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  1. #61
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    I think the Cannonfire changes were needed. Previously it was nearly impossible for a mech to use the ramps without instantly dying. In their current state, cannons are strong against mechs and (non-healer) players, but not overpowered.

    The fact that a single healer can tank two cannons working in tandem without breaking a sweat, is an issue with healers being overpowered, not with cannons being underpowered. Healers need a major nerf, and this is just another sign of it.

    I also think that 3000-tonze Missile needs a range reduction. Now that Steam Cannons can't instantly kill Oppressors, it's an unfair advantage for Oppressors to be able to hide behind the north fence, firing their Missiles, while Steam Cannons are powerless to stop them.
    (0)
    Last edited by Beckett; 12-14-2017 at 06:26 AM.

  2. #62
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Arazehl View Post
    I just can't believe all the healer classes now. Seems the alliances are 65% healers, and the side that wins is the one with the most healers at the start of the match. Far more healers now than before the patch.

    I know I won't be doing anymore Rival Wings until they fix healer class being so OP and it can die just like the others. Again SE needs to get on a play these matches with other players more often and not just run a few test runs through, then call it good.
    Go DPS and burn their mechs. That's what I did last night and against more healers than we had. Play against the mech, not the player.

    Quote Originally Posted by Beckett View Post
    The fact that a single healer can tank two cannons working in tandem without breaking a sweat, is an issue with healers being overpowered, not with cannons being underpowered. Healers need a major nerf, and this is just another sign of it.
    Why is this an issue? A healer isn't going to burn your core, heal the mech or anything much substantial if they are within cannon range. People are commonly playing the PC not the mechs and that is a bigger issue. Mechs are going to do more damage to fellow PC's, towers, core, etc. So why aren't you focusing on them.
    (2)
    Last edited by Wintersandman; 12-14-2017 at 06:38 AM.

  3. #63
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Beckett View Post
    I think the Cannonfire changes were needed. Previously it was nearly impossible for a mech to use the ramps without instantly dying. In their current state, cannons are strong against mechs and (non-healer) players, but not overpowered.

    The fact that a single healer can tank two cannons working in tandem without breaking a sweat, is an issue with healers being overpowered, not with cannons being underpowered. Healers need a major nerf, and this is just another sign of it.

    I also think that 3000-tonze Missile needs a range reduction. Now that Steam Cannons can't instantly kill Oppressors, it's an unfair advantage for Oppressors to be able to hide behind the north fence, firing their Missiles, while Steam Cannons are powerless to stop them.
    Many times I led a mech right up the south ramp due to the south cannon's failure to watch for me.

    And no, the cannons did their job just fine before, even against healers. They don't now, which only worsens the issues with healers currently.

    And as for the north blind spot, the cannon's couldn't reach there before anyways. If the opponent was able to get an Oppressor that close uncontested, that's a failing of your team to actively try to prevent it from getting that far, which isn't hard to do.
    (1)

  4. #64
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by ThirdChild_ZKI View Post
    And as for the north blind spot, the cannon's couldn't reach there before anyways.
    There was arguably a reason for the north blind spot, when the Steam Cannons could take out your mechs in a second. With no way to safely attack when in cannon range, Oppressors needed a safe spot they could fire from. Now that Steam Cannons can't take out Opressors nearly as quickly, having the north blind spot is imbalanced. If Oppressors were forced to come within Steam Cannon range to fire off their 300-tonze Missile, they would still easily be able to get off at least one shot before being taken out by the weakened cannons.

    Quote Originally Posted by ThirdChild_ZKI View Post
    If the opponent was able to get an Oppressor that close uncontested, that's a failing of your team to actively try to prevent it from getting that far, which isn't hard to do.
    The cannons are a last line of defense. Honestly, if you're even in a position where your team is using them, it could already be too late. But having your last line of defense be literally incapable of stopping the main enemy offense is a design flaw.
    (0)

  5. #65
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    There would be easy way nerf healers. Remove ability healing mammets.
    (3)

  6. #66
    Player
    Wintersandman's Avatar
    Join Date
    May 2014
    Posts
    1,190
    Character
    Winter Sandman
    World
    Hyperion
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Sunako View Post
    There would be easy way nerf healers. Remove ability healing mammets.
    I could get behind this. Would also burden healer heavy teams since DPS heavy teams could burn down mechs/mammets faster.
    (0)

  7. #67
    Player
    saucyshortcake's Avatar
    Join Date
    Sep 2013
    Posts
    100
    Character
    Kenzeil Zolas
    World
    Behemoth
    Main Class
    Conjurer Lv 30
    Yep. Mammets should not be healable.
    (2)

  8. #68
    Player
    Cluebilly's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    231
    Character
    Roksha Alkdnar
    World
    Famfrit
    Main Class
    Arcanist Lv 60
    Or if they absolutely have to be, make it so healing for them is reduced
    (0)

  9. #69
    Player
    Arazehl's Avatar
    Join Date
    Dec 2015
    Posts
    681
    Character
    Julianna Arrisit
    World
    Jenova
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Sunako View Post
    There would be easy way nerf healers. Remove ability healing mammets.
    I don't think this is the way to fix what is really the problem with healers. It maybe a bit of a problem now, because of the patch and the opposing alliance is mostly healers, but they have too much defense at the tips of their fingers, that they will just adjust yet again regardless if mammets are made no heals and take advantage camping something else.
    (0)

  10. #70
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Actually, considering mammets are the autopilot function of the game mode, I'd be fine with them not being able to heal mammets. I'd rather they fix Soaring on healers first, but remove the ability for healers to just effectively block any objective by being there, and maybe they'll actually have to work with their team to stop incoming threats instead of just restoration tanking whatever they want.

    Quote Originally Posted by Beckett View Post
    The cannons are a last line of defense. Honestly, if you're even in a position where your team is using them, it could already be too late. But having your last line of defense be literally incapable of stopping the main enemy offense is a design flaw.
    The cannons were an effective line of defense. If by some chance I had some random runner going for the core and I could hop on a cannon in time, I could drop him faster that way than if I were to skirmish with them. That goes double if they were a healer. I could take aim and start trying to destroy or fend off an enemy mech if they carelessly entered cannon range, and for all but the blind spot, I could actively defend the core. Couldn't hit everything, but what I hit counted tremendously. Cannons did their job just fine.
    (1)
    Last edited by ThirdChild_ZKI; 12-14-2017 at 01:54 PM.

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