View Full Version : GU08 General Feedback thread
Mordelicius
2013-05-14, 04:19 AM
Some GU08 feedback:
Harasser - Adds depth to the combat (adds a fast paced component). But it needs some balance tweaks:
- It's far too effective against deployed Sunderer given that it can access Fury and Halberd. Sunderers need to be more have more resistance againsts these highly maneuverable units. And/Or give the Sunderer access to the Halberd. I know the Halberd will likely not fit on top but they can make them look smaller.
With the increased survivability of tanks as well, Sunderers have been all too common a fodder to tanks rushing in and blasting the Sundy and hapless engineers, but also to marauding Harassers zipping back and forth.
- Lastly, the harassers are far too cheap for what it does. The price has to go up by 100 resource. Right now, it's far too accessible and spammable. I'd suggest they should go up by 200 resource points but since they are now vulnerable to small arms, 100 is enough. With an engineer passenger, these things are even more survivable. They are already tough to hit with an AV Phalanx turret with a high vantage point. But as it is, they just run circle on everything else on the ground.
Fracture - The Fracture easily makes the TR Max the strongest. They now have all range, spammable, high dps, all purpose weapon. There's got to be a limit to this.
Shotgun - They aren't as spammed as before the bug fix but it's because players are testing out all other weapons first that's been rebalanced. It will take a while before players get a handle on which weapons is right for them. Until then, I'm reserving my judgement on the shotguns.
C4 nerf vs Sundy - This helps alot in prolonging a battle. So gone are the tank mine and solo c4 suicides. An engineer can actually save a Sunderer from two C4s with immediate repairing. Those who failed to blow sunderers repeatedly as solo, now know to bring more allies for the task.
Server Lag/Delay - The repair lag is back. Repairing say a turret to 50% HP + 1 tick (until overheat) with a level 6 utility will rewind it back to just 4 ticks (about 20% HP). Also, ammo pickups are disabled as well when there are a lot of players in one area.
In addition oftentimes the map status is not updating in other areas. At least there's a very long lag in updating. Eventually it will unlock/unfreeze but you'll be in the dark on the map status until then.
They all eventually return to normal but this is not good since every large fight is detroyed with ability to heal/repair is significantly reduced, in addition to ammo not getting picked up.
Nightstriker Helmet - Helmet looks great except the deep indentation on the cheeks make it look like it's impossible to have a full-sized head inside the helmet (when looking in straight into the face). On side or isometric view, the indentations aren't obvious hence it looks normal
Hence, that's the reason why the helmet feels disproportionate to the body.
Gauss Saw switch time - There's no reason to not use the advanced foregrip because the base Saw has a nearly the equivalent weapon switch animation. I don't even feel the difference. Hence, the forgrip is a straight up upgrade not a sidegrade.
If SOE really wants the NC to switch from the starter Saw (which is what I think is all about), they have to release another 200 damage weapon sidegrade. Otherwise, it's the only unique (high damage) LMG weapon we really have and many NC such as myself will stick with it.
Gatekeeper
2013-05-14, 04:35 AM
Harassers do feel a bit strong ATM, they're fun and interesting - but maybe a little too good.
The issue that annoys me most with them is being run down all the time - both by friendlies and by enemies. Give how fast they move and their broad profile, it's very hard to avoid being hit by them - I'd like to see their impact damage nerfed a bit. It's especially crazy that they OHK MAXs.
Personally I'd be in favour of reducing vehicle collision damage across the board - I don't mind a OHK on infantry from a tank or sundy, but MAXs and Flashes should just be damaged, not immediately destroyed. And Flashes and Harassers should badly hurt infantry on a collision, but not immediately kill them.
"marauding harrasers zipping back and forth"
The harraser is doing exactly what its supposed to do, and is perfect at it.
It is massively highlighting the failures the players have made over the past few months and bad practice gameplay. Its not a suprise that a team orientated vehicle with a dedicated driver is performing well on the battlefield.
Theres nothing wrong with sunderers.
A 1/12 moving sunderer is undermanned and should expect to perform sub par.
A 0/12 deployed sunderer is undermanned and should expect to perform sub par.
a 1/2 MBT is undermanned and should expect to perform sub par.
Any sunderer out in the open without any cover is also taking a big risk.
On the flip side, a fully manned sunderer is actualy a battle bus and performs well versuse a harraser.
On a sunderer twin bassaliks or combinations of basaliks/bulldogs and furys all chew sunderers a new one, and sunderers have more armour.
It takes a standard twin bassalisk sunderer 5 seconds to kill a standard harraser.
It takes a standard twin bassalisk sunderer 7 seconds to kill a max composite harraser.
It takes 16 seconds for a standard halberd to kill a standard sunderer.
I understand that this doesnt take into acount the rumble seat, but when the softie/max in the back has such a restricted view and is also very easy to kill I find the seat to be more of a taxi role rather than a dps boost.
On MBTs all the ES specific AV weapons do massive damage, the main cannons do massive damage, the Halbered does massive damage and they have more armour that the harraser.
Even if your struggling to hit with the main guns due to being slow and having crappy manouverabiltiy, you have the option of adding a halberd and equalizing the max dps of the harraser guns. If you driving round without an AV top gun, then you need to pick your targets better or get friends in a another tank with different guns.
AnamNantom
2013-05-14, 07:42 AM
Leave harassers alone. Learn to adapt.
Shamrock
2013-05-14, 08:04 AM
Harasser's are fine as they are and promote teamwork.
Shogun
2013-05-14, 08:24 AM
harassers are great as they are, but i agree on the roadkill issue.
make harassers also lose hitpoints when they try to run over a max or flash, or reduce the damage they do with runovers.
Emperor Newt
2013-05-14, 10:47 AM
Harassers are great but I think they are too cheap for the power they bring to the field and also something should be done about their collision damage/behavior. Especially versus MAX units and they also should not be able to push Lightnings around.
I understand that this doesnt take into acount the rumble seat,
It also doesnt take into account stuff like manuverability, speed and target size. The whole TTK "argument" is pretty much moot. As always when it's not about a pure weapon statistics comparison.
Harassers are great but I think they are too cheap for the power they bring to the field and also something should be done about their collision damage/behavior. Especially versus MAX units and they also should not be able to push Lightnings around.
It also doesnt take into account stuff like manuverability, speed and target size. The whole TTK "argument" is pretty much moot. As always when it's not about a pure weapon statistics comparison.
Dude i mentioned speed, manauverability and different armour values in my post.
My points still stand, even if you chose to fixate on half a sentance.
Noone should be driving around in a sunderer that doesnt have 2 gunners and/or has an escort. You know when you pull it that its going to be a slow lumbering beast. With even just the default guns manned you have enough leway to miss a third of your shots and still win 1V1.
The harraser hitbox is longer than the lightning, wider than the lighnting and 3 times as tall, theres plenty to shoot at and if its attempting to shoot you it will be pretty close.
As for the collision behavior, ive not seen this. Everytime I hit something bigger than a flash in my harrasser Im either instagibbed by the impact or killed by the next shot.
You also need to be carefull adjusting the softie/max collision behavior. Or you end up making the harraser a XP famr similar to how tanks used to be.
Run over heavy->heavy doesnt die->Heavy warps through tank->Heavy easily puts rocket into rear.
ringring
2013-05-14, 03:00 PM
Comments from my outfit are ... Harrassers are great but they're too good, use 'em before they get nerfed.
phungus
2013-05-14, 03:35 PM
Harrassers have a little too much health. Tank rounds especially should be more effective against them.
Roderick
2013-05-14, 03:41 PM
Agreed that a Sunderer driver should have two gunners and/or an escort to combat the enemy using a Harasser or any vehicle in general.
A deployed Sunderer is just that....deployed, immobile, and anchored. Want it kept alive? Guard it better! Not nerf a new vehicle to the block because it can take it out better than the stock vehicles. Get friendly Harasser drivers to guard against enemy Harassers or tanks on tanks, etc.
Last night I had a Sunderer out and deployed with two gunners at a base for well over an hour auto repairing vehicles and in AMS mode. The reason it stayed alive was because fellow players repaired it when it took damage and friendly tanks shot and destroyed anything that got close to it.
My point is, this is a teamwork game offensively and defensively. Not everything needs a nerf bat because of lack of adaptation by an individual player or players for that matter.
The Harasser is an awesome teamwork vehicle when occupied by a good crew. It does not need a nerf. The opponent needs to adapt and just get better at defending against one.
Greenthy
2013-05-14, 03:59 PM
Some GU08 feedback:
Fracture - The Fracture easily makes the TR Max the strongest. They now have all range, spammable, high dps, all purpose weapon. There's got to be a limit to this.
The fracture just feels like a certain VS max weapon, I don't see the problem: they're what the pounder should've been.
For AI or AA you're still better with the dedicated weapons.
Whiteagle
2013-05-14, 10:47 PM
Agreed that a Sunderer driver should have two gunners and/or an escort to combat the enemy using a Harasser or any vehicle in general.
A deployed Sunderer is just that....deployed, immobile, and anchored. Want it kept alive? Guard it better! Not nerf a new vehicle to the block because it can take it out better than the stock vehicles. Get friendly Harasser drivers to guard against enemy Harassers or tanks on tanks, etc.
Last night I had a Sunderer out and deployed with two gunners at a base for well over an hour auto repairing vehicles and in AMS mode. The reason it stayed alive was because fellow players repaired it when it took damage and friendly tanks shot and destroyed anything that got close to it.
My point is, this is a teamwork game offensively and defensively. Not everything needs a nerf bat because of lack of adaptation by an individual player or players for that matter.
The Harasser is an awesome teamwork vehicle when occupied by a good crew. It does not need a nerf. The opponent needs to adapt and just get better at defending against one.
Indeed, if you are driving a Tank protect your Sunderer's and Squishies.
If you are rolling around in a Harrasser, give somebody a ride to the next base while you run the enemy over.
Mordelicius
2013-05-15, 01:31 AM
"marauding harrasers zipping back and forth"
The harraser is doing exactly what its supposed to do, and is perfect at it. That's a strawman argument :). My chief complaint against the Harassers remain the same (read my first post):
1) Too effective against deployed Sunderer - Harassers have access to Fury and Halberd, and now ES weapons. A highly mobile vehicle that has high dps against a sitting duck truck that has a very vulnerable engineer repairing it from outside.
The Sunderer's weapon arsenal is obsolete. It was balanced before alot of things came out. Sundy DPS/Survivability is:
- Pre Empire Specific rocket launchers
- Pre AV engineer turret
- Pre MBT offensive buff
- Pre MBT defensive buff
- Pre AV Max buff
- Pre Harasser launch
Yes, they've balanced it recently vs mines and C4 but they need to the same things vs tanks and Harassers.
Sunderer needs: one or a combination of the following
- Higher resistance against Harasser weapons.
- 4th or even 5th seat passenger can repair from the inside.
- access to Halberd or even ES weapons.
2) For all that it does, it's incredibly cheap. They need to tack in +100 resource points to the cost. The only reason why players still use tanks is because most players haven't certed the harasser yet, and in particular the Fury/Halberd/ES weapons.
harassers are great as they are, but i agree on the roadkill issue.
make harassers also lose hitpoints when they try to run over a max or flash, or reduce the damage they do with runovers.
I do have to agree with ya hear, I mean its like a car hitting a deer, the harraser takes no damage when running over a max, I think they should take a some damage.
But over all I think the harrasser is doing exactly what its designed for, fast moving and hard to hit. I usually go max, engi and medic in my harasser, with a halbert on top. As of right now its the only quick assault ground vehicle in the game, and like I said in another thread, a wolf pack of these will make quick dinner of a convoy of tanks, and lightnings.
LoliLoveFart
2013-05-15, 09:16 AM
Harassers are great, flexible and unforgiving if not dealt with quickly. Not sure if its intended but I feel it is far too easy for one to get indoors and having a fury harasser sit on a point is rather frustrating, in the same breath if you know it is there they are really easy to deal with. All in all a great addition to the game.
Cosmetics, they are cosmetics.
Fractures are a bit crazy Ravens less so as they are a bit harder to slaughter infantry with. Vortexs are terrible at killing infantry, they will shred a max and any vehicle in the game. So out of the three new "AV" max weapons I will throw myself under the bus and say the vortex is the best of the 3 at doing its intended job.
For those who said the Vortex was Shit... - YouTube
The UI changes are brilliant and I thank who ever raised their hand and got them put in.
The update has been overly good wobbly vehicles and other bugs aside.
Whiteagle
2013-05-15, 11:09 AM
1) Too effective against deployed Sunderer - Harassers have access to Fury and Halberd, and now ES weapons. A highly mobile vehicle that has high dps against a sitting duck truck that has a very vulnerable engineer repairing it from outside.
Well it IS a sitting target man...
Thing is you need to park your Sunderers in easy to protect locations, not just plunking them down out in the open where any AV can take a potshot.
2) For all that it does, it's incredibly cheap. They need to tack in +100 resource points to the cost. The only reason why players still use tanks is because most players haven't certed the harasser yet, and in particular the Fury/Halberd/ES weapons.
...It already cost 200 Mechanized, that's as much as a Lightning!
Hell, Main Battle Tanks only cost 250!
If anything you should be arguing for a decrease in the price of Sunderers, since I've always felt that 400 price tag is a bit too steep to begin with...
Harassers are great, flexible and unforgiving if not dealt with quickly. Not sure if its intended but I feel it is far too easy for one to get indoors and having a fury harasser sit on a point is rather frustrating, in the same breath if you know it is there they are really easy to deal with. All in all a great addition to the game.
Well honestly that's one of the roles the Harrasser fills that the Dev probably weren't even thinking about; an Infantry Fighting Vehicle that is nimble enough to actually support Infantry.
But yeah, the fact that they take damage from all sources helps soften their impact.
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