and Gallente get a movement penalty reduction, they'll be better at armor tanking than shield tankers looking for an extra buffer. |
Cosgar
ParagonX
4550
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Posted - 2013.08.24 11:12:00 -
[6] - Quote
Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives. |
Cosgar
ParagonX
4567
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Posted - 2013.08.24 23:13:00 -
[7] - Quote
BL4CKST4R wrote:Cosgar wrote:Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives. Defending objectives or defending something is the only thing armor is good for, to be honest. The only time an armor suit can Excel at frontline combat is with a logistics suit wrapped around their thumb. It's kind of the nature of the beast. I've seen people have success with full repper gank fittings for that hit and run playstyle, but at the cost of a large buffer. Armor will never emulate shields and I don't think it has to as long as it can be better than shields in certain aspects. |
Cosgar
ParagonX
4824
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Posted - 2013.09.06 15:45:00 -
[8] - Quote
Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds. |
Cosgar
ParagonX
4832
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Posted - 2013.09.06 16:20:00 -
[9] - Quote
Beren Hurin wrote:Cosgar wrote:Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds. Disagree. I see WAY TOO MUCH fighting in AR range. That is the gun that WILL level you in no time flat. At about 65m the AR gets about 30% efficiency while the ASR/SR/Laser/MD and TAC AR all can hit really hard still. We shouldn't be arguing that your tank should be able to last so long for such and such a time. The longer a tank can last, the mmore irrelevant weapon damage profiles become, unless we want more weapons that do 30% damage to one or the other tank types. When you can take away 350 shield with one burst shot of your SR at 65m, and then follow up with a few more rounds you are engaging a strategy of tanking (kiting/tactical sniping) that isn't currently existing. People need to spread out. Don't forget that shield tanks were good, not because of how long they could survive, but because how quickly they could reengage after the fight. It was regen that mattered. Now we are all getting out of the bad strafing habit. If you are engaging in open terrain, then that is a huge risk. If you are engaging around or near cover, you have a better chance at surviving. Also, if you can engage and have an escape route that is not in the enemies LOS you have a better chance of getting away, especially if you are outside the detection zone of 10m-15m for most suits. I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect. |
Cosgar
ParagonX
4834
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Posted - 2013.09.06 16:49:00 -
[10] - Quote
Beren Hurin wrote:Cosgar wrote: I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect.
Yeah I already posted on the manus peak map. I agree that map more than any has very little cover. But you get my point that TTK is directly proportional to weapon efficiency? When people are fighting against a really high DPS weapon inside its optimals they shouldn't expect the TTK to be very long right? And if you can strafe the fire of the highest RoF/highes DPS weapon then how do you balance weapons that are low RoF and medium DPS? If strafing is THAT effective against that kind of weapon, using any other weapon type becomes pointless, you see? If RoF is REQUIRED in order to land a significant fraction of your weapon's damage then either they would HAVE to buff the lower RoF weapons to hit even harder, or do something to negate the effectiveness of strafing as a counter. If for example there was a type of locus grenade (that I have suggested) that slows the enemy down, that could be helpful for combating it. But the most damaging aspect of strafing is its ability to negate incoming damage, especially against low RoF weapons. You can't say that there is a skill equivalent between the AR and the TAC-AR when it comes to landing shots. There is a huge advantage to that high RoF inside the optimals. And that advantage to defend yourself through evasion is completely gone. 1.3 was near perfect when it came to gunplay with the exception of hit detection and aiming issues. Speed tanking was a thing and scouts had some degree of survivability after their only advantage (speed) was taken from them. Which is easier to fix? TTK and mobility to promote tanking diversity or maps? |
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