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DJINN Mr Lipton
Hellstorm Inc League of Infamy
2
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Posted - 2013.07.12 03:10:00 -
[1] - Quote
To begin, I am not a tanker, nor have I ever been. Why were tanks even nerfed for uprising? They were fine in Chromosome. Tanks were extremely powerful in the build after the E3 (Precursor maybe?) but after that they seemed to be very balanced, the only time that they were "indestructible" to infantry was while they were red line rail sniping, and nothing has changed there. The changes only really effect the tanks that were playing their roles as intended (on the ground, raising hell).
One of my favorite things in this game used to be epic battles against tanks, and it makes me sad inside that these don't happen anymore. Tanks are squishy, anyone who says otherwise is wrong. I think that tanks need to be restored to what they were before uprising. Sure, some tanks could go 30-50/0 in a pub match, but this wasn't the case for every tanker. These were tankers who were very good at what they did, and had infantry support or, as I rarely witnessed, they were spider tanking. The best infantry players in the game do this still, I see it almost everyday. Aspects of this game should not be nerfed based on the fact that some people know what they are doing with them. Most tanks that I saw in Chromosome still got their mud pushed in shortly after being called in. Tanks in Chromosome did not incite the majority of the player base to spec heavily into AV as LAVs have done in Uprising. Does anyone else see something wrong here?
What was the point in buffing LAVs, there was nothing wrong with them before. So what your free LAV got OHK by a packed AV grenade, you should not have been trying to play this game by mowing people down in a militia vehicle, they are for cheap transport. A good saga in Chromosome good take grenades and forge gun rounds and survive to get you where you were going. The only thing was that if you called one out in that build you had to either take a loss on it, or stay with the thing until the end of the game. So most people didn't bother wasting the isk (mine cost 100k+) so more often than not all I saw (or drove) were the death trap starter LAVs, but now we can recall those expensive vehicles that are only needed momentarily. I think that LAVs need to be returned to where they were before uprising. LLAVs were very powerful in Chromosome also, they were just much more SP intensive and so they were rarely seen. If built properly they could tank 3 proto FG shots then, now I most LLAVs can take 4 direct hits with a proto FG and drive off into the sunset to heal up for round 2, most tanks wont even take 4 shots as they are now. This is completely backwards.
In my opinion ground vehicles should be returned to what they were in Chromosome, when it was much more balanced. It was a poor choice if the reason Vehicles were "balanced" in uprising was for the things to come (racial variants, proto tanks, and so forth) if we don't even have them. Who knows I could be wrong, maybe I missed something super OP about tanks in the previous build, but I doubt it. I want there to be tanks about that can make it on the field long enough to turn a LLAVs sunny day gray. I want to stop hoping for every map to be CQC, so I don't have to run forge the entire match so that my team won't get completely decimated by f***ing cars. Whats wrong with that? I am not a developer and do not know how any of this crap works beyond what I experience myself, but that is my opinion of what could be done.
TL;DR s**t was better before, cud be agin
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DJINN Mr Lipton
Hellstorm Inc League of Infamy
3
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Posted - 2013.07.12 20:01:00 -
[2] - Quote
Takahiro Kashuken wrote:LAVs changed because they took the skill which gave vehicle 5% armor/shield per lvl away from vehicle users and instead added it as a hp buff to all vehicles so now ppl not skilled into vehicles have got a hp buff while vehicle specialists have effectively got a nerf because we have less to skill into to make us different from the tryhard faggots when in the same vehicle
The skill(s) you mention were the same ones that effected drop suit shield and armor pre uprising, right? If the only buff that the LAVs recieved was an extra 25% to shield and armor in lieu of the passive bonus from the skills, then maybe we could see a slight reduction of the buff to maybe 15% extra hp from chromosome. Then possibly change the passive resists of the LLAV to a passive regen for both the armor and shield variant, so that they cannot rule the map as an attack (using attack loosely) vehicle as they were clearly not intended to be able to do.
If 25% hp was added to LAVs to make up for the loss of the skill then that 25% should be added to all vehicles across the board, as they were also effected by this change. |
DJINN Mr Lipton
Hellstorm Inc League of Infamy
4
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Posted - 2013.07.12 20:51:00 -
[3] - Quote
Takahiro Kashuken wrote:DJINN Mr Lipton wrote:Takahiro Kashuken wrote:LAVs changed because they took the skill which gave vehicle 5% armor/shield per lvl away from vehicle users and instead added it as a hp buff to all vehicles so now ppl not skilled into vehicles have got a hp buff while vehicle specialists have effectively got a nerf because we have less to skill into to make us different from the tryhard faggots when in the same vehicle The skill(s) you mention were the same ones that effected drop suit shield and armor pre uprising, right? If the only buff that the LAVs recieved was an extra 25% to shield and armor in lieu of the passive bonus from the skills, then maybe we could see a slight reduction of the buff to maybe 15% extra hp from chromosome. Then possibly change the passive resists of the LLAV to a passive regen for both the armor and shield variant, so that they cannot rule the map as an attack (using attack loosely) vehicle as they were clearly not intended to be able to do. If 25% hp was added to LAVs to make up for the loss of the skill then that 25% should be added to all vehicles across the board, as they were also effected by this change. No The right thing to do is take the 25% off all vehicles and give the skills back to the vehicle tree so we can skill up for it Why should johnny tryhard get a 25% buff to a free vehicle? As for LLAV resists are prob for it to be able to take a beating while it spider tanks, problem it gets no WP for doing anything and recharge is too slow in general but it would be 'fair' since logi dropsuits get passive regen also but it does need some resists due to proto AV
All I meant was that if they do nothing else add it to the other vehicles, making separate skills for vehicle shields and armor would be a much better option, I agree with you there.
Maybe don't mess with the LLAV resists, but make them much more SP intensive to get into, and then increase the cost of them as they are so durable.
As far as you saying that the vehicle armor and shield skills being what differentiated a skilled vehicle operator from "johnny tryhard" in previous builds, I could be wrong but weren't those the same skills that affected dropsuit HP as well? So wouldn't most of the player pool have been skilling into those skills at that time as well? |
DJINN Mr Lipton
Hellstorm Inc League of Infamy
5
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Posted - 2013.07.13 02:31:00 -
[4] - Quote
gbghg wrote:No, what we really need above all else is the vehicle engineering skill changed back to providing a PG bonus, that 25% extra PG will do two things. The first is remove the need for PG mods on every fit, the second is that it will allow so much more variance with fits, as it is it's impossible to make any kind of decent fit without having to fill out slots with PG modules and even then your severly restricted. I remember backin chromosome Bojo the Mighty had an LAV fit called "the attack methana", that thing was beast, quite literally one of the most dangerous things on the battlefield back in the days when LAV's were perceived as free kills, the thing could eat a railgun shot and keep going, I remember one time me and bojo spent an entire skirmish in the thing, I earned 800wp (as the gunner) and bojo earnt 600 (as the driver), it was quite frankly the beat LAV fit I have ever used, I een helped bojo test out a new variant and the thing cost less than 200k, the very first thing me an bojo tried to do come uprising was to recreate it.
It was impossible, the frankly ridiculous new bonus meant that the fit was over the PG limit by a ridiculous margin. I'm not saying that LAV's shouldn't see that health buff reduced but we seriously need the old PG skill back if we tanks and other vehicles to improve without any other balance changes.
Absolutely, that is what I am asking for to have vehicles where they were in chromosome, except the drop ships which need even more love. The skills for PG, electronics, shields, and armor need to be equivalent to that of drop suit upgrades like in chromosome just as separate skills. As I stated previously I am not a tanker but I think that their base stats were also reduced if I remember correctly. If vehicles were balanced properly AV weapons wouldn't be considered so over powered by players who use vehicles as their main role (well at least the forge gun, there have always been complaints about swarms and AV nades)
The only people really calling for buffs are the players using tanks and dropships, I thought it would help to have the perspective of a player who greatly enjoys destroying them. Precursors godly missile tanks made this an obsession in game for me. Squad mates who weren't around for that never understand why myself and like minded players will drop what we are doing to battle the tankers of old. I feel bad sometimes for blowing up these million + isk tanks with one clip from a FG, it has become incredibly one sided where it used to be a s**t load of fun to battle beastly tankers. I know I am not alone in this. |
DJINN Mr Lipton
Hellstorm Inc League of Infamy
5
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Posted - 2013.07.13 06:08:00 -
[5] - Quote
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