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JARREL THOMAS
Dead Man's Game
189
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Posted - 2014.03.16 12:39:00 -
[1] - Quote
Should we nerf the hardeners or decrease the speed and keep them from using fuel injectors? Personally I would nerf the hardeners becauseatm tanks are fast powerful have great defences. But everything has to have a weakness there not supposed to do that. And also tank spam is rediculus I was in an ambush yesterday there were at least 6-5 tanks on the field .
Caldari Loyalist
I speak for the rabbits
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COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
630
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Posted - 2014.03.16 13:00:00 -
[2] - Quote
I think I remember reading one of the devs say that they will be adjusting module resources so stacking may be a thing of the past in 1.8. Speed should be left as is and stasis webifiers should be introduced to combat that issue.
Proud Minmatar scout - Republic Merc 6/10
Immune to bitter/jaded vet syndrome
Roll with the punches instead of QQing
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Gelan Corbaine
Gladiators Vanguard
319
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Posted - 2014.03.16 13:03:00 -
[3] - Quote
Yeah Hardeners are fine but tripple hardeners have got to go ....
No job is worth doing if you don't get paid in the end .
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Banjo Robertson
Bullet Cluster Legacy Rising
92
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Posted - 2014.03.16 13:05:00 -
[4] - Quote
Maybe hardeners impose a speed penalty when active, so multiple active hardeners would slow the tank down to a turtle. |
Cody Sietz
Bullet Cluster Legacy Rising
2676
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Posted - 2014.03.16 13:08:00 -
[5] - Quote
COVERT SUBTERFUGE wrote:I think I remember reading one of the devs say that they will be adjusting module resources so stacking may be a thing of the past in 1.8. Speed should be left as is and stasis webifiers should be introduced to combat that issue. I can't wait 6 months. Tanks shouldn't be faster then LAVs.
Period.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Ivy Zalinto
Bobbit's Hangmen
315
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Posted - 2014.03.16 13:24:00 -
[6] - Quote
JARREL THOMAS wrote:Should we nerf the hardeners or decrease the speed and keep them from using fuel injectors? Personally I would nerf the hardeners becauseatm tanks are fast powerful have great defences. But everything has to have a weakness there not supposed to do that. And also tank spam is rediculus I was in an ambush yesterday there were at least 6-5 tanks on the field . Personally i feel they should keep the new combat styles but bring back the older tank modules. My theory is this. There is absolutely no difference between railgun types whether militia or proto when you catch a tank unaware. The only real difference being whether your going to make a dropship pilot foam at the mouth with a damage mod oneshot or not.
Face it, when you have them in your sites their chances of escape are practically nill.
Im not sure about blasters, I dont use them. Missiles are ******* fun though! I know that one. Anyway, the point is, there is no diversity between tanks and their defenses arent all that bad. I just miss the actual passive mods that worked. Shield extention doesn't do a damn thing anymore.
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Scrambler Pistol dedication
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I-Shayz-I
I-----I
2527
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Posted - 2014.03.16 13:25:00 -
[7] - Quote
nonononono
reps, that's the problem. The fact that armor reppers can heal an armor tank faster than a shield tank, and do it while they're being hardened...gah.
look, if reps didn't rep as fast we would be able to actually slowly chip away at their health with their hardeners on just like we do with shield tanks.
Speed is an issue too, but I still want tanks to be easy to control and move around.
As for hardeners, possibly a shorter time for them to be active to really make it so that they have to pick and choose when to harden instead of being able to cycle even as a militia tank...but only if they don't change armor reps or speed.
Links:
List of Most Important Threads
I make logistics videos!
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Takahiro Kashuken
Red Star. EoN.
3009
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Posted - 2014.03.16 13:30:00 -
[8] - Quote
The problem is infantry
They stand at the same spot and dont move and fire while the tank is shiny then when it moves away they stay still like a statue and dont go after it so the tank comes back with another hardener on and rinse and repeat
Intelligence is OP
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JARREL THOMAS
Dead Man's Game
189
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Posted - 2014.03.16 14:41:00 -
[9] - Quote
Takahiro Kashuken wrote:The problem is infantry
They stand at the same spot and dont move and fire while the tank is shiny then when it moves away they stay still like a statue and dont go after it so the tank comes back with another hardener on and rinse and repeat Those are noobs and that's not a good dc use for being good at everything.
Caldari Loyalist
I speak for the rabbits
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Altus Nox
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
10
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Posted - 2014.03.16 14:52:00 -
[10] - Quote
Hardeners. I just recently got an ADS on my pilot alt. Even in a squishy drop ship I felt that the armor hardener lasted far to long. They should be a oh **** got to get to cover tool not a lets roll in and slaughter for 30 seconds in my nice comfy invincible mode (at least with current AV).
-Omnes una manet Nox
(The same night awaits us all)
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Rynoceros
Rise Of Old Dudes
3152
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Posted - 2014.03.16 15:19:00 -
[11] - Quote
Keep throwing out suggestions, it's not like they're going to listen to anybody that attempts to make any ******* sense about balancing. They're going to do whatever kind of stupid **** they come up with, not test it in application, and just patch in some half-assed statistician's idea of what they think should work. And, they're going to take 8 ******* months to do it.
Give up. These assholes are either too dumb or too stubborn and way too ******* slow for everybody to act like their opinion is going to be the ray of sunshine that fixes this game with these dipshit developers.
You wanna fix VvsAV? Take a 6 week online course in software development and get a job with CCP, you could easily be in charge of this **** show.
I GÖú Kittens.
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Scheneighnay McBob
Endless Hatred Ishuk-Raata Enforcement Directive
4388
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Posted - 2014.03.16 15:32:00 -
[12] - Quote
Nerf active mods as a whole
I am your scan error.
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