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Cat Merc
BetaMax. CRONOS.
2141
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Posted - 2013.07.09 17:19:00 -
[61] - Quote
BL4CKST4R wrote:
Typical CCP hating the Gallente.
There should be plates exclusive to Gallente that don't reduce your speed but still give you the same HP. jk |
Mobius Wyvern
BetaMax. CRONOS.
2279
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Posted - 2013.07.09 17:20:00 -
[62] - Quote
Son-Of A-Gun wrote:Sir Arthur C. Clarke is my hero. ftfy All about Asimov, Clarke, and Heinlein man. Gotta give it up for the Big Three.
Cat Merc wrote:BL4CKST4R wrote: Typical CCP hating the Gallente.
There should be plates exclusive to Gallente that don't reduce your speed but still give you the same HP. jk Honestly, that's what I see reactive plates as, but they need some work to actually be viable for that role. |
BL4CKST4R
WarRavens League of Infamy
509
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Posted - 2013.07.09 17:30:00 -
[63] - Quote
Mobius Wyvern wrote: Honestly, that's what I see reactive plates as, but they need some work to actually be viable for that role.
Thats what I saw reactives as also but they use way to much CPU/PG to be useful and the HP they offer is to low. They should offer the same HP as shield extenders , 1/2/3 repair rates, 0/1/2 movement penalties, and CPU/PG costs between enhanced and complex armor plates and repairers or a racial bonus for Gallente and Amarr to lower CPU/PG costs of plates by 35%.
This would in turn, make the Gallente have the same survivability and combat efficiency as the Caldari, except we are armor tanking so we are still susceptible to be one shotted by explosives, our HP regenerates faster in the short run, but in the long run the Caldari get more HP regenerated, and with a 2% movement penalty we actually suffer a overall 6% penalty for 4 plates.
It would also make the Amarr amazing dual tanks and not crappy shield tanks. |
BL4CKST4R
WarRavens League of Infamy
509
|
Posted - 2013.07.09 17:34:00 -
[64] - Quote
Look at the most recent dev post, I wish we got that type of dev post when it comes to infantry balance. |
Mobius Wyvern
BetaMax. CRONOS.
2280
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Posted - 2013.07.09 17:43:00 -
[65] - Quote
BL4CKST4R wrote:Look at the most recent dev post, I wish we got that type of dev post when it comes to infantry balance. That's exactly what I was thinking.
As far as the Reactive Plates, you'll see in the balance suggestion thread that Cat Merc and I put together that he suggests doubling the HP of Reactive Plates.
That would mean you would get 90 hp per plate at the Proto level, 25 less than the Proto standard plates, but you get the repair function in exchange.
If I recall correctly, and I may be wrong on the number, Reactive Plates rep 2 hp/s at the Proto level.
That would mean that with no other changes made, a Gallente Assault suit with 4 Reactive Plates would have 360 hp, and rep that hp at 8 hp/s.
Aaaaaaand now we're off-topic.
On the original topic, I think that giving the AR-type weapons similar absolute ranges but differing amounts of damage falloff over range would probably work best to differentiate them, but still make them all viable such that you aren't forced to spec into other races to be competitive.
So, for instance, the Gallente AR-type weapons would have the lowest damage output at Absolute range, but the highest damage up close, and a more dramatic drop-off to damage output as you get further from your target. |
BL4CKST4R
WarRavens League of Infamy
509
|
Posted - 2013.07.09 17:47:00 -
[66] - Quote
Mobius Wyvern wrote:BL4CKST4R wrote:Look at the most recent dev post, I wish we got that type of dev post when it comes to infantry balance. That's exactly what I was thinking. As far as the Reactive Plates, you'll see in the balance suggestion thread that Cat Merc and I put together that he suggests doubling the HP of Reactive Plates. That would mean you would get 90 hp per plate at the Proto level, 25 less than the Proto standard plates, but you get the repair function in exchange. If I recall correctly, and I may be wrong on the number, Reactive Plates rep 2 hp/s at the Proto level. That would mean that with no other changes made, a Gallente Assault suit with 4 Reactive Plates would have 360 hp, and rep that hp at 8 hp/s. Aaaaaaand now we're off-topic. On the original topic, I think that giving the AR-type weapons similar absolute ranges but differing amounts of damage falloff over range would probably work best to differentiate them, but still make them all viable such that you aren't forced to spec into other races to be competitive. So, for instance, the Gallente AR-type weapons would have the lowest damage output at Absolute range, but the highest damage up close, and a more dramatic drop-off to damage output as you get further from your target.
I think once all the weapons are released they will fall into place, but all the weapons need a slight damage buff and some balancing nerfs/buffs with ranges. Also strafing speeds while ADS need to be toned down because it really defeats the purpose of some weapons.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
125
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Posted - 2013.07.09 17:47:00 -
[67] - Quote
BL4CKST4R wrote:Look at the most recent dev post, I wish we got that type of dev post when it comes to infantry balance.
Ah how awesome it would be to see a dev blog, like the one from true grit we just got, about weapon and gear balance/imbalance. |
Mobius Wyvern
BetaMax. CRONOS.
2287
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Posted - 2013.07.09 18:16:00 -
[68] - Quote
BL4CKST4R wrote:Mobius Wyvern wrote:BL4CKST4R wrote:Look at the most recent dev post, I wish we got that type of dev post when it comes to infantry balance. That's exactly what I was thinking. As far as the Reactive Plates, you'll see in the balance suggestion thread that Cat Merc and I put together that he suggests doubling the HP of Reactive Plates. That would mean you would get 90 hp per plate at the Proto level, 25 less than the Proto standard plates, but you get the repair function in exchange. If I recall correctly, and I may be wrong on the number, Reactive Plates rep 2 hp/s at the Proto level. That would mean that with no other changes made, a Gallente Assault suit with 4 Reactive Plates would have 360 hp, and rep that hp at 8 hp/s. Aaaaaaand now we're off-topic. On the original topic, I think that giving the AR-type weapons similar absolute ranges but differing amounts of damage falloff over range would probably work best to differentiate them, but still make them all viable such that you aren't forced to spec into other races to be competitive. So, for instance, the Gallente AR-type weapons would have the lowest damage output at Absolute range, but the highest damage up close, and a more dramatic drop-off to damage output as you get further from your target. I think once all the weapons are released they will fall into place, but all the weapons need a slight damage buff and some balancing nerfs/buffs with ranges. Also strafing speeds while ADS need to be toned down because it really defeats the purpose of some weapons. I think what we really need is an increased to dispersion build-rate while in ADS using a fully-automatic weapon. Right now, you can nearly empty your magazine before the dispersion starts to kick in.
I think you should really start having to think about letting go of the trigger for a second by the time you get to the 15th round at the very least. |
BL4CKST4R
WarRavens League of Infamy
522
|
Posted - 2013.07.09 18:18:00 -
[69] - Quote
Mobius Wyvern wrote:BL4CKST4R wrote:Mobius Wyvern wrote:BL4CKST4R wrote:Look at the most recent dev post, I wish we got that type of dev post when it comes to infantry balance. That's exactly what I was thinking. As far as the Reactive Plates, you'll see in the balance suggestion thread that Cat Merc and I put together that he suggests doubling the HP of Reactive Plates. That would mean you would get 90 hp per plate at the Proto level, 25 less than the Proto standard plates, but you get the repair function in exchange. If I recall correctly, and I may be wrong on the number, Reactive Plates rep 2 hp/s at the Proto level. That would mean that with no other changes made, a Gallente Assault suit with 4 Reactive Plates would have 360 hp, and rep that hp at 8 hp/s. Aaaaaaand now we're off-topic. On the original topic, I think that giving the AR-type weapons similar absolute ranges but differing amounts of damage falloff over range would probably work best to differentiate them, but still make them all viable such that you aren't forced to spec into other races to be competitive. So, for instance, the Gallente AR-type weapons would have the lowest damage output at Absolute range, but the highest damage up close, and a more dramatic drop-off to damage output as you get further from your target. I think once all the weapons are released they will fall into place, but all the weapons need a slight damage buff and some balancing nerfs/buffs with ranges. Also strafing speeds while ADS need to be toned down because it really defeats the purpose of some weapons. I think what we really need is an increased to dispersion build-rate while in ADS using a fully-automatic weapon. Right now, you can nearly empty your magazine before the dispersion starts to kick in. I think you should really start having to think about letting go of the trigger for a second by the time you get to the 15th round at the very least.
That would make strafe fights last longer :(
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Mobius Wyvern
BetaMax. CRONOS.
2292
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Posted - 2013.07.09 19:14:00 -
[70] - Quote
BL4CKST4R wrote: That would make strafe fights last longer :(
They don't really last that long right now compared to some other shooters I've played, so I don't see that being that much of an issue.
Besides, the value resets the moment you let go of the trigger. It wouldn't be too much of a nerf or anything. |
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Soldiersaint
Reaper Galactic
76
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Posted - 2013.07.09 19:15:00 -
[71] - Quote
Cat Merc wrote:ZDub 303 wrote:I honestly wouldn't expect remnant to balance anything until combat and rail rifle are out.
At which point I suspect we'll see a whirlwind of changes occuring.
And then he'll release more racial variants, and then more FOTM, rebalancing, etc.
I don't envy his job lol. Make everything OP. If everything is OP, it's all balanced. This^^^^^^^^^^^ |
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