FORUMS


Draggommer

Statistiques



POSTS

Snib, at this point, you really are not adding anything to the discussion, other than the fact that you disagree with me, and are unwilling to compromise. I have already presented several, entirely reasonable ideas that would help balance out the issues you've put forth. The point of this article, is that I am trying to present the devs with ideas on how to fix purge ram without making it underpowered. If there comes a time that you have something more relevant to say than "you're wrong", I would love to hear your opinion, however until that time comes, I am going to politely ask you to stop repeating the same message by wording it differently. The purpose for this is so the community can present various problems they see with the purge ram, and we can come up with a compromise that doesn't break it's viability as a module. You've made some good points already, however I don't really feel like carrying on an argument just for the sake of it if nothing can be accomplished with it's result. You have your opinion, I have mine. Leave it at that.

That'd be a suicide wish for the rammer, and quite honestly the worst thing they could throw on there. As I said, purge ram is a purge nuke that you have to hand deliver. Making it basically give you the full effect you're putting on the enemy would make it relatively worthless. Think realistically. This is a weaponized ram, they wouldn't market it if it's basically just a bomb you set off on yourself. They could argue it if it only effected you slightly, because it installs dampeners in your ship that become active when the ram does, reducing it's effect on you. They got rid of the whole energy drain after hitting someone with a ram nonsense back in alpha, and it's something that would be extremely inadvisable to bring back. We're trying to make it balanced, not remove it's viability as a module entirely. By adding that drain and full disrupt effect on yourself, even the most skilled rammer would die every single time they went in to kill a target, without it being even remotely likely that their target would even be dead by the time they die. Because lets be honest, the moment you hit a ram, everyone's shooting at you. Your health would evaporate before you emptied your first 4 flak rounds. I believe a reduced disrupt effect on it's user would be more than enough to make it balanced, thank you. What you are suggesting would effectively remove it as a viable option in solo play.

Perhaps, but it's still something that is still perfectly counterable. You just have to be paying enough attention. Reread the main post towards the bottom. I've posted possible solutions to both the issues you brought up, that wouldn't require hitting the ram with a nerf bat.

Even then, quite honestly there's a couple things that could be added, to counter purge's effect. For one, the devs could add a module to the tac cruiser that has a pulse to cleanse nearby ships of the purge effects. Make it in the third slot and have the same cooldown as overclock and cloak pulse. However, the tac has to not be in the purge's area, or else this ability is taken away. You could also add an officer briefing in engineering that would once per life, get rid of the affects of purge. These would then synergize on the tac cruiser, and make purge less overpowered. Even in the current build, after someone gets hit with purge, so long as the tac isn't within the purge's radius, They can out heal the damage done by the rammer. If they are, the rammer is going to focus them down, if they know what they're doing. Food for thought.

The biggest issue you're all posting, is that purge in general needs to be removed. However, if that occurred, this would literally just turn into a slug fest against healers and tanks, only playing lighter ships when you're messing around. The purge ram in general, should be like a purge nuke, except you have to hand deliver it. As far as counters go, there are plenty. You just need a competent destroyer pilot with disrupt missiles, or a tac with stasis/purge beam. An arty with disruptor autobeams also counters rams in general. So in no way, is it not easy to counter rams. Most people just don't bother because they have to replace an offensive module for it. People not adapting to counter things is not a reason to nerf it so they don't have to learn. It means that the community has to better educate themselves on what to do, and not play stupid comps like 2 koscheis and 3 dreads, or 4 dreads. You need a destroyer, or an arty cruiser to counter. That or your medic needs to have modules capable of countering. This can easily be accomplished by having multiple loadouts. Sure, we need more loadouts, 7 would be an excellent number in my opinion. But the point is there's just as many ways to counter rams as there are to counter a nuke. They just need to be riskier, because unlike a nuke, the destroyer has to be right in your midst to hit you. Even solo queing, if you have a destroyer set up to counter rams, you can easily do so, even if your team is absolutely worthless. It doesn't mean that a good pilot will never kill you with a ram, but you will still have a fighting chance. So honestly, as long as matchmaking is fixed, you'd still have plenty of ways to counter rams, so long as the people on your team are around the same level as the rammer's team.


Bear#2153 posted (#post-38564)


I would be happy with it the way it is IF stasis pulse actually stopped anyone. Right now a good rammer (like Draggommer) can power through a Stasis pulse no problem at all. If Stasis actually stopped people through all abilities including afterburner, you would see a decline in the purge ram madness.


I thought Stasis was supposed to be the counter to Ram AND Afterburner.



The stasis beam does stop me. So long as I have already activated my ram/thust amp. It drains your energy too if I remember correctly. You're talking about stasis pulse, which is just supposed to slow you down, it's not meant to stop you in your tracks.

Basically, I've heard the news that Purge Ram is going to be hit with an absolute nerf bat, rather than just putting in the slight changes that would make it balanced. Basically, there are two big things that are broken with the ram that need to be fixed. First, the damage on it needs to be reduced. Possibly around 3000 damage for the purge ram would be appropriate. The second big issue for the ram is it's hitbox. Currently, it's broken, and it is one of the biggest things the community is mad about. However beyond those two issues, at the moment, the greatest problem with the ram is matchmaking itself. If the damage and the hitbox was fixed, against players of your own level, then it would be perfectly balanced. The whole point of the Purge ram is to counter medics, and against a double medic comp, a purge ram without an area of effect, will be absolutely worthless. As it is, unless you're very good with a ramcan, it is extremely difficult to kill a double koschei. However by making purge ram affect only one target, you will literally be removing the only reason I'd choose it over plasma ram. I have put over 85 hours into playing destroyer, and you can ask most of the population whether or not I'm good at it. If you got rid of the AOE on purge ram, you would run into the same problem of needing to add it back once matchmaking is fixed, otherwise literally no one will use it. It won't have any saving graces.


Far as matchmaking goes, with the number of high level people we currently have playing the game, then quite honestly, at peak hours, it could easily only place rank 30 or 40 plus together. Sure, after the peak hours, you might have to put lower level players with higher level ones, but there will always be enough high level players, maybe not equally ranked, but at least so both teams have a fighting chance. Having a hard wipe is the same issue. The high level, dedicated players, would just grind back up to level 50, leaving everyone else to try and catch up, while still getting wiped by the high leveled players. Dreadnought would lose a lot of the player base it still has.


Even then, quite honestly there's a couple things that could be added, to counter purge's effect. For one, the devs could add a module to the tac cruiser that has a pulse to cleanse nearby ships of the purge effects. Make it in the third slot and have the same cooldown as overclock and cloak pulse. However, the tac has to not be in the purge's area, or else this ability is taken away. You could also add an officer briefing in engineering that would once per life, get rid of the affects of purge. These would then synergize on the tac cruiser, and make purge less overpowered. Even in the current build, after someone gets hit with purge, so long as the tac isn't within the purge's radius, They can out heal the damage done by the rammer. If they are, the rammer is going to focus them down, if they know what they're doing. Food for thought.




Counters to Posted Issues/Objections


Argument: Purge ram is currently the shortest cooldown on a purge ability with an AOE.

Counter: Increase the cooldown time on the purge ram to 45 seconds rather than 30. It'll still be the shortest cooldown time, but you won't be able to repeatedly just keep rolling into a group of enemies and decimating them. You have to give up nearly a full minute of a 20 minute game for each attempt.


Argument: Purge ram has no downside to it's user.

Counter: Make it like how disrupt pulse used to be, inflicting a reduced disrupt effect on it's user for say, 3 seconds, during which you cannot use your other abilities and are vulnerable. Also make it stop and reset the cooldowns of any active abilities at the time of activation, such as thrust amp or weapon booster pulse. In the destroyers, the primary and secondary weapons are powerful enough that you don't necessarily need weapon booster pulse to kill things. However, removing the ability for the destroyer to just immediately hit weapon booster and start tearing all ships in range a new one, would help balance it out.


Argument: Purge ram does too much damage.

Counter: If you don't want the purge ram to be basically a blast ram with extra effects, make the ram inflict no damage to those within it's AOE. It inflicts the original base damage on the person you hit, and the purge effect on everyone else within the AOE. This way you wouldn't even have to reduce the base damage, and it'd still be balanced. It'd be exactly like a purge nuke. It does no damage to those in it's AOE, but with an incentive to use the ram over the nuke by adding damage to the person it impacts. That'd mostly just be making up for the fact that you have to risk your life to deliver it.


Argument: The Purge AOE is too big.

Counter: It has the same AOE as a purge nuke, except you have to hand deliver it, as I said. The reason you see it as being ridiculous, is because you're looking at players like myself, who know exactly who they need to hit in order to purge the most people. Honestly, the range isn't really all that special, seems like it's a total of 1200m from every side of the person hit, maybe a little less. It's pretty much the exact same thing as a nuke.




Regardless, that ends my rant, and it is something I would really love to see avoided. Whether everyone agrees with it or not, and I have talked with a lot of people who do agree with it. Time will tell whether my opinion will change anything, however at least now people can't say I didn't try.

Lol, until they revamp the progression system, a wipe is going to do nothing other than put them on an even playing field for a very short amount of time. I know I would personally just grind right back up to 50, and it wouldn't make much of a difference, other than any real competition I had in this game, unless they ground back up with me, would be at a supreme disadvantage. We're finally getting to the point where there actually is enough players high enough level to have some competition, don't rush into asking for a wipe that would reset all that progress to 0.

Sorry bout that, It's 3am here, not quite thinking my best. As you were then.

Ohh! That's what you're arguing. I gotcha now. I wouldn't know about the Kali, because another, unrelated, though quite annoying known bug that doesn't let me play it at all. That and I haven't played the Koshei with beams in a long time, so you might very well be right. Also, my internet's fine thank you very much. :'(


I don't want to talk about it.